If you want one of the enemies to seem tougher than the rest, have him catch a guard's blade in his bare hand and kill him in one blow. The better option from my standpoint is to not bother with tracking hp and stats from the guards, and use them for a story point. You can also fudge it by subtracting the guard's encounter xp value from the original encounter to determine how "hard" of an encounter it actually is. By the time the additional mobs take out the guards, they will be weakened, or the PCs will have had the opportunity to take out the primary enemies (or both). This will make the encounter seem larger, but not actually change what the PC's are handling. This takes some tinkering, but the way I would start is take the encounter xp of the additional guards, and create an encounter worth the same xp, assigning monsters from that group to handle the guards. Increase the encounter to make up for the allies The real question you have is how to make the ensuing encounter appropriately challenging with the additional allies. You can absolutely use their stat blocks directly as allies.
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