Books : The Red Hand of Doom (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure)

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Author name: James Jacobs, Richard Baker

 : The Red Hand of Doom (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure)
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Type of bind: Paperback
Dewey Decimal Number: 793
EAN num: 9780786939381
ISBN number: 0786939389
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 128
Printing Date: February 14, 2006
Publishing house: Wizards of the Coast
Release Date: February 14, 2006
Sale Popularity Level: 125803
Studio: Wizards of the Coast




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Product Description:
Who Can Stand Against
the Son of the Dragon?

The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright orange banners stood beneath him, each marked with a great blue hand. He stood upon a precipice and raised his arms. “I am Azarr Kul, Son of the Dragon!” the warlord bellowed. “Hear me! Tomorrow we march to war!”

Red Hand of Doom is a Dungeons & Dragons adventure designed for characters of levels 6—12. Confronted with the relentless advance of Azurr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands?


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™





Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - The Best Written D&D Adventure since Temple of Elemental Evil
While this can be considered a campaign (it took my crew a year to complete it, but we started off at 1st level and worked up to the main plot) this adventure is simply the best I have ever run. I loved the open concept, epic battles and interesting characters and villains. My players did not feel railroaded at any time but neither did they feel it was a cakewalk. My only suggestions are firstly, that DM's let their players know they will not have a lot of downtime to create items so avoid those feats until after the campaign. Secondly, DM's need to prepare and understand the tactics and intelligence of the main characters. Many of the villains escaped and came back as secondary foes later on in my game. If your party kills a dragon the very first time they see it...they were super lucky or you as a DM screwed up.
Finally, there are countless plot hooks that you can use at a later date. Many of the opponents were defeated but not killed in my game and alliances between the good PC's and evil villains were an interesting roleplaying aspect.
In the end, we relied heavily on miniatures to help visualize battles and I scanned and enlarged the many maps provided into full sized (to scale) battle maps that the players were in awe of. This is truly an A+ adventure and I would run it again, anytime. Enjoy this book!!!



Rated by buyers 5 out of 5 stars - Awesome
The Red Hand of Doom is one of the better campaigns wizards has released. It is very long and drawn out and the new "Big Battle" system displayed in the heroes of battle book is used. The new encounter layout is kinda there but not really. Statistics for each encounter is in the back of the book but there is no info on Tactics with them or map layouts. The Artwork for the book is fantastic. The overall Quest is based around the son of a dragon and his army attacking some frontier lands in order to...well no real spoilers here so buy the book and run the campaign. It can be placed in any of the 3 campaign worlds wizards offers and there is info inside telling you how to do it. It can also be slipped into any campaign with ease. The outlying areas are fleshed out and the maps as well as statistic blocks can be downloaded from wizards web site. Do yourself a favor if your a dm looking for a good campaign and buy a copy of "The Red Hand of Doom," especially now that it can be had for really cheap used. There's no excuse not to own this instant classic.



Rated by buyers 5 out of 5 stars - Call to arms
From the begining of this adventure the heroes are running to save the realms from an invading horde the likes that haven't been seen since the fall of the gods.It is one of the best and most harrowing adventures I've been through in a long time.



Rated by buyers 4 out of 5 stars - Red Hand of Doom
I haven't yet had a chance to run the adventure, though I look forward to doing so. I love the usage of Victory Points, and the rules are clear enough as put forward in the adventure to not require Heroes of Battle. I found the plot comprehensive and believable, the presentationw as excellent. All in all, I very much like the adventure, and I can't wait to run some PCs through it.



Rated by buyers 4 out of 5 stars - Very well done, but my players had some problems with it
I, as a DM, thought this adventure was amazing. Epic, well-done and well-put together, with a really interesting storyline and a good variety of monsters and battles. The climax and conclusion were amazing---they have such good mechanics for doing a battle for an entire town, and the concluding dungeon crawl was appropriately awesome for the high-level characters that have come out of this module by that time.

However, my players had a few issues that they brought up with me. First, they thought the free-form nature was too much. Let me explain... they felt that there definitely was a "right way to go," but that they were left on their own to find it, so they had to rely on NPC hooks and (in one player's words) "being led around by the nose by the DM." I strongly suggest giving the players a patron who directs their actions, making them more of a special task force than a bunch of adventurers who happen to wander into the middle of an invasion and just so happen to run off in the direction necessary to stop the invasion four or five times in a row.

And on that last note, you really have to integrate this adventure into your campaign, otherwise the players will not care about the vale that they're saving at all. One of them suggested just leaving and letting the goblins take over the vale; now, this isn't practical because then there would be a nation of bloodthirsty hobgoblins with demonic support ready to march on the _world_, but that is not clear at all from the very first 2/3 of the adventure. Especially since the players really didn't care if this town fell or not, it was a bit of a problem.

A final problem is that goblins and all their associated monstrous foes just aren't very exciting enemies. You kill goblins at very first level, so a goblin army---while certainly a problem---doesn't _feel_ like it should be a big deal for even 5th-level characters. Now replace them with aberrations with mind flayer leaders, or some kind of psionic threat, or perhaps an army of awakened constructs, or... then it might be cool. But the PCs really didn't get much out of taking on an army composed mainly of CR 1/3 baddies, and that seems quite understandable.

All this can be fixed with some work on the DMs part, and I do suggest doing that since the whole adventure is a really well-done framework. I am considering using this in an Eberron campaign I'm running now (a new group), with the following changes:
* The goblin threat is replaced by the Lord of Blades, who has achieved the ability to create a warforged army that is seeking to destroy all of human civilization and replace it with a warforged-supremacist state.
* The PCs are special agents of House Cannith, which understandably feels responsible.
* Dragons (who are the rare, high-level baddies of the horde to supplement the goblins) get replaced by abberations being summoned from Xoriat, or perhaps demons/high-level undead/a psionic threat like the quori.
* The war becomes part of an even larger context in which the Mark of Death is returning, with the Blood of Vol having forged an uneasy alliance of convenience with the Lord of Blades to use the warforged's kills as undead-creation material.
* Many of the characters' favorite locations are destroyed or seriously threatened---I'm thinking of starting the campaign out with a large, well-coordinated warforged terrorist attack on Sharn that leads to the imposition of martial law and concentration camps for warforged.

So with changes like these (adapt for Forgotten Realms or your own campaign setting) I think you can use the RHoD's very good core framework and plot sequence, while fixing the problems that my players had.

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