Red Hand of Doom
Pathfinder 2e | Campaign
About the adventure
An army of dragon-worshipping monsters is coming...And hell rides with them! The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers, but one general defeated and united the tribes, emerging as a king. A king with ambitions! He stood upon a precipice and raised his arms. “I am Azarr Kul, Son of the Dragon! Hear me! Tomorrow we march to war!” The Red Hand of Doom was originally a D&D 3.5 adventure, but has now been remastered for Pathfinder 2e. 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 get the people of Elsir Vale evacuated to safety? Can they convince the nearby elves and dwarves to join the fight? Can they wage guerilla warfare to disrupt the inexorable advance of Azarr Kul and his army? Or will Azarr Kul’s dreams of domination rain death and destruction upon the human lands?
Game style
Rules as Written (RaW)
Games that are ran “Rules as Written” emphasize realism and stick to the letter of the rules, allowing players to explore creative solutions while still operating under a consistent rule set. Players have the ability to utilize the rules in creative ways to create awesome characters and moments in the game.
Rule of Cool (RoC)
“Rule of Cool” emphasizes creative story beats over sticking to a system’s rules as written. Players have the ability to push the limits of the rules or even break core rule mechanics at times if the Game Master thinks it is interesting, fun, or cool enough.
Combat Heavy
“Combat Heavy” games emphasize the combat mechanics within their systems over roleplay or puzzle solving. There are frequent and longer battles with enemies and a greater emphasis on tactical game play.
Roleplay Heavy
“Roleplay Heavy” games place the focus on the story, the characters, and the world they live within, and tend to lean hard into the various roleplaying elements of the game. These games will frequently find the party talking with NPCs, exploring the personal elements of their backstories, or even having emotional moments around the camp fire.
Game Master Reviews (18)
Proficiencies
Players say this GM is great at:
Creativity
Storytelling
World Builder
Lex is an incredible DM. Pure and simple. He's charismatic, a wonderful storyteller, and always open to player input and creative solutions. He also knows how to keep the story flowing, which I find is one of the most important things for a DM to know. You'll never find your party in long awkward pauses or with no idea how to proceed when you're playing with Lex. Five stars is the max rating on Startplaying, I would give Lex a higher rating if I could!
Great DM - extremely communicative and empathetic. Lex makes all players at the table feel welcome, regardless of experience. I've played in a lot of campaigns and was impressed at how quickly Lex got our group up and running, while also ensuring that the players interacted with one another outside of the weekly sessions. Would not hesitate to book another campaign with him!
I am thoroughly enjoying my campaign with Lex. He is very knowledgeable, drew me into the game world immediately, and is a great story teller. He's extremely encouraging to each player in our game and truly makes us feel like we belong in this world. He also loves it when we operate outside the box. I look forward to each session and can't wait to see where we go!
Additional tables
1 available
Weekly / Thursday - 3:00 AM UTC
0 / 5 Seats Filled
Additional details
How to prepare
- Free account at ForgeVTT.com - Discord (join my server at https://discord.gg/adkCzF6S86 where I am u/GamersaurusLex) - Microphone (webcam optional) - Create your character (with my help if needed) in Pathbuilder or in FoundryVTT
What I provide
I am a storyteller and we are going to tell the story YOU want to tell. I create scores of NPCs and try to give them all unique personalities, voices, habits, and motivations. No two campaigns have the same plot, because I customize everything for your PCs. This is as close to an open sandbox as possible while still using a pre-written module. I reward investigation, planning, and social interaction. Indeed, the more you know, the better armed you are for what might be lurking around the corner. I always reward players who come up with unique or creative ways to solve problems, and there are no stupid questions (e.g., "Can I swing across the room on the chandelier?" "Heck yeah, roll an Acrobatics check!") I generally follow the rules as written, along with some modifications to keep the game moving (e.g., if the battle is clearly won, rather than sit around for another 4 rounds whittling away at a monster's HP, I may ask if "How do you want to end it?"), but I am also not opposed to the Rule of Cool, especially in climactic moments! My games are high on RP. For important interactions, I use an easy-to-learn social encounter system based loosely on Pathfinder's Intrigue rules. War is dangerous, but there is often a way to avoid combat, including strategic retreat, if you want. That said, my combats are challenging and interesting (lots of modified monsters and varied settings) and character death is always a possibility. Especially in a campaign where we are fighting a war, death is always one ambush away! If you want to use a voice or accent, that is awesome, but you are also free to narrate your character's actions in the first or third person: e.g., "Beatrice is suspicious of this haughty noble and tries to direct the conversation to learn more about his background" or "I don't believe him, but I want to convince him that I do." As far as resources go, I use FoundryVTT on ForgeVTT (so you just need access to the ForgeVTT website and not your own copy of FoundryVTT). I have a subscription to Demiplane's Pathfinder Nexus so you don't have to own the books, and I can import PCs from Pathbuilder. I also use a ton of add-ons and other services, such as Syrinscape, dScryb, assets and mods from Patreon accounts for awesome maps and art, and even some custom-created maps and tokens and customized art from the original Pathfinder and Wizards of the COast modules (all of which I own).
Gameplay details
We will establish guidelines and norms during our session zero, including what kinds of content will only ever take place "off screen" and the level of violence and carnage to be expected.
Content warnings
• Animal Death
• Blood
• Character Death
• Cults
• Death
• Devils / Demons / Fiends
• Drowning
• Hostages
• Mind Control
• Slavery
• Snakes
• Spiders
• Violence
Safety tools used
• Breaks
• Lines and Veils
• Open Door
• Session 0
• X, N, and O Cards
How will character creation work
Characters will begin at level 1, and most classes, ancestries, and backgrounds are available. We'll be using the Free Archetype variant rule (which helps unify the party a bit). You can pick any ancestry feat you want and choose from a selection of archetype feats that are curated to better fit the theme of the campaign. I will also provide a custom User Guide to help creating a PC that will be a good fit for the campaign. Characters will be built prior to the beginning of the game, and I will be available for 1 on 1 conversations and questions about your choices. Our first session will include some Session Zero content to make sure we are all on the same page, before diving right into the story.
Players can expect
Combat / Tactics
High
Roleplay
High
Puzzles
Low
Experience level
Open to all
Platforms used
• Discord
• Foundry VTT
$22.00
/ Session
Each player will be charged when a session starts.
Details
Weekly / Wednesday - 11:00 PM UTC
Jun 11 / Session 5
3-3.5 Hour Duration
4 / 6 Seats Filled
Schedule
Requirements
Experience required: Open to all
Age: 18+