Need advice, Red Hand of Doom

Lord Zardoz said:
Koth does have a low Int. But he does have a reasonable Wisdom stat. The single smartest thing he can do is get out of there, have the Manticore shadow them from the air, and go get a raiding group and hunt down the players.

At a tactical sense, he is probably going to go for the most obvious plans, and go for the soft targets or the most direct threats, and probably end up deciding to run away when its just a bit too late and not a sure thing. And if he is caught, he will end up talking just a bit too easily.

END COMMUNICATION

I agree with all this. I was commenting on some of the other suggested plans for auditory deceptions and foresight to secure his plans, etc., etc.

I played Koth as a thug. The PCs captured him and he was uncooperative because he knew what he would do if the situation was reversed.
 

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You have a point about Koth's INT. I played him as a stuffy bureaucrat who'd built himself an empire on a foundation of meticulous paperwork (which explains all the critical files in such a vulnerable location). He and the manticore between them are plenty stupid enough to crash through the roof instead of using it for partial cover and staying out of melee. The hobgoblin veteran has an INT of 10 and is experienced in combat, so if milord wants to use that portion of the plan - which I think is essential to keeping the PCs from breaking into the tower before the worg riders and manticore can get into position - he can justify the vet improvising the deception.
 

Heh... not that this is really helpful... but my unlucky party has now let Koth (& his Minotaur), Saarvith and Regiarix get away... Brindol is going to be nasty! ;)

Mike
 

IMC I made Koth a 6th level Duskblade and he was very effective this way. Your players have not seen Koth, you could change him if you wanted.
 

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