

The new story for 4E was set 10 years after Red Hand of Doom. It became even more notable when Wizards returned to the setting in their "Scales of War" adventure path, which ran from Dungeon #156 (July 2008) to Dungeon #175 (February 2010). The Elsir Vale was a large and new locale that included several towns and the nearby wilderness. Some of the figures in the War Drums release (2006) for D&D Miniatures (2003-2010) were purposefully drawn from this adventure. Wizards had never done anything of the sort before. These boxed notes talk about the philosophies and expectations behind some of the encounters. Hail to the Designers Notes! The biggest innovation in Red Hand of Doom is the inclusion of about a dozen designers' notes.
WOW REDHAND MOVIE
Jacobs notes a few more disparate influences: the Return of the King movie (2003), World of Warcraft (2003), and a Chris Thomasson adventure called "Foundation of Flame", which appeared in Dungeon #113 (August 2004).
WOW REDHAND SERIES
It was an adventure style that hadn't been seen much since the "Bloodstone Pass" adventure series (1985-1988). Baker based the plot of Red Hand of Doom on something he'd seen in many fantasy novels, but that was less common in D&D adventures: "the Army of Evil … trying to conquer everything." He didn't muddy that concept with dungeon delves or macguffins - instead wanting to focus on the armies themselves and the sort of challenges that they presented.

To make the adventure generic, they created a new locale, the Elsir Vale, that could be placed in any setting. To make the adventure classic, Baker and Jacobs focused on one of best-known races of old: goblinoids, with plenty of class levels to make them dangerous foes. Red Hand of Doom was written as a classic adventure that could be used in any setting. Though it's not a full-fledged adventure path, it should support 6 months of play. To qualify Red Hand of Doom as a super-adventure, designers Baker and Jacobs made sure it was both "huge" and "epic". It would be followed by several other Wizards adventures in the final 3E years, most of them in the "Expedition" series (2006-2007). Red Hand of Doom thus marked a big return for Wizards. Return to the Temple of Elemental Evil (2001) and City of the Spider Queen (2002) were the only two in the early 3E era, then Wizards almost totally abandoned adventures for three years, with the exception of some Eberron modules. Super-adventures from Wizards that were larger and more important were even rarer. That's because they expected d20 licensees to focus on adventure publication, taking the brunt of one of the least profitable sorts of RPG publication.

D&D adventures from Wizards of the Coast were shockingly rare during the 3E era (2000-2008). It was published in February 2006.Ĭontinuing the Super Adventures. Red Hand of Doom (2006), by Richard Baker and James Jacobs, is a super-adventure for D&D 3E. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? Confronted with the relentless advance of Azurr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Red Hand of Doom is a DUNGEONS & DRAGONS® adventure designed to take characters from the 6th level to the 12th level. “I am Azarr Kul, Son of the Dragon!” the warlord bellowed. He stood upon a precipice and raised his arms. A hundred bright yellow banners stood beneath him, each marked with a great red hand. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. From the phalanx emerged a single champion. The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. Who Can Stand Against the Son of the Dragon? Print copies should look as close to original as we can possibly get. This is a new Print on Demand version of Red Hand of Doom built from the original digital files.
