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Can a dozen orcs challenge a 17th level party?
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<blockquote data-quote="Zephyrus" data-source="post: 2612038" data-attributes="member: 8728"><p>Okay... you want to find a way to make it at least a little bit bothersome for the characters to take em on. here's an idea I've been formulating since I read this post yesterday. Now Since the party hasent been around to ruin their plans who's to say these Orc's havent been able to become a little successful on their own and have some cash and resources to make the party's return at least a little bit of a nusience.</p><p></p><p>Re-equip/feat the Orc's with Spike Chains. Position them so that their is a 15ft space between each of them so they have overlaping threatening area's but cannot be cleaved (even after a 5ft step). Make the Orc Leader a Fighter2/Bard2 and equip him with A spiked chain as usual as well as Combat Expertice and either Improved Disarm or Improved Trip. the 'Shaman' can be a 3rd level Wizard or a 4th level sorcerer. Either way, have them have a familiar.</p><p></p><p>Further, Equip Orc's with smokesticks (noxious even) and alchemist fire, frost and spark as well as potions of Invisibility and Oil of True Strike and Oil of Magic Weapon. The Orc's start Invisible with their weapons oiled with magic weapon. The Warleader when the party reachs predetermined points starts to sing (inspire). This triggers readied actions on the part of the 'Shaman' to have the familiar set off pre-prepared light catapults loaded with alchemist fire like ammo. The Invisible Orc's oil their weapons at this time with True Strike. The Orcs should still be considered invisible at this point.</p><p></p><p>The following round some of hte orc's throw noxious smoke sticks. These orc's are the 'rear' rank. They are not trying to hit anything but a target spot on the ground. they want to get near the party not hit them directly. Consider having the road already covered in caltrops as well and covered in leaves or light dirt. Have their be traps on the side of the road should anyone try to go around. If they try to fly over have the Shaman have a readied action to activate an arrow swarm trap to attack certain aerial area's. Without Evasion in many cases 1/2 damage is still gonna cause some damage weather from alchemist fire or reflex save based traps. Anyone passing into the threatened area of the Orc's is gonna provoke an AoO, however wait till the player is in the midst of several orcs where theirs a chance that if possible 2, 3 or even 4 can attack a single target at once. The target is considered flat-footed cause they are being attacked by surprize from an invisible target. Maybe if your willing set up the basic orc's as 1st level Rogues instead of generic Orcs (they will still be 1 HD). Combined with True Strike and the bardic music theirs a good chance they will hit even higher AC's. Maybe position the War Leader so that he is the one that gets the first attack at which time he'll attempt to disarm or trip. The Leader appearing can be the cue for the others to make their AoO's.</p><p></p><p>Smoke sticks will foil ranged attacks or force archers to move into positions that might provoke an AoO before they can make a shot. Consider having the Orcs making hte AoO attempt a Disarm or a Sunder attack on the bow. Have the orc's fight a battle where they give up ground but only so that they position the party into positions where new traps await. Have the Orcs where light armor so they can move fully and even make Run movements. Unless they are threatened the reach of a spike chain will allow them to disengage simple by running away. Party members in heavy armor wont be able to persue. Liberal use of smoke sticks will make getting LOS hard.</p><p></p><p>Just because its its a bunch of low CR Orc's doesnt mean you cant make the situation a higher CR. Enough traps or good enough traps can really pump the CR. In addition superior equipment can bump the CR as well.The reason I Suggested a level 3 Wizard is that it can take Brew Potion and has scribe scroll. If your worried bout the XP cost say they utilized a sacrifice or something similar or that the XP cost was negiligable. </p><p></p><p>Give the Leader Ranks in Craft [Trapmaking] and Profession [Seige Engineer] to justify things if need be. The Idea here is that the Orc's prolly know that the Party is too powerful for them. Thats why they've made all these traps and stuff. They wont stand and fight, they'll strike and run and get in as many AoO they can. Change Energy types (using Alchemist Frost and Alchemist Spark and Acid so that attempts to use Energy Resistance Spells are less effective. Use Poisons as well if you can. Maybe have one of the catapults throw an inhailed poison into the party's midst. This should expecially mess with anyone that has poor Fort Saves. Good Reflex AND Good Fortitude are not that common. High DC poisons are expensive yes, but you only need a few doses possible or maybe have the Shaman have Craft [Poison Making]. </p><p></p><p>Have the Shaman ready with a Wand of Magic Missile Caster Level 3 with a readied action to use it on anyone attempting to cast a spell. Adding +4 to +10 to the Concetration check DC to cast a spell while being injured will put a cramp on the party's ability to use magic. Acid Arrow is a great spell too as it has ongoing Damage again complicating spellcasting.</p><p></p><p>Maybe have them have Hostages. Just for kicks have them have take some evil people hostage too. It'll sure choke up anyone using a Holy Word spell and suddenly seeing the hostage fall too. A Evil Merchant or similar can be evil for reasons other than that he's a murder or similar. Yes he might be evil but in this case they will still be an innocent victim too. Hostages will allow mitigate somewhat area effect spells. </p><p></p><p>How can you justify all the expenses going into this ambush? Well the Evil Merchant hostage scenario could help. Maybe he had dealings with the orcs and they double crossed him and used his money to fund their trap. Perhaps theirs another 'villian' in the area that funded and supplied the Orc's in an effort to test the party's mettle. Maybe they are hoping that the Orcs might wear the party down. Maybe its a Dragon that spent its horde helping the Orc's and is waiting for hte Party to be weakened before it attacks. Being a younger dragon it knew it had no chance engaging them directly (They killed Mom/Dad already) and is thinking they will be able to recoupe their expense by recovering the party's equipment as treasure.</p><p></p><p>thoughts?</p></blockquote><p></p>
[QUOTE="Zephyrus, post: 2612038, member: 8728"] Okay... you want to find a way to make it at least a little bit bothersome for the characters to take em on. here's an idea I've been formulating since I read this post yesterday. Now Since the party hasent been around to ruin their plans who's to say these Orc's havent been able to become a little successful on their own and have some cash and resources to make the party's return at least a little bit of a nusience. Re-equip/feat the Orc's with Spike Chains. Position them so that their is a 15ft space between each of them so they have overlaping threatening area's but cannot be cleaved (even after a 5ft step). Make the Orc Leader a Fighter2/Bard2 and equip him with A spiked chain as usual as well as Combat Expertice and either Improved Disarm or Improved Trip. the 'Shaman' can be a 3rd level Wizard or a 4th level sorcerer. Either way, have them have a familiar. Further, Equip Orc's with smokesticks (noxious even) and alchemist fire, frost and spark as well as potions of Invisibility and Oil of True Strike and Oil of Magic Weapon. The Orc's start Invisible with their weapons oiled with magic weapon. The Warleader when the party reachs predetermined points starts to sing (inspire). This triggers readied actions on the part of the 'Shaman' to have the familiar set off pre-prepared light catapults loaded with alchemist fire like ammo. The Invisible Orc's oil their weapons at this time with True Strike. The Orcs should still be considered invisible at this point. The following round some of hte orc's throw noxious smoke sticks. These orc's are the 'rear' rank. They are not trying to hit anything but a target spot on the ground. they want to get near the party not hit them directly. Consider having the road already covered in caltrops as well and covered in leaves or light dirt. Have their be traps on the side of the road should anyone try to go around. If they try to fly over have the Shaman have a readied action to activate an arrow swarm trap to attack certain aerial area's. Without Evasion in many cases 1/2 damage is still gonna cause some damage weather from alchemist fire or reflex save based traps. Anyone passing into the threatened area of the Orc's is gonna provoke an AoO, however wait till the player is in the midst of several orcs where theirs a chance that if possible 2, 3 or even 4 can attack a single target at once. The target is considered flat-footed cause they are being attacked by surprize from an invisible target. Maybe if your willing set up the basic orc's as 1st level Rogues instead of generic Orcs (they will still be 1 HD). Combined with True Strike and the bardic music theirs a good chance they will hit even higher AC's. Maybe position the War Leader so that he is the one that gets the first attack at which time he'll attempt to disarm or trip. The Leader appearing can be the cue for the others to make their AoO's. Smoke sticks will foil ranged attacks or force archers to move into positions that might provoke an AoO before they can make a shot. Consider having the Orcs making hte AoO attempt a Disarm or a Sunder attack on the bow. Have the orc's fight a battle where they give up ground but only so that they position the party into positions where new traps await. Have the Orcs where light armor so they can move fully and even make Run movements. Unless they are threatened the reach of a spike chain will allow them to disengage simple by running away. Party members in heavy armor wont be able to persue. Liberal use of smoke sticks will make getting LOS hard. Just because its its a bunch of low CR Orc's doesnt mean you cant make the situation a higher CR. Enough traps or good enough traps can really pump the CR. In addition superior equipment can bump the CR as well.The reason I Suggested a level 3 Wizard is that it can take Brew Potion and has scribe scroll. If your worried bout the XP cost say they utilized a sacrifice or something similar or that the XP cost was negiligable. Give the Leader Ranks in Craft [Trapmaking] and Profession [Seige Engineer] to justify things if need be. The Idea here is that the Orc's prolly know that the Party is too powerful for them. Thats why they've made all these traps and stuff. They wont stand and fight, they'll strike and run and get in as many AoO they can. Change Energy types (using Alchemist Frost and Alchemist Spark and Acid so that attempts to use Energy Resistance Spells are less effective. Use Poisons as well if you can. Maybe have one of the catapults throw an inhailed poison into the party's midst. This should expecially mess with anyone that has poor Fort Saves. Good Reflex AND Good Fortitude are not that common. High DC poisons are expensive yes, but you only need a few doses possible or maybe have the Shaman have Craft [Poison Making]. Have the Shaman ready with a Wand of Magic Missile Caster Level 3 with a readied action to use it on anyone attempting to cast a spell. Adding +4 to +10 to the Concetration check DC to cast a spell while being injured will put a cramp on the party's ability to use magic. Acid Arrow is a great spell too as it has ongoing Damage again complicating spellcasting. Maybe have them have Hostages. Just for kicks have them have take some evil people hostage too. It'll sure choke up anyone using a Holy Word spell and suddenly seeing the hostage fall too. A Evil Merchant or similar can be evil for reasons other than that he's a murder or similar. Yes he might be evil but in this case they will still be an innocent victim too. Hostages will allow mitigate somewhat area effect spells. How can you justify all the expenses going into this ambush? Well the Evil Merchant hostage scenario could help. Maybe he had dealings with the orcs and they double crossed him and used his money to fund their trap. Perhaps theirs another 'villian' in the area that funded and supplied the Orc's in an effort to test the party's mettle. Maybe they are hoping that the Orcs might wear the party down. Maybe its a Dragon that spent its horde helping the Orc's and is waiting for hte Party to be weakened before it attacks. Being a younger dragon it knew it had no chance engaging them directly (They killed Mom/Dad already) and is thinking they will be able to recoupe their expense by recovering the party's equipment as treasure. thoughts? [/QUOTE]
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