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It has been ported to the [[computer game]] ''[[Neverwinter Nights]]''. <ref>
It has been ported to the [[computer game]] ''[[Neverwinter Nights]]''.
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== Plot ==
== Plot ==

Revision as of 12:59, 3 February 2008

Red Hand of Doom
Code953857400
Rules required3rd Edition D&D
Character levels(6-12) starting at 6th
Campaign settingGeneric D&D
AuthorsJames Jacobs and Richard Baker
First published2006

Red Hand of Doom is a large, 128-page, adventure for Dungeons & Dragons. It is designed to be used as a "generic" D&D adventure, which 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.[1] The adventure is published as being for levels 6 to 12,[2] but the designers have stated that it is targeted to levels 5 to 11. It is also the first adventure to make significant use of designer notes.[2][3] It has been ported to the computer game Neverwinter Nights.

Plot

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 uncovers and then is placed in the position of stopping a massive hobgoblin horde, fanatically devoted to the dark goddess Tiamat and led by the charismatic half-dragon warlord Azarr Kul. To stop the horde, the players will have to muster the inhabitants of the Vale, battle hobgoblins, giants and dragons, and defeat an overwhelming enemy.

References

  1. ^ James, Jacobs (2006-02-02). "Red Hand of Doom Excerpt". Wizards of the Coast. Retrieved 2008-01-21. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  2. ^ a b Kushner, Joe. "Staff review of Red Hand of Doom". EN World. Retrieved 2008-01-29.
  3. ^ "Product Spotlight: Red Hand of Doom". Wizards of the Coast. 2006-02-10. Retrieved 2008-01-21.

External links