Lord Zardoz
Explorer
I just ran the initial parts of Red Hand of Doom today. Here are some things I learned while running this.
1) The Dice hate my players. The combat cleric managed to roll a staggering assortment of Ones, Twos, and Threes, basically never exceeding 5 for nearly every attack roll made in that fight. Our fighter did not do much better, managing to miss the Hobgoblin regulars more often then not for the first wave of the fight.
2) The Dice Love Me. I rolled at least 8 Twenties. I did not confirm many crits, but I did lay in the hits. The initial 6 Regulars nearly won the fight on their own, causing me to hold back the Cleric, Blade Bearer, and Hell hounds until the 2nd wave.
3) Fighting a Hydra in a Swamp is a bad, bad, bad idea. Even if the support cleric is all gung ho for it, its still a bad idea. 1 fighter, 2 clerics, Jorr, his 3 dogs, and a Gnome Theif are not a match for a Hydra in a Swamp that has Fast Healing 16, and 10 foot reach. If I did not spread out the attacks, I would have wiped out most of the party. Instead, Jorr lost 1 dog, everyone took a solid beating, and everyone got mad at the cleric who suggested trying to fight it.
4) Manticores are fun to grapple with. When the party took another route, they encountered a manticore in a forested area. They did alot of damage to it very easily. But the manticore got off a grapple on a 8 Str human cleric and got some air. At about 60 feet up, it tried to drop the weak cleric on the melee cleric (and missed). It ended up getting shot out of the sky and landing on the 2 clerics.
END COMMUNICATION
1) The Dice hate my players. The combat cleric managed to roll a staggering assortment of Ones, Twos, and Threes, basically never exceeding 5 for nearly every attack roll made in that fight. Our fighter did not do much better, managing to miss the Hobgoblin regulars more often then not for the first wave of the fight.
2) The Dice Love Me. I rolled at least 8 Twenties. I did not confirm many crits, but I did lay in the hits. The initial 6 Regulars nearly won the fight on their own, causing me to hold back the Cleric, Blade Bearer, and Hell hounds until the 2nd wave.
3) Fighting a Hydra in a Swamp is a bad, bad, bad idea. Even if the support cleric is all gung ho for it, its still a bad idea. 1 fighter, 2 clerics, Jorr, his 3 dogs, and a Gnome Theif are not a match for a Hydra in a Swamp that has Fast Healing 16, and 10 foot reach. If I did not spread out the attacks, I would have wiped out most of the party. Instead, Jorr lost 1 dog, everyone took a solid beating, and everyone got mad at the cleric who suggested trying to fight it.
4) Manticores are fun to grapple with. When the party took another route, they encountered a manticore in a forested area. They did alot of damage to it very easily. But the manticore got off a grapple on a 8 Str human cleric and got some air. At about 60 feet up, it tried to drop the weak cleric on the melee cleric (and missed). It ended up getting shot out of the sky and landing on the 2 clerics.
END COMMUNICATION