Red Hand of Doom reloaded

Another update...

As noted earlier, I'm sending the PCs to the Fane first and then to Brindol second. Here's how I'm dealing with it...

1) En route to the Fane I want the PCs to encounter a valley or canyon that is kind of a spooky graveyard for any hobgoblin priests of the goblin pantheon who refused to convert to the worship of Tiamat. I've been hinting around that this whole invasion is more of a "dragon thing" than a "hobgoblin thing" and that the dragons are really just using the hobgoblins as fodder. I think if the PCs somehow engage the hobgoblin 2nd in command at Brindol and manage to talk to him and bring up that subject, it will demoralize him in some way.

2) At the fane I'm removing a lot of the devils and the hobgoblins. THe only guardians there are some blackspawn raiders, some redspawn arcanisses, and some blue abishai, as well as the blue dragon at the front. The place really will have just a skeleton crew. I think I will put that blackspawn raider ninja in here too and remove him from Brindol.

3) When the PCs finally make it into the inner sanctum, Azaar Kul has nearly completed the ritual to summon the aspect of Tiamat. The aspect is kind of "phasing into" the material plane a bit at a time. In particular, each head is phasing in slowly and separately. Depending on how many rounds it takes to dispatch Azaar Kul, the aspect may end up with anywhere from 1 to all five heads.

4) When Azaar Kul is dead, the aspect (or however much of her has made it) will fly into the air and break through a fairly thin rock wall -- and she'll begin about a 2-day journey flyng overland toward Brindol. This will probably look bad to the heroes at first, but I plan on scattering at least two fairly quick methods of arriving at Brindol ahead of Tiamat somewhere in the fane. I'll probably have a scroll of teleport around somewhere, and I may make it possible to "re-wire" the portal that leads to the Nine Hells and make it into a teleporter.

Once the PCs arrive in Brindol, they should have about a day or so to rest, re-supply, undertake a mission or two, and then have a final showdown.
 

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We've finished part 1.

It took us less than 8 hours. I assume that is atypical?

Part 2 will have to wait until January, however.

Cheers!
 



My group are just about to embark upon the RHoD. I've got them working for House Sivis (eberron) and trying to reclaim a message stone that never made it to Brindol.

I've gone with MarkB's suggestion and placed Elsir Vale inbetween Valenar and Q'Barra.

They’ll hit 5th by the time they get to the hobgoblin ambush for sure. I’ve also organised a tussle with a bargest, some hobgoblin regulars and a hobgoblin warlock to hook them in further to the plot.

The PCs are as follows (gestalt).

Aloya ir’Presselan: Female human Scout4/Fighter4.
Durnnam Yurak Droranath: Male dwarven barbarian4/rogue4
Jo Fletcher: female human warlock4/rogue4
Linden Auntain: male human monk4/Cleric4 (sov Host, going for Sov Speaker PrC).

I’ll be stopping gestalt at 5th level so from 6th onwards they’ll only have one class.

I’m planning on bumping the medium dragons (maybe not Ozzy) to large to increase the cool factor…
 

I ran it in Living Greyhawk. First part took us two sessions, total of about 12 hours.

The group is a tough one, mostly consisting of fighter types, with no ranged support and only a single real cleric. The lowest Str score in the party is 14, and the highest Cha is 12... Average AC is 19. They also have obscene luck, and dropped the manticore with only two arrows, both of which critted. I also regularly rolled crit damage in the 5-7 point range, which is the only reason the barbarian/bard and the paladin are still alive.

We'll be starting part two in January.
 

Whizbang Dustyboots said:
If you were to hold on a few months, there's another goblinoid invasion module coming from WotC, but for lower levels. It looks like quite a good lead-in to RHoD, although it makes me wonder why two such superficially similar products were released so close together (to say nothing of Sons of Gruumsh).


Yup, just wait if you can. Sons of Gruumsh is a good suggestion as well.
 

MerricB said:
Yay! 14 days before I begin to run this adventure (as a Living Greyhawk one. :))

Cheers!

Yay!

Three questions:

1) Where does RHoD fit in Greyhawk? Especially western Greyhawk?

2) Does anybody have ideas about fitting the original 3.0 WOTC modules -- specifically the Meepo one with kobold and goblins and a dragon lair, arggh, can't remember the name -- to RHOD?

3) Does anybody else hate half-dragons as much as I do? If so, how did you replace them in RHoD?
 


haakon1 said:
Yay!
2) Does anybody have ideas about fitting the original 3.0 WOTC modules -- specifically the Meepo one with kobold and goblins and a dragon lair, arggh, can't remember the name -- to RHOD?

Sunless Citadel

haakon1 said:
3) Does anybody else hate half-dragons as much as I do? If so, how did you replace them in RHoD?

I dont hate them... but they are easy to replace with something else if you want. Demons or Devils would work. Slaad even.
 

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