Just recently started running a new campaign for my role-playing group and decided to give the Red Hand of Doom a try. Normally I just bare brain my adventures occasionally supplemented with published stuff so this will be a bit of a change. Our first session starts on Friday (though we had a short filler adventure last time as one player could not make it)
Anyone else run this campaign? Any tips, deviant ideas?
It looks ok. I think it will be a good game. I like how it has a lot of inbuilt flexibility lacking in most published adventures. The downside is I always find it takes me longer to read and process everything than it does to just make something up. But I really like how it has a all the creature statistics listed in the back. I downloaded the appendix which has all the creatures listed by encounter - I think that will make life much easier.
I've set it in a kind of post apocalyptic of Forgotten Realms, just to give me an excuse to kill off elminster, have warriors from Maztica raze the sword coast, have Anoroch grow to extinguish Cormyr and the Dales, reunite the elves with the dark elves, and have the golden horde from the east invade much of eastern Farune. Eveything I always wanted . I've kept the greyhawk gods in the adventure, but the party comes from up north where the standard forgotten realms gods are the norm. I think this will add some interesting cultural clashes (plus I am lazy and did not want to change too much in the campaign material).
My party consists of an:
wood elf ranger archer 5th
half orc indiana jones styled barbarian/bard 2nd/3rd (NPC - part time player)
Dwarf fighter 5th
Human sorceror/wizard 1st/4th
Human Paladin/fighter 1st/4th (probably going for divine champion)
Human cleric of tempest. 5th