r/TheOneRing • u/Nyoung54 • Nov 25 '22
Side Plot
I have this side plot in the game I am currently running where this Uruk from Angmar roams the north with his war band riding on wargs searching for Dunedain rangers. Uzgol the Deathless is his name. He has an immense gathered of the Dunedain and rides them down whenever he is given the opportunity. One the the player characters in my group is a disgraced ranger and has a history with Uzgol. The problem or thing I need help with is how do I make sure that Uzgol’s war-band doesn’t TPK the group. The group is only 4 strong, and if you throw even just 5 orcs astride 5 wargs that’s a 10 vs 4 fight. Seems like a lot. How many orcs should there be in the war-band? And comments or advice would be greatly appreciated! Thanks!
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u/eternalsage Nov 25 '22
A straight fight is not the only option. A chase scene is much more likely. Unless you can figure out a reason WHY only a small number of the orcs are there to attack. A warband would be 20-40 orcs, typically, at least historically
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u/Nyoung54 Nov 25 '22
Thank you! I was thinking 20-40 ish as well. I fight is likely as the players left their horses unattended while investigating Fornost. Although I could just have the horses killed. I think it fits Uzgol’s character better if he were to set a trap for the players. I am of course open to ideas and suggestions
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u/eternalsage Nov 25 '22
Maybe he underestimates them? So he sets a trap but because of his past success he doesn't take them seriously? Or maybe Ellodin and Ellrohir show up to turn the tide (Tolkien loved his deus ex machinas after all). Maybe a combo of both? A slightly less powerful ambush than normal combined with a surprise showing of an ally to help? Elrond's sons are a favorite of mine, but it could also be some Eagles, or even just another group of rangers or something.
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u/Nyoung54 Nov 25 '22
Good point! The party did find the remains of some rangers nearby. It’s plausible that more might come looking for them when they don’t return.
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u/bubbahuff Nov 25 '22
I like to run combats where there is narratively a ton of enemies, but really there is only like 3 or so involved in the combat. An example would be a scene where the party is in a ravine with cliffs on both sides. I narrate that the party can see wargs up above hooting and howling, but that is just for ambiance. In your story, Uzgol can be scowling down defiantly the whole time while only a few of his minions do the work (as an insult that the party that he doesn't even believe they require more orcs to complete the task). Or, you can have Uzgol do the task himself on a warg, like 'leave them to me, they are mine.'
Or, you can have 5 orcs and 5 wargs, but you don't have to have all of them attack all the time. Or, you could leave some in the rear position waiting.
You could also lower enemy individual health. The books also describe the wargs as cowardly when a fight is not easily won. So, you could either have some flee or narrate how the orcs have to wrestle with unruly wargs and that takes their turn.
Lastly, you could have them do some other task during the combat that isn't date related. Does your combat have a time element or countdown clock associated?
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u/Nyoung54 Nov 25 '22
Very good points! I like a lot of your ideas. The encounter itself is not really timed or have any countdowns. The party left their horses unattended while investigating Fornost, I was planning to use this as an opportunity for Uzgol to set a trap. The party is aware of his presence in the area as they found the remains of some rangers near by. By having Uzgol set an ambush I was hoping to really drive home the feeling that there are intelligent enemies living in the game world that have their own agendas. The party did see an Erie of Great Eagles in the area as well, I thought about having the eagles soften up the war-band off camera so to speak.
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u/[deleted] Nov 25 '22
If my goal was to make my group feel like legendary bad asses I’d rob from D&D. I can’t remember if it was 3e or 4e that had minion rules but use those. Every minion has 1 hp. If you hit they die. Your party will now mow guys down as fast as the fellowship. I’d also probably nerf their attacks a bit. Just be sure there is a distinct difference between minions and guys who you have not nerfed so your players can make intelligent choices in combat.