FOURTHCORE TEAM DEATHMATCH

Showing posts with label The Red Hand of Doom. Show all posts
Showing posts with label The Red Hand of Doom. Show all posts

April 15, 2011

Hate.


"Let me tell you how much we have learned to hate you since the birth of your pink-skinned race. If the oceans of the world had the word hate written on every individual drop of water that forms that endless expanse, it would not equal one-billionth of the hate I alone feel for humans at this one single instant."

- High Wyrmlord of the Red Hand

March 19, 2011

Red Hand of Doom - Session #2 (February 1st 2010)


from wizards.com


The trials of our heroes Desmo, Asterion, Father Hagerty, Magnus, and Ashgrim as they get their first taste of a Goblinoid beat-down.
Please refer to this post for an overview of the encounters, as well as a general description of the game mechanics of the NPCs.
Catch Phrase of the Night: “Shimmy”

February 16, 2011

The Red Hand of Doom – Session #1 (January 18th 2011)


from www.willsfamily.org
I run two different D&D campaigns; one game is weekly, one game is bi-weekly. My bi-weekly game (on Tuesday nights) is currently going through my 4E conversion of The Red Hand of Doom. At my request, we are utilizing all Essentials character classes, partly because I am dying to see how these new mechanics play out, and partly because I wanted to grab a little more of that classic D&D feel that Essentials aims to provide.
The characters in our group of heroes are: Desmo (Human Evoker Mage), Asterion (Minotaur Knight), Father Hagerty (Half-elf Warpriest), Magnus (Dragonborn Slayer), and Ashgrim (Halfling Fey Pact Hexblade).

February 9, 2011

Red Hand of Doom: Introduction

from wizards.com

Recently, I've had quite a bit of free time at my office job, and have had the opportunity to take a crack at converting The Red Hand of Doom from it's 3e beginnings into my beloved Dungeons & Dragons 4th Edition.

In short, I have had epic success.

Red Hand of Doom: The Witchwood


from wizards.com

The following is a collection of notes for my The Red Hand of Doom Dungeons & Dragons 4th Edition campaign. I've left out proprietary stuff, like actual monster stats, but would gladly provide some pointers to anyone who asks. Be sure to check out the intro post to get the gist for how these pieces fit together. Here and there, I've put down some notes as to how and why I did certain things.

Red Hand of Doom: The Ruins of Rhest

from wizards.com

This chapter encompasses the events in the immediate aftermath of the destruction of Drellin’s Ferry. The PCs should now have a good idea of the scale of the Red Hand horde and have a general idea of the overall plot to conquer the Vale. The chapter has a slew of miscellaneous Red Hand horde related encounters; fighting looters, striking at small platoons, etc.; as well as going into the swamps around Rhest, allying with the Tiri Kitor Elves, and smashing the hatchery of the black dragon, Regiarix. The PCs should be 4th Level when they hit this chapter.
Also, I substituded hippogriffs for the Tiri Kitor Elves' original flying owls. Hippogriffs just seem more fantasy and more .. D&D, to me.

Red Hand of Doom: The Ghostlord's Lair


from wizards.com
In this chapter, the heroes travel out to the far off lair of The Ghostlord, lich ally to the Red Hand horde, in an attempt to break that alliance. This chapter runs very much like a standard dungeon crawl. The PCs should be about 6th level somewhere early on in the chapter. I haven’t run this chapter yet, but I can’t wait to see the cool stuff my group of PCs does when they gain a few zombie minions .

Red Hand of Doom: Enemy at the Gates


from wizards.com 

This chapter was one of my favorites to convert over. Almost the entirety of it focuses on an epic struggle to defend the city of Brindol from the advancing Red Hand horde. After the party has role-played through the beginnings of the chapter, restocking consumable magical items, finding new NPC Allies, etc., they engage in a freeform skill challenge to make battle plans for the defense of Brindol, convince any of the town's movers and shakers to their side of things, and do the actual fortifying of the town. Once the PCs have run out the clock on the ongoing campaign calendar, The Red Hand Horde attacks, with an overarching skill challenge representing the PCs and allies commanding the hodge podge Rebellion fleet Elsir Vale army, broken up by individual combat encounters representing crises situations which the PCs must rush to (such as when Hill Giants devastate the town walls), as they are the only heroes capable of handling such a threat.
The adventurer’s should be around 7th Level by the time the actual fighting starts.
The Battle of Brindol awesome skill challenge extravaganza uses a modified version of the Air War Skill Challenge, one of the rare bits of non-editorial work at Critical Hits.


 

Red Hand of Doom: The Fane of Tiamat


from wizards.com
This chapter takes a lot of influence from the epic tier adventures in the Scales of War adventure path, including some of the traps, the final encounter, and many terrain powers. This chapter was a little boring for me, lathough it had many cool terrain powers, it was the most straight-forward and direct conversion. The PCs should be 8th level by the start of this chapter, and 9th level before the final encounter. In the final chapter of this great saga, the PCs (having just stopped the Red Hand Horde at Brindol) delve into the lair of Wyrmlord Azarr Khul to stop him from summoning his dark god Tiamat.