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Red Hand of Doom: help for a dm?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3798146" data-attributes="member: 704"><p>It depends on whether or not you also add Jorr and Captain Sorianna to the party on top of that, I think. I would advise against doing that simply because the fights will get pretty cumbersome to run.</p><p></p><p>The one thing that Red Hand does quite well is it sets up fights with moderate numbers of moderate opponents. You do not typically fight solo monsters, and you do not fight masses of 1 and 2 HD creatures. The first act gets alot of use out of 4 HD Warrior Hobgoblins. Individually, they do not really seem to inflict huge amounts of damage. But they have surprising staying power. To put it another way, your blaster will not be able to clear the board every fight, and unless you have a melee guy with very heavy damage output, no one is really cleave bait.</p><p></p><p>My own party consists of 5 lvl 6 characters and Captain Sorianna (Jorr bit it at Vraath keep). In game, one of my players usually fails to make it. At least its a different absent player every time. They are doing pretty decently, but pretty much any of the set piece fights manage to push them pretty hard. Add in some enforcement of the timeline, and the risk is usually running out of spells.</p><p></p><p>It sounds like your party should have some pretty solid staying power though, so I would not worry about having to dial it back. If your party is capable of showing any measure of restraint and caution, you will do fine.</p><p></p><p>If they are not capable of restraint, the biggest dangers will be the Hydra encounter in the Swamp, and the Skull Gorge Bridge. The Hydra is a terror because it has Reach, multiple attacks, fast healing, and with its swimming movement, can get around in the stream part of the swamp easily. The players will get chewed by AoO's due to the swampy ground being difficult terrain preventing them from using 5 foot steps from getting close. All the Hydra has to do is hit and run, letting its fast healing give it time to recover from damage.</p><p></p><p>The Gorge can be nasty simply because there are alot of 4 HD veterans with decent HP, plenty of Moderate Healing potions, and a Dragon that can strafe with the breath weapon or bite while staying out of melee. Using stealth on the bridge is also difficult because the Hell Hounds can scent invisible creatures, and the Dragon has absurd spot and listen skills.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3798146, member: 704"] It depends on whether or not you also add Jorr and Captain Sorianna to the party on top of that, I think. I would advise against doing that simply because the fights will get pretty cumbersome to run. The one thing that Red Hand does quite well is it sets up fights with moderate numbers of moderate opponents. You do not typically fight solo monsters, and you do not fight masses of 1 and 2 HD creatures. The first act gets alot of use out of 4 HD Warrior Hobgoblins. Individually, they do not really seem to inflict huge amounts of damage. But they have surprising staying power. To put it another way, your blaster will not be able to clear the board every fight, and unless you have a melee guy with very heavy damage output, no one is really cleave bait. My own party consists of 5 lvl 6 characters and Captain Sorianna (Jorr bit it at Vraath keep). In game, one of my players usually fails to make it. At least its a different absent player every time. They are doing pretty decently, but pretty much any of the set piece fights manage to push them pretty hard. Add in some enforcement of the timeline, and the risk is usually running out of spells. It sounds like your party should have some pretty solid staying power though, so I would not worry about having to dial it back. If your party is capable of showing any measure of restraint and caution, you will do fine. If they are not capable of restraint, the biggest dangers will be the Hydra encounter in the Swamp, and the Skull Gorge Bridge. The Hydra is a terror because it has Reach, multiple attacks, fast healing, and with its swimming movement, can get around in the stream part of the swamp easily. The players will get chewed by AoO's due to the swampy ground being difficult terrain preventing them from using 5 foot steps from getting close. All the Hydra has to do is hit and run, letting its fast healing give it time to recover from damage. The Gorge can be nasty simply because there are alot of 4 HD veterans with decent HP, plenty of Moderate Healing potions, and a Dragon that can strafe with the breath weapon or bite while staying out of melee. Using stealth on the bridge is also difficult because the Hell Hounds can scent invisible creatures, and the Dragon has absurd spot and listen skills. END COMMUNICATION [/QUOTE]
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