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Forgotten Realms and Red Hand of Doom - seeking some ideas!
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 3235595" data-attributes="member: 6584"><p>Hi there guys!</p><p></p><p>I'll start by saying this post has major Red Hand of Doom spoilers in it, so don't read if you're going to be playing that module.</p><p></p><p>All gone now? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>That includes you, Mr Eccles! </p><p></p><p></p><p></p><p></p><p>Right, now they're gone, I'm intending to run the Sons of Grumsh, leading into The Red Hand of Doom. I've been looking for an excuse to use my copy of the FR campaign setting, so that is where it will all be set.</p><p></p><p>There were several bits I could do with some help/brainstorming on:</p><p></p><p>1) What would you include to showcase the flavour of the Forgotten Realms?</p><p></p><p>2) It is likely the PCs will undertake a journey from Moonsea to Impiltur between the modules. This is up in the cold North/North-East part of the setting. Anything in particular to throw in there?</p><p></p><p></p><p>Red Hand of Doom:</p><p></p><p>3) There is a dwarven mining settlement that gets a cursory mention. I'd like to expand on this. Give the PCs the opportunity to get involved in recruiting them to fight the Red Hand. Traditionally, the dwarves have a problem and need adventurers to solve it. An idle thought was having one of their mining works break into some Grey Dwarf complex. Possibly an abandoned temple. Any ideas?</p><p></p><p>4) One NPC is called the Ghostlord - a Lich Druid 6/Blighter 5. Unfortunately, exactly the same as a major BBEG from my last campaign. I'd like to replace him. Not sure what with? Ideally some type of undead. His part of the module partly hinges around someone having posession of his phalyctery and using it to blackmail him. What other type of undead could someone leverage a hold over? It's not essential that he's able to make undead - if not, then I'll simply expand the powers of his artefact.</p><p></p><p>5) Section 4 and Section 5 of the adventure feel like they're in the wrong order. Fighting the army feels like it should be the climax of the module. Could simply flip them, adjust the challenges and swap the bosses over. Anyone got any more creative thoughts on that?</p><p></p><p>Any input onto any of these, or anything else, would be great appreciated. Feel free to fire off questions!</p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 3235595, member: 6584"] Hi there guys! I'll start by saying this post has major Red Hand of Doom spoilers in it, so don't read if you're going to be playing that module. All gone now? :uhoh: That includes you, Mr Eccles! Right, now they're gone, I'm intending to run the Sons of Grumsh, leading into The Red Hand of Doom. I've been looking for an excuse to use my copy of the FR campaign setting, so that is where it will all be set. There were several bits I could do with some help/brainstorming on: 1) What would you include to showcase the flavour of the Forgotten Realms? 2) It is likely the PCs will undertake a journey from Moonsea to Impiltur between the modules. This is up in the cold North/North-East part of the setting. Anything in particular to throw in there? Red Hand of Doom: 3) There is a dwarven mining settlement that gets a cursory mention. I'd like to expand on this. Give the PCs the opportunity to get involved in recruiting them to fight the Red Hand. Traditionally, the dwarves have a problem and need adventurers to solve it. An idle thought was having one of their mining works break into some Grey Dwarf complex. Possibly an abandoned temple. Any ideas? 4) One NPC is called the Ghostlord - a Lich Druid 6/Blighter 5. Unfortunately, exactly the same as a major BBEG from my last campaign. I'd like to replace him. Not sure what with? Ideally some type of undead. His part of the module partly hinges around someone having posession of his phalyctery and using it to blackmail him. What other type of undead could someone leverage a hold over? It's not essential that he's able to make undead - if not, then I'll simply expand the powers of his artefact. 5) Section 4 and Section 5 of the adventure feel like they're in the wrong order. Fighting the army feels like it should be the climax of the module. Could simply flip them, adjust the challenges and swap the bosses over. Anyone got any more creative thoughts on that? Any input onto any of these, or anything else, would be great appreciated. Feel free to fire off questions! Thanks in advance. [/QUOTE]
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