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Red Hand of Doom - help for a new GM
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<blockquote data-quote="Mark" data-source="post: 3653880" data-attributes="member: 5"><p>Oh, I've run the adventure. The group will be [spoiler]in regular touch with NPC clerics; in Drellin's Ferry, in Brindol, in the Blackfens, plus there's the Druids of the Witchwood. You cannot start or end a section without a Cleric available. I had a couple of NPCs traveling with my group early on (we expected a couple more players who could take those over if they wanted and not be considered new to the group, in that manner), and there was a PC Cleric (two at one point), but they lost party members (it is a tough adventure) and they managed to get along quite well, mostly with potions. Also, there are places where you might want NPCs to come and go with the group so that you can have a shot at infiltrating them with the spy. Further, the adventure is a bit thin on treasure along the way and having communities help them out with potions is a good way to rectify that. Unless there is some personal reason why you need the Healer to tag along, there really is no adventure-based need and it is the simplest way to consistently adjust the challenge level as that adjustment will effect every section, scenario, and encounter. I'll stand by the advice.[/spoiler]</p></blockquote><p></p>
[QUOTE="Mark, post: 3653880, member: 5"] Oh, I've run the adventure. The group will be [spoiler]in regular touch with NPC clerics; in Drellin's Ferry, in Brindol, in the Blackfens, plus there's the Druids of the Witchwood. You cannot start or end a section without a Cleric available. I had a couple of NPCs traveling with my group early on (we expected a couple more players who could take those over if they wanted and not be considered new to the group, in that manner), and there was a PC Cleric (two at one point), but they lost party members (it is a tough adventure) and they managed to get along quite well, mostly with potions. Also, there are places where you might want NPCs to come and go with the group so that you can have a shot at infiltrating them with the spy. Further, the adventure is a bit thin on treasure along the way and having communities help them out with potions is a good way to rectify that. Unless there is some personal reason why you need the Healer to tag along, there really is no adventure-based need and it is the simplest way to consistently adjust the challenge level as that adjustment will effect every section, scenario, and encounter. I'll stand by the advice.[/spoiler] [/QUOTE]
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