
Salama |

I'm not sure, is a "Tiamat" like goddess still present?
There's some information about dragon gods in Pathfinder #4, Fortress of the stone giants. Article in it mentions Tiamat few times. I'm not sure if I've gotten it right, but Apsu is the LG god of dragons and Dahak is the CE god of dragons. Tiamat created gods with her mate Apsu. Dahak is one of their sons. Dahak created metallic dragons and then hunted them. Apsu led metallic dragons against Dahak and defeated him, but Tiamat betrayed Apsu by bargaining a deal with metallic dragons so they would heal Dahak. From dragons who accepted, chromatic dragons were born. Apsu returned to Tiamat, but Tiamat felt that Apsu had betrayed her and she took many-faced dragonic form and attacked Apsu. Apsu then fled with metallic dragons to Golarion pursued by Dahak with chromatic ones.
So while Tiamat exists in Pathfinder, it seems that she's far away from Golarion. Maybe you could replace Tiamat with Dahak? I think there's some information about Apsu, Tiamat and Dahak in Gods & Magic too.

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Going off Pathfinder #4 here:
Apsu and his ilk are from a different realm and have been to many planets before coming to Golarion. They of course were followed by his son Dahak and his chromatic dragons.
The realm where Tiamat dwells is far away, but that doesn't mean a some of the dragons, even Dahak, don't call on her power.
As for using her in Red Hand I would probably switch her out for her son Dahak. Not many on Golarion would know of her and according to the article in PF 4, the sound of her name pains all dragons.

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I'm going to be running this for a few weeks while one of our normal players is gone. Any recommendations on a good place to set this in Golarion?
I'm setting it along the border of Nirmathas and Nidal, with the Wyrmsmoke Mountains being a part of the Mindspin Mountains near the Bloodsworn Vale, and the Witchwood being set in the southern part of the Fangwood Forest. I'm putting Drellin's Ferry just south of Skelt, on the rivers edge where the forest meets the foothills. The topography there seems similar to what is shown on the Elsir Vale map. I, too, was thinking about replacing Tiamat with something more particular to the Pathfinder cosmology, and it sounds like Dahak might fit the bill quite well.

Daronil |

Karui Kage wrote:I'm going to be running this for a few weeks while one of our normal players is gone. Any recommendations on a good place to set this in Golarion?I'm setting it along the border of Nirmathas and Nidal, with the Wyrmsmoke Mountains being a part of the Mindspin Mountains near the Bloodsworn Vale, and the Witchwood being set in the southern part of the Fangwood Forest. I'm putting Drellin's Ferry just south of Skelt, on the rivers edge where the forest meets the foothills. The topography there seems similar to what is shown on the Elsir Vale map. I, too, was thinking about replacing Tiamat with something more particular to the Pathfinder cosmology, and it sounds like Dahak might fit the bill quite well.
I like your take on the geography of RHOD in Golarion. I'm currently converting RHOD for Pathfinder as well, and my plan was to have the adventure take place on one of the "unmapped" continents of Golarion - perhaps the PCs arrive via a ship-wreck?
I, too, was thinking of Dahak as the "bad guy" in the background, taking Tiamat's position. The only problem I found myself having was that Dahak is CE, so I'm wondering how to explain why the LE hobgoblins would be following him? The other option I thought about was having Azarr Kul simply be a hobgoblin cleric of Hadregash (one of the barghest heroes of the goblins; I though he could be trying to "upsize" himself to a god, and using Kul and the Horde to gain power in the material world?), and they have formed an alliance with a few members of the cult of Dahak, which would explain the draconic imagery and monster-set used in RHOD.
Thoughts?

Goblin Witchlord |

Why is it necessary to remove Tiamat from the module simply because it's set in Golarion?
I've always assumed that the deities present, but are not limited to, the ones explicitly described.
Tiamat is present in Golarion as a patron of dragons; she is discusses in Gods and Magic, it seems. I don't see why you need to change her from the module just because her portrayal is slightly different from canonical Golarion.
Not that I know much about RHoD, of course ;)

Dragonchess Player |

Why is it necessary to remove Tiamat from the module simply because it's set in Golarion?
Short answer: It isn't, unless you're trying to maintain campaign/setting continuity.
Long answer: To make the Red Hand of Doom mesh completely with the setting as described in the various Pathfinder products, there need to be some alterations. Because of IP considerations, the depiction of Tiamat as a 5-headed dragon (one each of black, blue, green, red, and white) could not be used in the Golarion mythology. Because there's no LE 5-headed dragon-deity in the official setting material, some of the background, hooks, and events in the module don't work as written.

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Goblin Witchlord wrote:Why is it necessary to remove Tiamat from the module simply because it's set in Golarion?Short answer: It isn't, unless you're trying to maintain campaign/setting continuity.
Long answer: To make the Red Hand of Doom mesh completely with the setting as described in the various Pathfinder products, there need to be some alterations. Because of IP considerations, the depiction of Tiamat as a 5-headed dragon (one each of black, blue, green, red, and white) could not be used in the Golarion mythology. Because there's no LE 5-headed dragon-deity in the official setting material, some of the background, hooks, and events in the module don't work as written.
While we can't officially have Tiamat as a 5 headded dragon devil in print in Golarion... that's an undeniable part of the game's legacy. Thanks to the D&D cartoon, I'd say it's one of the MOST iconic aspects of the game. As a result, while it's not an incarnation of the game's legacy we can actually use in print in Pathfinder products, it IS an element that many of us at Paizo enjoy and respect. Particularly me, since I wrote the majority of "Red Hand of Doom" and I'm pretty proud of it.
We can't do much with Tiamat in Golarion, which is why we've only barely mentioned her and for our big-bad dragon god we're going with another deity from the same mythos and traditions that Tiamat came from. One of the intentional effects of this is that we don't actually "overwrite" what Tiamat is in Golarion. And as a result, in home games you CAN use her as she's been presented in D&D, and you CAN use "Red Hand of Doom" in Golarion without having to switch out deities. In fact, the nature of that adventure works pretty well in a world where Tiamat isn't all that well-known; she can represent a brand new force of evil that's trying to gain a foothold in your particular Golarion.
As for WHERE to set the module, my vote would be Isger. They've not only had a history of problems with Hobgoblins, but have most of the right terrains and even have strong links to hellish deities due to their legacy with Cheliax.

Daronil |
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Well, I've been having a bit of a play in HeroLab this afternoon, messing about with some of the RHOD characters and trying to come up with something that seems to fit more in the Golarion mythos.
While I agree with James (hell, he wrote the thing! :) ), I've decided I'm sticking with Tiamat being a distant and non-evil entity. Dahak is involved, but I found him too chaotic and wanton to be behind a big bad evil invasion.
So my idea was that Azar Kul is a kind of "priest" of Hadregash, who is a barghest hero. Thing is, Hadregash is making a play for godhood, and the only way he can do that is to "buy" his way into it by "funneling" souls killed his name to Lamashtu, who will then elevate him to the position of a god. Azar, therefore, isn't a true cleric, but something similar. I first thought of making him a fighter/adept, but then I hit on something from the AGM book: the Oracle class. So I've converted Azar Kul into an oracle.
Meanwhile, he has enlisted Hravek Kharn, whom I have made into a cleric of Dahak (and CE, not LE), to lead the armies of the Red Hand to cause destruction and devastation in order to "feed" Hadregash. I'm going to convert the Ghostlord into a witch, rather than a druid (a witch-lich? :) ), and therefore I made Ulwai Stormcaller a witch as well. Saarvith and Koth are the same (ranger and sorcerer, respectively).
Oh, I've also increased everyone's level by +1 so that the CRs are the same as in the original module.
Here are Azarr Kul and Hravek Kharn to have a look at - let me know what you think (there are a few minor changes to weapons and such - Kul using a flail and Kharn using a whip, for example, to fit with their deities. Kharn's whip is called "Dahak's Tail", and is a +2 whip of wounding...seemed to fit the notion of wanton cruelty and destruction).
AZARR KUL CR 13
Male Hobgoblin Oracle 12
LE Medium Half-Dragon ((Humanoid))
Init +4; Senses Darkvision (60 feet), Low-Light Vision; Perception +7
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DEFENSE
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AC 31, touch 12, flat-footed 31. . (+11 armor, +4 shield, +4 natural, +2 deflection)
hp 99 (12d8+36)
Fort +10, Ref +7, Will +20
DR Iron Skin; Immune fatigue, electricity, paralysis, sleep
Weakness Lame
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OFFENSE
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Spd 20 ft., Flying (40 feet, Average)
Melee +2 Blue Dragonfang Flail +17/+12 (1d8+7) and
. . Bite (Half-Dragon Template) +9 (1d6+2) and
. . Claw x2 (Half-Dragon Template) +9 x2 (1d4+2) and
. . Gauntlet (from Armor) +14/+9 (1d3+5) and
. . Shield, Heavy Steel +14/+9 (1d4+5) and
. . Unarmed Strike +14/+9 (1d3+5)
Special Attacks Breath Weapon (DC 13)
Oracle Spells Known (CL 12, +14 melee touch, +9 ranged touch):
6 (3/day) Inflict Moderate Wounds, Mass (DC 19), Planar Ally
5 (5/day) Inflict Light Wounds, Mass (DC 18), Inflict Light Wounds, Mass (DC 18), Righteous Might, Righteous Might
4 (6/day) Wall of Fire, Inflict Critical Wounds (DC 17), Cure Critical Wounds, Air Walk, Sending
3 (7/day) Magic Vestment, Contagion (DC 16), Inflict Serious Wounds (DC 16), Dispel Magic, Summon Monster III, Prayer
2 (7/day) Inflict Moderate Wounds (DC 15), Bull's Strength (DC 15), Bear's Endurance (DC 15), Hold Person (DC 15), Silence (DC 15), Cure Moderate Wounds (DC 15), Fog Cloud
1 (7/day) Inflict Light Wounds (DC 14), Enlarge Person (DC 14), Divine Favor, Cure Light Wounds (DC 14), Bane (DC 14), Command (DC 14), Sanctuary (DC 14)
0 (at will) Create Water, Purify Food and Drink (DC 13), Read Magic, Light, Detect Magic, Bleed (DC 13), Guidance, Mending, Stabilize
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STATISTICS
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Str 20, Dex 10, Con 16, Int 12, Wis 20/24, Cha 16
Base Atk +9/+4; CMB +14; CMD 26
Feats Combat Casting, Craft Wondrous Item, Improved Critical: Flail, Improved Initiative, Iron Will, Weapon Focus: Flail
Skills Acrobatics -6, Bluff +12, Climb -1, Craft: Sculpture +15, Diplomacy +8, Escape Artist -6, Fly -6, Intimidate +11, Knowledge: Arcana +7, Knowledge: Geography +4, Knowledge: Religion +16, Ride -6, Spellcraft +16, Stealth -2, Swim -1
Languages Common, Draconic, Goblin
SQ Battlefield Clarity (2/day) (Ex), Slow and Steady (Ex), War Sight (Su)
Combat Gear +2 Blue Dragonfang Flail, +2 Black Dragoncraft Full Plate, +2 Red Dragoncraft heavy shield; Other Gear Cloak of Resistance, +3, Handy Haversack (empty), Headband of Inspired Wisdom, +4, Potion of Barkskin +4, Potion of Fly, Potion of Haste, Ring of Protection, +2, Scroll: Heal (CL 12), Word of Recall (CL 12), Restoration (CL 12)
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SPECIAL ABILITIES
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Battlefield Clarity (2/day) (Ex) Reroll failed saves against many conditions with a bonus.
Breath Weapon (1/day) (DC 13) (Su) 1/day, Breath Weapon deals 0d6 Electricity damage, DC 13.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flying (40 feet, Average) You can fly!
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Iron Skin (1/day) (Su) DR 10/Adamantine
Lame Speed is never reduced by Encumbrance.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.
and...
WYRMLORD HRAVEK KHARN CR 10
Male Hobgoblin Cleric 11
CE Medium Humanoid (Goblinoid)
Init -1; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 25, touch 10, flat-footed 25. . (+11 armor, +4 shield, -1 Dex, +1 deflection)
hp 80 (11d8+22)
Fort +11, Ref +4, Will +12
Defensive Abilities Copy Cat (Su), Master's Illusion
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OFFENSE
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Spd 20 ft.
Melee Dahak's Tail +15/+10 (1d3+6) and
. . Gauntlet (from Armor) +12/+7 (1d3+4) and
. . Shield, Heavy Steel +8/+3 (1d4+4) and
. . Unarmed Strike +12/+7 (1d3+4)
Ranged Masterwork Crossbow, Light +6/+1 (1d8)
Special Attacks Destructive Smite +5
Spell-Like Abilities Copy Cat (Su), Master's Illusion
Cleric Spells Known (CL 11, 12 melee touch, 7 ranged touch):
6 (1/day) Mislead, Summon Monster VI
5 (2/day) Insect Plague, Command, Greater (DC 18), Shout (DC 19)
4 (3/day) Divine Power, Confusion (DC 17), Freedom of Movement, Summon Monster IV
3 (5/day) Rage, Contagion (DC 16), Cure Serious Wounds (DC 16), Dispel Magic, Searing Light, Wind Wall (DC 17)
2 (5/day) Bear's Endurance (DC 15), Death Knell (DC 15), Invisibility, Aid, Cure Moderate Wounds (DC 15), Summon Monster II
1 (5/day) Shield of Faith, Divine Favor, Disguise Self, Obscuring Mist, Cure Light Wounds (DC 14), Entropic Shield (DC 14)
0 (at will) Purify Food and Drink (DC 13), Read Magic, Detect Magic, Stabilize
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STATISTICS
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Str 16/18, Dex 8, Con 14, Int 12, Wis 16, Cha 11
Base Atk +8/+3; CMB +12; CMD 22
Feats Improved Channel, Improved Critical: Whip, Intimidating Prowess, Spell Focus: Evocation, Weapon Focus: Whip
Skills Acrobatics -7, Bluff +12, Climb -2, Diplomacy +5, Escape Artist -7, Fly -7, Intimidate +15, Knowledge: Arcana +15, Ride -7, Spellcraft +15, Stealth -3, Swim -2
Languages Common, Draconic, Goblin
SQ Aura (Ex), Aura of Destruction +5 (11 rounds/day) (Su), Channel Negative Energy 6d6 (3/day) (DC 17) (Su), Cleric Domain: Destruction, Cleric Domain: Trickery, Spontaneous Casting
Combat Gear Dahak's Tail, +2 Shield, Heavy Steel, Masterwork Crossbow, Light, +2 Red Dragoncraft full plate; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +2, Potion of Cure Serious Wounds, Potion of Fly, Potion of Haste, Ring of Protection, +1
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Destruction +5 (11 rounds/day) (Su) 30'r aura grants +1 to all damage rolls within and all critical threats are confirmed.
Channel Negative Energy 6d6 (3/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +5 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Master's Illusion (11 rounds/day) (Sp) Use veil as a spell-like ability.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.