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Lead-in adventure to Red Hand of Doom?
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<blockquote data-quote="Keith Robinson" data-source="post: 2935958" data-attributes="member: 21330"><p>I've just started a new campaign, with the aim of running the Red Hand of Doom. Here's what I am planning to do:</p><p></p><p>Start: I'm starting in a city of my own creation, but you could very well start everything in Brindol. The first adventure is Funeral Porecession from Dungeon (June, I think). This should boost them to 2nd level, but does not relate to the red hand in any way.</p><p></p><p>I'm also going to run The 11th Hour by Ronin Arts. I'll probably just drop it in as I'm running Funeral Procession, just to confuse the players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I'm going to follow this up with a small adventure of my own making, which will kick off the red hand campaign. Basically, raids are being made by hobgoblins on merchants and the local merchants guild wants to hire some people who will put an end to it. This will lead the players to a ruined keep, where the hobgoblins are holed up (I'll probably release this as a PDF when it's done). This should boost them to 3rd/4th level. There, they'll find some clues which...</p><p></p><p>...will lead them to an old house. At this point I'm going to run a modified version of The Sinister Secret of Saltmarsh. It will be basically the same, except it will be higher level and the smugglers are smuggling weapons for the red hand horde. Oh, and the lizardfolk will be hobgoblins! Of course, the clues will lead the adventurers to...</p><p></p><p>... Drellin's Ferry and the Vault of Vraath Keep, where the Red Hand of Doom will kick off.</p><p></p><p>Not sure that helps you much, but it may give you a few ideas.</p></blockquote><p></p>
[QUOTE="Keith Robinson, post: 2935958, member: 21330"] I've just started a new campaign, with the aim of running the Red Hand of Doom. Here's what I am planning to do: Start: I'm starting in a city of my own creation, but you could very well start everything in Brindol. The first adventure is Funeral Porecession from Dungeon (June, I think). This should boost them to 2nd level, but does not relate to the red hand in any way. I'm also going to run The 11th Hour by Ronin Arts. I'll probably just drop it in as I'm running Funeral Procession, just to confuse the players :D I'm going to follow this up with a small adventure of my own making, which will kick off the red hand campaign. Basically, raids are being made by hobgoblins on merchants and the local merchants guild wants to hire some people who will put an end to it. This will lead the players to a ruined keep, where the hobgoblins are holed up (I'll probably release this as a PDF when it's done). This should boost them to 3rd/4th level. There, they'll find some clues which... ...will lead them to an old house. At this point I'm going to run a modified version of The Sinister Secret of Saltmarsh. It will be basically the same, except it will be higher level and the smugglers are smuggling weapons for the red hand horde. Oh, and the lizardfolk will be hobgoblins! Of course, the clues will lead the adventurers to... ... Drellin's Ferry and the Vault of Vraath Keep, where the Red Hand of Doom will kick off. Not sure that helps you much, but it may give you a few ideas. [/QUOTE]
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Lead-in adventure to Red Hand of Doom?
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