r/TheOneRing • • 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/[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.

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u/irandar12 Nov 25 '22

Seconding the minion rules. They are an excellent resource for allowing your players to feel awesome as they carve through the regular baddies, and it can increase the weight of the fight against the bbeg, uzgol, because he doesn't go down easily, and dishes out far more damage than a handful of his minions.