Full description not available
R**.
The Best Written D&D Adventure since Temple of Elemental Evil
While this can be considered a campaign (it took my crew a year to complete it, but we started off at 1st level and worked up to the main plot) this adventure is simply the best I have ever run. I loved the open concept, epic battles and interesting characters and villains. My players did not feel railroaded at any time but neither did they feel it was a cakewalk. My only suggestions are firstly, that DM's let their players know they will not have a lot of downtime to create items so avoid those feats until after the campaign. Secondly, DM's need to prepare and understand the tactics and intelligence of the main characters. Many of the villains escaped and came back as secondary foes later on in my game. If your party kills a dragon the first time they see it...they were super lucky or you as a DM screwed up. Finally, there are countless plot hooks that you can use at a later date. Many of the opponents were defeated but not killed in my game and alliances between the good PC's and evil villains were an interesting roleplaying aspect.In the end, we relied heavily on miniatures to help visualize battles and I scanned and enlarged the many maps provided into full sized (to scale) battle maps that the players were in awe of. This is truly an A+ adventure and I would run it again, anytime. Enjoy this book!!!
G**S
Running this with 5e, and loving it!
A great module. Haven't played all the way through it yet, just getting past part one, but my players are having a blast. Its fairly easy to run if you have some DM experience, however, this is a higher level adventure for higher level characters, so don't expect it to be as easy to run as a starter set module. It's taking me a bit longer, due to the fact that I'm running it using 5e monsters and converting the big baddies to 5e stats as well. Its very well done, the quality of the copy i received was amazing, and the pictures and details are outstanding. Love it.
J**R
Outstanding Adventure
i'm currently in the process of prepping this campaign. It a word, it is beautiful. The artwork is fantastic and well crafted to set the mood in every scene. The writing, the maps, the encounters, and the background material are all top notch. It is an epic adventure taking PC's somewhere from 5th to 12th level, with plenty of room for improvisation by DM's if that's what they like. PC's will get powerful quickly, but they'll need it to survive as the enemies are brutally efficient.Probably one of the best adventures written for 3rd edition D&D.
J**F
Awesome but not perfect
I think I'm the first reviewer not to give this adventure 5 stars, which is not to say I don't like it. Having read through it once, it's definitely got a gripping, awesome storyline. I can't wait to get my players up to 5th level so they can get into this adventure. I'm sure they'll enjoy it too.However, I do have some complaints. As is typical with Wizards of the Coast products, Red Hand of Doom has many typos and inconsistencies. My biggest problem is with the scales on the maps. Distances calculated using the map scales quite often bear no relation to the distances as written in the text. For instance, one place is described as being 80 miles away from the starting point in the text, but on the map looks to be only about 20 miles away. Another place is described as being 'a hard day's march' away from another point, but on the map looks to maybe a half day's stroll away. This is by no means impossible to work around (I'd say go with the text over the maps), but it's nevertheless disappointing and annoying.Still, this is a great adventure. I highly recommend getting it.We need more adventures like this, Wizards!
A**R
Five Stars
Favorite D&D Module of all time!
A**F
More of the same, but good.
In keeping with recent trends to publish multiple works-per-month, the Red Hand of Doom is a good product with fair-to-high content. The campaign is interesting and involved and of considerably higher quality than many soft back supplements released prior to it (some of the 3.0 handbooks for instance).That being said, I would have liked an accompanying document that would mirror the content in the book but with the ability to be printed and edited, further allowing for customization and use of content liberally in individual campaigns. I would also have been more pleased with a larger book boasting even more content (similar to some of the newer handbooks Wizards has been releasing since 3.5) for a higher cost than a stand-alone campaign.
D**N
Superb campaign
I'm currently running the "Red Hand of Doom" with my D&D group, and it is absolutely fantastic. It has a great story, a variety of challenging encounters, and a perfect mix of town, wilderness, and dungeon features. It is NOT a short adventure: if run properly, it will take anywhere from 6 to 12 gaming sessions (6 if your sessions are epic.) The writing is smooth and wonderfully descriptive, the maps and illustrations are also good. Definitely 5-star.
R**E
First time DM
The book is great and came in perfect condition. The campaign itself will be great. I'm a first time DM so I'm a little worried about using the timeline but with how detailed it is I'm sure it'll run smooth.
P**E
The most incredible module I've seen so far.
Extremely complete and well-designed, with original and varied monsters, PNC and environment, RHOD is a dream come true for any DM and players. Also, its "race against the clock" aspect creates a true feeling of tension throughout the entire campaignIt does allow for a lot of customization as well, if you are afraid of being limited by its frame.I'm currently running this campaign under D&D 4th edition; the conversion has been quite easy, look into the community for advice.
T**L
DMs: One of the best modules you'll run.
A great module for 3.5. I ran it in a massive campaign that turned into one of my best. RHoD was a key component of that campaign. If you're still running 3.5 it is a must have.
Trustpilot
3 weeks ago
3 days ago