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E6 Red Hand of Doom (OOC)
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<blockquote data-quote="Creamsteak" data-source="post: 3835266" data-attributes="member: 552"><p>I'm containing my contents within an Sblock to hide any spoilers, but ALSO I'm going so far as to make the statements intentionally unclear to anyone who doesn't own the adventure (or hasn't been through it).</p><p></p><p>[sblock=spoiler]I've ran the adventure live cover to cover, and I'm also running a RHoD game online on these forums at the moment. I'd like to think that it IS possible, but there are a few spotty bits. Some of the loot isn't exactly E6-like. I'm thinking of one of the items from part 1, though there is even advice in the book on possibly changing it. I'm sure that there are more items later, but that one sticks out the most to me.</p><p></p><p>Parts 1 and 2 are pretty E6 ready. Part 3 is possible, but I would tone the whole affair a couple notches. Part 3 was very tough on my party. I would tone down one of the female NPCs (that should be enough to tell you who), and the big bad monster (also easily identifiable).</p><p></p><p>Part 4 is probably the most memorable part of the setting. It's very much the "high point" of the adventure. If you allow sufficient breaks between the fights it should be possible for an E6 party. I would play up the amount of NPC support on some of the encounters, and maybe break up some of the wave-based encounters. That would probably be sufficient to make it doable. What makes Part 4 easier to run than Part 3 is the environment, you have people that can help you and you can space the encounters over a couple days. I would say part 4 is multiple times easier to run in E6 than part 3 or part 5.</p><p></p><p>Part 5 might be one to avoid. It's somewhat of a let-down after part 4, it's also higher level, and it's particularly dangerous. However, should you get this far (alive) it would be very cool. Going along with the notion that the "Aspect of Orcus = The Real Orcus" in E6, you can't get more epic than that. As such, I would nerf the encounter "before that one" significantly. Classed tieflings instead of erinyes, less "extra" opponents. Possibly tone down the guardian to the dungeon (though he's a good guardian as he stands, he keeps those unprepared away).</p><p></p><p>Another choice would be to run part 5 as a large expedition into the mountains. That way you would have a nearby safe-area (where the expeditions base is) while the main adventuring group deals with the real threats.[/sblock]</p><p></p><p>I honestly think it could be incredibly fun. It would make RHoD a bit of a meat grinder possibly, which I think is fun when done right. Anyway, if you do decide to run it I wish you the best of luck. I'd love to play in such a thing, but having effectively been through the module multiple times as a GM it would make it somewhat impossible to play.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 3835266, member: 552"] I'm containing my contents within an Sblock to hide any spoilers, but ALSO I'm going so far as to make the statements intentionally unclear to anyone who doesn't own the adventure (or hasn't been through it). [sblock=spoiler]I've ran the adventure live cover to cover, and I'm also running a RHoD game online on these forums at the moment. I'd like to think that it IS possible, but there are a few spotty bits. Some of the loot isn't exactly E6-like. I'm thinking of one of the items from part 1, though there is even advice in the book on possibly changing it. I'm sure that there are more items later, but that one sticks out the most to me. Parts 1 and 2 are pretty E6 ready. Part 3 is possible, but I would tone the whole affair a couple notches. Part 3 was very tough on my party. I would tone down one of the female NPCs (that should be enough to tell you who), and the big bad monster (also easily identifiable). Part 4 is probably the most memorable part of the setting. It's very much the "high point" of the adventure. If you allow sufficient breaks between the fights it should be possible for an E6 party. I would play up the amount of NPC support on some of the encounters, and maybe break up some of the wave-based encounters. That would probably be sufficient to make it doable. What makes Part 4 easier to run than Part 3 is the environment, you have people that can help you and you can space the encounters over a couple days. I would say part 4 is multiple times easier to run in E6 than part 3 or part 5. Part 5 might be one to avoid. It's somewhat of a let-down after part 4, it's also higher level, and it's particularly dangerous. However, should you get this far (alive) it would be very cool. Going along with the notion that the "Aspect of Orcus = The Real Orcus" in E6, you can't get more epic than that. As such, I would nerf the encounter "before that one" significantly. Classed tieflings instead of erinyes, less "extra" opponents. Possibly tone down the guardian to the dungeon (though he's a good guardian as he stands, he keeps those unprepared away). Another choice would be to run part 5 as a large expedition into the mountains. That way you would have a nearby safe-area (where the expeditions base is) while the main adventuring group deals with the real threats.[/sblock] I honestly think it could be incredibly fun. It would make RHoD a bit of a meat grinder possibly, which I think is fun when done right. Anyway, if you do decide to run it I wish you the best of luck. I'd love to play in such a thing, but having effectively been through the module multiple times as a GM it would make it somewhat impossible to play. [/QUOTE]
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