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<blockquote data-quote="Baldurs_Underdark" data-source="post: 8519012" data-attributes="member: 6880355"><p>If something like that happens, there are 2 options:</p><p></p><p>1. You honestly tell your players you did not expect this, and you need a moment. Everybody go get a drink and a toilet break, because you need 2-5 minutes to figure something out. Then leaf through the Monster Manual, look up a powerful humanoid (e.g. Berserker, and give him 50 extra HP and a multiattack. Or whatever it takes to make this interesting. Done.</p><p></p><p>2. Alternatively, making a few stat blocks for random encounters is not so hard. You probably already decided if the named pirate captain has a rapier, or a longsword. And if he's got some allies. You only need a few basics to get going:</p><p></p><p><strong>Blunder</strong> the named Pirate Captain, 96 HP, AC 17</p><p>Multiattack: Blunder makes 2 melee or 2 ranged attacks.</p><p>Longsword: melee attack, 5ft reach, +8 to attack, 1d8+5 slashing (non-magical)</p><p>Shortbow: ranged attack, +5 to attack, 1d6+2 piercing</p><p></p><p>That took me 1 minute (because I know the weapon damage, otherwise it's somewhere around page 140 of the PHB I think), and it's enough to do combat. Need a DEX save? He's got a ... eeh... +5. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (I roll behind a screen, so I won't even tell the players what plus he has, or what I rolled).</p><p>Blunder here does not have any special abilities, but he won't go down without a fight!</p><p></p><p>For allies, as a base I always grab the basic "Guard" or "Cultist" stat blocks. Give them some cool boots and a hat, and it's a pirate.</p><p></p><p>To be honest, as a new DM it won't hurt to build a couple of NPC characters. You'll get to know the stats of the basic weapon and armor, which helps a lot!</p></blockquote><p></p>
[QUOTE="Baldurs_Underdark, post: 8519012, member: 6880355"] If something like that happens, there are 2 options: 1. You honestly tell your players you did not expect this, and you need a moment. Everybody go get a drink and a toilet break, because you need 2-5 minutes to figure something out. Then leaf through the Monster Manual, look up a powerful humanoid (e.g. Berserker, and give him 50 extra HP and a multiattack. Or whatever it takes to make this interesting. Done. 2. Alternatively, making a few stat blocks for random encounters is not so hard. You probably already decided if the named pirate captain has a rapier, or a longsword. And if he's got some allies. You only need a few basics to get going: [B]Blunder[/B] the named Pirate Captain, 96 HP, AC 17 Multiattack: Blunder makes 2 melee or 2 ranged attacks. Longsword: melee attack, 5ft reach, +8 to attack, 1d8+5 slashing (non-magical) Shortbow: ranged attack, +5 to attack, 1d6+2 piercing That took me 1 minute (because I know the weapon damage, otherwise it's somewhere around page 140 of the PHB I think), and it's enough to do combat. Need a DEX save? He's got a ... eeh... +5. :) (I roll behind a screen, so I won't even tell the players what plus he has, or what I rolled). Blunder here does not have any special abilities, but he won't go down without a fight! For allies, as a base I always grab the basic "Guard" or "Cultist" stat blocks. Give them some cool boots and a hat, and it's a pirate. To be honest, as a new DM it won't hurt to build a couple of NPC characters. You'll get to know the stats of the basic weapon and armor, which helps a lot! [/QUOTE]
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