Need help selecting adventures.


3.5/d20/OGL


Hi,

I am planning to start GMing for a new group, and we'll most likely be playing 3.5. I'd like to run Red Hand of Doom, since I've heard such good things about it. I'm not sure what to run to get the characters to 5th or 6th level, though.

A player in the group provided me with a flash drive full of pdf's, but a cursory reading has made it difficult to find interesting low-level content.

One thought I had would be to run Hollow's Last Hope and Crown of the Kobold King, but that still leaves a gap.

Any thoughts or suggestions?


Sinister Secret of Saltmarsh and its two follow up adventures are great for 1st level.

Ghost Tower of Inverness would be good to run right before Red Hand of Doom.

My guess is if you run all four of these modules you will be ready for Red Hand of Doom.


Many thanks for the suggestions!

I went through the pdf's I have, and unfortunately these aren't among them. I did a quick google search and it appears that free pdf's may be available.

They are written for AD&D and I'd prefer to avoid doing conversions (not dead set against it, just a slight preference). I have a supply of Pathfinder adventures that I could convert backwards as well, I guess.

Among the modules I received were The Sunless Citadel and The Forge of Fury. It appears that these could be run back-to-back. Could this work well at all?

Thank you!


I ran Forge of Fury once and the players enjoyed it quite a bit. I have Sunless Citadel but haven't ran it before. I see no reason why these would not work and get the party up to the level you want them to be for The Red Hand of Doom. Go for it.


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

The Sunless Citadel and The Forge of Fury adventures can work as a lead-in to The Red Hand of Doom. Both feature draconic tie-ins that can be emphasized to highlight an overall theme.

You also can strengthen the connection between The Sunless Citadel and The Forge of Fury by expanding on the scroll mentioning Khundrukar ("Glitterhame") in the Trophy Room (37), as well as the connection between the two adventures and The Red Hand of Doom by placing them in or near the Elsir Vale (changing the towns and NPCs in the modules to suit their "new" locations).


Thanks, both of you! I'll be proposing this plan to the group a couple of weeks.

In the meantime, I guess I need to do a lot of reading!


I usually start my characters at 3rd level - it's an experienced group. Also, you can take a higher level adventure and modify it to a lower level group. That way you can use most of your adventures/modules.


Small world.

I used TSC and TFoF to segue into RHoD myself just about two years ago. Worked great. Only issue I had was that TSC needed serious plot reworking.

Quick Rant:
WTH were those villagers doing trading with goblins in the first place?

I mean, "Oh no, we traded with goblins and they screwed us over. Help!"

Yeah, no kidding. Goblins will do that, dumb###!


I don't see that The Sunless Citadel needed plot reworking at all.

The Sunless Citadel:
First of all, the goblins didn't "screw" anyone over. They sold people fruit that cures disease. It does exactly that. The goblins never promised anyone "You can plant the seeds of this fruit to grow more such fruit," did they?

Second of all, if you did feel that story needed reworking, it's hardly "serious". It's just a little background to lead into a dungeon crawl. Here, I'll rework it right now: Belak was the one who traded the fruit - just once - to someone who didn't know him. There. Thinking of that took me all of 10 seconds.

Third of all, that was just one of THREE optional hooks for the PCs to get involved. You could use one of the other two instead, or just make up your own.

Fourth of all, if the humans do believe that the goblins cheated them by stealing the trees, isn't that all the more reason to invade their home and steal the trees back?


Aaron Bitman wrote:
I don't see that The Sunless Citadel needed plot reworking at all. ** spoiler omitted **

Sayith the PRD:
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.

Alignment is NE and defined as, in part, Core Concepts: Desire, immorality, greed, selfishness, sin, vice, viciousness, vileness, wickedness.

As I said up thread,

Quote:

WTH were those villagers doing trading with goblins in the first place?

I mean, "Oh no, we traded with goblins and they screwed us over. Help!"

Yeah, no kidding. Goblins will do that, dumb###!

The whole idea of trading with goblins peacefully expecting the little ######s to play fair and all is either just plain ignorance on the part of the authors or some serious i-wanna-puke PC pandering because, well, "goblins are people too." Because NO! they are monsters to the core of their being. But whatevs. In your campaign you can have goblin paladins for all I care.


First of all, I have a few minor quibbles.

The module came out in 2000. The PRD is dated 2009. Are you calling the module's author ignorant because he failed to comply with a different company's document? When that other company didn't even exist yet?

And you're still assuming that hook is necessary for the module to work. As I explained in my last post, it isn't necessary at all.

But these are moot points. My main point is that...

The Sunless Citadel:
...you have yet to make YOUR point. "[G]oblins... screwed us over!" Screwed them over HOW? This "needed serious plot reworking." What reworking? Why rework?

Since you don't explain what you mean by "screw over" I can only try to figure it out. I've come up with three possibilities of what you might mean.

Possibility #1 is "When we plant the seeds, they start to grow into trees, but then those trees disappear. We think the goblins are stealing those trees so they can monopolize the supply of that magical fruit." If that's what you mean, that's all the more reason to invade the goblins' lair, bust some goblin heads, and take their stuff, which is exactly what the PCs need to do anyway to make the module work perfectly, as written.

Possibility #2 is "By planting the trees, the people are increasing the Twig Blight population and playing into Belak's hands." Is that what you mean? Because the PCs don't find that out until the final encounter of the module! And even if the PCs do somehow figure this out early, it's all the more reason to wipe out the goblins and stop them from spreading the fruit. Where's the need for a rewrite?

Possibility #3 is that only a dumb--- would ever do any business with anyone evil. Is that what you mean? Do you think that no one but a dumb--- does business with anyone evil? In the real world or in a typical fantasy campaign setting? People want that fruit to save their dying relatives or friends. Some people would willingly do business with the Devil himself under such circumstances.

In short, this adventure works perfectly with the assumption that goblins are evil. Why do you think otherwise?


I quoted the PRD from 2009 because it is online legally. Not so sure about the legality of the D&D 3.0 books one can find online.

However, PF is largely D&D 3.0 and 3.5 compatible and the PRD is virtually verbatim in the way it describes goblins and the NE alignment. And you know this, so why is this a quibble for you?

Also, this adventure hook has more problems than that but...

TSC Follow up:
The goblin hook isn't just about the PCs and getting them involved. It's also part of Belak's backstory and current machinations.

And on page 3 of the adventure wrote:
Goblins: The adventurers have less luck dealing peacefully with the goblins, who feel confident of their strength and prove unwilling to negotiate.

So, using your formatting...

The only real possibility #4 - In-universe, why in the world would any human/elf/halfling/gnome/similar settlement expect a tribe of goblins to be anything but out to give you the shaft?

As I said previously, and as you handily ignored, goblins are by definition a tribe of monstrous creatures looking to perpetuate evil upon any who aren't them. The easier the pickings the better. And those villagers as stated up in the module were pretty ####### helpless.


...on the whole it's a fine intro scenario that ties in directly to TFoF, which in turn works well to then proceed into the much more complex RHoD.


So you're saying that the goblins should not have CHEATED the humans, but would only have tried to KILL them instead? Is that the idea?

I mean... you keep suggesting that HUMANS would never deal with GOBLINS, but I guess what you really mean is that GOBLINS would never deal with HUMANS. That instead of selling the fruit to humans, the goblins would have killed the humans instead, because they knew the humans to be weaker?

And no, I never ignored the point that goblins are monstrous, evil creatures. I thought I made it clear in my previous post that I don't deny it. Should I make it clearer still? Goblins are bad. Goblins are evil. Goblins are monsters. There. Is it clear enough now? Can we get to the actual point here?

EDIT: And my son wants to add the following: If the goblins are evil and outpower the humans, then they can simply bully the humans into trading with them. Far from being dumb####s, the humans realize that the goblins must be up to something, which is exactly whey they send their local adventurers to go slaughter some goblins. Hence, the adventure works perfectly as written.


And I'll rephrase my point from Tuesday, because I feel it answers your question (in your last spoiler) perfectly well: In-universe, a poor boy has a sick, dying father. He desperately wants that father to live. A bunch of goblins go to him and say "Hey, we have this magical fruit that can save your father's life." The boy thinks "I know that the goblins are evil..."

And I'll repeat that point, in case you still think I'm ignoring it, or failing to see it.

THE BOY THINKS "I KNOW THAT THE GOBLINS ARE EVIL..."

However, the boy's thought process continues: "...but I'm desperate. I'll do anything to save my father, even deal with goblins."

So he buys the fruit, gives it to his father, and the father is cured! To all appearances, the goblins haven't screwed the boy over. The goblins haven't given the boy the shaft. The fruit worked exactly as advertised.

But even that last paragraph is only the secondary point. The main point is that YES, IN UNIVERSE, PEOPLE DO DEAL WITH EVIL CREATURES. IN THE REAL WORLD, PEOPLE DO DEAL WITH EVIL PEOPLE. They do it because they have to, or because they want to, or because they don't see any alternatives, or for various other reasons, but THEY DO IT. And it doesn't mean that they're dumb----s!

(Okay, some of them are. That's another possible reason. But not the only one!)


Goblins used to be CE in 3.0.


Sissyl wrote:
Goblins used to be CE in 3.0.

Great! Makes my point even more firmly. Thank you!

And since some don't yet get it I'll speak more simply.

More TSC Commentary:
I'll give you one point. Sure the boy was desperate to save dear old dad.

This trading of fruit was not just a one time thing. Belak has been perpetrating the evil fruit ruse for years. Like 12 years. And using the goblin tribe as his little green (as opposed to yellow) minions. Belak has (somehow) cowed them into doing his bidding. For whatever reason Belak has kept the goblins from outright slaying the villagers.

So my questions are more along the lines of:

What was the average Wisdom score for the villagers? Maybe 6. Who in their right mind trades with goblins? It's not like they're some esoteric species that no commoner has ever heard of. They're ####ing EVIL after all.

Good people from the village went missing. Yes an adventuring party of four has not returned. Now, we-the-villagers would like you party of four adventurers to go look for them.

What? Four people of unknown prowess but no less ability than the current batch of adventurers went missing so it's a good idea to send four more after them? Ever hear of strength in numbers? Why not a party of six or eight?
"Well,... because CR.
Well, I reply, in universe this is a patently dumb hook. Because it looks to me like four more people are going to go missing on this caper. Again with the Wisdom score of 6 or less. WTH people?

No thanks! *trundles along anywhere but in the direction of the Sunless Citadel*

If they are going to write hooks this bad let's just go with; "So you guys are sitting in a tavern and overhear some shifty guy talking to the barkeep and he says...".

Dark Archive

I’m a bit late to this discussion, but I ran Sunless Citadel and Forge of Fury before running Red Hand of Doom and it worked really well. I replaced the town in Sunless Citadel with the one from Red Hand, which gave the PCs a bit more of a connection to the area when the Red Hand came calling.

I also ran Guardians of Dragonfall (Paizo 3.5 module) afterwards.


amethal wrote:

I’m a bit late to this discussion, but I ran Sunless Citadel and Forge of Fury before running Red Hand of Doom and it worked really well. I replaced the town in Sunless Citadel with the one from Red Hand, which gave the PCs a bit more of a connection to the area when the Red Hand came calling.

I also ran Guardians of Dragonfall (Paizo 3.5 module) afterwards.

Wish I had thought of that. Good call.

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