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Red Hand of Doom Suggestions wanted...
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<blockquote data-quote="Lord Zardoz" data-source="post: 3656488" data-attributes="member: 704"><p>Both suggestions are valid, but they cover more of the mid to long term consequences. I am more concerned with how Koths escape may affect Act 1.</p><p></p><p>I had two survivors of that fight. Koth, and a Goblin Worg rider. My assumptions for the moment are that there are a decent number of raiding parties in the area preying on soldiers and locals, and that the bulk of the heavy hitters are on the wrong side of the Gorge gathering at Cinder Hill. </p><p></p><p>Now, Koth can reasonably assume that his notes are lost. They have a pretty good idea that the players are heavier hitters than most of what is available in the area. But what actions is Koth likely to take under the current circumstances?</p><p></p><p>The primary goal is to protect the bridge and take Drellins Ferry. The secondary goal is to keep the movements of the Red Hand armies quiet for a bit longer. The power in the area have been in conflict with the Goblins for a while, but the scope of the problem is not yet apparent. Taking Drellins Ferry will cripple supplies of weapons from filtering into the area, and allow the Red Hand to gain a flanking position for their advance on Brindol.</p><p></p><p>Given that word of their plans may have gotten out, there are three things that Koth will want to make sure happens.</p><p></p><p>1) It does not matter if Drellins Ferry knows whats coming. Inconvenient, but managable. They must make sure word does not get out to the wider world.</p><p>2) The bridge should probably be re-enforced to make sure no one prevents it from being seized.</p><p>3) It would be a good thing if the PC's got dead.</p><p></p><p>Given factors unique to my game, I have a good idea of how to acheive element 1. Elements 2 and 3 are the tricky ones. From a cold, ruthless point of view, I know Koth could easily render the bridge into a heavily re-enforced position that the players cannot possibly breach. But from an entertainment perspective, that is not such a good idea. The players intend to approach the bridge with some re-enforcements from town, including the Guard Captain, so I do have some room to re-enforce that bridge.</p><p></p><p>So to further narrow down the kind of suggestions I am seeking?</p><p></p><p>The players will be approaching the bridge in a group consisting of a Ftr 6, Rnger 4 / Ftr 2, Cleric 6, Sor 6. They are re-enforced by the following NPCs: Ftr 5, Rogue 5, and lets say 10 single HD Warriors. I intend for them to get into at least 1 fight before they reach the bridge that may not account for the addition of the Ftr 5 + 10 War1.</p><p></p><p>I would like suggestions for the first fight that fit what Koth might send to hunt down and kill the PC's, assuming Koth is not present. The fight will happen in a wooded area, probably a swamp.</p><p></p><p>I would like suggestions for re-enforcements for the bridge fight that may or may not include Koth, that will avoid a probable TPK.</p><p></p><p>Since I am a very tactical DM, and I have had a tendency to put my players up against some difficult fights. The fortress was harsh, and ended with 2 characters blind, Jorr dead, and 2 PC's having dropped. I dont mind them having an easy time with the first fight, but I do not want a complete walk over either. Suggestions derived from the monster statblocks in the RHoD adventure would be great.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3656488, member: 704"] Both suggestions are valid, but they cover more of the mid to long term consequences. I am more concerned with how Koths escape may affect Act 1. I had two survivors of that fight. Koth, and a Goblin Worg rider. My assumptions for the moment are that there are a decent number of raiding parties in the area preying on soldiers and locals, and that the bulk of the heavy hitters are on the wrong side of the Gorge gathering at Cinder Hill. Now, Koth can reasonably assume that his notes are lost. They have a pretty good idea that the players are heavier hitters than most of what is available in the area. But what actions is Koth likely to take under the current circumstances? The primary goal is to protect the bridge and take Drellins Ferry. The secondary goal is to keep the movements of the Red Hand armies quiet for a bit longer. The power in the area have been in conflict with the Goblins for a while, but the scope of the problem is not yet apparent. Taking Drellins Ferry will cripple supplies of weapons from filtering into the area, and allow the Red Hand to gain a flanking position for their advance on Brindol. Given that word of their plans may have gotten out, there are three things that Koth will want to make sure happens. 1) It does not matter if Drellins Ferry knows whats coming. Inconvenient, but managable. They must make sure word does not get out to the wider world. 2) The bridge should probably be re-enforced to make sure no one prevents it from being seized. 3) It would be a good thing if the PC's got dead. Given factors unique to my game, I have a good idea of how to acheive element 1. Elements 2 and 3 are the tricky ones. From a cold, ruthless point of view, I know Koth could easily render the bridge into a heavily re-enforced position that the players cannot possibly breach. But from an entertainment perspective, that is not such a good idea. The players intend to approach the bridge with some re-enforcements from town, including the Guard Captain, so I do have some room to re-enforce that bridge. So to further narrow down the kind of suggestions I am seeking? The players will be approaching the bridge in a group consisting of a Ftr 6, Rnger 4 / Ftr 2, Cleric 6, Sor 6. They are re-enforced by the following NPCs: Ftr 5, Rogue 5, and lets say 10 single HD Warriors. I intend for them to get into at least 1 fight before they reach the bridge that may not account for the addition of the Ftr 5 + 10 War1. I would like suggestions for the first fight that fit what Koth might send to hunt down and kill the PC's, assuming Koth is not present. The fight will happen in a wooded area, probably a swamp. I would like suggestions for re-enforcements for the bridge fight that may or may not include Koth, that will avoid a probable TPK. Since I am a very tactical DM, and I have had a tendency to put my players up against some difficult fights. The fortress was harsh, and ended with 2 characters blind, Jorr dead, and 2 PC's having dropped. I dont mind them having an easy time with the first fight, but I do not want a complete walk over either. Suggestions derived from the monster statblocks in the RHoD adventure would be great. END COMMUNICATION [/QUOTE]
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