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Logistic Advice for Red Hand of Doom
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<blockquote data-quote="Peni Griffin" data-source="post: 3409736" data-attributes="member: 50322"><p>So does anybody have a defense against Spike Stones? They used it vs. Vraath Keep (no survivors) and Skull Gorge bridge (survivors), and it was so effective in both places that they're bound to use it again in the Ghost Lord's lair in an attempt to pin down Ulwai and the monks. They've communicated with the Ghost Lord, and he's anxious both to retrieve his phylactery and to get the Red Hand off his back, so it'd have to be something the actual Hordelings can whip up between getting intelligence on the PCs' tactics and being confronted by them, without leaving the vicinity of the lair. Dispel Magic is the only thing I can come up with, and it ought to work but it'd be nice to have something flashier, and maybe something lower-level troops can do elsewhere in the module. The spell description makes me think that clogs and pattens wouldn't work, and you can't fight properly in those things, anyway.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 3409736, member: 50322"] So does anybody have a defense against Spike Stones? They used it vs. Vraath Keep (no survivors) and Skull Gorge bridge (survivors), and it was so effective in both places that they're bound to use it again in the Ghost Lord's lair in an attempt to pin down Ulwai and the monks. They've communicated with the Ghost Lord, and he's anxious both to retrieve his phylactery and to get the Red Hand off his back, so it'd have to be something the actual Hordelings can whip up between getting intelligence on the PCs' tactics and being confronted by them, without leaving the vicinity of the lair. Dispel Magic is the only thing I can come up with, and it ought to work but it'd be nice to have something flashier, and maybe something lower-level troops can do elsewhere in the module. The spell description makes me think that clogs and pattens wouldn't work, and you can't fight properly in those things, anyway. [/QUOTE]
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