the Jester
Legend
I hear good things about Red Hand of Doom, but have not run it. What makes it so good?
Oh, man, it is totally awesome for so many reasons. Tons of spoilers:
[sblock]First of all, it has a timeline. The bad guys have an agenda and actively promote it; the pcs can interfere how they like, but if they just ignore the bad guys, they will sweep through the region that the adventure takes place in with an army of evil humanoids and their allies.
Second, it doesn't assume that the pcs automatically win, or that they do everything in the adventure. RHoD uses the victory point system, in which the actions of the pcs throughout have an effect on the big end battle (a siege and assault against a city).
(Actually, the actual final chapter in the module isn't the assault on the city, but it works better if you switch the order IMHO.)
Third, the maps are beautiful. Good legible cartography is an art that seems to have been neglected in the 4e era, with the prevalence of (crappy IMHO) dungeon tiles and printed battlemaps that are often murky and hard to see what's supposed to be what. The maps in RHoD are just gorgeous.
Fourth, the whole thing is a huge sandbox set up in the order the pcs are most likely to tackle it. There is a tremendous amount of freedom to act built in; the pcs can ignore the main plotline if they'd like and cruise around the valley that the adventure is set in while the Red Hand of Doom rolls over the towns. It just makes it harder to win against them in the end.
Fifth, it has a variety of different encounters, including an assassination attempt if the pcs interfere with the RHoD too much and a bunch of really awesome different foes. I especially dig the blighter lich.
Finally, the whole thing is really well organized. Even though I'm not a fan of the "appendix with all the stat blocks" approach, I can see why they did it and it really works.[/sblock]
I'm actually going to have to re-read it now.
