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Red Hand of Doom Player's Guide

War is gathering in the dry brown hills known as the Wyrmsmoke Mountains. As midsummer settles over the land, smothering everything in heat and dust, the fierce warriors of the Kulkor Zhul – “People of the Dragon” in the hobgoblin tongue – gather beneath the dreaded Red Hand banner, ready to sweep down out of the Wyrmsmokes and conquer the human lands below. Your player characters face an onslaught of fire and steel the likes of which few have ever seen.

The Red Hand of Doom is set in Elsir Vale in the warm lands of the Shining South of Faerûn – the main continent of the Forgotten Realms campaign setting. Player characters start at 5th level and should reach 10th level before the climactic encounters at the end of the adventure.

Character Creation Guidelines

1. Choose a Class

2. Determine Ability Scores
• Roll ability scores or use 28 point-buy method from the DMG
• You have a 1 point attribute bonus to spend

3. Pick Your Race
The following races are available to Red Hand of Doom PCs:

Human
As Player’s Handbook
Regions: Dambrath, Elsir Vale, Halruaa, Lake of Steam, Lapaliiya, The Shaar

Gold Dwarf
Unlike the shield dwarves of the North, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. Confident and secure in their remote home, the gold dwarves have a reputation for haughtiness and pride. The skin of a gold dwarf is light brown or deeply tanned; eyes are usually brown or hazel.
Regions: Great Rift
Racial Abilities: as PH Dwarf except as follows:
• +2 Con, -2 Dex
• +1 racial bonus on attack rolls vs aberrations (replaces bonus vs orcs & goblinoids)
• Automatic languages: Dwarven, Common
• Bonus languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric

Wild Elf
The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill in keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
Regions: Chondalwood, Forest of Amtar, The Westdeep
Racial Abilities: as PH Elf except as follows:
• +2 Dex, -2 Intelligence
• Automatic Languages: Elven, Common
• Bonus Languages: Gnoll, Illuskan, Orc, Sylvan, Tashalan

Gnome
As Player’s Handbook
Regions: Giantshield Mountains

Half-Drow (Crinti)
In most lands, half-drow are rare. Since so many drow are irredeemably evil, they only mate with humans by way of rape and slavery. The only exception to this are the half-drow of Dambrath, who arise from the centuries old drow subjugation of the human folk of that land. Half-drow have dusky skin, silver or white hair, and a broad range of eye colours.
Regions: Dambrath
Racial Abilities: as PH Half Elf except as follows:
• Darkvision up to 60 feet
• Drow Blood: for all special abilities and effects, a half-drow is considered a drow.

Ghostwise Halfling
These wild, nearly feral halflings rarely leave the confines of the deep forests. Strange and reclusive, they form close-knit communities because of their amazing talents and are uncomfortable with strangers. Like other Halflings, they refer to themselves as the hin.
Regions: Chondalwood, Luiren
Racial Abilities: as PH halfling except as follows:
• Speak Without Sound (Su): a ghostwise halfling can communicate telepathically with any creature within 20 feet as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically or the telepathic link fails.
• Ghostwise halflings do not receive the standard halfling +1 bonus on all saves.
• Automatic Languages: Halfling, Common
• Bonus Languages: Chondathan, Elven, Gnoll, Shaaran, Sylvan

Lightfoot Halfling
As Players Handbook
Regions: Elsir Vale, Luiren

Strongheart Halfling
While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are more organised, orderly and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee.
Regions: Luiren
Racial Abilities: as PH Halfling except as follows:
• Gain one extra feat at 1st level
• Strongheart halflings do not receive the standard halfling +1 bonus on all saves.
• Automatic Languages: Halfling, Common
• Bonus Languages: Dwarven, Gnoll, Goblin, Halruaan, Shaaran

Litorian
Litorians are lion-like humanoids and bestial, honour-bound hunters. Usually found roaming the open grasslands of the Shaar, far from civilization, litorians only rarely separate from their tribes. Unlike members of other races, only the unique individual litorian interacts with other species.
Litorians are noble and value personal honour very highly; they also closely guard their image in society. Litorians are thoughtful and quiet until pushed past their limit. Once angered, they become savage and brutal, almost incapable of showing mercy. They love the outdoors, good food and well-considered (not boastful) stories. Litorians usually worship Nobanion (demigod of noble animals and woodland creatures); rarely, some are lured by the feral bloodlust of Malar and worship the Beastlord instead.
Regions: The Shaar
Racial Abilities:
• +2 Dex, -2 Wis
• Base speed 30 feet
• Low-light vision
• +2 racial bonus on Intimidate, Listen, Search, Spot and Survival checks
• Gain Knowledge (litorians) as a class skill
• Automatic Languages: Litorian, Common
• Bonus Languages: Shaaran
• Racial levels: can take levels in “litorian” as a class to develop their racial qualities more fully, see Arcana Evolved p.26

4. Choose Region
Each Red Hand of Doom PC should come from one of the following regions. Choosing a region defines a character’s starting languages known and available bonus languages. It also provides two additional benefits: access to regional feats and bonus equipment [*= masterwork].

The Chondalwood [Wild Elf, Ghostwise Halfling]
The Chondalwood is a large, warm woodland south of Chondath and Chessenta, the home of several roving tribes of wild elves and the homeland of the ghostwise halflings. Other inhabitants include satyrs, centaurs, various plant creatures (such as shambling mounds and tendriculoses). The druids who live within the heart of the Chondalwood are savage, angry dervishes, as willing to attack paladins as orcs in their protection of the woodlands.
• See Player’s Guide to Faerûn p.22 [elf] & p.26 [halfling] for region benefits

Dambrath [Human, Half-Drow]
Settled centuries ago by Nars and a small number of Illuskans who wandered through portals in the Council Hills, Dambrath fell under the rule of the drow city of T’lindhet and the cult of Loviatar. Humans with no drow blood are considered servants at best.
"Evil elves ruling humans. Drow blood, pride, and deadly swift nobles. Loviatar is the favored goddess, and there is much wealth. An elf of Evermeet who ventures within reach will be a corpse in short order. Quite wealthy enough to buy these nobles are, but very choosy. They want silver goblets, and only silver goblets, one season, and not a goblet the next. Spices they seem to want lots of these last few years. They sell little themselves, too, but I hear the Durpari see more of their trade. They are not welcoming to outlanders, but they will host touring visitors who worship the Maiden of Pain -- so long as they pay well."
• See Player’s Guide to Faerûn p.12 [human] & p.25 [half-drow] for region benefits

Elsir Vale [Human, Strongheart Halfling]
Between the Western Shaar and the mysterious land of Halruaa lies the valley of the River Elsir and the Forest of Amtar, a thinly populated human frontier. The vale stretches almost 250 miles from east to west and averages about 70 miles north to south. This region is the setting for The Red Hand of Doom adventure.
Automatic Languages: Halfling, Shaaran
Bonus Languages: Dambrathan, Dwarven, Elven, Gnoll, Halruaan
Regional Feats: Fearless, Knifefighter, Luck of Heroes, Strong Soul
Bonus Equipment: (A) Studded leather armour* and 1 dose of black adder venom or (B) Sling* and 10 silver bullets.

Forest of Amtar [Wild Elf]
Deep in the heart of the hot, humid woods north of Dambrath, the wild elves try to preserve their way of life and prohibit incursions from all sides. They use guerilla tactics to thwart the Crinti logging that is slowly destroying their homeland, drive off bandits to the north and deter the gnolls and other dark things that lurk beneath the Gate of the Iron Fangs to the west.
Automatic Languages: Elven
Bonus Languages: Dambrathan, Dwarven, Gnoll, Halfling, Shaaran, Sylvan, Undercommon
Regional Feats: Forester, Survivor, Treetopper
Bonus Equipment: (A) Hide armour* and elixir of hiding or (B) shortspear*

Giantshield Mountains [Gnome]
Tucked away in their stout fortress-temple in the eastern half of the Giantshield Mountains, the gnomes who follow Gaerdal Ironhand tirelessly patrol the land, working to keep caravan traffic safe from marauders and monsters.
Automatic Languages: Gnome, Shaaran
Bonus Languages: Dwarven, Gnoll
Regional Feats: Discipline, Fearless, Militia
Bonus Equipment: (A) Warhammer* and oil of magic weapon or (B) breastplate* and small steel shield*

Great Rift [Gold Dwarf]
Mightiest of all dwarf realms, the Great Rift is the ancestral homeland of the gold dwarves. The Great Rift itself is a curving southeast-to-northwest canyon in the centre of the Eastern Shaar, plunging a thousand feet beneath the level of the surrounding plains at its deepest point. The gold dwarves control the Rift’s floor, the tunnels and caves honeycombing its walls, the surface for a day’s pony ride in all directions on the surface, and portions of the Underdark within range of the dwarven patrols.
• See Player’s Guide to Faerûn p.19 for region benefits

Halruaa [Human]
A land where it seems that everyone knows something of the wizard’s art, Halruaa lies on the southern coast of Faerûn.
“A wall of mountains around a land of ranches and forests and farms, warmer than here and with more swamp, but otherwise not too far off [from conditions in Cormyr]. Now people this place -- a series of river valleys draining down out of the mountains, with gentle hills between -- with folk who know magic, every last walking one of them. Children hurl spells around; they are sorcerers all, I guess. It's a wonder they haven't blown each other to dust and flames years ago, and it must be strict laws or their nature that stopped that from happening. Instead, they throw up more cities than any of the rest of us can afford to, build ships that can sail high in the air, and keep the rest of us out. A good thing, too, for our own protection. I'm sure they have their feuds and ambitions, but I couldn't tell you the first true words about them -- like Nimbral, I know too little to say more than 'fireside fancytongue.'"
• See Player’s Guide to Faerûn p.12 for region benefits

Lake of Steam [Human]
The bustling city states of the Lake of Steam are wealthy and strong, but the shadow of evil gods lies over them.
"Deep forest like we have here [in Cormyr], rolling land with many small streams, and ridges cloaked by the trees. Verdant valleys choked with farms, wandering lanes, and boulder or stump fences -- with a new realm every few miles, and more grand high dukes, lord high emperors, and overkings than you can shake a wagon at. Take them away, and you'd have beautiful country, all up-hill-and-down-dale. Adventurers go there for sport and ruin it for the rest of us."
• See Player’s Guide to Faerûn p.13 for region benefits

Lapaliiya [Human]
The inhabitants of the Lapal League dwell along the southeastern shore of the Shining Sea between Sammaresh and Ormpur. Their territory reaches as far inland as the Mhair Jungles, the Bandit Wastes and the Dun Hills.
"As warm and lush as the Tashalar, but so different. Each city holds up one god over the rest here, and honor is all. They fight duels with you over the way you look at them, when you cough, the color of your boots or eyes -- anything. Watch sharp, be swift with a sword and stronger in spells, or stay far away. Good workers, hard traders, and they have coin to spend -- but oh, they love to fight. Proud, proud, proud -- I'd rather watch them kill each other from a safe distance than have to play their 'Ye besmirch me and my ancestors with your whistling -- I challenge thee!' games."
• See Player’s Guide to Faerûn p.13 for region benefits

Luiren [Halfling]
Luiren is the only realm of Faerun ruled by and inhabited nearly exclusively by the halflings. It is the homeland of the strongheart halflings in much the same way that the Great Rift is homeland of the gold dwarves. Small numbers of lightfoot and ghostwise live here, but nine-tenths of the population are stronghearts. Luiren’s folk are farmers, artisans and merchants: its rich fields feed the Great Rift and its orchards produce oranges, limes and lemons greatly in demand in northern lands. Luiren boasts no government other than local authorities but the temples of the halfling pantheon tie together society and collectively govern the land. Luiren halflings refer to themselves as hin.
• See Player’s Guide to Faerûn p.26 for region benefits

The Shaar [Human, Litorian]
This vast savanna stretches for more than 1,000 miles across southern Faerun. The Shaar is home to numerous nomadic tribes, though it also supports a handful of more permanent settlements.
"Thousands of miles of grass, as far as the eye can see, sloping from east to west but with a cliff in the middle, the Landrise, where west drops down to east. The Eastern Shaar is more dry, but both bake by day and freeze by night. Fierce horse nomads (aren't they always fierce?) herd rothe; litorians and centaurs, and there must be something worth trading for out there, hidden in all that open space. They give us slaves and trinkets and a little ivory, but would rather raid the Border Kingdoms and everywhere else they can reach. Magnificent horses, but they seem to sicken if taken away in trade."
• See Player’s Guide to Faerun p.14 [human] & p.30 [litorian] for region benefits

The Westdeep[Wild Elf]
Hidden away in the deepest part of the Westdeep, the wild elves do everything in their power to keep other races out of their lands. Their viciousness is legendary, and their determination unwavering. They make no exceptions.
Automatic Languages: Elven
Bonus Languages: Gnoll, Halruaan, Shaaran, Sylvan, Tashalan
Regional Feats: Forester, Swift & Silent, Woodwise - see Shining South p.21
Bonus Equipment: (A) Hide armour* and elixir of hiding or (B) shortspear*

5. Pick Your Skills

6. Pick Your Feats
• Human and strongheart halflings get three feats; other races get two feats.
• Characters may take one regional feat at 1st level.

7. Miscellaneous Characteristics
• Name, gender, age, height, weight, alignment, deity, personality

8. Choose Equipment
• You have 9,000gp to spend on gear for your character.
• You may also select one option from the bonus equipment for your region. Alternatively, you can take 100gp instead.

9. Pick Your Spells


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