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Red hand of Doom, act 4
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<blockquote data-quote="Peni Griffin" data-source="post: 4139182" data-attributes="member: 50322"><p>Your use of the module is very different from mine, so you won't want to use these as is, but here are some sample units I had roaming the countryside as the PCs ran hither and yon in the days prior to the Horde's arrival, as an example of what I mean. These units are made up of troops detailed in the "Into the Horde" encounter (and may I just say how unsatisfactory that placement of the troop strength is? I kept looking for it in the front matter.) and altered to suit my campaign's needs - durzagon assassins instead of blackspawn radiers etc. The units led by a named foe had specific geographic locations on specific dates; the generic units were available as random encounters. As the PCs encountered and dealt with a unit, I maintained a master list of Horde strength and updated it; knowing the composition and placement of the units also enabled me to keep track of when Kharn knows what, and how - a single escaped worg can bring news to the general and cause him to beef up patrols in an area, send an assassination team, avoid a certain area, etc., as wisdom dictates. </p><p></p><p>Foragers: A flyer and pilot (use worg rider) raiding farms for food; type of flyer determined by 1d8: 1 hieracosphinx, 2 chimera, 3-7 d4 manticores, 8 wyvern</p><p></p><p>Abithriax's Party - Abithriax, 1 Warpriest, 1 Cleric, 1 Mindbender, 1 War Adept, 1 Hieracosphinx</p><p>Saarvith's Party - 300 Lizardmen, 6 Hobgoblin Veterans, 6 Ogres, 1 Bladebearer, 1 Mindbender with 1 Ettin in keeping, 1 Warpriest, 1 Cleric</p><p>Tyrgarun's Party - Tyrgarun, 1 Warpriest, 1 Cleric, 1 Mindbender, 1 Hieracosphinx, 2 Chimerae (red and blue), 20 worg riders, 2 wyverns w/riders</p><p>Barghest Party - 1 Greater Barghest, 1 Warpriest, 1 Cleric, 20 Blood Ghost Berserkers, 1 Sgt, 20 regulars, 2 Durzagon Assassins</p><p></p><p>In your case, you probably want to know what the sleep shifts are like, who's keeping watch in what direction, what units are acting as rear guard, how the different portions of the Horde are communicating, where the field hospital is, which areas around Brindol are going to be considered less vital to occupy, and what free enemy units have been harrassing the Horde where. Kharn might reasonably reinforce the road to Prosser, since there's a retired adventuring party there, and completely ignore the river except as a source of water, since he doesn't understand the use of boats.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 4139182, member: 50322"] Your use of the module is very different from mine, so you won't want to use these as is, but here are some sample units I had roaming the countryside as the PCs ran hither and yon in the days prior to the Horde's arrival, as an example of what I mean. These units are made up of troops detailed in the "Into the Horde" encounter (and may I just say how unsatisfactory that placement of the troop strength is? I kept looking for it in the front matter.) and altered to suit my campaign's needs - durzagon assassins instead of blackspawn radiers etc. The units led by a named foe had specific geographic locations on specific dates; the generic units were available as random encounters. As the PCs encountered and dealt with a unit, I maintained a master list of Horde strength and updated it; knowing the composition and placement of the units also enabled me to keep track of when Kharn knows what, and how - a single escaped worg can bring news to the general and cause him to beef up patrols in an area, send an assassination team, avoid a certain area, etc., as wisdom dictates. Foragers: A flyer and pilot (use worg rider) raiding farms for food; type of flyer determined by 1d8: 1 hieracosphinx, 2 chimera, 3-7 d4 manticores, 8 wyvern Abithriax's Party - Abithriax, 1 Warpriest, 1 Cleric, 1 Mindbender, 1 War Adept, 1 Hieracosphinx Saarvith's Party - 300 Lizardmen, 6 Hobgoblin Veterans, 6 Ogres, 1 Bladebearer, 1 Mindbender with 1 Ettin in keeping, 1 Warpriest, 1 Cleric Tyrgarun's Party - Tyrgarun, 1 Warpriest, 1 Cleric, 1 Mindbender, 1 Hieracosphinx, 2 Chimerae (red and blue), 20 worg riders, 2 wyverns w/riders Barghest Party - 1 Greater Barghest, 1 Warpriest, 1 Cleric, 20 Blood Ghost Berserkers, 1 Sgt, 20 regulars, 2 Durzagon Assassins In your case, you probably want to know what the sleep shifts are like, who's keeping watch in what direction, what units are acting as rear guard, how the different portions of the Horde are communicating, where the field hospital is, which areas around Brindol are going to be considered less vital to occupy, and what free enemy units have been harrassing the Horde where. Kharn might reasonably reinforce the road to Prosser, since there's a retired adventuring party there, and completely ignore the river except as a source of water, since he doesn't understand the use of boats. [/QUOTE]
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