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Draz74
2017-05-21, 08:47 PM
I can't believe nobody's done this (and posted their work online), but that's what my Google-fu suggests. SO I was thinking I may try to convert The Red Hand of Doom to 5e as a summer project.

Unfortunately I'm something of a perfectionist (at least as a DM), so I want this to be tested before I try it out on a real party of players. So I'm going to be posting everything's stat blocks here, partly for posterity, but partly with a plea that other people run some simulated battles and let me know how they turn out.

Part I: The Witchwood
Marauder Attack (http://www.giantitp.com/forums/showsinglepost.php?p=22018300&postcount=2)
Drellin's Ferry (http://www.giantitp.com/forums/showsinglepost.php?p=22018392&postcount=3)
Witchwood Random Encounters (http://www.giantitp.com/forums/showsinglepost.php?p=22018714&postcount=5)
Jorr's Cabin (http://www.giantitp.com/forums/showsinglepost.php?p=22020157&postcount=11)
Blackwater Causeway (http://www.giantitp.com/forums/showsinglepost.php?p=22020251&postcount=13)
Vraath Keep (http://www.giantitp.com/forums/showsinglepost.php?p=22021898&postcount=14)
Old Warklegnaw (http://www.giantitp.com/forums/showsinglepost.php?p=22023091&postcount=15)
Skull Gorge Bridge (http://www.giantitp.com/forums/showsinglepost.php?p=22023351&postcount=17)
Goblin Raid (http://www.giantitp.com/forums/showsinglepost.php?p=22025452&postcount=19)
Chimera Attack (http://www.giantitp.com/forums/showsinglepost.php?p=22025469&postcount=20)
Massacre at Drellin's Ferry (http://www.giantitp.com/forums/showsinglepost.php?p=22029074&postcount=22)

Part II-A: The Elsir War
Easy Skirmish (http://www.giantitp.com/forums/showsinglepost.php?p=22037955&postcount=30)
Dirty Rotten Looters (http://www.giantitp.com/forums/showsinglepost.php?p=22038004&postcount=31)
Mercenary Gold (http://www.giantitp.com/forums/showsinglepost.php?p=22040814&postcount=34)
The Not-So-Sick Spy (http://www.giantitp.com/forums/showsinglepost.php?p=22063202&postcount=51)
Barghest Reavers (http://www.giantitp.com/forums/showsinglepost.php?p=22063452&postcount=52)
Marked for Death (http://www.giantitp.com/forums/showsinglepost.php?p=22074152&postcount=59)
Captured! (http://www.giantitp.com/forums/showsinglepost.php?p=22080199&postcount=60)
Into the Horde (http://www.giantitp.com/forums/showsinglepost.php?p=22080211&postcount=61)

Part II-B: The Blackfens
Blackfens Random Encounters (http://www.giantitp.com/forums/showsinglepost.php?p=22080309&postcount=62)
Road Blockade (http://www.giantitp.com/forums/showsinglepost.php?p=22096139&postcount=69)
Spawn of Tiamat (http://www.giantitp.com/forums/showsinglepost.php?p=22096230&postcount=70)
Killiar's Hunters (http://www.giantitp.com/forums/showsinglepost.php?p=22100043&postcount=74)
Starsong Hill (http://www.giantitp.com/forums/showsinglepost.php?p=22116275&postcount=76)
Lizardfolk Huts (http://www.giantitp.com/forums/showsinglepost.php?p=22122716&postcount=77)
Bell Tower (http://www.giantitp.com/forums/showsinglepost.php?p=22122744&postcount=78)
Town Hall (http://www.giantitp.com/forums/showsinglepost.php?p=22196767&postcount=82)
The Elf Alliance

Part III: The Ghostlord's Lair
Thornwaste Random Encounters
Varanthian's Lair
The Lion's Path
Guardroom
Ooze Pit
Guest Quarters
The Pool of Rebirth
Chamber of the Betrayed
Shrine of Blight

Part IV: Enemy at the Gates
Brindol
Audience with the Lords
Save the Walls
Rampage of Fire
Streets of Blood
The Coffin Maker's Shop
The Cathedral Steps
Victory Points

Part V: The Fane of Tiamat
Wyrmsmoke Random Encounters
The Mark of Tiamat
Foyer
Guard Barracks
Torture Chamber
Priest Cells
Laryssa's Kitchen
Great Temple of Tiamat
Cavern of the Guardian Spawn
Outer Sanctum
High Wyrmlord's Chambers
Treasury
Inner Sanctum
Tiamat's Wrath

Draz74
2017-05-21, 09:23 PM
Marauder Attack

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Fiend
-------------------------
Armor Class 15
HP 45
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +2
Int -2, Wis +1, Cha -2
-------------------------
Skills Perception +5
Immunities fire
Senses darkvision 60 ft
Languages understands Infernal but can't speak it
CR 3 (700 XP)
-------------------------
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Bite (melee) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6, 15-ft cone): 6d6 fire (Dex DC 12 half)

Medium Humanoid (goblinoid)
-------------------------
Armor Class 13 (chain shirt)
HP 27
Speed 25 ft
-------------------------
Str +1, Dex +0, Con +1
Int +0, Wis +3, Cha +1
-------------------------
Skills Arcana +2, Deception +3, Religion +4
Senses darkvision 60 ft
Languages Goblin, Common, Infernal
CR 2 (450 XP)
-------------------------
Divine Eminence. As a bonus action, the doom hand cleric can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the doom hand cleric expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The doom hand cleric is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The doom hand cleric has the following spells prepared:
Cantrips (at will): resistance, spare the dying, thaumaturgy
1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
2nd level (3 slots): hold person, invisibility, spiritual weapon
3rd level (2 slots)
-------------------------
Actions
Mace (melee) +3: 1d6+1 bludgeoning

Medium Humanoid (goblinoid)
-------------------------
Armor Class 16 (chain shirt)
HP 67
Speed 30 ft
-------------------------
Str +1, Dex +3, Con +3
Int +0, Wis +0, Cha -1
-------------------------
Skills Acrobatics +5, Athletics +3
Senses darkvision 60 ft
Languages Goblin, Common
CR 2 (450 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Dual Wielder. When the bladebearer takes the Attack action, it can use a bonus action to attack with a weapon in its off-hand.
-------------------------
Actions
Shortsword (melee) +5: 1d6+3 piercing
Off-Hand Shortsword (melee) +5: 1d6+3 piercing

Encounter Composition
Hobgoblin Regular *4
Hobgoblin Bladebearer "Uth-Lar"
Doom Hand Cleric "Zarr"
Hell Hound

XP Award: 2000

Terrain
The wooded terrain to both sides of the road is filled with light undergrowth (difficult terrain). The steep escarpments on the sides of the road also count as difficult terrain, and to move up them specifically requires a DC 5 Athletics check. If this Athletics check is failed, 10 feet of movement is wasted, but the attempt may immediately be made again as part of the same movement, as long as 10 feet of movement remain.
The tree trunks within the wooded areas can be used for half cover or for three-quarters cover, depending on the angle from which a creature is targeted.

Setup
The hobgoblin regulars and the hell hound start out in the woods to the side of the road, hidden behind tree trunks, a little ahead of where the party start the encounter. Uth-Lar and Zarr start out in the farmhouse.
The creatures in the woods start off with advantage on their Stealth scores due to cover. Have all the PCs make Perception checks. If any PC's Perception result is 16 or higher, they notice something in the woods ahead of time, and can warn the other PCs if they wish. If any PC's Perception result is 11 or higher, they at least are not surprised by the ambush once it begins.

Tactics
The hell hound eagerly joins combat as soon as it begins. Uth-Lar and Zarr come out of the farmhouse as soon as they hear the sounds of combat; they are initially expecting just to watch a quick slaughter, but will quickly notice that they have a real fight on their hands and join in. Zarr begins combat by casting a 3rd-level spiritual weapon. He saves a 2nd-level spell slot for invisibility in case he starts fearing for his life and needs to attempt an escape.
The hobgoblin regulars start out firing their bows from their covered positions, with their shields stowed on their backs. They focus first on PCs against whom they can use their Martial Advantage, followed by PCs who are already wounded. If archery starts to feel ineffective and any PCs are nearby, they switch to sword and shield (dropping their bows) and run down the escarpment to engage in melee.

Treasure
Besides their weapons, armor, and shields, the ambushers carry little of interest. Zarr's holy symbol of Tiamat can be identified with a DC 10 Religion check.
In the farmhouse are bedrolls and mess kits and such mundane travel equipment for the hobgoblins.
The three dead guards are dressed in chain shirts and carried light crossbows and morningstars. The merchant's coin pouch contains 342 gp, 120 sp, and 100 cp. Locating it does not require a skill check if the farmhouse interior is examined at all.

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The hobgoblin regulars are just Hobgoblins from the MM. Hell hounds are likewise unchanged from the MM.

The Doom Hand Cleric is based strongly on the NPC "Priest" stat block, but with spell selection and skill selection and some other things tweaked. I decided giving it Martial Advantage would be overkill, even though it's a hobgoblin trait, since it already has the bonus action "smite" thing in its stat block for some reason.

Finally, the bladebearer was based loosely on the Berserker NPC stat block, but I did a bit more homebrewing here. Should I bump its Intelligence up more, since that's a racial boost for PC Hobgoblins?

I initially planned on having the same composition as the original (6 regulars in the ambush, an additional 6 as delayed reinforcements, and a second Hell Hound), but I found that to be far too dangerous. (TPK, and it wasn't close.) Hell Hounds are a lot nastier than they were in 3.5e, and mooks are more dangerous with Bounded Accuracy. (And these mooks hit hard if they can manage to land Martial Advantage.)

But I'm open to tweaking the composition here if other people's playtest experiences reveal the encounter to be too easy or too hard for a party of four Level 5 PCs.

Draz74
2017-05-21, 09:58 PM
Drellin's Ferry

Medium Humanoid (human)
-------------------------
Armor Class 17 (scale mail, shield)
HP 49
Speed 30 ft
-------------------------
Str +3, Dex +2, Con +3
Int +0, Wis +1, Cha +0
-------------------------
Saving Throws Str +6, Con +6
Skills Acrobatics +5, Athletics +6, Animal Handling +4, Intimidation +3, Persuasion +3, Stealth +2 (always with disadvantage)
Languages Common, Dwarvish
CR 2 (450 XP)
-------------------------
Determination. When Soranna makes an attack roll, a saving throw, or an ability check, she can do so with advantage. Once she uses this ability, she must finish a short or long rest before she can use it again.
Second Wind. On her turn, Soranna can use a bonus action to regain 1d10+5 hit points. Once she uses this feature, she must finish a short or long rest before she can use it again.
Action Surge. On her turn, Soranna can take an additional action, on top of her regular action and a possible bonus action. Once she uses this feature, she must finish a short or long rest before she can use it again.
-------------------------
Actions
Multiattack. Soranna makes two flail attacks, or one flail attack and one heavy crossbow attack.
Flail (melee) +6: 1d8+3 bludgeoning; crit. 19-20
Heavy Crossbow (ranged 100/400 ft) +5: 1d10+2 piercing; crit. 19-20
-------------------------
Reactions
Protection. When a creature Soranna can see attacks a target other than her that is within 5 ft of her, she can impose disadvantage on the attack roll. She must be wielding a shield to use this feature.

For Sale

+1 battleaxe - 110 gp
+1 longsword - 115 gp
+1 shield - 110 gp
+1 chain shirt - 550 gp
adamantine chain mail - 275 gp
20 +1 arrows - 25 gp each
20 +1 bolts - 25 gp each
8 potion of healing - 50 gp each
3 potion of greater healing - 150 gp each
2 scroll of bless (level 1) - 60 gp each
4 scroll of cure wounds (level 2) - 120 gp each
2 scroll of cure wounds (level 3) - 200 gp each
2 scroll of lesser restoration - 120 gp each
scroll of dispel magic (level 3) - 220 gp
scroll of protection from energy - 210 gp
scroll of mage armor - 60 gp
2 scroll of invisibility (level 2) - 130 gp
4 scroll of web - 120 gp each
2 scroll of dispel magic (level 3) - 220 gp each
scroll of fireball (level 3) - 230 gp
scroll of fly (level 3) - 210 gp
2 potion of invisibility - 180 gp each
3 potion of flying - 500 gp each
ring of protection - 3500 gp
bracers of defense - 6000 gp

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I built Soranna as a Fighter 5. Since she's much more likely to end up fighting alongside the PCs than against them, it doesn't matter that a Fighter 5 is only a CR 2 encounter.

Scathain
2017-05-21, 11:31 PM
Keep em coming! I had never read Red Hand of Doom until this thread, but I love your work so far.

Draz74
2017-05-22, 01:01 AM
Witchwood Random Encounters

Encounter #1 (400 XP)
Stirge *16

Tiny Beast
-------------------------
Armor Class 14
HP 2
Speed 10 ft, fly 40 ft
-------------------------
Str -3, Dex +3, Con +0
Int -4, Wis -1, Cha -2
-------------------------
Senses darkvision 60 ft
Languages n/a
CR 1/8 (25 XP)
-------------------------
Actions
Blood Drain (melee) +5: 1d4+3 piercing, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 1d4+3 hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

This stat block is, of course, straight from the MM (as most random encounters will be). This encounter would be a test of whether Bounded Accuracy truly makes wimpy creatures a sufficient threat when encountered in great numbers. Of course, if the party has any decent AoE, they should be able to handle this encounter with no real danger, just an annoying waste of resources. (Even though I picture the stirges attacking the party from all sides simultaneously.) I personally think it's fine to have this "easy" option among the random encounters just because it's so flavorful for the Witchwood, but a DM who feels otherwise can simply pass over this random encounter in favor of another one.

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Encounter #2 (700 XP)
Giant Wasp *7

Medium Beast
-------------------------
Armor Class 12
HP 13
Speed 10 ft, fly 50 ft
-------------------------
Str +0, Dex +2, Con +0
Int -5, Wis +0, Cha -4
-------------------------
Languages n/a
CR 1/2 (100 XP)
-------------------------
Actions
Sting (melee) +4: 1d6+2 piercing, and the target must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Just like the stirge encounter, this is a test of whether swarms of low-CR creatures can be a reasonable threat. After playtesting, though, I'm considering bumping the number of wasps up to more than 7. Thoughts? How hard should random encounters really be?

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Encounter #3 (800 XP)
Worg *4
Goblin Wolf Rider *4

Large Monstrosity
-------------------------
Armor Class 13
HP 26
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +1
Int -2, Wis +0, Cha -1
-------------------------
Skills Perception +4
Senses darkvision 60 ft
Languages Worg, Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-------------------------
Actions
Bite (melee) +5: 2d6+3 piercing, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Small Humanoid (goblinoid)
-------------------------
Armor Class 13
HP 16
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +1
Int +0, Wis +1, Cha +0
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft
Languages Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
Shortsword (melee) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing

The goblin wolf rider is an example of a random encounter that's not straight out of the MM; it's heavily based on the Scout NPC stat block, but with some modifications to make it more goblin-y.

Note that this encounter could affect the ongoing plot more than most random encounters: goblins and worgs won't hesitate to run for their lives if they're losing, and if they escape, they may give some useful information about the adventurers to Vraath Keep.

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Encounter #4 (1050 XP)
Dryad *3
Awakened Tree

Medium Fey
-------------------------
Armor Class 11 (16 with barkskin)
HP 22
Speed 30 ft
-------------------------
Str +0, Dex +1, Con +0
Int +2, Wis +2, Cha +4
-------------------------
Skills Perception +4, Stealth +5
Senses darkvision 60 ft
Languages Sylvan, Elvish
CR 1 (200 XP)
-------------------------
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
-------------------------
Actions
Club (melee) +2 (+6 with shillelagh): 1d4 bludgeoning, or 1d8+4 bludgeoning with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Huge Plant
-------------------------
Armor Class 13
HP 59
Speed 20 ft
-------------------------
Str +4, Dex -2, Con +2
Int +0, Wis +0, Cha -2
-------------------------
Vulnerabilities fire
Resistances bludgeoning, piercing
Languages Sylvan
CR 2 (450 XP)
-------------------------
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
-------------------------
Actions
Slam (melee, reach 10 ft) +6: 3d6+4 bludgeoning

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Encounter #5 (1050 XP)
Giant Spider *3
Ettercap

Large Beast
-------------------------
Armor Class 14
HP 26
Speed 30 ft, climb 30 ft
-------------------------
Str +2, Dex +3, Con +1
Int -4, Wis +0, Cha -3
-------------------------
Skills Stealth +7
Senses blindsight 10 ft, darkvision 60 ft
Languages n/a
CR 1 (200 XP)
-------------------------
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
-------------------------
Actions
Bite (melee) +5: 1d8+3 piercing, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6) (ranged 30/60 ft) +5: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Medium Monstrosity
-------------------------
Armor Class 13
HP 44
Speed 30 ft, climb 30 ft
-------------------------
Str +2, Dex +2, Con +1
Int -2, Wis +1, Cha -1
-------------------------
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft
Languages n/a
CR 2 (450 XP)
-------------------------
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.
-------------------------
Actions
Multiattack. The ettercap makes two attacks: one with its bite and one with either its claws or its web garrote.
Bite (melee) +4: 1d8+2 piercing + 1d8 poison. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw (melee) +4: 2d4+2 slashing
Web Garrote (melee, one Medium or Small creature against which the ettercap has advantage on the attack roll) +4: 1d4+2 bludgeoning, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.
Web (Recharge 5-6) (ranged 30/60 ft, one Large or smaller creature) +4: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

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Encounter #6 (1400 XP)
Adolescent Girallon *2

Large Monstrosity
-------------------------
Armor Class 12
HP 44
Speed 40 ft, climb 40 ft
-------------------------
Str +3, Dex +3, Con +3
Int -3, Wis +1, Cha -2
-------------------------
Skills Perception +3, Stealth +5
Senses darkvision 60 ft
Languages n/a
CR 3 (700 XP)
-------------------------
Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
-------------------------
Actions
Multiattack. The girallon makes five attacks: one with its bite and four with its claws.
Bite (melee) +5: 1d4+3 piercing
Claw (melee, reach 10 ft) +5: 1d4+3 slashing

This is a souped-down version of the Volo's Guide girallon (adjusted to be a different CR). Hopefully my adjustment algorithm works!

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Encounter #7 (1400 XP)
Owlbear *2

Large Monstrosity
-------------------------
Armor Class 13
HP 59
Speed 40 ft
-------------------------
Str +5, Dex +1, Con +3
Int -4, Wis +1, Cha -2
-------------------------
Skills Perception +3
Senses darkvision 60 ft
Languages n/a
CR 3 (700 XP)
-------------------------
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
-------------------------
Actions
Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
Beak (melee) +7: 1d10+5 piercing
Claws (melee) +7: 2d8+5 slashing

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Encounter #8 (1800 XP)
Assassin Vine

Large Plant
-------------------------
Armor Class 15
HP 136
Speed 20 ft, climb 20 ft
-------------------------
Str +4, Dex +1, Con +3
Int -3, Wis +0, Cha -3
-------------------------
Skills Stealth +4
Immunities blinded, deafened
Resistances cold, fire, lightning
Senses blindsight 60 ft (blind beyond this radius)
Languages n/a
CR 5 (1800 XP)
-------------------------
Actions
Multiattack. The assassin vine makes two constrict attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the assassin vine uses its Engulf on it.
Constrict (melee) +7: 2d8+4 bludgeoning
Engulf. The assassin vine engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the vine's turns or take 2d8+4 bludgeoning damage. If the vine moves, the engulfed target moves with it. The vine can have only one creature engulfed at a time.

Careful observers will see that I based the Assassin Vine closely on the Shambling Mound. I did at least look at the Vine Blight monster for inspiration, but I liked the Shambling Mound mechanics better (and the fact that it was already a higher CR).

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Encounter #9 (1800 XP)
Dire Boar

Large Beast
-------------------------
Armor Class 14
HP 101
Speed 40 ft
-------------------------
Str +3, Dex +0, Con +3
Int -4, Wis -2, Cha -3
-------------------------
Languages n/a
CR 5 (1800 XP)
-------------------------
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 4d6 slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Relentless. If the boar takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Once this feature has been used, it cannot be used again until the boar completes a short or long rest.
-------------------------
Actions
Tusk (melee) +8: 2d12+7 slashing

This is my attempt to bump a Giant Boar up to CR 5. In playtesting, it wasn't a particularly difficult foe overall, but it did knock one PC unconscious with a single Charge attack. So I guess that's enough "resources spent" for a random encounter.

Draz74
2017-05-22, 01:06 AM
Keep em coming! I had never read Red Hand of Doom until this thread, but I love your work so far.

Thank you for the encouragement! -- but, if you've never read the adventure, perhaps you should stay away from spoilers that will certainly be in this thread!

(Or buy the adventure and start running it for a 5e group, that works too.)

JackPhoenix
2017-05-22, 09:17 AM
Credit: the girallon's (homebrewed) stat block comes basically from here (http://bernietheflumph.blogspot.com/2015/02/girallon-5th-edition-d-monster.html). I cleaned it up a little bit to make it more consistent with the way grappling abilities in the MM generally work.

Note: There's a CR 4 Girallon in VGtM.

Draz74
2017-05-22, 10:53 AM
Note: There's a CR 4 Girallon in VGtM.

Thanks, I'll probably replace the Homebrew one with a scaled-down version of the VGtM one.

EDIT: and done. The homebrew girallon was a lot more original/complicated mechanically, but I'll stick with the 5e standards as much as possible. I suspect the homebrew one is overpowered, anyway, for its CR.

Scathain
2017-05-22, 11:39 AM
Thank you for the encouragement! -- but, if you've never read the adventure, perhaps you should stay away from spoilers that will certainly be in this thread!

(Or buy the adventure and start running it for a 5e group, that works too.)

No worries, I've actually been looking through old 3.5 modules to drop into my homebrew world. This'll be mighty helpful.

Edit: this is just one of those "I didn't know I needed this until I did" threads

HolyDraconus
2017-05-22, 12:17 PM
It HAS been done before, several times. And the easiest way to convert is to redo the items. Everything else can use the 5e stats for similar effect, but the items take more work.

Draz74
2017-05-22, 12:45 PM
Jorr's Cabin

Medium Beast
-------------------------
Armor Class 12
HP 5
Speed 40 ft
-------------------------
Str +1, Dex +2, Con +1
Int -4, Wis +1, Cha -2
-------------------------
Skills Perception +3
Languages n/a
CR 1/8 (25 XP)
-------------------------
Keen Hearing and Smell. Jorr's dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-------------------------
Actions
Bite (melee) +3: 1d6+1 piercing. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Medium Humanoid (human)
-------------------------
Armor Class 16 (+1 studded leather armor)
HP 42
Speed 30 ft
-------------------------
Str +0, Dex +3, Con +2
Int +1, Wis +2, Cha -1
-------------------------
Saving Throws Str +3, Dex +6
Skills Animal Handling +5, Athletics +3, Medicine +5, Nature +4, Perception +5, Stealth +9, Survival +8
Languages Common, Goblin, Orc, Thieves' Cant
CR 3 (700 XP)
-------------------------
Favored Enemy. Jorr gains a +2 bonus to damage rolls with weapon attacks against humanoids. He has advantage on Wisdom (Survival) checks to track humanoids, and on Intelligence checks to recall information about humanoids.
Natural Explorer. Jorr ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Jorr travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Jorr remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Jorr travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
Wanderer. Jorr has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Primeval Awareness. Jorr has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. By spending 1 uninterrupted minute in concentration, he can sense whether any humanoids are present within 5 miles. Their numbers, general direction, and distance in miles are revealed for each such group of humanoids.
Cunning Action. Jorr can take a bonus action on each of his turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.
Crossbow Expert. Being within 5 feet of a hostile creature doesn’t impose disadvantage on Jorr's ranged attack rolls.
Sneak Attack. Once per turn, Jorr can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll.
Horde Breaker. Once on each of his turns when he makes a weapon attack, Jorr can make another attack with the same weapon against a different creature that is within 5 ft of the original target and within range of his weapon.
Spellcasting. Jorr is a 1st-level spellcaster. His spellcasting ability is Wisdom. Jorr knows the following ranger spells:
1st level (3 slots): alarm, hunter's mark, longstrider
-------------------------
Actions
Dagger (melee) +6: 1d4+3 piercing
Dagger (thrown 20/60 ft) +8: 1d4+3 piercing
Heavy Crossbow (ranged 100/400 ft) +8: 1d10+3 piercing
Animal Empathy. Through sounds and gestures, Jorr can communicate simple ideas to a beast, and can read its basic mood adn intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any)
to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes.

Jorr's dogs are just mastiffs from the MM. Not too scary.

Like Captain Soranna, Jorr is much more likely to be an ally to the PCs than an antagonist, so I just built him as a Level 5 character. Interestingly, he came out to be CR 3 (where Soranna was only CR 2). I may need to tone him down someday if they publish an update to the Revised Ranger, which I suspect will be slightly nerfed. At least getting his help should be very worthwhile for the party (unless maybe if they already have a Ranger).

Encounter Composition
Jorr's Dog *3
Jorr Natherson

XP Award: 1800
If the PCs manage to enlist Jorr's help, they gain this full XP Award. If they merely gain useful information from Jorr, they are awarded 1100 XP instead. If they win this encounter via combat, they are awarded only 775 XP.

Draz74
2017-05-22, 12:48 PM
It HAS been done before, several times. And the easiest way to convert is to redo the items. Everything else can use the 5e stats for similar effect, but the items take more work.

Really? I found one place where someone said they were working on it, but they didn't actually produce any stat blocks, and the latest post was over 2 years old.

If I'm re-inventing the wheel, please redirect me to where I can get the wheel without doing so! :smallbiggrin:

Draz74
2017-05-22, 01:14 PM
Blackwater Causeway

Huge Monstrosity
-------------------------
Armor Class 14
HP 157
Speed 30 ft, swim 30 ft
-------------------------
Str +5, Dex +1, Con +5
Int -4, Wis +0, Cha -2
-------------------------
Skills Perception +6
Senses darkvision 60 ft
Languages n/a
CR 7 (2900 XP)
-------------------------
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra starts with five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 23 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 9 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
-------------------------
Actions
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite (melee, reach 10 ft) +7: 1d8+5 piercing

Encounter Composition
Adolescent Hydra

XP Award: 2900

------------------------------------------------------------------

Now, this one is interesting. My playtest party quickly dropped a Slow spell on this hydra, and the rest of the encounter was a total cakewalk. No danger of imminent death for even a single character.

I'm wondering if I should bump the hydra up to match the MM version (which is CR 8 rather than CR 7), but I actually don't think that would fix the issue. It would still have only a 30% chance to save vs. Slow each round, and would be utterly pathetic without Multiattack.

So I think I should balance the Hydra's CR with what works when the party doesn't have Slow, and then if the party in an actual campaign Slows it, just say "Congratulations, you found this particular creature's exact crippling weakness. You get this encounter for free at the cost of a Level 3 spell slot."

I playtested the encounter a second time banning Slow from the PCs' tactics, and it seemed like a sufficiently hard fight as long as the heads of the hydra know to focus-fire one PC at a time. One PC only survived due to a lucky Death Save. But if the heads spread out their fire a bit, the players probably could take on a MM hydra ... nah. This is supposed to be a significant fight, but not a boss fight.

Draz74
2017-05-22, 11:09 PM
Vraath Keep

Small Humanoid (goblinoid)
-------------------------
Armor Class 13
HP 16
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +1
Int +0, Wis +1, Cha +0
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft
Languages Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
Shortsword (melee) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing

Large Beast
-------------------------
Armor Class 14
HP 37
Speed 50 ft
-------------------------
Str +3, Dex +2, Con +2
Int -4, Wis +1, Cha -2
-------------------------
Skills Perception +3, Stealth +4
Languages n/a
CR 1 (200 XP)
-------------------------
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Bite (melee) +5: 2d6+3 piercing. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Large Monstrosity
-------------------------
Armor Class 14
HP 68
Speed 30 ft, fly 50 ft
-------------------------
Str +3, Dex +3, Con +3
Int -2, Wis +1, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Common
CR 3 (700 XP)
-------------------------
Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
-------------------------
Actions
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite (melee) +5: 1d8+3 piercing
Claw (melee) +5: 1d6+3 slashing
Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 27
Speed 30 ft
-------------------------
Str +2, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1 (200 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Large Monstrosity
-------------------------
Armor Class 14
HP 76
Speed 40 ft
-------------------------
Str +4, Dex +0, Con +3
Int -1, Wis +3, Cha -1
-------------------------
Skills Intimidation +1, Perception +7
Senses darkvision 60 ft
Languages Abyssal, Common, Goblin
CR 3 (700 XP)
-------------------------
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
-------------------------
Actions
Greataxe (melee) +6: 2d12+4 slashing
Gore (melee) +6: 2d8+4 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 12 (15 with mage armor)
HP 40
Speed 30 ft
-------------------------
Str +2, Dex +2, Con +1
Int +0, Wis +1, Cha +3
-------------------------
Saving Throws Con +4, Cha +6
Skills Arcana +3, Intimidate +6, Stealth +5
Senses darkvision 60 ft
Languages Goblin, Common, Infernal
CR 5 (1800 XP)
-------------------------
Heart of Hruggek. Koth has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Spellcasting. Koth is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Koth knows the following spells:
Cantrips (at will): acid splash, mage hand, message, minor illusion, true strike
1st level (4 slots): charm person, mage armor,* shield
2nd level (3 slots): blindness/deafness
3rd level (3 slots): fear, fireball, fly
4th level (1 slot)
*Koth casts this spell on himself before combat begins.
-------------------------
Actions
Multiattack. Koth attacks twice with his morningstar.
Morningstar (melee) +5: 2d8+2 piercing
Wand of Magic Missiles (7 charges): For one charge, casts the 1st-level version of the magic missile spell; increase the spell slot level by one for each additional charge expended. The wand regains 1d6+1 expended charges daily at dawn. If Koth expends the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Encounter Composition
Goblin Wolf Rider *2
Dire Wolf *2
Manticore
Hobgoblin Veteran *4
Minotaur
Wyrmlord Koth

XP Award: 4600

------------------------------------------------------------------

The goblin wolf riders are the same as they were in Witchwood Random Encounters. The dire wolves are straight out of the MM. Karkilan the minotaur basically is too (minor changes), as is the manticore.

The hobgoblin veterans are an upgraded version of hobgoblin regulars; still only CR 1.

Finally, Wyrmlord Koth. I decided to make him CR 5 -- the toughest thing the party has yet faced except the solo hydra, tied with the nastiest possible random encounters. I thought that would be plenty, since he shouldn't be faced alone, but should be surrounded by bodyguards. And I eyeballed a 7th-level caster as a CR 5 threat. So he's more or less a Bugbear Sorcerer 7.

Here's the problem: I think this encounter is a bit too easy. Much to my surprise, after Marauder Attack had to be toned way down to keep it from being too lethal.

My playtest party lost one character, but with a little luck with the dice, they were able to take down the entire populace of the Keep. Now, normally I'd say that's a fine result for a boss battle, or maybe even a bit too hard of an encounter. But here's the thing: they had no strategy.

RHoD practically begs you to split up Vraath Keep into a number of separate encounters, and gives you every opportunity to do so (e.g. the high-DC Perception check for the hobgoblins to hear the goblins' calls for help, or the fact that during the day two of the hobgoblin veterans are supposed to be asleep without their armor).

My party took on all the inhabitants of the keep simultaneously, and they were still able to win. If they had taken an intelligent approach to infiltrating the keep, it would have been far too easy.

So what should I buff up to make this encounter more challenging? I kind of think Koth is fine, judging by how he did most of the damage to the playtest party with Fireballs. I already was using Hobgoblin Veterans instead of Hobgoblin Regulars, and Dire Wolves instead of Worgs. I could bump the Veterans up to CR 2, but that makes them equals of Hobgoblin Bladebearers, which seems a bit off. Or I could advance the minotaur and/or manticore to a higher CR than they have in the MM ... I guess that's what I'm leaning toward, but feedback is very appreciated.

EDIT: Also, my playtest party did not have Jorr with them, which would have made the battle even easier.

Draz74
2017-05-23, 10:28 AM
Old Warklegnaw

Huge Giant
-------------------------
Armor Class 14
HP 134
Speed 30 ft
-------------------------
Str +6, Dex +0, Con +5
Int -1, Wis +2, Cha -2
-------------------------
Skills Intimidation +1, Perception +5
Senses darkvision 60 ft
Languages Giant, Common
CR 7 (2900 XP)
-------------------------
Actions
Multiattack. Old Warklegnaw makes two melee attacks or two ranged attacks.
Greatclub (melee, reach 10 ft) +8: 3d8+6 bludgeoning
Boulder (thrown 60/240 ft) +8: 3d10+5 bludgeoning

Encounter Composition
Old Warklegnaw

XP Award: 2900
The PCs can earn the full XP Award for this encounter either peacefully or through combat.

------------------------------------------------------------------

Old Warklegnaw is a Hill Giant, advanced to CR 5, with significant tweaks here and there.

I haven't playtested this encounter, and I don't know if I'll get around to it, because its difficulty doesn't matter too much. (Comparing the stat block with the hydra's, even though they're supposedly the same CR, it looks like our giant friend will be a little too easy of an encounter.) But the party isn't "supposed" to fight Old Warklegnaw, they're supposed to recognize him as a possible ally and turn the encounter into a social one rather than a combat. So it doesn't matter if they fight Warklegnaw and he goes down a little too easily.

Arvin Natsuko
2017-05-23, 11:02 AM
Nice work! I'm planning on doing the same thing, but first I'm running several homebrew adventures to create group unity and level them up to 6 or 7, with is the level I will start the RHoD.

Please keep doing it. If I start the module before you start yours I'll be happy to give you some feedback.

PS: Sorry for the bad english, not my first language.

Draz74
2017-05-23, 12:11 PM
Nice work! I'm planning on doing the same thing, but first I'm running several homebrew adventures to create group unity and level them up to 6 or 7, with is the level I will start the RHoD.

Please keep doing it. If I start the module before you start yours I'll be happy to give you some feedback.

PS: Sorry for the bad english, not my first language.

I look forward to your feedback/help! And your English in this post was fine!

Skull Gorge Bridge

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 27
Speed 30 ft
-------------------------
Str +2, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1 (200 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 17 (half plate)
HP 39
Speed 30 ft
-------------------------
Str +2, Dex +2, Con +2
Int +1, Wis +0, Cha +1
-------------------------
Skills Intimidation +3
Senses darkvision 60 ft
Languages Goblin, Common, Draconic
CR 3 (700 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword (melee) +4: 2d6+2 slashing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing
Leadership. For 1 minute after activating this feature, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated. Once the sergeant activates this feature, it must finish a short or long rest before it can use it again.

Medium Fiend
-------------------------
Armor Class 15
HP 45
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +2
Int -2, Wis +1, Cha -2
-------------------------
Skills Perception +5
Immunities fire
Senses darkvision 60 ft
Languages understands Infernal but can't speak it
CR 3 (700 XP)
-------------------------
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Bite (melee) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6, 15-ft cone): 6d6 fire (Dex DC 12 half)

Medium Dragon
-------------------------
Armor Class 17
HP 103
Speed 40 ft, fly 80 ft, swim 40 ft
-------------------------
Str +2, Dex +4, Con +3
Int +3, Wis +1, Cha +2
-------------------------
Saving Throws Dex +7, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +7
Immunities poison; poisoned
Senses blindsight 20 ft, darkvision 90 ft
Languages Draconic, Common, Infernal
CR 5 (1800 XP)
-------------------------
Amphibious. Ozzyrandion can breathe air and water.
-------------------------
Actions
Multiattack. Ozzyrandion makes three attacks: one with his bite and two with his claws.
Bite (melee) +6: 2d6+4 piercing + 2d4 poison
Claw (melee) +6: 2d4+4 slashing
Poison Breath (Recharge 5-6, 25-ft cone): 8d6 poison (Con DC 13 half)

Encounter Composition
Hobgoblin Veteran *8
Hobgoblin Sergeant
Hell Hound *2
Ozzyrandion

XP Award: 5500

------------------------------------------------------------------

Hobgoblin veterans and hell hounds use the same stat blocks that they had in earlier encounters.

For the Hobgoblin Sergeants in RHoD, I can use the Hobgoblin Captain stat block from the MM -- it's a good CR and, for the DM, is a low-bookkeeping way to do a leadership ability. I made a few minor changes that shouldn't affect the CR, like adding Intimidation proficiency (which I do a lot) and changing the greatsword to the correct damage type. :smalltongue:

For Ozzy, I wanted a CR 5 creature, just like I did for Koth, so that he could be a boss battle without being instant death when surrounded by minions. I also wanted to make him a bit different than other dragons (in RHoD or elsewhere), for flavor, so I made him DEX-based instead of STR-based.

I started with the Young Green Dragon stat block, then adjusted it down by 3 CR (hopefully). I interpolated somewhat with the Green Dragon Wyrmling, but erred on the side of making it similar to the Young Green Dragon. I left its speed the same as the Young Green Dragon for flavor (instead of interpolating), messed around with the DEX score and a few other minor details ... let me know what you think of the result.

As for the difficulty of this encounter in playtesting ... it was another TPK. And a very sudden one, so the PCs didn't really have a chance to retreat (which I would have been fine with, since this is really supposed to be a boss battle).

Yet I'm loathe to make it much easier, because I once ran this encounter for a real group of PCs, and it was too easy for them.

I did tweak Ozzy's numbers up just a tiny bit for the TPK, but I don't think that's what made the difference. I think I'm just seeing some rather swingy combat results. And that means I'm not sure how to balance things out, without playtesting the battle over and over and over.

So as always, if anyone else wants to run this battle and let me know how it went, I'd love that. The party is still supposed to be four Level 5 PCs at this point (though Jorr may be with them as well, and they'll likely level up after demolishing the Bridge).

Arvin Natsuko
2017-05-23, 10:25 PM
As I said before, I'm still planning to run it, but I already read it all and think about some of the encounters.

So, about Ozzy, I think a Dragon in any D&D Campaign should be really bad ass, and not just part of the challenge. With that in mind, in the bridge my ideia is to put a nasty Ozzy and little mooks, just to balance the action economy, so the players can focus on the real treat, but not leave their guards low. I'm trying to say that maybe less hoboos and a more powerfull Ozzy can make a more memorable and yet doable encounter.

What do you think?

Draz74
2017-05-23, 11:49 PM
What do you think?

Hmmm, you know, if there were only one dragon in the adventure, I would tend to agree -- I would want to make sure it was the star of the show for narrative reasons. But there are plenty of dragons to go around in RHoD. And dragons aren't always supposed to be mythically uber-powerful -- not when they're young. And Ozzy is supposed to be pretty young.

So although you can run it the way you want, of course, I think I'll keep Ozzy at CR 5 and keep the rest of Skull Gorge Bridge a significant challenge. In case Ozzy escapes the battle alive, this also makes him easier to add to other encounters (with dragons or with Kharn) later in the adventure.

Goblin Raid

Small Humanoid (goblinoid)
-------------------------
Armor Class 13
HP 16
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +1
Int +0, Wis +1, Cha +0
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft
Languages Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
Shortsword (melee) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing

Large Monstrosity
-------------------------
Armor Class 13
HP 26
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +1
Int -2, Wis +0, Cha -1
-------------------------
Skills Perception +4
Senses darkvision 60 ft
Languages Worg, Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-------------------------
Actions
Bite (melee) +5: 2d6+3 piercing, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Medium Fiend
-------------------------
Armor Class 15
HP 45
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +2
Int -2, Wis +1, Cha -2
-------------------------
Skills Perception +5
Immunities fire
Senses darkvision 60 ft
Languages understands Infernal but can't speak it
CR 3 (700 XP)
-------------------------
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Bite (melee) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6, 15-ft cone): 6d6 fire (Dex DC 12 half)

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 11 (14 with mage armor)
HP 45
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +5, Deception +2
Senses darkvision 60 ft
Languages Goblin, Common
CR 4 (1100 XP)
-------------------------
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): Evard's black tentacles
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.

Encounter Composition
Goblin Wolf Rider *3
Worg *3
Hell Hound
Hobgoblin Regular *5
Kulkor Zhul War Adept

XP Award: 2900

------------------------------------------------------------------

The new element here is the Kulkor Zhul War Adept, of course. I built it basically as a Level 6 Wizard with the War Magic tradition (from UA), aiming for CR 4. Not sure how balanced it turned out.

I feel like I should do something more ... creative? ... with this encounter, rather than just putting the exact same monsters in it that are in the adventure. But I don't know why, since I'm generally trying to stay pretty true to the original material. And narratively, an easier encounter against previously-met creatures might be a good wind-down after the excitement of the boss fight.

That's assuming this will be a pretty easy encounter, which I suspect but haven't playtested.

Draz74
2017-05-24, 12:03 AM
Chimera Attack

Large Monstrosity
-------------------------
Armor Class 14
HP 114
Speed 30 ft, fly 60 ft
-------------------------
Str +4, Dex +0, Con +4
Int -4, Wis +2, Cha +0
-------------------------
Skills Perception +8
Senses darkvision 60 ft
Languages understands Draconic but can't speak it
CR 6 (2300 XP)
-------------------------
Actions
Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite (melee) +7: 2d6+4 piercing
Horns (melee) +7: 1d12+4 bludgeoning
Claws (melee) +7: 2d6+4 slashing
Fire Breath (Recharge 5-6, 15-ft cone): 7d8 fire (Dex DC 15 half)

Encounter Composition
Chimera

XP Award: 2300

------------------------------------------------------------------

This is straight out of the MM; no creativity to see here. The CR is fine for a solo encounter. It's a little weird narratively that this throwaway encounter is tougher than Koth or Ozzy were individually, but that's how solo encounters vs. group encounters work out.

Arvin Natsuko
2017-05-24, 10:59 AM
Hmmm, you know, if there were only one dragon in the adventure, I would tend to agree -- I would want to make sure it was the star of the show for narrative reasons. But there are plenty of dragons to go around in RHoD. And dragons aren't always supposed to be mythically uber-powerful -- not when they're young. And Ozzy is supposed to be pretty young.

Fair enough.

Draz74
2017-05-24, 11:46 PM
Massacre at Drellin's Ferry

Medium Humanoid (goblinoid)
-------------------------
Armor Class 16 (chain shirt)
HP 67
Speed 30 ft
-------------------------
Str +1, Dex +3, Con +3
Int +0, Wis +0, Cha -1
-------------------------
Skills Acrobatics +5, Athletics +3
Senses darkvision 60 ft
Languages Goblin, Common
CR 2 (450 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Dual Wielder. When the bladebearer takes the Attack action, it can use a bonus action to attack with a weapon in its off-hand.
-------------------------
Actions
Shortsword (melee) +5: 1d6+3 piercing
Off-hand shortsword (melee) +5: 1d6+3 piercing

Large Monstrosity
-------------------------
Armor Class 14
HP 68
Speed 30 ft, fly 50 ft
-------------------------
Str +3, Dex +3, Con +3
Int -2, Wis +1, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Common
CR 3 (700 XP)
-------------------------
Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
-------------------------
Actions
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite (melee) +5: 1d8+3 piercing
Claw (melee) +5: 1d6+3 slashing
Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing

Large Dragon
-------------------------
Armor Class 13
HP 110
Speed 20 ft, fly 80 ft
-------------------------
Str +4, Dex +0, Con +3
Int -3, Wis +1, Cha -2
-------------------------
Skills Perception +4
Senses darkvision 60 ft
Languages n/a
CR 6 (2300 XP)
-------------------------
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite (melee, reach 10 ft) +7: 2d6+4 piercing
Claws (melee) +7: 2d8+4 slashing
Stinger (melee, reach 10 ft) +7: 2d6+4 piercing. The target must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.

Medium Humanoid (goblinoid)
-------------------------
Armor Class 11 (14 with mage armor)
HP 45
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +5, Deception +2
Senses darkvision 60 ft
Languages Goblin, Common
CR 4 (1100 XP)
-------------------------
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): Evard's black tentacles
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.

Large Dragon
-------------------------
Armor Class 18
HP 178
Speed 40 ft, climb 40 ft, fly 80 ft
-------------------------
Str +6, Dex +0, Con +5
Int +2, Wis +0, Cha +4
-------------------------
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Immunities fire
Senses blindsight 30 ft, darkvision 120 ft
Languages Draconic, Common, Infernal
CR 10 (5900 XP)
-------------------------
Actions
Multiattack. Abithriax makes three attacks: one with his bite and two with his claws.
Bite (melee, reach 10 ft) +10: 2d10+6 piercing + 1d6 fire
Claw (melee) +10: 2d6+6 slashing
Fire Breath (Recharge 5-6, 30-ft cone): 16d6 fire (Dex DC 17 half)

Medium Humanoid (goblinoid)
-------------------------
Armor Class 17
HP 52
Speed 45 ft
-------------------------
Str +1, Dex +3, Con +3
Int +0, Wis +2, Cha -1
-------------------------
Saving Throws Str +3, Dex +5
Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
Senses darkvision 60 ft
Languages Goblin, Common
CR 3 (700 XP)
-------------------------
Evasion. When the monk makes a Dexterity saving throw to take half damage from an effect, it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Flurry of Blows. Immediately after the monk takes the Attack action on its turn, it can make two unarmed strikes as a bonus action.
Patient Defense. The monk can take the Dodge action as a bonus action on its turn.
Step of the Wind. The monk can take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
Stunning Strike (Recharge 5-6). When the monk hits another creature with a melee attack, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the monk's next turn.
-------------------------
Actions
Multiattack. The monk makes two attacks.
Unarmed Strike (melee) +5: 1d6+3 bludgeoning. This attack is considered magical.
Meteor Hammer (melee, reach 10 ft) +5: 1d6+3 bludgeoning
-------------------------
Reactions
Slow Fall. When the monk falls, it reduces the falling damage it takes by 20 hit points.
Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+7. If it reduces the damage to 0, it can catch the missile or re-direct it in a ranged attack. This attack is made with proficiency and deals at least 1d6+3 damage.

Medium Humanoid (goblinoid)
-------------------------
Armor Class 14
HP 42
Speed 40 ft
-------------------------
Str +4, Dex +2, Con +2
Int -1, Wis +0, Cha +1
-------------------------
Saving Throws Str +6, Con +4
Skills Athletics +6, Intimidation +3, Stealth +4
Resistances all damage except psychic
Senses darkvision 60 ft
Languages Goblin, Common
CR 3 (700 XP)
-------------------------
Rage. The berserker has advantage on Strength checks (including Athletics) and Strength saving throws.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
-------------------------
Actions
Multiattack. The berserker makes two melee attacks or two ranged attacks.
Greataxe (melee) +6: 1d12+6 slashing
Handaxe (melee) +6: 1d6+6 slashing
Handaxe (thrown 20/60 ft) +6: 1d6+4 slashing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 13 (chain shirt)
HP 27
Speed 25 ft
-------------------------
Str +1, Dex +0, Con +1
Int +0, Wis +3, Cha +1
-------------------------
Skills Arcana +2, Deception +3, Religion +4
Senses darkvision 60 ft
Languages Goblin, Common, Infernal
CR 2 (450 XP)
-------------------------
Divine Eminence. As a bonus action, the doom hand cleric can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the doom hand cleric expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The doom hand cleric is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The doom hand cleric has the following spells prepared:
Cantrips (at will): resistance, spare the dying, thaumaturgy
1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
2nd level (3 slots): hold person, invisibility, spiritual weapon
3rd level (2 slots)
-------------------------
Actions
Mace (melee) +3: 1d6+1 bludgeoning

Medium Fiend
-------------------------
Armor Class 15
HP 45
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +2
Int -2, Wis +1, Cha -2
-------------------------
Skills Perception +5
Immunities fire
Senses darkvision 60 ft
Languages understands Infernal but can't speak it
CR 3 (700 XP)
-------------------------
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Bite (melee) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6, 15-ft cone): 6d6 fire (Dex DC 12 half)

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 27
Speed 30 ft
-------------------------
Str +2, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1 (200 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Encounter Composition
Manticore *6
Hobgoblin Bladebearer *6
Wyvern *2
Kulkor Zhul War Adept *5
Abithriax
Doom Fist Monk *3
Blood Ghost Berserker *3
Doom Hand Cleric *2
Hell Hound *4
Hobgoblin Veteran *8
Hobgoblin Regular *12

XP Award:
Irrelevant. There's no way your players are beating this encounter, and if they do, just keep throwing more stuff at them.

------------------------------------------------------------------

Comments on the new stat blocks here:
- The wyvern is the MM wyvern, and Abithriax is the MM Young Red Dragon. Since it had the perfect CR for him, he didn't need any adjustments except knowing Infernal.
- The Doom Fist Monk is pretty close to a PC-built Monk 7, but with a few tweaks. Most prominently, I didn't want the DM to have to keep track of ki for each monk, so I gave Stunning Strike a recharge and otherwise assumed an unlimited pool of ki.
- The Blood Ghost Berserker isn't really based on an existing stat block; I wrote it kind of from scratch. Although of course its special abilities are taken from MM bugbears and from the Barbarian class.

To some extent, the composition of this encounter doesn't matter much, because its narrative purpose is "Make the PCs run screaming if they don't want a TPK." And that's not hard; the DM just has to keep adding additional waves of monsters to the attack if it ever looks like the PCs might be winning.

The part that requires finesse is to make sure that the monsters arrive gradually enough that the PCs have a chance to retreat before they (or at least all of them) are killed.

So the DM can get as creative as he likes with which Horde monsters are involved in this attack. The description of the attack even mentions other Wyrmling dragons, and also describes (and features prominently in the artwork) Hill Giants; it just doesn't have the wyrmlings or the hill giants focusing on the PCs specifically. Chimeras are another natural addition to the encounter if you're looking to make changes. So hey, DMs, go wild if you want to, if your PCs ever reach this encounter at all.

But the composition I wrote above is translated directly from the adventure, for the sake of faithfulness to the source material. The exception is that I left out the hieracosphinxes. I don't know of anywhere that hieracosphinxes have been published yet in 5e, and they don't fit into the lore of my own homebrew world anyway, and frankly the Horde has plenty of diversity even without them.

Draz74
2017-05-26, 11:06 AM
Starting to work on things other than stat blocks for Part 1. Haven't gotten very far -- just to the Terrain section of Marauder Attack.

This section says that the escarpments about the road cost quadruple movement to enter. Is that a thing in 5e? That is, is there any precedent for more-difficult-than-difficult terrain? I feel like I've seen it somewhere in the PHB, but I can't think where -- some spell description?

Arkhios
2017-05-26, 11:50 AM
From what I know of RHoD, you've taken up quite an ambitious project. I'll be anxiously waiting when you're done!

I thought I'd do this myself a few years ago, but I didn't feel ready enough back then.

(We started RHoD with 4th edition but situation went FUBAR right from the start (arguably because of my own decisions - which were really stupid) and DM called it game over before we had even begun the real adventure :smallbiggrin:)

Zippdementia
2017-05-26, 02:33 PM
I'll be doing it in a couple of months. I've ALMOST worked my party up to the mission (right now I'm converting Tomb of Haggemoth, after that we will be on to Red Hand of Doom). I'll let you know if my choices match yours, and I'll read yours over when I'm considering how to do it.

I've looked it over quite a bit and a lot of it honestly seems like a fairly straight conversion, especially if you use the new Hobgoblin information in Vollo's Guide. Obviously you want to spice some of the more unique dragons and leaders up, but the biggest issue currently that I'm seeing is actually in cutting back on the magical items.

Arvin Natsuko
2017-05-26, 04:14 PM
This section says that the escarpments about the road cost quadruple movement to enter. Is that a thing in 5e? That is, is there any precedent for more-difficult-than-difficult terrain? I feel like I've seen it somewhere in the PHB, but I can't think where -- some spell description?

The Plant Growth spell do exactly that:

"If you cast this spell using 1 action, choose a point
within range. All normal plants in a 100-foot radius
centered on that point become thick and overgrown. A
creature moving through the area must spend 4 feet of
movement for every 1 foot it moves."

It's not a terrain feature, but it's probably what you saw in the PHB.

Draz74
2017-05-26, 05:04 PM
but the biggest issue currently that I'm seeing is actually in cutting back on the magical items.

Yep, and I'm not super confident about what extent to do that too. But I'll take a shot at it, unless someone else wants to give me more specific guidelines about how many magic items to leave in the PCs' path.


The Plant Growth spell do exactly that:

"If you cast this spell using 1 action, choose a point
within range. All normal plants in a 100-foot radius
centered on that point become thick and overgrown. A
creature moving through the area must spend 4 feet of
movement for every 1 foot it moves."

It's not a terrain feature, but it's probably what you saw in the PHB.

That's it! Thanks for finding that!

... The next combat encounter, btw, is "Easy Skirmish." I'm not sure what to do about that one, because it's a stupid pointless encounter anyway. Its only real point is to demonstrate that "not all the Red Hand are fanatical veterans." I'm not sure why that has to be demonstrated to the players at all, but if it does ... any suggestions about what creatures to use to make this encounter interesting, but still easy?

(Another problem with it is that it's too similar to repeating Marauder Attack, but easier.)

Envyus
2017-05-26, 06:58 PM
For Hobgoblin Mages. There is one in Volo's guide.

Draz74
2017-05-26, 10:29 PM
For Hobgoblin Mages. There is one in Volo's guide.

Indeed there is. I should probably re-work the Kulkor Zhul War Adepts to be based on the Volo's stat block. (Since they are the same CR.)

EDIT: Or should I? My build is actually stronger in some ways (mostly the save DC / spell attack bonus being higher). And weaker in other areas. So ...

Draz74
2017-05-27, 09:31 PM
Easy Skirmish

Medium Humanoid (goblinoid)
-------------------------
Armor Class 12 (hide armor)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +0, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin
CR 1/8 (25 XP)
-------------------------
Pack Tactics. The hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Spear (melee) +3: 1d6+1 piercing, or 1d8+1 piercing if wielded in two hands.
Spear (thrown 20/60 ft) +3: 1d6+1 piercing

Small Humanoid (goblinoid)
-------------------------
Armor Class 15 (leather armor, shield)
HP 7
Speed 30 ft
-------------------------
Str -1, Dex +2, Con +0
Int +0, Wis -1, Cha -1
-------------------------
Skills Stealth +6
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/4 (50 XP)
-------------------------
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Scimitar (melee) +4: 1d6+2 slashing
Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning

Large Giant
-------------------------
Armor Class 11
HP 59
Speed 40 ft
-------------------------
Str +4, Dex -1, Con +3
Int -3, Wis -2, Cha -2
-------------------------
Senses darkvision 60 ft
Languages Giant, Goblin
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee) +6: 2d8+4 bludgeoning
Javelin (thrown 30/120 ft) +4: 2d6+4 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 11 (14 with mage armor)
HP 45
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +5, Deception +2
Senses darkvision 60 ft
Languages Goblin, Common
CR 4 (1100 XP)
-------------------------
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): Evard's black tentacles
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.

Encounter Composition
Tribal Hobgoblin *8
Goblin *3
Ogre
Kulkor Zhul War Adept

XP Award: 1900

Draz74
2017-05-27, 09:45 PM
Dirty Rotten Looters

Medium Humanoid (human)
-------------------------
Armor Class 16 (studded leather armor)
HP 32
Speed 30 ft, climb 30 ft
-------------------------
Str +2, Dex +4, Con +2
Int +0, Wis -1, Cha +1
-------------------------
Saving Throws Dex +6, Int +2
Skills Athletics +4, Deception +3, Intimidation +5, Investigation +2, Perception +1, Sleight of Hand +6, Stealth +6
Tools Thieves' tools +8
Languages Common, Halfling, Thieves' Cant
CR 2 (450 XP)
-------------------------
Determination. When the thug makes an attack roll, saving throw, or ability check, it can do so with advantage. Once it uses this ability, it can't use it again until it finishes a short or long rest.
Fast Hands. The thug can take a bonus action on each of its turns in combat. This bonus action can be used to take the Dash, Disengage, Hide, or Use an Item action, or to make a Dexterity (Sleight of Hand) check, or to use its thieves' tools to disarm a track or open a lock.
Second-Story Work. When the thug makes a running jump, the distance it covers increases by 4 ft.
Sneak Attack. Once per turn, the thug can deal an extra 3d6 damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon. The thug doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the thug doesn't have disadvantage on the attack roll.
-------------------------
Actions
Shortsword (melee) +6: 1d6+4 piercing
Hand Crossbow (ranged 30/120 ft) +6: 1d6+4 piercing
-------------------------
Reactions
Uncanny Dodge. When an attacker it can see hits the thug with an attack, it halves the damage of that attack.

Encounter Composition
Crimson Tiger Thug *4

XP Award: 1800

------------------------------------------------------------------

These guys are built as Level 5 Rogues. My playtest party wrecked them pretty easily, but I think I kept forgetting to use Determination and Uncanny Dodge during the fight. I could see adding a 5th Thug, though, if other people find this encounter too trivial.

Draz74
2017-05-27, 10:15 PM
Here are two possible versions of Kulkor Zhul War Adept -- one built more like a PC, one based on the Volo's Guide Hobgoblin Devastator (but still with some alterations). Which one should the Red Hand of Doom go with?

Medium Humanoid (goblinoid)
-------------------------
Armor Class 12 (15 with mage armor)
HP 33
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +2
Int +4, Wis -1, Cha +1
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +6, Deception +3
Initiative +6
Senses darkvision 60 ft
Languages Goblin, Common, Draconic
CR 4 (1100 XP)
-------------------------
Power Surge. When the war adept forces multiple creatures to make saving throws against lightning bolt, it can add +2d6 damage to the spell's effect. Once the war adept uses this feature, it can't use it again until it finishes a short or long rest.
Spellcasting. The war adept is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement
3rd level (3 slots): lightning bolt
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Spear (melee) +2: 1d8 piercing
Spear (thrown 20/60 ft) +4: 1d6+2 piercing
-------------------------
Reactions
Arcane Deflection. When the war adept is hit by an attack, it gains a +2 bonus to AC against that attack.
When it fails a Constitution saving throw, it gains a +4 bonus to that saving throw. After using either of these features, it can't cast spells (other than cantrips) until the end of its next turn.

Medium Humanoid (goblinoid)
-------------------------
Armor Class 11 (14 with mage armor)
HP 45
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +5, Deception +2
Senses darkvision 60 ft
Languages Goblin, Common
CR 4 (1100 XP)
-------------------------
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): Evard's black tentacles
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.

TrinculoLives
2017-05-28, 02:46 AM
Nice, I'm working on this as well. Unfortunately, I'm building the adventure for 6th and 7th level adventurers so I can't just use your work. Still, there are some fine ideas in here that I will be glad to buff up a bit for my players' higher CR requirements.

Draz74
2017-05-28, 10:57 PM
Mercenary Gold

Small Humanoid (goblinoid)
-------------------------
Armor Class 15 (leather armor, shield)
HP 7
Speed 30 ft
-------------------------
Str -1, Dex +2, Con +0
Int +0, Wis -1, Cha -1
-------------------------
Skills Stealth +6
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/4 (50 XP)
-------------------------
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Scimitar (melee) +4: 1d6+2 slashing
Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning

Large Giant
-------------------------
Armor Class 12
HP 85
Speed 40 ft
-------------------------
Str +5, Dex -1, Con +3
Int -2, Wis +0, Cha -1
-------------------------
Skills Perception +4
Senses darkvision 60 ft
Languages Giant, Goblin
CR 4 (1100 XP)
-------------------------
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
-------------------------
Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe (melee) +7: 2d8+5 slashing
Morningstar (melee) +7: 2d8+5 piercing

Encounter Composition
Goblin *5
Ettin *2

XP Award: 2450

------------------------------------------------------------------

Like many of the "Elsir War" encounters, there are tons of creative things that could be done to spice this encounter up, but lacking any bursts of creativity, I'm going to translate the monsters involved directly.

In a real campaign, the DM will have to pay attention to when the players are getting bored of facing the same Horde creatures repeatedly and get more creative -- but not until the players have gotten a sense for the makeup of the Horde.

Envyus
2017-05-28, 11:30 PM
Here are two possible versions of Kulkor Zhul War Adept -- one built more like a PC, one based on the Volo's Guide Hobgoblin Devastator (but still with some alterations). Which one should the Red Hand of Doom go with?

Medium Humanoid (goblinoid)
-------------------------
Armor Class 12 (15 with mage armor)
HP 33
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +2
Int +4, Wis -1, Cha +1
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +6, Deception +3
Initiative +6
Senses darkvision 60 ft
Languages Goblin, Common, Draconic
CR 4 (1100 XP)
-------------------------
Power Surge. When the war adept forces multiple creatures to make saving throws against lightning bolt, it can add +2d6 damage to the spell's effect. Once the war adept uses this feature, it can't use it again until it finishes a short or long rest.
Spellcasting. The war adept is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement
3rd level (3 slots): lightning bolt
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Spear (melee) +2: 1d8 piercing
Spear (thrown 20/60 ft) +4: 1d6+2 piercing
-------------------------
Reactions
Arcane Deflection. When the war adept is hit by an attack, it gains a +2 bonus to AC against that attack.
When it fails a Constitution saving throw, it gains a +4 bonus to that saving throw. After using either of these features, it can't cast spells (other than cantrips) until the end of its next turn.

Medium Humanoid (goblinoid)
-------------------------
Armor Class 11 (14 with mage armor)
HP 45
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +1
Skills Arcana +5, Deception +2
Senses darkvision 60 ft
Languages Goblin, Common
CR 4 (1100 XP)
-------------------------
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): Evard's black tentacles
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.

I think I like the Volo version better.

Envyus
2017-05-28, 11:31 PM
Nice, I'm working on this as well. Unfortunately, I'm building the adventure for 6th and 7th level adventurers so I can't just use your work. Still, there are some fine ideas in here that I will be glad to buff up a bit for my players' higher CR requirements.

Well in 5e there is not a real need to. You could just use more dudes rather then making them all stronger.

TrinculoLives
2017-05-29, 11:31 AM
Well in 5e there is not a real need to. You could just use more dudes rather then making them all stronger.

Eh... At the very least I'd have to buff up significant NPCs. I don't want a warlord to be one-shot.

Lord Ruby34
2017-05-29, 03:26 PM
Huh, I just saw this. I've actually been running RHoD in 5E for my group for a while now. They're about to head into the stone lion.

A few things that I did differently.

1.) I didn't use Hell Hounds. I find that they've got a pretty good chance of really hurting the PCs if they clump together. That breath weapon is mean at level five. I usually turned the Hell Hounds into two Wargs. This doesn't really apply later, once the demon summing really gets started, and I have Hell Hounds start to appear then.
2.) That said, I didn't take it easy on my players. I had the first encounter be something like eight regulars, the cleric, two wargs, and the bladebearer. I really wanted to emphasize that the numbers on these guys were a huge threat, even if each of the regulars wasn't a huge threat. This is also the only fight of the day because I don't use random encounters, so it being hard was fine. I gave the bladebearer a few maneuvers and superiority dice in lieu of the martial advantage.
3.) Jorr was alot weaker in my game. He had survival expertise, a heavy crossbow and about thirteen HP. No actual class levels. I was trying to make sure he didn't upstage the PCs at any point, but I might have made him too weak. Karkillon split him down the middle in one swing and the party ended up burying him at Vraath's keep.
4.) Hydra was a cakewalk for my party too. The druid summoned up a pack of wolves and it wasn't able to kill them all before the party murdered it from range. I used a MM Hydra, but I have five players.
5.) My Vraath's keep was similar to yours, but I use Wargs again. Koth had lightning bolt instead of fireball, and a few other small differences. Fight was pretty brutal, and the party druid died. This was even using the goblins from the MM as the riders. They also fought the whole keep at once, after having the shack fall on their heads. Eventually both the party and Koth were out of resources at about the same time as the Manticore neared 1/4 HP. It was probably a coin flip between TPK and victory at that point, but I didn't have Koth or the Manticore willing to risk death for victory. My Vets were also a bit tougher, having about 40 HP each instead.
6.) Ozzy is interesting, he did a pile of damage to my party with his breath weapon and then went down almost instantly. The fighter action surged and rolled really well though. I also made the Sarge a level five paladin with 50~ HP and a greatsword, but he got beaten by the fighter too. I also had them at level six at this point, and energized with a pile of loot from Vraath's Keep.
7.) Koth got away from my party and showed up as the boss of this raid. Not much else really changed. Koth got away from them again after a tough battle. For the War Adapt I just pulled the guy from Volo's.
8.) Easy skirmish is easy. My party killed them in one fireball.
9.) The thugs are all about terrain. Still, this one should also be really easy.
10.) The one thing I'd consider is taking Miha into account. She can easily be in communication with the Red Hand if the party doesn't unmask her early. That lead to a much different encounter for Mercenary Gold and Marked for Death for my party.

Good luck, and feel free to ask me about my experiences with this if you're interested.

Draz74
2017-05-31, 08:02 PM
A few things that I did differently.

1.) I didn't use Hell Hounds. I find that they've got a pretty good chance of really hurting the PCs if they clump together. That breath weapon is mean at level five. I usually turned the Hell Hounds into two Wargs. This doesn't really apply later, once the demon summing really gets started, and I have Hell Hounds start to appear then.
The Hell Hounds are pretty tough at Level 5. Is that a reason to actually get rid of them, though? I thought they were intended to be there to show right from the beginning of the adventure that some fiend-summoning is going on within the Hand.


2.) That said, I didn't take it easy on my players. I had the first encounter be something like eight regulars, the cleric, two wargs, and the bladebearer. I really wanted to emphasize that the numbers on these guys were a huge threat, even if each of the regulars wasn't a huge threat. This is also the only fight of the day because I don't use random encounters, so it being hard was fine. I gave the bladebearer a few maneuvers and superiority dice in lieu of the martial advantage.
Is Marauder Attack the best encounter to emphasize the Hand's numerical danger? That should happen at some point, but I think I like the drama of the players only discovering the Hand's numbers at Cinder Hill.

That said, your encounter sounds reasonable too. Maybe a bit too easy? Did you base the cleric on the Priest NPC stat block too?


3.) Jorr was alot weaker in my game. He had survival expertise, a heavy crossbow and about thirteen HP. No actual class levels. I was trying to make sure he didn't upstage the PCs at any point, but I might have made him too weak. Karkillon split him down the middle in one swing and the party ended up burying him at Vraath's keep.
I suppose it really all depends how much you want to reward the players for recruiting Jorr. I know at one point my players complained because he didn't have Extra Attack; they weren't worried about being upstaged. Haha.


4.) Hydra was a cakewalk for my party too. The druid summoned up a pack of wolves and it wasn't able to kill them all before the party murdered it from range. I used a MM Hydra, but I have five players.
Yeah, with 5 players I would definitely upgrade to the MM Hydra.


5.) My Vraath's keep was similar to yours, but I use Wargs again. Koth had lightning bolt instead of fireball, and a few other small differences. Fight was pretty brutal, and the party druid died. This was even using the goblins from the MM as the riders. They also fought the whole keep at once, after having the shack fall on their heads. Eventually both the party and Koth were out of resources at about the same time as the Manticore neared 1/4 HP. It was probably a coin flip between TPK and victory at that point, but I didn't have Koth or the Manticore willing to risk death for victory. My Vets were also a bit tougher, having about 40 HP each instead.
How did you decide how much HP to give the Veterans? I felt like I was just making up numbers for that. I definitely liked Koth having Fireball instead of Lightning Bolt -- Fireball did most of the damage to the party in my playtest, and I feel like RHoD has plenty of lightning damage attacks (mostly in line shapes) anyway. (War Adepts, Varanthian, Ulwai, Tyrgarun, Kul ...)

Lately I've been thinking that the only way I'll boost Vraath Keep is by giving them some magic items, mostly potions. I may give Koth a Potion of Fly even though he knows the Fly spell, just so he doesn't get shot down by making him lose Concentration.


6.) Ozzy is interesting, he did a pile of damage to my party with his breath weapon and then went down almost instantly. The fighter action surged and rolled really well though. I also made the Sarge a level five paladin with 50~ HP and a greatsword, but he got beaten by the fighter too. I also had them at level six at this point, and energized with a pile of loot from Vraath's Keep.
Was your Ozzy pretty similar to mine? Mine didn't do much but a breath weapon either, but that was enough. (I guess I rolled pretty well on the breath weapon damage.)


7.) Koth got away from my party and showed up as the boss of this raid. Not much else really changed. Koth got away from them again after a tough battle. For the War Adapt I just pulled the guy from Volo's.
OK, that's another vote for using the Volo's-based War Adept?


8.) Easy skirmish is easy. My party killed them in one fireball.
9.) The thugs are all about terrain. Still, this one should also be really easy.
10.) The one thing I'd consider is taking Miha into account. She can easily be in communication with the Red Hand if the party doesn't unmask her early. That lead to a much different encounter for Mercenary Gold and Marked for Death for my party.
Miha's what I've worked on most recently. It's difficult to make her a respectable CR 8 when she's so much weaker in 3e, and so focused on illusion/enchantment. How did you get her stats?


Good luck, and feel free to ask me about my experiences with this if you're interested.
Thank you much! Keep the advice/experiences coming -- or maybe I'll catch up enough that you can use some of my stuff and let me know how it goes. What does your Ghostlord look like?

Lord Ruby34
2017-05-31, 09:41 PM
The Hell Hounds are pretty tough at Level 5. Is that a reason to actually get rid of them, though? I thought they were intended to be there to show right from the beginning of the adventure that some fiend-summoning is going on within the Hand.


Is Marauder Attack the best encounter to emphasize the Hand's numerical danger? That should happen at some point, but I think I like the drama of the players only discovering the Hand's numbers at Cinder Hill.

That said, your encounter sounds reasonable too. Maybe a bit too easy? Did you base the cleric on the Priest NPC stat block too?

I changed a bit of the fluff around, so it made more sense for the fiends to show up later. I made it so that Azur Kul needs a huge blood sacrifice to make the ritual work, which will be the battle of brindol. Until then the fiends are minimal. As far as the priest I built a PC Death Cleric 3 and threw that at the party, I hadn't DMed 5E before this so I ended up falling back into 3.5 habits of just giving NPCs class levels for the first few encounters.



TheI suppose it really all depends how much you want to reward the players for recruiting Jorr. I know at one point my players complained because he didn't have Extra Attack; they weren't worried about being upstaged. Haha.

Yeah, he was supposed to be a (really racist) knowledgeable guy and a good tracker. I was going to use him to help the PCs get to Rhest and give them info about the ghostlord, but his corpse didn't end up helping them much.



How did you decide how much HP to give the Veterans? I felt like I was just making up numbers for that. I definitely liked Koth having Fireball instead of Lightning Bolt -- Fireball did most of the damage to the party in my playtest, and I feel like RHoD has plenty of lightning damage attacks (mostly in line shapes) anyway. (War Adepts, Varanthian, Ulwai, Tyrgarun, Kul ...)

Lately I've been thinking that the only way I'll boost Vraath Keep is by giving them some magic items, mostly potions. I may give Koth a Potion of Fly even though he knows the Fly spell, just so he doesn't get shot down by making him lose Concentration.

I just made up a number and went with it. As for lightning bolt I specifically used it to make the fight easier, but I also let Koth have Shield and some metamagic. I also liked that my caster and Koth used different blasting spells.



Was your Ozzy pretty similar to mine? Mine didn't do much but a breath weapon either, but that was enough. (I guess I rolled pretty well on the breath weapon damage.)

Yup. Ozzy was somewhere between the two stat blocks and rolled well on breath weapon damage. It didn't hurt that the whole party failed the save.



OK, that's another vote for using the Volo's-based War Adept?

I found it works pretty well.




Miha's what I've worked on most recently. It's difficult to make her a respectable CR 8 when she's so much weaker in 3e, and so focused on illusion/enchantment. How did you get her stats?

I didn't worry about her being a reasonable combat encounter. She's a spy, so I focused all her abilities on disguise and evasion. I'd suggest having her infiltrate the party and having her use sending stones to stay in contact with Ulwai and Kharn/Koth (if alive) to set up Marked for Death. That said, I have a stat block for her.


HP: 70
AC: 13
Speed: 30, Spider forms 40, with climb
STR: 8 Dex: 16 Con: 13 Int: 12 Wis: 15 Cha: 19
Saves: Wis: +5, Cha: +7
Skills: Bluff: +10, Acrobatics: +6, Stealth: +9, Arcana: +4, Perception +5, Sleight of Hand: +6, Persuasion: +7, Intimidate: +7

ACTIONS:
Shapeshift: Mira can turn into a half-elf, a tiny spider, or a creature with a humoniod torso and spider body.

Spellcasting:

Cantrips: Prestidigitation, Firebolt, Friends
1st: Shield, Burning Hands, Sleep, Magic Missile 4 slots
2nd: Invisibility, Suggestion 2 slots

Can cast Web at will without using a spell slot in half-spider form.

Dagger (Half-Elf and Half-Spider): +6 (1d4+3)
Bite: (Half-Spider form only) +6 (1d4+3) and DC 14 Constitution save or take 1d10 Str damage and be poisoned.

Miha can Dash, Disengage, or Hide as a bonus action.
If Miha has advantage or (flanking) she deals and extra 1d6 damage with her melee attack.


I made sure that the players didn't know she had the Cunning Action or the Invisibility.



Thank you much! Keep the advice/experiences coming -- or maybe I'll catch up enough that you can use some of my stuff and let me know how it goes. What does your Ghostlord look like?

I'll get back to you on the Ghostlord, I built him but haven't run him yet, and I think I'm going to redo his stats before my players encounter him.

Kuulvheysoon
2017-05-31, 10:16 PM
Ah, just found this. I'm certainly glad that someone is taking it upon themselves to start converting this beast.

I'll be able to reply in greater detail tomorrow, but I can give you some of the basics in what I've been using (and how it's worked out).

MM Hobgoblins as the basic warriors have been doing alright (mooks anyways), and I've been using slightly buffed versions for the veterans (doubled the hp, increased its stats a little bit).

I did the same thing as you for the Sargeants and the Doom Hand Clerics, except that I gave the cleric martial advantage instead of the smite feature and slightly reworked the spell selection.

Hell hounds, Ogres, Manticores and most basic monsters I basically took wholesale from the MM. I scaled down a hydra a bit for my party (I usually have 5/6 players, so they're actually a level below typical, 4th level at this point) because I was hesitant to throw a CR 8 creature their way. I needn't to have worries, because the dragon sorcerer blasted his way past in two rounds (by blowing all of his sorcery points and a good chunk of his spell slots).

Ozyrrandion was a slightly adjusted dragon- I think that I took a young white and changed a couple things (as the CR was a better fit)? Regardless, he made my players crap their pants when he dropped 3 of them to zero in a single breath weapon (new players, didn't think twice about clustering up). 10d8 poison damage is no joke at 4th level. Ozzie managed to get away, so they'll be seeing him later.

I just made a 6th level bugbear sorcerer for Koth, and gave him the draconic bloodline (red) to enhance his fire spells. He worked out okay- he actually managed to escape the PCs here to re-engage then at Skull Gorge Bridge, where he fell to a lucky crit.

I had to completely homebrew a Greenspawn Razorfiend for our session last night, and it seemed pretty faithful- a little tanky, but able to drop PCs (5th level at this point) if it crit, which it did twice thanks to the expanded crit range I gave it. Built using the DMG guidelines for a CR6 monster and the 3.5e one for basic reference.

I've got prepped stats for Saarvith and Regiarix ready, but my players skipped Rhest for now and are probably going to head baxk within the next week or two. I used a straight Young Black dragon for Regiarix (as the CR matches) and I built Saarvith as a Ranger 7- my group uses the Revised Ranger, so those stats might not be as helpful for you.

For mindbenders, I basically made hobgoblin wizards (enchanter) 6, with Martial Advantage and proficiency in light armour from Volo's Guide. Didn't get the chance to use them yet, but they look alright.

Okay, that was a lot more in depth than I thought I'd go. I can post any stats tomorrow, I don't you're interested.

Draz74
2017-05-31, 11:30 PM
I decided that Captain Soranna's description in the roleplaying encounters didn't match the high-ish Charisma that she had in her stat block, so I re-wrote her without the Charisma or the corresponding Leadership feat. Those are things that are more likely to show up on Captain Ulverth.


I changed a bit of the fluff around, so it made more sense for the fiends to show up later. I made it so that Azur Kul needs a huge blood sacrifice to make the ritual work, which will be the battle of brindol. Until then the fiends are minimal.
Ah, I've heard of that, but I never thought it was a necessary change myself.


I didn't worry about her being a reasonable combat encounter. She's a spy, so I focused all her abilities on disguise and evasion.
How much experience is she worth to kill, then? Is it based on her combat strength, or on how much damage she could do behind the scenes? I'm guessing the latter.

Draz74
2017-05-31, 11:42 PM
I did the same thing as you for the Sargeants and the Doom Hand Clerics, except that I gave the cleric martial advantage instead of the smite feature and slightly reworked the spell selection.
Mine has a slightly reworked spell selection too. How much martial advantage damage did you give him?


Ozyrrandion was a slightly adjusted dragon- I think that I took a young white and changed a couple things (as the CR was a better fit)? Regardless, he made my players crap their pants when he dropped 3 of them to zero in a single breath weapon (new players, didn't think twice about clustering up). 10d8 poison damage is no joke at 4th level. Ozzie managed to get away, so they'll be seeing him later.
Uh yeah, 10d8 sounds incredibly brutal. Interesting idea to convert him from a different color of dragon. I'll look at that and see if I want to make any changes to Ozzy based on the White template.


I've got prepped stats for Saarvith and Regiarix ready, but my players skipped Rhest for now and are probably going to head baxk within the next week or two. I used a straight Young Black dragon for Regiarix (as the CR matches) and I built Saarvith as a Ranger 7- my group uses the Revised Ranger, so those stats might not be as helpful for you.
I'm using the Revised Ranger too. What subclass of Ranger did you go with? I was thinking of keeping the animal companion, since it actually doesn't suck with Revised Ranger, and I thought it would be an interesting enhancement of the fight (since it was pretty much negligible in 3.5e).

For Regiarix, I was thinking of being merciful and toning him down to CR 6 instead of CR 7, since he could potentially be in the same fight as Saarvith, a Mindbender, a Razorfiend, and some giants. I suppose it really depends how much I want to count on the PCs being smart about dividing up the Town Hall encounter into separate fights.


For mindbenders, I basically made hobgoblin wizards (enchanter) 6, with Martial Advantage and proficiency in light armour from Volo's Guide. Didn't get the chance to use them yet, but they look alright.
My rough draft of the mindbender stuck with Bard rather than Wizard, like the mindbenders in 3.5e. I am concerned, though, that they're a bit one-dimensional, since everything they can do is opposed by a Wisdom Save.

Lord Ruby34
2017-06-01, 09:58 AM
How much experience is she worth to kill, then? Is it based on her combat strength, or on how much damage she could do behind the scenes? I'm guessing the latter.

The latter, although I tend to use milestone level-ups for this campaign. Another way to use her, is that if the PCs don't manage to kill or capture her she opens the hole in the wall that leads to Streets of Blood rather than a second Hill Giant Battery.



I'm using the Revised Ranger too. What subclass of Ranger did you go with? I was thinking of keeping the animal companion, since it actually doesn't suck with Revised Ranger, and I thought it would be an interesting enhancement of the fight (since it was pretty much negligible in 3.5e).

For Regiarix, I was thinking of being merciful and toning him down to CR 6 instead of CR 7, since he could potentially be in the same fight as Saarvith, a Mindbender, a Razorfiend, and some giants. I suppose it really depends how much I want to count on the PCs being smart about dividing up the Town Hall encounter into separate fights.


My rough draft of the mindbender stuck with Bard rather than Wizard, like the mindbenders in 3.5e. I am concerned, though, that they're a bit one-dimensional, since everything they can do is opposed by a Wisdom Save.

I also built Saarvith as a revised ranger, but my PCs managed to isolate him and Reggie and killed them before the main brawl. Saarvith didn't even get a chance to fire his bow. As for the mindbender, I ended up homebrewing something up that doesn't even use PC class levels. It's significantly more dangerous than his 3.5 version. I also did a Greenspwan Razorfiend (http://www.giantitp.com/forums/showthread.php?519329-Greenspawn-Razorfiend-(CR-Help-)) in the homebrew section here. I was fairly happy with it.

Elder_Basilisk
2017-06-01, 11:40 AM
I know most of the discussion has moved on from this, but I think that the easy skirmish encounter, you are missing part of the and one of the important ways that it can be interesting rather than a waste of time:

You, the DM know that it is easy, but the players don't. From the players' perspective, it's another Red Hand encounter. And it's one they should blow through without blinking. While that may seem pointless and it doesn't actually pose much of a threat unless you run it on the same day as some more threatening encounters, it does have a number of things that make it interesting and enhance the fun of the campaign as a whole.

1. For the players, they will probably treat the encounter seriously until they win. They don't know it's easy yet. If the hobgoblins are cleverly positioned, using cover, etc it won't be clear that they have no chance until one or two rounds in when the players have killed most of them. A steady diet of speedbumps would be boring but one or two mixed in here and there is not. Indeed, it can break up the monotony of all-out kill-fests.

2. It lets the players strut their stuff a little. In my campaign (which is Pathfinder, not 5e, but the encounter dynamic is not system dependent), nearly every battle has been a knock-down drag out fight and the current joke is that it's not a battle if the wizard hasn't been to negatives at least once. That's fun, but it can get tiring after a bit. Let the pace change a little and this has several effects:

A. It lets the players feel powerful. By the time they get there, they are among the more powerful characters in the vale even if they don't overshadow Immerstal and Lord Jaarmath yet. Let them feel powerful by stomping something that would have made them work several levels ago.

B. It introduces uncertainty to the beginning of encounters. Some encounters are obviously tough, but if there are a few easy ones mixed in, players may decide to start out with some probing attacks to see if they need to go all out or conserve their ammunition/abilities. That dynamic will make future encounters a little more interesting than if it's always, "Pull out all the stops, right away!"

3. It also serves as a reminder to the players that the world doesn't necessarily scale with them. They are better than this easy skirmish. All of the Red Hand are not the elites that they often face. However, the non-scaling sandbox style nature of the encounter is a subtle reminder that there might be encounters that are not scaled in the other direction as well. That realization is supposed to be important when the players deal with the ghostlord since choosing to destroy him rather than negotiate is supposed to be a choice where the players are deliberately taking what they know to be a very risky path rather than assuming that the ghostlord is scaled to their level just like everything else.

Draz74
2017-06-01, 12:56 PM
As for the mindbender, I ended up homebrewing something up that doesn't even use PC class levels. It's significantly more dangerous than his 3.5 version.

That would be interesting to see.


I know most of the discussion has moved on from this, but I think that the easy skirmish encounter, you are missing part of the and one of the important ways that it can be interesting rather than a waste of time:

Helping me figure out the purpose of Easy Skirmish is still germane, so thanks for the comments. You make some good points. So, what monsters do you think I should put into the encounter? Just Hobgoblin Regulars? I was thinking of making a Hobgoblin version of the Tribal Warrior NPC stat block, to make it even easier than Hobgoblin Regulars ... and maybe throwing in some straight MM Goblins as well. But there should be something that's a little challenging to spice things up, like the Bladebearer and Hell Hound in the original RHoD. (But the Bladebearer and Hell Hound make it too similar to what I have for Marauder Attack.)

Draz74
2017-06-01, 01:33 PM
Small update: I changed the Kulkor Zhul War Adepts to the version that's similar to the Volo's Guide mage. I also added a table of contents of sorts to the first post.

Elder_Basilisk
2017-06-01, 02:51 PM
That would be interesting to see.



Helping me figure out the purpose of Easy Skirmish is still germane, so thanks for the comments. You make some good points. So, what monsters do you think I should put into the encounter? Just Hobgoblin Regulars? I was thinking of making a Hobgoblin version of the Tribal Warrior NPC stat block, to make it even easier than Hobgoblin Regulars ... and maybe throwing in some straight MM Goblins as well. But there should be something that's a little challenging to spice things up, like the Bladebearer and Hell Hound in the original RHoD. (But the Bladebearer and Hell Hound make it too similar to what I have for Marauder Attack.)

Easy skirmish is EL=party level so it doesn't have to be that easy. I would go with a scaled down version of one of the other encounters. Maybe hobgoblin regulars and an ogre or something. I would want it to look like the other encounters and play like the other encounters, just easier. That way it's not necessarily obvious from the get go that it's an easy encounter and it won't be obvious from the get go that other encounters like it are tougher. Bonus points if it looks like the bait in "Marked for Death."

Kuulvheysoon
2017-06-01, 07:47 PM
Draz, if you're (still) interested, here's the statblocks that I've been using/intend to use, along with some personal musings behind them.

Large Dragon, Lawful Evil
-------------------------
Armor Class 17 (natural armor)
HP 133
Speed 40 ft, swim 40ft, fly 80ft
-------------------------
Str +4, Dex +0, Con +4
Int +2, Wis +0, Cha +1
-------------------------
Saving Throws Dex +3, Con +7, Wis +3, Cha +4
Senses blindsight 30ft, darkvision 120ft, passive perception 16
Skills Deception +5, Perception +6, Stealth +3
Damage Immunities poison
Condiditon Immunities poisoned
Languages Common, Draconic
CR 6 (2300 XP)
-------------------------
Amphibious Ozyrrandion can breathe air and water.
Innate Spellcasting The dragon's spellcasting ability is Charisma (Spell save DC 12). The dragon can innately cast the following spells, requiring no material components:
1/day: gust of wind
-------------------------
Actions
Multiattack. Ozyrrandion makes three attacks: one with his bite and two with his claws.
Bite (melee) +7: 2d10+4 piercing plus 1d8 poison, reach 10ft
Claw (melee) +7: 2d6+4 slashing
Poison Breath (Recharge 5-6) 30ft cone, DC15 Constitution saving throw or take 45 (10d8) poison damage on a failed save or half as much damage on a successful save.

So I've checked it out, and I did base it pretty heavily off of the Young White, which checks out at a CR 6 monster. I've added Innate Spellcasting because I'm still a 3.5e at heart, and gust of wind seemed fitting.

Large Dragon, Chaotic Evil
-------------------------
Armor Class 18 (natural armor)
HP 150
Speed 40 ft, swim 40ft, fly 80ft
-------------------------
Str +4, Dex +2, Con +3
Int +1, Wis +0, Cha +2
-------------------------
Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Senses blindsight 30ft, darkvision 120ft, passive perception 16
Skills History +4, Perception +6, Stealth +6
Damage Immunities acid
Languages Common, Draconic
CR 7 (2900 XP)
-------------------------
Amphibious Regiarix can breathe air and water.
Innate Spellcasting The dragon's spellcasting ability is Charisma (Spell save DC 13). The dragon can innately cast the following spells, requiring no material components:
1/day: ensnaring strike, heat metal
-------------------------
Actions
Multiattack. Regiarix makes three attacks: one with his bite and two with his claws.
Bite (melee) +7: 2d10+4 piercing plus 1d8 acid, reach 10ft
Claw (melee) +7: 2d6+4 slashing
Acid Breath (Recharge 5-6) 30ft line, DC13 Dexterity saving throw or take 50 (11d8) acid damage on a failed save or half as much damage on a successful save.

Regiarix is basically straight out of the MM except for his skills and spells. I tend to give black dragons History because it even calls out in the MM description how much they value historical artifacts. He's gone up against adventurers before, so he knows of some of their common weaknesses versus him. Hence ensnaring strike which could help root a problematic foe, and heat metal, which is useful against arms and armor.

Large Monstrosity, Lawful Evil
-------------------------
Armor Class 15 (natural armor)
HP 130
Speed 50 ft, swim 50ft
-------------------------
Str +4, Dex +2, Con +2
Int +1, Wis +1, Cha +1
-------------------------
Saving Throws Dex +5, Wis +4
Senses darkvision 90ft, passive perception 14
Skills Perception +4, Stealth +5
Damage Immunities poison
Condiditon Immunities poisoned
Languages Common, Draconic
CR 6 (2300 XP)
-------------------------
Amphibious A greenspawn razorfiend can breathe air and water.
Mobile A greenspawn razorfiend can take the Dash or Disengage action on it's turn as a bonus action.
-------------------------
Actions
Multiattack. A greenspawn razorfiend makes three attacks: two with its' wingblades and one with its' bite
Wingblade (melee) +7: 2d8+4 slashing plus 1d8 poison; crit. 19-20
Bite (melee) +7: 1d10+4 piercing
Poison Breath (Recharge 5-6) 20ft cone, DC15 Constitution saving throw or take 24 (6d6) poison damage on a failed save or half as much damage on a successful save.

So this is my take on a CR 6 Greenspawn Razorfiend - it proved to be pretty deadly, dropping both my Paladin tank and Ranger archer with a pair of crits. Bonus action Disengage isn't quite equivalent with the Spring Attack chain of feats in 3.5e, but its undoubtedly effective. I don't know how I feel about the breath weapon, given how many dragons there are already in this campaign (in addition to the Hell Hounds), but I was trying to pretty faithfully reproduce the original.

Small Humanoid (goblinoid), neutral evil
-------------------------
Armor Class 16 (leather)
HP 80
Speed 30 ft
-------------------------
Str +0, Dex +5, Con +2
Int +0, Wis +2, Cha +0
-------------------------
Saving Throws Str +3, Dex +8
Skills Acrobatics +8, Perception +4, Stealth +8, Survival +4
Senses darkvision 60ft, passive perception 15
Languages Common, Goblin
CR 5 (1800 XP)
-------------------------
Nimble Escape Saarvith can use the Disengage or Hide action as a bonus action on his turn
Natural Explorer Saarvith gets advantage on attacks against foes who haven't acted yet in the first round of combat, as well as advantage on Initiative checks and the ability to ignore difficult terrain.
Favored Enemy Saarvith deals an additional +4 damage to creatures of the humanoid type
Greater Favored Enemy Saarvith deals an additional +4 damage to creatures of the aberration type
Fighting Style Archery; adds +2 to all ranged weapon attacks rolls
Hunter's Prey Colossus Slayer; once per turn Saarvith may deal an additional 1d8 damage to a creature already below it's hit point maximum
Defensive Tactics Multiattack Defense; when a creature hits you with an attack, you gain a +4 bonus to AC against subsequent attacks by that creature for the rest of the turn
Spellcasting Saarvith is a 7th level spellcaster. His spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). Saarvith knows the following ranger spells:
1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark
2nd level (3 slots): pass without trace, spike growth
-------------------------
Actions
Multiattack. Saarvith makes two shortbow attacks, or two scimitar attacks
Shortbow +1 (ranged 80/320 ft) +11: 1d6+6 piercing; 1d6+10 piercing if the target is a Humanoid or an Aberration
Scimitar (melee) +8, 1d6+5 slashing; 1d6+9 slashing if the target is a Humanoid or an Aberration

So I made Saarvith a 7th level ranger (Hunter Conclave) because I did want him to be able to work as he was originally intended, that being mounted on top of his dragon friend. Given how mounted combat works in 5e, I decided that giving him the Mounted Combatant feat would likely be overkill, and instead pushed his Dexterity to 20. He's got some support/offensive spells, and he'll probably drop at least one of my players to 0 if they aren't careful.

Medium Humanoid (goblinoid), lawful evil
-------------------------
Armor Class 14 (studded leather armor)
HP 50
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +4
Skills Arcana +6, Deception +3, Insight +4, Persuasion +3
Senses darkvision 60ft, passive perception 11
Languages Common, Goblin
CR 4 (1100 XP)
-------------------------
Arcane Advantage Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5ft of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting A kulkor zhul mindbender is a 6th level spellcaster. His spellcasting ability is Intelligence (Spell save DC 14, +6 to hit with spell attacks). A kulkor zhul mindbender has the following spells prepared:
Cantrips (at will): chill touch, friends, frostbite, message
1st level (4 slots): alarm, color spray, grease, magic missile
2nd level (3 slots): cloud of daggers, crown of madness, phantasmal force
3rd level (3 slots): dispel magic, melf's minute meteors
-------------------------
Actions
Rapier (melee) +5, 1d8+2 piercing
-------------------------
Reactions
Instinctive Charm When a creature within 30ft makes an attack roll against a kulkor zhul mindbender, they may use their reaction to force the attacker to attack the nearest creature that isn't the attacker or the mindbender (DC 14 Wisdom saving throw negates). If there is multiple creatures within range, the attacker chooses a target. this ability can be used multiple times against the same foe until it successfully saves; at that point, it may not be used on it again until the mindbender completes a long rest.

So here we come to my version of the Mindbender. I chose a wizard (enchanter) for a couple of reasons:
I was getting armor anyways from the hobgoblin race (VGtM), so that got the armored requirement out of the way
Instinctive Charm is just too awesome to not use - and it's a use for it's Reaction, which it otherwise wouldn't use.
I feel like manipulative hobgoblins would be smarter rather than more charismatic, but that's entirely my own opinion, so YMMV.



I think that that's all that I've got for now - I can continue updating this as I go, if you wish.

EDIT: Also, my Soranna was a Paladin (Crown) 3/Fighter (Purple Dragon Knight) 3. Let me know if you want her as well.

Lord Ruby34
2017-06-02, 12:15 AM
Right, here's my take on the mindbender. He should be about CR 8.


HP: 122
AC: 15
Speed: 30 ft

Str: 10 Dex: 14 Con: 15 Int: 19 Wis: 8 Cha 10
Saves: Int+7, Wis: +2

Actions:

Dominate Person: The mindbender can cast dominate person as a fifth level spell once per day with a save DC of 15.

Charm Monster: The mindbender can cast Charm Monster as a fourth level spell five times a day with a save DC of 15.

Bend the Weak Mind: The mindbender can immediately gain control of one creature and force them to take once action. If they have not already used their reaction it is expended. This can be negated by a DC 15 Wisdom saving throw. This counts as a third level spell for all purposes.

Befuddle the Senses: As a bonus action the mindbender can cause the target to act as if under the effects of the spell confusion until the end of its next turn. This effect can be negated by a DC 15 Intelligence save from the target. This counts as a cantrip for all purposes.

Firebolt: +7 2d10 fire damage.

Whip: +3 1d4+2 slashing damage.

Reactions:

The mindbender can cast counterspell as a third level spell once per day.

The mindbender can cast shield as a first level spell four times per day.

Draz74
2017-06-04, 07:30 PM
The Not-So-Sick Spy

Medium Monstrosity (shapechanger)
-------------------------
Armor Class 13 (15 with mage armor)
HP 95
Speed 50 ft, climb 40 ft
-------------------------
Str +0, Dex +2, Con +2
Int +2, Wis +1, Cha +4
-------------------------
Saving Throws Con +5, Cha +7
Skills Arcana +5, Athletics +3, Deception +10, Intimidation +7, Perception +4, Persuasion +7, Stealth +5
Senses darkvision 60 ft
Languages Sylvan, Common, Dwarvish, Elvish, Orc, Thieves' Cant
CR 5 (1800 XP)
-------------------------
Cunning Action. Miha can take a bonus action on each of her turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.
Spider Climb. Miha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spellcasting. Miha is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She knows the following spells:
Cantrips (at will): acid splash, friends, mage hand, message, minor illusion
1st level (4 slots): charm person, disguise self, mage armor,* shield, Tasha's hideous laughter
2nd level (3 slots): invisibility, suggestion
3rd level (3 slots)
4th level (1 slot): greater invisibility
*Miha casts this spell on herself before combat begins.
-------------------------
Actions
Shapechanger. Miha can polymorph into a specific Medium half-elf or a Medium spider-half-elf hybrid or a Tiny spider, or back into her true form (that of a Medium monstrous spider). In half-elf form, her Speed is reduced to 30 ft, she cannot use her climb speed, her spider climb ability, or her bite or web attacks. In hybrid form, her spider-like nature can either be obvious or obscured; if obscured, it requires a DC 18 Perception check to spot. In Tiny spider form, her Speed is reduced to 20 ft, her Climb speed is reduced to 20 ft, and she cannot cast spells or use her bite or web attacks. Otherwise, her statistics (other than size) are the same in each form. Any equipment she is wearing or carrying isn't transformed. She doesn't change form if she dies.
Bite (melee) +5: 1d8+2 piercing + 1d8 poison. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Web (Recharge 5-6) (ranged 30/60 ft, one Large or smaller creature) +5: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 15 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Encounter Composition
Miha Serani

XP Award: 3900
The XP Award should be adjusted based on how much damage Miha is prevented from doing to the defense of Elsir Vale. Merely defeating her in combat is only worth 1800 XP (e.g. if she's already done maximum damage as a spy). The full award of 3900 XP should be granted if she is caught just after the PCs meet her, before she can do anything nefarious. Intermediate outcomes can lead to intermediate XP Awards.

------------------------------------------------------------------

Since 5e doesn't have an Aranea stat block yet, and Miha really can't just be built using PC rules, I was kind of winging it with this stat block, just combining PC levels with a shapechanging Ettercap and hoping that it ended up being a good CR. Thanks to Lord Ruby for his stat block for ideas.

Draz74
2017-06-04, 09:42 PM
Barghest Reavers

Large Fiend (shapechanger)
-------------------------
Armor Class 17
HP 90
Speed 60 ft
-------------------------
Str +4, Dex +2, Con +2
Int +1, Wis +1, Cha +2
-------------------------
Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Resistances cold, fire, lightning; bludgeoning/piercing/slashing from nonmagical attacks
Immunities acid, poison; poisoned
Senses blindsight 60 ft, darkvision 60 ft
Languages Infernal, Goblin, Worg, Common
CR 4 (1100 XP)
-------------------------
Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. In goblin form, its Speed is reduced to 30 ft, and it cannot use its bite attack. Otherwise, its statistics (other than size) are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components:
At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, suggestion
-------------------------
Actions
Bite (melee) +6: 2d8+4 piercing
Claws (melee) +6: 1d8+4 slashing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Encounter Composition
Barghest *3
Hobgoblin Regular *6

XP Award: 3900

------------------------------------------------------------------

The barghest is minimally altered from its stat block in Volo's, partly so that I'm not posting copyrighted material unchanged. :smalltongue:

Wampyr
2017-06-05, 10:09 AM
Thank you so much for doing this, now I can run the adventure without doing any work!

Lord Ruby34
2017-06-06, 03:56 PM
Oh, how were you planning on doing treasure? Red Hand of Doom is a 3.5 module, and so there are a lot of magic items scattered throughout. That isn't the base assumption of 5E, so dealing with that becomes interesting. Personally, I left most of the magic items in (though I homebrewed most of it because I love doing it), and just made the encounters a little harder, but I could see it going the other way. Either way though, treasure should be taken into account when designing stat blocks.

Kuulvheysoon
2017-06-06, 04:37 PM
So my crew is playing tonight, and I've been thinking over this Enchanter vs. Bard thing. I had some time this afternoon, so I made up a Bard version. I honestly cannot decide which I like better.

Medium Humanoid (goblinoid), lawful evil
-------------------------
Armor Class 14 (studded leather armor)
HP 50
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +4
Skills Arcana +6, Deception +3, Insight +4, Persuasion +3
Senses darkvision 60ft, passive perception 11
Languages Common, Goblin
CR 4 (1100 XP)
-------------------------
Arcane Advantage Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5ft of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting A kulkor zhul mindbender is a 6th level spellcaster. His spellcasting ability is Intelligence (Spell save DC 14, +6 to hit with spell attacks). A kulkor zhul mindbender has the following spells prepared:
Cantrips (at will): chill touch, friends, frostbite, message
1st level (4 slots): alarm, color spray, grease, magic missile
2nd level (3 slots): cloud of daggers, crown of madness, phantasmal force
3rd level (3 slots): dispel magic, melf's minute meteors
-------------------------
Actions
Rapier (melee) +5, 1d8+2 piercing
-------------------------
Reactions
Instinctive Charm When a creature within 30ft makes an attack roll against a kulkor zhul mindbender, they may use their reaction to force the attacker to attack the nearest creature that isn't the attacker or the mindbender (DC 14 Wisdom saving throw negates). If there is multiple creatures within range, the attacker chooses a target. this ability can be used multiple times against the same foe until it successfully saves; at that point, it may not be used on it again until the mindbender completes a long rest.

Medium Humanoid (goblinoid), lawful evil
-------------------------
Armor Class 15 (breastplate)
HP 64
Speed 30 ft
-------------------------
Str +2, Dex +1, Con +2
Int +0, Wis +1, Cha +3
-------------------------
Saving Throws Dex +4, Wis +6
Skills Athletics +5, Deception +9, Insight +4, Persuasion +9
Senses darkvision 60ft, passive perception 11
Languages Common, Goblin
CR 4 (1100 XP)
-------------------------
Bardic Inspiration (d8) Once per turn as a bonus action, the mindbender can give one creature that can hear it within 60ft a Bardic Inspiration die. They can add it to an ability check, attack roll, weapon damage roll or saving throw within the next 10 minutes after they've rolled the die, but before they know the result. They can alternatively use a reaction to add that die to their Armor Class against a single attack, before the result is known but after the die is cast. A mindbender can use this ability 3 times before needing to take a short or long rest.
Jack of All Trades A kulkor zhul mindbender can add +1 to any ability check that doesn't already include his proficiency bonus.
Countercharm A kulkor zhul mindbender can, as an action, give advantage to saves against being frightened or charmed to all allies within 30ft. This performance lasts until the start of his next turn. This benefit ends if the mindbender is incapacitated, or if their allies can no longer hear his performance.
Multiattack A kulkor zhul mindbender can make 2 longsword attacks when taking the Attack action.
Spellcasting A kulkor zhul mindbender is a 7th level spellcaster. His spellcasting ability is Charisma(Spell save DC 14, +6 to hit with spell attacks). A kulkor zhul mindbender knows the following spells:
Cantrips (at will): message, prestidigitation, vicious mockery
1st level (4 slots): bane, faerie fire, healing word, tasha's hideous laughter
2nd level (3 slots): crown of madness, invisibility, phantasmal force, zone of truth
3rd level (3 slots): dispel magic, stinking cloud
4th level (1 slot):
-------------------------
Actions
longsword (melee) +5, 1d8+2/1d10+2 slashing (versatile weapon)

This version is actually a 7th level bard (Valor). It works pretty nicely too.


Opinions?

Draz74
2017-06-07, 12:09 AM
Oh, how were you planning on doing treasure? Red Hand of Doom is a 3.5 module, and so there are a lot of magic items scattered throughout. That isn't the base assumption of 5E, so dealing with that becomes interesting. Personally, I left most of the magic items in (though I homebrewed most of it because I love doing it), and just made the encounters a little harder, but I could see it going the other way. Either way though, treasure should be taken into account when designing stat blocks.
Ideally, I'd like to spell out a 5e-appropriate amount of magic items to be the adventure's treasure. However, I'm not sure exactly what "a 5e-appropriate amount" IS exactly.


So my crew is playing tonight, and I've been thinking over this Enchanter vs. Bard thing. I had some time this afternoon, so I made up a Bard version. I honestly cannot decide which I like better.

Medium Humanoid (goblinoid), lawful evil
-------------------------
Armor Class 14 (studded leather armor)
HP 50
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +2
Int +3, Wis +1, Cha +0
-------------------------
Saving Throws Int +6, Wis +4
Skills Arcana +6, Deception +3, Insight +4, Persuasion +3
Senses darkvision 60ft, passive perception 11
Languages Common, Goblin
CR 4 (1100 XP)
-------------------------
Arcane Advantage Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5ft of an ally of the hobgoblin and that ally isn't incapacitated.
Army Arcana When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting A kulkor zhul mindbender is a 6th level spellcaster. His spellcasting ability is Intelligence (Spell save DC 14, +6 to hit with spell attacks). A kulkor zhul mindbender has the following spells prepared:
Cantrips (at will): chill touch, friends, frostbite, message
1st level (4 slots): alarm, color spray, grease, magic missile
2nd level (3 slots): cloud of daggers, crown of madness, phantasmal force
3rd level (3 slots): dispel magic, melf's minute meteors
-------------------------
Actions
Rapier (melee) +5, 1d8+2 piercing
-------------------------
Reactions
Instinctive Charm When a creature within 30ft makes an attack roll against a kulkor zhul mindbender, they may use their reaction to force the attacker to attack the nearest creature that isn't the attacker or the mindbender (DC 14 Wisdom saving throw negates). If there is multiple creatures within range, the attacker chooses a target. this ability can be used multiple times against the same foe until it successfully saves; at that point, it may not be used on it again until the mindbender completes a long rest.

Medium Humanoid (goblinoid), lawful evil
-------------------------
Armor Class 15 (breastplate)
HP 64
Speed 30 ft
-------------------------
Str +2, Dex +1, Con +2
Int +0, Wis +1, Cha +3
-------------------------
Saving Throws Dex +4, Wis +6
Skills Athletics +5, Deception +9, Insight +4, Persuasion +9
Senses darkvision 60ft, passive perception 11
Languages Common, Goblin
CR 4 (1100 XP)
-------------------------
Bardic Inspiration (d8) Once per turn as a bonus action, the mindbender can give one creature that can hear it within 60ft a Bardic Inspiration die. They can add it to an ability check, attack roll, weapon damage roll or saving throw within the next 10 minutes after they've rolled the die, but before they know the result. They can alternatively use a reaction to add that die to their Armor Class against a single attack, before the result is known but after the die is cast. A mindbender can use this ability 3 times before needing to take a short or long rest.
Jack of All Trades A kulkor zhul mindbender can add +1 to any ability check that doesn't already include his proficiency bonus.
Countercharm A kulkor zhul mindbender can, as an action, give advantage to saves against being frightened or charmed to all allies within 30ft. This performance lasts until the start of his next turn. This benefit ends if the mindbender is incapacitated, or if their allies can no longer hear his performance.
Multiattack A kulkor zhul mindbender can make 2 longsword attacks when taking the Attack action.
Spellcasting A kulkor zhul mindbender is a 7th level spellcaster. His spellcasting ability is Charisma(Spell save DC 14, +6 to hit with spell attacks). A kulkor zhul mindbender knows the following spells:
Cantrips (at will): message, prestidigitation, vicious mockery
1st level (4 slots): bane, faerie fire, healing word, tasha's hideous laughter
2nd level (3 slots): crown of madness, invisibility, phantasmal force, zone of truth
3rd level (3 slots): dispel magic, stinking cloud
4th level (1 slot):
-------------------------
Actions
longsword (melee) +5, 1d8+2/1d10+2 slashing (versatile weapon)

This version is actually a 7th level bard (Valor). It works pretty nicely too.


Opinions?

I'm probably too late, but out of these I like the Enchanter though. Neither of them seems as purely "mind-bender" focused as the original, though.

Hellstick
2017-06-07, 01:28 PM
I'm in the middle of an this campaign with my buddies myself (5e of course)! I'm a player myself though so I haven't actually read a lot of the info you made because I don't want to spoil future encounters for myself. I highly recommend the red hand of doom though cause I'm having a blast with it, so keep up the good work :)

Draz74
2017-06-07, 05:15 PM
I'm in the middle of an this campaign with my buddies myself (5e of course)! I'm a player myself though so I haven't actually read a lot of the info you made because I don't want to spoil future encounters for myself. I highly recommend the red hand of doom though cause I'm having a blast with it, so keep up the good work :)

Have fun! I don't suppose your DM is on these forums?

Draz74
2017-06-07, 11:02 PM
Marked for Death

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Large Giant
-------------------------
Armor Class 11
HP 59
Speed 40 ft
-------------------------
Str +4, Dex -1, Con +3
Int -3, Wis -2, Cha -2
-------------------------
Senses darkvision 60 ft
Languages Giant, Common
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee) +6: 2d8+4 bludgeoning
Javelin (thrown 30/120 ft) +4: 2d6+4 piercing

Large Fiend (shapechanger)
-------------------------
Armor Class 17
HP 90
Speed 60 ft
-------------------------
Str +4, Dex +2, Con +2
Int +1, Wis +1, Cha +2
-------------------------
Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Resistances cold, fire, lightning; bludgeoning/piercing/slashing from nonmagical attacks
Immunities acid, poison; poisoned
Senses blindsight 60 ft, darkvision 60 ft
Languages Infernal, Goblin, Worg, Common
CR 4 (1100 XP)
-------------------------
Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. In goblin form, its Speed is reduced to 30 ft, and it cannot use its bite attack. Otherwise, its statistics (other than size) are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components:
At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, suggestion
-------------------------
Actions
Bite (melee) +6: 2d8+4 piercing
Claws (melee) +6: 1d8+4 slashing

Medium Monstrosity
-------------------------
Armor Class 15
HP 105
Speed 40 ft
-------------------------
Str +2, Dex +3, Con +3
Int +0, Wis +1, Cha -1
-------------------------
Skills Perception +3, Stealth +5, Survival +5
Immunities acid
Senses blindsight 10 ft, darkvision 60 ft
Languages Draconic, Common
CR 4 (1100 XP)
-------------------------
Actions
Multiattack. The blackspawn makes two weapon attacks.
Scimitar (melee) +5: 1d6+3 slashing
Javelin (thrown 30/120 ft) +5: 1d6+3 piercing
Acid Breath (Recharge 5-6, 15-ft line): 5d8 acid (Dex DC 13 half)

Encounter Composition
Hobgoblin Regular *5
Ogre
Barghest *2
Blackspawn Raider *4

XP Award: 7550

------------------------------------------------------------------

5e seems to have done away with having "Greater" Barghests be a thing. They were only 1 CR higher anyway. So I just re-used regular Barghests.

My Blackspawn Raiders are CR 4 by the numbers, but I'm afraid they might be a pretty easy CR 4, and also boring (not much for special abilities, sacks of lots of HP). Are there any great special abilities I should be giving them that thematically fit the 3.5e original monster?

This encounter definitely needs playtesting to make sure it's difficult as advertised. Not one you want to whiff. The XP budget seems to indicate that it should be Deadly indeed, but I don't trust it. The ambush conditions and the raiders' to-the-death fanaticism should help.

Draz74
2017-06-09, 10:26 PM
Captured!

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 17 (half plate)
HP 39
Speed 30 ft
-------------------------
Str +2, Dex +2, Con +2
Int +1, Wis +0, Cha +1
-------------------------
Skills Intimidation +3
Senses darkvision 60 ft
Languages Goblin, Common, Draconic
CR 3 (700 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword (melee) +4: 2d6+2 slashing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing
Leadership. For 1 minute after activating this feature, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated. Once the sergeant activates this feature, it must finish a short or long rest before it can use it again.

Large Monstrosity
-------------------------
Armor Class 13
HP 26
Speed 50 ft
-------------------------
Str +3, Dex +1, Con +1
Int -2, Wis +0, Cha -1
-------------------------
Skills Perception +4
Senses darkvision 60 ft
Languages Worg, Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-------------------------
Actions
Bite (melee) +5: 2d6+3 piercing, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Small Humanoid (goblinoid)
-------------------------
Armor Class 13
HP 16
Speed 30 ft
-------------------------
Str +0, Dex +2, Con +1
Int +0, Wis +1, Cha +0
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft
Languages Goblin
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
Shortsword (melee) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing

Encounter Composition
Hobgoblin Regular *4
Hobgoblin Sergeant *2
Worg
Goblin Wolf Rider "Lupe"

XP Award: 2000

------------------------------------------------------------------

I never noticed before how easy the "Captured!" escape encounter really is. Oh well, I guess that's intentional in an effort to move the story along after a big PC blunder.

Draz74
2017-06-09, 10:29 PM
Into the Horde

Encounter Composition
To be filled out later, since it's going to be a lot of copypasta from other encounters.

XP Award:
Irrelevant. There's no way your players are beating this encounter, and if they do, just keep throwing more stuff at them.

------------------------------------------------------------------

Like Massacre at Drellin's Ferry, this encounter is intended to be unbeatable. Since nobody's actually going to run the encounter with thousands of individual hobgoblin soldiers being tracked ... I'm not sure I want to translate it directly. Should I just make the Encounter Composition something sane for the DM to actually run, while still numerous enough that the PCs stand no chance?

Draz74
2017-06-09, 11:44 PM
Blackfens Random Encounters

Encounter #1 (500 XP)
Stirge *20

Tiny Beast
-------------------------
Armor Class 14
HP 2
Speed 10 ft, fly 40 ft
-------------------------
Str -3, Dex +3, Con +0
Int -4, Wis -1, Cha -2
-------------------------
Senses darkvision 60 ft
Languages n/a
CR 1/8 (25 XP)
-------------------------
Actions
Blood Drain (melee) +5: 1d4+3 piercing, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 1d4+3 hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Like the Stirge random encounter in the Witchwood, it is kind of crucial that the stirges start out already surrounding the party at the start of the encounter. Also like that previous encounter, it may turn out pretty easy in spite of the enemy's numbers.

------------------------------------------------------------------

Encounter #2 (1200 XP)
Harpy *6

Medium Monstrosity
-------------------------
Armor Class 11
HP 38
Speed 20 ft, fly 40 ft
-------------------------
Str +1, Dex +1, Con +1
Int -2, Wis +0, Cha +1
-------------------------
Languages Common
CR 1 (200 XP)
-------------------------
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws (melee) +3: 2d4+1 slashing
Club (melee) +3: 1d4+1 bludgeoning
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target can take the Dash action on its turn to move toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.

Just as the MM suggests, make sure there's some quicksand or something between the harpies and the party at the start of the encounter. With the harpies working together (targeting different PCs each, not attacking each other's victims), I think this encounter could actually be quite dangerous.

------------------------------------------------------------------

Encounter #3 (1050 XP)
Lizardfolk *6
Lizardfolk Shaman

Medium Humanoid (lizardfolk)
-------------------------
Armor Class 15 (shield)
HP 22
Speed 30 ft, swim 30 ft
-------------------------
Str +2, Dex +0, Con +1
Int -2, Wis +1, Cha -2
-------------------------
Skills Perception +3, Stealth +4, Survival +5
Senses darkvision 60 ft
Languages Draconic
CR 1/2 (100 XP)
-------------------------
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
-------------------------
Actions
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite (melee) +4: 1d6+2 piercing
Heavy Club (melee) +4: 1d6+2 bludgeoning
Spiked Shield (melee) +4: 1d6+2 piercing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing

Medium Humanoid (lizardfolk)
-------------------------
Armor Class 13
HP 27
Speed 30 ft, swim 30 ft
-------------------------
Str +2, Dex +0, Con +1
Int +0, Wis +2, Cha -1
-------------------------
Skills Perception +4, Stealth +4, Survival +6
Languages Draconic
CR 2 (450 XP)
-------------------------
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting. The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st Level (4 slots): entangle, fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Level (2 slots): conjure animals (reptiles only), plant growth
-------------------------
Actions
Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws.
Bite (melee) +4: 1d6+2 piercing
Claws (melee) +4: 1d4+2 slashing
Crocodile Bite (melee) +4: 1d10+2 piercing. If the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Change Shape. The lizardfolk magically polymorphs into a Large crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. In lizardfolk form, it cannot use its crocodile bite attack. In crocodile form, it cannot cast spells or use its multiattack, bite, or claws attacks. Otherwise, its statistics (other than size) are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Once it uses this feature, the lizardfolk must finish a short or long rest before it can use it again.

These are out of the MM.

------------------------------------------------------------------

Encounter #4 (2200 XP)
Chuul *2

Large Aberration
-------------------------
Armor Class 16
HP 93
Speed 30 ft, swim 30 ft
-------------------------
Str +4, Dex +0, Con +3
Int -3, Wis +0, Cha -3
-------------------------
Skills Perception +4
Immunities poison; poisoned
Senses darkvision 60 ft
Languages understands Deep Speech but can't speak it
CR 4 (1100 XP)
-------------------------
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
-------------------------
Actions
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer (melee, reach 10 ft) +6: 2d6+4 bludgeoning. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nice to get a taste of Aberrations somewhere in this campaign that's otherwise dominated by other creature types.

------------------------------------------------------------------

Encounter #5 (1800 XP)
Will-o'-Wisp *4

Tiny Undead
-------------------------
Armor Class 19
HP 22
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str -5, Dex +9, Con +0
Int +1, Wis +2, Cha +0
-------------------------
Immunities lightning, poison; exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Resistances acid, cold, fire, necrotic, thunder; bludgeoning/piercing/slashing from nonmagical attacks
Senses darkvision 120 ft
Languages Common
CR 2 (450 XP)
-------------------------
Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 3d6 hit points.
Ephemeral. The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Variable Illumination. The will-o'-wisp sheds bright light in a 5-to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
-------------------------
Actions
Shock (melee) +4: 2d8 lightning
Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Life Drain, or until its concentration ends (as if concentrating on a spell).

------------------------------------------------------------------

Encounter #6 (3900 XP)
Hydra

Huge Monstrosity
-------------------------
Armor Class 15
HP 172
Speed 30 ft, swim 30 ft
-------------------------
Str +5, Dex +1, Con +5
Int -4, Wis +0, Cha -2
-------------------------
Skills Perception +6
Senses darkvision 60 ft
Languages n/a
CR 8 (3900 XP)
-------------------------
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra starts with five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
-------------------------
Actions
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite (melee, reach 10 ft) +8: 1d10+5 piercing

By this time, the party should certainly be able to handle a full MM hydra. Hopefully if they run into this random encounter, it doesn't detract from the drama they hopefully went through in the Blackwater Causeway encounter.

------------------------------------------------------------------

Encounter #7 (3600 XP)
Giant Crocodile *2

Huge Beast
-------------------------
Armor Class 14
HP 85
Speed 30 ft, swim 50 ft
-------------------------
Str +5, Dex -1, Con +3
Int -4, Wis +0, Cha -2
-------------------------
Skills Stealth +5
Languages n/a
CR 5 (1800 XP)
-------------------------
Hold Breath. The crocodile can hold its breath for 30 minutes.
-------------------------
Actions
Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite (melee) +8: 3d10+5 piercing, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail (melee, reach 10 ft, one target not grappled by the crocodile) +8: 2d8+5 bludgeoning. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

------------------------------------------------------------------

Encounter #8 (3600 XP)
Adolescent Greenspawn Razorfiend *2

Large Monstrosity
-------------------------
Armor Class 13
HP 120
Speed 50 ft, swim 50 ft
-------------------------
Str +4, Dex +3, Con +3
Int -1, Wis +1, Cha -2
-------------------------
Skills Athletics +7, Perception +4
Immunities poison; poisoned
Senses darkvision 60 ft
Languages Infernal
CR 5 (1800 XP)
-------------------------
Amphibious. The razorfiend can breathe air and water.
Spring Attack. The razorfiend can take the Disengage action as a bonus action on its turn.
-------------------------
Actions
Multiattack. The razorfiend makes three attacks: two with its wingblades and one with its bite.
Wingblade (melee) +7: 2d10+4 slashing; crit. 19-20
Bite (melee) +7: 2d8+4 piercing
Poison Breath (Recharge 5-6, 20-ft cone): 8d6 poison (Con DC 15 half)

Note that I want the Spawn of Tiamat to be a significant encounter with only one Razorfiend, so I'm using slightly weaker "Adolescent" razorfiends for random encounters and the Town Hall (where fully-grown ones would be overwhelming to a party).

Hellstick
2017-06-10, 05:46 AM
Have fun! I don't suppose your DM is on these forums?
I'm not sure actually. Most of the people in that group of friends were (and possibly still is?) avid readers of order of the stick at one point or another, but I'm not sure if he ever used these forums. I can ask him and point him to this thread:)

Lord Ruby34
2017-06-10, 11:02 AM
Actually, I don't think into the horde is supposed to be an automatic defeat, as long as the players are trying to accomplish a specific goal instead of fight. Like, say, assassinating Kharn. It should still be really, really, hard. But maybe not impossible to kill Kharn and get out.

Also, remember that Captured can easily be an encounter for exactly one PC, if one goes down and the party retreats they could easily get captured alone.

Draz74
2017-06-10, 11:55 AM
Good points.

Kuulvheysoon
2017-06-13, 05:08 PM
Alright, my players just hit level 6 and they're sneaking into Rhest tonight. I'll be using my Enchanter Mindbender, so we'll see how this goes.

My players are basically all new, and the group tends to hit things until they die. They also seem reluctant to short rest, given how their sorcerer blows his spell slots/sorcery points like crazy when he gets a little freaked, though the warlock and monk are very much in favor of it.

I tend to play the monsters a little too smart, but I'm really trying to cut back on it. They know about Regiarix, but they think that Saarvith is just another name for him (thanks to a Lizardfolk tribe that they talked to that gave the dragon fancy titles), so i think that they'll be "pleasantly" surprised to see the goblin.:smallamused:

I'm going to run the scenario as-is (with my versions of the mindbender/Saarvith/Regiarix, but I think that I'll snatch that juvenile razorfiend) and see how it turns out. I haven't been playing into the extreme racial hatred of hobgoblins vs. elves, mainly because I didn't realize that it was also a non-Eberron thing, so I'll try to play that up tonight.

We're going to be short the Paladin tonight, so wish me luck that I don't kill them all!

My group, for those interested -
Belhorn Forestfury: 5th level Half Elf Paladin (Vengeance), swore his oath to Silvanus to kill all giantkind after his home village was eaten by hill giants. He's actually a Dexterity-based Paladin, using a rapier/shield and chose the dueling style. He's a pretty solid member of the team while he's there.
Aldalome: 5th level Firbolg Monk (Open Hand), taken in by wandering sages when she was found as an orphan. She's definitely playing to her strengths, having picked up the Mobile feat at 4th level and has started to learn how to use Stunning Strike. Has a pair of senbon in her hair which she poisons (minor changes to Hermit background to give Nature/poisoner's kit instead of Religion/herbalist's kit)
Torinn: 6th level Copper Dragonborn* Cleric (Arcana), the player's character actually died in Marauder Attack, so this was his replacement. Apprentice to the priest in Drellin's Ferry. Used to be an Eldritch Knight, but wasn't a fan of mixing it up in melee, and he loved Magic Missile. I helped him write up this character and he seems pretty happy with it.
Adrie "Silverbow" Liadon: 6th level Wood Elf Revised Ranger (Hunter), former pirate on the Sea of Fallen Stars whose ship ran through a random portal and ended up in a little stream. We worked out a deal in which her bow (which she silvered for no damned reason) is becoming a Weapon of Legacy, and it's slowly leveling up along with her. Probably the most effective damage dealer in the party, besides the sorcerer.
Ezra Khalid: 6th level Half Elf Warlock (Fiend), looking for vengeance on his philandering elven father. Not terribly effective, in all honesty. He seems to have the worst luck rolling, and his character is quite abrasive, and has gotten more than a few NPCs pissed at him.
Karall Iltaa: 6th level Half Elf Sorceror (Draconic [red]), actually the half brother of Ezra, got injured in a forge accident and blew off his arm. It regrew as a scaled dragon arm, which he keeps wrapped up and hidden from everyone. My shyest player, he's probably got the best grasp on the rules (besides myself) and he loves spamming his chromatic orb, especially since he's hit 6th level now. HE actually killed the (slightly nerfed) hydra at the Causeway basically by himself in two rounds, thanks to blowing his sorcery points and me missing the rules about bonus action spells.

The monk and paladin miss about every third session due to work, so they're a bit behind.

*Slightly modified Dragonborn - Darkvision 60ft, breath weapon is a bonus action

Draz74
2017-06-14, 11:39 AM
Alright, my players just hit level 6 and they're sneaking into Rhest tonight.

How'd it go?

Hades1186
2017-06-14, 10:14 PM
Id be willing to convert and format the whole adventure to pdf document if you finish the encounters

Draz74
2017-06-14, 10:50 PM
Road Blockade

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
-------------------------
Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 17 (half plate)
HP 39
Speed 30 ft
-------------------------
Str +2, Dex +2, Con +2
Int +1, Wis +0, Cha +1
-------------------------
Skills Intimidation +3
Senses darkvision 60 ft
Languages Goblin, Common, Draconic
CR 3 (700 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword (melee) +4: 2d6+2 slashing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing
Leadership. For 1 minute after activating this feature, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated. Once the sergeant activates this feature, it must finish a short or long rest before it can use it again.

Large Giant
-------------------------
Armor Class 11
HP 59
Speed 40 ft
-------------------------
Str +4, Dex -1, Con +3
Int -3, Wis -2, Cha -2
-------------------------
Senses darkvision 60 ft
Languages Giant, Common
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee) +6: 2d8+4 bludgeoning
Javelin (thrown 30/120 ft) +4: 2d6+4 piercing

Encounter Composition
Hobgoblin Regular *6
Hobgoblin Sergeant *2
Ogre *2

XP Award: 2900

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More than most encounters, I'm considering deviating from the source material here and beefing up this encounter, probably by making the ogres something nastier. That was a common DM-adjustment to make in 3.5e anyway, because the composition of monsters presented in the module is just not very challenging at this level.

So ... ogres with barbarian features? Any other suggestions?

Draz74
2017-06-14, 11:25 PM
Spawn of Tiamat

Large Monstrosity
-------------------------
Armor Class 13
HP 150
Speed 50 ft, swim 50 ft
-------------------------
Str +4, Dex +3, Con +3
Int -1, Wis +1, Cha -2
-------------------------
Skills Athletics +7, Perception +4
Immunities poison; poisoned
Senses darkvision 60 ft
Languages Infernal
CR 7 (2900 XP)
-------------------------
Amphibious. The razorfiend can breathe air and water.
Spring Attack. The razorfiend can take the Disengage action as a bonus action on its turn.
-------------------------
Actions
Multiattack. The razorfiend makes three attacks: two with its wingblades and one with its bite.
Wingblade (melee) +7: 2d10+4 slashing + 1d8 poison; crit. 19-20
Bite (melee) +7: 2d10+4 piercing
Poison Breath (Recharge 5-6, 20-ft cone): 10d8 poison (Con DC 15 half)

Encounter Composition
Greenspawn Razorfiend

XP Award: 2900

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Needs playtesting to make sure it's a good fight with a solo monster.

Lord Ruby34
2017-06-15, 12:04 AM
Honestly, in 5E I have as few solo monsters as possible. The action advantage can really wreck them.

As for the road blocks I made them different. One was the chumpy encounter you just presented, and in the other I added a Hobgoblin Paladin and a Devestator.

Kuulvheysoon
2017-06-15, 06:05 PM
How'd it go?

Well, shenanigans ensued.

They managed to convince an NPC to give them cover with a good Persuasion roll from the Warlock, so he cast control weather as the party's cleric cast water walk. So they're getting enough rain that I considered it light obscurement. This was the extent of their observations of Rhest, when they knew full well that there was a dragon there. They proceeded to walk straight to the belltower (which I described as shabby and creaky). They got within 50 feet of it before the hobgoblins noticed them (disadvantage on Perception can be brutal).

I only had 7 hobgoblins in this encounter - 6 "veteran" hobgoblins (basically slightly buffed hobgoblin regulars, the one from the MM) and one Sargeant (the hobgoblin captain from the MM, which I've been using instead of the bladebearers). So the second that they saw the adventurers, one of them immediately slammed the bell as initiative was rolled. My players rolled terribly for the most part, and the hobgoblins all ended up going between the arcane spellcasters and cleric/ranger/monk. I decided to give them 3 rounds before the three hobgoblins in the barracks portion got into the fight, 10 full rounds before Regiarix and Saarvith came over to investigate, and 12 rounds [total] before a few reinforcements (4 hobgoblin veterans, 2 ogres and Nurklenak, my mindbender) rowed their way over.

So the party dealt with the archers up top pretty quick, only lasting a round of two under a hailstorm of arrows, fire bolts and eldritch blasts. The archers didn't' inflict much damage, unfortunately - they weren't rolling very well. Things got interesting when the monk decided to storm the tower by herself. She opened the door and walked right into the sargeant, and she blew a ki point to bonus action dodge. Now, important fact: I couldn't find a description for the size of the belltower, so mine was 15'x15' base, standing 30 feet tall. So combat continues with the cleric and ranger (still holding her bow, mind you - she loves her Sharpshooter feat) closing in on the tower and eventually hopping into it, so try and flank the sargeant.

Then the other 4 hobgoblins (one survivor from the top) drop down into the tower. So now there's eight people in the 9 available squares. They try to fight it out a little bit, but the hobgoblin's Martial Advantage along with the sargeant's battle inspiration ability is proving too much for them, and it's dropping their hit points by quite a bit. So the sorcerer decides to drop a fireball in there.

On top of his own party.

He dropped the monk (natural 1 on her save) and ranger to 0 and left the cleric with about 8 hit points, but at least the hobgoblins were dead, right? I let them stay in initiative order for another round as they healed up a bit before I described a mighty roar coming from the south-west (the town hall). They quickly patch everyone up to consciousness and the cleric heads out to check the far side of the tower. He sees the dragon through the rain and flips out, yelling at them that it's a dragon and they should hide in the tower. So I have Regiarix wait a turn as everyone flees into the tower (and the sorceror casts haste) before having him slam into the side of the tower. He succeeds on the Athletic check and the tower comes toppling down. I only catch a few in the rubble - the rest save well enough to get clear. For some reason, the players decided that the tiny goblin riding this dragon must be the bigger threat, so they focused all of their efforts onto killing Saarvith.

He lives for a round before motioning Regiarix to take off, but not before the dragon pops a breath weapon and nearly kills the warlock - Saarvith had dropped him to 0, and the breath weapon rolled low - only 44 damage off of 11d8. Which turned out to be super lucky for the warlock, as his maximum hitpoints (and threshold for Instant Death) was 45. So they take off and fly over the swamp, waiting for Reggie's breath weapon to refresh. The ranger takes a couple of potshots at Saarvith as he's flying off, and manages to get him down to about 20 or so hit points. They heal up a bit, and the warlock casts darkness to give them some room to hide from the dragon (not realizing that dragons have blindsense, I guess).

It's at this point that the boats with the reinforcements arrive, and the sorcerer tosses off his last fireball to take out three of the four hobgoblins, and heavily wound the last while inflicting light damage on Nurklenak (who is invisible at this point) and the ogres. Nurklenak dispels the globe of darkness (swearing ensues), and the ogres toss a couple of javelins. At this point, they'd apparently forgotten about the dragon because the warlock had wandered off a bit from the party to get a better angle at Nurklenak and was Multiattacked by Reggie... who missed with both claw attacks and dove straight down underwater (Saarwith had dismounted and was sneaking towards the crew overland). The ogres fled as the last hobgoblin was killed, and Nurklenak dimension doored back to the town hall (I increased him to a 7th level wizard). We ended there as it was getting pretty late already, and I worked at 5am the next morning.

TLDR: They steamrolled the initial hobgoblins, and only Saarvith and Regiarix presented a credible threat. Players can sometimes be their own worst enemies, and third level spells really start to change the game at this point.

Draz74
2017-06-15, 07:09 PM
TLDR: They steamrolled the initial hobgoblins, and only Saarvith and Regiarix presented a credible threat. Players can sometimes be their own worst enemies, and third level spells really start to change the game at this point.

Thanks for the writeup.

So, overall, it seems like your test might support my theory that your encounter, including a CR 7 Regiarix, was a bit much? Because my rough draft for the Town Hall encounter includes a CR 6 version of Regiarix, CR 5 Saarvith, CR 5 Nurklenak, CR 5 Adolescent Razorfiend, and the giants riffraff. And I still think it might be overwhelming if they don't do a good job splitting up the enemies. (At least your group didn't have the Razorfiend to deal with.)

Draz74
2017-06-16, 12:17 AM
Killiar's Hunters

Medium Humanoid (elf)
-------------------------
Armor Class 16 (studded leather armor)
HP 36
Speed 35 ft
-------------------------
Str +1, Dex +4, Con +2
Int -1, Wis +2, Cha +0
-------------------------
Saving Throws Str +3, Dex +6
Skills Animal Handling +4, Athletics +3, Investigation +1, Perception +4, Stealth +6, Survival +4
Senses darkvision 60 ft
Languages Elvish, Common
CR 2 (450 XP)
-------------------------
Favored Enemy. Killiar gains a +2 bonus to damage rolls with weapon attacks against monstrosities. He has advantage on Wisdom (Survival) checks to track monstrosities, and on Intelligence checks to recall information about monstrosities.
Natural Explorer. Killiar ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Killiar travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Killiar remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Killiar travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
Primeval Awareness. Killiar has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. By spending 1 uninterrupted minute in concentration, he can sense whether any monstrosities are present within 5 miles. Their numbers, general direction, and distance in miles are revealed for each such group of monstrosities.
Colossus Slayer. Once per turn when Killiar hits a creature with a weapon attack, the target takes an extra 1d8 damage if it's below its hit point maximum.
Fey Ancestry. Killiar has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Mask of the Wild. Killiar can attempt to hide even when he is only lightly obscured by natural phenomena.
Spellcasting. Killiar is a 2nd-level spellcaster. His spellcasting ability is Wisdom. Killiar knows the following ranger spells:
1st level (3 slots): animal friendship, goodberry, hunter's mark
-------------------------
Actions
Rapier (melee) +6: 1d8+4 piercing
+1 Longbow (ranged 150/600 ft) +9: 1d8+5 piercing
Animal Empathy. Through sounds and gestures, Killiar can communicate simple ideas to a beast, and can read its basic mood and intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any) to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes.

Medium Humanoid (elf)
-------------------------
Armor Class 13 (leather armor)
HP 16
Speed 35 ft
-------------------------
Str +0, Dex +2, Con +1
Int +0, Wis +1, Cha +0
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft
Languages Elvish, Common
CR 1/2 (100 XP)
-------------------------
Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. The hunter has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Mask of the Wild. The hunter can attempt to hide even when it is only lightly obscured by natural phenomena.
-------------------------
Actions
Multiattack. The hunter makes two melee attacks or two ranged attacks.
Shortsword (melee) +4: 1d6+2 piercing
Longbow (ranged 150/600 ft) +4: 1d8+2 piercing

Large Beast
-------------------------
Armor Class 12
HP 19
Speed 5 ft, fly 60 ft
-------------------------
Str +1, Dex +2, Con +1
Int -1, Wis +1, Cha +0
-------------------------
Skills Perception +5, Stealth +4
Senses darkvision 120 ft
Languages Giant Owl; understands Elvish, Sylvan, and Common but can't speak them
CR 1/4 (50 XP)
-------------------------
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
-------------------------
Actions
Talons (melee) +3: 2d6+1 slashing

Encounter Composition
Killiar Arrowswift
Tiri Kitor Hunter *4
Giant Owl *5

XP Award: 1100
The XP Award can be granted if the encounter is negotiated reasonably smoothly, not only if it turns into a combat encounter (which it probably shouldn't). Whether Killiar's attitude towards the PCs actually becomes friendly doesn't affect the XP the PCs receive, but it will become important when The Elf Alliance encounter occurs later in the adventure.

------------------------------------------------------------------

Like other probably-helpful NPCs, I built Killiar close to a PC, in this case of 4th level. His hunters and owls come out of the MM (Scout NPC block for the hunters), even though that makes them considerably weaker than they were in 3.5e.

Whether they're a challenging combat encounter probably won't matter at this point, because the PCs probably won't fight them, but I do wonder if I should beef them up more so they will put up a better fight if they fight on the PCs' side in Brindol.

Kuulvheysoon
2017-06-16, 09:56 AM
Thanks for the writeup.

So, overall, it seems like your test might support my theory that your encounter, including a CR 7 Regiarix, was a bit much? Because my rough draft for the Town Hall encounter includes a CR 6 version of Regiarix, CR 5 Saarvith, CR 5 Nurklenak, CR 5 Adolescent Razorfiend, and the giants riffraff. And I still think it might be overwhelming if they don't do a good job splitting up the enemies. (At least your group didn't have the Razorfiend to deal with.)

I wouldn't disagree with that statement, but I'd back it up by mentioning that nerfing Reggie/Saarvith is probably a good idea, but you might want to increase wither the quantity or quality of the 'minor' forces, based on your players.

I mean, I'm probably going to increase the amount of hobgoblins in the Town Hall itself, but I won't even try to unleash the caged razorfiend unless things go really badly for the Red Hand, rather than making it an obvious decision. My party is really powerful when it comes to ranged combat, but they're decidedly average when it come to engaging in melee.

As for Killiar/his hunters, I actually statted him out as a (Champion) Fighter focused on archery and used the Archer (from Volo's) as a CR2 version of the Hunters.

Draz74
2017-06-20, 11:58 PM
Starsong Hill

Medium Humanoid (elf)
-------------------------
Armor Class 12 (hide armor)
HP 35
Speed 35 ft
-------------------------
Str -1, Dex +0, Con +0
Int +2, Wis +3, Cha +2
-------------------------
Saving Throws Int +5, Wis +6
Skills Animal Handling +6, Nature +5, Perception +6, Persuasion +5, Survival +6
Senses darkvision 60 ft
Languages Elvish, Common, Druidic, Sylvan
CR 5 (1800 XP)
-------------------------
Fey Ancestry. Sellyria has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Sellyria can attempt to hide even when she is only lightly obscured by natural phenomena.
War Caster. Sellyria has advantage on Constitution saving throws that she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in both hands. When a hostile creature’s movement provokes an opportunity attack from her, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Spellcasting. Sellyria is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sellyria has the following druid spells prepared:
Cantrips (at will): guidance, mending, produce flame
1st level (4 slots): cure wounds, goodberry, entangle, speak with animals
2nd level (3 slots): animal messenger, enhance ability, flaming sphere, lesser restoration
3rd level (3 slots): call lightning
4th level (1 slot): control water
-------------------------
Actions
Scimitar (melee) +3: 1d6 slashing
Longbow (ranged 150/600 ft) +3: 1d8 piercing
Wild Shape. Sellyria can magically assume the shape of a beast that she has seen before. This beast can have a CR of no greater than 1/2, and cannot have a flying speed. She can stay in a beast shape for 3 hours. She then reverts to her normal form unless she expends another use of this feature. She can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. Once she has used this feature twice, she cannot use it again until she has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.

Large Beast
-------------------------
Armor Class 15
HP 45
Speed 20 ft, swim 30 ft
-------------------------
Str +3, Dex +0, Con +1
Int -4, Wis +0, Cha -3
-------------------------
Saving Throws Str +6, Dex +3, Con +4, Int -1, Wis +3, Cha +0
Skills Athletics +6, Perception +3, Stealth +3
Languages n/a
CR n/a (is a class feature of Sellyria)
-------------------------
Hold Breath. Relivax can hold his breath for 15 minutes.
-------------------------
Actions
Bite (melee) +6: 1d10+6 piercing, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Relivax can't bite another target.

Medium Humanoid (elf)
-------------------------
Armor Class 17 (studded leather armor, shield)
HP 25
Speed 35 ft
-------------------------
Str +0, Dex +4, Con +2
Int +2, Wis +2, Cha +4
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, History +5, Nature +3, Perception +5, Performance +5, Stealth +5
Tools lute +5, lyre +5, viol +5
Senses darkvision 60 ft
Languages Elvish, Common, Sylvan
CR 1/2 (100 XP)
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. Trellara can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Bardic Inspiration. As a bonus action on her turn, Trellara can choose one creature other than herself within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one weapon damage roll, ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Trellara can use this feature a 3 times. She regains any expended uses when she finishes a long rest.
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Rapier (melee) +5: 1d8+3 piercing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing

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Like other probably-helpful NPCs, Sellyria and Trellara are built close to PC builds. Sellyria is level 7, Trellara is level 4. Sellyria uses the homebrew Circle of the Beast found here (http://www.dmsguild.com/product/173275/Druid-Circle--Circle-of-the-Beast). The crocodile isn't really a legal animal companion (slightly too big and powerful), but I decided that was ok for an otherwise-sub-optimal NPC.

Trellara is designed with the idea that she might become a supportive DMNPC in the campaign, since there's no Leadership feat for the players to use to turn her into a class feature.

Draz74
2017-06-22, 10:46 PM
Lizardfolk Huts

Medium Humanoid (lizardfolk)
-------------------------
Armor Class 15 (shield)
HP 22
Speed 30 ft, swim 30 ft
-------------------------
Str +2, Dex +0, Con +1
Int -2, Wis +1, Cha -2
-------------------------
Skills Perception +3, Stealth +4, Survival +5
Senses darkvision 60 ft
Languages Worg, Goblin
CR 1/2 (100 XP)
-------------------------
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
-------------------------
Actions
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite (melee) +4: 1d6+2 piercing
Heavy Club (melee) +4: 1d6+2 bludgeoning
Spiked Shield (melee) +4: 1d6+2 piercing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing

Encounter Composition
Lizardfolk *6

XP Award: 600

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In the original module, this encounter is ridiculously easy, even compared with the likes of Easy Skirmish. I can only assume that it was intended to make the players feel really powerful, or maybe to give them a moral dilemma about whether to slaughter such helpless lizardfolk in the first place. So I haven't tried to make it any more difficult or even more resource-draining in this conversion.

If the PCs turn the lizardfolk into something more significant than they're supposed to be, like by rounding the lake and attacking all the lizardfolk villages one by one, it's easy enough to add a couple of Lizardfolk Shamans or even a Lizardfolk King/Queen (MM) ... or just have Regiarix show up and defend the lizardfolk. That's probably better, since it pushes the PCs towards the real encounter at Rhest.

Draz74
2017-06-22, 10:58 PM
Bell Tower

Medium Humanoid (goblinoid)
-------------------------
Armor Class 18 (chain mail, shield)
HP 27
Speed 30 ft
-------------------------
Str +2, Dex +1, Con +1
Int +0, Wis +0, Cha -1
-------------------------
Senses darkvision 60 ft
Languages Goblin, Common
CR 1 (200 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
-------------------------
Actions
Longsword (melee) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 16 (chain shirt)
HP 67
Speed 30 ft
-------------------------
Str +1, Dex +3, Con +3
Int +0, Wis +0, Cha -1
-------------------------
Skills Acrobatics +5, Athletics +3
Senses darkvision 60 ft
Languages Goblin, Common
CR 2 (450 XP)
-------------------------
Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Dual Wielder. When the bladebearer takes the Attack action, it can use a bonus action to attack with a weapon in its off-hand.
-------------------------
Actions
Shortsword (melee) +5: 1d6+3 piercing
Off-Hand Shortsword (melee) +5: 1d6+3 piercing

Encounter Composition
Hobgoblin Veteran *6
Hobgoblin Bladebearer "Korkulan"

XP Award: 1050

------------------------------------------------------------------

This is where my CR 1 Veterans might be too easy. On the other hand, maybe the point of this encounter is mostly just to see if the bell gets rung to warn the Town Hall that the PCs are coming? CR 1 can ring a bell just as well as CR 2. :smallwink:

Togakure
2017-06-24, 06:50 AM
Started reading Red Hand of Doom. Planning on running it after "Lost mines of Phandelver". I will be using this information and give feedback when necessary.

Dax Doomslayer
2017-07-13, 07:06 PM
First I want to say thank you for doing this. It's a pretty daunting task and I've actually been looking around for a conversion of this module for a bit now. Your hard work is greatly appreciated. I haven't decided but I'm either going to lead in with Sunless Citadel / Forge of Fury or simply just do the Lost Mines and then RHoD. Out of curiosity, Is there any thought to putting all this in a PDF after? If not, no biggy (it's easy enough to do). However, my real reason for registering on this site and posting is to say thanks for your hard work!!

Draz74
2017-07-14, 09:02 PM
First I want to say thank you for doing this. It's a pretty daunting task and I've actually been looking around for a conversion of this module for a bit now. Your hard work is greatly appreciated. I haven't decided but I'm either going to lead in with Sunless Citadel / Forge of Fury or simply just do the Lost Mines and then RHoD. Out of curiosity, Is there any thought to putting all this in a PDF after? If not, no biggy (it's easy enough to do). However, my real reason for registering on this site and posting is to say thanks for your hard work!!

Hey, way to guilt trip me for not working on this for a couple weeks. :smallwink: I think a PDF would be more likely than a forum thread for WotC to object to, don't you think? But maybe once I feel the encounters are sufficiently refined, if there still hasn't been any word about an official translation of RHoD, I'll convert it to a PDF anyway.

Draz74
2017-07-14, 10:37 PM
Town Hall

Large Giant
-------------------------
Armor Class 11
HP 59
Speed 40 ft
-------------------------
Str +4, Dex -1, Con +3
Int -3, Wis -2, Cha -2
-------------------------
Senses darkvision 60 ft
Languages Giant, Common
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee) +6: 2d8+4 bludgeoning
Javelin (thrown 30/120 ft) +4: 2d6+4 piercing

Large Monstrosity
-------------------------
Armor Class 13
HP 120
Speed 50 ft, swim 50 ft
-------------------------
Str +4, Dex +3, Con +3
Int -1, Wis +1, Cha -2
-------------------------
Skills Athletics +7, Perception +4
Immunities poison; poisoned
Senses darkvision 60 ft
Languages Infernal
CR 5 (1800 XP)
-------------------------
Amphibious. The razorfiend can breathe air and water.
Spring Attack. The razorfiend can take the Disengage action as a bonus action on its turn.
-------------------------
Actions
Multiattack. The razorfiend makes three attacks: two with its wingblades and one with its bite.
Wingblade (melee) +7: 2d10+4 slashing; crit. 19-20
Bite (melee) +7: 2d8+4 piercing
Poison Breath (Recharge 5-6, 20-ft cone): 8d6 poison (Con DC 15 half)

Large Giant
-------------------------
Armor Class 12
HP 85
Speed 40 ft
-------------------------
Str +5, Dex -1, Con +3
Int -2, Wis +0, Cha -1
-------------------------
Skills Perception +4
Senses darkvision 60 ft
Languages Giant, Goblin
CR 4 (1100 XP)
-------------------------
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
-------------------------
Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe (melee) +7: 2d8+5 slashing
Morningstar (melee) +7: 2d8+5 piercing

Medium Humanoid (goblinoid)
-------------------------
Armor Class 14 (studded leather armor)
HP 52
Speed 30 ft
-------------------------
Str -1, Dex +2, Con +3
Int +1, Wis +0, Cha +3
-------------------------
Saving Throws Wis +3, Cha +6
Skills Deception +9, Insight +6, Intimidation +6, Perception +3, Persuasion +6
Senses darkvision 60 ft
Languages Goblin, Common, telepathy 30 ft
CR 5 (1800 XP)
-------------------------
Spellcasting. The mindbender is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The mindbender knows the following spells:
Cantrips (at will): message, minor illusion, vicious mockery
1st level (4 slots): charm person, dissonant whispers, heroism, Tasha's hideous laughter
2nd level (3 slots): crown of madness, detect thoughts, hold person, suggestion
3rd level (3 slots): fear, hypnotic pattern
4th level (1 slot): compulsion, confusion
-------------------------
Actions
Dagger (melee) +5: 1d4+2 piercing
Dagger (thrown 20/60 ft) +5: 1d4+2 piercing

Small Humanoid (goblinoid)
-------------------------
Armor Class 16 (studded leather armor)
HP 60
Speed 30 ft
-------------------------
Str +1, Dex +4, Con +2
Int -1, Wis +2, Cha +0
-------------------------
Saving Throws Str +4, Dex +7
Skills Animal Handling +5, Medicine +5, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft
Languages Goblin, Common, Draconic, Elvish, Giant
CR 5 (1800 XP)
-------------------------
Nimble Escape. Saarvith can take the Disengage or Hide action as a bonus action on each of his turns.
Natural Explorer. Saarvith has advantage on initiative rolls, as well as on attack rolls against creatures that have not yet acted during his first turn of combat.
Greater Favored Enemy. Saarvith has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. He has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. He additionally has advantage on saving throws against the spells and abilities of giants.
Coordinated Attack. When Saarvith uses the Attack action on his turn, if his hawk can see him, it can use its reaction to make a melee attack.
Spellcasting. Saarvith is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He knows the following spells:
1st level (4 slots): absorb elements, alarm, ensnaring strike, hunter's mark, longstrider
2nd level (3 slots)
-------------------------
Actions
Scimitar (melee) +7: 1d6+4 slashing
Shortbow (ranged 80/320 ft) +9: 1d6+4 piercing

Small Beast
-------------------------
Armor Class 16
HP 21
Speed 10 ft, fly 60 ft
-------------------------
Str -2, Dex +3, Con +0
Int -4, Wis +2, Cha -3
-------------------------
Saving Throws Str +1, Dex +6, Con +3, Int -1, Wis +5, Cha +0
Skills Acrobatics +6, Perception +5, Survival +5
Languages n/a
CR n/a (is a class feature of Saarvith)
-------------------------
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Beast's Defense. While the hawk can see Saarvith, it has advantage on all saving throws.
Greater Favored Enemy. The hawk has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. It has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. It additionally has advantage on saving throws against the spells and abilities of giants.
-------------------------
Actions
Talons (melee) +6: 1d4+6 slashing

Large Dragon
-------------------------
Armor Class 18
HP 112
Speed 35 ft, swim 40 ft, fly 70 ft
-------------------------
Str +4, Dex +2, Con +3
Int +1, Wis +0, Cha +2
-------------------------
Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Skills Perception +6, Stealth +5
Immunities acid
Senses blindsight 30 ft, darkvision 120 ft
Languages Draconic, Common, Goblin
CR 6 (2300 XP)
-------------------------
Amphibious. Regiarix can breathe air and water.
-------------------------
Actions
Multiattack. Regiarix makes three attacks: one with his bite and two with his claws.
Bite (melee, reach 10 ft) +7: 2d8+4 piercing + 1d8 acid
Claw (melee) +7: 2d4+4 slashing
Acid Breath (Recharge 5-6, 30-ft line): 10d8 acid (Dex DC 14 half)

Encounter Composition
Ogre *6
Adolescent Greenspawn Razorfiend
Ettin
Kulkor Zhul Mindbender "Nurklenak"
Wyrmlord Saarvith
Hawk
Regiarix

XP Award: 2900

------------------------------------------------------------------

I built the Mindbender as a cross between a Bard and a Warlock, with stats fairly close to a PC overall. I'm not opposed to a Mindbender stat block that's less of a standard Vancian spellcaster, like the one provided by Lord Ruby; but I don't want it to be CR 8 like his. Since this project has been stalled for a while, I thought I'd go ahead and post the Mindbender I have, even though I might eventually overhaul it.

Saarvith is pretty close to a PC Revised Ranger. I thought keeping him a Beastmaster was flavorful.

Regiarix is toned down marginally from the MM Young Black Dragon, because I wanted him CR 6 for the sake of avoiding TPKs. I'm not opposed to giving him some innate spellcasting for flavor's sake, but I'm wary of access to Heat Metal or even Darkness pushing him into a higher CR. Besides, this encounter might be plenty complicated for the DM to run even with Regiarix as a "boring" standard dragon that attacks or breathes each round.

Overall, the encounter should be doable and maybe even anticlimactic if the party does a good job of dividing and conquering (attacking when Regiarix isn't home; taking on the Razorfiend by itself; stealthily taking out the Ogres one by one). But if they take on the whole Town Hall at once, it will be extremely lethal.

Dax Doomslayer
2017-07-15, 10:24 AM
Hey, way to guilt trip me for not working on this for a couple weeks. :smallwink: I think a PDF would be more likely than a forum thread for WotC to object to, don't you think? But maybe once I feel the encounters are sufficiently refined, if there still hasn't been any word about an official translation of RHoD, I'll convert it to a PDF anyway.

LOL Draz! Honestly there was no intent there but hey if it kicks you in the butt it works for me!! :tongue: I don't think it's an issue to supply a PDF with just the monster conversions as you've been doing. Where people run afoul of WoTC is when they basically provide the whole module with their conversion (i.e. room descriptions etc.). There's a whole line of products on the DM's Guild that converts old TSR Modules to 5E for sale (see the Classic Modules Today 'brand'). Also, I know on EN World, there's a number of conversions of things like the Age of Worms Adventure Path to 5E. The key is just to stick to the mechanics and not to add any of the module 'fluff' and I'm pretty sure you are OK. However, ultimately, it is how comfortable you feel and that's the most important thing as you're the one carrying the ball right now! I'm very curious to see what you do with the Ghost Lord. For this module, that was the one encounter that kind of 'didn't fit' but it is a pretty unique encounter. Anyway, thanks again for this and all your hard work. It's 'most impressive'!

ltab
2017-07-20, 09:34 PM
I can't believe nobody's done this (and posted their work online), but that's what my Google-fu suggests. SO I was thinking I may try to convert The Red Hand of Doom to 5e as a summer project.

THANK YOU! I made an account just to say this. We are currently running Forge of Fury, and I took the opportunity of a lot of player deaths to switch to 5e. I was planning to do RHoD next, and I went looking for guidance and found this.

I expect to get to this module in a couple of months. I will definitely keep tabs on this and contribute if I can.

THANK YOU!
:smallbiggrin::smallbiggrin::smallbiggrin:

mage4fun
2017-07-25, 07:54 PM
THANK YOU! I made an account just to say this. We are currently running Forge of Fury, and I took the opportunity of a lot of player deaths to switch to 5e. I was planning to do RHoD next, and I went looking for guidance and found this.

I expect to get to this module in a couple of months. I will definitely keep tabs on this and contribute if I can.

THANK YOU!
:smallbiggrin::smallbiggrin::smallbiggrin:


I read talk of a PDF, has this come about? I would like to download the critters and import this game into a roll20 game I wantr to run. I have the original RHoD book/module and all the maps. I could just copy and save the info to a word doc and then use those to fill out my tokens and actions, but a PDF would be easier if it exists :-)

Arvin Natsuko
2017-08-26, 04:06 PM
Greetings,

Like I said to Draz in the beggining of the tread, I was planning to DM 5e Red Hand of Doom to my group. I start with a bunch of low level adverntures of my own design, followed by some other adapted stuff of 3.5, and they finally arrive at Drellin's Ferry last session, four level 7 PCs. So I have to made some modifications in the encounters to match that, and i don't know if my experience will help others. Well, that's it.

The group consists of:

Human Divination Wizard 7
Human Paladin 2 / Infernal Bladelock 5
Human Fighter 2 / Favored Soul Sorcerer 5
Human Swashbuckler Rogue 6 / Fighter 1

They are very experient players and have a fair share of magical items.

So, about the first Encounters.

Marauder Attack

Hobgoblin Regular *4
Hobgoblin Bladebearer "Uth-Lar"
Doom Hand Cleric "Zarr"
Hell Hound *2

I gave "Zarr" more HPs, but used the stats suggested by Draz.

The combat starts bad for the group, with only the Rogue not surprised, the Hell Hounds targeting 2 or 3 PCs with breath weapon and the hobgoblins arrow shots with martial advantage. The Palalock even dropped to 0 HPs. But after the inicial shock, they manage the encounter pretty easy, both Hobgobling bosses been paralyzed by a 3rd level hold person.

Blackwater Causeway

MM Hydra

For the BC, I used a full MM Hydra. They avoid the surprise, but lost the iniciative, and again the Palalock have some trouble in the beggining, with the Hydra growing 4 heads after a Smite anda a Critical from the Fighter. But again, after the inicial problems, the Wizard used Fireball to supress the regeneration and they end it in more 2 rounds.

Nonetheless the Hydra have success draining resources, and the Keep should be a real challenge.

I really don't know it this will be useful to someone, but like I promess Draz, I will keep posting my DM experience in this campaign.

Regards,

Arvin

PS: Sorry for eventual english mistakes.

Dax Doomslayer
2017-09-18, 05:40 PM
I think I've decided that instead of starting with the Sunless Citadel, I'm going to combine Shattered Gates of Slaughtergarde and this. I'll probably replace the drow in the second dungeon (Temple) with goblinoids and have it as an original attempt to gate in Tiamat which hopefully the PCs thwart and then move onto RHoD. That will also give the SGoS more plot than it currently has so it should hopefully work well together. I've just kind of started this using Fantasy Grounds.

Moradin
2017-10-30, 07:36 AM
@Draz74,
your work is greatly appreciated. I am currently translating RHoD from English and updating everything to 5ed. Your monster stats and experience in playtesting is invaluable, as are the other replies to this thread.
I am using the FR setting and started my players a couple of months ago on the Lost mines of Phandelver. Because I'm more familiar with the area around Beregost (BG I & II are my all time favorites), I moved Phandelver south of Beregost, in the foothills of the Could Peaks, just east of Nashkel. That allowed me to place the entire Elsin vale west of Phandelver, in the area that was originally the Green Fields (Between the Sharp teeth wood and Berdusk/Iriaebor). I am planning on having them reach lev 5 by the time they finish the adventure. By the end of LMoP they should have a map suggesting there's great treasure to be found in Vraath Keep. And that will be the beginning of my players' adventure in the Elsin Vale. I think the two adventures really fit well together, there's goblins in both and potentially the green dragon in LMoP can be the same one the players first meet at Skull Gorge bridge.

Thanks again and keep up the good work!

Edit: right now I'm starting to translate Part III. Just started with the random encounters: I've substantially decreased the number of possible encounters to just 5: basilisks, bulette, dire lions, dire lion ghosts, and something else I' still not sure of. I noticed there's a substantial lack of "dire" specimen in 5 ed, but I also found a Dire Template on reddit


/r/UnearthedArcana/comments/46ogcz/dire_template_and_applications_in_5e/

Following the template, I built a Dire Lion for 5 ed.
Large Beast
-------------------------
Armor Class 14
HP 80 (7d12+21)
Speed 45 ft
-------------------------
Str +5, Dex +3, Con +3
Int -4, Wis +1, Cha -1
-------------------------
Skills Perception +3, Stealth +7
Senses passive Perception 13
Languages n/a
CR 3 (700 XP)
-------------------------
Keen Smell. The Dire Lion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 30 feet.
-------------------------
Actions
Bite (melee) +7: 1d10+5 piercing.

Claw (melee) +7: 1d8+5 slashing.

Basically what I did is to take the Lion stats (MM, page 331) and apply the template I linked. The only modification I made myself was to keep Strength at 20, because applying the template as is, it would have been 22, which is a bit too much for a lion, albeit a dire version. I instead used those 2 extra points in Strength to buff the Dex up a point, which increases AC to 14. Also, I increased running speed by 5 feet and die for bite and claw attacks, to reflect the increase in size and muscle of the animal.

I'm planning on dropping 3 of these guys on my party. They should all be lev 7 by then. Challenging, but it should be fun.
I'm looking forward to your version of the Dire Ghost Lion!

Bran70
2017-11-20, 03:11 AM
Hello Draz,

Just discovered this thread thanks to one of my players (who will atone for thou shalt not spoil your DM campaign on fora...) and your work is amazing.

We're currently playing RHoD in 5e, the PCs just cleared Vraath Keep. I also did a lot of conversion but I tend to toughen the challenges a bit as I want to make combats dangerous.

I'm an old DM with 4 veteran players who played AD&D through all editions except 4e (we chose and still play Pathfinder).

I'll share my thoughts later as I must go to work, but I wanted to let you know that your work is greatly appreciated.

Bran.

CraneBane
2017-11-22, 05:44 PM
Hello Draz,

I also want to chime in with my applause for your great 5E conversion notes and to encourage you to continue the work. I am prepping RHoD for 5E in Fantasy Grounds and have found your notes tremendously valuable. I really do hope that you will continue with Part III.

Mackinola
2017-11-28, 05:06 PM
Hey. I've been using your resources to run a 5e West Marches style game using this adventure in conjunction with your conversions. I have a feeling we will be continuing to conclude the adventure sometime in February. At any point that we continue and I do some conversion on my own or provide alternatives with 5e content already available, I will make further postings in regards to those.

This is an awesome adventure! The party is going to infiltrate Rhest for a second time after scouting it out.

Saqari
2018-01-05, 09:21 PM
My group rolls 6 PCs deep.

I originally decided that my first foray into 5e as a DM was going to be centered around the 4e Scales of War adventure path. In that AV, Rescue of Rivenroar kicks off the adventure. The backdrop is Brindol roughly a few decades after RHoD. Hobgoblins are once again on the war path, but their leader and army is nowhere nearly as powerful. However, reading the AV and trying to put together a coherent linkage between each arc seemed too daunting even for me. Couple this with trying to figure out how to squeeze 30 levels of 4e into 20 levels of 5e for my first foray at DMing 5e and I decided on a different route.

Red Hand of Doom looks daunting, but I like the episodic flavor. However, I need to get my adventurers from 1st to roughly 5th or 6th. So I started the party off tackling goblin and hobgoblin raiders in Scourge of the Howling Horde. Two of my players are the type who will look through an adventure module if they know I am running one, so I go to extreme lengths changing names of quite a few things so they can't simply Google search. I managed to link the hobgoblin leader already to RHoD (which I have changed to another moniker) by emblazoning his shield with the symbol as well as to another hobgoblin in...

Barrow of the Forgotten King. In this a yuan-ti sorcerer is on a mission to uncover a mighty sword. I'm linking this yuan-ti and his mission to Azarr Kul, but the first link is between the hobgoblin chieftain of the first adventure to the yuan-ti's hobgoblin leader who just happens to be the first hobgoblin's brother. They'll be midway through their 4th level by the time they finish BotFK, barring avoidance of encounters.

I'm thinking I'll throw a few side treks or a small adventure at the PCs on their way to Bluevale (my name change from the named RHoD location) to get them to 5th, but I'm also contemplating crunching the numbers on Forge of Fury or another adventure to push them up to 6th.

Thanks for this brilliant endeavor. Although I will be moving most of RHoD into Realm Works, the stat blocks will either be used (along with suggestions from the posts) or will be starting points for statting to my own flavor.

Draz74
2018-01-06, 11:11 PM
Wow, it's kinda cool to see that this thread has been getting some activity. I haven't been very diligent in keeping track of it. Last summer got busier, and I got addicted to making characters for Mutants & Masterminds instead of D&D stat blocks, so the project kind of fell by the wayside, if you couldn't tell ...

No promises, but with the requests I've been getting I'll try to start adding to this thread again. It would be cool to at least post the stat blocks I wrote up but never formatted and posted, such as the Ghostlord, if I can find where I saved them.

blindabe
2018-01-07, 05:43 PM
Wow, it's kinda cool to see that this thread has been getting some activity. I haven't been very diligent in keeping track of it. Last summer got busier, and I got addicted to making characters for Mutants & Masterminds instead of D&D stat blocks, so the project kind of fell by the wayside, if you couldn't tell ...

No promises, but with the requests I've been getting I'll try to start adding to this thread again. It would be cool to at least post the stat blocks I wrote up but never formatted and posted, such as the Ghostlord, if I can find where I saved them.

That sir, would be awesome (if you find the time). Our group has just finished a 5e conversion of cult of the reptile god. We ran session 0 again to add a new player and change some over, but will be on the road to Drenlin's Ferry next week. I was excited enough to find this thread and realise someone had already converted half the module and saved me alot of work. Any more than that you can do is only going to make my life easier.

Either way, you sir and the others that have contributed, are legends!

Mad_Beard
2018-01-08, 08:29 AM
First of all, I want to wish a Happy New Year to everybody :smallsmile:

Second, I wish to congratulate Draz74 for his wonderful conversion. Keep up the good work :smallwink:

I used to run online (with virtual tabletop) Baldur's Gate campaign in D&D 5ed (yes the PC game story :smallsmile:) because my players back then didn't play the original game. After a while several players quit because of real life reasons and only main char remained. Then new players joined who played BG so we decided to switch to Red Hand of Doom campaign but in Dragonlance setting. I don't know why authors didn't put this in Dragonlance because Dragonlance is written all over it :smallsmile:
Main character got magically transported to Dragonlance world and met new player characters.
At first I start to convert all by myself but then I accidently stumbled across this topic. And your stuff came quite in handy. Some creatures are based on your conversion but I did some modifications , I added Draconians etc.
So basicaly what I want to say is thank you very much Draz74.

Also I want to ask you for a permission to post/share my work (as a single "book"), probably at EnWorld because I used some of your stuff. Of course, I'll mention you and your work in credits. But I'll do that when I finish everything. And that will take some time.
For now, I'm almost finished Part 1 (only Massacre at Drellin's Ferry and random encounters remains) and I'm working on Part 2, and if you want, I can share what I got with you.

arclyte
2018-01-13, 03:36 PM
Hi Draz74! I'm a long time lurker on these forums but decided to register today when I saw this thread was still (somewhat) active!

I've been taking a party through RHoD. They're at Starsong Hill now and about to take on Rhest (Lhesper, as I've converted it to Forgotten Realms). I had already converted a bunch of the monsters (up to the Roadblock) by the time I found this thread (not sure how I didn't find it earlier in my research...).

I was glad to see that your conversions were close to mine - subtle differences here and there, but they matched more than they parted. Seeing that, I took some of the ones I had yet to convert to save myself some time, which was awesome, thank you for that :)

If you do have the time to enter any other conversions you had done for this, it'd be greatly appreciated. If not, I'll try to remember to enter my own once I've gotten to them. I'm staying about a week or two ahead of my weekly sessions, converting as time allows, so I'm still a ways off from having a complete conversion.

I've found a bunch of good resources online, various forums, etc. for converting it to FR. We're playing in Cannath Vale, south of the Shaar. There hasn't been much published on the area for 5e, but accoring to 4e the entire area was destroyed. We've completely ignored that bit, for now.

We'll see how things go - I may have the players have some part in the whole Underchasm thing. I'm also considering bringing in Bane, since Tiamat has a checkered past with him. It seems like she's basically using his army to attack the Vale, but for her own gain, so I think he'd make a "good" ally for fighting back - literally a 'devil's bargain'.

arclyte
2018-02-05, 01:47 PM
Varanthian's Lair


Huge monstrosity, Lawful evil
-------------------------
Armor Class 17 (natural armor)
HP 168
Speed 50 ft, climb 40 ft., fly 50 ft.
-------------------------
Str 25 (+7), Dex 18 (+4), Con 20 (+5)
Int 9 (-1), Wis 16 (+3), Cha 16 (+3)
-------------------------
Skills Deception +6, Intimidation +6, Perception +6, Stealth +7
Damage Resistances fire, poison
Damage Immunities lightning
Condition Immunities poisoned
Senses darkvision 90 ft, passive Perception 16
Languages Draconic, Infernal
CR 11 (7200 XP)
-------------------------
Innate Spellcasting (1x/day) Varanthian can cast 'dispel evil and good' once per day.
Sense Evil and Good Senses powerful good and evil within 120 ft. at will. This trait otherwise works like the detect evil and good spell, but isn't itself magical.
Vile Blessing Varanthian has advantage on saving throws against being charmed or frightened.
-------------------------
Actions
Multiattack Varanthian can make two attacks per round, one with its bite and one to constrict.
Bite (melee) +10: 22 (3d10+6) piercing damage
Constrict (melee) +10: 17 (2d10+6) bludgeoning damage. Varanthian can constrict one Large or smaller creature. On hit, the target is grappled. If it is not already constricting a creature, the target is restrained until this grapple ends.
Lightning Breath (Recharge 5-6) Varanthian exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Swallow Varanthian makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of Varanthian's turns. Only one creature can be swallowed at a time. If Varanthian takes 30 damage or more on a single turn from the swallowed creature, Varanthian must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone into a space within 10 ft. of Varanthian. If Varanthian dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

arclyte
2018-02-05, 03:12 PM
The Lion's Path


Large undead, unaligned
-------------------------
Armor Class 15 (natural armor)
HP 60
Speed fly 30 ft.
-------------------------
Str 17 (+3), Dex 17 (+3), Con 13 (+1)
Int 3 (-4), Wis 10 (+0), Cha 19 (+4)
-------------------------
Skills Performance +3, Stealth +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft, passive Pereption 13
Languages None
CR 6 (2300 XP)
-------------------------
Rejuvenation A destroyed ghost dire lion returns to its old haunt with a sucessful level check (1d20+8) against DC 16. The only definitive way to destroy a ghost dire lion is by destroying the Heart of the Lion in area 15 of the Ghostlord's lair.
Etherealness As an action, the ghost dire lion can enter the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Ethereal Sight The ghost dire lion can see 60 ft. into the Ethereal Plane when it is in the Material Plane, and vice versa.
Incorporeal Movement The ghost dire lion can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
-------------------------
Actions
Draining Touch (melee) +5: 9 (2d6+2) necrotic damage plus 2 (1d4) Strength damage. On a hit, the target's Strength score is reduced by 1d4. If the target's Strength is reduced to 0, the target dies. Otherwise, the reduction lasts until the target finishes a short or long rest. On each successful attack, the ghost dire lion heals 5 points of damage to itself.
Corrupting Gaze (melee) +5: 11 (2d10) necrotic damage plus 2 (1d4) Charisma damage. A ghost dire lion can blast living beings with a glance, at a range of up to 30 ft. Creatures that meet the ghost's gaze must make a DC 18 Constitution save or take 2d10 damage and 1d4 points of Charisma damage. If this reduces Charisma to 0, the taret is unconscious. Otherwise, it lasts until the target finishes a short or long rest.




Large undead, unaligned
-------------------------
Armor Class 13 (natural armor)
HP 45
Speed 40 ft
-------------------------
Str 17 (+3), Dex 17 (+3), Con 13 (+1)
Int 3 (-4), Wis 12 (+1), Cha 14 (+2)
-------------------------
Skills Perception +3, Stealth +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft, passive Pereption 13
Languages None
CR 5 (1800 XP)
-------------------------
Rejuvenation A destroyed ghost brute lion returns to its old haunt with a sucessful level check (1d20+5) against DC 16. The only definitive way to destroy a ghost brute lion is by destroying the Heart of the Lion in area 15 of the Ghostlord's lair.
Etherealness As an action, the ghost brute lion can enter the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Ethereal Sight The ghost brute lion can see 60 ft. into the Ethereal Plane when it is in the Material Plane, and vice versa.
Incorporeal Movement The ghost brute lion can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
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Actions
Withering Touch (melee) +5: 17 (4d6+3) necrotic damage
Bloodcurdling Roar The mournful howling of the ghost brute lion chills the living to the core. The creature can howl as an action. All living creatures within a 30 ft. radius must make succeed on a DC 13 Wisdom saving throw or be frightened for 2d4 rounds. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. On success, the target is immune to this ghost's Roar for the next 24 hours.
Longbow (ranged 150/600) +5: 7 (1d8+3) piercing damage

Phototoxin
2018-02-15, 09:23 AM
I'm glad to see that I'm not the only fan of this module. I ran it in 4E to mid paragon where they actually defeated the aspect at the end which was a titanic ending to an amazing campaign.

Dax Doomslayer
2018-02-15, 10:07 AM
Very cool arclyte for adding your converted critters! I've been trying to figure out my next campaign and how to work this into it. I'm beginning to think that I should combine Hoard of the Dragon Queen/RHoD/Storm King's Thunder and Rise of Tiamat. I think that would be epic. Maybe even throw in the Giant Series from Tales from the Yawning Portal (although that may be too much). It seems like they would play nice together somewhat but I'm trying to piece together the 'outline' and what I want to cut out from the various adventures. I appreciate any conversion for this module though. It's immensely helpful!

Kuulvheysoon
2018-02-15, 12:33 PM
We played the first few encounters of the Battle for Brindol last night- I’ll make a full post this afternoon when I get back home.

Dragnaxx32
2018-09-30, 02:36 PM
Hey, Draz. How is progress on this going? (just a gentle little bump to see what's happening)

jpri26
2019-05-20, 09:15 AM
Anyone around to help/convert a Yrthak? Think it would be cool for a random encounter tonight.

Mongobear
2019-06-08, 08:25 PM
Did this project just die?

Forgot about it months ago, and just found it again, with no updates in forever.

Decided to pick up the project and try running it soon, but was hoping to be able to "compare notes" with others as I update and create custom NPC/monsters.

DrKerosene
2019-06-09, 12:00 AM
Did this project just die?

I believe you want this, http://www.giantitp.com/forums/showthread.php?577848-Red-Hand-of-Doom-Conversion-Journal-in-one!

Mongobear
2019-06-09, 01:16 AM
I believe you want this, http://www.giantitp.com/forums/showthread.php?577848-Red-Hand-of-Doom-Conversion-Journal-in-one!

Oooooo, much thanks.