D&D 5E Red Hand of Doom

pukunui

Legend
Back in 3.5 my group didn't have too much difficulty with the module (at least part 1 and 2), but they were often left wondering what to do next. This module really is for self-driven groups. When I run it again (for 5e), I will be sure to add in much more NPC dialogue that what is presented to help 'nudge' them in a particular direction.
I don't recall my group having any trouble following the leads. It was more just that they were constantly unprepared for what they were facing.

If anything I think this module will run better in 5e than in 3e, due to bounded accuracy.
I can see that. This thread is actually kinda making me want to try it again.
 

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Meliath1742

First Post
Yep. That was my group's experience with it too. In our opinion, it reads a lot better than it plays. That being said, my group sucked at tactics. For instance, even though they knew they were heading into a swamp in search of some drowned ruins at one point, they made absolutely no preparations for the difficult terrain, which cost them dearly. I also made the mistake of using the optional black dragonspawn assassins ambush encounter. Only one PC survived.

Glad to hear your conversion is going well so far. On a side note, your comment that I quoted gave me the idea that masterwork items could merely be things that are not only worth selling but might also fetch a decent price, whereas normal stuff won't.
Well, to be honest our group is lacking in experience...out of 5 players I'm the only veteran. The other 5 are new to D&D and simply don't have any real tactical/rpg experience. So there are decisions being made that make me cringe! As the last one to join the fledgling group I decided to play the cleric since no one else wanted to. And of course due to everyone playing more exotic classes (mage-blade, sprite sorcerer) we lack a straight up arcane caster. We're a group of 7th levels and still don't have access to a freaking fireball! Live, die, learn😂
Yep. That was my group's experience with it too. In our opinion, it reads a lot better than it plays. That being said, my group sucked at tactics. For instance, even though they knew they were heading into a swamp in search of some drowned ruins at one point, they made absolutely no preparations for the difficult terrain, which cost them dearly. I also made the mistake of using the optional black dragonspawn assassins ambush encounter. Only one PC survived.

Glad to hear your conversion is going well so far. On a side note, your comment that I quoted gave me the idea that masterwork items could merely be things that are not only worth selling but might also fetch a decent price, whereas normal stuff won't.
 

Meliath1742

First Post
Well, to be honest our group is lacking in experience...out of 5 players I'm the only veteran. The other 5 are new to D&D and simply don't have any real tactical/rpg experience. So there are decisions being made that make me cringe! As the last one to join the fledgling group I decided to play the cleric since no one else wanted to. And of course due to everyone playing more exotic classes (mage-blade, sprite sorcerer) we lack a straight up arcane caster. We're a group of 7th levels and still don't have access to a freaking fireball! Live, die, learn😂
 




The_Gneech

Explorer
I ran and loved RHoD when it came out, to the point where I gave HoDQ/RoT a serious side-eye when it was announced. The new adventure isn't as much of a rehash of it seems at first blush, but it does at least have a handy already-converted Tiamat at the end. :)

Anyway, the main sticking points of a conversion would be statting up the various spawn of Tiamat etc., but even that shouldn't be too hard with judicious reskinning. It's a great module, go for it!

-The Gneech :cool:
 

Blue Phoenix RPG

Publisher/Designer

mrswing

Explorer
Has this kickstarter ever been done? I can't find any mention of the finished conversion guide anywhere and haven't seen it up for sale at DMsguild.
 

collin

Explorer
I'm working on a 5e conversion, and will be running the first session this week.
So far for a conversion, many of the monsters are a simple drag-n-drop from the MM or online basic rules. It is a bit more difficult with the levelled humanoids, as I don't want to scale them up too much by just adding full character levels. I'm also trying to reduce the number of magic items, as many of the opponents have +X weapons/armor/etc. But on the whole, the conversion isn't too bad.

You should publish your conversion in DM's Guild.
 

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