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Red Hand of Doom Suggestions wanted...
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<blockquote data-quote="Lord Zardoz" data-source="post: 3656132" data-attributes="member: 704"><p>Obligatory Spoiler warning:</p><p></p><p>Ok, after a much longer delay than I would have liked, I managed to run a bit more of the Red Hand Of Doom.</p><p></p><p>So first a summary.</p><p></p><p>The previous adventure ended with 2 Worg Riders, Koth, and the Manticore, and one Hobgoblin Veteran alive in Vraath Keep. The Minotaur, and 3 other veterans had died previously.</p><p></p><p>The PC's consisted of a Ftr 5, Clr 5, Sor 5, Rngr 3 / Ftr 2, and were accompanied by Jorr and his dogs (2 alive), and a Rog 5. The Rngr / Ftr was a new player, and the Rog 5 had been added to the party to fill out their numbers. The players started out inside the barracks, having already used alot of spells on the contents of the barracks (and expending a number of failed Hold Person spells at Koth).</p><p></p><p>Koth had gotten out into the courtyard, and the veteran had locked himself into the tower.</p><p></p><p>First, Koth tried to draw the players out so the Worg Riders and the Manticore could pin cushion them. Instead the players battered their way into the tower and went after the veteran. While this happened, the Manticore started banging on the roof to cave it in, succeeding on the 3rd attempt. Then Koth and the Manticore started laying into the players using spike volleys and ranged spells (mostly Acid arrow from a wand and scorching rays). Things got scary when Koth managed to blind the Rogue and the Sorcerer. The players were not effective at ranged combat. The Manticore had killed Jor.</p><p></p><p>The fight ended with the Manticore and 1 Worg rider dead. Worg rider #2 fled, as did Koth. The players did manage to get Koth's notes, but they did not leave any survivors to interrogate. After the fight, the players went back to Drellins Ferry instead of onward to the Gorge / Bridge. They are inclined to have the bridge dropped, and want to bring along some help to drop it. The townsfolk of Drellins Ferry are not inclined to let the players simply drop the bridge to hold off "a few hundred goblins". But some diplomacy and intimidation have yeilded the players some scrolls of stone shape to take down the bridge with IF there is evidence that the forces coming to them are going to be too much to take down.</p><p></p><p>Now, the players are entering day 6 of the adventure. Koth and the Worg rider have almost certaintly fled back to the Red Hand and managed to warn the main force.</p><p></p><p>I am pretty sure that if I add Koth to the bridge defenses, the players will be overwhelmed. Koth has proven to be devastating with the use of Blindness and direct damage spells. But since Koth did manage to escape, the players should suffer some consequences.</p><p></p><p>Other: There are also some forces harassing Drellins Ferry trying to draw away soldiers so that a deposed prince can seize control of the town. The prince in question is evil, but unaware that he is being manipulated by the Red Hand forces.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3656132, member: 704"] Obligatory Spoiler warning: Ok, after a much longer delay than I would have liked, I managed to run a bit more of the Red Hand Of Doom. So first a summary. The previous adventure ended with 2 Worg Riders, Koth, and the Manticore, and one Hobgoblin Veteran alive in Vraath Keep. The Minotaur, and 3 other veterans had died previously. The PC's consisted of a Ftr 5, Clr 5, Sor 5, Rngr 3 / Ftr 2, and were accompanied by Jorr and his dogs (2 alive), and a Rog 5. The Rngr / Ftr was a new player, and the Rog 5 had been added to the party to fill out their numbers. The players started out inside the barracks, having already used alot of spells on the contents of the barracks (and expending a number of failed Hold Person spells at Koth). Koth had gotten out into the courtyard, and the veteran had locked himself into the tower. First, Koth tried to draw the players out so the Worg Riders and the Manticore could pin cushion them. Instead the players battered their way into the tower and went after the veteran. While this happened, the Manticore started banging on the roof to cave it in, succeeding on the 3rd attempt. Then Koth and the Manticore started laying into the players using spike volleys and ranged spells (mostly Acid arrow from a wand and scorching rays). Things got scary when Koth managed to blind the Rogue and the Sorcerer. The players were not effective at ranged combat. The Manticore had killed Jor. The fight ended with the Manticore and 1 Worg rider dead. Worg rider #2 fled, as did Koth. The players did manage to get Koth's notes, but they did not leave any survivors to interrogate. After the fight, the players went back to Drellins Ferry instead of onward to the Gorge / Bridge. They are inclined to have the bridge dropped, and want to bring along some help to drop it. The townsfolk of Drellins Ferry are not inclined to let the players simply drop the bridge to hold off "a few hundred goblins". But some diplomacy and intimidation have yeilded the players some scrolls of stone shape to take down the bridge with IF there is evidence that the forces coming to them are going to be too much to take down. Now, the players are entering day 6 of the adventure. Koth and the Worg rider have almost certaintly fled back to the Red Hand and managed to warn the main force. I am pretty sure that if I add Koth to the bridge defenses, the players will be overwhelmed. Koth has proven to be devastating with the use of Blindness and direct damage spells. But since Koth did manage to escape, the players should suffer some consequences. Other: There are also some forces harassing Drellins Ferry trying to draw away soldiers so that a deposed prince can seize control of the town. The prince in question is evil, but unaware that he is being manipulated by the Red Hand forces. END COMMUNICATION [/QUOTE]
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