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<blockquote data-quote="jasper" data-source="post: 7590501" data-attributes="member: 277"><p>People this what we know. And beep the ready action. It does not come into play. DDEX02-01 page 7-10. If the dm ran as written. Page 8 Poor success with the seamstress gives 5 guards on page 10. Once guards are defeated, the second wave comes. Second wave 8 blood hawks which have pack tactics, and a hippogriff. The blood hawks will do 2 on 1 by script. Initiative order PC, PC, PC, Hippogriff, PC, Blood Hawks, and OP. </p><p>Wait a freaky minute. THE BEEPING MAY HAVE DM SCREWED UP BADLY. From Telvin first post, “……TPK when the two conjured hippogriffs were added into the mix.” BUZZ. The second hippogriff would only come into play on a strong or very strong group (page 10 adjust the encounter box). At five players you cannot ever have a very strong group. See Party Composition below. Four first level since 4 are new to the game. To get a strong group the fifth player had to be running a fourth level. 4 +4 = 8. 8/5 = 1.6 round up gets you 2. </p><p>Party Composition Party Strength 3-4 characters, APL less than Very weak</p><p>3-4 characters, APL equivalent Weak, 3-4 characters, APL greater than Average</p><p>5 characters, APL less than Weak, 5 characters, APL equivalent Average</p><p>5 characters, APL greater than Strong, 6-7 characters, APL less than Average</p><p>6-7 characters, APL equivalent Strong, 6-7 characters, APL greater than Very strong</p><p></p><p>Both monster fly at 60 so no need of the ready action. Damage per round is 4 for each hawk, and 18 for the hippogriff if both attacks hits. Tower with is not giving but height is 20 feet. I think I have used 20 feet as the width. </p><p></p><p>You can run this nice. 2 dive bombers attack one pc and fly away provoking attack of opportunity. Telling new people they can swing on the retreating bird. Or mean. 2 dive bombers, move, attack, move and make the players decide if they going to split their AOOs or not. But the script reads like the hawks and griff are there to cover Proskler’s retreat. So I would only do two rounds of combat by then the villain is out most thrown weapons. Also Telvin did not mention death saves. If I would had zeroed any one out, I would have shift targets. If I zeroed out all the pcs, the guards down below escape and stabilize the group. And laugh at the pcs. </p><p></p><p>Telvin chalk this up to a new dm learning.</p></blockquote><p></p>
[QUOTE="jasper, post: 7590501, member: 277"] People this what we know. And beep the ready action. It does not come into play. DDEX02-01 page 7-10. If the dm ran as written. Page 8 Poor success with the seamstress gives 5 guards on page 10. Once guards are defeated, the second wave comes. Second wave 8 blood hawks which have pack tactics, and a hippogriff. The blood hawks will do 2 on 1 by script. Initiative order PC, PC, PC, Hippogriff, PC, Blood Hawks, and OP. Wait a freaky minute. THE BEEPING MAY HAVE DM SCREWED UP BADLY. From Telvin first post, “……TPK when the two conjured hippogriffs were added into the mix.” BUZZ. The second hippogriff would only come into play on a strong or very strong group (page 10 adjust the encounter box). At five players you cannot ever have a very strong group. See Party Composition below. Four first level since 4 are new to the game. To get a strong group the fifth player had to be running a fourth level. 4 +4 = 8. 8/5 = 1.6 round up gets you 2. Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak, 3-4 characters, APL greater than Average 5 characters, APL less than Weak, 5 characters, APL equivalent Average 5 characters, APL greater than Strong, 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong, 6-7 characters, APL greater than Very strong Both monster fly at 60 so no need of the ready action. Damage per round is 4 for each hawk, and 18 for the hippogriff if both attacks hits. Tower with is not giving but height is 20 feet. I think I have used 20 feet as the width. You can run this nice. 2 dive bombers attack one pc and fly away provoking attack of opportunity. Telling new people they can swing on the retreating bird. Or mean. 2 dive bombers, move, attack, move and make the players decide if they going to split their AOOs or not. But the script reads like the hawks and griff are there to cover Proskler’s retreat. So I would only do two rounds of combat by then the villain is out most thrown weapons. Also Telvin did not mention death saves. If I would had zeroed any one out, I would have shift targets. If I zeroed out all the pcs, the guards down below escape and stabilize the group. And laugh at the pcs. Telvin chalk this up to a new dm learning. [/QUOTE]
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