Red Hand Of Doom Maps
The Red Hand of Doom is one of the classic D&D 3.5 adventures released by Wizards of the Coast back in the far-off year of 2006. It’s been hailed as one of the best adventures for D&D 3.5 and it certainly sold the best for the system.
Code | 953857400 |
---|---|
Rules required | 3rd Edition D&D |
Character levels | (6-12) starting at 6th[1] |
Campaign setting | Generic D&D |
Authors | James Jacobs and Richard Baker |
First published | 2006 |
Red Hand of Doom is a 128-page adventure module for the 3.5 version of Dungeons & Dragons (D&D).[2] It is designed as a generic D&D adventure that can be dropped into any campaign world, including a personal one. Instructions are given in the first pages of the module on where to place it in the worlds of Greyhawk, the Forgotten Realms, and Eberron (the three primary campaign settings of D&D at the time of release).
The adventure was indicated as appropriate for characters of experience levels six to twelve,[3]but the designers have stated that it is targeted to levels five to eleven. It is also the first Wizards of the Coast Dungeons & Dragons adventure to make significant use of designer notes.[3][4] The adventure is expected to take players weeks, or even months, to complete.[5]
Plot[edit]
The plot of Red Hand of Doom follows a group of adventurers who have entered the Elsir Vale, a thinly populated frontier region. The party discovers a massive hobgoblin horde that is fanatically devoted to the dark goddess Tiamat and led by the charismatic half-dragon warlord Azarr Kul. To stop the horde, players have to muster the inhabitants of the Vale, battle hobgoblins, giants and dragons, and defeat an overwhelming enemy.
Publication history[edit]
Red Hand of Doom was the first Dungeons & Dragons adventure to include Designer Notes—asides written by the authors to provide additional advice to players and to explain decisions made during the design process,[6] as well as incorporating downloadable content in the form of PDF stat blocks.
The authors regarded the adventure as being self-contained and did not intend to continue the story in later publications.[6] The first DungeonAdventure Path for 4th Edition, Scales of War, does start off in the same location, reusing the maps from Red Hand of Doom, but quickly diverges into a history and geography of its own.
Critical reception[edit]
The publication has been generally well received, with reviewers rating it as one of the best adventures in many years.[7] In terms of content and quality, one reviewer compared it favorably with both The Temple of Elemental Evil and The Keep on the Borderlands.[8] The inclusion of the Designer Notes was well regarded by critics,[8] as was the provision of downloadable content.[9] The artwork featured throughout the publication received special attention, with Howard Jones describing it as 'fabulous'.[5]
The generic nature of the campaign was seen as both a strength and a limitation. While it permitted the material to be inserted into existing campaigns and game worlds,[10] it was acknowledged that doing so might be a difficult task, and that the publication lacked sufficient information for such a task, especially for non-standard campaigns.[7][8]
Dungeon Master for Dummies lists Red Hand of Doom as one of the ten best 3rd edition adventures.[11]
References[edit]
- ^'Wizards of the Coast'. California Bookwatch. June 1, 2006. Archived from the original on March 28, 2015. Retrieved September 6, 2012.
- ^James, Jacobs; Baker, Richard (2006-02-02). 'Red Hand of Doom Excerpt'. Wizards of the Coast. Retrieved 2008-01-21.
- ^ abKushner, Joe. 'Staff review of Red Hand of Doom'. EN World. Retrieved 2008-01-29.
- ^'Product Spotlight: Red Hand of Doom'. Wizards of the Coast. 2006-02-10. Archived from the original on 2014-07-27. Retrieved 2008-01-21.
- ^ abJones, Howard Andrew (2007). 'Red Hand of Doom'. Black Gate. New Epoch Press, Inc. (Summer 2007).
- ^ abCarroll, Bart (2006-02-10). 'Red Hand of Doom: Designer Interview'. Wizards of the Coast. Archived from the original on July 27, 2014. Retrieved 2008-02-04.
- ^ abGrigsby, John (2006-04-13). 'Red Hand of Doom Review'. d20zine. Archived from the original on March 21, 2012. Retrieved 2008-02-04.
- ^ abcWells, Daniel (2006-02-27). 'Red Hand of Doom: A Dungeons & Dragons Adventure'. The Official Time-Waster's Guide. Archived from the original on July 21, 2011. Retrieved 2008-02-04.
- ^Cooper, John. 'Review of Red Hand of Doom'. EN World. Archived from the original on February 20, 2007. Retrieved 2008-02-02.
- ^Pook, Matthew (August 3, 2007). 'Red Hand of Doom (for the d20 System)'. Pyramid. Steve Jackson Games. Retrieved 2008-02-05.
- ^Slavicsek, Bill; Baker, Rich; Grubb, Jeff (2006). Dungeon Master For Dummies. For Dummies. p. 320. ISBN978-0-471-78330-5. Retrieved 2019-04-04.
External links[edit]
My group has been playing online for a couple months now and I've been running the v3.5 module Red Hand of Doom converted for 5e and modified for my group and replacing all the Goblins with Orcs. Since beta for Talespire came out I have been creating all the maps for the module.
I have all maps for Parts 2 thru 5 of the adventure uploaded to Tales Bazaar (TaleSpire came out after I had finished Part 1). You can find them all under my profile page.
I hope that others can make use of them for running the module themselves. BTW, I highly recommend the module.
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It is very combat heavy, and fairly linear, but it's quite well done..