Illuminating the Enemy

Quick Rules for Beefing Up Your NPCs

Introduction

by Brian Phillips and Kenneth Sanderson
Illustrated by Lorelle Ahlstrom

Editor's Note

Last issue we ran Brian Phillip's Tuning Up Your Armies which allowed the GM to use a simple deck of playing cards to create unique NPC armies. That article was so well received, we decided to offer Brian's follow up article (co-authored by Kenneth Sanderson), using the same principle. Enjoy! -- JRB

Is this a familiar line in your fantasy campaigns? "Ok! Now that you've tracked Orgoron the Evil to his lair, It's time to enter and slay the beast."

If it is, and you want more than that, then this is the Quick and Dirty table for you. Most adventures concern themselves with what happens within the evil lair, not what it takes to get there, and not how an evil, diabolical, and overall smart NPC would halt the advance of the vengeful players.

Four possibilities are explored below;

    1. Followers and NPCs who carry out the desires of the antagonist (i.e., the evil NPC that the players are after).

    2. Different places and environments that the antagonist may locate his (or her) stronghold.

    3. Tactics that the antagonist may use to persuade the players that their interests would be better served elsewhere.

    4. Several nasty magic items not listed anywhere else for the antagonist's personal use (the secret dies with him of course).

Of course, the generation process is simplicity in itself. Merely draw a card from a standard 52 card playing deck, then reference the table below. For an increased challenge to veteran players, draw more than one card. Several cards will definitely provide a significant and entertaining challenge to the players.

Illuminating the Enemy Quick Rules for Beefing Up Your NPCs


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