Kheti sa-Menik said:
Lord Zardoz, I find it very cool that you posted and admitted your error.
It sounds lame, but I find on internet messageboards, admitting when one makes an error seems to be a skill that eludes 99% of the populace.
On the message board, i admit the error. I figure if I did not own up, someone else would mention it. Better to point out your own mistakes rather than have someone else do so. If someone else points out your errors, you do not get a cookie.
In my game, since I had a Wizard that was nailed by a Silence spell basically spam 6 die Fireballs from his wand, I just informed my players by e-mail that I got the rule wrong, but that the wand is now a Wand of Metamagic Silenced Fireball.
Also, the name of the town is Drellins Ferry.
For making the game more fun, I do not think you need to do the Red Dragon last. To me, that is kind of cliche. Doing the largest dragon last is the right way, and the Blue is a bit older than the Red.
I think the best way to make the adventure more entertaining is to give yourself some leeway to make the Red Hand forces reactive to the players, and to have things happen during the adventure that are more specific to your own campaign than to the adventure.
In my game, the kingdom that the adventure is happening to take place in is just getting out of a Civil war. The rightful heir to the throne (the Prince) was displaced by his uncle (The Duke). The Prince is also an evil bloodthirsty bastard with an over developed sense of entitlement, and a more effective military commander than The Duke. The players met the prince early on, were 'encouraged' to swear fealty to him, then asked to murder some prisoners in cold blood to prove their loyalty. They faked it, then went on a 'scouting mission' and have yet to return from it. Early on, the Prince was being manipulated by Koth into raiding his uncles forces, softening up Drellins Ferry for the Horde. However, there are still problems. The Prince is accused of putting soldiers loyal to the Duke directly into the most dangerous fighting. The Prince had been promised adequate resupply in towns loyal the duke, but that has not quite been lived up too. This results in the Prince dumping the Dukes men into the heavy combat because he has no choice. The players will need to do something about that in order to be sure that it does not impair the effort against the Red Hand.
The players also have a long running feud with a powerful and rich family called the De la Roche family. This started in the very first game, and so far, with the players putting Giovanni De la Roche in the ground (killed in first combat encounter in the campaign). His family has sworn vengeance. This has resulted in the deaths of Giovanni's son, his brother, two of his nephews. The players have a pretty big bounty on their heads which makes it difficult to do much of anything in any town. The players have started a rumor that the De la Roche family is in league with the Red Hand. They even went to the lengths of having Saarvith (under the influence of a Domination Scroll obtained from the Mindbender) write letters thanking the De la Roche family for their assistance. In the 2nd chapter, there is an encounter where the players recover a cart with 3 chests of gold for a mercenary contract. In my game, the papers with the gold indicated that the gold was supplied by the De la Roche family. The players really do not want to let the De la Roche family do anything that works against their own plans to ruin them. It is kind of hard to convince people that the De la Roche is in league with the Red Hand forces if they are hiring mercenaries to fight against them, after all.
END COMMUNICATION