Red Hand of Doom reloaded


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Couple of thoughts, maybe you folks can help...

1) I want to replace that one female hobgoblin bard Wyrmlord with something else. Maybe something with a psionic flare. Any cool suggestions?

2) I was thinking of inserting some kind of fey-related encounter in the Witchwood. There's some kind of faerie ring described in DMGII I might start with. I was also thinking about these critters...

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Woodling

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Wood Woad

Any thoughts?
 

For your hobgoblin bard, you can either use the Mindspy PrClass from Complete Adventurer or a psionic-flavored Spellthief (Psithief, in a sidebar in COmplete Adventurer).
 

Yet another query...

I'm feeling like the Battle of Brindol should be the last chapter of the adventure. Thus, I would like to move the Fane of Tiamat stuff ahead. I'm considering putting the 2nd most powerful Wyrmlord (Karn?) at the Fane, and maybe having the heroes go off and stop him from summoning devils or whathaveyou to aide in the attack on Brindol. Then at the Battle of Brindol, I can put the most powerful wyrmlord (Khuul?) at the city in the final battle.

Any thoughts about that? I might have to provide some kind of transportation there and back -- having Giant Owls as mounts might be enough, or I might have to resort to teleportation.

I might also leave a clue at the Ghostlord's lair with the Wyrmlord there -- something that leads them directly to the Fane without stopping at Brindol.
 

EricNoah said:
I'm feeling like the Battle of Brindol should be the last chapter of the adventure. Thus, I would like to move the Fane of Tiamat stuff ahead.


I've been having the same thought but haven't figured out how best to accomplish it either. My group is kneedeep in the Blackfens, currently, so I still have some time.
 

Ahh... a thought (I love it when I occasionally have one!) ...

Maybe at the Fane there's a portal that leads right into Brindol. Perhaps it turns out that the evil noble lady (Kaal, is it?) has been working with the Red Hand in secret, and the portal is actually in her manor, or in some other piece of property she owns. The portal would have been used to sneak in a contingent of abishai and other devils, but the heroes can use it to return to the city as it is under attack?
 

Maybe the whole point of the summoning ritual was to move the Aspect to Brindol, so when the PCs get there, the ritual is over and the Aspect of You Know Who is already wreacking havoc. The PCs must defeat the sub-boss left there to prevent their use of the portal that the big boss used to get the Aspect to Brindol, so the PCs must defeat sub-boss before portal disappears, cross portal and then face off against the Aspect in front of onlookers. Now THAT's epic!
 

Klaus said:
Maybe the whole point of the summoning ritual was to move the Aspect to Brindol, so when the PCs get there, the ritual is over and the Aspect of You Know Who is already wreacking havoc. The PCs must defeat the sub-boss left there to prevent their use of the portal that the big boss used to get the Aspect to Brindol, so the PCs must defeat sub-boss before portal disappears, cross portal and then face off against the Aspect in front of onlookers. Now THAT's epic!
Thanks. Good idea. Now I don't need to skip last chapter.
 


EricNoah said:
I want to replace that one female hobgoblin bard Wyrmlord with something else. Maybe something with a psionic flare. Any cool suggestions?

I solved my problem by purchasing PHB II. I'm going to use the stats from the 9th level beguiler in place of the bard Wyrmlord. She might be a smidge overpowered but I might not be able to play her with the best strategies so it should work out ok.

Some other changes I'm going to make to the Ghostlord's Lair encounters...

1) Since that half-fiend behir has a desecration ability, I decided to add some undead to that encounter. A pair of level 4 warrior hobgoblins have been turned into Ju-Ju zombies and will fire arrows at the party from the stone lion's "mouth" (area 7 is it) up above.

2) I will make sure the heroes have an encounter with some ghost brue lions before they arrive at the lair. They need to know what they are up against and it's just good flavor and a good mystery to solve (what is causing these monstrosities to appear?).

3) I am going to redraw the map of areas 4 and 10-12 to give a bit more room for the battles to take place in. There's hardly room for the hobgoblins much less the PCs.

4) I need to come up with a few replacements for treasures in area 18 -- I want to get rid of the amulet of health +4 and the +1 keen kukri. Probably replace with something psi-flavored. Let's see, that's like 20,000 gp worth ... Let's see, I have a telepath so how about a psionatrix of telepathy (8000 gp). And then maybe a normal magic item ... how about a ring of electricity resistance 10 (12,000 gp). Will come in handy at the High Wyrmlord's hideout, and the Ghostlord is already immune to electricity and so wouldn't need it, and thus might store it here.
 

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