u/Lt-Dixon-Cyder

World building help with a Raid Encounter

Currently working on a bandit Raid encounter, I dont want to drudge on the entire session and micro manage dozens of NPCs and enemies. The module also did not leave a map for this and left it to open interpretation. So I was going to theater of the mind this whole aspect but give the players a chance to change the outcome.

The Raid was going to be 3 rounds with 4 objectives happening all at once. Each success in an objective helps damage control and there are 6 PCs for reference.

-(Objective 1)Aiding the Guard fight off the Attack

-(Objective 2)Help putting out fires to save cargo

-(Objective 3)Aid the injured workers

-(Objective 4)Stop the Attackers from damaging the gates

Here's where I have hit a block, and what I need help with.

-What DC do I make the objectives?

-and what kind of check for roll?

-Do I count Each Player roll as a chance of success per round OR Do I give it a group check per round?

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u/Lt-Dixon-Cyder — 5 days ago

Im running a module and Im came across a "Bandit Raid" on a city and I am unsure of how to run it. There are no consequences for helping or ignoring the attack and it makes it feel insignificant to the story. At the end if the excerpt it writes "Encourage players to come up with their own creative solutions". Any suggestions on how to run this part?

TL;DR: I need advice and suggestions on running a Bandit Raid on a city.

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u/Lt-Dixon-Cyder — 12 days ago