RHoD: help with a monster (RHoD spoilers)

mikebr99 said:
heh... excellent!

Did they have his phylactery... and were just going to hand it over?

Mike
Basically, yes. It just didn't occur to them that "reluctantly working for the enemy" might involve "reluctantly working with the enemy". :D
 

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brehobit said:
Yep. My party put out a flag and tried to attract attention from a long ways off (after they'd seen the Behir but didn't know what it was). Nearly killed one (and really should have, I screwed some things up).

Thanks all!

Mark

IMHO, there is no way this half-fiend behir is level-appropriate for the party. Engaging it in melee is lethal for any character, and stand-off attacks are essentially useless given its AC, SR and hit points. It flies, too. Which means fighting it outside the Ghost Lord's lair rather than inside means it just takes a bit longer for the party to die (although there is a good chance they can escape if they fight it outside). While the rest of RHoD is pretty tight, I reckon the designers dropped the ball with this beast.

Cheers, Al'Kelhar
 

Nail said:
Just curious...what parts did you miss during combat?
Believe me: messing up a complicated monster in combat is No Big Deal(tm).
The big one was the SR vs. the warlocks blasts. First creature with SR in the adventure so far.
The other was that I let Varanthian hover. I hadn't figured on an aerial combat (she came out to them...)

Finally, she was horribly vulnerable in the air. We just had an old player drop and a new one join and thus had a character change. The archer with 3 shots +11/+11/+6 doing d8+7 missed a lot, but still did a fair bit of damage and she really couldn't easily run away in a desert with a 40' move once she dropped below 30 hps.

Mark
 

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