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Red Hand of Doom D&D 3.5 D20
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Red Hand of Doom D&D 3.5 D20
128 pages, 3.5 Edition

Author : James Jacobs and Richard Baker  
Publisher : Wizards of the Coast
     ISBN : 978-0-7869-3938-1
Adventure Level : 6-12
Rule System : Dungeons & Dragons  
Book Type : Adventure
Product ID : 52495
 
Product Review Rating : ***** (1 reviews)

 
List Price $24.95 - you can save up to $3.00 (12%)
Near Mint Condition Softcover$21.950 in stock Sold Out (E-mail me when this product is back in stock)
Shipping weight: 1.5 pounds Manufacturer’s SKU Number: 52495

Red Hand of Doom 3.5E Adventure

An exciting super-adventure that pits heroes against an army bent on domination.

Rampaging hobgoblins and their allies threaten to destroy the realm and all who stand before them. Characters who dare confront the horde soon discover that these particular hobgoblins worship Tiamat, the evil queen of dragons, and eventually come face-to-face with her draconic minions.

This adventure features a new format easily used by Dungeon Masters. The Red Hand of Doom includes encounters designed for use with the D&D miniatures game.

 


[Customer Reviews] Write your own review
***** I found this module at a hobby shop I frequent, and thought it might be interesting to run through. As I studied the maps, the monsters, and the story itself, I have found that Red Hand of Doom is a very well-designed campaign. It starts a party at 5th level (contrary to the cover's 6th level proclamation), and carries them through hordes of enemies to 11th level. Defending the cities of the Dawn Way against encroaching hoardes of hobgoblins, the party must eventually defend the major city (which just HAS to be made of wood... *grin*) against a massive onslaught of monsters, including a beautiful Red Dragon. Undead (which I personally don't enjoy facing) make an appearance, but don't necessarily aid the horde, assuming you have a fairly smart party. Which, usually, I don't. Enemies are goblinoid and Draconic in nature (typically), with very few other types of monsters, including devils. Every major villain (the Wyrmlords, the Ghostlord, and the Dragons) each has a personality, and can haunt the party through the entire campaign. The climactic battle in the city of Brindol can become nearly impossible for a party, if they haven't been thorough in facing and defeating previous enemies.

All in all, I must say that this campaign is well-devised, challenging even to experienced players. Very little has been left to chance, and most possible options will leave players (and DMs) wanting for little. Magic items aren't by any means commonplace, but they are fairly easy to find. I hope I can find more campaigns like this one; very few seem to have the quality or care by the writers that this one did. I hope to run this campaign in its entirety as soon as my group and I have completed our current (very long) dungeon.
  -- By geoff cannon from Yukon, OK USA on July 31, 2006


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