“I am the King of Rome, and above grammar” What I really want to know is if theres a 128 page Official FR module coming out next year Sons of Gruumsh is a mere 32 pages. "When dragons make war, worlds can only tremble in the shadow of angry wings" Good that our FR authors take care of us so that the Forgotten Realms are always first priority. I'll save more info for the FR seminar at GenCon. The authors of the adventure are myself and James Jacobs, of Dungeon magazine. You can drop the adventure into your FR campaign seamlessly. It's set in a stretch of a fairly generic campaign "region," but here's my secret plan: I made sure that the topography of the place very closely matched up with a piece of the Forgotten Realms map (specifically, the Channath Vale-the region around the Wyrmbones, Rethmar, and the Channathwood). Red Hand of Doom is a 128-page "super-adventure" that starts you off at 5th level and takes you up to about 10th or 11th. Seems like a very FR-friendly generic super adventure module! Here is what Richard Baker had to say about "The Red Hand of Doom". Candlekeep Forum - "The Red Hand of Doom" and the FR ^ Slavicsek, Bill Baker, Rich Grubb, Jeff (2006)."Red Hand of Doom: A Dungeons & Dragons Adventure". ^ "Product Spotlight: Red Hand of Doom".ĭungeon Master for Dummies lists Red Hand of Doom as one of the ten best 3rd edition adventures. While it permitted the material to be inserted into existing campaigns and game worlds, 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. The generic nature of the campaign was seen as both a strength and a limitation. The artwork featured throughout the publication received special attention, with Howard Jones describing it as "fabulous". The inclusion of the Designer Notes was well regarded by critics, as was the provision of downloadable content. In terms of content and quality, one reviewer compared it favorably with both The Temple of Elemental Evil and The Keep on the Borderlands. The publication has been generally well received, with reviewers rating it as one of the best adventures in many years. The first Dungeon Adventure Path for 4th Edition, Scales of War, does start off in the same location, reusing the maps from Red Hand of Doom, but only uses the location as a jumping-off point and does not build on specific plot points from Red Hand of Doom. The authors regarded the adventure as being self-contained and did not intend to continue the story in later publications. 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, as well as incorporating downloadable content in the form of PDF stat blocks. To stop the horde, players have to muster the inhabitants of the Vale, battle hobgoblins, giants, and dragons, and defeat an overwhelming enemy. 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. Red Hand of Doom follows a group of adventurers who have entered the Elsir Vale, a thinly populated frontier region. The adventure is expected to take players weeks, or even months, to complete. It is also the first Wizards of the Coast Dungeons & Dragons adventure to make significant use of designer notes. The adventure was indicated as appropriate for characters of experience levels six to twelve, īut the designers have stated that it is targeted to levels five to eleven. 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). It is designed as a generic D&D adventure that can be dropped into any campaign world, including a personal one. Red Hand of Doom is a 128-page adventure module for the 3.5 version of Dungeons & Dragons ( D&D).
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