I really like this short-but-sweet supplement from Scott Metzger, which provides expanded (i.e., different CR) versions of the various types of NPC’s found in the 5th edition Monster Manual. I definitely give it a thumbs-up!
That being said, take my feedback with a grain of salt. I’m fairly new at DM’ing. I did play a descent amount of 1st edition back in high school, as well as 3rd edition during the Living Greyhawk RPGA days. I recently took up DM’ing 5th edition to get my teenage son and his friends into D&D. About a year ago, I started a Temple of Elemental Evil campaign for them (using the 1st edition module converted to 5th edition). At that time, I found myself heavily leaning on the handful of NPC’s detailed in the Monster Manual (i.e., Commoner, Guard, Bandit, Bandit Captain, Thug, Cultist, Scout, Druid, Priest, Veteran). Having those NPC stat blocks made things so easy!
But the need for an expanded set of NPC stat blocks arose when we decided to take a break and do a brief Tomb of Horrors campaign (again converting the 1st edition module to 5th edition). The plan is for their pre-generated high-level party to spend several weeks traveling from their starting city all the way down to where the Tomb of Horrors is located. Naturally, this means random encounters! — which will help them get familiar with their characters’ abilities before entering the tomb. I’m using the extensive encounter tables available in the old World of Greyhawk boxed set, and I’m correlating those results with the 1st edition Monster Manual, where it suggests the “number of creatures appearing” for each type of creature they encounter. So far, most of the encounters are with humans, specifically pirates (as the party is sailing down the coast). On top of that, they are hitching a ride on a merchant vessel, which means even more NPC’s (albeit on their side!), especially the array of guards that the merchants employ.
All this to say, these encounters are requiring me to have stat blocks for a range of NPC’s — or more precisely, a range of NPC’s of various levels. For instance, the description of pirates in the 1st edition Monster Manual suggests that, aside from the standard 50-300 pirates encountered, there will be a 3rd level fighter for every 50 pirates, a 5th level fighter for every 100 fighters, as well as an 8th or 10th level captain, a 6th or 7th level lieutenant, and 4 other 4th level mates. When it comes to the 50-300 merchants (80% of which are guards), the Monster Manual says the guards will be led by a 6th-11th level fighter and a lieutenant 1 level lower (i.e., 5th-10th).
With this in mind, Scott Metzger’s NPC expansion supplement is a boon for me! It gives me a progression for each of the NPC categories from the Monster Manual. This means that, for the guard captain and his lieutenant, I have some higher level options in the guard category than just the Monster Manual’s 2 HD Guard to draw upon — namely, the 6 HD Guard Sergeant and the 12 HD Guardian from Metzger’s expansion. If I need them to be slightly stronger or slightly weaker, I can just start with one of those NPC’s as a base, and then increase or decrease the hit dice and associated hit points (as well as possibly adjusting an ability score or two). Likewise, while the Monster Manual gives be a 10 HD Bandit Captain to use for my pirate captain, I can now draw on Metzger’s 6 HD Brigand for the lieutenant to the pirate captain. For the 4 mates, I can start with the 6 HD Brigand as base, and then reduce it down to a 4 HD Brigand.
Anyways, I hope this review of how I benefitted from Metzger’s NPC expansion is useful to others who are considering it.
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