H4H: Red Hand of Doom (full)

ethandrew said:
With the efficiency of how well we've used that spell on the hydra and the manticore, it's not surprising someone used the same tactic on us. It was a matter of time and karma.


Koth was deadly, no doubt. I'm glad we didn't have to fight him while his fodder was about.
 

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Hmm.. A bastard sword -- no doubt magical.... As luck would have it.. Jonathan could wield it dual handed, I guess. Too bad elves aren't proficient with them. :(

Go go open lock man!
 


ethandrew said:
Good thing we've hit a feat-level.

Go go exotic weapon proficiency man!


True, he could easily do that -- I bet its vorpal to boot.

Besides the sword and possible armor, the rest could be coinage, but a sorceress can still hope.

I updated the party loot in the RG thread based on what we've seen so far. I didn't include any of the mundane weaponry from the hobgoblins or the minotaur, since we probably won't be able, or want, to carry it back to town, especially since the dwarf smithy is a snob.

On another topic, Skull gorge Bridge would seem a good target to strike for a delay, but how would we destroy a bridge?

Also, the river in front of Drellin's Ferry also would be a good spot -- as there is no bridge there -- just a ferry.
 
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Okay, feat choice time. Kirrg could take Cleave, Monkey Grip (from Complete Warrior, would allow him to use that Minotaur Axe, albeit at a -2 penalty), or any other various feats he would qualify for.

Suggestions?

As to how we destroy a bridge, that depends on the type. If it's just a rope, that's easy. But stone? Could be repeated blast spells, could be we attack it until it weakens. We've got all these new weapons to play with. I'm assuming the walk wouldn't be too far, since it seems equal distance from what we've already walked. It could be worth checking out.

For Drellin's Ferry, the townsfolk should build pit traps into the river. So wherever they will attempt to ford it, they need to have natural obstacles too.
 
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One thing I do not see on the map, or anywhere, is -- what 'day' is it now? If Drellin's Ferry is going to be attacked on Day 5 -- how many days do we have?

i.e. do we have enough time to head back to town and warn them, before heading to the Skull Gorge Bridge? Or do we try and hole up here tonight, then head off directly to the bridge in the morning?
 

ethandrew said:
Okay, feat choice time. Kirrg could take Cleave, Monkey Grip (from Complete Warrior, would allow him to use that Minotaur Axe, albeit at a -2 penalty), or any other various feats he would qualify for.

Suggestions?

Cleave is a better choice, I think, based on how much "fodder" we have been facing. Of course, we've faced several BBEGs too. And don't discount looking into some Divine Metamagic (can't remember if Complete Divine was an approved source or not). Improved Initiative was a no brainer for Duroin...if he can catch more foes flat-footed, he can get in more sneak attack damage.

ethandrew said:
As to how we destroy a bridge, that depends on the type. If it's just a rope, that's easy. But stone? Could be repeated blast spells, could be we attack it until it weakens. We've got all these new weapons to play with. I'm assuming the walk wouldn't be too far, since it seems equal distance from what we've already walked. It could be worth checking out.

For Drellin's Ferry, the townsfolk should build pit traps into the river. So wherever they will attempt to ford it, they need to have natural obstacles too.

We'll have to check the bridge out first and see how it is made. We may be able to determine some weakness. We should certainly talk to the town about it. They may have some ideas as well.
 

s@squ@tch said:
One thing I do not see on the map, or anywhere, is -- what 'day' is it now? If Drellin's Ferry is going to be attacked on Day 5 -- how many days do we have?

i.e. do we have enough time to head back to town and warn them, before heading to the Skull Gorge Bridge? Or do we try and hole up here tonight, then head off directly to the bridge in the morning?

I do not know when they are counting days from. So they could attack tomorrow, or it could be day 1 now. Who knows?

We can't do much in our current state. Duroin votes for finishing up our business at the keep, rushing back to town (we should be okay, unless we face another attack on the way back), warning the town, sleeping in town, and then heading to Skull Gorge Bridge.
 

I agree that we should probably head to the town, warn them and rest, then head back up to the bridge in the morning, maybe with a contingent of local militia, who can prepare traps or ambushes along this pathway. Maybe Jorr would know about the bridge as well, if he's still around.

Cleave is a useful feat, definitely, probably more useful considering we're attacking mooks, than taking a -2 to hit. Complete Divine is allowed, since I've already got Sacred Boost, but that's about the only useful feat from there Kirrg could take. Sacred Healing is real nice, only if you've got a high Cha (fast healing 3 for one round + cha modifier), which Kirrg does not. So he could heal all of us 6 hit points lickity split, and that's possible. I also considered Extra Turning, so that he has more uses of his Sacred Boost feat.
 

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