TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards 
  of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS 
  & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, Red Hand of Doom, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein 
  is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.  
  Any similarity to actual people, organizations, places, or events is purely coincidental.  
  © 2006 Wizards of the Coast, Inc.  
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  ADP6-03 
   
   
   
  RED HAND OF DOOM 
  A MULTI-ROUND, FIVE-PART ADAPTED ADVENTURE PACK  
  FOR LIVING GREYHAWK™ 
  Version 1.0 
   
  Requires the Red Hand of Doom Product to Play 
  A DUNGEONS & DRAGONS® adventure for characters levels 6-12 (APL 6) 
  Packet Compiled by Steven Conforti  
  Reviewers and Contributors Harold Austin, Michael Jones, Sean Hillman, Sheldomar Valley triads, the 
  Circle, and Jeff Simpson 
  Red Hand of Doom Design: Richard Baker and James Jacobs 
   
  Resources: Red Hand of Doom, Living Greyhawk Gazetteer by Gary Holian, Erik Mona, Sean K. Reynolds, 
  and Frederick Weining; "Istivin: City of Shadows," in Dungeon #117 (December 2004) by Greg A. Vaughan 
  and Erik Mona; Frostburn by Wolfgang Baur, James Jacobs, and George Strayton. 
   
  Who can stand against the Son of the Dragon?  The Crystalmists 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, blue 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 Azure Prince!” the warlord bellowed. “Hear me! 
  Tomorrow we march to war!”  A five-part multi-round adapted adventure for APL 6, based on the Red Hand of 
  Doom by Richard Baker and James Jacobs. 
   
  Note: This adventure will be of particular interest to PCs with titles in Sterich, residence in the Sheldomar Valley, or 
  with military backgrounds. It is divided into five individual parts; PCs may not play the five parts of this adventure out 
  of order, and at least one PC must have played the previous part for a party to be eligible to play the next part. DM must 
  possess a copy of Red Hand of Doom to run this adventure. 
   
  
  ADP6-03 Red Hand of Doom 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
  You must also have a copy of the Red Hand of Doom 
  adventure, which you can find at your better game stores. 
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth multiple points.  
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  Note:  The five parts of this adventure cost a total of 
  51 TUs. A calendar year allows a single PC to spend total 
  of 52 TUs. PCs unable to use TUs from the 2006 
  allotment will be hard pressed to complete all five parts 
  of the adventure before the entire adventure expires in 
  December 31, 2007. So, if at all possible, you should begin 
  play of this adventure this year, so you do not need to use 
  all of your 2007 allotment of TUs to play the adventure. 
  However, the Circle understands that this will be 
  difficult to arrange for a large number of players, so we 
  are making the following exception to the standard rules 
  for TUs in LIVING GREYHAWK. This exception is only 
  being made due to the unusual length of Red Hand of 
  Doom, the timing of its release for play, and to 
  accommodate 
  those 
  PCs 
  with 
  significant 
  metaorganization TU costs. Do not expect to see an 
  exception of this sort again. 
   
  Exception to the TU Rules 
  PCs attempting to complete this adventure before it 
  expires on December 31, 2007 may do so by borrowing 
  TUs from their 2008 allotment. This requires the 
  following to be in effect: 
  • 
  You must complete all play sessions for this 
  adventure before December 31, 2007. 
  • 
  You cannot play any other adventures in between 
  the parts of this adventure. You must play all five 
  parts consecutively. 
  • 
  You can only borrow TUs from 2008 to pay for the 
  final part (Part Five, which costs 16 TUs) of this 
  adventure. You must use all of your 2007 TUs before 
  borrowing the balance from your 2008 TUs, so the 
  maximum you can borrow is 16 TUs from 2008. The 
  TUs are immediately removed from your 2008 
  allotment the moment you begin play in 2008. Be 
  sure to note this information on the ARs so it is clear 
  if you do borrow TUs. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading this supplement now. The rest of the information 
  in this adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, reading 
  beyond this point, or reading the Red Hand of Doom 
  adventure,  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  First and foremost, before you run this adventure you 
  need to get a copy of the Red Hand of Doom adventure. 
  This packet gives you information to convert that 
  published adventure for LIVING GREYHAWK play, but 
  does not give you enough information to actually run the 
  game. 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, Monster Manual, and the Red 
  Hand of Doom. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  
  ADP6-03 Red Hand of Doom 
   
  Page 2 
  Along with this adventure you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified average party level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as animal 
  companions, 
  familiars paladin’s 
  mounts) or the 
  warhorse 
  of 
  a 
  character 
  with 
  the 
  Mounted 
  Combat feat, use 
  the sidebar chart 
  to determine the 
  number of levels 
  you add to the 
  sum of step one. Add each character’s animals separately. 
  A single PC may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round to 
  the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  This adventure is adapted for APL 6 in parts one and 
  two, APL 7 in part three, APL 8 in part four, and APL 9 in 
  part five. The expectation is for PCs to begin play of part 
  one with PCs who are either advanced 5th level (more 
  than half-way in XP to 6th level) or 6th
   level. Extremely 
  effective 4th-level PCs might be able to handle the 
  adventure, and 7th- and 8th-level PCs will probably find 
  much of the adventure to be not challenging enough. So 
  we highly recommend the adventure be played by a party 
  of PCs with a modified APL of 6 (six, advanced 5th-level 
  PCs) or APL of 7 (six, 6th-level PCs) so that the challenges 
  throughout the adventure are properly balanced for the 
  party’s experience level. 
  Note: PCs receive rewards for each part of the 
  adventure separately (each part has its own adventure 
  record). Furthermore, it is highly recommended that you 
  award experience and treasure as it is earned in the 
  adventure. This is not the standard method of reward in 
  LIVING GREYHAWK, but it is necessary in this specific 
  adventure as it is game-balanced with the expectation 
  that the rewards are given as earned, rather than at the 
  end of each part. If you do award experience and treasure 
  as it is earned, continue to assign rewards/challenges in 
  the adventure based on the level and APL at which the 
  PCs started the part, not modified as PCs advance in that 
  part. 
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. Furthermore, a PC who 
  is four or more levels higher than the highest APL 
  supported by the adventure may not play the adventure. 
  TIME UNITS, UPKEEP, AND 
  ORDER OF PLAY 
  This is a standard multi-round, five-part adapted 
  adventure, set in the March of Sterich. Characters pay a 
  certain number of Time Units per part, as listed below. 
  Part one 
  8 TUs 
  Part two 
  12 TUs 
  Part three 
  9 TUs 
  Part four 
  6 TUs 
  Part five 
  16 TUs 
   
  If the PCs wish to play the five parts, they must do so 
  in order; they cannot participate in part four and then 
  participate in an earlier part. The adventure is adapted 
  with the expectation that the PCs will play all five parts 
  one after the next; however, the adventure is divided so 
  that the PCs play each part individually, paying the TUs 
  for each part and earning the rewards from each part 
  separately. It is permissible to play other adventures in 
  between parts, but it is not recommended for both story 
  purposes and for balance of play. PCs are rewarded in 
  later parts of the adventure for actions taken successfully 
  in earlier parts; so again, it is recommend the adventure 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  
  ADP6-03 Red Hand of Doom 
   
  Page 3 
  be played by the same party in order, without taking time 
  to play other adventures in between. Each part is written 
  so that not all of the PCs need have played earlier parts; 
  however, at least one PC at the beginning of each part 
  must have played the earlier part in the adventure. 
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
  More information about Lifestyle and Upkeep can 
  be found in the Lifestyle and Upkeep section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
   
  Conversion to Living Greyhawk 
  This adapted version of Red Hand of Doom is set in the 
  southwestern end of the March of Sterich, in the area 
  near the headwaters of the Davish River, where the 
  Jotens and Crystalmists meet. Please refer to the map of 
  the Flanaess provided with the Living Greyhawk 
  Gazetteer and the map provided as a DM aid at the end of 
  this document for a more detailed look at this area. This 
  document will provide details on the translation of places 
  mentioned in the adventure to locations in Sterich; 
  however, it is left to you to make the changes within the 
  text and on the maps in the adventure. You’ll need to 
  adapt the map of the Elsir Vale (page 9) quite a bit to 
  make it fit the southwestern corner of Sterich. 
   
  Conversions: 
  • 
  Elsir Vale: This should be referred to as 
  southwestern Sterich or the lands near the 
  headwaters of the Davish River. 
  • 
  History of the Vale: Use the information provided 
  in History of Sterich and Current State of Affairs 
  below. 
  • 
  Brindol: Use the city of Mittleberg in Sterich 
  instead. Use same details provide for Brindol for 
  Mittleberg. 
  • 
  Dennovar: Use the city of Istivin in Sterich instead. 
  • 
  Elsircross: Call this Davishcross instead. 
  • 
  Other Villages and Towns: Use as detailed in the 
  adventure. 
  • 
  Tiri Kitor Wild Elves: Use snow elves from the 
  Crystalmists instead. 
  • 
  Hammerfist Hold Dwarves: Use mountain dwarves 
  of the Crystalmists instead. 
  • 
  Lake Rhestin: This is the lake at the headwaters of 
  the Davish River. 
  • 
  Elsir River: Use the Davish River instead. 
  • 
  The Blackfens, Witchwood, Thornwaste: These are 
  fairly hostile, dangerous terrain found at the 
  headwaters of the Davish River. 
  • 
  Wyvernwatch and Wyrmsmoke Mountains: Use 
  the Crystalmists instead. 
  • 
  Giantshield Mountains: Use the Jotens instead. 
  • 
  Rhest: In this adapted version, Rhest is an ancient 
  Flan kingdom in this portion of the Flanaess that 
  encompassed most of southwestern Sterich more 
  than a thousand years ago. 
  • 
  The Dawn Way: Use the Davish Main Trail instead. 
   
  People and Places of Sterich: 
  Sterich  
  A feudal monarchy owing fealty to Keoland; ruling 
  family has been weakened, and noble families are 
  suffering from infighting and confusion over post-war 
  claims of nobility, precedence, and land ownership. 
  Sterich consists of seven counties, each with three to 
  fifteen low baronies (conflicting baronial claims make 
  final number per county uncertain in many areas). 
  Capital: Istivin. 
  Population: 144,000 — Human 79% (OFS), Dwarf 8% 
  (mountain), Halfling 6%, Gnome 3%, Elf 2%, Half-elf 1%, 
  Half-orc 1%. 
  Languages: Common, Flan, Dwarven, Keolandish, 
  Halfling. 
  Alignments: LG, NG, LN*. 
  Religions: 
  Heironeous, 
  Pelor, 
  Ehlonna, 
  Berei, 
  Fharlanghn, Ulaa, Fortubo, Zilchus, Allitur, Beory, 
  Mayaheine, dwarf pantheon. 
  Allies: Keoland, Gran March, Ulek states, Bissel, 
  Yeomanry. 
  Enemies: Nonhumans and giants of the Crystalmists, 
  Iuz, Pomarj. 
   
  � Istivin (Large City): Conventional; AL LN; 25,000 
  gp limit (reduced due to recent events); Assets: 
  
  ADP6-03 Red Hand of Doom 
   
  Page 4 
  15,125,000 gp; Population 12,100; Mixed (humans 
  79%, mountain dwarf 8%, halfling 6%, gnome 3%, elf 
  2%, half-elf 1%, half-orc 1%). 
   
  Authority figures: Resbin Dren Emondav, 
  Marchioness of Sterich (LN female human Sor13); 
  Querchard, Marquis of Sterich (missing, presumed 
  dead); Frush O'Suggill, Captain-General of the 
  Watch (LG male human Ftr16); Karri Velthundle, 
  Marshall of Sterich Cavalry (LG female elf 
  Ftr8/Wiz7); Griffage Terpin, General Commander of 
  the Army of the March (LN male human Rgr13); 
  Verbane, Chief Wizard of the March (CN male 
  human Wiz15). 
   
  Important Characters:  Kireth Trantle, high 
  priest of Pelor (LG male human Clr12); Prefect 
  Randos, high priest of Zilchus (LN male human 
  Clr8); Sarai Miskmatar, priestess of Mayaheine (LG 
  female half-elf Clr6/Rgr5); Algorthas the Seer, 
  preeminent sage (N male human Exp18); Pelmon 
  Drudd, 
  merchant-lord 
  (NE 
  male 
  human 
  Rog6/Ari3/Exp3); Santis, First Matron of Ulaa (LG 
  female human Clr9). 
   
  Crystalmists: The highest peaks in the Flanaess are the 
  Crystalmists, the massive midsection of a range that 
  divides the Flanaess from the rest of Oerik. Amid the 
  summits and valleys of the Crystalmists dwell giants, 
  ogres, orcs, goblins, and other monsters. Precious metals 
  and gems are found here as well, dug out by armed 
  mountain dwarves who trade with humans on either side 
  of the range. Barbaric cavemen are scattered throughout. 
  The Davish River’s source is a weird, gargantuan glacier 
  where the Jotens meet the Crystalmists. A mysterious 
  race of elves known as the snow elves also reside in the 
  Crystalmists. 
  Jotens: The Jotens comprise the largest spur of the 
  cyclopean Crystalmist chain. The name derives from an 
  old word for “giants,” as this is the home of many 
  antagonistic tribes of ogres, hill giants, and large kin. The 
  southern slopes are well patrolled by long-ranging 
  Yeomanry spearmen allied with dwarven units. Fighting 
  between the forces of Sterich and evil giants continue in 
  the north. 
  Davish River: A very cold and rapidly running tributary 
  of the Javan. 
  Snow Elves: Explorers into the farthest reaches of the ice 
  sometimes return with stories of magnificent ice cities 
  built atop remote mountaintops that are inhabited by 
  snow elves, folk with eyes as white as snow and hair that 
  coils like fragile wisps of cloud. They have no physical 
  resistance to the cold but their cities are built to shield 
  their citizens from the surrounding environment. As a 
  result, snow elves tend to leave their cities only rarely, 
  and have not had much contact with the outside world. 
  The only major cluster of snow elves known to reside in 
  the Flanaess are found in the Crystalmists. 
  Snow elves are in most regards similar to those 
  detailed in the Player's Handbook, but with the following 
  notable change: +2 Dex, -2 Cha. Snow elves remain as 
  graceful and fluid in their motions as their warmer-
  dwelling kin. Although they are generally much hardier 
  than other elves, their icy environs have made their 
  emotions sharp and their attitude even more elitist and 
  haughty than normal. 
   
  History of the March of Sterich 
  (Excerpted from the Living Greyhawk Gazetteer) 
  Sterich is a land rescued from nonhuman occupation 
  only to find itself embroiled in struggles between 
  returning nobles. The boundaries of the reclaimed 
  territory generally extend from the western banks of the 
  Javan River to the east, through the lowlands of the Stark 
  Mounds, down to the Davish River and around, in the 
  south, to the Jotens (where fighting continues). The 
  mountain lake, the source of the Javan River, remains a 
  hive of evil activity, and the villages and mines nearby are 
  completely abandoned. 
  The distant western Crystalmists were once the 
  home of several competing clans of mountain dwarves. 
  When the nonhumans invaded in 584 CY, many clans 
  withdrew into their strongholds, while others fled the 
  hills to warn their human allies. Since the nation has 
  been reclaimed, five different clan holds have failed to 
  send representatives to the court in Istivin. Most Sterich 
  fear the worst, through hardy exiled dwarven lords (often 
  at odds with each other) are organizing several bands of 
  adventurers for reclamation missions. 
  Sterich claims no notable woodlands within its 
  controlled borders, and has had to conduct considerable 
  trade with Keoland and Gran March for lumber to 
  rebuild fallen towns and villages. The most heavily 
  defended portions of the reclaimed lands are perhaps the 
  passes of Stark Mounds, which offer a relatively safe 
  route of passage for logging missions to the Oytwood. 
  The military of Sterich, though blooded badly in the 
  reclamation campaigns has emerged as a well trained 
  force with a handful of canny generals experienced in 
  battling (and beating) nonhumans. A strong contingent 
  of 1,500 halberdiers forms the heart of this force, which is 
  supplemented by light infantry and renowned light 
  cavalry. Unfortunately, the military’s division of power 
  declares that most units are under the control of a lord. 
  Since the lords are now squabbling among themselves for 
  regained land, soldiers once united against a common 
  enemy have turned upon each other. 
  Settled in a client state of Keoland by relatives of the 
  Grand Duke of Geoff, Sterich was founded as an earldom 
  
  ADP6-03 Red Hand of Doom 
   
  Page 5 
  with the primary purpose of creating a stable political 
  power with easy access to the mines of the surrounding 
  hills and mountains. 
  For centuries, the nations’ nobles grew rich from 
  trade that in turn attracted more nobles (often with paid-
  for, meaningless titles). The adventurer Fenwick 
  Astakane of Skipperton noted in his Travels (375 CY), 
  that Sterich was “a hive of low nobility, with titled 
  aristocrats as common as pigs, such that an ordinary serf 
  gains political clout because his labor is in high demand.” 
   True, serfs endured as miserable a life in Sterich as in 
  anywhere in the Flanaess, but the general tone and the 
  underlying truth of the matter dictated Sterich’s 
  reputation for generations. 
  In recent years, Sterich has grown distant form the 
  Keoish crown, and had been allowed, in most cases, to 
  care for its own affairs. King Skotti had for years treated 
  the earl of Sterich, the proud Querchard, more as a 
  favored relative than a vassal. The two often spent 
  holidays in each others’ capitals, visits celebrated with 
  much more vigor in Istivin than in Niole Dra. 
  Perhaps because king and earl shared such strong 
  bonds of friendship, it came as a surprise to most Sterich 
  folk in 584 when, with ranger reports of looming 
  nonhuman activity in the western mountains King Skotti 
  failed to send any troops to Sterich’s defense. In truth, the 
  king had long despaired of Sterich’s virtual independence 
  (a relic fro the reigns of his predecessors), and implored 
  his friend to swear fealty to Keoland, conceding much of 
  the mine take to Niole Dra. Querchard refused. 
  The earldom paid in blood. Within a score of weeks, 
  uncounted legions of nonhumans, seemingly led by 
  powerful giants, surged from mountain strongholds, 
  quickly overwhelming Sterich’s petty baronies. Istivin 
  was abandoned within days of the first attacks. Most 
  other towns were put to the torch; stragglers were 
  butchered and cooked on flames fueled by whole villages 
  and towns. 
  Many Sterich followed their earl to Keoland. Others, 
  angered by the lack of Keoish action (but oblivious to 
  Skotti’s opportunistic offer) fled to the Duchy of Ulek or 
  Gran March. In the latter, many joined the nascent 
  Knights of Dispatch and planned the recapture of their 
  lands. Regardless of where the Sterich fled, most believed 
  the occupation to be but a brief era in the history of their 
  great nation. 
  In early 585 CY, King Skotti (perhaps realizing the 
  terrible cost of his opportunism) promoted the exiled 
  Querchard to the rank of marquis. Reasoning that a semi-
  independent subject state added more coin to the 
  treasury than a wasteland controlled by ogres and gnolls, 
  the king of Keoland promised rich rewards for each 
  recaptured barony, and mustered troops in the city of 
  Flen, intent to recapture lost lands. These soldiers were 
  joined by mercenaries and knights, all of whom 
  hungered for a decisive victory in a decade that had 
  provided so many grim defeats. 
  The first gains came in late 585 CY, when the Keoish 
  force freed the town of Fitela from a fierce enclave of orcs 
  and their kin. Much to the surprise of those who had 
  fought inconclusive battles in Geoff, the armies 
  discovered few giants in Sterich. Interrogations revealed, 
  however, that the occupying forces were loosely aligned 
  under the banner of one King Galmoor, reputedly a 
  powerful giant in residence in Istivin. As the armies 
  marched west to the capital, past depressing smudges of 
  ash and ruin that had once been villages, all prepared 
  themselves for the worst. 
  When finally the army gained Istivin, in Readying 
  586 CY, no trace remained of King Galmoor or indeed of 
  any destruction after the initial raids of 585. In striking 
  contrast to all other liberated towns, which had been 
  destroyed, most buildings in Istivin remained in perfect 
  repair. 
  Patchwall 587 CY saw the liberation of all the cities 
  of the heartlands, providing the army with a stable base 
  from which to mount village-by-village attacks upon the 
  nonhuman holdings to the west. By Coldeven 588, the 
  whole of civilized Sterich had been reclaimed. 
  Still, something was not right in Istivin. Though 
  most citizens noticed few differences, the city’s buildings 
  seemed to cast longer shadows than before the war. Men 
  in taverns seemed more likely to raise a fist in anger. A 
  rash of mysterious fires consumed the homes of several 
  important clerics. Iconic statuary on the walls of the 
  temple of Pelor broke away, crushing children at play in 
  the temple yards. More than a few speculated in private 
  that it seemed that the taint of war had brought a touch of 
  the Abyss to Istivin. 
  Nights now find the streets of Istivin nearly empty, 
  even of city guards. Those brave souls who dare the 
  darkness do so in great haste running form place t place 
  with weapons drawn. Many have disappeared in the city 
  of night. The most famous victim is Querchard, Marquis 
  of Sterich. 
  The march is now controlled by Marchioness Resbin 
  Dren Emondav, a dark-skinned, large-framed woman 
  who took her husband’s role upon his disappearance in 
  590 CY. The marchioness is reclusive, emerging from 
  Krelont Keep only to announce new laws intended to 
  shield the citizenry from the chaos outside the city walls 
  and protect themselves from each other. 
  Beyond Istivin, supernatural terrors are few. 
  Mundane problems exist in abundance. Though King 
  Skotti’s promise of wealth for each freed barony enticed 
  many minor nobles to take up arms against Sterich’s 
  oppressors, it also quelled a dangerous greed in the 
  populace. This has resulted in several legal (and 
  
  ADP6-03 Red Hand of Doom 
   
  Page 6 
  sometimes physical) battles with multiple claimants to 
  the same property. As the marchioness rightly supposes 
  and Skotti fears, many of the contesting nobles are not 
  nobles at all, but opportunistic con artists hoping to carve 
  land a rich reward from the misfortunes of a largely 
  decreased aristocracy. In some cases, evil men have 
  harbored designs upon still-living nobles; assassination is 
  now relatively common throughout the countryside. 
  While for a brief period in 588 CY it looked as though 
  Sterich had rebounded from invasion, the country 
  remains threatened by its internal disorder.  
   
   Current State of Affairs 
   
  591 CY 
  Living Greyhawk Gazetteer: Five desiccated bodies of 
  ebon-skinned elves were discovered in the heart of 
  Istivin. The bodies were mutilated and wore the robes of 
  certain city officials, who were later found to be missing. 
  A powerful being calling himself the Azure Prince has 
  appeared in the south, uniting several clans of goblinoids 
  near the headwaters of the Davish River. A noted 
  drunkard tells of being imprisoned in Krelont Keep, 
  where he saw a lunatic held in a cell furnished with the 
  trappings of nobility; the madman strongly resembled 
  the missing Marquis Querchard. 
   
  592 CY 
  COR2-04 Birthday Bash: A carnival in Istivin leads to the 
  revelation that the drow are still present in Sterich and 
  up to no good. 
  COR2-04 Beneath the Veil: Prophecies of Celestian lead 
  to the discovery of yet more drow plans in motion under 
  the surface of Sterich. 
   
  593 CY 
  SHE3-04 Sterich Burning: A group of agents from the 
  Scarlet Brotherhood traveled to Sterich in search of an 
  ancient Suloise tome of Pyremius in hopes of finding 
  some of the secrets from the Invoked Devastation to use 
  against their enemies. Their research pointed to a hidden 
  shrine in the foothills of the Stark Mounds. The small 
  town of Groenick to the north of Istivin is attacked by a 
  creature from the Plane of Fire. It seems the when the 
  seal to the shrine was broken, a portal the fire plane was 
  opened and some creatures have been coming through. 
  Heroes learn of the trouble and go to Groenick to 
  investigate. There, they run into the agents of the 
  brotherhood and discover the search for the tome. After 
  dealing with the Scarlet Brotherhood, they travel into the 
  Stark Mounds in search of the shrine. Once it is found, 
  they deal with the creatures inside and close the portal. A 
  powerful Efreeti from the Plane of Fire closed the portal 
  from the other side when it was allowed to take the book 
  with it. 
   
  594 CY 
  SHE4-06 Dark Clouds Over Istivin: The Sakhut (evil 
  giant masterminds of the invasions on Sterich and Geoff) 
  launch a cloud giant island against Sterich. 
  Lachlansen, the good giant ruler of the island, placed 
  the cloud island above Istivin during the day to maximize 
  the visibility (and hence the terror) of it. The ruler of 
  Sterich was invited to visit the cloud island to discuss 
  matters. Lachlansen has indicated that negotiation is the 
  only way for Sterich to survive. In the end, heroes of the 
  Sheldomar Valley helped save the negotiations. The end 
  result was that Marchioness Resbin surrendered to the 
  giants and Sterich became part of Greater Jotenheim 
  paying fealty to the Sakhut. Thus Sterich is lost to the 
  giants again. 
   
  595 CY 
  SHE5-03 The Prophet’s Voice: Lachlansen has taken to 
  compromise as an art. He rules Sterich at the behest of 
  the Sakhut. The Sakhut forces Lachlansen to use 
  formorians and other vile giants within the borders of the 
  March, and this leads to many unfortunate incidents with 
  civilians and livestock being slaughtered and massacred. 
  Lachlansen tries to preserve the lives of the humans 
  under his rule, but his control over the chaotic and evil 
  giants living in Sterich grows thin. 
  GEO5-09 The Citadel of the Storm King: The Sakhut are 
  defeated and the giants of the Sheldomar are thrown into 
  disarray. 
   
  596 CY 
  The evil giants are driven from Sterich for a second time. 
  Lachlansen and the good giants make true peace with the 
  people of Sterich, agreeing to live in harmony with 
  humans and guard Sterich’s northern and western 
  borders from any future giant invasions. 
  ADVENTURE SUMMARY 
  See the Introduction section of the Red Hand of Doom 
  adventure. It is modified as noted below. 
   
  Running the Adventure 
  The experience and treasure, when relevant, is presented 
  in each encounter below. There is a chance that the PCs 
  could accumulate more experience and gold than the 
  LIVING GREYHAWK maximum, but only award the 
  maximum experience and gold that's listed in the 
  
  ADP6-03 Red Hand of Doom 
   
  Page 7 
  Experience and Treasure Summary at the end of the 
  Encounter Adjustments for each part and on the 
  adventure record (AR). 
   
  Home Game or Retail Event Only! 
  Red Hand of Doom can only be sanctioned for home 
  games and retail events.  
  INTRODUCTION 
  Use the Character Hooks (page 5) provided in the 
  adventure. At least one PC should receive the Vault of 
  Vraath Keep hook; distribute the rest of the hooks as 
  appropriate to the various party members. Once the PCs 
  are aware of the hooks that have brought them here, you 
  should roleplay with them their journeying to Sterich 
  and the state of things here in the March (you can use the 
  Current State of Affairs information provided in the 
  Adventure Background above). 
  PART ONE: THE WITCHWOOD 
  Part one costs 8 TUs to play. It follows the following 
  chain of events from the adventure: 
   
  1. 
  Adventure Start (page 14). 
  2. 
  Drellin’s Ferry (page 16). 
  3. 
  The Witchwood (page 21). 
  4. 
  Return to Drellin’s Ferry (page 36). 
  5. 
  Conclusion of Part I (page 41). 
   
  Beyond the basic changes to the adventure noted 
  under Conversion to LIVING GREYHAWK in the 
  Adventure Background above, the following additional 
  changes need to be noted for this part of the adventure: 
  • 
  Items for Sale in Drellin’s Ferry: Besides the items 
  clearly listed for sale from the various individuals in 
  Drellin’s Ferry, a number of individuals also can be 
  commissioned to make certain items for sale (those 
  individuals are clearly listed as being able to do so 
  within the adventure text). Purchasing these 
  commissioned items is not done directly, but rather 
  through three rewards on the adventure record (see 
  the Treasure Summary section for information on 
  these rewards). 
  • 
  Random Encounters in the Witchwood: This 
  adapted version of Red Hand of Doom assumes the 
  PCs will face at least two random encounters in the 
  Witchwood (see page 22). Be sure to structure their 
  time in the Witchwood to allow for at least two 
  random encounters. PCs will only receive XP for two 
  random encounters, but they can face more than two 
  if they spend significant time in the Witchwood. 
  • 
  Victory Points: Track victory points earned by the 
  PCs in this part of the adventure as they will need to 
  be noted on their adventure records. Victory points 
  can be earned for slaying/capturing Wyrmlord Koth 
  (2 VP), enlisting Old Warklegnaw in the war effort 
  (1 VP), destroying Skull Gorge Bridge (2 VP), slaying 
  Ozyrrandion (1 VP), and getting the leaders of 
  Drellin’s Ferry to evacuate the town (3 VP). 
  • 
  Adventure Record Rewards: Beyond the three 
  rewards mentioned above, three other rewards are 
  possible. PCs who undertake the mission to 
  investigate in the Witchwood and then return to 
  help Drellin’s Ferry evacuate receive the Gratitude 
  of Drellin’s Ferry reward. If the PCs recovered the 
  deed from Vraath Keep, they all receive the Deed to 
  Vraath Keep reward. If the PCs recovered the staff 
  of life from Vraath Keep and they inform the folk of 
  Drellin’s Ferry of its existence, Brother Derny will 
  ask the PCs to donate it to his church so it may be 
  used to help in the war effort. If the PCs do so, they 
  all receive the Gift of Life reward (but lose the 
  access to the staff of life on the adventure record). 
  • 
  The PCs’ Next Move: At the end of part one, the 
  PCs are pushed by the survivors of Drellin’s Ferry to 
  pursue breaking the road block near Rhest and the 
  agent of the Red Hand supposedly residing in the 
  ruins of Rhest. 
  PART TWO: THE RUINS OF 
  RHEST 
  Part two costs 12 TUs to play. It follows the following 
  chain of events from the adventure: 
   
  1. 
  The Elsir War (page 42): Only run the Easy Skirmish 
  encounter (page 43) as the PCs head to the Road 
  Blockade (page 50). The rest of these encounters are 
  used in the next part instead. The Captured! (page 
  47) and Into the Horde (page 48) encounters may be 
  used if the PCs are captured or try to attack the 
  horde directly at some point during the adventure.  
  2. 
  The Blackfens (page 49): The PCs should be heading 
  to the marsh via the main road. 
  3. 
  Road Blockade (page 50). 
  4. 
  Starsong Hill (page 53). 
  5. 
  The Ruins of Rhest (page 56). 
  6. 
  Concluding Part II (page 65). 
   
  Beyond the basic changes to the adventure noted 
  under Conversion to LIVING GREYHAWK in the 
  Adventure Background above, the following additional 
  changes need to be noted for this part of the adventure: 
  
  ADP6-03 Red Hand of Doom 
   
  Page 8 
  • 
  Road Blockade: This adapted version of Red Hand 
  of Doom contains only a single road blockade (page 
  50) the PCs must deal with. 
  • 
  Regiarix: As per the designers’ notes (page 65), you 
  may consider making Regiarix a young adult instead 
  of a juvenile, if the party is particularly tough and 
  capable. 
  • 
  Random Encounters in the Blackfens: This 
  adapted version of Red Hand of Doom assumes the 
  PCs will face at least three random encounters in the 
  Blackfens (see page 50). Be sure to structure their 
  time in the Blackfens to allow for at least three 
  random encounters. PCs will only receive XP for 
  three random encounters, but they can face more 
  than three if they spend significant time in the 
  Blackfens. 
  • 
  Victory Points: Track victory points earned by the 
  PCs in this part of the adventure as they will need to 
  be noted on their adventure records. Victory points 
  can be earned for slaying/capturing Wyrmlord 
  Saarvith (4 VP), busting the road blockade (1 VP), 
  destroying all the eggs in the hatchery (2 VP), 
  slaying Regiarix (2 VP), and gaining the aid of the 
  Tiri Kitor for the war effort (5 VP). 
  • 
  Trellara Nightshadow: A party of only four or five 
  PCs who make a positive impression on the snow 
  elves can take Trellara Nightshadow along as an 
  additional party member for the duration of the 
  adventure. A party of six PCs may not bring her 
  along. 
  • 
  Items for Sale in Starsong Hill: Illian Snowmantle 
  has any DMG potion or scroll of a divine cleric spell 
  that costs 800 gp or less available for sale. PCs on 
  good terms with the Tiri Kitor during the adventure 
  gain the divine scroll of restoration (CL 7th) on their 
  Item Access list on the adventure record. 
  • 
  Adventure Record Rewards: PCs who scored 9 or 
  more Alliance Points with the Tiri Kitor receive the 
  Thanks of the Tiri Kitor reward. PCs who scored 14 
  or more Alliance Points with the Tiri Kitor also 
  receive the Gratitude of the Tiri Kitor reward 
  rather than the loan of giant owls mentioned in the 
  adventure. 
  • 
  The PCs’ Next Move: At the end of part two, the 
  PCs are pushed by the Tiri Kitor to pursue the 
  breaking of the alliance between the Ghostlord and 
  the Red Hand. If the PCs didn’t find the phylactery 
  by the end of part two, the elves find it for them. The 
  PCs cannot proceed to part three until they have the 
  phylactery. 
  PART THREE: THE 
  GHOSTLORD’S LAIR 
  Part three costs 9 TUs to play. It follows the following 
  chain of events from the adventure: 
   
  1. 
  The Elsir War (page 42): Run the Dirty Rotten 
  Looters encounter (page 43), the Not-So-Sick Spy 
  encounter (page 44), the Mercenary Gold encounter 
  (page 44), and the Barghest Reavers encounter (page 
  46) as the PCs head to the Thornwaste. Run the 
  Marked for Death encounter (page 46) as the PCs 
  return from the Thornwaste. The Captured! (page 
  47) and Into the Horde (page 48) encounters may be 
  used if the PCs are captured or try to attack the 
  horde directly at some point during the adventure. 
  2. 
  Ghostlord Lore (page 66). 
  3. 
  Travel to the Thornwaste (page 67). 
  4. 
  The Thornwaste (page 68). 
  5. 
  The Ghostlord’s Lair (page 68). 
  6. 
  Concluding Part III (page 79). 
  Beyond the basic changes to the adventure noted 
  under Conversion to LIVING GREYHAWK in the 
  Adventure Background above, the following additional 
  changes need to be noted for this Part of the adventure: 
  • 
  Victory Points: Track victory points earned by the 
  PCs in this Part of the adventure as they will need to 
  be noted on their adventure records. Victory points 
  can be earned for slaying/capturing Wyrmlord 
  Ulwai Stormcaller (6 VP), sending the mercenary 
  gold to the dwarves (4 VP), exposing Miha Serani (2 
  VP), slaying Varanthian (3 VP), and disrupting the 
  Ghostlord alliance (5 VP). 
  • 
  Random Encounters in the Thornwaste: This 
  adapted version of Red Hand of Doom assumes the 
  PCs will face at least four random encounters in the 
  Thornwaste (see page 68). Be sure to structure their 
  time in the Thornwaste to allow for at least four 
  random encounters. PCs will only receive XP for 
  four random encounters, but they can face more 
  than four if they spend significant time in the 
  Thornwaste. 
  • 
  The PCs’ Next Move: At the end of part three, the 
  PCs are contacted by Sellyria about their need to 
  come to the defense of Mittleberg immediately (this 
  takes place after the PCs leave the Thornwaste and 
  run into the Marked for Death encounter (page 46). 
  If the PCs cannot fly or teleport to Mittleberg (via 
  magic or the giant owls), Immerstal the Red will be 
  dispatched to get them (Before the Battle 
  Developments, page 81). 
  
  ADP6-03 Red Hand of Doom 
   
  Page 9 
  PART FOUR: ENEMY AT THE 
  GATES 
  Part four costs 6 TUs to play. It follows the following 
  chain of events from the adventure: 
   
  1. 
  The Days Before the Battle (page 80). 
  2. 
  The Battle of Brindol (page 88): As per the adventure, 
  the PCs may access donated magic items within the 
  limits given; these items do not count towards the 
  treasure recovered during the adventure nor do the 
  PCs retain these items after this part of the 
  adventure is over. 
  3. 
  Save the Walls (page 89). 
  4. 
  Abrithriax’s Rampage (page 90). 
  5. 
  Streets of Blood (page 91): As per the adventure, the 
  PCs get to avoid the Fifth Wave if they managed to 
  get the Ghostlord to withdraw his support from the 
  horde or if they slew the Ghostlord. 
  6. 
  Sniper Attack (page 93). 
  7. 
  Final Battle (page 94). 
  8. 
  Victory Points (page 95). 
  Beyond the basic changes to the adventure noted 
  under Conversion to LIVING GREYHAWK in the 
  Adventure Background above, the following additional 
  changes need to be noted for this part of the adventure: 
  • 
  Victory Points: Track victory points earned by the 
  PCs in this part of the adventure as they will need to 
  be noted on their adventure records. Victory points 
  can be earned for impressing the Defense Council (1 
  VP), convincing the Defense Council to place troops 
  behind the city wall (3 VP), bring up the subject of 
  how to defend the Mittleberg if the walls are 
  breached (1 VP), convincing the Defense Council to 
  station clerics in the Cathedral (2 VP), convincing 
  the Defense Council to give the third telepathic 
  bond to Captain Ulverth or Sellyria (1 VP), 
  preventing the hill giants from breaching the wall (2 
  VP), putting out the fires of Abithriax (2 VP), slaying 
  Abithriax (4 VP), holding the Davish Main Trail (4 
  VP), 
  catching 
  the 
  sniper 
  (2 
  VP), 
  and 
  slaying/capturing Wyrmlord Kharn (8 VP). 
  a) 
  At the end of this part of the adventure, you 
  need to figure out the total victory points the 
  party has achieved. For parts one to three of this 
  adventure, you take the average victory point 
  result of any PCs who participated in that given 
  part to determine the first three VP totals to add 
  to the total from this part. The adventure lists 
  the two possible outcomes based on the victory 
  point total for the party. 
  b) Please email scon40@aol.com with the names 
  and RPGA numbers of all the players and the 
  DM for this adventure and what the final VP 
  total and outcome was for this part. All results 
  received by December 31, 2006 will determine 
  the official results of this adventure for the 
  campaign. 
  • 
  Adventure Record Rewards: PCs receive the 
  Victory! or Defeat! effects depending on their 
  success in the battle. All PCs receive the War-
  scarred reward if they survive the battle. 
  • 
  The PCs’ Next Move: At the end of part four, the 
  PCs have either succeeded at breaking the horde or 
  have lost Mittleberg to the horde and will have to let 
  the rest of Sterich deal with the forces of the Red 
  Hand. In either case, it is time for the PCs to stop the 
  source of this threat and face the dangers of the Fane 
  of Tiamat in part five. 
  PART FIVE: THE FANE OF 
  TIAMAT 
  Part five costs 16 TUs to play. It follows the following 
  chain of events from the adventure: 
   
  1. 
  The Wyrmsmoke Mountains (page 98). 
  2. 
  Conclusion (page 110): Instead of the rewards from 
  Lord Jarmaath mentioned here, the PCs instead 
  receive the Favor of Lord Jarmaath and Thanks of 
  the March of Sterich rewards on the adventure 
  record. 
   
  Beyond the basic changes to the adventure noted 
  under Conversion to LIVING GREYHAWK in the 
  Adventure Background above, the following additional 
  changes need to be noted for this part of the adventure: 
  • 
  Random Encounters in the Crystalmists: This 
  adapted version of Red Hand of Doom assumes the 
  PCs will face at least five random encounters in the 
  Crystalmists (see Random Encounters in the 
  Wyrmsmoke Mountains, page 98). Be sure to 
  structure their time in the Crystalmists to allow for 
  at least five random encounters. PCs will only 
  receive XP for five random encounters, but they can 
  face more than three if they spend significant time 
  in the Crystalmists. 
  • 
  Security: This adapted version of Red Hand of 
  Doom assumes the PCs will face all 30 blackspawn 
  raiders (see Security, page 98), six in the Guard 
  Barracks (page 102) and the other 24 in 8 mobile 
  patrols of 3 blackspawn raiders each. 
  • 
  Destroying the Altars of the Inner and Outer 
  Sanctum: Once the PCs defeat the forces of the 
  High Wyrmlord and the Aspect of Tiamat, they can 
  spend time examining the altars of the Inner and 
  
  ADP6-03 Red Hand of Doom 
   
  Page 10 
  Outer Sanctum (pages 107 and 109) to find a way to 
  destroy and/or sanctify them. If the PCs are willing 
  to take 1 additional TU of time investigating this 
  matter (mark this on their adventure records), they 
  find a flaw in the altars they can take advantage of to 
  destroy them, thus preventing a portal to the Nine 
  Hells from being reformed. 
  • 
  Wrath of Tiamat: PCs who defeat the High 
  Wyrmlord receive the Wrath of Tiamat effect on 
  their adventure record. 
   
  The End 
   
  ENCOUNTER ADJUSTMENTS 
  PCs receive rewards for each part of the adventure 
  separately (each part has its own adventure record). 
  Furthermore, it is highly recommended that you award 
  experience and treasure as it is earned in the adventure. 
  This is not the standard method of reward in LIVING 
  GREYHAWK, but it is necessary in this specific adventure 
  as it is game-balanced with the expectation that the 
  rewards are given as earned, rather than at the end of 
  each part. 
   
  Experience Points 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Treasure 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
  The magic item treasure is the hardest to adjudicate, 
  because they are varied and because characters may want 
  to use them during the adventure. Many times characters 
  must cast identify, analyze dweomer, or similar spell to 
  determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If 
  the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional adventure, characters may spend 
  additional time units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  Part One: The Witchwood 
  Experience and treasure rewards for the encounters in 
  Part One: The Witchwood are for APL 6. 
   
  Marauder Attack (page 14) 
  Defeat the marauders. 
  XP:  
  240  
  Treasure: Loot: 720 gp; Coin: 59 gp; Magic: 14 potions of 
  cure light wounds (4 gp each), 2 +1 short swords (193 gp 
  each), divine scroll of spiritual weapon (CL 3rd) (13 gp), 
  divine scroll of summon monster III (CL 5th) (31 gp), +1 
  banded mail (117 gp). 
   
  Riding into Town (page 19) 
  Making a good impression on the guards. 
  XP:  
  60  
   
  The Town Speaker (page 20) 
  If PCs negotiate, they can receive up to 700 gp each in 
  coins and up to 600 gp total in Dungeon Master’s Guide 
  potions and scrolls: 
  Treasure: Loot: 0 gp; Coin: 700 gp; Magic: miscellaneous 
  potions and scrolls (50 gp). 
   
  Jorr’s Cabin (page 21) 
  Get useful information from Jorr. 
  XP:  
  120 
   
  Enlist Jorr’s help. 
  
  ADP6-03 Red Hand of Doom 
   
  Page 11 
  XP:  
  30  
   
  Treasure: Loot: 40 gp; Coin: 14 gp; Magic: potion of cure 
  moderate wounds (25 gp), potion of neutralize poison (63 
  gp), +1 longbow (198 gp), amulet of natural armor +1 (167 
  gp). 
   
  Blackwater Causeway (page 23) 
  Defeat the hydra. 
  XP:  
  180 
  Treasure: Loot: 0 gp; Coin: 0 gp; Magic: +1 mithral 
  breastplate (433 gp). 
   
  Gardener’s Shack (page 26) 
  Recognize the danger of the shack by making the check 
  or surviving a collapse of the shack. 
  XP:  
  60 
   
  Worg Stables (page 27) 
  Defeat the worgs and riders. 
  XP:  
  180 
  Treasure: Loot: 118 gp; Coin: 0 gp; Magic: 2 +1 studded 
  leather armors (98 gp each). 
   
  Spike-Littered Nest (page 27) 
  Defeat the manticore. 
  XP:  
  150 
  Treasure: Loot: 0 gp; Coin: 133 gp; Magic: 0 gp. 
   
  Barracks (page 28) 
  Defeat the minotaur and hobgoblins. 
  XP:  
  150 
  Treasure: Loot: 399 gp; Coin: 59 gp; Magic: 12 potions of 
  cure moderate wounds (25 gp each). 
   
  Wyrmlord Koth’s Quarters (page 29) 
  Defeat the Wyrmlord. 
  XP:  
  210 
  Treasure: Loot: 26 gp; Coin: 174 gp; Magic: wand of 
  magic missile (CL 5th, 15 charges) (94 gp), potion of fly 
  (63 gp), 2 potions of cure moderate wounds (25 gp each), 
  arcane scroll of mount (CL 1st) (2 gp), 2 elixirs of truth 
  (42 gp each), bag of holding, type I (208 gp). 
   
  Vraath Vault (page 30) 
  Treasure: Loot: 0 gp; Coin: 592 gp; Magic: gauntlets of 
  ogre power (333 gp), +1 frost bastard sword (695 gp), +1 
  mithral chain shirt (175 gp), staff of life (7 charges) (1,817 
  gp), huge +1 spiked gauntlet (193 gp). 
   
  Old Warklegnaw (page 31) 
  Improve Warklegnaw’s attitude to indifferent. 
  XP:  
  180 
   
  Enlist Warklegnaw’s assistance in the war effort. 
  XP:  
  30 
  Skull Gorge Bridge (page 32) 
  Defeat the guardians of the bridge. 
  XP:  
  300 
   
  Destroying the bridge. 
  XP:  
  240 
   
  Treasure: Loot: 862 gp; Coin: 100 gp; Magic: potion of 
  bull’s strength (25 gp), potion of cure serious wounds (63 
  gp), potion of invisibility (25 gp), amulet of health +2 (333 
  gp), bracers of armor +3 (750 gp), 25 potions of cure 
  moderate wounds (25 gp each), +1 breastplate (113 gp). 
   
  Goblin Raid (page 37) 
  Defeat the first wave. 
  XP:  
  210 
   
  Defeat the second wave. 
  XP:  
  240 
  Treasure: Loot: 487 gp; Coin: 0 gp; Magic: 3 +1 studded 
  leather armor (98 gp each), 5 potions of cure light 
  wounds (4 gp each), 2 potions of cure moderate wounds 
  (25 gp each), arcane scroll of fly (CL 5th) (31 gp), arcane 
  scroll of haste (CL 5th) (31 gp), 2 arcane scrolls of 
  invisibility (CL 3rd) (13 gp each), arcane scroll of 
  summon monster IV (CL 7th) (58 gp), ring of protection 
  +1 (167 gp), cloak of resistance +1 (83 gp). 
   
  Chimera Attack (page 38) 
  Defeat the chimera. 
  XP:  
  210 
   
  Desperate Counsel (page 38) 
  Persuade the council to adopt their preferred course of 
  action. 
  XP:  
  150 
   
  Advocate evacuation of the town. 
  XP:  
  75 
   
  Random Encounters in the Witchwood 
  (page 22) 
  Defeat the first random encounter. 
  XP:  
  180 
   
  Defeat the second random encounter. 
  XP:  
  180 
   
  
  ADP6-03 Red Hand of Doom 
   
  Page 12 
  Part One: Experience and Treasure 
  Summary 
  Discretionary roleplaying award 
  195 XP 
  Encounter Experience  
  3,375 XP 
  Maximum Experience 
  3,570 XP 
   
  Total Treasure 
  12,926 gp 
  Maximum Reward Allowed 
  3,600 gp 
   
  Part Two: The Ruins of Rhest 
  Experience and treasure rewards for the encounters in 
  Part Two: The Ruins of Rhest are for APL 6. 
   
  Easy Skirmish (page 43) 
  Defeat the gang. 
  XP:  
   180  
  Treasure: Loot: 111 gp; Coin: 0 gp; Magic: 2 +1 short 
  swords (193 gp each). 
   
  Road Blockade (page 50) 
  Defeat the guards. 
  XP:  
   210  
   
  Reopen the road. 
  XP:  
   60 
    
  Treasure: Loot: 506 gp; Coin: 0 gp; Magic: 2 +1 
  breastplates (113 gp each), 2 potions of cure moderate 
  wounds (25 gp each), 6 potions of cure light wounds (4 gp 
  each). 
   
  Spawn of Tiamat (page 51) 
  Defeat the greenspawn razorfiend. 
  XP:  
   210  
  Treasure: Loot: 0 gp; Coin: 220 gp; Magic: headband of 
  intellect +2 (333 gp), +2 rapier (693 gp), pearl of power 
  (2nd level spell) (333 gp), ring of protection +2 (667 gp). 
   
  Killiar’s Hunters (page 52) 
  Shift Killiar’s attitude to friendly. 
  XP:  
   240  
   
  Meeting the Tiri Kitor (page 55) 
  Shift Sellyria’s attitude to friendly. 
  XP:  
   120 
    
  Shift Trellara’s attitude to friendly. 
  XP:  
   120 
    
  Lanikar’s Funeral (page 56) 
  PCs had at least one routine performance. 
  XP:  
   30 
    
  PCs had at least one great performance. 
  XP:  
   60  (30  plus the 30 from above). 
   
  Lizardfolk Huts (page 59) 
  Defeat the lizardfolk in a given hut (this reward can be 
  earned 10 times, one for each hut on the map). 
  XP:  
  150 per hut. 
   
  The below reflects the PCs investigating all 10 huts and 
  defeating all 60 lizardfolk total: 
  Treasure: Loot: 40 gp; Coin: 300 gp; Magic: 0 gp. 
   
  Bell Tower (page 59) 
  Defeat the hobgoblins. 
  XP:  
  210  
  Treasure: Loot: 608 gp; Coin: 17 gp; Magic: 3 potions of 
  fly (63 gp each), 2 +1 short swords (193 gp each), 18 
  potions of cure moderate wounds (25 gp each). 
   
  Roof (page 61) 
  Defeat the ogres. 
  XP:  
  210  
  Treasure: Loot: 14 gp; Coin: 0 gp; Magic: 0 gp. 
   
  Boardwalk (page 61) 
  Defeat the ogres. 
  XP:  
   150 
  Treasure: Loot: 7 gp; Coin: 0 gp; Magic: 0 gp. 
    
  Razorfiend Hatchery (page 61) 
  Defeat the razorfiend. 
  XP:  
   210 
    
  Destroy all the eggs. 
  XP:  
  60 
    
  Ettin Guardpost (page 61) 
  Defeat the ettin. 
  XP:  
   180 
  Treasure: Loot: 6 gp; Coin: 0 gp; Magic: 0 gp. 
   
  Interrogation Room (page 62) 
  Defeat Nurklenak. 
  XP:  
  240 
  Treasure: Loot: 29 gp; Coin: 71 gp; Magic: potion of blur 
  (25 gp), potion of invisibility (25 gp), arcane scroll of 
  dominate person (CL 9th) (94 gp), wand of cause fear (CL 
  1st, 25 charges) (31 gp), wand of disguise self (CL 1st, 25 
  charges) (31 gp), +1 studded leather armor (98 gp), 
  Heward’s handy haversack (167 gp), 2 elixirs of love (13 
  
  ADP6-03 Red Hand of Doom 
   
  Page 13 
  gp each), 2 elixirs of truth (42 gp each), 3 doses of striped 
  toadstool poison (15 gp each). 
    
  Saarvith’s HQ (page 62) 
  Defeat the Wyrmlord. 
  XP:  
  210 
  Treasure: Loot: 29 gp; Coin: 63 gp; Magic: elixir of mirror 
  image (50 gp), potion of cure moderate wounds (25 gp), 
  +2 mithral chain shirt (425 gp), +1 longbow (198 gp), 10 
  +1 bane (elf) arrows (14 gp each), cloak of resistance +1 
  (83 gp). 
    
  Regiarix’s Lair (page 64) 
  Defeat Regiarix. 
  XP:  
  210 or 270 (depending on if a juvenile or young 
  adult black dragon) 
  Treasure: Loot: 0 gp; Coin: 935 gp; Magic: +2 full plate 
  armor (471 gp), periapt of wisdom +2 (333 gp), +2 silvered 
  heavy mace (700 gp), horn of fog (167 gp), amulet of 
  mighty fists +1 (500 gp), ring of protection +1 (167 gp). 
   
  The Elf Alliance (page 65) 
  Tiri Kitor join the war effort (9 or more Alliance Points). 
  XP:  
  240 
    
  Random Encounters in the Blackfens 
  (page 50) 
  Defeat the first random encounter. 
  XP:  
  180 
    
  Defeat the second random encounter. 
  XP:  
  180 
    
  Defeat the third random encounter. 
  XP:  
  180 
   
  Part Two: Experience and Treasure 
  Summary 
  Discretionary roleplaying award 
  180 XP 
  Encounter Experience 
    
  5,220 XP 
  Maximum Experience 
   
  5,400 XP 
   
  Total Treasure 
  10,448 gp 
  Maximum Reward Allowed 
  5,400 gp 
   
  Part Three: The Ghostlord’s Lair 
  Experience and treasure rewards for the encounters in 
  Part Three: The Ghostlord's Lair are for APL 7. 
   
  Dirty Rotten Looters (page 43) 
  Defeat the thugs. 
  XP:  
  210 
  Treasure: Loot: 215 gp; Coin: 33 gp; Magic: 4 +1 studded 
  leather armor (98 gp each), 4 +1 bucklers (97 gp each), 8 
  potions of cure moderate wounds (25 gp each). 
   
  Not-So-Sick Spy (page 44) 
  Reveal the spy. 
  XP:  
  60 
   
  Defeat the spy. 
  XP:  
  240 
   
  Treasure: Loot: 0 gp; Coin: 6 gp; Magic: potion of blur (25 
  gp), 3 potions of cure light wounds (4 gp each), Heward’s 
  handy haversack (167 gp), ring of protection +1 (167 gp), 
  arcane scroll of sending (CL 9th) (94 gp), elixir of glibness 
  (100 gp). 
   
  Mercenary Gold (page 44) 
  Arrange for the gold to go to the dwarves. 
  XP:  
  120 
   
  Defeat the ettins and goblins. 
  XP:  
  240 
   
  Treasure: Loot: 84 gp; Coin: 1,000 gp; Magic: 0 gp. 
   
  Barghest Reavers (page 46) 
  Defeat the reavers. 
  XP:  
  240 
  Treasure: Loot: 343 gp; Coin: 0 gp; Magic: 6 potions of 
  cure light wounds (4 gp each). 
   
  Random Encounters in the Thornwaste 
  (page 68) 
  Defeat the first random encounter. 
  XP:  
  180 
   
  Defeat the second random encounter. 
  XP:  
  180 
   
  Defeat the third random encounter. 
  XP:  
  180 
   
  Defeat the fourth random encounter. 
  XP:  
  180 
   
  Varanthian’s Lair (page 70) 
  Defeat Varanthian. 
  XP:  
  240 
  Treasure: Loot: 0 gp; Coin: 583 gp; Magic: 0 gp. 
   
  
  ADP6-03 Red Hand of Doom 
   
  Page 14 
  The Lion’s Path (page 71) 
  Defeat the ghosts. 
  XP:  
  240 
   
  Guardroom (page 72) 
  Defeat the monks. 
  XP:  
  210 
  Treasure: Loot: 172 gp; Coin: 0 gp; Magic: 3 bracers of 
  armor +1 (83 gp each), 3 potions of cure moderate 
  wounds (25 gp each), 3 potions of bull’s strength (25 gp 
  each), 3 potions of shield of faith +3 (25 gp each). 
   
  Ooze Pit (page 73) 
  Defeat the ooze. 
  XP:  
  210 
  Treasure: Loot: 0 gp; Coin: 0 gp; Magic: ioun stone, dusty 
  rose prism (417 gp). 
   
  Guest Quarters (page 73) 
  Defeat the Wyrmlord. 
  XP:  
  330 
  Treasure: Loot: 278 gp; Coin: 250 gp; Magic: 2 +1 banded 
  mails (117 gp each), 4 potions of cure light wounds (4 gp 
  each), 2 divine scrolls of spiritual weapon (CL 3rd) (13 gp 
  each), 2 divine scrolls of summon monster III (CL 5th) 
  (31 gp each), 3 bracers of armor +1 (83 gp each), 3 potions 
  of cure moderate wounds (25 gp each), 3 potions of bull’s 
  strength (25 gp each), 3 potions of shield of faith +3 (25 
  gp each), gloves of dexterity +4 (1,333 gp), +2 mithral 
  breastplate (683 gp), 20 +1 shock arrows (14 gp each), staff 
  of stormclouds (26 charges) (819 gp). 
   
  Guest Quarters (page 75) 
  Treasure: Loot: 0 gp; Coin: 167 gp; Magic: 0 gp. 
   
  The Pool of Rebirth (page 76) 
  Defeat the bonedrinkers 
  XP:  
  270 
   
  Parlor (page 77) 
  Treasure: Loot: 0 gp; Coin: 233 gp; Magic: 0 gp. 
   
  Chamber of the Betrayed (page 77) 
  Defeat the Ghostlord or get him to break the alliance 
  with the Red Hand horde. 
  XP:  
  390 
  Treasure: Loot: 0 gp; Coin: 0 gp; Magic: +1 wild hide 
  armor (1,347 gp), ring of protection +1 (167 gp), ring of 
  animal friendship (900 gp), wand of produce flame (CL 
  1
  st, 25 charges) (31 gp). 
   
  Shrine of Blight (page 78) 
  Defeat the ghost dire lion. 
  XP:  
  210 
   
  Treasury (page 78) 
  Treasure: Loot: 0 gp; Coin: 1,405 gp; Magic: arcane scroll 
  of cone of cold (CL 9
  th) (94 gp), arcane scroll of 
  dimensional anchor (CL 7
  th) (58 gp), wand of web (CL 3
  rd, 
  18 charges) (135 gp), amulet of health +4 (1,333 gp), +1 
  keen kukri (692 gp). 
   
  Marked for Death (page 46) 
  Defeat the ambush. 
  XP:  
  300 
  Treasure: Loot: 460 gp; Coin: 67 gp; Magic: 4 potions of 
  jump (4 gp each), 4 potions of pass without trace (4 gp 
  each), 4 oils of magic weapon (4 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 8 potions of 
  invisibility (25 gp each), 4 potions of protection from 
  good (4 gp each), 5 potions of cure light wounds (4 gp 
  each). 
   
  Part Three: Experience and Treasure 
  Summary 
  Discretionary roleplaying award 
  342 XP 
  Encounter Experience 
    
  4,230 XP 
  Maximum Experience 
   
  4,572 XP 
   
  Total Treasure 
  16,824 gp 
  Maximum Reward Allowed 
  4,950 gp 
   
  Part Four: Enemy at the Gates 
  Experience and treasure rewards for the encounters in 
  Part Four: Enemy at the Gates are for APL 8. 
   
  Phase One: Introductions (page 86) 
  PCs make a good impression. 
  XP:  
  50 
   
  Phase Two: Battle Plans (page 87) 
  PCs contribute well to the discussion of battle plans. 
  XP:  
  200 
   
  Phase Three: City Defense (page 87) 
  PCs contribute well to the discussion of city defense. 
  XP:  
  200 
   
  Save the Walls (page 89) 
  Defeat the giants. 
  XP:  
  330 
  
  ADP6-03 Red Hand of Doom 
   
  Page 15 
  Treasure: Loot: 13 gp; Coin: 1,157 gp; Magic: +1 arrow 
  catching light wooden shield (346 gp), +1 warhammer 
  (193 gp). 
   
  Abithriax’s Rampage (page 90) 
  Defeat Abithriax. 
  XP:  
  300 
   
  Stop the fires. 
  XP:  
  100 
   
  Treasure: Loot: 0 gp; Coin: 0 gp; Magic: amulet of health 
  +2 (333 gp), minor ring of cold resistance (1,000 gp). 
   
  Streets of Blood (page 91) 
  Defeat First Wave. 
  XP:  
  270 
  Treasure: Loot: 486 gp; Coin: 0 gp; Magic: 2 +1 
  breastplates (113 gp each), 2 potions of cure moderate 
  wounds (25 gp each), 6 potions of cure light wounds (4 gp 
  each). 
   
  Defeat Second Wave. 
  XP:  
  300 
  Treasure: Loot: 335 gp; Coin: 0 gp; Magic: 8 potions of 
  cure moderate wounds (25 gp each). 
   
  Defeat Third Wave. 
  XP:  
  330 
  Treasure: Loot: 294 gp; Coin: 0 gp; Magic: 5 +1 studded 
  leather armor (98 gp each). 
   
  Defeat Fourth Wave. 
  XP:  
  360 
  Treasure: Loot: 52 gp; Coin: 13 gp; Magic: 2 potions of 
  blur (25 gp each), 2 potions of invisibility (25 gp each), 2 
  arcane scrolls of dominate person (CL 9
  th) (94 gp each), 2 
  wands of cause fear (CL 1
  st, 25 charges) (31 gp each), 2 
  wands of disguise self (CL 1
  st, 25 charges) (31 gp each), 2 
  +1 studded leather armors (98 gp each), 2 Heward’s handy 
  haversacks (167 gp each), 4 elixirs of love (13 gp each), 4 
  elixirs of truth (42 gp each), 6 doses of striped toadstool 
  poison (15 gp each). 
   
  Sniper Attack (page 93) 
  Defeat the sniper. 
  XP:  
  330 
  Treasure: Loot: 53 gp; Coin: 16 gp; Magic: 5 potions of 
  cure moderate wounds (25 gp each), 2 arcane scrolls of fly 
  (CL 5th) (31 gp each), 2 arcane scrolls of haste (CL 5th) 
  (31 gp each), 4 arcane scrolls of invisibility (CL 3rd) (13 
  gp each), 2 arcane scrolls of summon monster IV (CL 7th) 
  (58 gp each), 2 rings of protection +1 (167 gp each), 2 
  cloaks of resistance +1 (83 gp each), oil of magic weapon 
  (4 gp), 2 potions of invisibility (25 gp each), potion of 
  protection from good (4 gp), +1 short sword (193 gp), +1 
  composite shortbow (+3 Str bonus) (217 gp), 10 
  adamantine arrows (5 gp each), quiver of Ehlonna (150 
  gp), 3 doses of sassone leaf residue (25 gp each), 2 doses of 
  purple worm poison (58 gp each), gloves of dexterity +2 
  (333 gp), Heward’s handy haversack (167 gp). 
   
  Final Battle (page 94) 
  Defeat the Wyrmlord. 
  XP:  
  360 
  Treasure: Loot: 49 gp; Coin: 0 gp; Magic: 2 potions of 
  cure serious wounds (63 gp each), 2 potions of fly (63 gp 
  each), 2 potions of haste (63 gp each), +2 red dragoncraft 
  full plate (1,375 gp), +2 heavy steel shield (348 gp), +1 
  wounding heavy pick (1,527 gp), gauntlets of ogre power 
  (333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp). 
   
  Part Four: Experience and Treasure 
  Summary 
  Discretionary roleplaying award 
  125 XP 
  Encounter Experience 
    
  3,130 XP 
  Maximum Experience 
   
  3,255 XP 
   
  Total Treasure 
  13,805 gp 
  Maximum Reward Allowed 
  3,900 gp 
   
  Part Five: The Fane of Tiamat 
  Experience and treasure rewards for the encounters in 
  Part Five: The Fane of Tiamat are for APL 9. 
   
  Random Encounters in the Wyrmsmoke 
  Mountains (page 98) 
  Defeat the first random encounter. 
  XP:  
  240 
   
  Defeat the second random encounter. 
  XP:  
  240 
   
  Defeat the third random encounter. 
  XP:  
  240 
   
  Defeat the fourth random encounter. 
  XP:  
  240 
   
  Defeat the fifth random encounter. 
  XP:  
  240 
   
  Security (page 98) 
  Defeat the first mobile patrol of 3 blackspawn raiders. 
  
  ADP6-03 Red Hand of Doom 
   
  Page 16 
  XP:  
  210 
   
  Defeat the second mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
   
  Defeat the third mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
  Defeat the fourth mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
   
  Defeat the fifth mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
   
  Defeat the sixth mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
   
  Defeat the seventh mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
   
  Defeat the eighth mobile patrol of 3 blackspawn raiders. 
  XP:  
  210 
   
  This encounter can occur up to 8 times. The numbers 
  below reflect the total treasure if the mobile patrols are 
  defeated all 8 times. 
  Treasure: Loot: 774 gp; Coin: 400 gp; Magic: 24 potions 
  of jump (4 gp each), 24 potions of pass without trace (4 gp 
  each), 24 oils of magic weapon (4 gp each), 24 potions of 
  cure moderate wounds (25 gp each), 48 potions of 
  invisibility (25 gp each), 24 potions of protection from 
  good (4 gp each). 
   
  The Mark of Tiamat (page 99) 
  Defeat the dragon. 
  XP:  
  330 
   
  Disarm or survive the trap. 
  XP:  
  270 
   
  Treasure: Loot: 0 gp; Coin: 0 gp; Magic: wand of fireball 
  (CL 7th, 18 charges) (473 gp), amulet of mighty fists +2 
  (2,000 gp), ring of protection +1 (167 gp). 
   
  Dragons’ Lair (page 101) 
  Treasure: Loot: 0 gp; Coin: 4,998 gp; Magic: +2 
  adamantine shocking burst greatsword (2,946 gp), belt of 
  giant strength +4 (1,333 gp), cloak of resistance +2 (333 
  gp), boots of striding and springing (458 gp), staff of fire 
  (22 charges) (651 gp). 
   
  Foyer (page 101) 
  Defeat the guardians. 
  XP:  
  270 
   
  Guard Barracks (page 102) 
  Defeat the guards. 
  XP:  
  270 
  Treasure: Loot: 194 gp; Coin: 367 gp; Magic: 6 potions of 
  jump (4 gp each), 6 potions of pass without trace (4 gp 
  each), 6 oils of magic weapon (4 gp each), 6 potions of 
  cure moderate wounds (25 gp each), 12 potions of 
  invisibility (25 gp each), 6 potions of protection from 
  good (4 gp each), lesser bracers of archery (417 gp), +1 
  flaming hand crossbow (700 gp). 
   
  Torture Chamber (page 102) 
  Defeat the bone devil. 
  XP:  
  270 
   
  Priest Cells (page 103) 
  Defeat the hobgoblins. 
  XP:  
  330 
  Treasure: Loot: 134 gp; Coin: 0 gp; Magic: 5 +1 banded 
  mails (117 gp each), 10 potions of cure light wounds (4 gp 
  each), 5 divine scrolls of spiritual weapon (CL 3rd) (13 gp 
  each), 5 divine scrolls of summon monster III (CL 5th) 
  (31 gp each), 2 +1 full plate armors (221 gp each), 2 +1 
  light steel shields (97 gp each), 2 +1 heavy maces (193 gp 
  each), 2 divine scrolls of flame strike (CL 9th) (94 gp 
  each), 2 divine scrolls of recitation (CL 7th) (58 gp each), 
  2 divine scrolls of summon monster IV (CL 7th) (58 gp 
  each), 2 wands of cure light wounds (CL 1st) (63 gp each). 
   
  Laryssa’s Kitchen (page 104) 
  Defeat the night hag and devils. 
  XP:  
  300 
  Treasure: Loot: 1 gp; Coin: 300 gp; Magic: heartstone 
  (150 gp), potion of jump (4 gp), potion of neutralize 
  poison (63 gp), wand of silence (CL 3rd; 21 charges) (158 
  gp), figurine of wondrous power (silver raven) (317 gp). 
   
  Great Temple of Tiamat (page 106) 
  Defeat the wyverns. 
  XP:  
  330 
   
  Destroy/consecrate the altar. 
  XP:  
  360 
   
  Cavern of the Guardian Spawn (page 
  106) 
  Defeat the razorfiends. 
  XP:  
  360 
   
  Outer Sanctum (page 107) 
  Defeat the hobgoblins and wraiths. 
  
  ADP6-03 Red Hand of Doom 
   
  Page 17 
  XP:  
  360 
  Treasure: Loot: 134 gp; Coin: 0 gp; Magic: 5 +1 banded 
  mails (117 gp each), 10 potions of cure light wounds (4 gp 
  each), 5 divine scrolls of spiritual weapon (CL 3rd) (13 gp 
  each), 5 divine scrolls of summon monster III (CL 5th) 
  (31 gp each), 2 +1 full plate armors (221 gp each), 2 +1 
  light steel shields (97 gp each), 2 +1 heavy maces (193 gp 
  each), 2 divine scrolls of flame strike (CL 9th) (94 gp 
  each), 2 divine scrolls of recitation (CL 7th) (58 gp each), 
  2 divine scrolls of summon monster IV (CL 7th) (58 gp 
  each), 2 wands of cure light wounds (CL 1st) (63 gp each). 
   
  High Wyrmlord’s Chambers (page 107) 
  Defeat the erinyes. 
  XP:  
  300 
  Treasure: Loot: 3 gp; Coin: 500 gp; Magic: 2 +1 flaming 
  composite longbows (+5 Str bonus) (742 gp each). 
   
  Summoning Room (page 108) 
  Destroy the summoning circle. 
  XP:  
  300 
   
  Treasury (page 108) 
  Defeat the barbed devil. 
  XP:  
  360 
   
  Disarm or survive the dragonchest traps. 
  XP:  
  360 
   
  Treasure: Loot: 0 gp; Coin: 4,400 gp; Magic: 6 potions of 
  bull’s strength (25 gp each), 14 potions of cure moderate 
  wounds (25 gp each), 5 potions of lesser restoration (25 
  gp each), 4 potions of shield of faith +3 (25 gp each), +1 
  adamantine dwarven waraxe (444 gp), +2 defending 
  flaming whip (2,692 gp), python rod (1,083 gp), ring of 
  chameleon power (1,058 gp), bag of tricks (rust) (250 gp), 
  minor circlet of blasting (540 gp), cloak of charisma +4 
  (1,333 gp), scabbard of keen edges (1,333 gp). 
   
  Inner Sanctum (page 109) 
  Defeat the High Wyrmlord. 
  XP:  
  420 
  Treasure: Loot: 0 gp; Coin: 333 gp; Magic: potion of 
  barkskin +4 (75 gp), potion of fly (63 gp), potion of haste 
  (63 gp), divine scroll of heal (CL 11th) (138 gp), divine 
  scroll of restoration (CL 7th) (67 gp), divine scroll of word 
  of recall (CL 11th) (138 gp), +2 black dragoncraft full 
  plate (1,375 gp), +2 red dragoncraft heavy shield (585 gp), 
  +2 blue dragonfang keen heavy pick (1,551 gp), periapt of 
  wisdom +4 (1,333 gp), cloak of resistance +3 (750 gp), ring 
  of protection +2 (667 gp), Heward’s handy haversack (167 
  gp). 
   
  Tiamat’s Wrath (page 110) 
  Defeat the Aspect of Tiamat. 
  XP:  
  390 
   
  Keep the Aspect from leaving the Fane. 
  XP:  
  300 
   
  Destroy/consecrate the altars of the inner and outer 
  sanctum. 
  XP:  
  360 
   
  Conclusion 
  Donate gold to the rebuilding of towns devastated in the 
  war. 
  XP:  
  360 
   
  Part Five: Experience and Treasure 
  Summary 
  Discretionary roleplaying award 
  300 XP 
  Encounter Experience 
    
  9,480 XP 
  Maximum Experience 
   
  9,780 XP 
   
  Total Treasure 
  48,178 gp 
  Maximum Reward Allowed 
  14,400 gp 
  
  ADP6-03 Red Hand of Doom 
   
  Page 18 
  DM AID: NEW RULES 
   
  New Items 
   
  Elixir of Mirror Image 
   
  The drinker of this elixir is subject to the effects 
  of the mirror image spell at CL 6th. 
   
  Faint illusion; CL 6th; Prerequisites: Craft 
  Wondrous Item, mirror image; Market Price: 600 gp. 
   
  Elixir of Glibness 
   
  The drinker of this elixir is subject to the effects 
  of the glibness spell at CL 8th. 
   
  Faint transmutation; CL 8th; Prerequisites: Craft 
  Wondrous Item, glibness; Market Price: 1,200 gp. 
   
  New Spells 
   
  Recitation (Spell Compendium) 
  Conjuration (Creation) 
  Level: Clr 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies within a 60-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you 
  invoke your deity’s blessing upon yourself and your 
  allies. 
   
  The spell affects all allies and foes within the 
  spell’s area at the moment you cast it. Your allies gain a +2 
  luck bonus to AC, on attack rolls, and on saving throws, 
  or a +3 luck bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, 
  the spell requires a sacred text as a divine focus. 
   
   
  
  ADP6-03 Red Hand of Doom 
   
  Page 19 
  DM AID: MAPS 
  From “Istivin: City of Shadows” in Dungeon #117 (December 2004) by Greg A. Vaughan and Erik Mona. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ADP (Adaptable)/ADP6-03 Red Hand of Doom (3E).pdf