6/4/2013 - Free Wallpaper (and Mini Release)
5/29/2013 - Important: GiantITP Server Compromised
2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
Frequently Asked Questions (FAQ)

Order of the Stick 894 The Last Room
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Roleplaying Games > D&D 3e/3.5e/d20
Register FAQ Members List Mark Forums Read End

D&D 3e/3.5e/d20 The forum for conversations specifically related to the rules and procedures of Dungeons & Dragons 3rd Edition, 3.5 Edition, or any fantasy game using the d20 system or a variant thereof (commercially published or not).

Reply
 
Thread Tools
Old 10-09-2010, 09:28 AM   Top  -  End  -  #1
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

The Red Handbook of Doom
A 3.5 DM's Handbook for running The Red Hand of Doom


Introduction
The Red Hand of Doom is generally accepted as one of the better published modules for D&D 3.5. It’s that popular that every few weeks it seems someone is either starting a campaign journal about it or asking a query on how to handle some issues on it. On the other hand, it has its flaws and adapting it to different milieu or different parties can be kind of complicated. That’s where this Handbook/resource/FAQ/whatever comes into it. If you’re looking for help on how to better run the game, some fill-ins for some of the background fluff or mechanics, or a few licks that some DMs have tried which seemed to make the campaign run a bit better, this is where we’ll try to provide the answers and resources.

Yes, it's a Handbook, but always under construction, so please contribute!
If you’ve run Red Hand of Doom (abbreviated as RHOD from here on in for sanity’s sake) and have some good advice for DMs, we’d love you to share it. As the title indicates: this is to be more or less the subject of rolling updates, so feel free to share content, resources, maps, tips, etc. for running RHOD. Stuff that looks really good (depending on space) will then get edited back into this original handbook. I do have plans to fill out the entirety of the posts that follow, so don't worry: this handbook is to be completed.

But Saintheart, there's a WOTC Archive which addresses RHOD!
Just to save you some clicking around: yes, it theoretically does exist, in the same Heisenbergian way that nothing on the Net ever really disappears, but several Fine Minds round here have gone looking for it. Alas; it appears in the Great Upgrade that massive resource was lost except for one or two links that were not connected to WOTC (and which I'm slowly panning for gold as we go.) That's part of the reason I'm spending so much of my time doing this. Just thought you might like to know.

Table of Contents
  • Post 2: Overview of the campaign, who to run it for, and common considerations
  • Post 3: Fixing the fluff: tips on adapting RHOD for different D&D settings, and filling in some historical loopholes.
  • Post 4: Drellin’s Ferry through to Skull Gorge Bridge
  • Post 5: The Blackfens and Rhest
  • Post 6: The Ghostlord’s Lair
  • Post 7: The Battle of Brindol, sidequests, and other Elsir Vale encounters
  • Post 8: The Fane of Tiamat
  • Post 9: Other Resources, Links, and Campaign Journals

Thanks in advance to all of you, but I'd also like to unfairly single out AslanCross, Saph, and Kjones in particular since these guys basically did the trailbreaking for this handbook via their excellent campaign journals, which inspired this handbook and are still well worth a read on their own.

I would also like to add a very special thanks to Lightwarden, who mentored me (and still is!) through RHOD and taught me most of what I know about D&D 3.5. Many thanks, Light.

Last edited by Saintheart : 06-07-2011 at 08:09 AM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:29 AM   Top  -  End  -  #2
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Overview of the campaign, who to run it for, and common considerations and issues that arise

Always a good idea to be prepared.


How many players can be run in RHOD?
Spoiler


What levels of party can RHOD be run for?
Spoiler


How much reworking does RHOD need?
Spoiler


Timing in the campaign
Spoiler


Notes on Victory Points
Spoiler


Any particular gamebreakers to watch for?
Spoiler


Improving the Horde forces generally across the entire campaign
Spoiler


Improving the dragons across the campaign:
Spoiler


We caught a Wyrmlord, damn it ...
Spoiler

Last edited by Saintheart : 02-21-2012 at 06:55 AM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:30 AM   Top  -  End  -  #3
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Fixing the fluff: adapting RHOD for various D&D settings.


This is not really the kind of adaptation we meant.


Running RHOD for the Forgotten Realms:
Spoiler


Running RHOD in Eberron
Courtesy of the ever-helpful and devastatingly handsome AslanCross!
Spoiler


Running RHOD under the Legend Homebrew System
Spoiler


Running RHOD under Pathfinder
Spoiler


Running RHOD in Equestria (yes. Yes you can. And it is glorious.)
Spoiler


Running RHOD under E6
Spoiler


Running RHOD in other settings
...Taking suggestions, people!

Last edited by Saintheart : 05-30-2013 at 09:27 PM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:31 AM   Top  -  End  -  #4
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Part One: Drellin's Ferry to Skull Gorge Bridge

The Bridges of Madison County. Of Death.


How to play Jorr Natherson
Spoiler


Restatting Koth
Spoiler


The Chimaera, the Raid, and PbP campaigns
Spoiler


Restatting Red Hand operatives:
Spoiler



Moving the party on from Part One to Part Two
Spoiler


Rejigging treasures
Spoiler

Last edited by Saintheart : 06-11-2013 at 11:23 PM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:32 AM   Top  -  End  -  #5
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Part Two: The Blackfens and Rhest

"That one burned down, fell over, then sank into the swamp!"


The Roadblocks
Spoiler


The Razorfiend Encounter
Spoiler


Rainbow Six approaches to Rhest
Spoiler


Restatting Saarvith
Spoiler


Restatting Red Hand operatives
Spoiler


Restatting Regiarix
Spoiler


The Reactory Phylactery*
Spoiler

Last edited by Saintheart : 03-11-2012 at 08:53 AM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:33 AM   Top  -  End  -  #6
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Part Three: The Thornwaste and the Ghostlord's Lair

First one to say "Thundercats Ho" gets a critical hit to the face.


Overall map and terrain fixes
Spoiler


Rescuing the Ghostlord from Orcus On His Throne (and having to fight at all)
Spoiler


Running the Ghostlord "as-is"
Spoiler


Rebuilding the Ghostlord to be truly effective
Spoiler


Restatting Ulwai
Spoiler


Restatting Varanthian
Spoiler


Restatting Red Hand operatives
Spoiler

Last edited by Saintheart : 05-30-2013 at 09:43 PM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:34 AM   Top  -  End  -  #7
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Part Four: The Battle of Brindol, sidequests, and other Elsir Vale encounters

...No, we don't know why the giant's throwing rocks at the wall and not at the gate, either.


The Mercenary Gold and/or Marked for Death missions
Spoiler


Training the garrison ahead of the battle
Spoiler


The Audience with the Lords
Spoiler


Streamlining the battle
Spoiler


Saving (or not) the Walls
Spoiler


Abithriax's Rampage
Spoiler


The Streets of Blood encounter
Spoiler


The Sniper Attack
Spoiler


Restatting Wyrmlord Kharn
Spoiler

Last edited by Saintheart : 06-11-2013 at 10:58 PM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:35 AM   Top  -  End  -  #8
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Part Five: the Fane of Tiamat (and beyond)


Ya think they got her best side?

Rebuilding the Fane of Tiamat
Spoiler


Restatting Tyrgarun
Spoiler


And The Adventure Continues
Spoiler

Last edited by Saintheart : 08-11-2011 at 09:32 PM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:37 AM   Top  -  End  -  #9
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Other Resources, Campaign Journals, etc.

Very much under construction.

Campaign Journals hosted here on GITP:
AslanCross's RHOD campaign journal, set in Eberron.
Saph's RHOD campaign journal, set in the Forgotten Realms.
kjones' RHOD campaign journal, set in a generic (?) campaign world.

The author's own RHOD campaign, played in PbP format:
http://boards.theforce.net/non_star_...08372/p1/?5200
The current player roster and other resource material for the author's campaign: http://boards.theforce.net/role_play...0918874/p1/?18


Alternate builds for various NPCs or opponents in RHOD:
From Inkeyes, using Tome of Battle, in an Eberron setting - hobgoblin rank and file
Spoiler


From Inkeyes, again in Eberron - dragons and Wyrmlords
Spoiler

From Endarire, a, shall we say, more challenging Aspect of Tiamat Download It Here.

Couple of links I did manage to salvage from the WOTC Archive and which still work:

All maps in RHOD with secret doors removed: http://www.flickr.com/photos/36844791@N00/
A fanbuilt map of the bell tower at Rhest: http://dundjinni.com/forums/forum_po...d+hand+of+doom
Dundjinni map of the Rhest town hall: Here.
Nice image of the Cathedral of Pelor in Brindol: Here.



...And that's all, take it away guys!

Last edited by Saintheart : 01-24-2012 at 10:36 PM.
Saintheart is offline   Reply With Quote
Old 10-09-2010, 09:40 AM   Top  -  End  -  #10
Coidzor
Colossus in the Playground
 
 
Join Date: Oct 2008
Location: 
Lost in a haunted wood
Gender: Male
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

This should be interesting.

Particularly the sentiments on adaptation.

That reminds me though, I need to find those three journals so I can finish them...x.x
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden

Quote:
Originally Posted by Keld Denar View Post
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.

Last edited by Coidzor : 10-09-2010 at 10:23 AM.
Coidzor is online now   Reply With Quote
Old 10-09-2010, 10:03 AM   Top  -  End  -  #11
ShriekingDrake
Barbarian in the Playground
 
DruidGuy
 
Join Date: Jan 2009
Default Re: The 3.5 RHOD Handbook for DMs [Players keep out!] - WIP

Thanks so much for doing this. I am so disappointed that s much of the good RHoD work was lost on the WoTC site. I wish I'd preserved that stuff when I had the chance, because the material there made the adventure so much better. With luck, we can see the same kind of interest her and rekindle the lost fires that supported this work.

Have a cookie.
__________________
Check out my Arboreal Halflings and my Megaliths of Zidydrion.

Last edited by ShriekingDrake : 10-09-2010 at 10:03 AM.
ShriekingDrake is offline   Reply With Quote
Old 10-09-2010, 10:32 AM   Top  -  End  -  #12
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Players keep out!] - WIP, PEACH!

Damn, you've discovered my Kryptonite... *munches down on the cookie*
Saintheart is offline   Reply With Quote
Old 10-09-2010, 02:50 PM   Top  -  End  -  #13
IthilanorStPete
Ogre in the Playground
 
NecromancerGuy
 
Join Date: May 2009
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

I've played through RHoD once, talked about it extensively with my DM, and I was going to run a PbP game of it before it fell through due to unrelated stuff. My notes:
-The Wyrmlords, as stated, need reworking. Koth was incredibly underwhelming in our campaign, and our DM rebuilt Kharn as a Warblade, which made the fight very cool. My idea was to rework them into a sequence going from pure martial to pure caster - I had Koth statted out as a Barbarian 3/Frenzied Berserker 3, use Saarvith in a ranged build like the Swift Hunter build in the guide, Ulwai is decent as is, use Kharn as an arcanist specializing in summoning (probably Malconvoker), and Azarr Kul as a divine caster.
-One of the biggest issues is motivating the PCs near the end of Chapter 1 and getting them into Chapter 2; it can be difficult to motivate them to see the horde at Cinder Hill, then it can be hard to get them to Rhest. We used the blockades as our hook, and just kind of wandered up to Rhest, but there's got to be a better way.
-The dragons mainly need better feat selection, and can use a better spell selection based on how powerful/optimized you want them. Awaken Spell Resistance, as noted, is nice. If you want to make them very very strong, give them access to Blood Wind and Scintillating Scales from Spell Compendium.
-The Battle of Brindol was a fantastic session for us. A couple of changes our DM made - using Skullcrusher Ogres instead of the giants, (which he had used in several places previously) using 2 Bluespawn Godslayers as the third wave in Streets of Blood as much more dangerous and impressive opponents then the Razorfiends, and Kharn's bodyguard was 4 Wilders, who tanked up with Vigor and potions of Barkskin, then hammered us with some blasting powers and ego whip.
-After Brindol, the Fane of Tiamat was incredibly anticlimactic. It's a somewhat boring dungeoncrawl. The Aspect was...very powerful, and killed the other two members of our party (a Knight and a healbot Cleric) very quickly, but I was a Warlock and just kited it with Flyby Attack.
-One idea I had, to make Brindol the full climax of the adventure and to address issues we had of feeling like Azarr Kul was Orcus on His Throne, was to switch around the Fane and the Battle. The idea was to have the horde besiege Brindol, then wait for reinforcements from the interplanar portal. Azarr Kul would lead the horde himself, while Kharn would be in charge of opening the portal. (tying in with the Malconvoker-ness) The PCs would learn about the issues at the Fane from divinations by, say, Immerstal - teleport or travel by Owl there, take care of Kharn, (with no Aspect) then head back to Brindol for the climactic battle. Azarr Kul would summon the Aspect with some kind of contingency and/or desperate prayer.
IthilanorStPete is offline   Reply With Quote
Old 10-09-2010, 03:38 PM   Top  -  End  -  #14
CockroachTeaParty
Firbolg in the Playground
 
 
Join Date: Apr 2006
Location: 
A pie factory.
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Here's a link to the RHoD game I'm currently running on these boards.

When I originally played through it in RL as a PC, my DM changed several things (which was good, since we were a powerful party of 4). He bumped up the dragon's age categories, reworked Kharn and Azarr Kul, doubled the razorfiends, and did various other things to up the ante. We were able to overcome all the challenges and emerge victorious.

In the game I'm currently running, I'm mostly running it 'out of the box,' just to see what happens. So far, the party has been routinely stomping the encounters, although the beguiler was killed by Ozyrrandion at Skull Gorge (they brought him back to life with the Staff of Life).

The only thing I've changed so far is that I've replaced all Hobgoblin Badebearers with warblade levels, and made the Hobgoblin Sergeants level 3 crusaders. I've also made the Doomfist Monks sword sages, but they've yet to encounter any of them.

These are pretty minor elite NPCs, though, and they've not even really had the chance yet to shine. The party's fighter/barbarian has been particularly devastating, especially when combined with the bard (who is currently AWOL, but his absence hasn't stopped the party's ability to own).

I've noticed that in general the enemies have poor Will saves, and spells like Glitterdust have been winning tickets.

Also, the outdoor, wide-open nature of several of the fights has proven to be somewhat detrimental to the party's dragonfire adept; the limit on their breath weapon's range is really hard on more open-area combats. Now that he can fly, he's coming a bit more into his own, though.

Also, despite their many successes, they've been unable to take down any of the Red Hand's leaders. Koth and Ozyrrandion managed to escape; I played them slightly more conservatively then the book suggests. Ozy's escape in particular will cost them victory points when the Battle of Brindol comes to a close, as they won't see him again until the Fane.

I'm intrigued to see how they'll handle the ruins of Rhest. When I played through it, it turned into a gigantic clusterf**k, and we barely managed to scrape by with our lives.
__________________
Will you take the rocket launcher?
CockroachTeaParty is online now   Reply With Quote
Old 10-09-2010, 03:42 PM   Top  -  End  -  #15
Gavinfoxx
Ettin in the Playground
 
Kobold
 
Join Date: Jul 2007
Location: 
Central Kentucky
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

If anyone has the original link to the old guidebook, I SHOULD be able to find it on web achive... I'm surprisingly good at that i I have the original link!
Gavinfoxx is offline   Reply With Quote
Old 10-09-2010, 05:12 PM   Top  -  End  -  #16
Coidzor
Colossus in the Playground
 
 
Join Date: Oct 2008
Location: 
Lost in a haunted wood
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Quote:
Originally Posted by Gavinfoxx View Post
If anyone has the original link to the old guidebook, I SHOULD be able to find it on web achive... I'm surprisingly good at that i I have the original link!
You mean this? http://community.wizards.com/go/thre...Resource_Links

That is to say, I found the old index of such threads, but when I went to look again I got that.

The links within that thread are in the old style, so could be checked in the web archive?
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden

Quote:
Originally Posted by Keld Denar View Post
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.

Last edited by Coidzor : 10-09-2010 at 06:34 PM.
Coidzor is online now   Reply With Quote
Old 10-09-2010, 08:24 PM   Top  -  End  -  #17
cZak
Dwarf in the Playground
 
BardGuy
 
Join Date: Sep 2009
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Qualifier: DM'd RHoD

Always bothered me; why would the party not just destroy the Ghostlords phylactery?

I mean, they have an evil, undead item holding the life force of a min 11th level caster. What party, that should be working against the Evil Horde, would want to converse with such a creature?


Even made of adamantium, players are creative enough to find some way to accomplish it.

Trapping the thing just slows the party down, even if it resets. At most you kill the person who hits it, then the wiz stands back throwing orbs o' Force at it.
__________________
Fools are made to suffer, not to be suffered
cZak is offline   Reply With Quote
Old 10-09-2010, 08:56 PM   Top  -  End  -  #18
CockroachTeaParty
Firbolg in the Playground
 
 
Join Date: Apr 2006
Location: 
A pie factory.
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Quote:
Originally Posted by cZak View Post
Qualifier: DM'd RHoD

Always bothered me; why would the party not just destroy the Ghostlords phylactery?

I mean, they have an evil, undead item holding the life force of a min 11th level caster. What party, that should be working against the Evil Horde, would want to converse with such a creature?


Even made of adamantium, players are creative enough to find some way to accomplish it.

Trapping the thing just slows the party down, even if it resets. At most you kill the person who hits it, then the wiz stands back throwing orbs o' Force at it.

You could destroy it, certainly. The key point the PCs need to realize, however, is that the Ghostlord might not realize it. Even if his phylactery is destroyed, if he believes it is still being held hostage by the Red Hand, he'll commit his ghost troops to the assault on Brindol. The objective is to prevent the horde from getting undead reinforcements.

In order to make sure the Ghostlord doesn't commit, he needs to know one of two things: either that the Red Hand no longer possess his phylactery, or that it has been destroyed. Either way will result in him withdrawing his troops. However, should he learn his precious phylactery has been destroyed, he's likely to fly into a rage, and probably shoot the messenger.

When we played through the Ghostlord chapter in RL, we brought his phylactery to him, but tried to draw out a negotiation, to which he simply responded by attacking us, even though we still possessed his phylactery. Eventually we managed to trap him, and then decided to destroy his trinket right then and there. In the end, he did not support the Red Hand, and we left him trapped and screwed. Later on, he attempted to kill us out of revenge, until we eventually destroyed him once and for all, but that was after the events of RHoD were over.
__________________
Will you take the rocket launcher?
CockroachTeaParty is online now   Reply With Quote
Old 10-10-2010, 12:22 AM   Top  -  End  -  #19
AslanCross
Ettin in the Playground
 
 
Join Date: Jul 2007
Location: 
Metro Manila, Philippines
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

You might want to add a section on dealing with Victory Points: For some DMs it isn't really clear with them whether the PCs should be aware of their running total, or even if the PCs should know about the VPs at all.

There's also the misconception about their effect on the campaign overall:
Spoiler
__________________


Eberron Red Hand of Doom Campaign Journal. NOW COMPLETE!
Sakuya Izayoi avatar by Mr. Saturn. Caella sig by Neoseph.

"I dunno, you just gave me the image of a nerd flying slow motion over a coffee table towards another nerd, dual wielding massive books. It was awesome." -- Marriclay

Last edited by AslanCross : 10-10-2010 at 12:24 AM.
AslanCross is offline   Reply With Quote
Old 10-10-2010, 02:38 AM   Top  -  End  -  #20
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

I will. In case anyone's wondering, I will be watching the thread even if I don't answer queries straight away. Most likely I'll post indicating what, if any, updates have been made to the front of the thread. The VP points inclusion is a good suggestion, and I'll put that in. Likewise the phylactery discussion, though there's one tangent I wanted to run off that:

Quote:
Originally Posted by CockroachTeaParty
When we played through the Ghostlord chapter in RL, we brought his phylactery to him, but tried to draw out a negotiation, to which he simply responded by attacking us, even though we still possessed his phylactery. Eventually we managed to trap him, and then decided to destroy his trinket right then and there. In the end, he did not support the Red Hand, and we left him trapped and screwed. Later on, he attempted to kill us out of revenge, until we eventually destroyed him once and for all, but that was after the events of RHoD were over.
On this one (again, it's a topic that could use a note above somewhere I guess) I've seen a couple of campaigns mentioned where the Ghostlord tends to really attack if not at the drop of a hat, then as if he's got a hair-trigger temper. Although it's armchair quarterbacking, I actually think this isn't the right way to go about playing him.

Reason being that he's not supposed to be a combat encounter, even on the RHOD text. The stats are there in case the party gets a bit silly, but I think the level of provocation it should take before the Ghostlord wades into combat should be considerably higher than it's perceived to be.

I mean, on RHOD:
  • He doesn't know where his phylactery is.
  • He's therefore extremely vulnerable.
  • He doesn't know what connection the party has to the Horde.
  • It's Ulwai he has cause to kill since she stole his phylactery - not the party.
  • If the party mentions his phylactery, then from the Ghostlord's point of view they have him by the undead proverbials.

That combination of factors, I would have thought, should keep him from attacking the party at all unless the provocation is extreme. The Ghostlord doesn't really care about material possessions anymore: that much is clear on the description of his 'treasure house'. What he does care about is his continued existence and his continuing ability to create undead.

Just because you're evil doesn't mean you've necessarily got a hair-trigger temper; quite the opposite, the most enduring villains know very well how to hold their anger in reserve until the right moment. And the Ghostlord isn't a paladin of evil -- he has no obligation to go out combating good wherever he finds it; insofar as he might consider the question, it's probably just as acceptable a victory over the forces of good to continue his survival and watch clerics of good deities go slinking away at his behest as it is to wade into battle and hand their rears to them.

I think also that while the possibility of the Ghostlord turning around and killing the party once he's got his phylactery back should be constant, the reality of his character should be much different. I've seen instances where the Ghostlord has turned and tried to kill the party immediately on return of the phylactery. I never really understood why: he's not chaotic evil. He's neutral evil, which means out for himself - not out to Destroy Good, and not out to Destroy Everything, either. The party might be scared of him, but he doesn't know the strengths of the party either, and he wouldn't have got to roughly 600 years of age without having some idea of discretion being the better part of survival unless you know exactly what you're dealing with.

Played as a more detached, reclusive villian who only cares about himself and his ghosts, I think most of these problems disappear.
Saintheart is offline   Reply With Quote
Old 10-10-2010, 04:15 AM   Top  -  End  -  #21
ka_bna
Dwarf in the Playground
 
Join Date: Feb 2010
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Great work! I'm running RHoD now (playing once a month), but this guide will be extremely helpful! (and it's nicely written too)
ka_bna is offline   Reply With Quote
Old 10-10-2010, 05:25 AM   Top  -  End  -  #22
Runestar
Ogre in the Playground
 
Chimera
 
Join Date: Jan 2010
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

If you have MM4 or MM5, I think Koth (act 1) can be replaced with either a redspawn arcaniss (MM4, cr6) or if you think your party is up to the challenge, a hobgoblin warsoul (mm5, cr8!).

As for the bladebearers, warblade1/fighter2/warblade+1 could work as well. There aren't that many of them, so they shouldn't complicate combat too much.

Duskblade is very tempting, but I can't think of a suitable npc to replace.

I thought of remaking Sarvith as a swift hunter as well, and going one step further by letting him mount the black dragon and engage in an aerial assault against the PCs, but my grasp of air combat wasn't very good, so I decided against it at the last moment.
Runestar is offline   Reply With Quote
Old 10-10-2010, 09:01 AM   Top  -  End  -  #23
AslanCross
Ettin in the Playground
 
 
Join Date: Jul 2007
Location: 
Metro Manila, Philippines
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

I added in Hobgoblin Duskblades as shock troops. I called them "Kulkor Zhul Arcknights." They work great with the Greater Barghests in ambushes.

Btw, IMO the most dangerous monsters in the early part of the game are the Greater Barghests. Their (Sp)s are incredibly powerful buffs, and they're probably the primary reason why the Marked for Death encounter is so dangerous out of the box.
__________________


Eberron Red Hand of Doom Campaign Journal. NOW COMPLETE!
Sakuya Izayoi avatar by Mr. Saturn. Caella sig by Neoseph.

"I dunno, you just gave me the image of a nerd flying slow motion over a coffee table towards another nerd, dual wielding massive books. It was awesome." -- Marriclay

Last edited by AslanCross : 10-10-2010 at 09:03 AM.
AslanCross is offline   Reply With Quote
Old 10-10-2010, 09:59 AM   Top  -  End  -  #24
Saintheart
Bugbear in the Playground
 
Planetar
 
Join Date: May 2009
Location: 
Perth, West Australia
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Some matters added in, including VPs, a brief word on ToB replacements, and other minor changes.

EDIT: Also, as a general thought, I'm considering turning all the subheader sections of each of the posts into spoiler blocks for ease on the eye. Any problems, gang? For? Against?

Last edited by Saintheart : 10-10-2010 at 10:07 AM.
Saintheart is offline   Reply With Quote
Old 10-10-2010, 10:11 AM   Top  -  End  -  #25
CockroachTeaParty
Firbolg in the Playground
 
 
Join Date: Apr 2006
Location: 
A pie factory.
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

@Saintheart:

Oh, I agree that the Ghostlord should be a role playing encounter. I was not DMing that campaign, and it was his decision to have the Ghostlord attack us; I think he knew we were skilled enough to handle him. It was a close fight, and actually one of the more memorable ones for a variety of reasons. The only reason we won was the fact that the Ghostlord did not have Stone Shape prepared, and we trapped him in the stone of his own lair with no way to escape for at least 24 hours. That was when we broke his phylactery and left him to rot.

Still, it's difficult to convince players, especially in a campaign were almost everything fights you, to not fight something. Red Hand of Doom is pretty much a series of battles stringed together, and some groups may have trouble getting out of the battle mindset.
__________________
Will you take the rocket launcher?
CockroachTeaParty is online now   Reply With Quote
Old 10-10-2010, 10:52 AM   Top  -  End  -  #26
Saph
Firbolg in the Playground
 
 
Join Date: Dec 2006
Location: 
London, England.
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Let's see, a few of the things I learned:


The Blackfens

Put Regiarix up an age category to Young Adult, making him Large. He's far too weak otherwise.

Adding a couple of Warrior levels to the Ogres and giving them the Brutal Throw feat makes them much more effective, but they're still mooks and they'll die pretty fast if the PCs know what they're doing.

Advanced razorfiends with Improved Critical are highly entertaining.


The Wyrmlords

Koth is actually quite dangerous on his own, due to the nonassociated class levels giving him the spells of an equivalent-level Sorcerer along with twice as many HP as a pure Sorcerer would have. If you want to be really cruel, give him Practiced Spellcaster, but 10d6 area-attack spells will probably toast even an optimised 5th-level party.

Saarvith is kind of a wuss, but pairing him up with Regiarix makes him a lot more dangerous. I found that the most effective thing he contributes is probably Mounted Combat.

I put Ulwai up a level to level 10 and gave her confusion as a spell known. Makes her pretty dangerous, and her thunderstrikes hurt too.


The Ghostlord

My solution for toughening the Ghostlord was to put him up a level (giving him access to 6th-level spells), giving him a couple of ghost dire lion bodyguards, and redoing his spell selection, most notably loading him up with a bunch of stinking clouds. The fight (if there is one) will take place in cramped conditions, so the Ghostlord can quite easily fill the entire combat area with stinking cloud. The Ghostlord doesn't care, the ghost lions don't care, but the PCs will care a lot; one failed Fort save and they're out of the combat, while the ghost dire lions Strength-drain them.

For roleplaying him, I went for a combination of Emperor Palpatine and Gollum. Ancient, very powerful, psychotically obsessed with his phylactery, and insane (but note that insane doesn't mean stupid). I had him talk a lot, but he'd only respond to the PCs when they said something that matched up with his skewed worldview - otherwise he'd just ramble to himself about revenge and torture and killing, before snapping suddenly back into focus and demanding why the PCs were there.

I also told the PCs at the beginning of the encounter with him that everything they said would be assumed to be in character unless specified otherwise. The idea is to keep it short and tense. Don't have the Ghostlord stick around and chat while the players talk OOC: it ruins the mood. The PCs should feel that they need to make a deal fast before the Ghostlord decides to kill first and ask questions later.


General advice for running dragons

• Dragons are most effective when doing strafing runs with their breath weapon, or on the ground doing full attacks. There's little reason for them to take the attack action.
• All dragons should have mage armour as a spell known. There's just no reason not to. Shield as well if you want to really make them hard to hit.
• Good dragon feats: Power Attack, Multiattack, Improved Multiattack, Practiced Spellcaster, Flyby Attack, Ability Focus (breath weapon). Useless feats which should be swapped out: Alertness, Weapon Focus, Improved Critical.
• All the dragons in RHoD have a fly speed of 150 feet. That means 300 feet on a double move/withdraw, or 600 feet on a run. Take advantage of this. There's really no reason for a supposedly intelligent dragon to stand and fight to the death if it's obvious that it's not going to win, unless the encounter requires it. In my campaign, Ozyrrandion and Regiarix both survived 3-4 encounters with the PCs simply by fleeing whenever they needed to.
__________________
I'm the author of the Alex Verus series of urban fantasy novels. Book #4 in the series, Chosen, will be coming out September 2013 in the US and UK. For updates, check my blog!
Saph is offline   Reply With Quote
Old 10-10-2010, 11:34 AM   Top  -  End  -  #27
nihilism
Banned
 
DrowGuy
 
Join Date: Jul 2010
Location: 
a cold Canadian hell
Gender: Male
Post Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

i actually don't think the encounters need that much upgrading if played right.

i have just started the adventure and i intend to slow advancement a bit and maybe cut the treasure down but other than that i think its all about tactics. the only thing i intend to change is the save dcs
nihilism is offline   Reply With Quote
Old 10-10-2010, 01:35 PM   Top  -  End  -  #28
Dralnu
Bugbear in the Playground
 
 
Join Date: Jul 2010
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

If people already have revamped NPC stats on their computers, could they post them here? I'd love to see them. Making NPCs is always the most time-consuming thing for me, especially making ToB characters.

To contribute (sorta) to the thread, I'm following PId6's RHOD PbP over here on the forums. I'm not fully caught up yet, but I've noticed that he's revamped Koth's spell selection at least -- Wings of Cover greatly helps with survivability when you're outmatched in action economy.

Last edited by Dralnu : 10-20-2010 at 02:10 PM.
Dralnu is offline   Reply With Quote
Old 10-10-2010, 02:49 PM   Top  -  End  -  #29
Tyndmyr
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
Maryland
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Quote:
Originally Posted by nihilism View Post
i actually don't think the encounters need that much upgrading if played right.

i have just started the adventure and i intend to slow advancement a bit and maybe cut the treasure down but other than that i think its all about tactics. the only thing i intend to change is the save dcs
That entirely depends on optimization level. My party referred to Ozy as "hellen keller", due to in a single round inflicting a hexblade curse, blindness, deafness, and destroying the wings. So yeah, no retreat there. Some of the fights are pretty good, all in all. I liked the Koth fight.

However, you've got a few fights that end up being pretty much fodder if your party optimizes at all, including some that clearly aren't meant to be. It's ok for a random scout patrol to die horribly in a single round, but when you have significant encounters dying the same way, it's time to beef things up.
__________________
Have been sick, off forums for like...a month and a half. Apologies for anything I've missed, still in catch-up mode.

"World domination is such an ugly phrase. I prefer to call it world optimization."

Currently recruiting for a Sandbox PBP Giantitp game!

Central MD 7th Sea game for those in the area.

Also, the worst thing I've ever put on the internet: The Turd-movie randomizer.
Tyndmyr is offline   Reply With Quote
Old 10-10-2010, 04:12 PM   Top  -  End  -  #30
cZak
Dwarf in the Playground
 
BardGuy
 
Join Date: Sep 2009
Gender: Male
Default Re: The 3.5 Red Hand Of Doom Handbook for DMs [Major spoilers!] - WIP, PEACH!

Quote:
Originally Posted by Saph View Post
Let's see, a few of the things I learned:

The Ghostlord

My solution for toughening the Ghostlord was to put him up a level (giving him access to 6th-level spells), giving him a couple of ghost dire lion bodyguards, and redoing his spell selection, most notably loading him up with a bunch of stinking clouds. The fight (if there is one) will take place in cramped conditions, so the Ghostlord can quite easily fill the entire combat area with stinking cloud. The Ghostlord doesn't care, the ghost lions don't care, but the PCs will care a lot; one failed Fort save and they're out of the combat, while the ghost dire lions Strength-drain them.
My party got gobsmaked by the ghost lions with Strength drain and no cleric of high enough level for restoration; bloody multi-class dip'n...
As such, I limited the ghost lions as guardians of the ramp entry.

It was REALLY hard, and ultimately failed, to convince the PC's they did not 'need' to kill the GhostLord.

Blighter is like a -2LA. I gave him the Evolved Undead & Swarm shifter (Libris Mortis) templates as a means of survivability. And they fit the background for him.

Quote:
Originally Posted by Saph View Post
For roleplaying him, I went for a combination of Emperor Palpatine and Gollum. Ancient, very powerful, psychotically obsessed with his phylactery, and insane (but note that insane doesn't mean stupid). I had him talk a lot, but he'd only respond to the PCs when they said something that matched up with his skewed worldview - otherwise he'd just ramble to himself about revenge and torture and killing, before snapping suddenly back into focus and demanding why the PCs were there.

I also told the PCs at the beginning of the encounter with him that everything they said would be assumed to be in character unless specified otherwise. The idea is to keep it short and tense. Don't have the Ghostlord stick around and chat while the players talk OOC: it ruins the mood. The PCs should feel that they need to make a deal fast before the Ghostlord decides to kill first and ask questions later.
This seems a very good mechanic for the scenario.
__________________
Fools are made to suffer, not to be suffered

Last edited by cZak : 10-10-2010 at 04:13 PM.
cZak is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 10:35 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.