Constructing Encounters

 

Many of the creatures included here are openly hostile, aggressive, or purely predatory. Encounters with such creatures will typically lead to combat fairly quickly. However, there are dozens of creatures here that are more intelligent, sophisticated, or tactically savvy - creatures that may not want to enter into a life or death battle with a random group of adventurers.

Additionally, many of the creatures here are simplified templates; not every single tucker will use the same three weapons. Tuckers are as diverse as other humanoids - some will have flails, some will have hand-axes, some will wear armour, some will not, etc. If players are planning to delve into a tucker hole, the Director may want to consider using the generic tucker included here as a template for other archetypes; perhaps some cast spells, perhaps they have warrior champions who are much tougher.

Constructing interesting encounters that will keep players engaged requires more than simply clicking on random listing and attacking the players with whatever creature you come across. Encounters should be planned. Getting attacked by 12 skeletons can get boring quickly. Getting attacked by four skeleton archers firing from high ground while two draugr rush in for melee while the mummy that commands them all casts spells to support them is far more interesting.