Lord Zardoz
Explorer
Warning: This post will contain some details about the Red Hand of Doom adventure, which I am currently running.
Ok, we ended our game this evening on an interesting note. The players got into Vraath keep, and with some creative bull-shi**ing, managed to just walk right into the Barracks, ask for Koth, then started a fight while one of the Veterans was fetching the boss. I had also decided because of their bluffing, they managed to kill one of the veterans before he got up and became a factor.
The fight went in the players favor, and they managed to put the Minotaur out of commission as well as another veteran before Koth came down to see the 'guests / messengers'. Koth made some critical saves, avoiding a pair of Hold Persons and a Hideous Laughter spell, and got out of that room.
The session ended with Koth getting out of the line of sight, using his Fly potion and 1 Lightning Bolt Spell. One of the Veterans also survived the fight, closing and locking a door (while another veteran cursed him as he was killed).
Now that your up to speed, what is Koths next play? The Manticore is still a potential factor, and the Wolf Riders have not been encountered yet either. I am assuming Koth goes into his quarters from a Window while the surviving veteran runs up there as well. Koth will have a few rounds to act. The players are in the Barracks in varying degrees of Hurt, but in pretty good shape over all, but running low on spells.
1) Koth has not used any of his spells aside from 1 Lightning bolt, and the Fly potion. He could try to finish the players himself with the help of the Manticore and the Raiders. Doing so will put him at great personal risk, however.
2) Koth could simply bail. He can gather his notes, and bugger off with the Raiders and the Manticore, and try to return later with some more of his forces. The problem here is that Koth probably does not want the players warning Drellin's Ferry.
3) Koth could go for help by himself and get the Manticore and the Raiders to try to keep the players occupied. This has a good chance at working if the raiders use the mounted archery and keep their distance, trying to pincushion anyone leaving the keep. The problem here is that the 2 raiders are hardly going to keep the players + the Ranger npc occupied effectively, even with the Manticore's help.
The other factor to consider is specific to my campaign. When the players were telling their lies to the Veterans, they dropped a few names. The Veteran is probably going to be able to warn Koth that the players have intercepted their messengers, and know of a 3rd parties involvement. Even without the invasion plans, the information can still be damaging to their efforts. It is important for Koth that the players not be permitted to escape.
END COMMUNICATION
Ok, we ended our game this evening on an interesting note. The players got into Vraath keep, and with some creative bull-shi**ing, managed to just walk right into the Barracks, ask for Koth, then started a fight while one of the Veterans was fetching the boss. I had also decided because of their bluffing, they managed to kill one of the veterans before he got up and became a factor.
The fight went in the players favor, and they managed to put the Minotaur out of commission as well as another veteran before Koth came down to see the 'guests / messengers'. Koth made some critical saves, avoiding a pair of Hold Persons and a Hideous Laughter spell, and got out of that room.
The session ended with Koth getting out of the line of sight, using his Fly potion and 1 Lightning Bolt Spell. One of the Veterans also survived the fight, closing and locking a door (while another veteran cursed him as he was killed).
Now that your up to speed, what is Koths next play? The Manticore is still a potential factor, and the Wolf Riders have not been encountered yet either. I am assuming Koth goes into his quarters from a Window while the surviving veteran runs up there as well. Koth will have a few rounds to act. The players are in the Barracks in varying degrees of Hurt, but in pretty good shape over all, but running low on spells.
1) Koth has not used any of his spells aside from 1 Lightning bolt, and the Fly potion. He could try to finish the players himself with the help of the Manticore and the Raiders. Doing so will put him at great personal risk, however.
2) Koth could simply bail. He can gather his notes, and bugger off with the Raiders and the Manticore, and try to return later with some more of his forces. The problem here is that Koth probably does not want the players warning Drellin's Ferry.
3) Koth could go for help by himself and get the Manticore and the Raiders to try to keep the players occupied. This has a good chance at working if the raiders use the mounted archery and keep their distance, trying to pincushion anyone leaving the keep. The problem here is that the 2 raiders are hardly going to keep the players + the Ranger npc occupied effectively, even with the Manticore's help.
The other factor to consider is specific to my campaign. When the players were telling their lies to the Veterans, they dropped a few names. The Veteran is probably going to be able to warn Koth that the players have intercepted their messengers, and know of a 3rd parties involvement. Even without the invasion plans, the information can still be damaging to their efforts. It is important for Koth that the players not be permitted to escape.
END COMMUNICATION