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Preparing to run Red Hand. Advice?
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<blockquote data-quote="Dwimmerlied" data-source="post: 6127156" data-attributes="member: 6706967"><p>great suggestions. I was already considering the hero point things, almost word for word, including 3 points to begin with and one more each level. I'm considering that they can each be traded in for one reroll, or one use of a feat characters otherwise don't have.</p><p></p><p>I'm thinking of also adding some items that boost saves (to help against save or die) and perhaps some stealth items.</p><p></p><p>I also like the suggested shake-up. Some of this I was already considering changing, so on your advice, I might end up implementing this completely.</p><p></p><p>Has anyone played Son's of Gruumsh? How could this mesh? I'm playing around with a few ideas currently. </p><p></p><p>I'm thinking what if the orcs completed the ritual and were able to unite the orcish clans? They would also present a formiddable force, and an interesting subplot would be to manipulate these guys into opposition to The High Wyrmlord for extra bonus points. </p><p></p><p>Or perhaps running the adventure more or less as is, but that killing Thrull gives the characters a chance to lead the forces. </p><p></p><p>Alternatively, the orcs simply represent another branch of the goblinoid forces that must be dealt with.</p><p></p><p>Any advice?</p></blockquote><p></p>
[QUOTE="Dwimmerlied, post: 6127156, member: 6706967"] great suggestions. I was already considering the hero point things, almost word for word, including 3 points to begin with and one more each level. I'm considering that they can each be traded in for one reroll, or one use of a feat characters otherwise don't have. I'm thinking of also adding some items that boost saves (to help against save or die) and perhaps some stealth items. I also like the suggested shake-up. Some of this I was already considering changing, so on your advice, I might end up implementing this completely. Has anyone played Son's of Gruumsh? How could this mesh? I'm playing around with a few ideas currently. I'm thinking what if the orcs completed the ritual and were able to unite the orcish clans? They would also present a formiddable force, and an interesting subplot would be to manipulate these guys into opposition to The High Wyrmlord for extra bonus points. Or perhaps running the adventure more or less as is, but that killing Thrull gives the characters a chance to lead the forces. Alternatively, the orcs simply represent another branch of the goblinoid forces that must be dealt with. Any advice? [/QUOTE]
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