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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Creamsteak on March 02, 2006, 08:50:17 PM

Title: The Red Hand of Doom
Post by: Creamsteak on March 02, 2006, 08:50:17 PM
Anyone else have this module? I was going to go to Enworld to ask for some advice regarding it, but it appears all the threads boil down to, "Forgotten Realms vs. Eberron" for some reason.

If anyone has it and might want to help me hash out some ideas just speak up or pass me a private message.
Title: The Red Hand of Doom
Post by: Knightcrawler on March 02, 2006, 09:14:21 PM
Quote from: CreamsteakAnyone else have this module? I was going to go to Enworld to ask for some advice regarding it, but it appears all the threads boil down to, "Forgotten Realms vs. Eberron" for some reason.

If anyone has it and might want to help me hash out some ideas just speak up or pass me a private message.

You can't send or receive PM's yet.
Title: The Red Hand of Doom
Post by: Creamsteak on March 02, 2006, 10:37:18 PM
Quote from: KnightcrawlerYou can't send or receive PM's yet.
Condemnable.
Title: The Red Hand of Doom
Post by: ColonelHardisson on March 04, 2006, 05:49:45 PM
I have it, but I've only just started reading it. It seems like a damned nice module. I don't wanna jump the gun, but it really has "classic" written all over it. Tie it in with "Against the Giants" and it could be a real whoop-ass campaign.

As for the Realms vs. Eberron debate...what the fuck is the hassle about? Talk about nit-picking.
Title: The Red Hand of Doom
Post by: Guest (Deleted) on March 04, 2006, 07:55:56 PM
PM's are received at 30 posts.  Signatures at 10. Avatars at 60. Beyond that you'll have to ask the bear.
Title: The Red Hand of Doom
Post by: Bagpuss on March 06, 2006, 02:20:45 PM
You sure about that, 60 posts for an avatar?

On Topic I have Red Hand of Doom, but don't ask me anything about it as I'm forbidden to read it since one of our GM's is planning on running it. :rolleyes:
Title: The Red Hand of Doom
Post by: Knightcrawler on March 06, 2006, 02:48:29 PM
Quote from: BagpussYou sure about that, 60 posts for an avatar?

On Topic I have Red Hand of Doom, but don't ask me anything about it as I'm forbidden to read it since one of our GM's is planning on running it. :rolleyes:

Fargin bastage.  Don't post that you have it if you can't tell us anything. :D
Title: The Red Hand of Doom
Post by: Aelfinn on March 06, 2006, 02:54:37 PM
I'm interested, but I've not yet decided if it's worth it for me to shell out the cash to buy the module yet. I think one of the reasons I'm always so warey of published modules (especially megamodules) is that they don't leave enough flex-room for my tastes.
Title: The Red Hand of Doom
Post by: Bagpuss on March 06, 2006, 05:11:35 PM
Quote from: KnightcrawlerFargin bastage.  Don't post that you have it if you can't tell us anything. :D

It has a pretty cover.
Title: The Red Hand of Doom
Post by: Knightcrawler on March 06, 2006, 05:12:45 PM
Quote from: BagpussIt has a pretty cover.

Your killing me here man!!
Title: The Red Hand of Doom
Post by: Sojourner Judas on March 06, 2006, 05:20:32 PM
Quote from: PookaBeyond that you'll have to wrestle the bear.
A typo, I'm sure.
Title: The Red Hand of Doom
Post by: Bullitt on March 08, 2006, 03:29:32 AM
Quote from: ColonelHardissonI have it, but I've only just started reading it. It seems like a damned nice module. I don't wanna jump the gun, but it really has "classic" written all over it. Tie it in with "Against the Giants" and it could be a real whoop-ass campaign.

Same here. I really want to sink my teeth into it and absorb the details, but I just haven't had the time recently.

QuoteAs for the Realms vs. Eberron debate...what the fuck is the hassle about? Talk about nit-picking.

Derail alert:

It seems pretty clear to me. Forgotten Realms is classic sword and sorcery styl fantasy. Eberron is something new. My only issue with Eberron is that despite the fact that I was working for WotC when it was launched, and the fact that it's been out for a couple years now, I still don't think I've fully grokked it. I think it might just be that I need to play in an Eberron game to get a feel for it. Lord knows I futzed up the web enhancement I wrote for Sharn - City of Towers.
Title: The Red Hand of Doom
Post by: Ottomsoh the Elderly on March 08, 2006, 07:18:10 AM
Didn't you say at the Wizards' forum you would maybe try to rewrite it eventually?
Title: The Red Hand of Doom
Post by: Cynosure on March 08, 2006, 10:48:09 AM
I, too, am interested in this module. I saw it and flipped through it, at my local game store. It looked pretty cool. But I didn't buy it; wanting to do some research on it, on the Internet, first.

Here's what a reviewer at amazon said...

QuoteRed Hand of Doom is the latest mega-adventure for D&D 3.5. It is, in many ways, one of the best adventures ever published for the D&D game.

The adventure is designed for four PCs of level 5 or maybe 6. During the course of the campaign, the PCs will advance to level 12+. This is a very fast paced campaign with almost no down-time. To make up for the fast pace, the treasure awarded is very rich. Players will not have time to create magic items, but should run across most everything they need through smart game play. In fact the DM is encouraged to tailor the awards to the PCs so that they get the items they need and desire as the game progresses. This is a very sensible philosophy since the entire adventure (levels 5 - 12) takes place in less than 6 month's time. But rest assured, the progression will not feel unnatural. The players will earn every XP in spades!

RHD represents the best compromise between linearity and free-form adventure. In a sense, it is by necessity a linear plot-line as the enemy army advances towards its final goal of total conquest. Yet the players are free to choose any course of action they see fit, and the designers have anticipated virtually everything that most groups will consider. Random moves by the PCs will usually simply lose time, making things more difficult later, but because of the in-built flexibility of the scenario, the PCs would have to be really determined to totally screw up and lose the whole game. Many bits of advice are offered to the DM along the way about getting players back on track if they seem to be off on a tangent. Ultimately your group could work its way through the entire adventure having seen only perhaps 10-20% of the written encounters, and still come out with a nominal victory.

Far better of course, is the group who pays attention to clues and follows up on the obvious leads. Following the natural course of action in RHD leads to easier times ahead when things get really nasty. The real beauty of the writing lies in how all of this is presented to the DM: the consequences of every action are quite clear-cut and you should never be at a loss when deciding what happens next. The authors do a fantastic job of anticipating even the most bizarre of developments.

Diplomacy plays a large role in RHD. This is not unique among D&D adventures. What is unique is the way the diplomatic situations are presented in the written module. Virtually every diplomatic opportunity is treated in detail in the text with guidelines about how to resolve the situation through roleplaying, use of skills or a combination. Situations in which Bluff, Intimidation, and Diplomacy are key abound. The entire adventure could probably be successfully completed by a group of low charisma barbarians, but it would take a lot of ingenuity on the player's parts. Usually the easiest way is the obvious way ... talk things out, be diplomatic, be sensible. Heroic (and diplomatic) game play is strongly encouraged and rewarded in RHD. And you can do all of this with as much or as little actual roleplaying as you and your group like.

The tactical advice for each encounter is also peerless. As a DM you will have lots of complex characters to run in each encounter, but you'll never be at a loss if you follow the tactical guidelines set out in the book. NPCs act according to their nature, from mindless to insidiously smart, and groups of enemy npcs work together to be much stronger than they would otherwise be. Tactical battle maps are provided so that most major encounters can be played out with minis. You can easily improvise battle maps for the rest of the encounters. The stat blocks given are in the new DMG II format. They are included in the appendix at the back of the book, not incorporated in the text. To avoid page flipping you can download the entire stat block text as a pdf from the Wizards web site for free.

My only complaint about RHD is that the authors could have been a bit more clear about their sources for the various npc races, classes, prestige classes and monster types. They draw on a variety of sources, such as the Complete series for prestige classes, but in each case enough information is always given to run the npc without having to own the source book.

The layout, artwork and overall production value of the book are all outstanding. You can see much of the artwork in the online gallery at the Wizards website. The book is paperback, but well-bound with glossy pages and 100% color throughout (just like your Monster Manual or Player's Handbook). The maps are beautiful and do a great job of presenting exactly the information you need to run the adventure.

RHD is only 126 pages long, but it packs such a huge amount of heroic adventure that it's worth ten times its weight. Another great feature is the Designer's Notes sidebars, which give insight into the design of the encounters. I love this addition, and hope to see more of it in future published adventures from Wizards.

All of this adds up to a great pre-made adventure, but RHD is more than that. Most importantly it is a great example of adventure writing. It sets a new standard for 3.5e design that pretty much any DM can learn from: Believable and sympathetic allies who are easy for the DM to play; an interesting, flexible and engaging environment with lots of room for expansion; villains with lives of their own, who have the potential to be more than one-encounter throw away paper dolls; an example of how to plunge the players into a truly epic heroic scenario and see where they take it; detailed tactics for battles and detailed guidelines for interaction with npcs both friendly and enemy, and opportunities for every class and type of PC to shine. And everything is presented in the most down-to-earth and concise manner. It does a better job of giving the DM what is needed when it's needed and no more than is needed, than any adventure I've ever seen.

Wow. Question is, who wrote this glowing review? Is it an employee or associate of WotC? Is it a friend or relative of one of the adventure module's authors? Or is it one of the authors themselves?

Or is the Red Hand of Doom really that good?
Title: The Red Hand of Doom
Post by: Knightcrawler on March 08, 2006, 11:07:39 AM
Thats pretty much my thought after reading that review.  Yes it sounds good, really good, possibly too good.  My first thought was that it was somebody from WotC that wrote it.  I don't think I've ever read so glowing review of a rpg product before.  I'll wait until somebody else posts a review.
Title: The Red Hand of Doom
Post by: Cyberzombie on March 08, 2006, 01:42:08 PM
It's enough to grab my attention but, yeah, that is pretty darn glowing.
Title: The Red Hand of Doom
Post by: ColonelHardisson on March 08, 2006, 01:52:03 PM
Quote from: CyberzombieIt's enough to grab my attention but, yeah, that is pretty darn glowing.

It is pretty effusive, but...so far, I can't really disagree with that review. I'm waiting for reports of it in actual play. Just from reading it, though, I gotta say it's one of the best "official" D&D modules I've seen, for any edition.
Title: The Red Hand of Doom
Post by: Sojourner Judas on March 08, 2006, 01:52:55 PM
Quote from: ColonelHardissonIt is pretty effusive, but...so far, I can't really disagree with that review. I'm waiting for reports of it in actual play. Just from reading it, though, I gotta say it's one of the best "official" D&D modules I've seen, for any edition.
Compared to things like Dead Gods or Modron March, how would you say it stacks up?
Title: The Red Hand of Doom
Post by: ColonelHardisson on March 08, 2006, 01:58:51 PM
Quote from: Sojourner JudasCompared to things like Dead Gods or Modron March, how would you say it stacks up?

Honestly, I was never a big fan of either of those, so I don't think I'd be the best person to make such a comparison. But I will say that as a "super module" it stacks up against some of those I do like. I'd put it on par with Axe of the Dwarvish Lords. It's better than The Rod of Seven Parts. Not quite as good as the Queen of the Spiders.

Again, though, the proof is in the actual play.
Title: The Red Hand of Doom
Post by: el-remmen on April 02, 2006, 06:21:40 PM
I have only heard good things.

So I am resurrecting this thread to ask those who have it and have gotten a chance to spend more time with it - what they really think?

This is the first D&D module to raise my interest in nearly a decade - and it seems like it might even fit rather easily into the part of Aquerra I want to run my next campaign in.
Title: The Red Hand of Doom
Post by: Ragnarok N Roll on April 03, 2006, 08:44:57 AM
Just going by the authors I'd buy it (and actually plan to).
Title: The Red Hand of Doom
Post by: MrPunch on April 05, 2006, 01:49:59 PM
It is that good! Basically it's the best WotC adventure is several years.

In quick summary it has a coherent plot, lots of high adventure, many different environments (examples elven forest in a swamp, undead temple in a desert scrub-land, city street fighting, etc.) and many different challenges (combat, diplomacy, research).

Basically it seems to me to hit all the marks that I want in a published adventure.

Also WotC was nice enough to publish a compiled set of stat blocks on their website which makes it even easier to run!
Title: The Red Hand of Doom
Post by: Sigmund on April 05, 2006, 01:59:31 PM
Quote from: MrPunchAlso WotC was nice enough to publish a compiled set of stat blocks on their website which makes it even easier to run!

That right there is a very nice touch IMO. It could just be an ok adventure and I would like it for this reason alone. Now I'm intrigued.
Title: The Red Hand of Doom
Post by: Phantom Stranger on April 05, 2006, 02:03:01 PM
The adventure is rather well done and well thought out, including better statistics for an avatar of sorts for Tiamat, however it may be slightly difficult to work into your own world if you use one.

It also follows a story very similar to the Riftwar Saga of books.
Title: The Red Hand of Doom
Post by: Sigmund on April 05, 2006, 02:22:58 PM
Quote from: Phantom StrangerIt also follows a story very similar to the Riftwar Saga of books.

Yet another point in it's favor IMO. Heck, ya'all about have me sold on it and I haven't even seen the upcoming review yet.
Title: The Red Hand of Doom
Post by: Svartalf on May 23, 2006, 05:22:23 AM
Quote from: ColonelHardissonI have it, but I've only just started reading it. It seems like a damned nice module. I don't wanna jump the gun, but it really has "classic" written all over it. Tie it in with "Against the Giants" and it could be a real whoop-ass campaign.


I did think of this quite seriously... especially as the G modules require high levels once converted to 3rd ed, so the Red Hand would be a good intro to get them to the right level....  Then I wondered how my players would like to do 2 "save the land from the monster invasion and find who's behind" campaigns in a row ... of course, you might postpone the fane of Tiamat bit till the very end and make Tiamat the power behind the giants rather than the drow, but it would require some extensive reworking of the fane, because if the party can handle module G3, the fane as it is won't be able to seriously challenge them.

One thing that bothers me is some of the monsters there... the "spawn monsters" : blackspawn raiders, greenspawn razorfiends and bluespawn thunder lizards... Does anybody know if they were created from whole cloth for the module, or if they were taken/adapted from other sources I don't know of? I think I might want to do a campaign around the Hand, and think it might be useful to have more info on this to plan it properly... especially if there is such a thing as a "spawn of Tiamat" template as I suspect, and I might introduce weak members of it, early on, to show that the Chromatic Dragon is on the warpath.
Title: The Red Hand of Doom
Post by: Dacke on May 23, 2006, 06:27:05 AM
I believe the ____spawn are taken from the coming Monster Manual IV. There's an excerpt hidden in this (http://www.wizards.com/default.asp?x=dnd/dd/20060512a) article on the WOTC website.