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Red Hand of Doom - need help modifying slightly
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<blockquote data-quote="Sidekick" data-source="post: 3373049" data-attributes="member: 13946"><p>So I’m looking at running RHoD for my group when I return to New Zealand. The thing is one of the players has already done chapter 1 under me as a DM while one of the other players used RHoD’s Web enhancement for his own FR hobgoblin adversaries in a story arc he’s been putting his group through.</p><p></p><p>So I’ve been thinking of changing some of the mechanics around so that my player who knows the stats won’t be tempted to meta-game and this is what I’ve come up with so far.</p><p></p><p><strong>Ambush</strong>: I’m keeping that the same I feel. I’m thinking of changing the Hell hounds for something else but I’m not too sure what. Any ideas?</p><p></p><p><strong>Vraath Keep</strong>: I’m changing the minotaur into a bugbear psychic warrior (with expansion of course) and a ruddy great Maul for a weapon. I’m also going to post a guard on the walls and am thinking about changing the Manticore, but I’m not to sure what to replace it with.</p><p></p><p>I’ve also ditched the Worg Riders for now (last group found this encounter VERY hard), although if I need to I can always add them in if the PCs are winning easily.</p><p></p><p>Wyrmlord Koth is now a Warlock6 rather than a sorcerer. I also changed his wand to a wand of lightning bolt to give him that line effect option still. His Hideaous Blow invocation along with Walk unseen means that he’ll be able to engineer some rather ferocious damage if the PCs let him get away with it. </p><p></p><p><strong>Skull Gorge Bridge</strong>: I’m rather stuck as to what to do here. I obviously want to keep Ozzy around but I’m unsure how/if I should change his stats/appearance.</p><p></p><p>I’ve ditched the hell hounds and I’m going to give them a worg-rider and a couple of hobgoblin regulars so the PCs can down at least some of them in 1 hit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I’m also unsure as to how I can modify the groups hook in through Drellin’s Ferry so that the player who’s done this bit before doesn’t get totally bored/switches off. </p><p></p><p>Once I can get them back to Drellin’s ferry from seeing the Horde at Cinder Hill it’s all good and can proceed as written with only minor statisitical changes to the BBEGs (eg Saarvith is going to be a Dragon Shaman instead of a ranger). </p><p></p><p>So any ideas or suggestions for Sidekick?</p><p></p><p>P.S. this will be run in Eberron, with the Elsir Vale inbetween Q'Barra and the Talenta Plains (a route through the Endworld Mountains)</p></blockquote><p></p>
[QUOTE="Sidekick, post: 3373049, member: 13946"] So I’m looking at running RHoD for my group when I return to New Zealand. The thing is one of the players has already done chapter 1 under me as a DM while one of the other players used RHoD’s Web enhancement for his own FR hobgoblin adversaries in a story arc he’s been putting his group through. So I’ve been thinking of changing some of the mechanics around so that my player who knows the stats won’t be tempted to meta-game and this is what I’ve come up with so far. [b]Ambush[/b]: I’m keeping that the same I feel. I’m thinking of changing the Hell hounds for something else but I’m not too sure what. Any ideas? [b]Vraath Keep[/b]: I’m changing the minotaur into a bugbear psychic warrior (with expansion of course) and a ruddy great Maul for a weapon. I’m also going to post a guard on the walls and am thinking about changing the Manticore, but I’m not to sure what to replace it with. I’ve also ditched the Worg Riders for now (last group found this encounter VERY hard), although if I need to I can always add them in if the PCs are winning easily. Wyrmlord Koth is now a Warlock6 rather than a sorcerer. I also changed his wand to a wand of lightning bolt to give him that line effect option still. His Hideaous Blow invocation along with Walk unseen means that he’ll be able to engineer some rather ferocious damage if the PCs let him get away with it. [b]Skull Gorge Bridge[/b]: I’m rather stuck as to what to do here. I obviously want to keep Ozzy around but I’m unsure how/if I should change his stats/appearance. I’ve ditched the hell hounds and I’m going to give them a worg-rider and a couple of hobgoblin regulars so the PCs can down at least some of them in 1 hit :) I’m also unsure as to how I can modify the groups hook in through Drellin’s Ferry so that the player who’s done this bit before doesn’t get totally bored/switches off. Once I can get them back to Drellin’s ferry from seeing the Horde at Cinder Hill it’s all good and can proceed as written with only minor statisitical changes to the BBEGs (eg Saarvith is going to be a Dragon Shaman instead of a ranger). So any ideas or suggestions for Sidekick? P.S. this will be run in Eberron, with the Elsir Vale inbetween Q'Barra and the Talenta Plains (a route through the Endworld Mountains) [/QUOTE]
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