Design Journal: Easy Foes
Okay, have you DMs/GMs out there ever had a day where you found yourself with all of ten minutes to come up with an exciting encounter? It sucks, we know. I mean, sure, you could always send a big ol’ bunch of orcs at the party, but that’s boring.
... until now.
Let’s say I want to do just that, and send a party of orcs at my group. This is a party of four PL 6 adventurers in a swords & sorcery fantasy game, so orcs are a fine choice of opponent. Let’s see how a single Stock NPC entry can be harvested to quickly assemble an exciting encounter.
Step 1: ‘Ere’s Da’ Orcs!
Below is an entry for a sample foe, in this case, the orc. Orcs are big, strong, and a little dim (don’t blame them, though… blame their upbringing!). They’re wild warriors with big axes and tusks who live to fight, and warbands of orcs often reflect this.
Orc (10 cp)
Abilities: +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma (0 pp)
Skills: Athletics 1, Survival (Homeland) 1, Weapon Group (Axes) 1 (3 cp)
Feats: Fearsome Presence 2, Skill Specialization (Persuasion: Intimidate) 1 (3 cp)
FX: Super-Senses (Low-Light Vision, Scent) (2 cp)
Equipment: Battleaxe (Damage 3 (Extras: Penetrating; FX Feats: Mighty)), Hide Armor (Protection 3) (2 cp)
Orc Variants:
Orc Artillery (+4 cp): Add Perception 1, Weapon Group (Bows) 1 and Recurved Longbow (Damage 3 (Extras: Ranged; FX Feats: Improved Range, Mighty)
Orc Brute (+1 cp): Add Fearsome Presence 2 (2 cp)
Orc Enchanter (+2 + 2 x PL cp): Add Shaman Staff (Damage 2 (FX Feats: Mighty, Split Attack)), Shaman Magic (PL) (Choose two of the following):
- Damage (PL) (Extras: Cone Area)
- Damage (PL) (Extras: Ranged)
- Inflict Condition (PL) (Will Defends; Attack, Will)
- Inflict Condition (PL) (Will Defends; Defense, Will)
- Dazzle (PL) (Visual)
Orc Lurker (+2 cp): Add Weapon Group (Spears) and Shortspear (Damage 2 (Feats: Mighty, Thrown))
Step 2: Power Up
So we start with the basics. I know I want the party to have a reasonable challenge from this encounter, but each individual orc shouldn’t be a great challenge. Oh, maybe two or three of them will be a match for the heroes, but for the most part, they’re cannon fodder. So I decide I’ll run an encounter with a dozen orcs, which has absolutely nothing to do with the fact that I have a dozen orc minis in my minis box.
Now I want two orcs to stand out and be tough, while the others can be weaker. So maybe two boss-like orcs. Since I want them to be a challenge, I’ll put them on-par with the party in terms of power, at PL 6. The other orcs I’ll leave at PL 4.
But I’ve still just got a mob of twelve orcs, whose only difference is in PL. I still don’t even know their combat stats. How does this get me any closer to my idea for a cool encounter?
Step 3: Spice it Up!
They say that variety is the spice of life, and it’s true for encounters too. So let’s stick to that good old wisdom. I’m going to start specializing my orcs, so that they stand out and are able to work together as more of a team to provide a fun challenge to the PCs.
The Orc entry I posted above shows a few sample modifications to orcs. The Orc Brute in particular looks pretty appropriate for a big, strong Orc boss, I think. It captures their savagery pretty nicely. So I go ahead, take the basic orc template, give them rage (as per the entry for the Orc Brute under the Orc Varieties entry). Then I cross reference it with my Brute Progression Table. I see that at PL 6, a Brute should have a +5 bonus to its primary attack (and with orcs, that’s the battleaxe), a +6 to toughness and fortitude, a +3 to will, and a +3 to reflex. Further, they should have the Endurance feat and an additional +2 Strength. Now let me combine that with the stats I already have from the Orc template and the Brute variety:
Orc Warband Leader
Abilities: Strength +3, Dexterity +0, Constitution +1, Intelligence -1, Wisdom +0, Charisma -1 (4 pp)
Skills: Athletics 1 (+4), Survival (Homeland) 1, Reflex 3, Toughness 2 (+6), Fortitude 5 (+6), Will 4 (+3), Dodge 5, Weapon Group (Axes) 5 (26 cp)
Feats: Endurance, Fearsome Presence 4, Skill Specialization (Persuasion: Intimidate) 1 (5 cp)
FX: Super-Senses (Low-Light Vision, Scent) (2 cp)
Equipment: Battleaxe (Damage 3 (Extras: Penetrating; FX Feats: Mighty)), Hide Armor (Protection 3) (2 cp)
Attacks: Battleaxe (+5 Attack, +6 Damage, 3 Penetrating); Fearsome Presence (+4, Will Defends)
Defenses: Fortitude +6, Toughness +6, Will +3, Dodge +5
And that’s before I even consider sitting down and start customizing this particular baddy. Right now he’s just built to fight PCs (and he’ll be scary while doing it). But this only took me about a minute to put together (two if you count the extra minute I took to format it for this post
) He looks like a pretty big, scary Orc Boss to me. However, his damage and toughness are a little low, considering he looks like he has an – attack / + damage trade-off, so we can bump his strength and constitution a little for the final writeup.
Now let’s move on. I want this warband to be pretty diverse, but it still needs a good foundation. So lets make five of the orcs into basic grunts. I want them to be an easier few enemies, so let’s just make them PL 4 Grunts.
Orc Warband Grunt
Abilities: Strength +1, Dexterity +0, Constitution +1, Intelligence -1, Wisdom +0, Charisma -1 (0 pp)
Skills: Athletics 1 (+2), Survival (Homeland) 1, Reflex 2, Toughness 0 (+4), Fortitude 1 (+2), Will 3 (+2), Dodge 3, Weapon Group (Axes) 4 (16 cp)
Feats: Fearsome Presence 2, Skill Specialization (Persuasion: Intimidate) 1 (3 cp)
FX: Super-Senses (Low-Light Vision, Scent) (2 cp)
Equipment: Battleaxe (Damage 3 (Extras: Penetrating; FX Feats: Mighty)), Hide Armor (Protection 3) (2 cp)
Attacks: Battleaxe (+3 Attack, +4 Damage, 3 Penetrating); Fearsome Presence (+2, Will Defends)
Defenses: Fortitude +2, Toughness +4, Will +2, Dodge +2
Now to really start adding variety. What is a warband without a few archers to mix things up? So let’s add a trio of PL 4 Orc Artillery to the mix…
Orc Warband Archer
Abilities: Strength +1, Dexterity +0, Constitution +0, Intelligence -1, Wisdom +0, Charisma -1 (-2 pp)
Skills: Athletics 1 (+2), Perception 1, Survival (Homeland) 1, Reflex 2, Toughness 0 (+4), Fortitude 1 (+2), Will 3 (+2), Dodge 3, Weapon Group (Axes) 2, Weapon Group (Bows) 3 (17 cp)
Feats: Fearsome Presence 2, Skill Specialization (Persuasion: Intimidate) 1 (3 cp)
FX: Super-Senses (Low-Light Vision, Scent) (2 cp)
Equipment: Battleaxe (Damage 3 (Extras: Penetrating; FX Feats: Mighty)), Recurved Longbow (Damage 3 (Extras: Ranged; FX Feats: Improved Range, Mighty), Hide Armor (Protection 3) (4 cp)
Attacks: Recurved Longbow (Attack +3, Damage +4, 120 ft. Range); Battleaxe (+2 Attack, +4 Damage, 3 Penetrating); Fearsome Presence (+2, Will Defends)
Defenses: Fortitude +2, Toughness +4, Will +2, Dodge +2
And just to be sneaky, how about a pair of Orc Lurkers, who could be ranger-type orcs who are going to sneak in and join the fight after it starts, catching the PCs unawares…
Orc Warband Ambushers
Abilities: Strength +1, Dexterity +0, Constitution +1, Intelligence -1, Wisdom +0, Charisma -1 (0 pp)
Skills: Athletics 1 (+2), Infiltrate 3, Survival (Homeland) 1, Reflex 2, Toughness 0 (+4), Fortitude 1 (+2), Will 3 (+2), Dodge 3, Weapon Group (Spears) 3, Weapon Group (Axe) 2 (19 cp)
Feats: Fearsome Presence 2, Skill Specialization (Persuasion: Intimidate) 1 (3 cp)
FX: Super-Senses (Low-Light Vision, Scent) (2 cp)
Equipment: Battleaxe (Damage 3 (Extras: Penetrating; FX Feats: Mighty)), Shortspear (Damage 2 (FX Feats: Mighty, Thrown)), Hide Armor (Protection 3) (3 cp)
Attacks: Shortspear (Attack +3, Damage +3, 10 ft. Range Increment); Battleaxe (+2 Attack, +4 Damage, 3 Penetrating); Fearsome Presence (+2, Will Defends)
Defenses: Fortitude +2, Toughness +4, Will +2, Dodge +2
That leaves one last orc, and a little magical support to round things out is always fun. So how about we throw an orc shaman into the mix with an Orc Enchanter? And let’s make him stand out a little more by making him a nice PL 5… close enough to the leader to be an effective (but not too dangerous) advisor.
Orc Warband Shaman
Abilities: Strength +1, Dexterity +0, Constitution +1, Intelligence -1, Wisdom +0, Charisma -1 (0 pp)
Skills: Athletics 1 (+2), Survival (Homeland) 1, Reflex 2, Toughness 0 (+4), Fortitude 1 (+2), Persuasion 4 (+3), Will 6 (+5), Dodge 5, Weapon Group (Shaman Magic) 4, Weapon Group (Shaman Staff) 2 (26 cp)
Feats: Distract, Inspire 1, Fearsome Presence 2 (4 cp)
FX: Super-Senses (Low-Light Vision, Scent); Shaman Magic 5 (Damage 5 (Extras: Cone Area); Inflict Condition 5 (Will Defends; Defense, Will)) ( (13 cp)
Equipment: Shaman Staff (Damage 2 (FX Feats: Mighty, Split Attack)), Hide Armor (Protection 3) (2 cp)
Attacks: Shaman Staff (Attack +2, Damage +3, Split Attack); Shaman Magic Damage (+5 Attack, +5 Damage); Shaman Magic Inflict (+4 Attack, +5 Damage (Will Defends), Distract (+3, Will/Sense Motive Defends), Fearsome Presence (+2, Will Defends)
Defenses: Fortitude +2, Toughness +4, Will +5, Dodge +5
And about seven minutes later, I have my orc warband complete. They’ll provide quite a fun, exciting encounter for the PCs, methinks. We can start it out with the two sides encountering one another on the road. The archers fire, and the grunts charge along with the leader, who gives a battle-howl (using Fearsome Presence). Meanwhile, the shaman can call for favor from the spirits of the orc ancestors (Inspire) and the ambushers move around to try to out-flank the PCs, getting ready to unleash a volley of spears on the next round before they charge in with their axes. If things get rough, the shaman can assist with more spells to weaken the enemy defenses and make way for the leader to really bring the hurt until the ambushers are in position. It’s going to be an exciting encounter, but the PCs might just win it!
Beyond Orcs
Of course, this system is flexible enough to expand beyond just orcs. I could just as easily apply it to some cultists of a forgotten, dark demon and have an encounter against a handful of magical enemies, or give it to a couple mobsters and have a shootout with a mafia family’s enforcers. Or I could use it to quickly create a squad of soldiers who might be assisting the PCs. Heck, I could do it without templates and just look at the numbers for a given PL and just leave everything up to description (so a PL 10 Dragon’s primary attack could be a fireball, and his secondary could be his teeth and claws). It’ll still work fine even if it’s only providing a set of guidelines for me right there while I’m running an encounter.
The players get lots of flexibility, and so does the GM. The GM just has a lot more to deal with, so being able to help out with easy-to-generate Stock NPCs of just about any PL is quite a useful tool indeed.