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Dm looking for help Desert Campaign
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2950866" data-attributes="member: 1165"><p>Good luck. The cleric can create enough food and water to make survival easy. Make sure you read up on the heat exhaustion rules. They're somewhere in the DMG. Maybe your players will travel at night - less heat exhaustion, but ambushes become easier. I think +5 to Hide easier. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>You'll need quite a variety. I suggest starting with a wave of angry "bandits" attacking them. They're not really bandits, just nomads angry at the heroes for entering their territory. They don't speak the language, either. The heroes can either use Tongues or try to RP with signs, assuming they figure out what's happening.</p><p></p><p>If they talk, they are told of another band of enemies nearby. They're given valuable information, eg "they're harpy archers" or something like that. Make the next encounter EL +4. If the heroes were warned, they'll get wax to plug their ears, making the battle easier. Otherwise, possible squish.</p><p></p><p></p><p></p><p>Ok, this one is hardly fair. The villain doesn't even have a motivation.</p><p></p><p></p><p></p><p>Those "bandits" I was talking about. Hmmm... them or the rebels.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2950866, member: 1165"] Good luck. The cleric can create enough food and water to make survival easy. Make sure you read up on the heat exhaustion rules. They're somewhere in the DMG. Maybe your players will travel at night - less heat exhaustion, but ambushes become easier. I think +5 to Hide easier. :) You'll need quite a variety. I suggest starting with a wave of angry "bandits" attacking them. They're not really bandits, just nomads angry at the heroes for entering their territory. They don't speak the language, either. The heroes can either use Tongues or try to RP with signs, assuming they figure out what's happening. If they talk, they are told of another band of enemies nearby. They're given valuable information, eg "they're harpy archers" or something like that. Make the next encounter EL +4. If the heroes were warned, they'll get wax to plug their ears, making the battle easier. Otherwise, possible squish. Ok, this one is hardly fair. The villain doesn't even have a motivation. Those "bandits" I was talking about. Hmmm... them or the rebels. [/QUOTE]
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