mroberon1972
First Post
Could some of you give some critical feedback on this encounter format?
It's for a set of modules I'm designing.
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Orcish raiders (Event)
Regardless of the place or situation, when this event occurs and orcish raid takes place. A number of orcs will attack, not only fighting the party, but also any other NPCs nearby. Those PCs watching for trouble should get a listen or spot check. If successful, the character notices 1d4 rounds before the orcs attack. Also, on a roll of 15 or better on a d20 roll means that a random NPC notices something amiss. This only gives a single round of warning, though.
Primary Challenge:
For every two 1st level characters, there will be one orcish warrior. This encounter should not be scaled beyond this. This will allow 1st level characters to find it a frightening challenge, and will allow 3rd level characters to act in a more heroic fashion. For PCs beyond 3rd level, add levels of barbarian to the orcs in order to make them more formidable.
Encounter Level: The EL equals the number of orcs attacking the party. See the index for information on how XP is offered in this
Secondary Challenge:
If other NPCs are nearby, then they are also assaulted by orcs. These orcs do not need to be stated, and can be defeated with a single spell or attack by any PC. The AC of these orcs should be considered to be 5, and they automatically fail any saving throws. The characters gain no xp for defeating these orcs. Instead, they gain xp for every time they ‘save’ an NPC. For every attack the party expends on an NPC’s attacker while they still have combatants of their own, they gain 10 xp multiplied by their PC level each. After all of the primary orcs are killed, the individual PC only gains 10 xp per NPC saved.
Ending the event:
Regardless of how well the party fights, some orcs will run back into the wilderness and escape. These orcs will advise the next party of raiders of the PC’s abilities. Those with tracking skills may try to track the retreating orcs, but will only be rewarded with another orcish raiders event.
A number of non-name NPCs should have died in the attack, but reduce the number according to how hard the party fought to deal with the secondary challenge. Healers should get the chance to help a number of people after the battle, and should gain role-playing xp for doing so. A reward of 10 xp per PC level for each NPC they ‘save’ by expending spells should be offered, since this action is a sacrifice of party resources. The use of skills to help NPCs only offers half that, giving 5 xp per PC level.
The death of a minor NPC that the party has gotten to know can be a good opportunity to build character, and should not be ignored. On the other hand, it should not be overused either.
Rewards:
- Any NPCs ‘saved’ by the PCs will become one level friendlier to the party. Unfriendly becomes neutral, and neutral becomes friendly. Friendly do not improve further, but have the possibility to become true friends with the characters based on further role-playing.
- The orcs will have their poor quality weapons, mostly consisting of rough axes. They will also have various charms and totem items with no real value. PC’s wearing such items in a visible manner will cause orcish warriors attacking them to have a –1 penalty to attack rolls against them. This is due to the orcs thinking such items make them invincible in combat, due to the magic of the shamans. The orcs believe this, even when confronted with proof in the forms of their dead brothers. This does not affect the shamans or orcish leaders, as they know better.
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Consider this a rough example, but pound on anything you like...
It's for a set of modules I'm designing.
----------------------------------------------------------------------
Orcish raiders (Event)
Regardless of the place or situation, when this event occurs and orcish raid takes place. A number of orcs will attack, not only fighting the party, but also any other NPCs nearby. Those PCs watching for trouble should get a listen or spot check. If successful, the character notices 1d4 rounds before the orcs attack. Also, on a roll of 15 or better on a d20 roll means that a random NPC notices something amiss. This only gives a single round of warning, though.
The orcs charge to the attack, using their size and strength to destroy anything and anyone that gets in their way. They don’t hold ranks or attempt to organize the attack, but instead break away and attack whatever catches their eye.
Primary Challenge:
For every two 1st level characters, there will be one orcish warrior. This encounter should not be scaled beyond this. This will allow 1st level characters to find it a frightening challenge, and will allow 3rd level characters to act in a more heroic fashion. For PCs beyond 3rd level, add levels of barbarian to the orcs in order to make them more formidable.
Encounter Level: The EL equals the number of orcs attacking the party. See the index for information on how XP is offered in this
A group of orcs dash toward you, their weapons already glistening with blood. With a roar loud enough to make you wince in pain, the orcs rush in to the attack.
Secondary Challenge:
If other NPCs are nearby, then they are also assaulted by orcs. These orcs do not need to be stated, and can be defeated with a single spell or attack by any PC. The AC of these orcs should be considered to be 5, and they automatically fail any saving throws. The characters gain no xp for defeating these orcs. Instead, they gain xp for every time they ‘save’ an NPC. For every attack the party expends on an NPC’s attacker while they still have combatants of their own, they gain 10 xp multiplied by their PC level each. After all of the primary orcs are killed, the individual PC only gains 10 xp per NPC saved.
All around you, you hear both humans and orcs fighting for their lives. A woman runs by, carrying a swaddled child to her chest. An orc follows closely with his axe held high, totally focused on his soon-to-be victim.
A human warrior, attempting to fight for his life, holds off two orcs with his blade. With a guttural laugh, they move in.
Ending the event:
Regardless of how well the party fights, some orcs will run back into the wilderness and escape. These orcs will advise the next party of raiders of the PC’s abilities. Those with tracking skills may try to track the retreating orcs, but will only be rewarded with another orcish raiders event.
A number of non-name NPCs should have died in the attack, but reduce the number according to how hard the party fought to deal with the secondary challenge. Healers should get the chance to help a number of people after the battle, and should gain role-playing xp for doing so. A reward of 10 xp per PC level for each NPC they ‘save’ by expending spells should be offered, since this action is a sacrifice of party resources. The use of skills to help NPCs only offers half that, giving 5 xp per PC level.
The death of a minor NPC that the party has gotten to know can be a good opportunity to build character, and should not be ignored. On the other hand, it should not be overused either.
Rewards:
- Any NPCs ‘saved’ by the PCs will become one level friendlier to the party. Unfriendly becomes neutral, and neutral becomes friendly. Friendly do not improve further, but have the possibility to become true friends with the characters based on further role-playing.
- The orcs will have their poor quality weapons, mostly consisting of rough axes. They will also have various charms and totem items with no real value. PC’s wearing such items in a visible manner will cause orcish warriors attacking them to have a –1 penalty to attack rolls against them. This is due to the orcs thinking such items make them invincible in combat, due to the magic of the shamans. The orcs believe this, even when confronted with proof in the forms of their dead brothers. This does not affect the shamans or orcish leaders, as they know better.
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Consider this a rough example, but pound on anything you like...
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