Red Hand of Doom reloaded

I just finished DMing Act 1 with my group. I am running the module in Eberron, and enjoying it immensly. I also just finished converting act 4, and am nearly done converting act 5. This is what I did:

I set the Elisir Vale in the pass between Breland and Darguun farthest to the NE of Breland, near the Mournland. I have kept most all of the cities the same, though I have re-dubbed Brindol into Kenrun and the dwarven holds into Starilaskur.

A group of Dragons affiliated with the Chamber have misinterpreted part of the Draconic Prophecy and decided to take matters into their own hands, setting things in motion. In time, this will be none as Tyrgarun's Heresey. These dragons, stationed in the northern mountains of Darguun to watch over an ancient Rakshasa Raja, sealed there in ages past, don't realise that they've been influenced by the Rahja, extending his influence slowly through "cracks" in his imperfect magical prison.

Basically, the dragons believe the Prophecy states that a great leader of a down-trodden race who has draconic blood will raise up an army, and bolster it through powerful ancient magics. Ultimately, this army will summon up a Rakshasa Raja and scourge most of Eastern Breland. Then the remaining civilized nations will band together to fight this new and dangerous force, ushering in an era of peace between all nations of Khorvaire. This is what is supposed to happen. The Chamber dragons, taking the long view, have over the years infiltrated a tribe of goblinoids, convincing them to worship their draconic might. They have raised up one of their own children, the half-dragon Wyrmlord to lead the horde, and perform the rituals required to release the Rakshasa Raja and all of his minions upon Khorvaire.

A key ally that the Goblinoids have secured is the mysterious Lord of Blades. They sent him word that they had found a powerful artifact that could enhance a creation forge and grant the warforgred built there huge amounts of power. The hobgoblins are searching for this artifact and in return, the LoB is providing troops to the horde.

Basically, I changed Tiamat and her Cult to a Chamber Heresy controlled by a Raja. The Aspect at the end will be replaced by the "herald" of the Raja, a lower-leveled Rakshasa with class levels (or maybe a half-dragon? Created by fiendish tampering with draconic blood?) Some of the dragons (the black and blue dragons) I replaced with an equivalent CR Silver and Copper dragon, just to keep the alignments unusual. I replaced the Ghostlord with the Lord of Blades, and all of the ghosts with Warforged. The giants have been replaced with Warforged Titans, modified to be walking Ballistas and Catipults. The Twistusks have been replaced with a group of Lycanthropes who have been hiding from the wrath of the Silver Flame in the mountains, after their leader's keep, Vraath Keep, was destroyed by Silver Flame crusaders.

I think I've hit the high points. I also re-did a bunch of hobgoblin stats, using dragon shamans, dragon-flavored shugenja, and chain-based weapon whenever possible.
 

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Oh, yes, one more thing:

I´ll probably be boosting the Medium dragons to Large, just ´cause it´s cooler (not actually advancing in age, just making them Large, with the corresponding increase in Grapple, Space and Reach and the decrease in AC and attack).

The Aspect will begin as Huge, but if she flies away to wreak havoc I'll have her grow to Gargantuan size in a few days. Maybe even Colossal... :]
 

delericho said:
I believe two of the more common suggestions were "Forge of Fury" and/or "Sons of Gruumsh". Both strike me as pretty good adventures.

This is my plan. I decided to start Sons of Gruumsh at level 3, and insert Forge of Fury between the city section, and the end section of Sons of Gruumsh, during the trek across Thar.

Basically, I'm thinking that following the trail into Thar will first lead to the mountain outpost in Forge of Fury (I may skip the back sections of the Forge outpost. Not sure yet).

My $.02
 

Klaus said:
I´ll probably be boosting the Medium dragons to Large, just ´cause it´s cooler (not actually advancing in age, just making them Large, with the corresponding increase in Grapple, Space and Reach and the decrease in AC and attack).

Yeah, my group just came across the Ruins of Rhest, and we had our first PC fatality. Sadly, my wife's half-celestial Amadeah perished as a combination of Black Dragon smack-down and Wormlord Saarvith's well-placed arrows ender her career. It was a worthy death however, full of heroics and action. Everone mourns her loss but it really has everyone sitting up straight now. Incedently, I took the author's advice and raised the dragon to the next size to make it large. That may have been an issue, but moreso is the fact I still don't have any 'tank' characters in the group. That all changes with my wife's next PC, who's now "tired of messing around" with these Red Hand b@$tards! ;)

-DM Jeff
 

A brief update from my RHoD campaign...

Last session: The PCs made toast of the fiendish behir at the Ghostlord's lair, and buttered that toast with the remains of Ulwai and her minions. (Yep, great metaphor!)

So to up the ante a bit, I'm going to have the Ghostlord try to trap and kill the PCs. After he negotiates to get his phylactery back, of course!

To make things more interesting, I made some changes to the Ghostlord and his lair...

1) Changed the layout so there are fewer entrances to the central chamber. Also added small crawl-tunnels between key rooms.

2) Made the Ghostlord a swarm-shifter. Instead of an "undead animal wildshape" he can assume the form of a swarm of death scarab beetles ala Sandstorm p. 184. He'll use the crawl-tunnels to move around the lair in this form as needed.

3) Reduced the hardness and hp of the Lion's Heart. If the PCs want to smash it during combat, I want to reward them because it's a cool idea. I'll even inflict some penalties on the Ghostlord if they do so.

4) The shrine of blight is completely filled with thorny dead trees that hinder PC movement but mysteriously don't hamper the Ghostlord one bit. A good place for a last stand, and also a good place for a ghost lion attack.

5) The Chamber of the Betrayed -- the carvings described serve as a symbol of persuasion -- they instill a (probably undeserved) sense of pity in the hearts of those affected, and they want nothing more than to leave the phylactery with the lich and retreat, or to help defend the lich if he's attacked.
 

I agree whole heartedly with your decision to move the fane to before the battle of brindol eric, i really wish i had done that myself. after the battle, the dungeon crawl was a bit of a letdown for my players. what i might do, were i doing that is throw in a couple extra minions and have azzar kul actually leave the fane, riding the blue dragon, having the pc's face him at the conclusion of the battle of brindol in stead of the army's general and his giants, throwing that encounter in at the breached wall should they choose to go there. with the pc's being higher level then expected at the battle it should be a great deal less lethal for them then for my players. with that said the only one of my pc's that actually died was killed trying to "catch" their dwarven cleric hireling who had been thrown at her from 200' up by the red dragon. the dwarf strangely enough would have lived even without the help and the poor rogue was killed taking only 1/4 of the fall damage.
 

The mention of the LoB made me think that replacing the Goblins with Warforged might make an interesting idea.

Everyone plays in Breland it seems... so lets mess with it a bit.

Change the goblins to warforged.
change the giants to warforged titans
place the vale in Karnaath on the border of the talenta plains and the mornlands.
change the elves to talenta halflings on glidewings

Any ideas on the Tiamat? maybe she is a form of Daelkyr or a Lord of Dust that will grant the LoBs something he needs.

still thinking about this... any thoughts?
 


Little update:

My PCs have just found the note from Ulawai to Saarvith about them cheating the Lord of Blades (my replacement of the Ghostlord) by keeping back a powerful schema they discovered and he is looking for.

The looks of glee on their faces when they realised they get to go visit the Lord of Blades made my evening. After talking to them, I think the whole idea has put this campaign on another level.

Anyway, thought I'd share.
 

My update -- the swarm-shifting Ghostlord was perfect -- he had a great way to escape the action for a few rounds and buff up, just what every BBEG needs.

And the orb-smashing also worked out great. They didn't quite get it smashed before killing the Ghostlord, but close enough that he got frantic and stopped him from buffing up even more!

The few downsides: the bonedrinkers were completely ineffective. And the symbol of persuasion never got used. Ah well.

Next stop: the Fane of Tiamat. Before they get there, I have to figure out how the Aspect of Tiamat gets to Brindol, and how the PCs can get there in time to be of some good.
 

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