Red Hand of Doom
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Product Blurb
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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, red scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red 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?
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This text is quoted from promotion material. Text and images are copyrighted by the original publisher.
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Red Hand of Doom is a large 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 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.
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