Cover of Red Hand of Doom

Red Hand of Doom

A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr 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?

The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party.

WoTC 95385

Publication Year
Battle Mats?
Includes Characters?
Levels 6–12
Found In
Part Of
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Mike the Wight has played this adventure and would recommend it.

Very well laid out adventure that can be run straight from the book if desired. Played through the book (changed the last chapter) at a quick pace of 7-8 months playing one 3 hours session a week. Had a blast with my players. Has a badass villain and premise.

Adam has played this adventure and would recommend it.

I've been playing 5e for about six years, and this is the best adventure I have ever run through, hands down! It's the gold standard that I compare everything else to, and I'm constantly looking for an excuse to run it again.

Get it, it's great!

jimh1899 has played this adventure and would recommend it.

Tons of fun. Epic adventure. Great for parties that dawdle. This sets a pace the players have to follow if they want to save the vale.

HikerChris has played this adventure and would recommend it.

Absolutely adored this adventure. It gives so many opportunities to add or cut and replace material as you wish, but still keep an amazing story and plot that the players will love till the very end.

CedricTheWiseorTerrible has played this adventure and would recommend it.

An S tier long form adventure. Have your players battle a variety of enemies with many great set pieces. Few adventures are as easy to run while also being a great base to add upon, its also incredibly intuitive to translate to 5e. If you want a few months of dnd it will be hard to do better than this