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Red hand of Doom, act 4
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<blockquote data-quote="Pbartender" data-source="post: 4138749" data-attributes="member: 7533"><p>The trick is that it all depends on what the players come with for a plan... There's several different feasible ways for them to get into the city, and each plan has different challenges and varying degrees of difficulty. You as DM shouldn't really be feeding them suggestions, but you should be preparing for all the most obvious solutions to the problem. The ideas I suggested above, for instance, are all things my group would have brainstormed in the same situation.</p><p></p><p>My suggestion is that when the PCs approach Brindol, simply make the situation clear to them... They are too late. The city is besieged by the full force of the Red Hand. The city is surrounded by an immense army, the countryside is patrolled by goblinoids and their allies, and the air is swarming with draconic fliers.</p><p></p><p>Then let them figure out a plan on their own. If they come up with one of the less direct plans, give it a fair chance to succeed. If they try to sneak straight through the enemy lines, they're inevitably discovered, surrounded, beaten into submission (non-lethally -- the Wyrmlords have heard about the PCs by now and want them alive for torture and questioning), and taken prisoner. A later opportunity at escape can allow them to make it the rest of the way to the city.</p><p></p><p>In other words, let them figure it out for themselves and be prepared to wing it a little. Give them a fair chance to make it, but beat them hard, if they try to go straight through the enemy camp on their own.</p><p></p><p>Really, the module should have made it obvious that the characters are on a tight schedule... In this module, speed is of the essence, and the penalty for failure is the fall of Brindol. If they don't make it, they return to find Brindol conquered, and refugee partisans hiding out in the nearby hills.</p><p></p><p></p><p>Incidentally, what level are they and what resources do they have available? By the time my group had reached Act 4, we had Giant Owls from the Kiri Tor elves to take us any place we hadn't yet been, and enough teleportation magic to take us and the owls back to any place we already had been. I think we were a week ahead of schedule by the time we made it back to Brindol.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4138749, member: 7533"] The trick is that it all depends on what the players come with for a plan... There's several different feasible ways for them to get into the city, and each plan has different challenges and varying degrees of difficulty. You as DM shouldn't really be feeding them suggestions, but you should be preparing for all the most obvious solutions to the problem. The ideas I suggested above, for instance, are all things my group would have brainstormed in the same situation. My suggestion is that when the PCs approach Brindol, simply make the situation clear to them... They are too late. The city is besieged by the full force of the Red Hand. The city is surrounded by an immense army, the countryside is patrolled by goblinoids and their allies, and the air is swarming with draconic fliers. Then let them figure out a plan on their own. If they come up with one of the less direct plans, give it a fair chance to succeed. If they try to sneak straight through the enemy lines, they're inevitably discovered, surrounded, beaten into submission (non-lethally -- the Wyrmlords have heard about the PCs by now and want them alive for torture and questioning), and taken prisoner. A later opportunity at escape can allow them to make it the rest of the way to the city. In other words, let them figure it out for themselves and be prepared to wing it a little. Give them a fair chance to make it, but beat them hard, if they try to go straight through the enemy camp on their own. Really, the module should have made it obvious that the characters are on a tight schedule... In this module, speed is of the essence, and the penalty for failure is the fall of Brindol. If they don't make it, they return to find Brindol conquered, and refugee partisans hiding out in the nearby hills. Incidentally, what level are they and what resources do they have available? By the time my group had reached Act 4, we had Giant Owls from the Kiri Tor elves to take us any place we hadn't yet been, and enough teleportation magic to take us and the owls back to any place we already had been. I think we were a week ahead of schedule by the time we made it back to Brindol. [/QUOTE]
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