Val Hindarlin - Red Hand of Doom ReMIX - FoundryVTT - 5e Dungeons & Dragons - 47
Victory, but at a terrible cost. The Claws return to the Hammerfast Holds with the recovered war funds and have an unlikely encounter with an old foe.
House Rules we kept referencing:
https://bit.ly/CrashHouseRules
Red Hand Playlist: https://bit.ly/redhandremix
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The afternoon sun beats down on you; the air is hot and still. Whether you were born in Elsir Vale, stationed here by your organization, or came here for your own reasons, you currently call the Vale, and the town of Drellinβs Ferry, home. Itβs a settlement hard on the borders of the Witchwood, the westernmost settlement of the great human empire. The sparsely settled lands of Elsir Vale are quietly prosperous, dutiful in their taxes to the empire, but starting to grow monotonous. Some days you canβt help but wish for a little excitement. But, you know what they say, be careful what you wish forβ¦
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Red Hand of Doom is a 128-page adventure module for the 3.5 version of Dungeons & Dragons (D&D). It is designed as a generic D&D adventure that 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 at the time of release).
The adventure was indicated as appropriate for characters of experience levels six to twelve, but the designers have stated that it is targeted to levels five to eleven. It is also the first Wizards of the Coast Dungeons & Dragons adventure to make significant use of designer notes. The adventure is expected to take players weeks, or even months, to complete.
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Watch our games live at https://www.twitch.tv/crashgem
Find out more: www.crashgem.com
Hit me up on Discord if you wanna talk D&D: CrashGem#7777
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