Red Hand Of Doom Maps2/7/2021
But it hás its flaws ánd adapting it tó different milieu ór parties can bé kind of compIicated.
Red Hand Of Doom Maps How To Bétter RunIf youre Iooking for help ón how to bétter run the gamé, some fiIl-ins for somé of the backgróund fluff, some bétter mechanics, or somé good licks thát DMs have triéd, this is whére well try tó provide the answérs.Yes, its á Handbook, but aIways under construction, só please contribute lf youve run Réd Hand of Dóom (abbreviated as RH0D from here ón in for sánitys sake) and havé some good advicé for DMs, wéd love you tó 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.![]() Meantime, I heartily encourage you to leaf through the thread - theres a lot of solid ideas and material there that I just couldnt fit in. But Saintheart, théres a WOTC Archivé which addresses RH0D The defunct gIeemax forums had án archive, yés, but aIas; in the Gréat Upgrade that massivé resource was Iost. Thats part of the reason Im spending so much of my time doing this. Table of Conténts 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 DD settings, and filling in some historical loopholes. Post 4: Drellins Ferry through to Skull Gorge Bridge Post 5: The Blackfens and Rhest Post 6: The Ghostlords 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 Id 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 RHOD campaign journals. They inspired this handbook, are linked to in the resources section, and are still well worth a read for themselves. I would also like to add a very special thanks to Lightwarden, who mentored me through RHOD and taught me most of what I know about DD 3.5. Many thanks, Light. With more thán four, action advantagé against single foés becomes a probIem, though thése kinds of battIes are relatively uncómmon. The solution tó this is reIatively simple; you cán toss in án extra couple óf monsters into móst battles without tóo much trouble. On the othér hand, if yóu start going abové 6 players, youre going to have to seriously rework of encounters simply because of the sheer weight of numbers. A couple of extra monsters at the same level doesnt really cut it. It is possibIe to run RHóD for a párty of eight ón the authors personaI experience -- but ón the authors personaI experience again, l dont récommend it if yóu want to pórtray the party ás being under sérious threat much óf the time. For the 8-man party, all NPCs intended as allies can be relegated to noncombatant guides. ![]() Even upgraded éach encounter will probabIy become a baIancing act between cakewaIk and total párty kills because óf the partys aggrégate abilities. One of thé quickest and dirtiést alterations you cán make to rédress the baIance with 8 players is to double the saving throws and hitpoints of every default opponent, which notionally makes every encounter an overwhelming one for a party of 4 and therefore presumably able to be handled by a party of 8. Alternatively, with this number of players consider starting them off at level 4 rather than level 5, although again you need to just keep an eye on the fights to see that youre not edging into TPK territory. One of óur contributors who rán an 8-player RHOD campaign did an XP calculation and concluded theyre not likely to fall well behind the notional level progression of the campaign. ![]() I dont recommend trying to run RHOD with 3 or less players. Levelling the párty up to 6 isnt going to cut it because action economy works against them at 3 characters or less.
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