Red Hand of Doom--my players stay out!!

Red Hand of Doom--my players stay out!!

This means you: Tod, Monte, Bob, and Jude!!!

If you are playing, or hoping/planning to play, in this adventure....please STOP reading now. It really is more fun when everything is a surprise.






OK, a small bump in the plot road for RHoD.

The party consists of a human wizard, a dwarven fighter, a human cleric, and a halfling scout. An NPC ranger is tagging along (for now), but will probably not hang with the party much longer (he'll be busy defending Drellin's Ferry / Brindol in the coming days).

We have completed two sessions.

During the first session, the party had one tough fight (the first one--at the abandoned farm house). One PC was almost dead, but the remaining bad guys fled (since the leaders were all dead). Later, the party fought a hydra, and easily dispatched it.

At the next session, the party attacked Vraath Keep. Their assault was mostly successful, but Wyrmlord Koth got away--with the map and all the battle plans. By the time he had completed his five rounds of "gathering up the maps and papers," the fight was almost over. So he fled, not realizing that the party's aeriel abilities were seriously hampered--the wizard was unconscious and the scout was almost dead. (My dice apparently loved the manticore and hated the wizard.)

The next day, they decided to scout out Skullgorge Bridge. Their plan was fraught with silliness--sending the dwarven fighter (the only one who knew anything about stone work) flying up to the bridge by himself. The green dragon Ozyrrandion spots the flying tin can, attacks him, and chases him back toward the rest of the party. While the dragon flies away to recharge his breath weapon, the party flees. Retreating back to the keep, the party encounters the forest giant Warklegnaw, and end up enlisting his aid (they're not sure exactly what he'll do, and I think they have visions of an NPC giant tagging along. Well, not visions but delusions. ;) ).


So far, not too bad for the party. They have scouted the bridge a bit (not as much as they'd like--they're not sure they can destroy it), and no one's died. They've enlisted the aid of a powerful ally.

On the plus side for the bad guys, the Red Hand now knows a lot about the party. In each fight (except the hydra), someone has escaped--someone who can report back what they encountered. Some of these reports will come from very reliable sources--Wyrmlord Koth and the dragon Ozyrrandion.


On the negative side for the players, the plot in RHoD is driven by the army's timeline. The only way the players know the plan (and the timeline) is the paperwork from Vraath Keep.


So, those of you who have read, run, and/or played RHoD: Any suggestions? I'm not looking to screw the party on the information they have available, but if there's no decent way to get the information to them, it seems like that is what has happened. I don't want a totally lame solution ("...as you approach Vraath Keep again, you find a map the flying bugbear must have dropped...."). I'd like the party to have this information (it really makes the adventure a 'race against the clock'). If they don't have the information, they may face some encounters for which they are not prepared.

Hmmm, maybe I'll have another copy of the map (but not the detailed plans) at Rhest. That's the best I can think of (and it's not very good).

Other options / thoughts / suggestions are greatly appreciated!
 

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Barendd Nobeard said:
Red Hand of Doom--my players stay out!!

This means you: Tod, Monte, Bob, and Jude!!!

If you are playing, or hoping/planning to play, in this adventure....please STOP reading now. It really is more fun when everything is a surprise.






OK, a small bump in the plot road for RHoD.

The party consists of a human wizard, a dwarven fighter, a human cleric, and a halfling scout. An NPC ranger is tagging along (for now), but will probably not hang with the party much longer (he'll be busy defending Drellin's Ferry / Brindol in the coming days).

We have completed two sessions.

During the first session, the party had one tough fight (the first one--at the abandoned farm house). One PC was almost dead, but the remaining bad guys fled (since the leaders were all dead). Later, the party fought a hydra, and easily dispatched it.

At the next session, the party attacked Vraath Keep. Their assault was mostly successful, but Wyrmlord Koth got away--with the map and all the battle plans. By the time he had completed his five rounds of "gathering up the maps and papers," the fight was almost over. So he fled, not realizing that the party's aeriel abilities were seriously hampered--the wizard was unconscious and the scout was almost dead. (My dice apparently loved the manticore and hated the wizard.)

The next day, they decided to scout out Skullgorge Bridge. Their plan was fraught with silliness--sending the dwarven fighter (the only one who knew anything about stone work) flying up to the bridge by himself. The green dragon Ozyrrandion spots the flying tin can, attacks him, and chases him back toward the rest of the party. While the dragon flies away to recharge his breath weapon, the party flees. Retreating back to the keep, the party encounters the forest giant Warklegnaw, and end up enlisting his aid (they're not sure exactly what he'll do, and I think they have visions of an NPC giant tagging along. Well, not visions but delusions. ;) ).


So far, not too bad for the party. They have scouted the bridge a bit (not as much as they'd like--they're not sure they can destroy it), and no one's died. They've enlisted the aid of a powerful ally.

On the plus side for the bad guys, the Red Hand now knows a lot about the party. In each fight (except the hydra), someone has escaped--someone who can report back what they encountered. Some of these reports will come from very reliable sources--Wyrmlord Koth and the dragon Ozyrrandion.


On the negative side for the players, the plot in RHoD is driven by the army's timeline. The only way the players know the plan (and the timeline) is the paperwork from Vraath Keep.


So, those of you who have read, run, and/or played RHoD: Any suggestions? I'm not looking to screw the party on the information they have available, but if there's no decent way to get the information to them, it seems like that is what has happened. I don't want a totally lame solution ("...as you approach Vraath Keep again, you find a map the flying bugbear must have dropped...."). I'd like the party to have this information (it really makes the adventure a 'race against the clock'). If they don't have the information, they may face some encounters for which they are not prepared.

Hmmm, maybe I'll have another copy of the map (but not the detailed plans) at Rhest. That's the best I can think of (and it's not very good).

Other options / thoughts / suggestions are greatly appreciated!
You can include a loose map at the Skull Gorge bridge (there are tents there, and the dragon is a strong member of the horde), or at several of the skirmishes that start Chapter 2.

A search at Vraath Keep will point to parchment and inks used for maps, so they might deduce that something is being planned.

And there's always the option of some dying enemy cursing them with "This will not... go lightly! The horde! The horde will crush you all! HAHAhhhaahahhaaa>cough<...".
 

Klaus said:
You can include a loose map at the Skull Gorge bridge (there are tents there, and the dragon is a strong member of the horde), or at several of the skirmishes that start Chapter 2.

A search at Vraath Keep will point to parchment and inks used for maps, so they might deduce that something is being planned.

And there's always the option of some dying enemy cursing them with "This will not... go lightly! The horde! The horde will crush you all! HAHAhhhaahahhaaa>cough<...".

I think I'll put a partial map at the bridge camp--something ripped in half.

Of course, if they wait too long to destroy the bridge (or at least attack the encampment), then reinforcements may have arrived. :]
 

Barendd Nobeard said:
I think I'll put a partial map at the bridge camp--something ripped in half.

Of course, if they wait too long to destroy the bridge (or at least attack the encampment), then reinforcements may have arrived. :]
If you rule that Wyrmlord Koth passed the bridge (assuming he didn't stay there to protect it), you can include rough sketches of the PCs done by the artistic-prone Koth with a nore to "kill on sight".
 

Barendd Nobeard said:
At the next session, the party attacked Vraath Keep. Their assault was mostly successful, but Wyrmlord Koth got away--with the map and all the battle plans. By the time he had completed his five rounds of "gathering up the maps and papers," the fight was almost over. So he fled, not realizing that the party's aeriel abilities were seriously hampered--the wizard was unconscious and the scout was almost dead. (My dice apparently loved the manticore and hated the wizard.)

...

Other options / thoughts / suggestions are greatly appreciated!

I had a similar result to you at Vraath Keep. My players managed to obtain the notes (Koth could not get to the room they were in). But Koth used the flying potion and did the 'Flying Blaster of Doom' routine with the Manticore doing the same. The Manticore caved in the roof of the guard room and perched in a corner. Koth retreated shortly after the manticore went down, but the dice loved both Koth and the Manticore, and the party was in very bad shape. Bad enough that I could have probably ended them if Koth was willing to risk himself. They did have better luck at the bridge, however.

What happens next depends on what you want to do with Koth. I am at the end of chapter 2, and Koth is still alive, having survived two fights with the players. I am keeping him around as a nemesis to the players (any NPC who can survive full out combat against your PC's twice is worth using!). You could do the same, and just have him pop up periodically and try to kill the players with tailored ambushes. The adventure suggests having Koth on hand at the bridge fight, so you can have him there as additional backup, and have his notes / plans there. My own party managed to take down the bridge very easily and avoided that rematch.

Failure to obtain the notes will greatly impede the players, so you may want to have Jorr strongly suggest that these Hobgoblins are too organized, and that you should try to take a prisoner to interrogate. This can give the players an idea that an invasion is coming, but they will not have the time table, and they will not have the proof they need to convince Drellins Ferry to evacuate.

The players may take another shot at the bridge, but if you want to be proactive, you could have Koth try to retake Vraath keep if the players take too long deciding what to do. If you do this, Koth should be smart enough to make sure the bridge is secure. I say give Koth a force of Veterans, Regulars, and Wolf Riders if you take this approach. Additionally, I would put a pair of wolf riders some distance away from the bridge. If the players approach, the rider should head back to the bridge using his bow / mounted combat to attack the PC's while retreating, and raise the alert.

With Koth alive and one failed attempt on the bridge so far, the bridge should be very difficult to take down unless the players are very crafty. Do not be afraid to let this part of the adventure end in abject failure for the players.

Also, Warklegnaw should not be too easy to convince to help out unless the players secure the gauntlet from the Vraath treasure.

END COMMUNICATION
 

Klaus said:
If you rule that Wyrmlord Koth passed the bridge (assuming he didn't stay there to protect it), you can include rough sketches of the PCs done by the artistic-prone Koth with a nore to "kill on sight".

Oh, I think anyone who's not already part of the Red Hand will be sized up as potential allies (typically evil creatures) or enemies to be killed on site (all PHB races and other 'good' races). Certainly Koth told the troops at the bridge to look for a motley crew of do-gooders and kill them on sight.

If the dragon gets 10,500 xp for defeating the encounter (the party), how far should I advance the beastie? :]
 

IF all the dragon did was fly in, blast a single breath attack, and then fall back, I would not bother advancing the dragon.

That dragon is still alive in my game. After the players brought down the bridge, it fought the players, doing some solid damage, then flew back accross the bridge, drank a crap load of healing potions from the Hobgoblins stranded on the far side of the bridge, then took a second shot at the players, retreated again, to drink more healing potions. The players ended up taking cover and evaded that dragon, and spent a few days being hunted down by a dragon and some other flying beasts.

END COMMUNICATION
 

Lord Zardoz said:
I had a similar result to you at Vraath Keep. My players managed to obtain the notes (Koth could not get to the room they were in). But Koth used the flying potion and did the 'Flying Blaster of Doom' routine with the Manticore doing the same. The Manticore caved in the roof of the guard room and perched in a corner. Koth retreated shortly after the manticore went down, but the dice loved both Koth and the Manticore, and the party was in very bad shape. Bad enough that I could have probably ended them if Koth was willing to risk himself. They did have better luck at the bridge, however.

What happens next depends on what you want to do with Koth. I am at the end of chapter 2, and Koth is still alive, having survived two fights with the players. I am keeping him around as a nemesis to the players (any NPC who can survive full out combat against your PC's twice is worth using!). You could do the same, and just have him pop up periodically and try to kill the players with tailored ambushes. The adventure suggests having Koth on hand at the bridge fight, so you can have him there as additional backup, and have his notes / plans there. My own party managed to take down the bridge very easily and avoided that rematch.

Failure to obtain the notes will greatly impede the players, so you may want to have Jorr strongly suggest that these Hobgoblins are too organized, and that you should try to take a prisoner to interrogate. This can give the players an idea that an invasion is coming, but they will not have the time table, and they will not have the proof they need to convince Drellins Ferry to evacuate.

The players may take another shot at the bridge, but if you want to be proactive, you could have Koth try to retake Vraath keep if the players take too long deciding what to do. If you do this, Koth should be smart enough to make sure the bridge is secure. I say give Koth a force of Veterans, Regulars, and Wolf Riders if you take this approach. Additionally, I would put a pair of wolf riders some distance away from the bridge. If the players approach, the rider should head back to the bridge using his bow / mounted combat to attack the PC's while retreating, and raise the alert.
Good suggestions. Thanks!

Lord Zardoz said:
With Koth alive and one failed attempt on the bridge so far, the bridge should be very difficult to take down unless the players are very crafty. Do not be afraid to let this part of the adventure end in abject failure for the players.
Thanks. I was really worried about them failing at this point, but I've got to remember that it really just doesn't hurt the party, it just helps the Horde keep to their timeline.


Lord Zardoz said:
Also, Warklegnaw should not be too easy to convince to help out unless the players secure the gauntlet from the Vraath treasure.

END COMMUNICATION
They had the gauntlet, so the bonus edged their Diplomacy into a success (barely). Now old Warklegnaw will spend some time going into the hills to get his granddaughter (and her friends) to help.
 

Lord Zardoz said:
IF all the dragon did was fly in, blast a single breath attack, and then fall back, I would not bother advancing the dragon.

That dragon is still alive in my game. After the players brought down the bridge, it fought the players, doing some solid damage, then flew back accross the bridge, drank a crap load of healing potions from the Hobgoblins stranded on the far side of the bridge, then took a second shot at the players, retreated again, to drink more healing potions. The players ended up taking cover and evaded that dragon, and spent a few days being hunted down by a dragon and some other flying beasts.

END COMMUNICATION

He also attacked the halfling scout, but did no damage. He then decided to retreat for a round to recharge his breath weapon. He did not pursue when the party retreated, because he knew they slew the entire garrison at Vraath Keep (except for Wyrmlord Koth). Ozyrrandion does not want to die and did not want to risk a five-on-one fight.
 

Barendd Nobeard said:
He also attacked the halfling scout, but did no damage. He then decided to retreat for a round to recharge his breath weapon. He did not pursue when the party retreated, because he knew they slew the entire garrison at Vraath Keep (except for Wyrmlord Koth). Ozyrrandion does not want to die and did not want to risk a five-on-one fight.

Fair point. But, did Ozzy take any damage, and did the party give any indication they could deal with repeated flyby and ariel breath weapon attacks? The party may have sent Koth packing, but Ozzy is a dragon, and not likely to be at all humble. He also has enough HP that he could afford to stick it out for a while without being significantly endangered. He is not fragile enough to be dropped by a single attack. He also moves pretty fast, and should be able to retreat if he starts to get into trouble.

As for a more metagame comment, I would avoid bumping him up in any way for the time being. Koth is unusually sturdy for a spell caster, and the two of them together end up making for a much harsher challenge than CR alone would suggest.

END COMMUNICATION
 

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