A request for help in Red Hand of Doom


3.5/d20/OGL


I have been hearing great things about this adventure for a while now and after my initial read through I wasn't very impressed. I really liked some of the tactical battles but this strength is also what I have a problem with. The adventure as written appears to play out like a series of battle mats, one after another.

Does anyone have advice for adding some more role-playing in the adventure?

I have started by including at least one PC as a former Lion of Brindol, and the majority of the PCs are somewhat local as well.

I like the encounter with the Areana spy and I have decided to change the Ghostlord portion of the encounter. I like the Ghostlord but I wanted to make him a more tragic figure that appears as a more reluctant agent of the Red Hand. Right now I am thinking of ways to make one of the early (pre published material levels) adventures where the PCs are responsible for delivering the phylactery to agents of the Red Hand and more sympathetic to the Ghostlord later.

I am also confused how easily the PCs will get the connection with Old Warklegnaw and the ruined keep. I can see some good RP here but I can also see the PCs just slaying the old giant outright.

What encounters did you change to add a little more RP for your/your DM's Red Hand of Doom?

What encounters can I safely omit, to cut some of the tedious complaints I have heard about the campaign?

Thanks in advance,
Ian

Sovereign Court

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

There are tons of opportunity for roleplaying in Brindol! I started my PCs at 1st level and ran other adventures before starting RHoD. One of these was Speaker In Dreams that I tweaked to be in Brindol. I introduced all the major players and had the PCs get pretty invested. I really encourage this approach.


I forgot to mention that I am inheriting this campaign from the current DM who will be PCsing soon (that is the sad part about gaming in the military). The only new characters I have helped introduce with background are ones lost in our last adventure, two humans from Brindol with military and magic (Immerstol the Red) connections. Right now the party is almost 4th level and I will not be running the game until the DM leaves in December. I just get the feeling from the other players that they could care less about the area and the increasing aggressiveness of the humanoids in the area.

I absolutely loved Speaker in Dreams, what a great adventure to get people involved in a town and set up things. I bet your PCs loved it, I know mine have always loved the fight in the bell tower with the warerats.

Thanks,
Ian


RHoD does certainly have a lot of fighting in it -- but it's a war after all. :) As for RP opportunities, the main thing I've tried to do is to play up the different personalities of various NPCs. The PCs in my group took to Captain Sorannah immediately, as I portrayed her as the one professional fighter in Drellin's Ferry, trying to organize the local Keystone Cops into a viable militia -- she was eager and grateful for their help. Jorr Natherson, I portrayed as a hillbilly who likes to whoop and holler, especially when he makes a good shot ... and so on.

I figure, the way you make players care about a campaign area, is by making them care about the people in it, so I try to make most of the NPCs fun, likeable characters so the players will be sympathetic or even outraged when bad things happen to them. (In my game, Captain Sorannah eventually got immolated by dragonfire in the Battle of Brindol -- you should have seen the players rush to make sure she got taken to the temple so their cleric could raise her in the morning!)

-The Gneech

The Exchange RPG Superstar 2010 Top 16

I've run Red Hand twice now, and will probably run it again this spring, when my strange home game gets to an appropriate level.

One feature that can be easily lost when reading through the module is that it begins as a series of mysteries, that is only gradually solved.

Spoiler:

The hobgoblins are massing: why? The map references people and events that are unfamiliar to the hereos: how do they fit in? Dragons??

There are all manner of wheels turning within wheels. (The entire army invasion is a feint, for example.)

I've also added several side adventures. The first time I ran Red Hand, the party brainstormed things they could do to stop an invading army: buy mercenaries (side trek to find and recover a hoard of trasure, which the party donated to buy more dwarves), find a powerful item useful for defense (side trek, a race to recover the long-fabled "Crown of the Earthlords" before the hubgoblin's team can do so).

There were complications: mercenaries got waylaid (side trek to free Prince Thorgrim, leader of the dwarven mercenaries), criminals in Brindol were setting themselves up to profit handsomely from the war (side trek to discover who's behind that and put a stop to it).

Advice: play up each of the Highlords' personalities. One of them is the hope and paragon of goblins everywhere. Another is a scheming bard able to get away with the most outrageous lies. After the party succeeded in the first two sections, the army starts devoting some portion of its resources to finding out more about them and wiping them out.

A couple of suggestions: as things stand now, not a lot really happens in Brindol. That section could be beefed up quite a bit. As Dithering Fool suggested, starting the PC's there as an urban campaign makes it more like their city being attacked.

And after the big battle, the PCs are simply told by the leaders of Brindol "Oh, the real threat is over there." No hints, no discovery. I tried to drop hints throughout the adventure that something serious was going down out west, and the PCs decided to go on yet another mission --to consult a sage on the Astral Plane-- to uncover who was really behind the invasion.


Red Hand of Doom is one of those adventures that while easy enough to run and straightforward to the casual glance - I ran it "out of the box" so to speak that way - it is also VERY easy to build upon the lean body. A number of suggestions above are solid and will be interesting to hear about: playing up the personalities of the High Lords, the onion-layers of the whole thing from the get-go and so on.

Depending upon your personal take on dragons, one could also do something along the lines of:

The dragons that are mutated into the various spawn are those that are divined before hatching to be doomed to not survive. Rather than waste such stillborn offspring, they instead are diverted into the mutation process that eventually results in the many varieties of dragonspawn clawing their way into the world.

I cannot see any true dragon willingly surrendering its offspring to such a horrific process, whether Tiamat is behind it or not. Perhaps her own dragon-clerics are behind this? Are thier extraplanar horrors that are devilish half-fiends half-dragons lurking behind thrones in the area? Or worse ...


Chris Mortika wrote:


I've also added several side adventures. The first time I ran Red Hand, the party brainstormed things they could do to stop an invading army: buy mercenaries (side trek to find and recover a hoard of trasure, which the party donated to buy more dwarves), find a powerful item useful for defense (side trek, a race to recover the long-fabled "Crown of the Earthlords" before the hubgoblin's team can do so).

I really like this idea. After I ran STAP one of my players' favorite part was the running rivarly with the Jade Ravens. This could be a more anatagonistic group of evil NPCs hired by the Red Hand that would compete againt them on the various other side quests you mentioned. I think I will take this one and run with it for now.

I have only briefly read it once but how does the whole horde end up as a feint?

Thanks for the great advice so far guys, I am feeling much better about the potential of the adventure now.
-Ian


Turin is right.
I have always had a problem with the dragonspawn. It would seem to me that the vanity of dragons would prevent them from allowing such relatively weak offspring to exist. It has been a while since I have looked at MM4 but isn't the reasoning that the dragonspawn are gestated and birthed at a faster rate allowing armies to be raised faster?

Why would Tiamat not just dominate a nation of ogres and start a selective breeding program? Building an army of half dragon ogres would be quicker than true dragons and no true dragons would be lost to the process.

The Exchange RPG Superstar 2010 Top 16

Ian Morris 321 wrote:
I have only briefly read it once but how does the whole horde end up as a feint?

The army invasion is intended to occupy the attention of the heroes while Baruk Khah summons Tiamat.

Indeed, somewhere around 3rd Level, I introduce the party to a band of retired adventurers whose big claim to fame was routing a coven of human and dwarf Tiamat cultists. (It's the reason that dwarves aren't much trusted in the valley, even now, decades later. Dwarven mercenaries saving Brindol has enormous PR repercussions.)

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