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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Building an Encounter

Building an Encounter

  1. Pick a threat (Trivial, Low, Moderate, Severe, Extreme) and read the budget for the party size.
  2. Price each adversary by its level relative to the party, then multiply by rank.
  3. Spend close to, not over, the budget. Going over deliberately just produces the next tier up.
Threat1 PC2 PC3 PC4 PC5 PC6 PC
Trivial4080120160200240
Low60120180240300360
Moderate80160240320400480
Severe120240360480600720
Extreme160320480640800960
Adversary levelXPSuggested use
Party −410Low-threat lackey
Party −315Low- or moderate-threat lackey
Party −220Any lackey or standard creature
Party −130Any standard creature
Party level40Any standard creature or low-threat boss
Party +160Low- or moderate-threat boss
Party +280Moderate- or severe-threat boss
Party +3120Severe- or extreme-threat boss
Party +4160Extreme-threat solo boss

Rank multiplier: Minion ×1/4, Standard ×1, Elite ×2, Solo ×4. Example 1, boss with backup: a 4-PC level-3 party, Severe (480 XP): a level-4 Elite boss (60×2 = 120), three level-3 Standards (40 each = 120), eight level-1 Minions (20×1/4 = 5 each = 40) totals 280 XP, leaving room for a hazard.

Example 2: Solo vs. a Large Party

Six level-5 PCs track a wendigo-touched trapper to his lair, where he waits alone with a pack of frost-maddened wolves.

  • Budget: Severe for 6 PCs = 720 XP.
  • The Solo: a level 6 (party +1) wendigo-trapper: 60 XP × 4 = 240 XP.
  • The swarm: twelve level 2 (party −3) frost wolves as Minions: 15 XP × 1/4 ≈ 4 XP each (round as you like) = about 48 XP.
  • Total: about 288 XP, well under budget.

To push it toward Extreme, raise the Solo a level or two, add a second wave of minions, or spend the rest of the 720 XP on a hazard (a blizzard, an iced-over ravine) rather than more Standard bodies. This is the usual shape of a Solo-plus-Minions fight: almost the whole budget goes to the Solo, which has to survive the whole table's focus and still threaten every round, while the minions pressure action economy and space instead of eating budget.

Going Over

Nothing stops you spending past the budget on purpose; you have simply built something closer to the next threat tier, whatever you call it. The table is a check on your instincts, not a hard ceiling.

Pacing

Choose the fight's purpose first: the Test (hard but winnable), the Reminder (the world is dangerous), or the Breather (a deliberate easy win). Put a Trivial or Low fight before a big set piece so the big one reads as hard. Returning threats become cheaper automatically as the party out-levels them. If players cleverly trivialize a hard fight, let it stand.

Encounter Templates

TemplateShapeTypical build
Commander and TroopsA leader directs, troops fight1 Elite/Standard Leader or Controller + 3–5 Standard/Minion Brutes or Soldiers
Double LineFront line shields a fragile back line2–3 Standard Brutes/Soldiers + 1–2 Standard Snipers/Controllers
Wolf PackPure mobility swarm5–7 Minion or 3–4 Standard Skirmishers
RaidAmbush and disengage1–2 Standard Snipers + 1–2 Standard/Elite Predators
PatrolDetection first; often starts with a Reaction roll2–4 Standard Soldiers + 1 Standard Sniper scout
Battlefield ControlController creates openings, Skirmishers exploit1 Standard/Elite Controller + 3–5 Minion/Standard Skirmishers
Dragon's DenA lone centerpiece1 Solo (optionally + 1 Elite)