Red Hand of Doom (to James!)


Dungeon Magazine General Discussion

Liberty's Edge

I found this over at the WotC-website:
Wizards: Red Hand of Doom includes a number of Designer Notes, speaking directly to the DM about how a given encounter may be played out. What was the rationale for their inclusion? And are such notes things we can expect in future adventures?

James: This is the first time, that I know of, that WotC's done anything like this; I'm eager to see how the fans react to it. These notes are intended not only to provide advice on how to run a particularly tough encounter, but to explain why we made some of the decisions we made. In addition, they provide an insight into how adventures are designed, and should hopefully help DMs to design their own adventures. Think of them as analogous to a DVD's director commentary.

I am presently reading through the adventure and I have to say it's exactly what I have imagined it to be. What I hoped from Son's of Gruumsh, I got from Red Hand of Doom.
Anyway - James, you said you were eager to see how we react to it and I thought posting this here might get it on the most direct way to you (and Rich):
I have to say, I love it! Really! I often found things in adventures a bit unlogical and got a bad feeling in wether something was intentional or just plain wrong design. Those notes help in making me confident in the product and also help a lot when explaining why the designer(s) made something the way he/they did.
From earlier editions of D&D I still can remember npc stats full of mistakes, and this happened to stick to my thoughts when preparing official modules. With those litte (sometimes bigger) designer notes, I started trusting in the designers again (when it comes to WHY a rule was bent, etc.)!
I know space is a big issue in the printing business, but I hope WotC (and maybe Paizo) will stick to those sidebars, because they add so much to the game! And they really help me to find the right way for my next submission!
I hope others post here, telling you as well, that Designer Notes are a great innovation!

Liberty's Edge

Oh, and one more question...

You wrote something about a web enhancement for RHoD, downloadable from the WotC site. But I couldn't find the file with all the stat-blocks...
Yes, F2K, you read it correctly - there shall be such a file for RHoD! ;)


I'm in the process of reading it cover to cover and I already know it's worth a billion times the 23€ I've paid for it. I finished part I yesterday night with the Drellin's Ferry Massacre and I know I have to DM this one day. It's the D&D version of the battle at Osgiliath and the crossing of Anduin River, after a dangerous trek in Ithilien. Big "Return of the King" feel. It's epic. It's awesome. I love it.

Thanks to James and Rich. I hope you'll get commissionned soon to write another one as soon as this marvel has sold out a million copies. This is simply what, as a DM, I expect from adventures. Lot of action, non linear story within a tight storyline, small dungeons, smart villains. And detailed background. I just fear to spoil such a marvelous campaign by talking too much. So, here I stop.

IMO, the designer's notes are really helpful to DMs as it provides them guidelines to actually play encounters. For example, when I read Ozyrrandion characteristics, I found it a bit on the weak side for a bunch of experienced players like mine. But the commentary stressed the advantages flying creatures have during this encounter so I will be careful if I decide to toughen up this particular NPC later on. It's well done and useful. I vote for it.

Bran.

Paizo Employee Creative Director

Thanks for the kind words, and I'm glad you're getting a kick out of reading the adventure. It was certainly fun to get back into the adventure-writing seat with "Red Hand of Doom."

While there's not really any room in Dungeon to include Designer's Notes, these messageboards can fill that role perfectly—if anyone ever has questions about why something in an adventure in Dungeon was designed the way it was, just pop on here and ask. That goes for questions about "Red Hand of Doom" too, I suppose...

As for the stat-block web supplement, I'm not sure. I assume they simply haven't had the chance to upload it or haven't finished formatting it over at WotC. I'm sure it'll be online soon, though.


I know being able to get ahold of Wil Upchurch on these boards and talk to him about some of his ideas in the Twisted Run was a great boon. And I'm really looking forward to getting this soon (amazingly enough, we keep the Christmas spirit alive all through February in my household . . . though much of that has to do with the bill associated with the Holliday . . . )


KnightErrantJR wrote:
I know being able to get ahold of Wil Upchurch on these boards and talk to him about some of his ideas in the Twisted Run was a great boon. And I'm really looking forward to getting this soon (amazingly enough, we keep the Christmas spirit alive all through February in my household . . . though much of that has to do with the bill associated with the Holliday . . . )

did he tell you all about the stone giant dire weartigers that got cut out of the twisted run? those were some MASSIVE stat blocks...


Great to hear some reviews on this adventure guys.

I had been putting off buying this one just because I can't use it right now, but if the above posters are this enthusiastic, I'll stop by my FLGS.


Yes, those were awesome and really served to add some more diversity to the encounters.


KnightErrantJR wrote:
Yes, those were awesome and really served to add some more diversity to the encounters.

I liked Red Hand..in particular the colour art inside the adventure was awesome. And yes, it had a definite "movie" type vibe to it which is indicitive of a well paced advnture.

My question to James..I know this is a generic adventure, but if you had to set it in forgotten realms, where would you put it. Similarly, where in greyhawk? Eric B, Eric M, please feel free to chime in.


I think I recall this question being asked somewhere else, but I can't find it. I just purchased my copy yesterday (and kudos to you gentlemen, what I've read so far is most impressive), and have been confused by conflicting text. The back cover suggests the adventure is for 6th - 12th level. On the first page, though, it says level 5 - 10. Any clarification on that would be great. Other than that... fantastic job! If this is an example of the kind of quality we can expect from WotC modules in the future, my wallet's going to be perpetually empty!

Scarab Sages

I looked through Red Hand of Doom in my FLGS and really liked the look of it! Unfortunately, it was a big week and I had a couple of things on lay-away, so I haven't picked it up yet. I really liked what I saw and I, too, thought the designer notes were a great addition. I'm the kind of guy who will agonize over wether to watch a DVD with the comments on or the comments off, so those 'asides' were a really nice bit of input. It'll probably be a week or two before I pick up Red Hand, but I'm looking forward to it!

Contributor

Black Dougal wrote:
My question to James..I know this is a generic adventure, but if you had to set it in forgotten realms, where would you put it. Similarly, where in greyhawk? Eric B, Eric M, please feel free to chime in.

Rich Baker noted on the WoTC boards that this adventure intentionally fits perfectly in Channath Vale in the Forgotten Realms. Channath Vale lies between the Shaar and Halruaa. Aside from a little bit in Shining South and Serpent Kingdoms, we know almost nothing about the area.

--Eric

Sovereign Court

Was Elsir Vale part of your own campaign world or rick's? It is quite wonderful in its detail.

Another question: Were the Blackspawn/Razorfiends/Bluespawn thunderlizards inspired from the ecology of the draconian article from Dragon? Because i couldn't find anything about them in Races of the Dragon and Dragonomicon.

Besides Serpent Kingdoms and Shining South you should download Elminster Speaks Articles from WOTC. It tells a little more infomation about the general area the authors were talking about when setting Red Hand in FR.


Black Dougal wrote:
My question to James..I know this is a generic adventure, but if you had to set it in forgotten realms, where would you put it. Similarly, where in greyhawk? Eric B, Eric M, please feel free to chime in.

I think there are placement notes in the first couple of pages. I don't remember where they said to place it in FR but the Greyhawk location was near Geoff.

Now I have to figure out where to place it in Mystara.

--Ray.

Paizo Employee Creative Director

Most of the Elsir Vale stuff at the start of the book came from Rich. There's probably some bits here and there that were inspired from my own campaign world scattered elsewhere throughout the adventure, but for the most part it's all new stuff.

The spawn of Tiamat monsters are a new "category" of monsters that we wanted to introduce to the game; dragon-like creatures that filled monster-niches normally filled by outsiders, vermin, humanoids, and the like. In developing the Blackspawn raiders, in particular, I wanted very much to avoid just doing a draconian clone, but the monsters are so similar that some crossovver is unavoidable. I expect you'll be seeing more about the spawn of Tiamat in future products though. Originally, all of these guys had full new monster writeups in the adventure, but it looks like they ran out of space.

Sovereign Court

Might as well as wait for the web enhancement then.


James Jacobs wrote:
I expect you'll be seeing more about the spawn of Tiamat in future products though. Originally, all of these guys had full new monster writeups in the adventure, but it looks like they ran out of space.

I think spawn of Tiamat were mentioned in Races of the Dragon as the reason why Dragonborn were created by Bahamut. I could be mistaken though. I only recall that from glancing through the book at a bookstore a few weeks ago.

Liberty's Edge

ATTENTION! SPOILER IN THIS POST ! ! !

I just found out, that the WE for RHoD is now available on the WotC website. Click here .

Anyway, in the "Aspect of Tiamat" stat-block I found the following entry:
Breath Weapon (Su) 40-ft. cone or line, each head once every
1d4 rounds, 12d8 acid, cold, electricity, or fire, Reflex DC 24
half. Each of the aspect’s five heads can produce a breath
weapon, but only one head can do so in any single round.

Do the "every 1d4 rounds" count for every single head or for the, well, whole thing. Does it mean that I have to check for every single head when it is allowed to breath again (but still only one head a round is allowed to breath)?
Sometimes english seems so hart for me... ;)


It says "each head every 1d4 rounds", so, yes, you would have to keep track of every head separately. But the point is moot anyway, as no more than one head can breathe each round. So every head can breath every fifth round at most, and if it takes 4 rounds max. for a breath weapon to "reload", there is no need to keep track of this anyway, I´d say.

Stefan

Liberty's Edge

Stebehil wrote:

It says "each head every 1d4 rounds", so, yes, you would have to keep track of every head separately. But the point is moot anyway, as no more than one head can breathe each round. So every head can breath every fifth round at most, and if it takes 4 rounds max. for a breath weapon to "reload", there is no need to keep track of this anyway, I´d say.

Stefan

Meaning, that I am "allowed" ;) to breath every round with just a different head?!


Dryder wrote:


Meaning, that I am "allowed" ;) to breath every round with just a different head?!

You're allowed to breath every 1d4 rounds with each head. I have a way to handle this when I am DMing an encounter with such a monster (for instance, cryo- or pyro-hydra). Next to its HP I make a column with an entry number for each head. Once it breathes I throw my 1d4 and draw a line of little squares for every head, one for each round of "reloading". Then, on every subsequent round, I tick the square on the monster's initiative rank. Once every square is ticked on a line I make this head breath again. Then I throw my dice again and draw the squares etc. Found out it works very well for me.

Hope I made myself clear.

Bran.


I'd say you have to keep track of it, because some parties may have better protections for certain types of energy. If the aspect sees that acid is tearing 'em up, but fire and cold are doing nothing, it will probably stick to bite attacks with those heads, and use the acid head as often as 1d4 rounds will allow.

Do you have five different colors of d4's? I've never tried this, but maybe I'd use them to keep track, ticking them off behind the screen each round.

- Chris

I have not made The Purchase yet, but I should be making the drive to my friendly, not-so-neighborhood gaming store this weekend. I am looking forward to reading it.


I was looking at this adventure's write-up at the WotC site. It seems to me that Red Hand of Doom seems to be a great adventure to use Heroes of Battle in conjunction. Are there guidelines for using that book with the adventure? Though it appears to be geared for Heroes of battle, is it really appropriate to try and use the HoB with it?

Thanks
- Neomorte

Liberty's Edge

Neomorte,

you don't need HoB to run this, indeed great, adventure.
It might come in handy in places, but the authors explain how to use the Victory Point system.
I haven't read it in all by now, but I am sure you'll have fun with this one either with or without HoB.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

...(stunned silence)

Ok, my only request would be for big printable copies of the maps! Especially of the Vale (p 9) and Koth's plans (p 29).

Liberty's Edge

DitheringFool wrote:

...(stunned silence)

Ok, my only request would be for big printable copies of the maps! Especially of the Vale (p 9) and Koth's plans (p 29).

This would make the adventure indeed a PERFECT 10! I hope WotC will give us those maps as downloads...

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dryder wrote:
DitheringFool wrote:

...(stunned silence)

Ok, my only request would be for big printable copies of the maps! Especially of the Vale (p 9) and Koth's plans (p 29).

This would make the adventure indeed a PERFECT 10! I hope WotC will give us those maps as downloads...

Over on the WotC boards it says that the maps will be available online sometime next week-ish. Bump my five star rating to six!


James, I just wanted to tell you that what you've written is an incredible masterpiece. This adventure reminds me of the best of fantasy literature... it feels truly epic in scope. I'm going to run it as soon as I can. Please, please, keep producing work of this quality, and I'll buy each one.

Btw, can we send our copies of the module to you to get autographed? I couldn't get one of the 'graphed copies off of Paizo, and I like a signed one.

Squid

Paizo Employee Creative Director

Squid wrote:

James, I just wanted to tell you that what you've written is an incredible masterpiece. This adventure reminds me of the best of fantasy literature... it feels truly epic in scope. I'm going to run it as soon as I can. Please, please, keep producing work of this quality, and I'll buy each one.

Btw, can we send our copies of the module to you to get autographed? I couldn't get one of the 'graphed copies off of Paizo, and I like a signed one.

Squid

Wow! Thanks for the compliment, Squid! I can't take full responsibility for the adventure, of course: its foundation and plot were all Rich Baker. Originally, he was scheduled to write the whole thing but he got pulled from the project to do something else after getting only 20,000 words into it. I ended up doing the rest (which ended up being about 75,000 words, if I remember right...)

ANYway... if you're going to Gen Con, bring your copy of the adventure on by the Paizo booth and I'd be happy to sign it. If you want to send a copy in the mail to get an autograph, I suppose that'd work too, although it'd work even better if it came with a self-addressed stamped envelope. ;-)

The Exchange

Just got my copy today, James, and it sits by hand awaiting perusal... knowing your work and the words of others, I'll be thrilled to run this campaign one day... after everything I've committed myself too ;) Can't wait to see the Hordes of the Abyss- I am sucker for all the fiends, and certainly am interested to know if yugoloths and/or demodands are getting some spotlight in addition to the tanar'ri and baatezu. :)

RPG Superstar 2011 Top 16

I just want to add to the praise. This is a great adventure, and it fits perfectly into the game I'm already running, so I'll get to start in just a couple of weeks.

I did have one question. Just how long has the bronze dragon been dead for, exactly. Just in case there are still 5 charges in the staff of life...


I did notice one interesting mistake/"choice I don't understand" in RHoD. Location 3, Rhest Lake. You have several Large creatures on the roof of a building and on a wooden walkway. Regarding the ones on the roof... the staircase is too thin; they'll have to squeeze to navigate it! Same situation with the wooden walkway, the Large critters can only stand in three spaces or so without falling in the water, and they're supposed to patrol the whole outside. Ditto with the Large critter inside... it can't leave the room without squeezing!

I'm asking is that was this a deliberate choice, a typo of map scale, or what? (I'm going to double the map scale to ten feet a square; easy fix, but I wanted to make sure this is what was intended.)

Squid

Paizo Employee Creative Director

It's not an error... the building was built by humans, not for the new residents. They'll need to take care on the stairs and squeeze to get around in the rooms, but it's all for three square meals and a place to sleep so I'm sure they won't mind.

In any event, these things are partially there to give smart, tactical parties an edge over the monsters in a fight. When you face monsters who don't make the smartest tactical choices earlier in an adventure, it makes the fights with the smarter guys at the end of the adventure more dynamic.


Got it. Hmmm... I'll probably widen the wooden walkway around the building, then. It's not part of the original building; it's something the Large critter's friends added in for themselves, and it just makes sense that they made it large enough for the guards to walk around. Other than that, no changes.

Squid


James Jacobs wrote:
It's not an error... the building was built by humans, not for the new residents. They'll need to take care on the stairs and squeeze to get around in the rooms, but it's all for three square meals and a place to sleep so I'm sure they won't mind.

This is one of several times I've found myself really agreeing with your approach. Another one recently was the high level adventures thread - let the PCs use their toys.

I may have to give this adventure a second look. When I noticed that a major adversary's name was spelled two different ways on the back cover, I figured it didn't bode well for the editing process. :)

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