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Bocklin
Learned Scribe
Germany
151 Posts |
Posted - 27 Jul 2005 : 18:52:46
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Here is what Richard Baker had to say about "The Red Hand of Doom". To come out early 2006. Seems like a very FR-friendly generic super adventure module!
Bocklin
quote: Yep, that's the one. Red Hand of Doom is a 128-page "super-adventure" that starts you off at 5th level and takes you up to about 10th or 11th. It's set in a stretch of a fairly generic campaign "region," but here's my secret plan: I made sure that the topography of the place very closely matched up with a piece of the Forgotten Realms map (specifically, the Channath Vale--the region around the Wyrmbones, Rethmar, and the Channathwood). You can drop the adventure into your FR campaign seamlessly.
The authors of the adventure are myself and James Jacobs, of Dungeon magazine.
I'll save more info for the FR seminar at GenCon.
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Faramicos
Senior Scribe
Denmark
468 Posts |
Posted - 27 Jul 2005 : 20:09:39
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Sounds cool. Good that our FR authors take care of us so that the Forgotten Realms are always first priority. |
"When dragons make war, worlds can only tremble in the shadow of angry wings" |
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Dargoth
Great Reader
Australia
4607 Posts |
Posted - 29 Jul 2005 : 08:08:22
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What I really want to know is if theres a 128 page Official FR module coming out next year Sons of Gruumsh is a mere 32 pages.... |
“I am the King of Rome, and above grammar”
Emperor Sigismund
"Its good to be the King!"
Mel Brooks |
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Bocklin
Learned Scribe
Germany
151 Posts |
Posted - 29 Jul 2005 : 08:25:51
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Hi Dargoth,
I can imagine that the reasoning of the numbercrunchers (don't remember how Sean called them) was something like:
"FR sells to less people than Generic" "Generic sells to the Generic buyers AND to some of the FR buyers"
Therefore
"Let's have a Generic module"
But then our beloved FR designers came in and twisted the machiavelian plot by not only convincing them to have a short FR module on top of the one they had planned, but also by making sure that the Generic-one (longer) would be FR-friendly.
Sounds plausible as an explanation. For sure I'd rather have a mega module ŕ la CotSQ, but if having a FR module packaged as a Generic one guarantees us to have more of them coming our way, then why not...
Bocklin |
Edited by - Bocklin on 29 Jul 2005 08:27:30 |
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KnightErrantJR
Great Reader
USA
5402 Posts |
Posted - 26 Sep 2005 : 06:00:04
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1) I hope Sons of Gruumsh sells well enough to warrent more Realms specific modules in the future. If you haven't looked at it, its pretty good, so go vote with your dollars.
2) I wonder if Rich is doing what the guys at Dungeon did with the Age of Worms and basically leaving most of the town names the same in a given areas, and just not specifically identifying them as being in the Realms.
I am really interested in this one due to the inclusion of Hobgoblins (my favorite underutilized goblinoid villains) and the cult of Tiamat. |
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Bocklin
Learned Scribe
Germany
151 Posts |
Posted - 08 Dec 2005 : 20:04:35
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Some new info about the underlying Realmic dimension of the Red Hand of Doom. Here is what Rich Baker said on the designer's Thread over at WotC's Boards:
quote:
Yep, that's pretty much it. The Wyrmsmoke Mountains in the adventure stand for the Wyrmbones, the Witchwood is the forest south of Lake Lhespen, the Elsir River is equivalent to the River Talar, etc. The Channath Vale is a corner of the Realms where very little has ever been done, so I think you could drop in Red Hand of Doom with no trouble at all.
Parts of the adventure take you to the "Bandit Waste" and "Lhespenbog."
It is to be understood in the context of Matt Smith's preview of the product:
quote:
Who Can Stand Against the Son of the Dragon?
The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, red scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Dragon!" the warlord bellowed. "Hear me! Tomorrow we march to war!"
Red Hand of Doom is a Dungeons & Dragons adventure designed for characters of levels 6-12. Confronted with the relentless advance of Azurr Kul's horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul's dreams rain destruction upon the human lands?
I don't know for you, but it sounds quite interesting to me!
Bocklin |
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Faraer
Great Reader
3308 Posts |
Posted - 10 Dec 2005 : 01:59:37
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So, why have the place names been changed? |
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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 10 Dec 2005 : 02:28:41
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quote: Originally posted by Faraer
So, why have the place names been changed?
It's a generic product, but one that was written with the Realms specifically in mind. |
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Faraer
Great Reader
3308 Posts |
Posted - 10 Dec 2005 : 03:46:40
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Or is it a Realms adventure written with a general audience in mind and sold as a non-Realms adventure?
It's a disadvantage for those using it in the Realms to have to change the names back, so presumably there's thought to be a positive advantage for those not using it in the Realms. |
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warlockco
Master of Realmslore
USA
1695 Posts |
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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 10 Dec 2005 : 04:16:40
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quote: Originally posted by Faraer
Or is it a Realms adventure written with a general audience in mind and sold as a non-Realms adventure?
It's a disadvantage for those using it in the Realms to have to change the names back, so presumably there's thought to be a positive advantage for those not using it in the Realms.
No, from what I recall, it was always intended to be generic. It was the author's choice to make it ready to easily drop into the Realms. |
Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
I am the Giant Space Hamster of Ill Omen! |
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warlockco
Master of Realmslore
USA
1695 Posts |
Posted - 10 Dec 2005 : 04:18:39
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quote: Originally posted by Wooly Rupert
quote: Originally posted by Faraer
Or is it a Realms adventure written with a general audience in mind and sold as a non-Realms adventure?
It's a disadvantage for those using it in the Realms to have to change the names back, so presumably there's thought to be a positive advantage for those not using it in the Realms.
No, from what I recall, it was always intended to be generic. It was the author's choice to make it ready to easily drop into the Realms.
That was the impression that I got from the answers Rich has given about the module. |
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Bocklin
Learned Scribe
Germany
151 Posts |
Posted - 10 Dec 2005 : 10:28:05
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quote: That was the impression that I got from the answers Rich has given about the module.
Yes, that's how it sounded.
It seems that, with the semi-official abandon of Greyhawk as core setting, there might be more and more of these "generic-but not so generic" products.
Erik Mona said on Dungeon's Board that, when they were developping the "Age of Worms" campaign arc, they had received instructions from WotC not to call the main city "Greyhawk" (read: the Greyhawk setting phasing out was being initiated).
So one could argue that the AoW is a generic campaign written with Greyhawk in mind; like the Red Hand of Doom will be a generic adventure written with the Realms in mind...
As long as they don't try to sell us modules with Warforged and Dragonmarks as "generic", I am just happy that they are producing modules at all!
Bocklin |
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warlockco
Master of Realmslore
USA
1695 Posts |
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Faraer
Great Reader
3308 Posts |
Posted - 11 Dec 2005 : 22:03:38
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Age of Worms is definitely a Greyhawk adventure in a non-Greyhawk wrapping. |
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