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General Tabletop Discussion
*Dungeons & Dragons
Obscured, Dim Light, and the Darker Part of the Feywild
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<blockquote data-quote="Ovinomancer" data-source="post: 7644783" data-attributes="member: 16814"><p>I would be surprised if the had makes it a few rounds to be able to flee. You have the party in close quarters with the hag and horror and no other threats adding until a round or so later... if the hag doesn't immediately run, she should be wiped out by the 3 to 1 turn economy of PCs going nova in a round or two (assuming they bother to split onto the horror).</p><p></p><p>Design wise, this won't even get outside to engage the careful lighting/obscurement you've built. If I may, I'd recommend that the gate deliver the PCs to a location outside of the cottage and then reverse the appearance of the bad guys -- redcaps first followed by the hag and horror. Have the hag be a skirmisher taking advantage of the terrain and etherealness to hit at soft/injured targets. The horror can wade in. I'd also add something dynamic that the PCs need to shut down to divert attention away from the hag for a bit longer. Maybe another portal or two or a lair entrance that spits out a new redcap every other round until the PCs shut it down/destroy it. This also will have the effect of spreading out the party a bit so that they lose a touch of the overwhelming action economic/synergy as they'll have to accomplish multiple things at once. This will also engage your environment build better and the PCs will have to traverse it.</p><p></p><p>Maybe also have the hag's escape be a timed thing that's obvious? Like a separate portal that is charging up that the hag can escape through once open, and so the whole thing's on a timer? I like encounters that put lots of pressure and choice on the PCs if I'm doing a One Big Encounter.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7644783, member: 16814"] I would be surprised if the had makes it a few rounds to be able to flee. You have the party in close quarters with the hag and horror and no other threats adding until a round or so later... if the hag doesn't immediately run, she should be wiped out by the 3 to 1 turn economy of PCs going nova in a round or two (assuming they bother to split onto the horror). Design wise, this won't even get outside to engage the careful lighting/obscurement you've built. If I may, I'd recommend that the gate deliver the PCs to a location outside of the cottage and then reverse the appearance of the bad guys -- redcaps first followed by the hag and horror. Have the hag be a skirmisher taking advantage of the terrain and etherealness to hit at soft/injured targets. The horror can wade in. I'd also add something dynamic that the PCs need to shut down to divert attention away from the hag for a bit longer. Maybe another portal or two or a lair entrance that spits out a new redcap every other round until the PCs shut it down/destroy it. This also will have the effect of spreading out the party a bit so that they lose a touch of the overwhelming action economic/synergy as they'll have to accomplish multiple things at once. This will also engage your environment build better and the PCs will have to traverse it. Maybe also have the hag's escape be a timed thing that's obvious? Like a separate portal that is charging up that the hag can escape through once open, and so the whole thing's on a timer? I like encounters that put lots of pressure and choice on the PCs if I'm doing a One Big Encounter. [/QUOTE]
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Community
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Obscured, Dim Light, and the Darker Part of the Feywild
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