![]() ![]() The major stat overhauls for 5e will be the main villains: the five Wyrmlords. Red Hand clerics tend to rely on invisibility Red Hand sorcerers tend to rely on, well, setting people on fire, electrocuting them, etc. There are slight flavor changes, but for the most part all you’ll need to do is a have a hobgoblin in most of the major character classes – barbarian, sorcerer, cleric, warlock, monk, and fighter should cover it – and then beef up the regular hobbos as necessary. Most of the enemies are hobgoblins or bugbears, even the big bosses. Personally, I think you can overhaul all the stat blocks for 5e just by replacing them with their vanilla 5e Monster Manual equivalents and then juking the numbers and adding some custom feats to make them act the way they should. When it comes to stats: if you’re playing in 3.5e or 3e, relax! There’s a wonderful appendix with all the stats you’ll ever need for all the NPCs in the adventure! If you’re playing in 5e: well, get ready for a little bit of surgery, because you’ll need to graft things together a little. That’ll come in handy at the end of the Fane. If you’re a freak with money, get yourself a Tiamat miniature. If you need to buy some miniatures: a few different kinds of hobgoblins, to represent the different flavors of foe, plus at least one dragon mini. There’s two dungeons in the story – the Ghostlord’s Lion and the Fane of Tiamat – and both are worth prepping for. There are also maps available for $$ on DMsGuild). If you do play with miniatures or battlemats, it’s not a bad idea to print up some of the provided battlemaps well ahead of time (again, see the Fallschaden post for some high-quality downloadable maps. There’s a very useful blog post over at Fallschaden with player versions of some of the maps – that is, names of secret locations have been excised. It will be very important for your players to understand where one thing is in relation to another, so make the grand-scale maps available to them as best as possible. Even if you play totally theater-of-the-mind, like I do, you the DM will still find it immensely useful to have plenty of reference maps. ![]() On the material side: get your maps ready. The Ruins of Rhest (the rest of Part II in the module).Sidequests and Missions (covering part of Part II of the adventure module).The Witchwood Part 2 (covering up through the battle of Drellin’s Ferry).The Witchwood Part 1 (covering up through Vraath Keep).Introduction (covering, well, the Introduction).If you’re following along from the adventure PDF, here’s how I’ll be breaking it down: (I know – nine? But there’s a lot to talk about in RHOD, and I want to be as helpful as possible). I’m going to break this into nine short parts. So if you are for some reason worried about spoilers for the Chronicles, keep in mind that I will be hitting the plot points of RHOD in these writeups. The Chronicles is indeed based on my ongoing D&D campaign with my good buddies, and we did, at one point, play through a modified version of RHOD. Our main characters are on their way out to a place called the “Hestor Vale” to do battle with the forces of the Red Hand. I’ll mostly be writing here about my experience running it in 3.5e, but I’ll include notes for my own recommendations on balancing it in 5e.Īs a quick peek behind the scenes: if you’ve been reading my ongoing serial story, The Chaotic Neutral Chronicles, you might recognize some of these things. I haven’t checked those out myself, so I can’t really say if they’re well-done or not, but I will say: if you’re familiar with running fifth edition at all, it’s not a huge feat to patch RHOD. It’s an adventure worthy of a revival! You can buy the PDF of the adventure over at DMsGuild there’s also a 5e conversion guide + maps on DMsGuild. There are ambushes, raids, pitched battles, sieges, recon missions, assassinations (sort of) – it’s a huge mishmash of adventure types. The PCs fight along the many fronts of a developing invasion of the Elsir Vale by the forces of the Red Hand, a hobgoblin/monster horde devoted to the worship of Tiamat. While many D&D adventure modules are written around a single dungeon or a main location, RHOD spans an entire war. It’s an adventure module that spans 6th to 10th level – not an insignificant stretch of time for characters. Red Hand of Doom (RHOD, from here on out) was published in 2006 for third edition Dungeons & Dragons. Maybe it doesn’t have the brand power of “Tomb of Horrors” or “Temple of Elemental Evil,” but it’s a constant presence on top Dungeons & Dragons adventure module lists. ![]()
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