Red Hand of Doom (in Eberron) – incorporating ToB (Bo9S)

Sidekick

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Red Hand of Doom (in Eberron) – incorporating ToB (Bo9S)

So I was wondering, I’ve got the Tome of Battle, I’m about to start running the Red Hand of Doom and was thinking about how I could start to incorporate it into the campaign.

The main idea I had is to change the Wymlord in charge of the Horde (can’t remember his name) who the PCs fight in Brindol from a cleric/talon of Tiamat into a Warblade of similar level (or possibly a Warblade/fighter.

What do you guys think - should I incorporate the Tome of Battles classes, feats and more importantly the Maneuvers and stances into the Red Hand of Doom.

Disclamer: I’m an Eberron DM so the hobgoblins have a rather full history of martial glory and ancient ways. While I’m not using the Dhakanni as the basis for the Red Hand I am basing the Elsir vale in the Endworld Mountains so they will still be Dhakanni in origin.

Other incorporation ideas: I suppose I could make some of the Blade bearer’s fighter/warblades, and try and assassinate the PCs with a highly skilled swordsage?

Thanks for you opinions. Nay’sayers are more than welcome here – just provide me with a rational argument for me to consider.

As an aside my party are four Gestalt characters (only until level 5), with the leader's player leaving in two sessions to go back home (she's a kiwi). We might be getting two players to replace her so it could well be a 5 character team later on in the adventure.

Leader: female human Scout5/fighter5
Cleric: male human monk5/Cleric5
Arcanist: rogue5/Warlock5
Tank: male Dwarven Barbarian5/rogue5.

Cheers & happy gaming
Sidekick
 
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Bump.

If you've got an opinion either way I'd love to hear it?

edit Here’s a proposed new look Uth-lar (Ftr2/Wbld2). What do you think? Too much or about right?
Uth-lar, Hobgoblin Bladebearer CR 4
Hobgoblin fighter 2/Warblade2
LE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Goblin
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AC 17, touch 13, flat-footed 17
hp 40 (4 HD)
Fort +6, Ref +3, Will +2
Speed 30 ft. (6 squares)
Base Atk +4; Grp +7
Melee +1 short sword +9 (1d6+4/19–20) or
Melee +1 short sword +7 (1d6+4/19–20) and +1 short sword +7 (1d6+2/19–20) with Two-Weapon Fighting
Combat Options: Martial Maneuvers; Uncanny Dodge
---------------------------------------------------
Abilities Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Feats Toughness, Two-Weapon FightingB, Weapon Focus (short sword), Focus: Shortsword
Skills Climb +10, Jump +8, Listen +1, Move Silently +7, Spot +1, Tumble +10
Stances & Maneuvers: Stance: Blood in the Water (+1/+1 to crit hits)
Moves: Stone Bones Strike (gain DR 5/adamantine for round); Charging Minotaur Strike (charging Bull rush deals 2d6+3 damage and push back); Steel Wind (attack two opponents)
Possessions 2 +1 short swords, masterwork studded leather armor
Hook Elite champion who clashes blades together and calls out individual opponents. ”You! You dare fight me?”
 
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