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Red hand of Doom, act 4
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<blockquote data-quote="Lord Zardoz" data-source="post: 4136814" data-attributes="member: 704"><p>So my players just concluded act 3 of Red Hand of Doom. Things are going well for them, and we are about to run into the 4th act.</p><p></p><p>However, there is a complication. The adventure timeline has had Act 3 conclude on Day 40. Day 40 is the day that the timeline calls for the Red hand to reach Brindol. Day 42 is the day that calls for the Red hand to attack. And the Ghost lords lair is more than 2 days away, even if the players fly non stop and skip sleeping. On top of that, there are some other tasks (campaign specific, not related to the adventure) that the PC's may need to pursue instead.</p><p></p><p>Now, the adventure has some suggestions for this situation. They range from 'fudge it' and just have the players show up in time, using teleport scrolls, or delay the timeline, to just letting the players fail. My own contingency is to just have the events in Brindol take place in the next city, and then kick up the victory point requirement to defeat the Red hand hordes. I may also just adjust the timeline between arriving at Brindol and the attack.</p><p></p><p>What I am wondering though, is what should I do if the players try to sneak into Brindol once it is surrounded? It will take a bit more than a successful Move Silently and Hide check, but I do not want to force them to fight their way in either.</p><p></p><p>Suggestions?</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4136814, member: 704"] So my players just concluded act 3 of Red Hand of Doom. Things are going well for them, and we are about to run into the 4th act. However, there is a complication. The adventure timeline has had Act 3 conclude on Day 40. Day 40 is the day that the timeline calls for the Red hand to reach Brindol. Day 42 is the day that calls for the Red hand to attack. And the Ghost lords lair is more than 2 days away, even if the players fly non stop and skip sleeping. On top of that, there are some other tasks (campaign specific, not related to the adventure) that the PC's may need to pursue instead. Now, the adventure has some suggestions for this situation. They range from 'fudge it' and just have the players show up in time, using teleport scrolls, or delay the timeline, to just letting the players fail. My own contingency is to just have the events in Brindol take place in the next city, and then kick up the victory point requirement to defeat the Red hand hordes. I may also just adjust the timeline between arriving at Brindol and the attack. What I am wondering though, is what should I do if the players try to sneak into Brindol once it is surrounded? It will take a bit more than a successful Move Silently and Hide check, but I do not want to force them to fight their way in either. Suggestions? END COMMUNICATION [/QUOTE]
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