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Red Hand of Doom: help for a dm?
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<blockquote data-quote="Moon-Lancer" data-source="post: 3797295" data-attributes="member: 35798"><p>Ok, so its come to that time again, were I have yet another question <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>I have been reading alot of the threads and story hour of red hand. The cover says the adventure is 6-12 while the text inside says its 5-XX. I know that the 5-XX is the correct level for the adventure. I also know that red hand is a meat grinder, and a bit too lethal for my tastes (I really wouldn't want more then one death a climatic fight). </p><p></p><p>So Here is my question. If I run red hand with 5 pcs, at level 6, will the game be too easy? I plan to use the stronger versions of the dragons. </p><p></p><p>The party consists of</p><p>---------</p><p>a monkey thing from storm wreck. he is going to be a monk3/fighter2/drunken master1 or monk4/fighter1/drunkenmaster1</p><p>---------</p><p>Duergar (grey dwarf) fighter5</p><p>He is going to use take a Goliath Great hammer exotic weapon and take monkey grip.</p><p>---------</p><p>Twilight Elf (+2cha,con | -2int,wis) sorcererous 6 going (blasting and debuffing)</p><p>---------</p><p>Unknown: new player to 3.5 and to the group</p><p>---------</p><p>and a npc cleric played by the sorcererous but built by me. If the new the player does not make a character, the cleric will be her character. </p><p></p><p>Female Human Cleric 6</p><p>Neutral good Medium Humanoid</p><p>Init +1; Senses </p><p>senses; Listen +5, Spot +5</p><p>Languages Common, </p><p>AC 19, touch 11, flat-footed 17</p><p>hp 48 (6 HD)</p><p>Fort +8, Ref +3, Will +10</p><p>Speed 30 (6 squares)</p><p>Ranged Elven Craft Great Bow +11 or +9/+9 1d10+3/x3</p><p>Melee Elven Craft Great Bow +7 1d6+3/x2</p><p>Base Atk +4; Grp +6</p><p>Special Actions turn undead</p><p>spontaneous casting (cure spells)</p><p>Cleric Spells Prepared (CL 6rd)</p><p>3rd— Dispel Magic, magic circle against evil, wind wall (DC 18), snareD(DC 18)</p><p>2nd— Silence(DC 17), restoration lesser,close wounds,resist energy,</p><p>spiritual weapon (d20+9)D</p><p>1st— obscuring mist, shield of faith, doom (DC 16), Sanctuary,True StrikeD (DC 16)</p><p>0—cure minor wounds (2), detect magic, resistance</p><p>D: Domain spell. Domains: war, elf</p><p>Abilities Str 14 Dex 13, Con 15, Int 10, Wis 20, Cha 10</p><p>Feats EWP: Great bow, Weapon Focus: Great Bow, Point blank shot, Rapid Shot, Precise Shot, Zen Archery</p><p>Skills Concentration +11 Knowledge history +9 Diplomacy +9</p><p>Possessions a Great Bow+1 (c+2) Dark leaf Breast Plate+1, wand of cure light wounds, Parapet of wisdom+2, Dark wood buckler+1, 40 Dragons breath arrows, 40 Swiftwing arrows, 20 serpents tongue arrows, 107 gold</p><p></p><p></p><p>Basically, from doing the other characters math in my head, </p><p></p><p>the monkey monk and dwarf fighter have an ac around 23, but low attacks around +8 or +9. The dwarf hits hard, and could be any ware from 3d6+6 to 4d6+12 (depending on feat choices or magic items he may or may not take and if he is enlarged) </p><p></p><p>The Sorceries may be going for born of 3 thunders (using up most of her skill points in cross class)</p><p></p><p>So I am wondering if they are too strong, or just right. All the stories i Have read seem to be red hand slaughters the party (when they are level 5), or the party walks all over the encounter (when they are level 6). I admit That when i told the adventurers what level they needed to be, I was reading the cover. I would like to keep it a level 6 adventure if possible. </p><p></p><p>Any suggestions on running a level 6 starting party playing red hand, I would appreciate the insight. especially if the enhanced dragon encounters were used.</p><p></p><p>*edit* I will try to get the stats of the other party members and post them here for better feedback.</p></blockquote><p></p>
[QUOTE="Moon-Lancer, post: 3797295, member: 35798"] Ok, so its come to that time again, were I have yet another question :D I have been reading alot of the threads and story hour of red hand. The cover says the adventure is 6-12 while the text inside says its 5-XX. I know that the 5-XX is the correct level for the adventure. I also know that red hand is a meat grinder, and a bit too lethal for my tastes (I really wouldn't want more then one death a climatic fight). So Here is my question. If I run red hand with 5 pcs, at level 6, will the game be too easy? I plan to use the stronger versions of the dragons. The party consists of --------- a monkey thing from storm wreck. he is going to be a monk3/fighter2/drunken master1 or monk4/fighter1/drunkenmaster1 --------- Duergar (grey dwarf) fighter5 He is going to use take a Goliath Great hammer exotic weapon and take monkey grip. --------- Twilight Elf (+2cha,con | -2int,wis) sorcererous 6 going (blasting and debuffing) --------- Unknown: new player to 3.5 and to the group --------- and a npc cleric played by the sorcererous but built by me. If the new the player does not make a character, the cleric will be her character. Female Human Cleric 6 Neutral good Medium Humanoid Init +1; Senses senses; Listen +5, Spot +5 Languages Common, AC 19, touch 11, flat-footed 17 hp 48 (6 HD) Fort +8, Ref +3, Will +10 Speed 30 (6 squares) Ranged Elven Craft Great Bow +11 or +9/+9 1d10+3/x3 Melee Elven Craft Great Bow +7 1d6+3/x2 Base Atk +4; Grp +6 Special Actions turn undead spontaneous casting (cure spells) Cleric Spells Prepared (CL 6rd) 3rd— Dispel Magic, magic circle against evil, wind wall (DC 18), snareD(DC 18) 2nd— Silence(DC 17), restoration lesser,close wounds,resist energy, spiritual weapon (d20+9)D 1st— obscuring mist, shield of faith, doom (DC 16), Sanctuary,True StrikeD (DC 16) 0—cure minor wounds (2), detect magic, resistance D: Domain spell. Domains: war, elf Abilities Str 14 Dex 13, Con 15, Int 10, Wis 20, Cha 10 Feats EWP: Great bow, Weapon Focus: Great Bow, Point blank shot, Rapid Shot, Precise Shot, Zen Archery Skills Concentration +11 Knowledge history +9 Diplomacy +9 Possessions a Great Bow+1 (c+2) Dark leaf Breast Plate+1, wand of cure light wounds, Parapet of wisdom+2, Dark wood buckler+1, 40 Dragons breath arrows, 40 Swiftwing arrows, 20 serpents tongue arrows, 107 gold Basically, from doing the other characters math in my head, the monkey monk and dwarf fighter have an ac around 23, but low attacks around +8 or +9. The dwarf hits hard, and could be any ware from 3d6+6 to 4d6+12 (depending on feat choices or magic items he may or may not take and if he is enlarged) The Sorceries may be going for born of 3 thunders (using up most of her skill points in cross class) So I am wondering if they are too strong, or just right. All the stories i Have read seem to be red hand slaughters the party (when they are level 5), or the party walks all over the encounter (when they are level 6). I admit That when i told the adventurers what level they needed to be, I was reading the cover. I would like to keep it a level 6 adventure if possible. Any suggestions on running a level 6 starting party playing red hand, I would appreciate the insight. especially if the enhanced dragon encounters were used. *edit* I will try to get the stats of the other party members and post them here for better feedback. [/QUOTE]
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