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Red hand of Doom, act 4
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<blockquote data-quote="Lord Zardoz" data-source="post: 4138633" data-attributes="member: 704"><p>Thanks for the suggestions PBartender. But they do not quite fit the question. I know about the wizard. And I already have an idea how I want to work in the allies the players have managed to rally to the cause.</p><p></p><p>Here is a more complete rundown of the present situation.</p><p></p><p> - The players have taken too long to reach this point in the adventure, and there is a price to pay for taking too long. On top of that, the players have a task that would take them to my games equivalent of the city of Dennovar that they may opt to pursue first. Both tasks will have penalties if they fail to complete them in a timely manner.</p><p></p><p>Scenario A: Brindol falls. In that case, I just run Act 4's events in the next city, and impose a Victory Point Penalty on the players for being unable to prevent the fall of that city.</p><p></p><p>Scenario B: The players put off their other task and bust ass to get to Brindol. This means they arrive a bit late, but not quite too late. Act 4 happens as normal. However, actually getting into Brindol will be Dangerous. The risks of trying to get past a besieging army is the price they must pay for taking too long. <strong>I need to determine what form those risks take, and how severe those risks will be.</strong> If I just wanted them to get to Brindol with no hassles, I would use the teleport suggestion. I do not want to do this, because doing so just makes the Red Hand come off as rather incompetent, and essentially invalidates the urgency of the timeline. </p><p></p><p>It will take the players about 2 days of travel to get there normally, but the Red Hand now has a very solid hold on all the territory between them and Brindol. On top of that, Wyrmlord Koth has been given a task force dedicated to hunting down the players and killing them, and is not too far from them. He will probably be able to cost the players another day or so (pc's never like to travel when depleted of hp / spells. And there are other factors in play unique to my game.</p><p></p><p>I can elaborate further if you wish. I just need to know how difficult it ought to be for the players to sneak past the Red Hand forces that have encamped at Brindol.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4138633, member: 704"] Thanks for the suggestions PBartender. But they do not quite fit the question. I know about the wizard. And I already have an idea how I want to work in the allies the players have managed to rally to the cause. Here is a more complete rundown of the present situation. - The players have taken too long to reach this point in the adventure, and there is a price to pay for taking too long. On top of that, the players have a task that would take them to my games equivalent of the city of Dennovar that they may opt to pursue first. Both tasks will have penalties if they fail to complete them in a timely manner. Scenario A: Brindol falls. In that case, I just run Act 4's events in the next city, and impose a Victory Point Penalty on the players for being unable to prevent the fall of that city. Scenario B: The players put off their other task and bust ass to get to Brindol. This means they arrive a bit late, but not quite too late. Act 4 happens as normal. However, actually getting into Brindol will be Dangerous. The risks of trying to get past a besieging army is the price they must pay for taking too long. [B]I need to determine what form those risks take, and how severe those risks will be.[/B] If I just wanted them to get to Brindol with no hassles, I would use the teleport suggestion. I do not want to do this, because doing so just makes the Red Hand come off as rather incompetent, and essentially invalidates the urgency of the timeline. It will take the players about 2 days of travel to get there normally, but the Red Hand now has a very solid hold on all the territory between them and Brindol. On top of that, Wyrmlord Koth has been given a task force dedicated to hunting down the players and killing them, and is not too far from them. He will probably be able to cost the players another day or so (pc's never like to travel when depleted of hp / spells. And there are other factors in play unique to my game. I can elaborate further if you wish. I just need to know how difficult it ought to be for the players to sneak past the Red Hand forces that have encamped at Brindol. END COMMUNICATION [/QUOTE]
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