Narrative Combat Actions for the Aggressive Horde

What follows is our Monster A.I. card for Ryn-Kar Orcs, plus one of four narrative A.I.s for Horde Monsters:  Aggressive Combat Actions.  There are three others:  Fearful, Measured, and Fanatic.  Horde behaviors and tactics change based on monster Aggression Level.  Fearful monsters tend to be more defensive, while Fanatic monsters tend to be more aggressive.  In total, the four narrative A.I.s for Horde monsters contain 120 instant, d100-rollable combat narratives.

ryn kar orc monster card

Overview

Aggressive Horde monsters want to fight.  They are game combatants who exploit their strategic advantages as soon as possible.  Unlike Fanatic monsters, Aggressive monsters have some instincts toward self-preservation, but are still willing to suffer heavy losses to achieve victory.

Surprise Round.  Aggressive Horde monsters with Surprise look to maximize PC injury and death, preferring first to neutralize the PC they identify as the most dangerous.  Dimwitted monsters tend to attack PCs who appear physically imposing, whereas Intelligent and Brilliant monsters make more nuanced assessments of strength.  The Horde will utilize an ambush whenever possible, triggering traps and attacking from positions of strategic superiority.  They follow up with brutal melee and ranged attacks to capitalize on their advantage.

First Round.  Aggressive Horde monsters during the First Round of combat enter the fray joyfully, shrieking and howling as they brandish their weapons and wave their standards.  Those with ranged attacks support their comrades in melee, concentrating their fire in the areas most likely to maim and kill PCs.

Continuing Combat.  Aggressive Horde monsters in Continuing Combat are less sensitive to losses than their Fearful, Cautious, or Measured counterparts.  They will continue to attack unless they are being slaughtered.  Frequently, the smell of blood drives Aggressive Horde monsters into Fanaticism.  Whereas Aggressive monsters will disengage and make fighting withdrawals when they are losing badly, Fanatic monsters will feverishly attack until the PCs are murdered or the monsters have been completely wiped out.

Remember:  Use General Intelligence to modify monster combat behavior.  Dimwitted monsters make many mistakes, whereas Brilliant monsters should be played to the utmost of the DM’s ability.

Aggressive Combat Behaviors for the Horde

Roll d100 once for each Stage of Combat, at most.  Sometimes even a single roll will give you a combat narrative you can use as a seed for the entire combat.

Surprise Round

Horde Monsters with Surprise trigger their traps first, whenever possible.

1-10.  Frenzied Wargs.  The Horde releases d6 Wargs, who ferociously attack the first two PCs they encounter.  The Horde then use their ranged attacks, and follow up with foot soldiers.

11-20.  Stone Club Beaters.  d6 enraged Horde shock troops armed with two-handed stalactite clubs rush the party and attack the first PC they encounter.  Hammer Troops have +2 AC, +2 to hit, and +2 to damage, compared to their comrades.  The Horde then use their ranged attacks, and follow up with foot soldiers.

21-30.  Bring Down the Big Un.  The jeering Horde focus their attacks, both melee and ranged, on the PCs with two-handed swords, axes, and hammers, in that order.

31-40.  Backstab, Bolts, & Charge.  d6 Horde footpads use Stealth to attempt backstabbing attacks at the rear of the party.  (+2d6 Backstab damage.)  Horde archers fire their bolts after the Stealth attacks, then Horde infantry charge in.

41-50.  Drive a Wedge.  The Horde focus their attacks, melee and ranged, on the two PCs at the center of the marching order.  They also use movement and placement in an attempt to split the party into two groups.

51-60.  Hail of Poisoned Bolts.  The Horde with ranged weapons fire their first volley at the PCs with a longbow, shortbow, or crossbow, in that order of preference.  +d4 Red Salamander poison damage.  Foot soldiers rush in after the ranged attacks.

61-70.  Spitting Anger.  The wild Horde charge the party, concentrating their attacks on the first two PCs they encounter.  All Horde attacking in melee get +1 damage and -1 AC this round.

71-80.  Blood for the Blood God.  The seething Horde call upon their dark god to identify the Cleric in the party.  They focus their Surprise attacks on that PC and get +1 to hit for the round.

81-90.  Mage Murder.  The grinning Horde concentrate their attacks on any PC without armor, especially slightly built PCs wearing hats, robes, pouches, or rings, and carrying spell books, staves, or wands.

91-100.  Bestial Charge.  All Horde with melee weapons charge onto the battlefield shrieking and howling.  They get +2 damage and -2 AC this round, and concentrate their attacks on the two largest fighting PCs.  The Horde use their ranged attacks as usual.

First Round

1-10.  Hail of Stones.  In addition to their regular weapons, the entire Horde holds a well-worn stone, about the size of a man’s heart.  For their first attack, each whispers the word ‘death’ in their mother tongue, then hurls the stone at the same PC, that the Horde judge to be the most dangerous.  Each stone that hits does d6 damage.

11-20.  Harpoon Ballista.  The Horde have a ballista, manned by a team of 3, that fires one 5’ barbed harpoon per round.  They guard it with at least 2d6 infantry, and fire preferentially at PCs carrying ranged weapons.  The harpoon does 4d6+4 damage, and reduces the Move of hit PCs to 5 unless they make a DC 16 DEX check.  On a failed check, removing the harpoon causes 2d6 damage.

21-30.  Flaming Oil.  With their First Round attack, the Horde attempt to split the PCs into two groups by throwing flasks of flaming oil into their midst.  The Horde aim at location squares, not individual PCs, and must roll 13 or better (with any applicable bonuses) to place the oil where they want it.  PCs take d6 fire damage when moving through affected squares, and the damage is cumulative with each additional oil hit on the same square.  The oil burns out after d6+2 rounds.

31-40.  Evil Allies.  The Horde attack as normal with melee and ranged attacks, then let loose with a thunderous howl to alert their allies.  They roll on the Horde Reinforcements Table at the end of the round.

41-50.  Umber Hulk War Plow.  The Horde have an enslaved Umber Hulk outfitted with an iron War Plow.  It charges right at the party, attempting to hit as many as possible.  PCs must succeed in an opposed STR check vs a 21 STR.  A failed check means the PC is knocked Prone, and the Umber Hulk may attempt to hit the next PC in a natural line.  The first PC to win an opposed check stops the Umber Hulk in its tracks.  The Horde attack as normal.

51-60.  Heads of Friends.  d6+1 Horde monsters roll Dwarven and Elven heads through the combat as a Bonus Action.  Any Dwarves or Elves present must Save vs Rage WIS 16 or lose one of their attacks this round.  The Horde attack normally.

61-70.  Agony to the Unbelievers.  A Horde Blight Shaman calls to her dark god!  The first time a PC Cleric casts a spell this combat they take 2d6 damage and see the endless black eyes of Urgmar staring into them.  They must Save vs Fear WIS 18 or flee combat for one round.  The rest of the Horde attack normally.

71-80.  Hammer and Tongs.  The Horde attack the party from both ends, if possible, concentrating their brute force fighters at the back of the marching order, and their ranged attacks at the front.  If this is implausible because of terrain, they will switch to a Shock and Awe attack, concentrating all ranged fire at the PC at the head of the marching order, then immediately following up with a fully committed infantry charge to the same place.

81-90.  Single Combat.  The Horde make an offer of single combat to decide the conflict.  They will agree to any reasonable terms based on the outcome.  If the PCs accept and put forward a champion, the Horde will wail and beat their drums as their champion steps forward, a ringmailed, quilled, Troll mutant with a two-handed flail.  The Horde sits cross-legged and jeering while the combat gets underway, but they send d6 Assassins to sneak behind the party during the distraction (+3d6 Backstab damage).  The Assassins will attack regardless of the outcome.

91-100.  Warg Cavaliers!  d6 Warg Cavaliers charge (Move 40) the largest PC in the party.  The Horde astride the Wargs are heavily armored and carry heavy lances that do d12+8 damage.  The rest of the Horde attack as normal.

Continuing Combat

1-10.  Death Fog.  A Horde Blight Shaman calls to her dark god!  A sickly green fog spews up from the ground, granting the Horde +1 to hit for the remainder of combat.

11-20.  Dark Fire.  The Horde Chieftain strikes an obsidian rod with her mace!  All Horde melee weapons glint with an evil black light and get +2 damage on their next attacks.

21-30.  Brass Horns.  Horns blare and the Horde taunts the party with jeers!  Roll on the Horde Reinforcements Table to see what new devilry arrives.  The Horde attack with renewed vigor.

31-40.  Shameful Whiff!  When a PC misses a Horde monster with a melee attack this round, the monster roars with laughter and gets +3 to hit on their next attack.

41-50.  Reform the Line!  A Horde Boss inspires his troops toward strategic movement.  All Horde within 50’ of the Boss may take a free 5’ step to avoid Attacks of Opportunity and reposition themselves for maximum carnage.

51-60.  Deep Drums.  The Horde goes wild as the beating of drums sounds in your ears!  Roll on the Horde Reinforcements Table to see what new devilry arrives.  The Horde attack with renewed vigor.

61-70.  Blood-Curdling Shriek!  When the first Horde monster is wounded this round, he cries out with such foaming rage that all Horde within 20’ get +1 to hit on their next attack.

71-80.  Avenge Me!  When the first Horde monster dies this round, she shouts last words to her comrades.  All Horde with 10’ of their slain brethren are enraged and receive one Bonus Attack this round.

81-90.  Iron Piccolos.  A shrill chorus makes the Horde gyrate and leap into the air, while the party plugs their ears!  Roll on the Horde Reinforcements Table to see what new devilry arrives.  The Horde attack with renewed vigor.

91-100.  Silence.  A Horde Hedge Wizard uses their action to stealthily cast Silence, centered on the PC spell caster, in an attempt to fizzle any spells that rely on verbal components.  If the party has no spell caster, the Hedge Wizard casts Wither Flesh for 4d6+3 damage on the PC doing the most damage.  DC 16 CON Save for half damage.

 

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