Your Experience With Red Hand of Doom

What do you think of Red Hand of Doom

  • Too challenging

    Votes: 1 1.4%
  • Not challenging enough

    Votes: 3 4.3%
  • Fairly challenging

    Votes: 55 79.7%
  • Too fast-paced

    Votes: 13 18.8%
  • Too slow

    Votes: 5 7.2%
  • Evenly paced

    Votes: 38 55.1%
  • Too much roleplaying

    Votes: 1 1.4%
  • Too little roleplaying

    Votes: 14 20.3%
  • Fair amount of roleplaying

    Votes: 41 59.4%

We joked that there must be a giant roll of +1 cloaks of protection somewhere that the bad guys could just tear off (like toilet paper) to give to their mooks. I decided it was in the inner Fane. :D
 

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I have this adventure, and I tried to run it, but the players apparently wanted to play a different style of campaign.

My players were hell bent on trying to delay the march of the army themselves, and did not "understand" all the clues where to go next, even though one of the least observative (is that even a word?) player knew where the group should go, so I presume the group leader was ignoring the clues. So essentially they had little effect on the movement of the army until I dropped the campaign as written and started running the kind of adventures they wanted (gurilla fighting, laying traps, and the like). Even then I only used a fraction of the material in the book.

It looks like the original would have been fun, and the region provides a good place to run a campaign, even without the hobgob army.

Oh, and the hobgoblins not making good NPCs without templates is a load of crud... IMHO, of course.
 

Dragonbait said:
Oh, and the hobgoblins not making good NPCs without templates is a load of crud... IMHO, of course.

I agree. I'm running this in the Kingdom of Kalamar setting which does Hobgoblins up AWESOME! There are at least two established kingdoms ruled by Hobgoblins and they're a PC race in the setting... Running RHOD there works so well, and will really help my PCs gain a bit more respect for hobgoblins.
 

Rauthik said:
All in all, now that I've rambled a bit, I'd say it was a good adventure but as with most published modules the DM should consider adding in some rewards here and there for the players. It just sucks to face the BBEG with only a +1 sword and no magic armor, when your 10th level.

It seems to me like this problem could be solved by allowing my players to use Craft Points. I think I'll do that. Thanks for the feedback.
 

that's exactly what I ended up doing. In fact, for RHoD, I'd consider craft points a -must-.

I'm still in the middle of running it. Been at it since...early december, I think. Up until the last session, we had an all-caster party. Then the greenspawn razorfiends hit. God, those things are ugly. Two characters, dead. In one session.
 

Theemys,

Yeah well name me ANOTHER setting where Hobbies do more than just sit around and let some other "BETTER" npcs do their jobs. Honestly pass on Hobbies as NPC. They make better fodder unless you template them, especially as undead or fiends.
 

Nightfall said:
I found it defective for this reason:

Half/near dragon Hobgoblins.

Yeah that just screams terror to me. :p

I don't mind dragons. I don't mind half dragons.

I just wish they'd stop mating with darn lowly hobgoblins.

Hobgoblins deserve to be templated undead, not dragons. :p

"Upon my signal, unleash Hell."

pax_wp.jpg
 

Nightfall said:
Theemys,

Yeah well name me ANOTHER setting where Hobbies do more than just sit around and let some other "BETTER" npcs do their jobs. Honestly pass on Hobbies as NPC. They make better fodder unless you template them, especially as undead or fiends.
Eberron. Hobgoblins carved out their own nation (Darguun) during the Last War and are doing their best to recapture the glory of the old Dhakaani empire.
 

I am currently running RHoD as a subplot within my larger SCAP game. I replaced Brindol with Cauldron and rearranged some of the geography of the Elsir Vale. The hardest part at the beginning was getting my PCs to get involved - they have a tendency to try to hand off quests to the 'people in charge' - but I've slowly gotten them more and more involved. They finished the first two sections, but decided that they did not want to mess with a
lich
, so they gave the
phylactery
to the Cathedral of Wee Jas (Jergal, in my FR game) to handle.

The biggest problem I have seen is that of equipment. The adventure specifically states that you should tailor equipment found to the party, but my PCs are rather ... specific about the kind of gear they want. I replaced the dwarf subplot and ran them on Zenith Trajectory (from SCAP) instead.

I've got four game-days until the Horde comes to Cauldron, and I've got a bugbear duskblade who wants to return to his tribe and lead them against the Horde, a cleric of Tymora that wants to get involved as a major force in the religious life of Cauldron, and a merchant-monk who is trying to establish trade routes. My problem isn't keeping them involved, it's keeping them from just charging the Horde and trying to kill them off one at a time. :)
 

Hi,

Great picture, Claudio!

Did anyone run this in the Shining South of the Forgotten Realms (where the adventure was originally meant to be set) or just run it as is?

I'm planning on running as a mini-campaign when we finished the big campaign 1-20 we started in 2000.

Cheers



Richard
 

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