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The Flint Irregulars, whose portraits you may have seen
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<blockquote data-quote="Ajar" data-source="post: 5821082" data-attributes="member: 85901"><p>Thanks for the ideas! I haven't decided what to do yet, because with the way Day 4 has come together, it's going to be a very busy day for my constables. There's no way we're getting to Smuggers' Night in this session (which starts in half an hour or so). </p><p></p><ul> <li data-xf-list-type="ul">They'll find out about the creepy feeling near Dawn Square, likely triggering the warehouse sequence. (Vesta's drunkard brother will show up at RHC HQ.)</li> </ul><p></p><ul> <li data-xf-list-type="ul">They'll receive the message from Dr Barnaby Camp.</li> </ul><p></p><ul> <li data-xf-list-type="ul">They'll attend Nevard's speech and try to save him.</li> </ul><p></p><ul> <li data-xf-list-type="ul">They'll probably follow up on the Camp thing sometime in the afternoon.</li> </ul><p></p><ul> <li data-xf-list-type="ul">They'll try to chase down their smuggler lead, which is the name of the ship's captain. If they succeed, the smugglers' night sequence happens.</li> </ul><p>I'm very nervous about the golem's 4d8+4 at-will, especially in an undersized party (4 PCs) with very little in the way of ranged attacks. Reginald will probably think to use his telekinesis to drop something heavy (up to 300 lb) on it, which will help. Still, I'm considering dialing the damage back to something closer to standard single-target damage for a level 3 threat, considering 4d8+4 averages 22 damage, equivalent to average damage for a level 13 single-target attack (3d6+11). That's pretty brutal, and a max roll could drop some of my PCs in one hit -- including ones who will need to close with the golem to deal any damage.</p></blockquote><p></p>
[QUOTE="Ajar, post: 5821082, member: 85901"] Thanks for the ideas! I haven't decided what to do yet, because with the way Day 4 has come together, it's going to be a very busy day for my constables. There's no way we're getting to Smuggers' Night in this session (which starts in half an hour or so). [LIST] [*]They'll find out about the creepy feeling near Dawn Square, likely triggering the warehouse sequence. (Vesta's drunkard brother will show up at RHC HQ.) [/LIST] [LIST] [*]They'll receive the message from Dr Barnaby Camp. [/LIST] [LIST] [*]They'll attend Nevard's speech and try to save him. [/LIST] [LIST] [*]They'll probably follow up on the Camp thing sometime in the afternoon. [/LIST] [LIST] [*]They'll try to chase down their smuggler lead, which is the name of the ship's captain. If they succeed, the smugglers' night sequence happens. [/LIST] I'm very nervous about the golem's 4d8+4 at-will, especially in an undersized party (4 PCs) with very little in the way of ranged attacks. Reginald will probably think to use his telekinesis to drop something heavy (up to 300 lb) on it, which will help. Still, I'm considering dialing the damage back to something closer to standard single-target damage for a level 3 threat, considering 4d8+4 averages 22 damage, equivalent to average damage for a level 13 single-target attack (3d6+11). That's pretty brutal, and a max roll could drop some of my PCs in one hit -- including ones who will need to close with the golem to deal any damage. [/QUOTE]
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