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Subject: Red Hand of Doom Campaign Rpt -- Spoilers!

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09/22/2006 4:05 PM  
Wow.  THanks Ghendar.  That'd be really helpful.  I was referring to the PCs though.  Warforged this, Warlock that, and Lesser Dragon Marked Dragontouched whatnot.  It's a bunch of classes I've never heard of for PCs.  I was wondering if you needed the Complete Book of Ebberon Translational Guide to D&D or something just to run the module.  I don't mind all the flipping back and forth for the Monsters.  That's always been D&D.  Although I do like the more expanded tactics for how the monsters would act in battle.

Sounds like even the Uber-classed Nuevo-characters even struggled to avoid constant TPKs.  How would normal 3.5 Player's handbook characters fare?  Would it be hopeless?  It seems to be run like a video game where you just save the game before the battle and plow right in.  If it goes bad, just do-over or insert another coin (Character's "brother") to continue.

On the other hand, whenever the characters do prevail, the DM's say it's getting boring and not much of a challenge.

We've just begun playing again after a couple of year hiatus, has the game changed THAT much?Â

The 3.5 books I have (3 Core Rulebooks) made the game seem easier, but after reading this, I don't think I know anything anymore.  ?!?!?

Oh well, we're having fun playing our way (Beating the tar out of Orcs, Goblins and Trolls and such).  Perhaps ignorance really is bliss.  On the plus side, I like all the feats and skills being explained well and being relavent.  3.5 is definitely better there.

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09/23/2006 9:06 PM  

3.5 is pretty well balanced, even with all the whacky player options out there.  My group only has 2 non-core characters (a favored soul and warmage which are very close to their derivative classes of cleric and wizard).  They've had a total of 4 deaths throughout the campaign, going into the final chapter. That's actually lower than I expected, but higher than it should have been. (two of the deaths were due to seriously bone-headed moves on the players' parts)

I would say a group of nothing but PHB characters wouldn't have any harder a time in this adventure than a bunch of the new-wave classes, and possibly an easier time, as the base classes tend to have well-defined roles, and players tend to have lots of experience playing them, and playing them well.  Even for old-edition grognards who are making the jump from 2nd or even 1st edition to d20, the transition shouldn't be too hard.  A fighter still plays like a fighter.  A cleric still runs around healing folks (well most do), and a rogue is still...a rogue.



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09/25/2006 12:22 PM  
Shoe, what happened to your campaign?!?! I'm like 2 sessions from the end and I was hoping to see how yours ended first.

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09/29/2006 12:02 PM  
We've been hit and miss the last couple of sessions. The PCs stand (again) at the brink of the last encounter (with Azzar Kul and the Aspect), where we've held for the last three weeks as I've been wanting to have at least 5 of the 6 players present for the final battle, and with illnesses and other issues we've only managed 4 max over the past 3 weeks.

The PC's battle through the Fane took a couple sessions. I modified the first few rooms of the fane to use the Spawnscale Nursery map, adding doors so that the encounters with the blackscales, tiamat's clerics, and the bone devil fights took place on that map.

After the battle with the Blue dragon, and the Abishais at the Foyer, the PCs then moved in to the main hall, finding the ice devil in the suite of chambers across from the door. They quickly began to overwhelm the solo devil, with the swordsage dropping some significant Con damage on the fiend. But the devil escaped, using invisibility and then teleport to get some allies (a squad of blackspawn). While the PCs battled the blackspawn, the Ice Devil walled itself in (using wall of ice) with the warlock, hoping to take out the PCs one-by-one. The chainfighter broke through the wall (taking some cold damage on the way) and rescued the warlock, and the two of them took out the ice devil as the rest of the party finished off the blackspawn raiders.

After the battle, the party discovered the kitchen, where the night hag had disguised herself as an elf scullery maiden and was able to convince the PCs that she was being held captive. Just before the PCs were able to search the larder (finding all those stacked bodies), the warpriests and doom hand clerics mobilized and attacked, and a massive battle ensued, with flame strikes, chain-extended whirlwind attacks, and devastating eldritch blast criticals  that finally turned the tide of battle to the PCs favor and won the day - but the PCs were hurt and nearly out of resources, especially after the two bearded devils had joined the fray. The PCs retreated to a store room and climbed into a rope trick to rest. Meanwhile, a sense of evil and impending doom continued to grow throughout the fane.

Of course, the PCs were also trying to 'liberate' the 'elf maiden', who took advantage of the restful states to inflict some nightmares on an unsuspecting PC or two, getting some Con damage in overnight. The next morning, the PCs accussed the 'elf', who revealed her hag form before slipping into the Ethereal and escaping to warn the Wyrmlord.

----------------------------------

The next week's session saw the PCs move to a new map - the Dragon Shrine. I decided to make a few changes to the layout, and provide a different sort of puzzle for the PCs to solve (along with some more Spawn of Tiamat-flavored encounters). I placed the Inner Sanctum onto the Ethereal Plane, in a space that overlayed the central temple section of the Dragon Shrine map. The magic circles were actually portals that provided access to and from the ethereal temple, but could only be opened by lighting five colored candles that stood atop the altar - but the candles would only light from the fire of the candles that surrounded the corresponding chromatic dragon shrine around the periphery of the main temple.

The Material Plane section of the temple was guarded by a number of dragonspawn and hobgoblins. The greenspawn razorfiends were close to the entrance, and engaged the PCs as they entered the temple. The clerics of the Inner Sanctum were busy channeling summoning energy near the Red shrine, protected by the Wratihs - but grouped together which allowed the Kleric of Kol korran a chance to cast a flame strike of his own before they could respond. The PCs also battled a trio of Firebelchers, and a couple of Blackspawn Raiders lurked around near the Black shrine. Wyrmlord Saarvith (who had escaped Rhest so many months ago) made an appearance, raining down a new collection of shifterbane and humanbane arrows.

Eventually, the level essentially "cleared", the PCs were ready for the Inner Sanctum. At least, they thought they were ready.

Throughout the past few sessions, I had been building a sense that some massive summoning effort was underway. The entire Fane emanating an Overwhelming aura of conjuration. The PCs got their first glimpse of the Wyrmlord's efforts once the warlock engaged his see the unseen invocation.

Since the Inner Sanctum was ethereal, it could be glimpsed by those that could see invisibility. With such an effect active, the PCs could glimpse the slowly writhing heads of the dragon statue (becoming animated as a vessel for Tiamat's Aspect), while the Wyrmlord (using a SWM Massassi Sith Mutant) worked at the altar. Meanwhile, the looming shape of a Godslayer paced nervously.

Once the PCs started to investigate the altar (still on the Material Plane), Azarr Kul sent the Godslayer through a portal to defeat them. The first few swings from the Godslayer were devastating, but the PCs were able to work it down fairly quickly once the Kleric kast a mass resist electricity spell, and the heroes emerged damaged but not yet dead.

All that was left was the Inner Sanctum, and the battle with Azarr Kul...

------------------

One session has occured since then. Five of the PCs (minus the kleric) lit the candles and attempted to take out Azarr Kul - who had taken some time to spell up, and was also accompanied by some *****spawn that harried the PCs as they tried to deal with him. They took a while to start using dispels, so for the first few rounds he was swinging his pick at +24/+24/+19 for 1d6+15 (+1 electric). While the first hit or two that landed were causes for concern (at 20hp per strike), the crit in the 3rd round killed the swordsage outright, dealing 4d6+60 (+1 electric), and dropping the unfortunate PC to somewhere south of -40 hp. 6 rounds into the combat, the portal to the Material closed, and Azarr used dismissal to send the chainfighter back to the main temple, where he had to relight the candles to open the portal - taking him out of the fight for a few rounds.

But the warlock managed some successive dispels, and the half-dragon was much easier to deal with. The shifter rogue and daggerspell shaper were able to combine their remaining might with the warlock, and when the chainfighter returned to the Inner Sanctum they were able to defeat the High Wyrmlord. But with his dying breath he called for Tiamat's vengeance, and her aspect sprung to life.

This is where the PCs panicked.

Not thinking they could take the aspect, the PCs immediately tried rushing for the exit (the still-glowing portal), though one PC stopped to grab the fallen swordsage (I think to preserve the party treasure in the swordsage's bag of holding). As they moved toward the exit, they left themselves in perfect line for a blast of acid from the Aspect. Only after two rounds of taking a beating did the PCs decide to turn and fight. But it was two rounds too long.

The Aspect proceeded to tear apart the PCs, one by one, starting with the chainfighter and shifter, and then following up with a blast that incinerated the daggerspell shaper. The Aspect of Tiamat was injured, and down to less than 80 hp. Had the PCs attacked during the two rounds they tried to flee - or if they had tried to use tactics to avoid getting swung at by all 5 heads each round (even taking an AoO and getting based the next round and attacked is better than taking all 5 swings) - they might have won.  With only the warlock remaining, and hiding in a corner away from the exit, the session closed.

-------------------

Did the forces of Tiamat prevail?  Not exactly.

We agreed to retry the encounter - and I'm going to mix up the Wyrmlord's spells and allies - once all 6 PCs could be present. Or at least 5 including the Kleric. The party agreed that a cleric may have meant a win.

We now wait for that final session to come, so that the battle may be decided once and for all...

And then? Well, it looks like there's a little village called Barovia, up in the mountains between Karnath and the Mror Holds, that may be calling for help from a brave group of adventurers...

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09/29/2006 12:23 PM  
Hm, it seems to me that escaping was the right tactic at least 'by the book' - that encounter almost expects the PCs to run, I seem to recall.

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09/29/2006 4:01 PM  
Posted By Shoe on 09/29/2006 12:02 PM

One session has occured since then. Five of the PCs (minus the kleric) lit the candles and attempted to take out Azarr Kul - who had taken some time to spell up, and was also accompanied by some *****spawn that harried the PCs as they tried to deal with him.


Hmmmm, what's this!??!


Awesome read! Great ideas Shoe!

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09/29/2006 5:37 PM  
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09/30/2006 8:12 PM  
Posted By Shoe on 09/29/2006 12:02 PM
Did the forces of Tiamat prevail?  Not exactly.

We agreed to retry the encounter - and I'm going to mix up the Wyrmlord's spells and allies - once all 6 PCs could be present. Or at least 5 including the Kleric. The party agreed that a cleric may have meant a win.

We now wait for that final session to come, so that the battle may be decided once and for all...



That's great, Shoe! My group of 4 (we had a player missing too), got the aspect to 108 hp before turning tail and running. I think it had something to do with the dwarf fighter taking 71 points of damage from a breath from the black dragon head (I rolled very well, he failed his save) and dying outright (he was slightly damaged from the high wyrmlord fight).  The warlock fell next, from a blast from the white head, while the ranger/rogue/scout/fighter easily saved versus that breath (go go evasion), and the fire breath that followed the round after. Meanwhile, the cleric had already beat feet, with the r/r/s/f following close behind.  I let them get away, as it was time to wrap up the session, and they were intent in hiding down the 5' corridors on the upper level until they could make an escape.

Thinking they'd want another go at it once the missing player was back, I was surprised to hear they considered the adventure a success and were ready to move on. Their contract with Lord Jarmaath (they are all playing members of a larger mercenary company) was to defeat the Red Hand horde and specifically its leader. Evidently, Aspects of Tiamat were not part of the deal, and the survivors wanted nothing to do with it. The player of the warlock would have been on his 3rd character of the campaign, and a fourth death (I killed his warmage twice) just wasn't in the cards.

Next week I start running the new Savage Tide adventure path from Dungeon. I'll have the same players as this campaign, plus two, which will be the most players I've run at once since my 2nd edition days back in the early 90s. Should prove to be an interesting challenge.  We're also trying to schedule a one-off for Halloween, using the new Ravenloft module. I'm thinking of doing a survival-horror special, starting them at the recommended level -2. Can't wait to get my hands on that book!  I hope it does justice to the original. Playing and then later running that module were some of my fondest AD&D experiences.


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10/02/2006 9:35 AM  
Posted By IanB on 09/29/2006 12:23 PM
Hm, it seems to me that escaping was the right tactic at least 'by the book' - that encounter almost expects the PCs to run, I seem to recall.


Do you think so?  Our group debated that, but unlike Shoe's group, my group didn't seem to have a terrible time with the aspect at all.  The half-dragon was a tougher fight and everyone was scared about resource management.  However, after all was said and done the fight actually left kind of a hollow feeling with everyone.  It was taken in something like 4-5 rounds, and minus the barbarian, who was killed in the energy discharge that summons the aspect.


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10/02/2006 12:23 PM  
Posted By zhanteel on 10/02/2006 9:35 AM
Posted By IanB on 09/29/2006 12:23 PM
Hm, it seems to me that escaping was the right tactic at least 'by the book' - that encounter almost expects the PCs to run, I seem to recall.


Do you think so?  Our group debated that, but unlike Shoe's group, my group didn't seem to have a terrible time with the aspect at all.  The half-dragon was a tougher fight and everyone was scared about resource management.  However, after all was said and done the fight actually left kind of a hollow feeling with everyone.  It was taken in something like 4-5 rounds, and minus the barbarian, who was killed in the energy discharge that summons the aspect.



The energy discharge I think is the part of the encounter that creates an issue. Unless the DM is very explicit about telling them to move off the platform or they'll get fried, I think that has as much potential as anything in the entire module to cause a TPK.

What I was referencing though is the actual text of the adventure, which I believe suggests that fleeing is probably the party's best option?

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10/02/2006 6:51 PM  

The only member of my group on the platform was the ranger/rogue/fighter/scout, who has an insane reflex save/evasion. It wasn't an issue.  Their lack of a plan for the fight with the aspect was really what caused them problems.  They took 70 or 80 hit points off the thing in the one round they actually attacked it. I think the archer, using a +1 holy composite longbow (+3 str) could have dropped it in two rounds of full attacks if he had the time and space.

They had mass resist energy (electricity) up from the fight with the high wyrmlord, and I rolled randomly to determine which head the aspect would breath with each round. Unfortunately, her first three breaths were acid, cold, and fire, none of which they had much resistance to.

I never did actually make bite attacks with her. The survivors didn't stick around long enough.


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10/05/2006 5:32 PM  
Well, after eight months of mostly weekly sessions, my group has finally completed Red Hand of Doom.
 
Prior to last night's session, the short-handed (but not underhanded) PCs had met defeat at the hands of the Aspect of Tiamat. But since only 4 of the 6 PCs were present, we agreed to redo the fight, picking up with the PCs opening the portal to Azar Kul's sanctuary.

After a couple weeks of cancelations due to players having other commitments, we had all six show for the final confrontation.

Though the players had an inkling of what they might be facing, I managed to switch things up a bit by using some of the Wyrmlord's spells that he hadn't used in the previous attempt.

The opening of the portal to the Ethereal fane required the lighting of 5 chromatic candles on the altar (using the Dragon Shrine map), which would then transform each of the magic circles into portals. The one closest to the altar would transport a creature from the ethereal to the material, while the one closest to the exit provided transport to the ethereal plane. Each candle would stay lit for 6 rounds. I ruled that lighting a candle took a move action, and the party gathered around the ethereal portal as the swordsage stood by the altar to light the candles.

Three rounds later, the portal was opened, and the PCs rushed through. This time, they ignored the sneaky minions of the Wyrmlord, pushing straight for the hobgoblin cleric. But as they closed in on the half-dragon, they ran into his antilife shell barrier, preventing any of the PCs from getting close. But then to further confound the PCs, the Wyrmlord used mislead to get away from behind the altar, moving along the edge of the hall to get closer to the warlock hanging out in back (the only one who could potentially see invisible creatures). I had added a ring of spell turning to the hobgoblin, to counter the warlock's voracious dispel for a couple of rounds, allowing the significant number of buff spells to be relevant through the beginning of the fight.

The Wyrmlord led with confusion, but all the PCs made their saves (two PCs needed action points to do so),

The spawn, meanwhile, whittled away at the shifter and the daggerspell shaper, sniping from behind statues and skirmishing around the middle of the map. Once the illusory double of the Wyrmlord was dispelled, the chainfighter (who couldn't see the Wyrmlord at the time) decided to move over to attack one of the spawn - but moved right through the magic circle closest to the altar! Since the portals were still open until the end of that round, he was transported back to the material plane, essentially self-dissmissing. Of course, then the portals closed and he needed to go re-light the candles to get back into the fight.

The warlock finally regained his see the unseen, allowing him to see the invisible wyrmlord. He then stepped back from the attacking spawn and quaffed an invis potion of his own (potions are move actions in my games). That action saved his life, as the wyrmlord (who couldn't move to hit creatures in melee without dispelling his antilife shell) blasted a searing light at the space the warlock was standing, and critted! the 53 points of damage would have been enough to kill the warlock, but the invisibility provided a 50% miss chance, and he missed!

The cleric, who had kept up righteous wrath for most of the fight, managed to kill off one of the spawn, and the chainfighter finally rejoined the group and critted another with a full power attack, slaying it outright. The last of the spawn fell to a series of sneak attacks from the daggerspell shaper.

After that, the swordsage and daggerspell shaper moved in to flank and deal significant damage, forcing the Wyrmlord to step back and use his heal scroll. But even that wasn't enough to save him. The voracious dispelling from the warlock had been tearing through his hit points (he had somewhere around 40 levels of spells up), and after a few rounds had peeled off all he cleric's spells. Once the antilife shell was down, it was only a matter of time before the cleric was overcome. No lucky crits this time were able to step the tide, and his life ended when an elder mountain hammer from the swordsage liberated him from his last hit points.

The fight had moved into the blue dragon shrine room, so many of the PCs were behind a wall when the Aspect appeared. It flew down and opened up with a blast of acid, following up the next round with a cone of cold (the PCs had protected themselves against fire and electricity using mass resist energy). The daggerspell shaper dropped - down, but not out - while the party scattered to avoid getting caught in another cone. The chainfighter moved up to block the dragon's path, hoping to stave off the creature for at least a couple rounds while the rest of the party got into position.

But the reason the PCs won this fight happened in the first two rounds - the kleric blasted the aspect with a moon bolt - a 4th level cleric spell that did 3d4 Strength damage, DC 19 Fort save for half. The aspect needed only a 3 to make the save, and instead rolled a 2. 10 Strength damage coming right up. This dropped all its attacks and damage by 5, which meant that in the crucial engagement round it had a slim chance to take out a PC with a full attack, since it couldn't hit reliably anymore. It tried hitting the severely wounded chainfighter, needing only two hits to knock him down, but only hit once. The next round, the chainfighter swung for the fences, using Power Attack all the way. Combined with additional strikes from the swordsage and shifter, with the chainfighter's last swing he was able to wrap the chain around all the necks of the Aspect, jump up on its back, and choke the aspect to death, leia vs. jabba style.

All that was left was the looting of the bodies.

So there you have it. One mega-adventure down. I hope you readers enjoyed the thread - and I encourage you all to run or play the Red Hand of Doom. We had alot of fun, despite the significant PC mortality rate. Next up, the PCs plan to take an Expedition to a certain Castle Ravenloft... I'll let you know how that goes.

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10/05/2006 9:59 PM  
Awesome!

Just in time for Castle Ravenloft

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10/06/2006 8:01 AM  
Thanks for the read, Shoe!

Very interesting. Again, you have a good equilibrium between too much detail which takes too long to read, and too little which desn't maintain the level of interest.

I hope to read your Castle Raventloft adventuring!

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10/06/2006 9:12 AM  
Thanks for the write-ups shoe.  I'm sure more than one DM has had the inspiration to run this adventure since you started.

I don't understand all the new classes and stuff you used, but at least I'm aware of a whole lot now.

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10/06/2006 10:37 AM  
Posted By Zoons on 09/22/2006 4:05 PM
Wow.  THanks Ghendar.  That'd be really helpful.ÂI was referring to the PCs though.  Warforged this, Warlock that, and Lesser Dragon Marked Dragontouched whatnot.  It's a bunch of classes I've never heard of for PCs.  I was wondering if you needed the Complete Book of Ebberon Translational Guide to D&D or something just to run the module.  I don't mind all the flipping back and forth for the Monsters.  That's always been D&D.  Although I do like the more expanded tactics for how the monsters would act in battle.



Dur! I didn't pick up on that.

But aren't those monster stat block awesome? I'll use those even if I never run RHoD. WotC needs to do more stuff like this.

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10/07/2006 2:31 PM  
Posted By Zoons on 09/22/2006 4:05 PM
... I was referring to the PCs though.  Warforged this, Warlock that, and Lesser Dragon Marked Dragontouched whatnot.  It's a bunch of classes I've never heard of for PCs.  I was wondering if you needed the Complete Book of Ebberon Translational Guide to D&D or something just to run the module.  I don't mind all the flipping back and forth for the Monsters.  That's always been D&D.  Although I do like the more expanded tactics for how the monsters would act in battle.

Sounds like even the Uber-classed Nuevo-characters even struggled to avoid constant TPKs.  How would normal 3.5 Player's handbook characters fare?  Would it be hopeless?  It seems to be run like a video game where you just save the game before the battle and plow right in.  If it goes bad, just do-over or insert another coin (Character's "brother") to continue.

On the other hand, whenever the characters do prevail, the DM's say it's getting boring and not much of a challenge.
For this campaign, I allowed open access to all the books, which led to characters created from such sources as Races of the Dragon, the Eberron books, Complete Adventurer/Arcane/Psionic, and Book of 9 Swords.Â

While each character does have a name, I find it easier to summarize using a shorthand for the PC - so the human fighter with the spiked chain (of the Danforth the X family) is referred to as a chainfighter - or the human druid/rogue/daggerspell shaper is referred to as just "daggerspell shaper", and so on. (I also think its easier to read, as there isn't enough context to remember which name goes with which character.) But due to the number of disparate books involved, I'm not surprised if some of the terms seem a bit obscure.

I'd also suggest that, while this party had a variety of classes, they were not "uber-classed" or optimized in any sort of manner. More options doesn't always mean more powerful. A straight-laced party of PHB-only classes would do just as well (perhaps better, if they worked on balancing party roles). It's telling that the sessions they were most successful were those with the Kleric (cleric of Kol Korran, thus the "k").

I'm not a big fan of a player bringing in the same character when a PC dies - but the Danforth clones were funny at the table, and the story for them joining was better than a more generic "this guy is fighting with you because of {insert contrivance}." Ultimately, the game is about everyone having fun - and that player wanted to get the spiked-chain-whirlwinder out of his system.

Finding the right level of challenge in encounter design is, well, challenging. Too hard, and the party gets wiped. Too easy, and it doesn't feel like an accomplishment. At the same time, it's good and fun for the PCs to be able to "shine" - if the chainfighter whirlwinds with Power Attack and ends an encounter before it begins, that's fun and exciting at the table. If he does it every encounter, it isn't much fun anymore. If a combat is "easy" because the PCs prepared or used great tactics, then I'm excited to run it. If a combat devolves into a series of dice rolls that only determine how many hp of damage I might do to the PCs before the end of the encounter - well, that's less fun.

For the most part, the encounters in RHoD were fun. I may have been more abbreviated in my descriptions in some cases - but that shouldn't be construed as boring. At the same time, the adventure is somewhat demanding - in some cases providing successive encounters that might overwhelm the PCs. In the last section, the PCs really required rest three times while infiltrating the fane.

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10/08/2006 7:07 AM  
Ghendar,

Yea, I definitely thought the statblocks were the way to go.  It'd make running the encounters light years easier for the DM.  (I haven't read RHOD yet, but in general I like the amount of detail and the formatting of NPCs in the newer adventures.  I'm brining my kids through the sunless citidel and I have to say it's formatted much better than the modules of my youth.  An NPC compendium like you showed would even be a further improvement.

Shoe,

Not indicating that your module (or your DMing) was boring.  I just have noticed a shift towards the video-game mentality in D&D players and DMs of the present.  I can immagine the challenge to DMs writing their own campaigns (As I have done) in managing difficulty and appropriateness of the battles.  My only point was that it must be harder than ever with all of the new books and classes/subclasses/prestige classes that are available.

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Montreal

10/08/2006 12:01 PM  
Posted By Zoons on 10/08/2006 7:07 AM
I just have noticed a shift towards the video-game mentality in D&D players and DMs of the present.  I can immagine the challenge to DMs writing their own campaigns (As I have done) in managing difficulty and appropriateness of the battles.  My only point was that it must be harder than ever with all of the new books and classes/subclasses/prestige classes that are available.

I'll comment, on this topic, that all the new books that are published by WotC suggest additional classes and prestige classes, spells and feats, and abilities and magic items that you can decide not to incorporate into your game as a DM.

For the long-winded campaign that i'm running right now, we have only the core classes in there, with a few home-made prestige classes (only one PC actually has one). Thus, only the three core books are accepted at the table.

Myself, i read these boards and others and realize that i'm quite comfortable with my decision. Indeed, i'm under the impression that players often want to develop their PC to the detriment of actual roleplay. I'm not saying this is the case in all games, but it's an impression i'm getting.  I'm rather glad of our "low-tech" campaign, which doesn't mean that everybody would be happy with that type of campaign (and i respect that).

In my campaign prestige classes, for example, are very rare and valuable, in that you don't wake up a [insert prestige class name here] one morning. You need to find the right person to train you, and in doing so join the cause, and so on. So prestige classes are very rare indeed for PCs.

Just my two cents,

Sky

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Gatineau Canada

10/08/2006 12:01 PM  
Wicked thanks Shoe...can't wait too read about your next adventure.

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Adelaide

10/10/2006 11:20 PM  
Posted By Zoons on 09/22/2006 4:05 PM
Wow.  THanks Ghendar.  That'd be really helpful.  I was referring to the PCs though.  Warforged this, Warlock that, and Lesser Dragon Marked Dragontouched whatnot.  It's a bunch of classes I've never heard of for PCs.  I was wondering if you needed the Complete Book of Ebberon Translational Guide to D&D or something just to run the module.  I don't mind all the flipping back and forth for the Monsters.  That's always been D&D.  Although I do like the more expanded tactics for how the monsters would act in battle.


I view it fairly similarly. I brought Red hand of Doom after reading upto page 6 or 7. And I think it is one of the best written modules I have ever read. Although I will be converting it to the game system I`m using atm, it made me think more and more about slipping over to D&D again.

But all the extra character professions and templates and etc do put me off.

I played some Living greyhawk recently and got to see how it compared with my old D&D experience. I understood that living Greyhawk is much more restrictive to what is allowed from secondary sources (had to be in the Three) but there were playcards that allowed special abilities beyond the game which had a real cheesy feel to me.

Enough blathering... Thank you very much for your recounts of Red Hand Shoe. It made for great reading and did make me goout and buy it




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Montreal

10/11/2006 8:43 AM  
The Red Hand of Shoe appears like a very nice adventure.

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.

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10/16/2006 3:10 PM  
I have a question for those of you running RHoD. Would the Night Hag in elf form using the self polymorph ability radiate magic if someone focused their detect magic on her? It seems a cheap way to see her disguise if so. Currently I've got the party sandwiched in the hallway in between the Hag and her minions and the clerics in the next room. Hopefully I won't have to redo the encounter if she detects magic. Any suggestions?

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10/27/2006 1:14 AM  
Remember that Detect Magic won't give her away immediately.  Assuming the caster observes her for three rounds and makes the required Spellcraft check, he'll learn that she has a moderate aura of Transmutation magic on her.ÂDetect Magic won't reveal that it's a Polymorph effect, so with a little fast talk, she may be able to keep the cat in the bag:

"Magical aura?  You mean there's some sort of spell on me?  What kind of spell?  It's not some horrible curse, is it?  Oh, I hope they didn't put a curse on me."

etc, etc-- you get the idea.  This might not totally satisfy the players, but it'll probably buy her enough time to backstab them at an opportune moment before they get around to investigating further.Â
Even if they're still suspicious of her, the characters probably won't attack her immediately without more substantial evidence.  If the party seems particularly distrustful of her, she'll probably make her move as soon as possible, while they're otherwise occupied (e.g. in combat with other inhabitants of the Fane).Â

Ultimately, even if the PCs see through her deception and take her out immediately, it's still a satisfying encounter-- they've managed to unmask the deceptive hag before she could accomplish her foul betrayal.  It's good for the PCs to feel smart once in a while.  :-)


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10/27/2006 9:16 AM  
Posted By Grey Dragon on 10/27/2006 1:14 AM

"Magical aura?  You mean there's some sort of spell on me?  What kind of spell?  It's not some horrible curse, is it?  Oh, I hope they didn't put a curse on me."




Well played sir.

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10/27/2006 4:27 PM  
Thanks.  My players are a devious bunch, so I have to be equally devious to DM for them.  ;-)

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