Red Hand of Doom reloaded


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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).

Is that the Moonsea product coming out soonish or something else?
 



Stormborn said:
As long as we are reloading:
Did anyone ever determine a suitable conversion to Eberron? I have a 5th level party in Sharn connected to Morgave. They have just really gotten themselves in a lot of potential trouble and might be looking to get out of town soon. I was thinking I might send them on a dig to the area where the Red Hand opens if it seems like the module can be used for Eberron or if someone has done a clear coversion for the setting. If not I will likely just use homebrew adventures. They usually lead to less trouble for me anyway.
I ran the campaign in Eberron, and placed Elsir Vale straddling the Endworld Mountains just west of Whitecliff in Q'barra, creating a trade route from there to Valenar and the Talenta Plains.

The backstory needed little revision:

The dwarves who originally settled the area were a clan from the Mror Holds, who eventually abandoned the area to return to the Ironroot Mountains.

Rhest changed from a kingdom to a fiefdom that was a protectorate of Galifar, and the civil unrest that led to its downfall was sparked by Cyre and Karrnath making competing claims to have it absorbed into their territories, resulting in a three-sided conflict within Rhest between the pro-Cyre, pro-Karrnath and pro-independence factions. The original purpose of the Dawn Way trade route was for prospectors exploiting the relics and mineral wealth of Q'barra, but the region saw a resurgence of fortune after the establishment of Whitecliff made it a useful trade route.

The druidic folks who settled the area in the interim were of the Gatekeeper sect, and settled the area largely as a staging ground from which to launch expeditions into the jungles of Q'barra, to keep watch on the ruins dating back to the Age of Demons.

In the end, I ran the goblinoids as just regular goblinoid tribes, but it would be a simple matter to spice things up by making them heirs of the Dhakaani Empire.
 


Cool. So it looks like RHoD can work for Eberron. Now on to more general questions:

1. Any one finished it? If so how long did it take (based on your regular sessions and frequency)? Any things to watch out for?

2. What kind of parties have people played with? I have 3 players, using a "feat at every level" house rule. Human Fighter, Aasimar Warlock, and a House Cannith (Human) Artificer - all of whom will be 5th level before we would start.
 

I'm waiting to see if the boards are finished being straightened out before re-posting any major work, such as my RHoD Story Hour or the maps I enhanced.
 

Mark CMG said:
I'm waiting to see if the boards are finished being straightened out before re-posting any major work, such as my RHoD Story Hour or the maps I enhanced.
Whew, I was worried those enhanced maps might be lost forever, and I found the story hour to be a fun read. I was just about to take the time to download them when the forums crashed the other day. I look forward to your reposting! :)
 


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