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Draz74
2019-01-05, 04:34 PM
Shayne, Hannah, Jeff, and Max, I don't think any of you follow this forum, but if you do, it'll be more fun if you don't read this thread ...

After a year and a half of inactivity, I'm returning to my conversion of Red Hand of Doom to 5e (http://www.giantitp.com/forums/showthread.php?525127-Converting-Red-Hand-of-Doom-to-5e), and also running it for my group. It's just one new player added to a group that's been very consistent and high-quality (under a different DM), so hopefully it'll have the lasting power to get through RHoD, which I've always wanted to do but never accomplished. And that would also push me to finish the conversion I started.

I got a surprising number of requests to finish that conversion. I know some other people have attempted the same conversion in the interim, so maybe demand is gone, but just in case, I thought I'd write not only a Campaign Journal but also the stats of everything I throw at them, and how that worked out. But I'm starting a new thread, partly to avoid any chance that I'll get in trouble for Thread Necromancy.

Tables of Contents

Conversion

Part 1: The Witchwood
Marauder Attack (http://www.giantitp.com/forums/showsinglepost.php?p=23616203&postcount=3)
Drellin's Ferry (http://www.giantitp.com/forums/showsinglepost.php?p=23616273&postcount=4)
Witchwood Random Encounters (http://www.giantitp.com/forums/showsinglepost.php?p=23617601&postcount=6)
Jorr's Cabin (http://www.giantitp.com/forums/showsinglepost.php?p=23618225&postcount=7)
Blackwater Causeway (http://www.giantitp.com/forums/showsinglepost.php?p=23618258&postcount=8)
Vraath Keep (http://www.giantitp.com/forums/showsinglepost.php?p=23619154&postcount=9)
Old Warklegnaw (http://www.giantitp.com/forums/showsinglepost.php?p=23622001&postcount=10)
Skull Gorge Bridge (http://www.giantitp.com/forums/showsinglepost.php?p=23624503&postcount=11)
Goblin Raid (http://www.giantitp.com/forums/showsinglepost.php?p=23624570&postcount=12)
Chimera Attack (http://www.giantitp.com/forums/showsinglepost.php?p=23626146&postcount=13)
Massacre at Drellin's Ferry (http://www.giantitp.com/forums/showsinglepost.php?p=23626968&postcount=14)

Part 2a: The Elsir War
Easy Skirmish (http://www.giantitp.com/forums/showsinglepost.php?p=23627001&postcount=15)
Dirty Rotten Looters (http://www.giantitp.com/forums/showsinglepost.php?p=23627019&postcount=16)
Mercenary Gold (http://www.giantitp.com/forums/showsinglepost.php?p=23627056&postcount=17)
The Not-So-Sick Spy (http://www.giantitp.com/forums/showsinglepost.php?p=23627086&postcount=18)
Barghest Reavers (http://www.giantitp.com/forums/showsinglepost.php?p=23627107&postcount=19)
Marked for Death (http://www.giantitp.com/forums/showsinglepost.php?p=23627675&postcount=20)
Captured! (http://www.giantitp.com/forums/showsinglepost.php?p=23628458&postcount=21)
Into the Horde (http://www.giantitp.com/forums/showsinglepost.php?p=23628594&postcount=22)

Part 2b: The Blackfens
Blackfens Random Encounters (http://www.giantitp.com/forums/showsinglepost.php?p=23629447&postcount=23)
Road Blockade (http://www.giantitp.com/forums/showsinglepost.php?p=23629513&postcount=24)
Spawn of Tiamat (http://www.giantitp.com/forums/showsinglepost.php?p=23629520&postcount=25)
Killiar's Hunters (http://www.giantitp.com/forums/showsinglepost.php?p=23663242&postcount=29)
Meeting the Tiri Kitor (http://www.giantitp.com/forums/showsinglepost.php?p=23665215&postcount=32)
Lizardfolk Huts (http://www.giantitp.com/forums/showsinglepost.php?p=23665263&postcount=33)
Bell Tower (http://www.giantitp.com/forums/showsinglepost.php?p=23665305&postcount=34)
Town Hall (http://www.giantitp.com/forums/showsinglepost.php?p=23665424&postcount=35)
The Elf Alliance (http://www.giantitp.com/forums/showsinglepost.php?p=23666264&postcount=37)

Part 3: The Ghostlord's Lair
Thornwaste Random Encounters (http://www.giantitp.com/forums/showsinglepost.php?p=23667162&postcount=38)
Varanthian's Lair (http://www.giantitp.com/forums/showsinglepost.php?p=23667315&postcount=39)
The Lion's Path (http://www.giantitp.com/forums/showsinglepost.php?p=23667366&postcount=40)
Guardroom (http://www.giantitp.com/forums/showsinglepost.php?p=23667837&postcount=41)
Ooze Pit (http://www.giantitp.com/forums/showsinglepost.php?p=23667876&postcount=42)
Guest Quarters (http://www.giantitp.com/forums/showsinglepost.php?p=23667933&postcount=43)
The Pool of Rebirth (http://www.giantitp.com/forums/showsinglepost.php?p=23672113&postcount=44)
Chamber of the Betrayed (http://www.giantitp.com/forums/showsinglepost.php?p=23672280&postcount=45)
Shrine of Blight (http://www.giantitp.com/forums/showsinglepost.php?p=23683638&postcount=49)

Part 4: Enemy at the Gates
Brindol NPCs (http://www.giantitp.com/forums/showsinglepost.php?p=23697735&postcount=55)
Save the Walls (http://www.giantitp.com/forums/showsinglepost.php?p=24007167&postcount=81)
Abithriax's Rampage (http://www.giantitp.com/forums/showsinglepost.php?p=24307656&postcount=88)
Streets of Blood, Wave 1 (http://www.giantitp.com/forums/showsinglepost.php?p=24309218&postcount=89)
Streets of Blood, Wave 2 (http://www.giantitp.com/forums/showsinglepost.php?p=24309221&postcount=90)
Streets of Blood, Wave 3 (http://www.giantitp.com/forums/showsinglepost.php?p=24309232&postcount=91)
Streets of Blood, Wave 4 (http://www.giantitp.com/forums/showsinglepost.php?p=24309236&postcount=92)
Streets of Blood, Wave 5 (http://www.giantitp.com/forums/showsinglepost.php?p=24309239&postcount=93)
Sniper Attack (http://www.giantitp.com/forums/showsinglepost.php?p=24309255&postcount=94)
Cathedral Steps (http://www.giantitp.com/forums/showsinglepost.php?p=24309266&postcount=95)

Part 5: The Fane of Tiamat


Journal

The cast of PCs (http://www.giantitp.com/forums/showsinglepost.php?p=23616165&postcount=2)
Journal 1/5/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23616672&postcount=5)
Journal 1/12/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23632491&postcount=26)
Journal 1/19/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23648102&postcount=28)
Journal 1/26/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23664372&postcount=30)
Journal 2/9/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23696667&postcount=54)
Journal 2/23/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23732093&postcount=58)
Journal 3/2/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23749193&postcount=59)
Mini-Journal 3/9/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23797848&postcount=63)
Journal 3/16/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23797971&postcount=64)
Mini-Journal 3/23/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23814481&postcount=67)
Mini-Journal 3/30/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23907728&postcount=72)
Mini-Journal 4/13/2019 (http://www.giantitp.com/forums/showsinglepost.php?p=23907764&postcount=73)

Draz74
2019-01-05, 07:35 PM
The Cast of PCs:

I let the PCs roll for their stats, and three of them rolled really really well, so I let the fourth player reroll until he got a comparable set. I can always boost encounter difficulty if I need to, and it seems like it will be more fun to have all the PCs relatively equal.

https://i.imgur.com/1pQe05L.png
Race: Zariel Winged Tiefling
Background: Sailor
Class: Storm Herald (Sea) Barbarian 5
Str 16, Dex 15, Con 18, Int 14, Wis 8, Cha 15
Proficiencies: Athletics, Intimidation, Perception, Survival
Alignment: CN
Noteworthy Equipment: Waterborne Maul +1, Candle of the Deep, 4 Javelins, lots of other weapons
Backstory: She's not the product of two other tieflings, but of a drunken rendezvous between her father and something fiendish. She comes from a moderately far-away wilderness, from which her father raised her as a sailor. Her crew adventured some, earning enough treasure for her to commission the crafting of her Maul. But recently, she was involved in a traumatic shipwreck in which most of the crew died; she escaped thanks to being winged. Now she's adventuring inland to avoid stormy seas.
Notes: I decided to let the player combine Zariel Tiefling (for the Strength boost) with Winged Tiefling from SCAG, with Winged replacing the spell-like abilities as normal. Also, I thought "Moxie" was a brilliant choice for the name of a Tiefling Barbarian.

https://i.imgur.com/EuSyrfa.png
Race: Changeling
Background: Charlatan
Class: Lore Bard 5
Str 12, Dex 18, Con 12, Int 16, Wis 16, Cha 18
Proficiencies: Acrobatics, Animal Handling, Deception(Expertise), Insight, Intimidation, Perception, Performance, Persuasion(Expertise), Sleight of Hand, Stealth, Survival, Thieves' Tools, lots of languages
Favorite Spells: Tasha's Hideous Laughter, Heat Metal
Alignment: CN
Noteworthy Equipment: Glamoured Studded Leather Armor (without the +1 to AC), 2 Carriages, 4 Draft Horses, Rapier, Hand Crossbow
Backstory: He's from Drellin's Ferry! Doesn't know, obviously, that the module will involve evacuating the place completely. Originally inserted into a human family to cover up a kidnapping of a baby (who was then sacrificed for a dark ritual), his family still doesn't know that he's not human. Travels the countryside as an entertainer and adventurer, with his whole entertainment troupe being him in various shapeshifted forms -- which is going to be harder and harder to hide from both his family and the party as time goes on. Fairly large family in Drellin's Ferry; he's detailed out a number of individuals. Wealthy family. He's a little bit of a black sheep, as he's kind of resentful of gods and most of the family doesn't like either his adventuring or his musicianship.
Notes: This player is crazy. Antics will surely ensue.

https://i.imgur.com/cvd1nsM.png
Race: Hill Dwarf
Background: Acolyte
Class: Knowledge Cleric 5
Str 11, Dex 12, Con 18, Int 16, Wis 20, Cha 11
Proficiencies: Arcana(Expertise), History(Expertise), Insight, Medicine, Persuasion, Religion, lots of languages; anything else (temporarily), through Knowledge of the Ages.
Alignment: LG
Noteworthy Equipment: Cloak of Protection, Breastplate of Gleaming, Shield
Backstory: From a distant plateau land, the equivalent of Tibet in this world, called Quoon. Part of a sect centered there, the Oorothic Order, who are monastic and philosophical and worship Mother Time. Recently gifted his cloak and sent via teleportation circle to Brindol, to be a missionary for Orothism and seek greater knowledge that he can contribute to the community.
Notes: This player is the new addition to the group, new to Roll20 and fairly new to D&D in general. He seems pretty chill, a little unsure of himself still, so I hope his character will become a little less shy as the player starts to feel more included.

https://i.imgur.com/BjwPGio.png
Race: Black Dragonborn
Background: "Wasteland Survivor"
Class: Samurai Fighter 5
Str 16, Dex 12, Con 16, Int 7, Wis 17, Cha 14
Proficiencies: Animal Handling, Athletics, Insight, Intimidation, Survival, leatherworker's tools, weaver's tools
Feat: Dragon Fear
Alignment: NG
Noteworthy Equipment: Necklace of Adaptation, Maul, Splint Armor, 6 Javelins
Backstory: His jovial nature belies that he grew up a total loner, abandoned in a wasteland on the distant dragon continent (where most dragons and dragonborn come from). Is very proud of his mighty will to fight and survive. Recently deposited on this continent by a Brass Dragon who was impressed with him and gave him a loose mission to hunt down Tyrgarun, who disappeared "some years ago" into this continent.
Notes: This player is our usual DM. Playing a non-spellcaster is a big change for him.
Level-Up Notes: Took Resilient (Wisdom) at Level 6, so now has a Wisdom of 18 and an excellent save.

Draz74
2019-01-05, 08:02 PM
Marauder Attack

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing
Medium Fiend, Lawful Evil
-------------------------
Armor Class 15 (natural armor)
HP 45 (7d8+14)
Speed 50 ft
-------------------------
Str 17 (+3), Dex 12 (+1), Con 14 (+2)
Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
-------------------------
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft, passive Perception 15
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 ft) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6: The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 13 (chain shirt)
HP 27 (5d8+5)
Speed 25 ft
-------------------------
Str 13 (+1), Dex 10 (+0), Con 12 (+1)
Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
-------------------------
Skills Arcana +2, Deception +3, Religion +4
Senses darkvision 60 ft, passive Perception 13
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 5 ft) +3: 1d6+1 bludgeoning
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 16 (chain shirt)
HP 67 (9d8+27)
Speed 30 ft
-------------------------
Str 12 (+1), Dex 16 (+3), Con 17 (+3)
Int 11 (+0), Wis 11 (+0), Cha 9 (-1)
-------------------------
Skills Acrobatics +5, Athletics +3
Senses darkvision 60 ft, passive Perception 10
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 ft) +5: 1d6+3 piercing
Shortsword (off-hand) (melee 5 ft) +5: 1d6+3 piercing
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.

Encounter Composition
Hobgoblin Regular *11
Hobgoblin Bladebearer "Uth-Lar"
Doom Hand Cleric "Zarr"
Hell Hound

XP Award: 2700

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 requires 4 feet of movement for every 1 foot actually moved (like the Plant Growth spell).
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
Five hobgoblin regulars 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, Zarr, and the Hell Hound start out in the farmhouse. The remaining six Regulars start out off the edge of the map to the southwest, but will join as reinforcements after two rounds.
The creatures in the woods start off with advantage on their Stealth scores due to cover, but disadvantage for heavy armor. Have all the PCs make Perception checks. If any PC's Perception result is 21 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
Uth-Lar, Zarr, and the Hell Hound 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 invisibility, then casts spiritual weapon as soon as he is revealed.
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.

Informational Development

This group of hobgoblins is particularly fanatical. It requires a DC 25 Intimidation check to get them talking. Even a DC 25 Persuasion check will only work if a significant reward is offered to the interrogated creature, more than just letting it live. Of course clever Deceptions or magic can make the interrogation more successful.

Treasure
Besides their weapons, armor, and shields, and Uth-Lar's potion, the ambushers carry little of interest. Zarr's holy symbol of Tiamat can be identified with a DC 10 Religion check, with circumstance modifiers depending on the PCs' familiarity with dragons.
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 spears. The merchant's coin pouch contains 130 gp, 80 sp. Locating it is only a DC 5 Investigation check.

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

Notes

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.

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

Results

My PCs ate this encounter up without as much trouble as I would have liked. Other than the one breath weapon the Hell Hound got off, the baddies did little damage.

After playtesting this encounter, I kept the six "reinforcement" Regulars in reserve, planning to only bring them out if the battle was going too well. It did, so I did. But the additional six bodies/actions per round made very little difference. I definitely recommend including them when you run this. I'm torn about recommending other upgrades to the baddies (a second Hell Hound?) because my PCs are slightly overpowered in their stats and the dice were kind to them, and I can imagine this battle going very differently otherwise.

Draz74
2019-01-05, 08:34 PM
Drellin's Ferry

XP Award:
Award the players 450 XP if they make a particularly good impression on the guards when initially entering town.

Medium Humanoid (human/elf), Neutral Good
-------------------------
Armor Class 14 (hide armor, shield)
HP 33 (6d8+6)
Speed 30 ft
-------------------------
Str 10 (+0), Dex 14 (+2), Con 12 (+1)
Int 14 (+2), Wis 18 (+4), Cha 10 (+0)
-------------------------
Saving Throws Int +5, Wis +7
Skills Medicine +7, Nature +5, Religion +5, Survival +7
Tools Herbalism Kit +5
Senses darkvision 60 ft, passive Perception 14
Languages Common, Elvish, Sylvan, Druidic
CR 3 (700 XP)
-------------------------
Fey Ancestry. Avarthel has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Mask of the Wild. Avarthel can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Shape. Avarthel can use his action to magically assume the shape of a beast that he has seen before. He can use this feature twice. He regains expended uses when he finishes a short or long rest. The beast he transforms into can have a maximum CR of 1/2 and cannot have a fly speed. He can stay in beast shape for up to 3 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies. This ability otherwise follows the rules of Wild Shape (PHB pg. 66-67).
Natural Recovery. During a short rest, Avarthel chooses expended spell slots to recover. The spell slots can have a combined level of up to 3, and none of the slots can be 6th level or higher. He can't use this feature again until he finishes a long rest.
Land's Stride. Moving through nonmagical difficult terrain costs Avarthel no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Spellcasting. Avarthel is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Avarthel has the following spells prepared:
Cantrips (at will): druidcraft, magic stone, mold earth, thorn whip
1st level (4 slots): animal friendship, cure wounds, earth tremor, fog cloud, longstrider, speak with animals
2nd level (3 slots): barkskin, spider climb, animal messenger, beast sense, lesser restoration, locate animals or plants
3rd level (3 slots): call lightning, plant growth
-------------------------
Actions
Quarterstaff (melee 5 ft) +3: 1d8 bludgeoning
Sling (Magic Stones) (ranged 30/120 ft) +7: 1d8+4 bludgeoning
Medium Humanoid (human), Neutral Good
-------------------------
Armor Class 9
HP 27 (5d8+5)
Speed 20 ft
-------------------------
Str 12 (+1), Dex 9 (-1), Con 13 (+1)
Int 10 (+0), Wis 15 (+2), Cha 11 (+0)
-------------------------
Saving Throws Wis +5, Cha +3
Skills Arcana +3, History +3, Medicine +5, Religion +3
Senses passive Perception 12
Languages Common, Celestial, Dwarvish, Gnomish
CR 2 (450 XP)
-------------------------
Channel Divinity. Brother Derny can use Channel Divinity once. He regains the use of this feature when he finishes a short or long rest.
Spellcasting. Brother Derny is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Brother Derny has the following spells prepared:
Cantrips (at will): guidance, light, mending, sacred flame, word of radiance
1st level (4 slots): burning hands, faerie fire, ceremony, cure wounds
2nd level (3 slots): flaming sphere, scorching ray, calm emotions, lesser restoration, zone of truth
3rd level (2 slots): daylight, fireball, mass healing word, meld into stone
-------------------------
Actions
Channel Divinity: Turn Undead. Each undead that can see or hear Brother Derny within 30 feet of him must make a DC 13 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If its CR is 1/2 or lower, it is instead instantly destroyed. A turned creature must spend its turns trying to move as far away from Brother Derny as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Radiance of the Dawn. Brother Derny presents his holy symbol, and any magical darkness within 30 feet of him is dispelled. Additionally, each hostile creature within 30 feet of him must make a DC 13 Constitution saving throw. A creature takes 2d10+5 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from him is not affected.
-------------------------
Reactions
Warding Flare. When Brother Derny is attacked by a creature within 30 feet of him that he can see, he can impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. He can use this feature 2 times. He regains all expended uses when he finishes a long rest.
Medium Humanoid (human), Neutral Good
-------------------------
Armor Class 18 (scale mail, shield)
HP 42 (5d10+15)
Speed 30 ft
-------------------------
Str 16 (+3), Dex 14 (+2), Con 16 (+3)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
-------------------------
Saving Throws Str +6, Con +6
Skills Acrobatics +5, Animal Handling +4, Athletics +6, Intimidation +3, Persuasion +3, Stealth +2 (with Disadvantage)
Senses passive Perception 11
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 weapon attacks (but only one heavy crossbow attack).
Flail (melee 5 ft) +6: 1d8+3 bludgeoning; crit 19-20
Heavy Crossbow (ranged 100/400 ft) +5: 1d10+2 piercing; crit 19-20
Dagger (melee 5 ft or ranged 20/60 ft) +6: 1d4+3 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.
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Medium Humanoid (human), Chaotic Good
-------------------------
Armor Class 13 (studded leather armor)
HP 57 (5d10+2d8+21)
Speed 30 ft
-------------------------
Str 15 (+2), Dex 10 (+0), Con 16 (+3)
Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
-------------------------
Saving Throws Str +5, Con +6
Skills Animal Handling +9, Athletics +5, Insight +9, Investigation +3, Perception +6, Sleight of Hand +3
Senses passive Perception 21
Languages Common, Orc
CR 2 (450 XP)
-------------------------
Observant. If Delora can see a creature's mouth while it is speaking a language she understands, she can interpret what it's saying by reading its lips.
Second Wind. On her turn, Delora 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, Delora 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.
Sneak Attack. Once per turn, Delora can deal extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She 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 she doesn't have disadvantage on the attack roll.
Cunning Action. Delora can use her Bonus Action to take the Dash, Disengage, or Hide action.
-------------------------
Actions
Multiattack. Delora makes two scimitar attacks.
Scimitar +1 (melee 5 ft) +6: 1d6+3 slashing; crit 19-20
Medium Humanoid (human), Lawful Evil
-------------------------
Armor Class 9
HP 13 (2d8+4)
Speed 30 ft
-------------------------
Str 12 (+1), Dex 9 (-1), Con 14 (+2)
Int 11 (+0), Wis 10 (+0), Cha 12 (+1)
-------------------------
Skills Intimidation +3
Senses passive Perception 10
Languages Common, Dwarvish
CR 0 (10 XP)
-------------------------
Actions
Club (melee 5 ft) +3: 1d4+1 bludgeoning
Medium Humanoid (human), Chaotic Evil
-------------------------
Armor Class 14
HP 52 (8d8+16)
Speed 30 ft
-------------------------
Str 12 (+1), Dex 18 (+4), Con 14 (+2)
Int 8 (-1), Wis 16 (+3), Cha 10 (+0)
-------------------------
Saving Throws Dex +7, Int +2
Skills Acrobatics +7, Deception +6, Intimidation +3, Persuasion +3, Religion +2, Sleight of Hand +7, Stealth +10
Tools Thieves' Tools +7
Senses passive Perception 13
Languages Common, Abyssal, Thieves' Cant, Orc
CR 5 (1800 XP)
-------------------------
Determination. When Jarett 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.
Sneak Attack. Once per turn, Jarett can deal extra 2d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She 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 she doesn't have disadvantage on the attack roll.
Cunning Action. Jarett can use her Bonus Action to take the Dash, Disengage, or Hide action.
Assassinate. Jarett has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit she scores against a creature that is surprised is a critical hit.
Channel Divinity: Touch of Death. When Jarett hits a creature with a melee attack, she can deal 13 extra necrotic damage to the target. Once she has used this ability, she cannot use it again until she finishes a short or long rest.
Reaper. When Jarett casts Toll the Dead or Chill Touch, the spell can target two creatures within range and within 5 feet of each other.
Spellcasting. Jarett is a 4th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Jarett has the following spells prepared:
Cantrips (at will): chill touch, guidance, light, thaumaturgy, toll the dead
1st level (4 slots): false life, ray of sickness, bane, cure wounds, guiding bolt, inflict wounds, sanctuary
2nd level (3 slots): blindness/deafness, ray of enfeeblement, hold person, locate object
-------------------------
Actions
Dagger (melee 5 ft or ranged 20/60 ft) +7: 1d4+4 piercing
Small Humanoid (halfling), Chaotic Good
-------------------------
Armor Class 13 (leather armor)
HP 27 (5d8+5)
Speed 25 ft, climb 25 ft (still requires Athletics checks)
-------------------------
Str 8 (-1), Dex 14 (+2), Con 12 (+1)
Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
-------------------------
Saving Throws Dex +5, Int +5
Skills Deception +9, History +5, Insight +4, Perception +7, Persuasion +6, Sleight of Hand +5
Tools Thieves' Tools +5, Three-Dragon Ante +8
B]Senses[/B] passive Perception 17
Languages Common, Halfling, Dwarvish, Thieves' Cant
CR 2 (450 XP)
-------------------------
Lucky. When Kellin rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
Brave. Kellin has advantage on saving throws against being frightened.
Halfling Nimbleness. Kellin can move through the space of any creature that is of a size larger than his.
Naturally Stealthy. Kellin can attempt to hide even when he is obscured only by a creature that is at least one size larger than him.
Sneak Attack. Once per turn, Kellin can deal extra 3d6 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.
Cunning Action. Kellin can use his Bonus Action to take the Dash, Disengage, or Hide action.
Fast Hands. Kellin can use his Bonus Action to make a Dexterity (Sleight of Hand) check, use his thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
-------------------------
Actions
Shortsword (melee 5 ft) +5: 1d6+2 piercing
Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing
-------------------------
Reactions
Uncanny Dodge. When an attacker that Kellin can see hits him with an attack, he can halve the attack's damage against him.
Medium Humanoid (dwarf), Lawful Good
-------------------------
Armor Class 10
HP 58 (9d8+18)
Speed 25 ft
-------------------------
Str 14 (+2), Dex 10 (+0), Con 15 (+2)
Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
-------------------------
Saving Throws Wis +4, Cha +2
Skills Athletics +4, Insight +4, Medicine +4, Religion +4
Tools Smith's Tools +6
Damage Resistances poison
Senses darkvision 60 ft, passive Perception 12
Languages Dwarvish, Common
CR 4 (1100 XP)
-------------------------
Dwarvan Resilience. Morlin has advantage on saving throws against being Poisoned.
War Priest. When Morlin uses the Attack action, he can make one weapon attack as a bonus action. He can do this twice, and regains all expended uses when he finishes a long rest.
Channel Divinity: Guided Strike. When Morlin makes an attack roll, he can use his Channel Divinity to gain a +10 bonus to the roll. He makes this choice after he sees the roll, but before the result is declared. Once he has used this ability, he cannot use it again until he finishes a short or long rest.
Spellcasting. Morlin is a 4th-level spellcaster. His spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Morlin has the following spells prepared:
Cantrips (at will): guidance, mending, spare the dying, thaumaturgy
1st level (4 slots): divine favor, shield of faith, guiding bolt, healing word
2nd level (3 slots): magic weapon, spiritual weapon, blindness/deafness, lesser restoration, locate object, silence
-------------------------
Actions
Hammer (melee 5 ft or ranged 20/60 ft) +4: 1d4+2 bludgeoning
Small Humanoid (gnome), Neutral
-------------------------
Armor Class 11 (14 with mage armor)
HP 22 (5d6+5)
Speed 25 ft
-------------------------
Str 8 (-1), Dex 12 (+1), Con 13 (+1)
Int 16 (+3), Wis 13 (+1), Cha 10 (+0)
-------------------------
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6, Insight +4, Investigation +6
Senses darkvision 60 ft, passive Perception 11
Languages Gnomish, Common, Draconic, Dwarvish
CR 2 (450 XP)
-------------------------
Gnome Cunning. Sertieren has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Arcane Recovery. During a short rest, Sertieren chooses expended spell slots to recover. The spell slots can have a combined level of up to 3, and none of the slots can be 6th level or higher. He can't use this feature again until he finishes a long rest.
Arcane Ward. Sertieren has a magical ward on himself. The ward has 13 hit points. Whenever he takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, Sertieren takes any remaining damage. Whenever Sertieren casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Spellcasting. Sertieren is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Sertieren has the following wizard spells prepared:
Cantrips (at will): fire bolt, infestation, mold earth, prestidigitation
1st level (3* slots): mage armor,* magic missile, shield, sleep
2nd level (3 slots): invisibility, levitate, web
3rd level (2 slots): dispel magic
*Sertieren casts this spell on himself before combat begins
-------------------------
Actions
Staff (melee 5 ft) +2: 1d8-1 bludgeoning
-------------------------
In Spellbook
1st level: alarm, comprehend languages, identify, unseen servant
2nd level: arcane lock
3rd level: fireball, fly
Medium Humanoid (human), Neutral Good
-------------------------
Armor Class 10
HP 13 (3d8)
Speed 30 ft
-------------------------
Str 10 (+0), Dex 10 (+0), Con 11 (+0)
Int 13 (+1), Wis 12 (+1), Cha 11 (+0)
-------------------------
Skills Insight +3, Investigation +3, Persuasion +2
Senses passive Perception 11
Languages Common
CR 0 (10 XP)
-------------------------
Actions
Club (melee 5 ft) +2: 1d4 bludgeoning
Medium Humanoid (dwarf), Neutral
-------------------------
Armor Class 10
HP 13 (2d8+4)
Speed 25 ft
-------------------------
Str 10 (+0), Dex 10 (+0), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
-------------------------
Damage Resistances poison
Senses darkvision 60 ft, passive Perception 10
Languages Dwarvish, Common
CR 0 (10 XP)
-------------------------
Actions
Club (melee 5 ft) +2: 1d4 bludgeoning
Light Crossbow (ranged 80/320 ft) +2: 1d8 piercing

Rewards

Halve the rewards offered to the PCs (if any); 250 gp apiece for helping. 350 gp apiece, and up to 300 gp worth of the potions and scrolls listed below, for making some impressive level of connection (probably involving Persuasion checks) with Speaker Wiston.

For Sale

battleaxe +1 - 210 gp
adamantine chain mail - 375 gp
20x arrow +1 - 20 gp each
20x bolt +1 - 20 gp each
4x potion of healing - 50 gp each
2x potion of greater healing - 150 gp each
spell scroll of bless (level 1) - 60 gp
2x spell scroll of lesser restoration - 120 gp each
spell scroll of protection from energy - 210 gp
spell scroll of dispel magic (level 3) - 220 gp
2x spell scroll of mage armor - 60 gp each
2x spell scroll of invisibility (level 2) - 130 gp each
spell scroll of web - 120 gp
spell scroll of dispel magic (level 3) - 220 gp
spell scroll of fireball (level 3) - 230 gp
2x spell scroll of fly (level 3) - 210 gp
potion of invisibility - 180 gp
potion of flying - 500 gp
ring of protection - 3500 gp
potion of resistance: poison - 100 gp
potion of heroism - 500 gp
While I've been pretty stingy about how many of these items are available, the casters can be commissioned to craft more, and these are good guidelines for the sorts of things they're able to craft. Feel free to adjust these, of course, especially the type of weapon available from Morlin, to suit your party (or not).

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

Notes

I built most of these NPCs approximately like PCs. Since most of them are more likely to fight alongside the PCs than against them, this seems fine.

Draz74
2019-01-06, 12:37 AM
Journal 1/5/2019

We got things started. To finish character creation, the party pooled their leftover gold to buy a couple diamonds for Revivify. I declared that they'd been traveling together since Brindol, and Moxie the Barbarian and Barnabus the Bard had been together for a few days before that, traveling to Brindol. Now they were all headed west: Barnabus to visit home (Drellin's Ferry), Bitore the Cleric chasing a vague rumor about the Witchwood, and the others just kind of wandering.

I asked if they'd been doing anything in particular while traveling, and Barnabus had given them his "show." Which, in turn, inspired Marr the Fighter to become a performer as well. He'd adopted one of Barnabus's costumes that was fit to a dragonborn, and was attempting (badly) to learn to play Barnabus's lute. Bitore said he had tried to take a peek inside the carriage that Barnabus's performers ostensibly lived in (and only came out when performing), but he didn't roll high enough on his Stealth skill to get a chance to peek without Barnabus blocking him.

That settled, I called for Perception checks as they entered the map of Marauder Attack. To my dismay (I wanted something of an ambush, even if most of them weren't surprised), Marr rolled really high Perception, so I couldn't really justify that they were going to take their carriages straight into the middle of the hobgoblins without noticing that something was afoot.

The hobgoblin regulars won initiative, but that was about the last die roll that went well for them. As I commented under Marauder Attack, this fight was blessed by the dice for the players, and was too easy. Oh well, at least it wasn't plot-critical that the fight be hard.

Moxie raged without hesitation, and was the main tank against the hobgoblin regulars. With Reckless Attack, she hit nearly every time, and she could sometimes drop the regulars in one hit. Her storm aura did a fair amount of damage to them too, and with her raging resistance and high Constitution, the return fire didn't faze her much.

Barnabus initially cast Faerie Fire on two Regulars, then switched to Tasha's Hideous Laughter on the Hellhound as soon as it appeared, then threw a Stinking Cloud at the six Regulars who came in as reinforcements, scattering them all about. He might need to work on not casting multiple concentration spells so quickly in succession, but it worked out this time. He also threw Bardic Inspiration around liberally. (He can get it back on a short rest, but he might have to learn the value of saving some of it for Cutting Words.)

Marr intercepted the Bladebearer Uth-Lar before he could reach the Bard, and then found himself the target of Zarr the hobgoblin Cleric as well. He wasn't bothered. He combined Fighting Spirit with Action Surge to slaughter Zarr in a single turn and still have an attack left over to deal serious damage to Uth-Lar.

Bitore opened with a Bless on three party members (as if they needed it), then a Spiritual Weapon, which he declared took the form of a book whomping enemies. ("Throw the book at him," the party quipped.) Then he mostly just coasted the rest of the battle with the whomping book and Toll the Dead.

The only time the PCs were remotely in any danger was when the Hell Hound had one turn after getting over Hideous Laughter (having saved against it when Marr whacked it twice) before it got pulverized, and unleashed its breath weapon on Marr and Barnabus. Barnabus, the "squishy" member of a "tanky" party, would have been very near unconscious if he hadn't saved, but he did. And then Bitore threw a Healing Word at him for good measure.

The party let the last 4 hobgoblins flee.

They checked out the farmhouse before worrying about the bodies strewn all over the road, and easily found the money stowed there. Bitore cast Speak with Dead on the merchant's corpse, but learned nothing useful about either the merchant or the hobgoblins. Then I let them notice (with a Perception check) that Uth-Lar wasn't dead, having barely been dropped by a whomping book. (He also stabilized when I gave him Death Saves.) With a 26 Intimidation check (!) from Barnabus, I decided their interrogation went fairly well, the fanatical Uth-Lar giving up some information about the Red Hand, mostly about Koth, in exchange for being slain quickly. So the party knows there's a sorcerer awaiting them in the Witchwood, and thinks he's the Big Bad.

Finally they turned their attention to looting the hobgoblins, most importantly finding Zarr's holy symbol. Bitore rolled fairly poorly to identify it even though he's the party Religion expert. Marr has a -2 Religion skill, but his DC to recognize Tiamat's symbol was only a 5 because he's from Draconic lands -- but he rolled even worse, for a total of zero. Barnabus rolled much better, and was able to identify the relevant goddess. They acted like good low-level adventurers and loaded up most of the weapons and armor from the fight onto their carriages to sell in town. (I thought they might not bother at Level 5, but they did.) They reached Drellin's Ferry without further incident.

After an uneventful conversation with Sergeant Hersk, they went to Barnabus's home. I tried to roleplay some interaction with his sister and parents, though it's surely not my strong suit. They learned that Little Brother has been hanging around Morlin's Smithy, asking for an apprenticeship. Since they wanted to sell armor and weapons anyway, they headed to the forge next.

Morlin brightly greeted Bitore as a fellow dwarf in the name of Moradin ... and expressed disappointment (rudely, but not violently or anything) when he found out that Bitore is an Orothic worshipper. He then examined the armor they were selling, turned up his nose at the Goblin craftsmanship, and said they should instead sell to Jarett's Sundries (general store) if they wanted prices better than for scrap metal.

Jarett Nurth bought all their looted weapons and armor, though she did complain about much of her liquid capital being used up. I let them sell it all to be nice, and to hint that Jarett's more than she seems, even though it will surely encourage them to continue looting every little weapon and armor they can find. They made a tidy sum. Barnabus failed to lie to her that the equipment had nothing to do with goblins, but she didn't care and bought it anyway.

Red Hand of Doom provides Jarett as a possible subplot; she never gets involved in the main plot, but her being a secret cultist and murderess is left there in case the party wants to go into the detective genre. I wasn't really planning on developing that direction, but the party made enough conversation with Jarett that I decided to give them (except Barnabus) secret Insight checks to see if they detected anything phony about her. Marr succeeded, so I told him that he suspected some martial skill in the shopkeeper, based on her stance. He challenged her boldly, and passed another Insight check when she denied knowing what he was talking about. He told her that it was a shame for martial fighting spirit to go to waste, then flung a wood chip at her as he walked out the door. She failed a Wisdom save to keep her facade intact, and skillfully deflected the wood chip. So ... it will be interesting to see where that goes.

Finally, the party made their way to the Old Toll House to talk to Captain Soranna. Barnabus's player decided he has a bit of a crush on her, so he started flirting with her as they reported their fight with the hobgoblins (and exaggerated the numbers they had slaughtered). Without Soranna or Wiston having to ask them, they volunteered they would go into the Witchwood the next day to deal with this "Koth" leader. That's where we left off.

So the party is planning to have dinner at Barnabus's house, then rest for the night and head out in the morning. Either at dinner, or later in the evening, or early in the morning, I think Speaker Wiston will pay them a visit, basically to confirm that they're going to try to solve the hobgoblin problem. (And to give them a chance to ask for a reward, or learn about Jorr.)

I might as well develop the Jarett subplot at this point. I'm thinking she'll come poking around at night looking for Marr, but get turned away by an innkeeper or guard or something. In the morning, the party will receive an ominous hint that some cloaked figure was looking for them in the middle of the night. We'll see what they do with just that, then I'll eventually have Jarett make some more moves, like murdering townsfolk during evacuation.

Seems like they won't need much prodding to follow the main plot.

I'd kind of like to see if I can develop the romance between Soranna and Barnabus, just because I've never seen a romantic subplot go anywhere in any of my D&D games. But I'm not sure how to do that. Any suggestions? In any case it will probably wait until the party has proved their valor with some more victories.

Anything else I'm missing?

Draz74
2019-01-06, 02:58 PM
Witchwood Random Encounters

Encounter #1 (400 XP)
Stirge *16

Tiny Beast, Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 2 (1d4)
Speed 10 ft, fly 40 ft
-------------------------
Str 4 (-3), Dex 16 (+3), Con 11 (+0)
Int 2 (-4), Wis 8 (-1), Cha 6 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 9
Languages n/a
CR 1/8 (25 XP)
-------------------------
Actions
Blood Drain (melee 5 ft) +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 will test the CR system, and Bounded Accuracy, and the party's access to AoE. If this encounter ends up being too easy, which is possible, at least it was just a random encounter anyway.

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

Encounter #2 (700 XP)
Giant Wasp *7

Medium Beast, Unaligned
-------------------------
Armor Class 12
HP 13 (3d8)
Speed 10 ft, fly 50 ft
-------------------------
Str 10 (+0), Dex 14 (+2), Con 10 (+0)
Int 1 (-5), Wis 10 (+0), Cha 3 (-4)
-------------------------
Senses passive Perception 10
Languages n/a
CR 1/2 (100 XP)
-------------------------
Actions
Sting (melee 5 ft) +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, Neutral Evil
-------------------------
Armor Class 13 (natural armor)
HP 26 (4d10+4)
Speed 50 ft
-------------------------
Str 16 (+3), Dex 13 (+1), Con 13 (+1)
Int 7 (-2), Wis 11 (+0), Cha 8 (-1)
-------------------------
Skills Perception +4
Senses darkvision 60 ft, passive Perception 14
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 ft) +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), Neutral Evil
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 30 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft, passive Perception 15
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 5 ft) +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, Neutral
-------------------------
Armor Class 11 (16 with barkskin)
HP 22 (5d8)
Speed 30 ft
-------------------------
Str 10 (+0), Dex 12 (+1), Con 11 (+0)
Int 14 (+2), Wis 15 (+2), Cha 18 (+4)
-------------------------
Skills Perception +4, Stealth +5
Senses darkvision 60 ft, passive Perception 14
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 5 ft) +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, Unaligned
-------------------------
Armor Class 13 (natural armor)
HP 59 (7d12+14)
Speed 20 ft
-------------------------
Str 19 (+4), Dex 6 (-2), Con 15 (+2)
Int 10 (+0), Wis 10 (+0), Cha 7 (-2)
-------------------------
Damage Vulnerabilities fire
Resistances bludgeoning, piercing
Senses passive Perception 10
Languages Sylvan
CR 2 (450 XP)
-------------------------
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
-------------------------
Actions
Slam (melee 10 ft) +6: 3d6+4 bludgeoning

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

Large Beast, Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 26 (4d10+4)
Speed 30 ft, climb 30 ft
-------------------------
Str 14 (+2), Dex 16 (+3), Con 12 (+1)
Int 2 (-4), Wis 11 (+0), Cha 4 (-3)
-------------------------
Skills Stealth +7
Senses blindsight 10 ft, darkvision 60 ft, passive Perception 10
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 ft) +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, Neutral Evil
-------------------------
Armor Class 13 (natural armor)
HP 44 (8d8+8)
Speed 30 ft, climb 30 ft
-------------------------
Str 14 (+2), Dex 15 (+2), Con 13 (+1)
Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
-------------------------
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft, passive Perception 13
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 5 ft) +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 5 ft) +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, Unaligned
-------------------------
Armor Class 13
HP 42 (5d10+15)
Speed 40 ft, climb 40 ft
-------------------------
Str 17 (+3), Dex 16 (+3), Con 16 (+3)
Int 4 (-3), Wis 13 (+1), Cha 6 (-2)
-------------------------
Skills Perception +3, Stealth +5
Senses darkvision 60 ft, passive Perception 13
Languages n/a
CR 3 (700 XP)
-------------------------
Leaping Charge. 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 ft) +5: 1d4+3 piercing
Claw (melee 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, Unaligned
-------------------------
Armor Class 13 (natural armor)
HP 59 (7d10+21)
Speed 40 ft
-------------------------
Str 20 (+5), Dex 12 (+1), Con 17 (+3)
Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Perception +3
Senses darkvision 60 ft, passive Perception 13
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 5 ft) +7: 1d10+5 piercing
Claws (melee 5 ft) +7: 2d8+5 slashing

Results

This was a respectable random encounter. The owlbears rolled well on Stealth and the PCs rolled poorly on Stealth, so the owlbears got the drop on them, and actually did a lot of damage to the normally-invincible Barbarian before she got a chance to rage. They then went down without any real danger to the PCs, but I felt like it was enough of a drain on their resources for a random encounter.

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Encounter #8 (1800 XP)
Assassin Vine

Large Plant, Unaligned
-------------------------
Armor Class 15 (natural armor)
HP 136 (16d10+48)
Speed 20 ft, climb 20 ft
-------------------------
Str 19 (+4), Dex 12 (+1), Con 16 (+3)
Int 4 (-3), Wis 11 (+0), Cha 4 (-3)
-------------------------
Skills Stealth +4
Damage Resistances cold, fire, lightning
Condition Immunities blinded, deafened
Senses blindsight 60 ft (blind beyond this radius), passive Perception 10
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 5 ft) +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. Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 102 (12d10+36)
Speed 40 ft
-------------------------
Str 16 (+3), Dex 11 (+0), Con 17 (+3)
Int 2 (-4), Wis 6 (-2), Cha 5 (-3)
-------------------------
Senses passive Perception 8
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 5 ft) +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
2019-01-06, 08:25 PM
Jorr's Cabin

Medium Beast, Unaligned
-------------------------
Armor Class 12
HP 5 (1d8+1)
Speed 40 ft
-------------------------
Str 13 (+1), Dex 14 (+2), Con 12 (+1)
Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Perception +3
Senses passive Perception 13
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 5 ft) +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), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor +1)
HP 35 (3d10+2d8+10)
Speed 30 ft
-------------------------
Str 10 (+0), Dex 16 (+3), Con 14 (+2)
Int 12 (+1), Wis 14 (+2), Cha 8 (-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.
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 2nd-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 5 ft) +6: 1d4+3 piercing
Dagger (ranged 20/60 ft) +8: 1d4+3 piercing
Heavy Crossbow (ranged 100/400 ft) +8: 1d10+3 piercing
Animal Empathy. Jorr has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. Through sounds and gestures, Jorr 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.

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 only 775 XP.

Treasure

Jorr's stash of gold is 43 gp, and it's a DC 15 Investigation check to find it under the floorboard. (I generally think giving about half as much money as 3.5e makes good sense for 5e's scale of wealth.)

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Notes

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).

Draz74
2019-01-06, 08:47 PM
Blackwater Causeway

Huge Monstrosity, Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 161 (14d12+70)
Speed 30 ft, swim 30 ft
-------------------------
Str 20 (+5), Dex 12 (+1), Con 20 (+5)
Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
-------------------------
Skills Perception +6
Senses darkvision 60 ft, passive Perception 16
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 10 ft) +7: 1d8+5 piercing

Encounter Composition
Adolescent Hydra

XP Award: 2900

Treasure

Chain shirt +1, DC 15 Investigation to find in the mud under the hydra's nest.

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Notes

To make a long story short, this encounter might be rendered trivial if your party has access to Slow. But I don't know a good way to fix that, and don't think just beefing the hydra up overall is a good method.

Mithril armor doesn't seem to be a thing in 5e.

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Results

The hydra rolled great on Stealth, and the party Fighter waded right in to search the wagon, making himself an easy target. I was too nice and only gave the Hydra one attack, instead of a full salvo, in its surprise round. The Hydra regrew a few heads during the fight, but it rolled poorly for Initiative, and it couldn't do much past the Fighter's AC and the Barbarian's resistance to piercing damage. The action economy wrecked it pretty easily. Not as dramatic a fight as I would have liked.

Draz74
2019-01-07, 09:21 AM
Vraath Keep

Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 30 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft, passive Perception 15
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 5 ft) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing
Large Beast, Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 37 (5d10+10)
Speed 50 ft
-------------------------
Str 17 (+3), Dex 15 (+2), Con 15 (+2)
Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Perception +3, Stealth +4
Senses passive Perception 13
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 ft) +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, Lawful Evil
-------------------------
Armor Class 14 (natural armor)
HP 68 (8d10+24)
Speed 30 ft, fly 50 ft
-------------------------
Str 17 (+3), Dex 16 (+3), Con 17 (+3)
Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 11
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 ft) +5: 1d8+3 piercing
Claw (melee 5 ft) +5: 1d6+3 slashing
Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 38 (7d8+7)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 12 (+1), Con 12 (+1)
Int 11 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing
Large Monstrosity, Lawful Evil
-------------------------
Armor Class 14 (natural armor)
HP 76 (9d10+27)
Speed 40 ft
-------------------------
Str 18 (+4), Dex 11 (+0), Con 16 (+3)
Int 8 (-1), Wis 16 (+3), Cha 9 (-1)
-------------------------
Skills Intimidation +1, Perception +7
Senses darkvision 60 ft, passive Perception 17
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 5 ft) +6: 2d12+4 slashing
Gore (melee 5 ft) +6: 2d8+4 piercing
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 12 (15 with mage armor)
HP 44 (8d8+8)
Speed 30 ft
-------------------------
Str 15 (+2), Dex 14 (+2), Con 13 (+1)
Int 10 (+0), Wis 12 (+1), Cha 17 (+3)
-------------------------
Saving Throws Con +4, Cha +6
Skills Arcana +3, Intimidate +6, Stealth +5
Senses darkvision 60 ft, passive Perception 11
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 (3* 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 ft) +5: 2d8+2 piercing
-------------------------
Equipment
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.
Potion of Flying. When Koth drinks this potion, he gains a flying speed equal to his walking speed for 1 hour and can hover. If he's in the air when the potion wears off, he falls unless he has some other means of staying aloft.
Heward's Handy Haversack.
Potion of Healing. Restores 2d4+2 HP when drunk.
Crystal (arcane focus).

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

XP Award: 4600

Terrain

If an Athletics check is necessary at all to scale the walls of the keep, it's only a DC 5 to not fall, and a DC 10 to climb successfully. (If the PCs are under no pressure, they can probably climb without making checks.) The exterior walls are 15 feet high, with a walkway within them 4 feet down. A human-sized guard on top of the wall can easily fire at would-be-intruders with three-fourths cover (AC and Dex saves +5).

Detecting the potential peril of the gardener's shack requires a DC 15 Investigation check, which is attempted if the PCs do any examination of the structure before entering it. Otherwise, there is a one-round warning of the shack's collapse if they succeed on a DC 15 Perception check (to hear timbers straining). The collapsing shack deals 2d10 bludgeoning damage (DC 11 Dexterity saving throw to take half damage). Collapsing the shack alerts the keep to the PCs' presence. Successfully bypassing or otherwise dealing with the shack is worth 400 XP.

The iron gates in the concealed vault are DC 20 to either break with an Athletics check, or to pick with thieves' tools. They have AC 17 and 50 HP.

Tactics

Generally, follow the tactics given in the book, except ignore the specific values of HP at which various creatures retreat from battle. Just use your best judgement about when the goblin wolf riders, dire wolves, hobgoblin veterans, the manticore, and Koth fear for their lives and flee. Karkilan does not retreat or surrender, but will fight to the death.

Also ignore the various rounds of delay between when a creature is alerted and when it joins the battle, except for the sleeping veterans needing 1 round to retrieve their swords and shields. They do not put on their chain mail if the battle is already at their doorstep, since that requires 10 minutes to do properly. (Without their armor, their AC is 13.) The goblin wolf riders do not linger in the courtyard before riding out to find the PCs if they suspect someone is out there (although they do take a round, if they have the chance, to rendezvous with the dire wolves and mount them). If battle has already found the keep, Koth (being confident that he can deal with the threat) does not take time to hide or collect his papers before joining battle.

If the manticore joins combat, just use your best judgement about its battle tactics; it's cunning enough to try to kite the PCs from a distance, using its flight. It's dumb about recognizing that it should fight the PCs in the first place, though. Even if an obvious battle breaks out between the PCs and the goblinoids, it may just watch until Koth orders it to attack.

Informational Development

The goblins and hobgoblin veterans here aren't quite as fanatical as the ones in Marauder Attack, but they still require a DC 20 Intimidation check or a DC 25 Persuasion check to get them talking. Magical or creative Deception methods may be more successful. Intimidation checks against them have disadvantage as long as they believe Koth may still be alive to punish them for talking. Follow the book as to what the common soldiers know.

Also follow the book as to what Koth knows about the Red Hand. If they investigate his notes (and can read the Infernal), give them one clue (your choice) for a DC 10 Investigation check, about half the information for a DC 15 Investigation check, or all of the information for a DC 20 Investigation check. (Because Koth does use some code.) Be a little more lenient with what they can decipher from Koth's map if they can read Goblin, since clues from the map help to direct the PCs towards ongoing plot elements.

Treasure

The manticore has been paid 108 gp, 4 pp, a gold necklace worth 125 gp, and an embroidered cloak worth 125 gp (if properly cleaned).

Karkilan has 177 gp in his stash.

Besides his combat equipment, which is significant treasure, Koth also keeps quite a lot of coinage in his Handy Haversack: 371 gp and 1490 sp.

Finding the trapdoor to Vraath Vault requires a DC 18 Investigation check. Amery Vraath's skeleton has Gauntlets of Ogre Power OR a Frost Brand Longsword, not both. Your choice as to which will be more interesting for your party.

The first alcove's coffers are DC 20 Thieves' Tools checks to unlock. They contain 1250 sp, 1050 gp, 60 pp, expired letters of credit, and the deed to the Keep.

The third alcove contains the items detailed in the book, except it has a random treasure from Magic Item Table D instead of a Mithril Chain Shirt +1. (I rolled a Spell Scroll of Antimagic Field, myself.) The spiked gauntlet, which the players shouldn't be able to use, deals 3d10 base damage. Import the Staff of Life pretty much unchanged from 3.5e: 7 charges, no recharging, 1 charge to cast Heal, 5 charges to cast Raise Dead, requires attunement by a bard, cleric, or druid.

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Notes

Goblin Wolf Riders are the same as they were in Witchwood Random Encounters. Dire wolves, the manticore, and the minotaur are out of the MM, with minor changes to the minotaur (nothing that would change its CR).

Compared to my conversion a year and a half ago, I've added a few more hit points to the Veterans and to Koth. And a potion of flying for a better getaway strategy. (Unlike a Fly spell, concentration can't be broken.) We'll see if these minor changes make this into a decent boss fight. I'm afraid they won't be nearly enough, if the PCs have Jorr fight with them and intelligently split up the enemy forces into separate battles.

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Results

The party basically took the whole encounter on at once, rather than splitting it up; the monsters were forewarned about the PCs by the collapsing gardener's shack, so they were ready. I was a little bit merciful to them; Koth spent his first turn hiding his documents, then spent his third turn drinking his Potion of Fly so that he was ready to bombard them from the air and retreat if necessary. The result of the party's poor setup-tactics and my mercy was a nice, close, dramatic fight. Overall, I'm happy with the current balance of this encounter.

Draz74
2019-01-08, 10:26 AM
Old Warklegnaw

Huge Giant, Chaotic Neutral
-------------------------
Armor Class 15 (natural armor)
HP 168 (16d12+64)
Speed 30 ft
-------------------------
Str 22 (+6), Dex 7 (-2), Con 18 (+4)
Int 8 (-1), Wis 14 (+2), Cha 6 (-2)
-------------------------
Skills Intimidation +4, Perception +5, Persuasion +1, Stealth +1
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 10 ft) +8: 3d8+6 bludgeoning
Boulder (ranged 60/240 ft) +8: 3d10+6 bludgeoning

Encounter Composition
Old Warklegnaw

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

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Notes

Old Warky is loosely based on the Hill Giant, advanced to CR 7. I bumped up his difficulty compared to a year and a half ago. That way diplomacy rewards the players more.

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Results

There was no debate about what the party wanted here; they were hell-bent on recruiting Old Warklegnaw and the other forest giants to fight the Horde from the get-go. They didn't think to offer up the huge spiked gauntlet, but still made their intentions very clear and rolled pretty decent Persuasion checks, so I eventually had Old Warkie give in and join their side.

Draz74
2019-01-09, 09:52 AM
Skull Gorge Bridge

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 38 (7d8+7)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 12 (+1), Con 12 (+1)
Int 11 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 17 (half plate)
HP 39 (6d8+12)
Speed 30 ft
-------------------------
Str 15 (+2), Dex 14 (+2), Con 14 (+2)
Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
-------------------------
Skills Intimidation +3
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +4: 2d6+2 slashing
Javelin (ranged 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.
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Medium Fiend, Lawful Evil
-------------------------
Armor Class 15 (natural armor)
HP 45 (7d8+14)
Speed 50 ft
-------------------------
Str 17 (+3), Dex 12 (+1), Con 14 (+2)
Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
-------------------------
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft, passive Perception 15
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 ft) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6: The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
Medium Dragon, Lawful Evil
-------------------------
Armor Class 17 (natural armor)
HP 105 (14d8+42)
Speed 40 ft, fly 80 ft, swim 40 ft
-------------------------
Str 15 (+2), Dex 19 (+4), Con 16 (+3)
Int 16 (+3), Wis 13 (+1), Cha 14 (+2)
-------------------------
Saving Throws Dex +7, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +7
Damage Immunities poison
Condition Immunities Poisoned
Senses blindsight 20 ft, darkvision 90 ft, passive Perception 17
Languages Draconic, Common, Infernal
CR 5 (1800 XP)
-------------------------
Amphibious. Ozyrrandion can breathe air and water.
-------------------------
Actions
Multiattack. Ozyrrandion makes three attacks: one with his bite and two with his claws.
Bite (melee 5 ft) +6: 2d6+4 piercing + 2d4 poison
Claw (melee 5 ft) +6: 2d4+4 slashing
Poison Breath (Recharge 5-6): Ozyrrandion exhales poisonous gas in a 25-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
-------------------------
Equipment
Potion of Superior Healing. Restores 8d4+8 HP when drunk.

Encounter Composition
Hobgoblin Regular *4
Hobgoblin Veteran *4
Hobgoblin Sergeant
Hell Hound *2
Ozyrrandion

XP Award: 5100, plus 3900 for destroying the Bridge

Terrain

There is a 60-foot width of open terrain between the edge of the forest/underbrush and the towers at the near side of the Bridge. A DC 5 Perception check is sufficient to avoid blundering into open terrain without noticing that the forest ends.

The towers are about 30 feet tall, and the staircases ascending them are about 60 feet long in total. The gorge is 150 feet deep, but with sloping sides, and falling into the water in the middle reduces fall damage to 11d6 -- but leaves a character being swept downstream.

If the players attack the bridge or towers, treat them as having an AC of 17, and 150 HP per 10-foot section, with a damage threshold of 10 against most types of attacks (but not something like a pick). The weak spot, however, has only 27 HP. Noticing the weak spot at a glance is a DC 22 Investigation check, while finding it during a more thorough search (outside of combat) is a DC 12 Investigation check. The weak spot, once identified, can also be simply broken by a DC 25 Athletics check. The collapse of the bridge takes 1 round; realizing it is imminent requires a DC 5 Perception check during calm conditions, or a DC 15 Perception check if engaged in melee combat, or a DC 10 check for intermediate conditions. When the bridge collapses, characters near to either side may attempt a DC 15 Dexterity saving throw to catch the edge rather than falling far.

Setup

Mostly by-the-book. For an extra layer of challenge, assume that the hobgoblins atop the towers are all Veterans, while those in the camp are Regulars. For more realism, distribute the two kinds of hobgoblins randomly (they take turns manning the towers).

Tactics

Ozzy prefers strafing and kiting with his breath weapon rather than melee combat, unless the Bridge is in peril. He does not fear to fly into the Gorge, and may retreat that direction or straight up into the air if he feels his life is in danger.

The hobgoblins in the camp do take a round, once alerted, to be ready to do battle.

The hobgoblins close to melee if they get a good chance to do so (triggering Martial Advantage), but fire their bows from a distance otherwise. They do not retreat from this post, knowing it will mean their execution if they do.

If the PCs retreat, only the Hell Hounds are likely to pursue them very far, as the others are posted to guard this location.

Informational Development

If these hobgoblins are interrogated, it is not hard (DC 10) to learn basics about the Horde at Cinder Hill. They still see Wyrmlord Kharn, rather than High Wyrmlord Azarr Kul, as their primary leader in this war.

Treasure

Play by the book as to Ozzy's pearls.

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

Notes

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 gave him very good DEX. 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.

I've run this encounter a couple times, with incredibly swingy results. Too easy once, TPK another time. The most recent change is trying to avoid a TPK by downgrading some of the Hobgoblins to Regulars instead of Veterans (especially since I've buffed the Veterans' HP). Hopefully the PCs at least get a chance to retreat before they all die.

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

Results

This time through, the party won handily, without any real risk of losing. A couple of save-or-suck spells shut down the dragon, the party used the southern towers for cover quite effectively, and yeah. I wish it had been a little harder, especially Ozzy.

Draz74
2019-01-09, 10:22 AM
Goblin Raid

Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 30 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft, passive Perception 15
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 5 ft) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing
Large Monstrosity, Neutral Evil
-------------------------
Armor Class 13 (natural armor)
HP 26 (4d10+4)
Speed 50 ft
-------------------------
Str 16 (+3), Dex 13 (+1), Con 13 (+1)
Int 7 (-2), Wis 11 (+0), Cha 8 (-1)
-------------------------
Skills Perception +4
Senses darkvision 60 ft, passive Perception 14
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 ft) +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, Lawful Evil
-------------------------
Armor Class 15 (natural armor)
HP 45 (7d8+14)
Speed 50 ft
-------------------------
Str 17 (+3), Dex 12 (+1), Con 14 (+2)
Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
-------------------------
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft, passive Perception 15
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 ft) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6: The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 11 (14 with mage armor)
HP 45 (7d8+14)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 14 (+2)
Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
-------------------------
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2
Senses darkvision 60 ft, passive Perception 11
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 (3* 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 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
-------------------------
Equipment
Diamond (50 gp).

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

XP Award: 2900

Setup

Don't bother separating the monsters into two waves, at least not 5 rounds apart. Maybe 1 round apart. Probably have them all show up at the same time, just with the Regulars and War Adept in the back of the formation, with the hell hound right up front.

Tactics

These creatures retreat rather than fighting to the death; as the book says, they're mostly trying to cause mayhem rather than single-handedly conquering the area.

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

Notes

I've already described how I arrived at most of these creatures' stat blocks. The new element is the Kulkor Zhul War Adept, which is based on the Hobgoblin Devastator from Volo's Guide. But the spell list is reworked, along with other minor tweaks.

Draz74
2019-01-09, 09:54 PM
Chimera Attack

Large Monstrosity, Chaotic Evil
-------------------------
Armor Class 14 (natural armor)
HP 114 (12d10+48)
Speed 30 ft, fly 60 ft
-------------------------
Str 19 (+4), Dex 11 (+0), Con 19 (+4)
Int 3 (-4), Wis 14 (+2), Cha 10 (+0)
-------------------------
Skills Perception +8
Senses darkvision 60 ft, passive Perception 18
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 cold breath is available, it can use the breath in place of its bite or horns.
Bite (melee 5 ft) +7: 2d6+4 piercing
Horns (melee 5 ft) +7: 1d12+4 bludgeoning
Claws (melee 5 ft) +7: 2d6+4 slashing
Cold Breath (Recharge 5-6): The dragon head exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 7d8 cold damage on a failed save, or half as much damage on a successful one.

Encounter Composition
White-Headed Chimera

XP Award: 2300

Setup

This encounter is narratively most powerful if it takes place in the middle of town, as per the book's italic text. The chimera is dumb enough to take on the whole town by itself.

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

Notes

Since the module is otherwise lacking in white dragons, I homebrewed a white head onto this chimera, as was possible in 3.5e. Other than the breath weapon type, this is straight out of the MM. 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.

Draz74
2019-01-10, 08:42 AM
Massacre at Drellin's Ferry

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 16 (chain shirt)
HP 67 (9d8+27)
Speed 30 ft
-------------------------
Str 12 (+1), Dex 16 (+3), Con 17 (+3)
Int 11 (+0), Wis 11 (+0), Cha 9 (-1)
-------------------------
Skills Acrobatics +5, Athletics +3
Senses darkvision 60 ft, passive Perception 10
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 ft) +5: 1d6+3 piercing
Shortsword (off-hand) (melee 5 ft) +5: 1d6+3 piercing
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Large Monstrosity, Lawful Evil
-------------------------
Armor Class 14 (natural armor)
HP 68 (8d10+24)
Speed 30 ft, fly 50 ft
-------------------------
Str 17 (+3), Dex 16 (+3), Con 17 (+3)
Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 11
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 ft) +5: 1d8+3 piercing
Claw (melee 5 ft) +5: 1d6+3 slashing
Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing
Large Dragon, Unaligned
-------------------------
Armor Class 13 (natural armor)
HP 110 (13d10+39)
Speed 20 ft, fly 80 ft
-------------------------
Str 19 (+4), Dex 10 (+0), Con 16 (+3)
Int 5 (-3), Wis 12 (+1), Cha 6 (-2)
-------------------------
Skills Perception +4
Senses darkvision 60 ft, passive Perception 14
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 10 ft) +7: 2d6+4 piercing
Claws (melee 5 ft) +7: 2d8+4 slashing
Stinger (melee 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), Lawful Evil
-------------------------
Armor Class 11 (14 with mage armor)
HP 45 (7d8+14)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 14 (+2)
Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
-------------------------
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2
Senses darkvision 60 ft, passive Perception 11
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 (3* 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 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
-------------------------
Equipment
Diamond (50 gp).
Large Dragon, Chaotic Evil
-------------------------
Armor Class 18 (natural armor)
HP 178 (17d10+85)
Speed 40 ft, climb 40 ft, fly 80 ft
-------------------------
Str 23 (+6), Dex 10 (+0), Con 21 (+5)
Int 14 (+2), Wis 11 (+0), Cha 19 (+4)
-------------------------
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses blindsight 30 ft, darkvision 120 ft, passive Perception 18
Languages Draconic, Common, Infernal
CR 10 (5900 XP)
-------------------------
Innate Spellcasting. Abithriax's innate spellcasting ability is Charisma (spell save DC 16). Abithriax can innately cast the following spells, requiring no material components:
3/day: locate object
1/day: grease
-------------------------
Actions
Multiattack. Abithriax makes three attacks: one with his bite and two with his claws.
Bite (melee 10 ft) +10: 2d10+6 piercing + 1d6 fire
Claw (melee 5 ft) +10: 2d6+6 slashing
Fire Breath (Recharge 5-6): Abithriax exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 17
HP 52 (7d8+21)
Speed 45 ft
-------------------------
Str 12 (+1), Dex 17 (+3), Con 16 (+3)
Int 11 (+0), Wis 15 (+2), Cha 8 (-1)
-------------------------
Saving Throws Str +3, Dex +5
Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
Senses darkvision 60 ft, passive Perception 14
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 ft) +5: 1d6+3 bludgeoning. This attack is considered magical.
Meteor Hammer (melee 10 ft) +5: 1d6+3 bludgeoning
-------------------------
Reactions
Slow Fall. When the monk falls, it reduces the falling damage it takes by 35 hit points.
Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+10. 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), Chaotic Evil
-------------------------
Armor Class 14
HP 42 (5d12+10)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 14 (+2), Con 15 (+2)
Int 8 (-1), Wis 10 (+0), Cha 13 (+1)
-------------------------
Saving Throws Str +6, Con +4
Skills Athletics +6, Intimidation +3, Stealth +4
Damage Resistances all damage except psychic
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +6: 1d12+6 slashing
Handaxe (melee 5 ft) +6: 1d6+6 slashing
Handaxe (ranged 20/60 ft) +6: 1d6+4 slashing
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 13 (chain shirt)
HP 27 (5d8+5)
Speed 25 ft
-------------------------
Str 13 (+1), Dex 10 (+0), Con 12 (+1)
Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
-------------------------
Skills Arcana +2, Deception +3, Religion +4
Senses darkvision 60 ft, passive Perception 13
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 5 ft) +3: 1d6+1 bludgeoning
Medium Fiend, Lawful Evil
-------------------------
Armor Class 15 (natural armor)
HP 45 (7d8+14)
Speed 50 ft
-------------------------
Str 17 (+3), Dex 12 (+1), Con 14 (+2)
Int 6 (-2), Wis 13 (+1), Cha 6 (-2)
-------------------------
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft, passive Perception 15
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 ft) +5: 1d8+3 piercing + 2d6 fire
Fire Breath (Recharge 5-6: The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 38 (7d8+7)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 12 (+1), Con 12 (+1)
Int 11 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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:
I guess be nice to the PCs and total up whatever they manage to kill before they retreat.

Setup

Just do your best to introduce waves fast enough that they convince the PCs to retreat, but slowly enough that you don't get a TPK. Although the book says a TPK is narratively appropriate at this point, hopefully your players are more attached to their characters than that.

The composition here is pretty flexible. Introduce more barges as necessary if your PCs somehow manage to beat what's provided, or even look further into this conversion and pull out some Hill Giants or something. But i'm assuming with my stat blocks here that you follow the wave composition described in the book, sans Heriacosphinxes.

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Notes

The wyvern is straight out of the MM.

Abithriax has only minor changes from the MM Young Red Dragon (which was the correct CR). I'm glad 5e has moved away from dragons being full sorcerers, since they should mostly be using melee attacks and breath weapons in combat, but I do miss the unique feel that their innate spellcasting gave them, so I've brought it back in small doses. Abithriax probably won't find his innate spells useful in standard combat anyway, but they're there just in case.

Doom Fist Monks are built mostly as PHB Monks, but with a few tweaks. I didn't want the DM to have to keep track of ki points for each of them, so I just assumed an unlimited pool of ki and limited Stunning Strike with a recharge.

I kind of wrote up the Blood Ghost Berserker from scratch, taking inspiration from MM Bugbears and the PHB Barbarian.

Draz74
2019-01-10, 09:03 AM
Easy Skirmish

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 12 (hide armor)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 11 (+0), Con 12 (+1)
Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
Languages Goblin
CR 1/8 (25 XP)
-------------------------
Pack Tactics. The tribal 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 5 ft) +3: 1d6+1 piercing, or 1d8+1 piercing if wielded in two hands.
Spear (ranged 20/60 ft) +3: 1d6+1 piercing
Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 15 (leather armor, shield)
HP 7 (2d6)
Speed 30 ft
-------------------------
Str 8 (-1), Dex 14 (+2), Con 10 (+0)
Int 10 (+0), Wis 8 (-1), Cha 8 (-1)
-------------------------
Skills Stealth +6
Senses darkvision 60 ft, passive Perception 9
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 5 ft) +4: 1d6+2 slashing
Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning
Large Giant, Chaotic Evil
-------------------------
Armor Class 11 (hide armor)
HP 59 (7d10+21)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 8
Languages Giant, Goblin
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
Javelin (ranged 30/120 ft) +6: 2d6+4 piercing
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 11 (14 with mage armor)
HP 45 (7d8+14)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 14 (+2)
Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
-------------------------
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2
Senses darkvision 60 ft, passive Perception 11
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 (3* 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 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
-------------------------
Equipment
Diamond (50 gp).

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

XP Award: 1900

Setup

Whatever's appropriate to where and when you run this encounter.

Tactics

The others are likely to run if the Ogre and War Adept get taken down.

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Notes

It's up to you as a DM with instincts to know when and if this encounter is a good one to run. Maybe if the PCs need a big confidence boost. Because this encounter is, as the title suggests, Easy. (Well, according to the XP Budget rules, it's actually Medium, but I think that's deceptive; and anyway, Medium is pretty easy compared to most of what they'll face in RHoD.)

I have changed up the composition of this encounter quite a bit from what's in the book. Not sure why, except that facing another hell hound and bladebearer felt repetitive. And maybe the book encounter was too easy.

The Ogre is very close to the one in the MM. The Goblins are close to their standard MM entry, too. And the Tribal Hobgoblins are based on the Tribal Warrior NPC stat block.

Draz74
2019-01-10, 09:14 AM
Dirty Rotten Looters

Medium Humanoid (human), Neutral Evil
-------------------------
Armor Class 16 (studded leather armor)
HP 32 (5d8+10)
Speed 30 ft, climb 30 ft
-------------------------
Str 14 (+2), Dex 18 (+4), Con 14 (+2)
Int 10 (+0), Wis 9 (-1), Cha 13 (+1)
-------------------------
Saving Throws Dex +6, Int +2
Skills Athletics +6, Deception +3, Intimidation +5, Investigation +2, Perception +1, Sleight of Hand +6, Stealth +6
Tools Thieves' tools +6
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.
Cunning Action/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 trap 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 5 ft) +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

Terrain

Start with broken wine bottles producing a Caltrops effect, if you like, but not in the squares the thugs start in. They don't need that kind of handicap. More likely between the thugs and the PCs.

Tactics

The thugs break and run if they think they're about to be killed. If two flee, the other two are likely to do so even if they're not yet hurt.

Treasure

Whatever tavern was being looted has 35 gp worth of loot available, if the PCs take up the thugs' business model.

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Notes

These guys are built as Level 5 Rogues. In playtesting, the PCs 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.
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Results

This fight was indeed pretty darn easy. Which is narratively ok, and I think the PCs still enjoyed the catharsis of throwing the looters out into the street (literally in some cases).

Draz74
2019-01-10, 09:30 AM
Mercenary Gold

Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 15 (leather armor, shield)
HP 7 (2d6)
Speed 30 ft
-------------------------
Str 8 (-1), Dex 14 (+2), Con 10 (+0)
Int 10 (+0), Wis 8 (-1), Cha 8 (-1)
-------------------------
Skills Stealth +6
Senses darkvision 60 ft, passive Perception 9
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 5 ft) +4: 1d6+2 slashing
Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning
Large Giant, Chaotic Evil
-------------------------
Armor Class 12 (natural armor)
HP 85 (10d10+30)
Speed 40 ft
-------------------------
Str 21 (+5), Dex 8 (-1), Con 17 (+3)
Int 6 (-2), Wis 10 (+0), Cha 8 (-1)
-------------------------
Skills Perception +4
Senses darkvision 60 ft, passive Perception 14
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 5 ft) +7: 2d8+5 slashing
Morningstar (melee 5 ft) +7: 2d8+5 piercing

Encounter Composition
Goblin *5
Ettin *2

XP Award: 2450

Tactics

As per the book, the monsters here aren't too eager to start a fight; they'd rather just abscond with the loot they've got. But they'll fight to defend it. At least the ettins will, and the goblins will as long as the ettins are there to take hits for them. The goblins actively use their slings as much as they can, but aren't willing to die for this fight.

Treasure

The Thieves' Tools DC to open these chests is 25. I don't recommend halving the treasure here like I do in most places; leave it as a full 6000 gp worth. Make some of it platinum pieces, though. Something like 700 gp, 30 pp, and 1000-worth of gems in each coffer.

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Notes

Describe the battlefield being littered with a few more bodies, Horde and guard alike. It's pretty pitiful if this group of monsters was able to take out the escort of such treasure without casualties.

If the PCs have a good sense of the Horde's makeup and are bored fighting the same things over and over, you could spice this encounter up with something else. Be creative. The point of this encounter isn't the combat, though, but the moral dilemma/quest hook that awaits the PCs when they obtain the treasure.

Draz74
2019-01-10, 09:42 AM
The Not-So-Sick Spy

Medium Monstrosity (shapechanger), Neutral Evil
-------------------------
Armor Class 13 (natural armor; 15 with mage armor)
HP 97 (15d8+30)
Speed 50 ft, climb 40 ft
-------------------------
Str 10 (+0), Dex 14 (+2), Con 15 (+2)
Int 14 (+2), Wis 12 (+1), Cha 19 (+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, passive Perception 14
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 (3* 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.

Setup

If the clerics' stats are needed for some reason (they shouldn't be), use the Acolyte stat block from the MM. But they're out of spells and in need of a long rest.

Tactics

Miha Serani mostly follows the book's recommendations, or whatever else you think would be more effective for her as a spy. If she works with the PCs, she will try to underplay her sorcerer and rogue abilities, masquerading as a low-level sorcerer, but without explicitly denying that she can use more powerful spells, so that she has plausible deniability if she has to use more power in front of the PCs.

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Notes

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 Ruby34 for his stat block for ideas.

Draz74
2019-01-10, 09:55 AM
Barghest Reavers

Large Fiend (shapechanger), Neutral Evil
-------------------------
Armor Class 17 (natural armor)
HP 90 (12d10+24)
Speed 60 ft (30 ft in goblin form)
-------------------------
Str 19 (+4), Dex 15 (+2), Con 14 (+2)
Int 13 (+1), Wis 12 (+1), Cha 14 (+2)
-------------------------
Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning/piercing/slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities Poisoned
Senses blindsight 60 ft, darkvision 60 ft, passive Perception 15
Languages Infernal, Goblin, Abyssal, Common, Worg, Telepathy 60 ft
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 5 ft) +6: 2d8+4 piercing
Claws (melee 5 ft) +6: 1d8+4 slashing
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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

Setup

Don't railroad your PCs into staying in a farmhouse, but otherwise going by the book in making this encounter a nighttime ambush is good. Don't forget that the hobgoblin regulars have Disadvantage on Stealth checks due to their armor, but enforce that sleeping PCs probably don't have their usual medium or heavy armor on.

Tactics

The barghests save their dimension doors for getting away if the battle turns against them. Don't forget that levitate can be used offensively, to take an enemy melee combatant out of the fight.

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Notes

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

Draz74
2019-01-10, 02:20 PM
Marked for Death

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing
Large Giant, Chaotic Evil
-------------------------
Armor Class 11 (hide armor)
HP 59 (7d10+21)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 8
Languages Giant, Goblin
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
Javelin (ranged 30/120 ft) +6: 2d6+4 piercing
Large Fiend (shapechanger), Neutral Evil
-------------------------
Armor Class 17 (natural armor)
HP 90 (12d10+24)
Speed 60 ft (30 ft in goblin form)
-------------------------
Str 19 (+4), Dex 15 (+2), Con 14 (+2)
Int 13 (+1), Wis 12 (+1), Cha 14 (+2)
-------------------------
Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning/piercing/slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities Poisoned
Senses blindsight 60 ft, darkvision 60 ft, passive Perception 15
Languages Infernal, Goblin, Abyssal, Common, Worg, Telepathy 60 ft
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 5 ft) +6: 2d8+4 piercing
Claws (melee 5 ft) +6: 1d8+4 slashing
Medium Monstrosity, Chaotic Evil
-------------------------
Armor Class 15 (natural armor)
HP 105 (14d8+42)
Speed 40 ft
-------------------------
Str 15 (+2), Dex 17 (+3), Con 16 (+3)
Int 10 (+0), Wis 12 (+1), Cha 9 (-1)
-------------------------
Skills Perception +3, Stealth +5, Survival +5
Damage Immunities acid
Senses blindsight 10 ft, darkvision 60 ft, passive Perception 13
Languages Draconic, Common
CR 4 (1100 XP)
-------------------------
Actions
Multiattack. The blackspawn makes two weapon attacks.
Scimitar (melee 5 ft) +5: 1d6+3 slashing
Javelin (ranged 30/120 ft) +5: 1d6+3 piercing
Acid Breath (Recharge 5-6): The blackspawn raider exhales acid in a 15-foot line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one.

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

XP Award: 7550

Setup

The whole beating-corpses ruse to lure the PCs into this fight is a good one. The Perception check to spot that the bodies are dead should be DC 25, unless the PCs get pretty close, which could reduce it to a 20 or 15. (Or if they're actually examining the bodies, a DC 0 Medicine check.) Use the Hobgoblins' Deception skill vs. the PCs' Insight if the PCs think the bodies are alive, but are still suspicious that the beating might be staged. Before they blunder into the ambush, the PCs should also get a DC 24 Perception check to spot the hiding ambushers (the Barghests and Raiders).

Tactics

The hobgoblins may use Dodge to live long enough for the ambushers to arrive, and may use Help instead of attacking once their allies are in the fray. The ambushers prefer to use their special abilities rather than simple attacks (breath weapons for the Blackspawn Raiders, Levitate, Suggestion, and especially Charm Person for the Barghests). Only the Raiders have the dedication to fight to the death without question, but the hobgoblins and the Ogre have to be pretty hopeless to retreat knowing what their punishments will be.

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Notes

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).

Draz74
2019-01-10, 08:12 PM
Captured!

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 17 (half plate)
HP 39 (6d8+12)
Speed 30 ft
-------------------------
Str 15 (+2), Dex 14 (+2), Con 14 (+2)
Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
-------------------------
Skills Intimidation +3
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +4: 2d6+2 slashing
Javelin (ranged 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.
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Large Monstrosity, Neutral Evil
-------------------------
Armor Class 13 (natural armor)
HP 26 (4d10+4)
Speed 50 ft
-------------------------
Str 16 (+3), Dex 13 (+1), Con 13 (+1)
Int 7 (-2), Wis 11 (+0), Cha 8 (-1)
-------------------------
Skills Perception +4
Senses darkvision 60 ft, passive Perception 14
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 ft) +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), Neutral Evil
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 30 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft, passive Perception 15
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 5 ft) +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

Setup

Use the rules given for escaping or breaking manacles in the PHB, pg. 152. They have an AC of 19 if attacked. Tearing them free of the splintering wood they're chained to is a DC 15 Athletics check, and makes enough noise that the worg and Lupe can hear it with a DC 15 Perception check. Finding a specific item in the PCs' belongings is a DC 15 Investigation task.

Follow the book about the potential weapons available to escaping PCs, except for the edition-specific rules such as the -4 attack penalty. The hobgoblins will fight to the death, while the worg and Lupe will try to retreat if it will save their lives.

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Notes

This encounter is really designed for one captured PC to escape from. If multiple PCs get captured, you may want to beef up security guarding them.

Draz74
2019-01-10, 09:24 PM
Into the Horde

I'm going to assume that this encounter, if it occurs at all, is the PCs' attempt to assassinate Wyrmlord Kharn, and detail just the creatures listed as nearby or guarding him when he sleeps. Of course you are free to use the rest of the Horde as needed to make it impossible for the PCs to assault the Horde by themselves, and very very difficult for them to accomplish an assassination.

Medium Monstrosity, Chaotic Evil
-------------------------
Armor Class 15 (natural armor)
HP 105 (14d8+42)
Speed 40 ft
-------------------------
Str 15 (+2), Dex 17 (+3), Con 16 (+3)
Int 10 (+0), Wis 12 (+1), Cha 9 (-1)
-------------------------
Skills Perception +3, Stealth +5, Survival +5
Damage Immunities acid
Senses blindsight 10 ft, darkvision 60 ft, passive Perception 13
Languages Draconic, Common
CR 4 (1100 XP)
-------------------------
Actions
Multiattack. The blackspawn makes two weapon attacks.
Scimitar (melee 5 ft) +5: 1d6+3 slashing
Javelin (ranged 30/120 ft) +5: 1d6+3 piercing
Acid Breath (Recharge 5-6): The blackspawn raider exhales acid in a 15-foot line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Chaotic Evil
-------------------------
Armor Class 14
HP 42 (5d12+10)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 14 (+2), Con 15 (+2)
Int 8 (-1), Wis 10 (+0), Cha 13 (+1)
-------------------------
Saving Throws Str +6, Con +4
Skills Athletics +6, Intimidation +3, Stealth +4
Damage Resistances all damage except psychic
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +6: 1d12+6 slashing
Handaxe (melee 5 ft) +6: 1d6+6 slashing
Handaxe (ranged 20/60 ft) +6: 1d6+4 slashing
Large Dragon, Chaotic Evil
-------------------------
Armor Class 18 (natural armor)
HP 178 (17d10+85)
Speed 40 ft, climb 40 ft, fly 80 ft
-------------------------
Str 23 (+6), Dex 10 (+0), Con 21 (+5)
Int 14 (+2), Wis 11 (+0), Cha 19 (+4)
-------------------------
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses blindsight 30 ft, darkvision 120 ft, passive Perception 18
Languages Draconic, Common, Infernal
CR 10 (5900 XP)
-------------------------
Innate Spellcasting. Abithriax's innate spellcasting ability is Charisma (spell save DC 16). Abithriax can innately cast the following spells, requiring no material components:
3/day: locate object
1/day: grease
-------------------------
Actions
Multiattack. Abithriax makes three attacks: one with his bite and two with his claws.
Bite (melee 10 ft) +10: 2d10+6 piercing + 1d6 fire
Claw (melee 5 ft) +10: 2d6+6 slashing
Fire Breath (Recharge 5-6): Abithriax exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 11 (14 with mage armor)
HP 45 (7d8+14)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 14 (+2)
Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
-------------------------
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2
Senses darkvision 60 ft, passive Perception 11
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 (3* 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 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
-------------------------
Equipment
Diamond (50 gp).
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
AC 19 (splint armor, shield)
HP 40 (9d8)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 9 (-1), Con 11 (+0)
Int 12 (+1), Wis 17 (+3), Cha 11 (+0)
-------------------------
Saving Throws Wis +6, Cha +3
Skills History +4, Religion +4
Senses darkvision 60 ft, passive Perception 13
Languages Goblin, Common, Infernal, Giant
CR 6 (2300 XP)
-------------------------
War Priest. When the warpriest uses the Attack action, it can make one weapon attack as a bonus action. It can do this 3 times. It regains expended uses of this ability when it finishes a long rest.
Channel Divinity: Guided Strike. When the warpriest makes an attack roll, it can use its Channel Divinity to gain a +10 bonus to the roll. It makes this choice after it sees the roll, but before the DM says whether the attack hits or misses. The warpriest can use Channel Divinity once, and regains its use when it finishes a short or long rest.
Spellcasting. The warpriest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The warpriest has the following cleric spells prepared:
Cantrips (at will): resistance, thaumaturgy, toll the dead, virtue
1st level (4 slots): divine favor, shield of faith, bane, bless, command, cure wounds, detect magic
2nd level (3 slots): magic weapon, spiritual weapon
3rd level (3 slots): crusader's mantle, spirit guardians, bestow curse, dispel magic, mass healing word, revivify
4th level (3 slots): freedom of movement, stoneskin, banishment, death ward
5th level (1 slot): flame strike, hold monster, holy weapon
-------------------------
Actions
Battleaxe (melee 5 ft) +5: 1d8+2 slashing, or 2d8+2 slashing once per turn on the warpriest's turn
-------------------------
Reactions
Channel Divinity: War God's Blessing. When a creature within 30 feet of the warpriest makes an attack roll, the warpriest can use its reaction to grant that creature a +10 bonus to the roll. It makes this choice after it sees the roll, but before the DM says whether the attack hits or misses. The warpriest can use Channel Divinity once, and regains its use when it finishes a short or long rest.
-------------------------
Equipment
Diamonds (300 gp).
Diamond Dust (200 gp).
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
AC 21 (plate armor +1, shield)
HP 98 (7d10+6d6+39)
Speed 30 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 13 (+1), Wis 10 (+0), Cha 18 (+4)
-------------------------
Saving Throws Str +8, Dex +3, Con +11, Int +5, Wis +8, Cha +12
Skills Arcana +5, Deception +7, Intimidation +7, Religion +5
Senses darkvision 60 ft, passive Perception 10
Languages Goblin, Common, Draconic, Giant
CR 10 (5900 XP)
-------------------------
Saving Face. If Kharn misses with an attack or fails an ability check or a saving throw, he can gain a bonus to the roll equal to the number of allies he can see within 30 feet of him (maximum bonus of +5). Once he uses this trait, he can't use it again until he finishes a short or long rest.
Favored by the Gods. If Kharn fails a saving throw or misses with an attack roll, he can roll 2d4 and add it to the total. Once he uses this feature, he can't use it again until he finishes a short or long rest.
Channel Divinity: Guided Strike. When Kharn makes an attack roll, he can use his Channel Divinity to gain a +10 bonus to the roll. He makes this choice after he sees the roll, but before the DM says whether the attack hits or misses. Once he has used Channel Divinity, he cannot use it again until he completes a short or long rest.
Divine Smite. When Kharn hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Aura of Conquest. Kharn constantly emanates an aura while he's not incapacitated. The aura extends 10 feet from him in every direction, but not through total cover. If a creature is frightened of him, its speed is reduced to 0 while in the aura, and that creature takes 3 psychic damage if it starts its turn there.
Aura of Protection. Whenever a friendly creature within 10 feet of Kharn must make a saving throw, the creature gains a +4 bonus to that saving throw. Kharn must be conscious to grant this bonus.
Font of Magic. Kharn has 6 sorcery points, which are refreshed when he finishes a long rest. He can convert them (inefficiently) into spell slots as a bonus action. Once per turn, when he or an ally within 5 feet rolls dice to determine the number of hit points a spell restores, he can spend 1 sorcery point to reroll any number of those dice once, provided he isn't incapacitated. When he casts a spell that targets only one creature and doesn't have a range of Self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell.
Spellcasting. Kharn is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Kharn has the following sorcerer and paladin spells known or prepared:
Cantrips (at will): acid splash, booming blade, fire bolt, friends, guidance
1st level (4 slots): armor of Agathys, command, compelled duel, detect poison and disease, searing smite, thunderous smite, wrathful smite, absorb elements, bless, healing word
2nd level (3 slots): hold person, spiritual weapon, branding smite, zone of truth, dragon's breath, mirror image, misty step
3rd level (3 slots): bestow curse, counterspell
4th level (3 slots)
5th level (1 slot)
-------------------------
Actions
Lay on Hands. Kharn can touch a creature and heal it. Once he has restored 30 hit points this way, he must replenish this ability by finishing a long rest.
Channel Divinity: Conquering Presence. As an action, Kharn forces each creature of his choice that he can see within 30 feet of him to make a DC 16 Wisdom saving throw. On a failed save, a creature becomes frightened of him for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once Kharn has used Channel Divinity, he cannot use it again until he finishes a short or long rest.
Multiattack. Kharn makes two weapon attacks.
Vicious War Pick (melee 5 ft) +8: 1d8+6 piercing. When Kharn rolls a natural 20 on his attack roll with this magic weapon, the target takes an extra 7 piercing damage.

Encounter Composition
Blood Ghost Berserker *24
Blackspawn Raider *4
Abithriax
Kulkor Zhul War Adept "Ruven"
Doom Hand Warpriest "Pash-Kari"
Wyrmlord Hravek Kharn

XP Award: 36400
That's the award for just the creatures listed above, not the whole Horde. Either way, it ain't happening.

Setup

This is the creatures nearby when Kharn rests for the night in his tent or a "borrowed" mansion or town hall. Out of these, at least the Blackspawn Raiders and the Blood Ghost Berserkers will be awake. Others may be asleep, which makes them significantly easier to sneak up on.

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Notes

The Warpriest is a Level 9 War Cleric, basically. Kharn is basically a Conquest Paladin 7 / Divine Soul Sorcerer 6. Which is a nasty combination, I must say. But it's probably the best equivalent to the Favored Soul / Talon of Tiamat combo that he was built with in 3.5e.

Draz74
2019-01-11, 09:11 AM
Blackfens Random Encounters

Encounter #1 (500 XP)
Stirge *20

Tiny Beast, Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 2 (1d4)
Speed 10 ft, fly 40 ft
-------------------------
Str 4 (-3), Dex 16 (+3), Con 11 (+0)
Int 2 (-4), Wis 8 (-1), Cha 6 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 9
Languages n/a
CR 1/8 (25 XP)
-------------------------
Actions
Blood Drain (melee 5 ft) +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 and positioning.

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Encounter #2 (1200 XP)
Harpy *6

Medium Monstrosity, Chaotic Evil
-------------------------
Armor Class 11
HP 38 (7d8+7)
Speed 20 ft, fly 40 ft
-------------------------
Str 12 (+1), Dex 13 (+1), Con 12 (+1)
Int 7 (-2), Wis 10 (+0), Cha 13 (+1)
-------------------------
Senses passive Perception 10
Languages Common
CR 1 (200 XP)
-------------------------
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws (melee 5 ft) +3: 2d4+1 slashing
Club (melee 5 ft) +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 (DMG pg. 110) 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.

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

Medium Humanoid (lizardfolk), Neutral
-------------------------
Armor Class 15 (natural armor, shield)
HP 22 (4d8+4)
Speed 30 ft, swim 30 ft
-------------------------
Str 15 (+2), Dex 10 (+0), Con 13 (+1)
Int 7 (-2), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13
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 5 ft) +4: 1d6+2 piercing
Heavy Club (melee 5 ft) +4: 1d6+2 bludgeoning
Spiked Shield (melee 5 ft) +4: 1d6+2 piercing
Javelin (ranged 30/120 ft) +4: 1d6+2 piercing
Medium Humanoid (lizardfolk), Neutral
-------------------------
Armor Class 13 (natural armor)
HP 27 (5d8+5)
Speed 30 ft, swim 30 ft
-------------------------
Str 15 (+2), Dex 10 (+0), Con 13 (+1)
Int 10 (+0), Wis 15 (+2), Cha 8 (-1)
-------------------------
Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
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 5 ft) +4: 1d6+2 piercing
Claws (melee 5 ft) +4: 1d4+2 slashing
Crocodile Bite (melee 5 ft) +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.

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Encounter #4 (2200 XP)
Chuul *2

Large Aberration, Chaotic Evil
-------------------------
Armor Class 16 (natural armor)
HP 93 (11d10+33)
Speed 30 ft, swim 30 ft
-------------------------
Str 19 (+4), Dex 10 (+0), Con 16 (+3)
Int 5 (-3), Wis 11 (+0), Cha 5 (-3)
-------------------------
Skills Perception +4
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft, passive Perception 14
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.

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

Tiny Undead, Chaotic Evil
-------------------------
Armor Class 19
HP 22 (9d4)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 1 (-5), Dex 28 (+9), Con 10 (+0)
Int 13 (+1), Wis 14 (+2), Cha 11 (+0)
-------------------------
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning/piercing/slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 120 ft, passive Perception 12
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 5 ft) +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).

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Encounter #6 (3900 XP)
Hydra

Huge Monstrosity, Neutral
-------------------------
Armor Class 15 (natural armor)
HP 172 (15d12+75)
Speed 30 ft, swim 30 ft
-------------------------
Str 20 (+5), Dex 12 (+1), Con 20 (+5)
Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
-------------------------
Skills Perception +6
Senses darkvision 60 ft, passive Perception 16
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 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.

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Encounter #7 (3600 XP)
Giant Crocodile *2

Huge Beast, Unaligned
-------------------------
Armor Class 14 (natural armor)
HP 85 (9d12+27)
Speed 30 ft, swim 50 ft
-------------------------
Str 21 (+5), Dex 9 (-1), Con 17 (+3)
Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
-------------------------
Skills Stealth +5
Senses passive Perception 10
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 5 ft) +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 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.

Results

This encounter was easy for the party to chase away, but not before they'd lost a horse to the surprise round. So maybe that's an ok level of resource expenditure for a random encounter. If the fight had continued, I'm sure the party would have won, but they would have taken some decent damage first I imagine.

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Encounter #8 (3600 XP)
Greenspawn Razorfiend *2

Large Monstrosity, Lawful Evil
-------------------------
Armor Class 13
HP 119 (14d10+42)
Speed 50 ft, swim 50 ft
-------------------------
Str 18 (+4), Dex 17 (+3), Con 16 (+3)
Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Athletics +7, Perception +4
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft, passive Perception 14
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 5 ft) +7: 2d10+4 slashing; crit. 19-20
Bite (melee 5 ft) +7: 2d8+4 piercing
Poison Breath (Recharge 5-6): The greenspawn razorfiend exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.

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

Draz74
2019-01-11, 09:43 AM
Road Blockade

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 17 (half plate)
HP 39 (6d8+12)
Speed 30 ft
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Str 15 (+2), Dex 14 (+2), Con 14 (+2)
Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
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Skills Intimidation +3
Senses darkvision 60 ft, passive Perception 10
Languages Goblin, Common, Draconic
CR 3 (700 XP)
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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.
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Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword (melee 5 ft) +4: 2d6+2 slashing
Javelin (ranged 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.
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Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Large Giant, Chaotic Evil
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Armor Class 11 (hide armor)
HP 59 (7d10+21)
Speed 40 ft
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Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
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Senses darkvision 60 ft, passive Perception 8
Languages Giant, Goblin
CR 2 (450 XP)
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Actions
Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
Javelin (ranged 30/120 ft) +6: 2d6+4 piercing

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

XP Award: 2900

Setup

Have the baddies on some level of alertness. No special bonuses or penalties to the PCs' Stealth skills to sneak up on the blockade. The hobgoblins within the watchtower do take a round to gather their arms and prepare to fight, but the ogres wake quickly and fight as soon as alerted.

Tactics

By the book, but the hobgoblin regulars aren't so likely to fall off their ladders (DC 5 Athletics check, Disadvantage for accelerated climbing). It would be comical, but kind of pathetic, and this encounter doesn't need to be easier. Of course if they leap from the tower, it's an Acrobatics check rather than a Jump check to reduce the falling damage.

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Notes

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. On the other hand, this is supposed to be an out-of-the-way assignment for troops with low morale, not the finest elite of the Horde. Any suggestions?

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Results

This fight was actually ok without beefing it up. It's not that it was hard and made the PCs fear for their lives, but at least the terrain was interesting and the ogres packed a punch.

Draz74
2019-01-11, 09:49 AM
Spawn of Tiamat

Large Monstrosity, Lawful Evil
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Armor Class 13
HP 153 (18d10+54)
Speed 50 ft, swim 50 ft
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Str 18 (+4), Dex 17 (+3), Con 16 (+3)
Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
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Skills Athletics +7, Perception +4
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft, passive Perception 14
Languages Infernal
CR 7 (2900 XP)
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Amphibious. The razorfiend can breathe air and water.
Spring Attack. The razorfiend can take the Disengage action as a bonus action on its turn.
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Actions
Multiattack. The razorfiend makes three attacks: two with its wingblades and one with its bite.
Wingblade (melee 5 ft) +7: 2d10+4 slashing + 1d8 poison; crit. 19-20
Bite (melee 5 ft) +7: 2d10+4 piercing
Poison Breath (Recharge 5-6): The greenspawn razorfiend exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one.

Encounter Composition
Mature Greenspawn Razorfiend

XP Award: 2900

Treasure

Keep the Headband of Intellect and adjust the rapier to a Rapier +1. (Or adjust based on your party's needs, of course.) Replace the pearl with a Level 2 Spell Scroll and reduce the coinage to 346 gp.

The jade band and the obsidian ring can be found as detailed in the book, and are worth the amounts stated there.

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Notes

I came up with the Razorfiend stat blocks pretty much from scratch.

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Results

This encounter was plenty dangerous, if only because the party was split at the start and the Razorfiend rolled 19, 19, 20 in one round for its Multiattack.

Draz74
2019-01-12, 04:26 PM
Journal 1/12/19

After Marr the Dragonborn Fighter paid a whopping 35 gp to get a nice outfit tailored for himself, the party settled in for dinner at Barnabus the Bard's family's house. They roleplayed several conversations with the family. Bitore the Cleric confessed that they're an adventuring party, not Barnabus's troupe of traveling entertainers, which actually made the father act considerably warmer toward them. The want-to-be-adventurer younger sister asked if she could join them going into the Witchwood, which prompted Marr to tell her stories of his homeland and his bleak childhood. The subject of Vraath Keep being haunted came up, and Marr expressed his resolute belief that ghosts are only myths, not something an adventurer need concern themselves with.

Speaker Wiston came in at the end of dinner and talked with them as well, basically just confirming that they were going to go into the woods, scout out the hobgoblin problem, and possibly even deal with it. They didn't press him hard for a reward, except that Barnabus said he wanted a statue of himself in The Green, and Wiston said he would talk to the Council about it.

They went to the Old Bridge Inn to stay the night. I think they took a liking to Kellin Shadowbanks. Except Barnabus, who's convinced Kellin is a card cheater. Marr and Bitore took turns learning and playing Three-Dragon Ante for some gold. Marr won his first game in spite of his Intelligence penalty. Bitore lost against Kellin, narrowly, even though he used Knowledge of the Ages to become temporarily proficient (which we liked).

DAY 2

In the morning, Marr arose early and went for a refreshing swim in the river. He made friends, sort of, with ferryman Drathgar. As the party discussed traveling tactics over breakfast, Kellin came and warned Marr that a mysterious cloaked figure, "about as tall as Moxie," (the Tiefling Barbarian) was looking for him in the middle of the night, but had been turned away. This was Jarett Nurth, looking for an easy window to murder him, but she wasn't willing to fight her way in. So that will keep being a storyline ...

As they were crossing the river on the Ferry (with Barnabus complaining that the prices for non-townsfolk were a racket -- I bumped it up to 3 gp each), Captain Soranna approached them on the shore and called out that they should seek out Jorr.

The party entered the Witchwood on the Witch Trail, rather than the Dawn Way, because that was the part of Soranna's instructions on finding Jorr that they picked up on. They decided to move stealthily through the forest (and left their horeses and carriages in town), even though it was slower. (Not THAT much slower, in 5e rules; still 18 miles a day.) I rolled for random encounters, but none happened before they reached Jorr.

Jorr's dogs aren't supposed to proactively attack anyway, but Marr made a good Animal Handling check to make sure they wouldn't. I definitely played up the hick racist version of Jorr, starting with the grumpy "get off my lawn!" line. But Bitore soon mentioned cleansing the hobgoblins and Jorr was interested. They agreed to pay him 10 gp a day, though they weren't thrilled about it.

Again no random encounters before the Blackwater Causeway. The Hydra rolled excellently on its Stealth check, and Marr was curious about the overturned wagon's contents anyway, so he waded straight in toward the Hydra without seeing it. I felt a little too nasty giving it 5 attacks in the Surprise Round, so I just did one attack before going to normal initiative -- where the Hydra rolled poorly. The party started wailing on it: Fighting Spirit + Action Surge from Marr, a Hunter's Mark from Jorr, a Bless spell from Bitore, and raging reckless attacks + Storm Aura from Moxie (who could, nicely, fly over the difficult watery terrain of this encounter). But the most interesting tactic came from Barnabus, who spent a round casting Heat Metal on his nocked crossbow bolt, then firing it at the Hyrda to do its damage. He wanted to argue that, because it couldn't "drop" the crossbow bolt sticking out of its hide, the Hydra would take Disadvantage on attack rolls & ability checks, but I felt like that combination would make Heat Metal way too good, so I ruled that the Hydra could flick away the embedded bolt as a reaction. (Which works well with a creature who has 6 reactions, but I'm not sure if this will still come back to haunt me in future encounters.)

The Hydra lost two heads and regrew four the first round, but that meant it only got three attacks, and the raging Barbarian hardly felt the damage from its bites. The second round it couldn't regenerate heads because of the Heat Metal damage. And before anything beyond that mattered, they finished it off with a Toll the Dead from Bitore.

Marr didn't quite roll high enough on Investigation to find the hydra's magic armor treasure, but I let Bitore cast Guidance on him retroactively since Investigating the area was a lengthier process anyway. And that was enough. Bitore ritual-casted Identify on the armor before Jorr insisted they get off the rickety causeway. A +1 Chain Shirt isn't very different from a Breastplate, so it won't be terribly useful to my party. They took a short rest, traveled some more hours, and camped to take a long rest. Jorr foraged, Moxie took Marr up on a game of Three-Dragon Ante (and won), Bitore sketched the Hydra in his journal. I rolled for no random encounters during the night, but Jorr was nervous about letting other people do the watching, and rose numerous times during the night to look around. (I should have had him cast Alarm.)

DAY 3

In the morning as they set off, I finally rolled for a random encounter. I rolled ahead of time to see what random encounters they would face, in what order, and the first one was 2 Owlbears. The Owlbears rolled well on Stealth and the party didn't (I think Moxie in particular had multiple natural 1's on Stealth this session), so the Owlbears attacked the party from both sides with surprise. They both went for Moxie in the middle of the group, partly because I wanted to see her take damage for a change before she could Rage. They tore into her, both in the surprise round and on their first turn, doing pretty good Claw damage a few times. Barnabus made one of them move away from her and lose a turn with Stinking Cloud, and critical hit it with his rapier as it moved. Marr took the Dragon Roar feat from XGtE, and used it to frighten the retching owlbear. Bitore spent a Level 3 slot on Cure Wounds to put Moxie back into a safe quantity of HP. Before either owlbear could retreat, they were both dead, although Bitore wasted a Bless spell right at the end of the combat.

After another short rest, we got the party to Vraath Keep. Marr teased the others about being afraid to wade right in, then decided to investigate the gardener's shack before the actual keep. He rolled a natural 1 on hearing that the wood was straining and about to break, then failed his Dexterity save as well, taking 15 damage from the collapse, and more importantly alerting the whole keep that something was there.

Marr's pride was hurt, so he let Moxie go first entering the courtyard, where they were met immediately by the two goblins on dire wolves. Barnabus tried talking rather than fighting, with the Goblins but especially with the wolves (casting Speak with Animals). Jorr won initiative, pushed his way into the door of the northern gatehouse, and started firing at goblins.

Karkilan Dashed out into the courtyard next, and Marr got very very excited to face something so big and muscular. He charged it with his Fighting Spirit + Action Surge combo, taking it down nearly halfway in one turn.

The hobgoblin Veterans shuffled out into the courtyard to fight.

Barnabus wasn't convinced his words were affecting the wolves enough, so he Suggested that one of them take its rider on a nice run away from the keep. It failed its save. (I forgot to think about it coming back after Barnabus cast another Concentration spell, but I guess it was far enough away by that point that it would just wander off, or maybe come back and realize it didn't want to rejoin this fight.) Its rider ineffectually fired a couple parting arrows at Bitore.

Moxie almost killed the Minotaur on her turn, bringing it to one knee. Marr started getting upset about her kill-stealing. Then the Manticore appeared, just watching the fight. I decided Koth spent one round putting his secret plans in his Haversack. Maybe should have had him come out to fight immediately, but I was feeling like that might be overwhelming on top of everything else that had suddenly appeared from all sides.

Bitore finished off the remaining Goblin Wolf Rider with a Spiritual Weapon hit, then finished off the Minotaur with Toll the Dead. ("Oh, come on!" yells Marr loudly.) Barnabus hit the Manticore with Hideous Laughter, which made it fall from the walltop to the ground (which made it take enough damage to overcome the spell, but was still prone.) Moxie ran over and promptly dropped the beastie to less than half health. It took off into the air and hit her with one tailspike, but her opportunity attack almost dropped it.

Marr started getting swarmed by Veterans, and they did some solid damage to him with a critical hit with Martial Advantage, even though Barnabus has learned to save some of his Inspirations for Cutting Words. In fact, Marr was taken down to 1 HP!

Koth emerged. The evil part of me wanted him to instantly slay Marr with Wand of Magic Missiles, but gosh darn it, I like Marr. And the others were arranged pretty well for a Fireball (which unfortunately caught the Manticore too, finishing it off). Everyone but Moxie saved vs. the Fireball, and Moxie has fire resistance anyway. (Tiefling.)

Bitore dropped a Level 2 Healing Word on Marr. Marr defended himself with a Second Wind and a Dragon Roar, frightening a few of the Veterans and the remaining Wolf, who was uncertain whether it wanted to keep fighting anyway. I've had my doubts about Dragon Roar as a feat, but in this case it seemed like pretty good defense against a bunch of enemies piling on top of a lone Fighter.

Barnabus cast Heat Metal on a Veteran's armor, which was enough aggro to pull that Veteran off of Marr, though Barnabus lost concentration on Heat Metal after one piddly hit.

When Koth's turn came around again, things looked bleak enough for the baddies that I decided he would drink his Potion of Fly and take off, though he would stick around to bombard the PCs more with Fireballs and Magic Missiles from above. And I guess, after this (merciful) precedent, that I'm not using the house rule that drinking a potion is a bonus action? Anyway, the party apparently did not want Koth to get away. Bitore hit him with a "land" Command spell, Barnabus readied a Hideous Laughter spell to cast as soon as Koth floated back down into range, and Koth failed both Wisdom saves. Oops. Suddenly the party started feeling like they might actually win.

Marr used everything he had -- all his Fighting Spirits -- to stay up and try to deal with the swarming Veterans, and just barely (2 HP) managed to stay on his feet through the whole fray. Bitore finished off Koth with another Toll the Dead. Barnabus spent yet another Heat Metal on one of them, and got taken down to 2 HP himself in response. The last two hobgoblins were willing to surrender, but got cut down too fast. And so peace descended on the formerly tense battle scene in the courtyard ...

Barnabus went in to parlay with the wolf that had run into the stables after being Frightened. He succeeded on starting to befriend it, although he thinks it's friendlier than it is. (He's starting to talk about using it as his own mount.)

Bitore used his second-last spell slot on a Prayer of Healing, and everyone else resolved to take a short rest in the courtyard before they investigate the keep more or even loot the bodies. Marr used all his Hit Dice, and Song of Rest, and still isn't looking so hot.

They got a lot of XP for all the combat this session, although they're still further from Level 6 than I would like. I gave out a pittance (100-200) for their roleplaying in town, but I might have to give them more for uncovering Vraath Vault. Anyway, I suspect they'll be quite pleased with their loot.

As for leads on the next part of the chapter, they killed Koth, so they will probably find his plans. And they have Jorr with them for DM hints. (They stopped grumbling about Jorr once they saw his combat contributions, even though I didn't describe those much. He did a decent amount of damage with his high-accuracy, Hunter's Marked arrows.) So hopefully they will realize pretty easily that Koth was not the head of the goblin menace like they thought, and go on to investigate Skull Gorge Bridge and/or Cinder Hill.

Draz74
2019-01-17, 09:54 AM
Others are allowed to contribute to this thread. :smallsmile: I'm especially keen on advice about:

the house rule that drinking a potion is a bonus action: good idea or bad idea, especially now that I had Koth dramatically spend an action drinking one?
how hard should it be for Barnabus to tame a Dire Wolf to use as a mount? (considering it already was a goblin mount)
what should I do about the party not getting to Level 6 soon enough to handle the Blackfens? Scrap XP altogether and just level them up when they hit milestones? Double the XP I award them for each fight?
how much information should I give them when Barnabus (who understands Goblin) examines Koth's map? How can I make the note about Saarvith in the Blackfens noteworthy for them without them feeling like they're being railroaded to go there?

Draz74
2019-01-19, 05:30 PM
Journal 1/19/19

First, there was over an hour of roleplaying looting, which isn't really surprising. The party went around Vraath Keep to all the obvious places first, generally figuring out what had gone on in the area. Including the forest giants' attack -- being 5e players, my players weren't familiar with the existence of forest giants, so they were a little puzzled over that. They puzzled over the effigy with Continual Flame on it up on the tower, not having approached the Keep at night to see its role in "haunting" the Keep. (But Marr the Fighter did make a few more comments about how there were certainly no ghosts to be found.)

I decided Koth's map had been left in the War Room in spite of Koth spending a round before emerging into combat earlier. They found the map and rolled ok (13) on reading it, not great, so I fed them all the important information on the map, plus a couple red herrings. (Red Rock was circled, Dauth had "halflings?" written by it.) They pretty quickly noticed the ascending numbers by communities approaching Brindol and deduced that a larger attack plan was in the works, and were concerned.

Then they searched the Keep more thoroughly, making Investigation checks. 13, 12, 1. I had hoped Bitore the Cleric would have used Knowledge of the Ages for Investigation proficiency to help him make this important check, but no. Moxie the Barbarian had to be convinced to participate in the searching, even though Jorr was already keeping a lookout over the area for more baddies and she has a +2 to Investigation. She rolled an 18 -- the exact DC to find the trapdoor.

They took the Manticore's stuff, Koth's stuff, the Minotaur's stuff, not every piece of weapons and armor this time. There was a little dispute where Bitore was super curious to see what all was inside Koth's Handy Haversack, but Barnabus the Bard was feeling a little possessive and somehow had gotten into his head the idea that turning a Bag of Holding or similar item inside out would ruin it. This went as far as an opposed check to snatch the bag, but Bitore's natural 20 on Athletics couldn't compete with Barnabus's natural 19 on Acrobatics.

They explored the vault, diligently looking for traps before they worried about opening the alcoves. At Bitore's vehement request, they went for the second alcove first. Barnabus was able to open the lock on this one quickly, and they found accounting paperwork and a novel and a history book. Bitore pocketed it all with great care. Barnabus failed to open the first alcove, even when he made the others turn their backs so he could use Divergent Persona to increase his bonus. So Marr used his acid breath weapon and one swing of his maul to break the lock. While Barnabus struggled to open the coffers inside (and Bitore, using borrowed tools and Knowledge of the Ages, rolled even worse), Marr bashed the third alcove's lock off. They gathered all the stuff in the vault except the desk and the large chest.

An Extended Rest started. The party didn't have access to Detect Magic, so Bitore started ritual casting Identify on just about everything, whether it was magical or not. He eventually did turn the Heward's Handy Haversack inside out, once Identify confirmed it was safe, producing a huge pile of silver pieces and some taxidermy tools. They distributed the magical loot. Bitore took the Staff of Life, even though I was hoping they'd intelligently give it to Barnabus to attune to, so that they still have some healing if the Cleric goes down. Marr took the Wand of Magic Missiles, so now he has a better ranged option than mundane javelins, which may be a big relief in the upcoming Skull Gorge Bridge battle.

Barnabus was able to open the coffers eventually, so they got excited about the deed to the Keep and distributed even more money. Moxie, being the party member who knows Infernal, worked on the code for Koth's notes. They learned the basic power structure of the Red Hand, connected Saarvith's name with his location on the map, and learned that the big army was at Cinder Hill.
Day 4

The party decided that going back to warn Drellin's Ferry of the impending attack was even more important than scouting the Bridge or Cinder Hill, so they braved their way south at a fast pace even though it meant more chance of being ambushed by monsters. That let them arrive back at Drellin's Ferry just after a full day's travel.

After leaving "Barnabus's" wolf outside of town, and complaining some more about the toll on the Ferry, they went straight to Speaker Wiston with news of an attack, "including dragons." They repeated that part to the town a lot, thinking it would be extremely persuasive -- and to be fair, it helped. It was kind of a problem that they couldn't give more details about the Horde though, especially its overall numbers. Still, with a good Persuasion check, Bitore was able to convince Wiston to call the town council right away, even though dusk was approaching.

The whole party didn't deliberate much about the danger; they were pretty adamant from the start that Drellin's Ferry needed to prepare to evacuate, if not actively evacuate already. So they kind of steamroll-talked over Iormel and Kellin's protests. It helped that, you know, they were actually right about what needed to be done. Marr even brought up destroying the old Bridge, though Wiston pleaded with him not to. And Barnabus rolled a fine Persuasion check (only an 18) to convince Wiston to at least start sending children and the elderly East. The party said to evacuate if they weren't heard from in 4 days, and figured out that they may be able to use Sending to make contact if necessary.

Marr got it in his head that Jorr should lead the evacuation effort, in case fleeing into the Witchwood proved to be prudent. But his Persuasion check failed -- there was no keeping Jorr away from the role of killing goblins, especially when the rest of the party didn't really agree.

They dropped by Barnabus's home and insisted that his family, regardless of whether the rest of the town evacuated, needed to get ready, and leave after 4 days if they didn't hear otherwise.

Bitore wanted to start preparing Clairvoyance, but he needed its casting focus. Which was not to be found at Jarett's Sundries. So they went to see if they could buy it from Sertieren the Wise. I played him as super crotchety and maybe a bit senile. All the knocking on the door in the world wasn't going to rouse him from bed, so Marr tied 30 gp to a rock and threw it through Sertieren's window. I decided to reward him for the creativity, so Sertieren started yelling at them out the window and was a little bit willing to hear them out. With an ok Persuasion check and 50 gp extra, they were able to purchase the glass eye required for Clairvoyance and convince Sertieren to let them see his other wares. They were kind of amazed that he actually had some decent stuff for some reason. They hungrily bought up the Scrolls of Invisibility, Scroll of Dispel Magic, Potion of Invisibility, and Potion of Flying. Barnabus even only haggled on one of the items, despite his great loathing for parting with money. (Not sure whether that's the player, or the character.) They came away with not the best impression of the wizard, even though they'd roused him from bed, but with a good amount of their new money spent on adventuring gear.

Barnabus brought his carriages with him this trip, even though it meant paying more at the Ferry. (Moxie flew over the river this time, and Marr swam it, away from Drathgar's eyes.) The party still doesn't really suspect that the traveling performing troupe is a farce -- they keep rolling low Insight against that. They reunited with the Dire Wolf (whom I worry they might need in the upcoming fight) and camped just outside of town for the night.
DAY 5

They traveled quickly back to Vraath Keep, not rolling any random encounters.

DAY 6

I rolled for a random encounter, but we were running out of time and I was hoping to have the Skull Gorge Bridge fight today, so I told them I was fiat-ing the encounter away. (It would have been 4 worgs with 4 goblins riding them, which wouldn't have been that interesting.)

They investigated Old Warklegnaw's effigy, which was a new landmark to Jorr, and determined that it was a territorial marker for giants, but weren't sure if it was forest giants. Marr guessed it was and immediately latched onto the idea of getting aid against the Red Hand from the forest giants, but he acknowledged that it was the sort of thing they could do on their way back from investigating the Horde's numbers. So they went on.

When they (Barnabus mostly) got a good enough look through the trees to be sure the Red Hand was occupying the Bridge, they decided to do quite a bit of reconnaissance before just attacking. Which is smart. Apparently dragons have that effect on a party. The idea of a Clarirvoyance was tossed around, but they were a bit loathe to use a Level 3 spell slot up. So instead, Barnabus "disguised" (shapeshifted) himself as a hobgoblin and went to infiltrate them on wolfback, while he made Moxie invisible with a scroll and she flew over the area. Barnabus didn't roll very well on his Disguise check, even with Guidance, but that was only to appear as a wounded hobgoblin.

Moxie, with advantage from Invisibility plus a Bardic Inspiration, rolled just high enough on Stealth to beat Ozzy's passive Perception, so her flight was uneventful.

Barnabus used a mostly true story about how the Keep had been sacked by five adventurers, so I gave him advantage on his first two Deception rolls. He rolled very high (30, 25, 26) to talk to the first tower guard, then to talk to the Sergeant, then to convince the Sergeant to let him travel back across the bridge "looking for a survivor of the Keep who may be in league with the adventurers." The Sergeant even recruited another random hobgoblin to go convey the message to Kharn's army, so that will be one less they have to fight. But will also mean Kharn doesn't wait a day to get Koth's message to "go."

Belatedly, I rolled to see if the Hell Hounds smelled that Barnabus wasn't a hobgoblin. I made the DC pretty high, though, since the Dire Wolf's smell was in the picture too, and the Hell Hounds might not even care about differences between humanoid races. So he got by that just fine.

Moxie, coming back, managed to startle Bitore but not Marr with her invisible "ghost" act.

Finally, after discussing tactics for a while against 2 Hell Hounds, a Medium Green Dragon, and a guess of 9-11 hobgoblins, Bitore finished off their preparations by asking about the attack with an Augury spell. I have no real idea if they're going to win this fight, but if they do it will be very beneficial to their overall goals, so I said "Weal and Woe." At this point we ran out of time.

Well, obviously next session will begin with a battle, and they seem excited for it. I was a little disappointed that there was no combat this time, but now I have to live another week wondering if I'm going to TPK them all.

Beyond that, they seem to be following the right leads as the module gives them hints. They've been just a little bit slow, though, so
the Red Hand is almost ready to head out from Cinder Hill! If they take a long rest after fighting at the Bridge, they just might meet a Horde on the march, and have to take down the Bridge moments before it's crossed!

At least they'll hit Level 6 after the Bridge fight, if they win, with the milestone leveling system. (I asked our usual DM for advice, and that's what he suggested doing.)

Draz74
2019-01-26, 08:43 AM
Killiar's Hunters

Medium Humanoid (elf), Chaotic Good
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Armor Class 16 (studded leather armor)
HP 37 (5d10+10)
Speed 35 ft
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Str 12 (+1), Dex 18 (+4), Con 14 (+2)
Int 8 (-1), Wis 14 (+2), Cha 10 (+0)
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Saving Throws Str +3, Dex +6
Skills Animal Handling +4, Athletics +3, Investigation +1, Perception +4, Stealth +6, Survival +4
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common
CR 2 (450 XP)
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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.
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
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Actions
Rapier (melee 5 ft) +6: 1d8+4 piercing
Longbow +1 (ranged 150/600 ft) +9: 1d8+5 piercing
Primeval Awareness. Killiar has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. 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), Chaotic Good
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 35 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft, passive Perception 15
Languages Elvish, Common
CR 1/2 (100 XP)
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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 5 ft) +4: 1d6+2 piercing
Longbow (ranged 150/600 ft) +4: 1d8+2 piercing
Large Beast, Neutral
-------------------------
Armor Class 12
HP 19 (3d10+3)
Speed 5 ft, fly 60 ft
-------------------------
Str 13 (+1), Dex 15 (+2), Con 12 (+1)
Int 8 (-1), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Perception +5, Stealth +4
Senses darkvision 120 ft, passive Perception 15
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 5 ft) +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.

Interaction

Play this more organically than in the book, rather than boiling it down to simple numerical Persuasion checks. Let the PCs present themselves to Killiar through roleplaying. However, he does start off with an Indifferent attitude, leaning towards the negative. It should help the PCs if they killed the razorfiend and if they offer up the jade band and/or ring, and it will bother Killiar if the PCs keep demanding information from him.

It's up to you whether to "bend" the geography of the Blackfens to make sure that Starsong Hill is reached promptly after this encounter.

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Notes

Like other probably-helpful NPCs, I built Killiar close to a PC, in this case of 4th level (with a few extra Hit Points). 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.

Draz74
2019-01-26, 07:53 PM
Journal 1/26/2019

The party recapped their opening battle plans. I thought they still sounded kind of scattered, indecisive about whether to focus on the near towers, the hell hounds, or the dragon first, but I guess the important part was that they agreed not to worry about the Sergeant or the other hobgoblins across the Gorge until everything else was dead.

Bitore the Cleric started with a Bless spell on himself, Moxie the (flying) Barbarian, and Marr the Fighter. Then they let loose an opening volley at the creatures on their side of the canyon. With a 7 Stealth result from Bitore, I didn't rule that any of the Horde creatures were surprised, but other than the dragon they rolled poorly on initiative anyway, which is a similar result.

Barnabus the Bard, riding his Dire Wolf, won initiative and opened with a Heat Metal on the armor of the SW tower hobgoblin. It was only a Hobgoblin Regular in that spot, but Heat Metal rolled low and still didn't drop it. Jorr Hunter's Marked the SE tower hobgoblin, who was a Veteran, and started firing away. Marr started doing his usual "nova" on the nearby Hellhound, using Fighting Spirit for a few extra HP and advantage on attacks, but he decided to save Action Surge for later even though he may well have killed the Hell Hound before it got a chance to act if he had. Ozyrrandion and Moxie converged on the roof of the SW tower. Bitore used Toll the Dead on the Hell Hound, but it rolled a nat 20 on its save, so he hit it with a Book of Force Damage instead.

I didn't think the party had done all that well at staying spread out like they had talked about, but they were spread out enough that the Hell Hound could only get Marr in its breath weapon attack, so that's what it did. He saved for half damage though.

The Sergeant used his Leadership ability to "bless" the hobgoblins with him in camp, but they still weren't very effective shooting at one of the few targets they could see, the Dire Wolf, who had taken the Dodge action. Then the ones on the towers all rolled poorly.

Barnabus hit the close Hell Hound with Vicious Mockery, and finished off the SW tower hobgoblin with another pulse of Heat Metal.

Then it was Ozyrrandion's turn! I excitedly had him fly around Moxie so that he could hit Marr, Barnabus, the Dire Wolf, and Bitore in his cone. (For a moment I thought I could even get Moxie too, but my players reminded me that 3-D geometry meant she was much too high for that.) He rolled 30 poison damage, which was solid. Marr failed the save in spite of his Necklace of Adaptation ... until he remembered to include Bless. Barnabus failed the save, wishing he was similarly Blessed, and dropped to very low HP in one blow. The Wolf failed as well, but could handle the damage. Bitore passed the save, and resisted the damage (Dwarf), and passed his Concentration check, so the effect on the healer was minimal. Still, I was pleased with how things were going by this point, thinking that with Barnabus so low, they'd probably have to at least burn a Heal spell (from the Staff) on him.

Marr used Second Wind while he debated what to do. There was a very nearly-dead Hell Hound next to him, but also a dragon to worry about. In the end, he decided to ignore the Hound and pump a Magic Missile into the dragon from his wand, for 9 damage. He was vindicated as the Spiritual Weapon Book finished off the Hell Hound, with a joke that this time it was a book about various skin ailments and rashes that Hell Hounds can contract.

Then ... things turned south for me, as the party put their trusty "Koth combo" to work on Ozzy. He rolled a whopping 6 to resist the Command to "land." But he was still up in the air until his turn, near Moxie the Barbarian. She wailed on him Recklessly, still missing once.

The second Hell Hound arrived and breathed on Marr and the Dire Wolf, rolling well on damage. Then it was the hobgoblins' turns. They ... didn't have a lot of clear shots, thanks to the frontal towers that everyone was fighting behind. One did manage to hit Marr, dropping him to 1 HP! And another hit Moxie for piddling damage through her Rage.

Barnabus debated what to do for a while, other than let the Wolf go to run away from the battle before it died. (At that point, he would have needed an Animal Handling check to keep it fighting.) But he settled on completing the "Koth combo" and casting Hideous Laughter on Ozzy as soon as the dragon landed. Sure enough, Ozzy couldn't do anything on his turn other than try to recharge his breath and fly straight down. And then rolled a natural 4 on his Wisdom save (8 total), to fall prone and incapacitated. Sigh. No chance for him to even drink his Superior Healing Potion.

Now Marr whipped out his 4-attack "nova" combination, counting on it to finish off the second Hell Hound in a single turn, but rolled really low on one attack and the Hell Hound was still up ... and with his new temporary HP from Fighting Spirit he was up to a whopping 6. The Hell Hound then Bit him and easily dropped him unconscious. So Moxie flew over (now that she didn't have to worry about Ozzy, sigh) and finished off the Hound with one blow, lamely throwing a javelin at the SE tower hobgoblin for her second attack.

The hobgoblins with no clear shot Dashed along the bridge to get to where they could really join the battle. (In hindsight, I probably should have had them climb the northern towers.) The remaining one on the SE tower shot at Barnabus. He wanted to take no chances of dropping, so he REVEALED HIS CHANGELING ABILITIES with Unsettling Visage. Turns out the attack would have been a natural 1 anyway. :smallcool: The hobgoblin then took cover, though (backing up from the edge of the tower and ducking down so no one could see him), which made all the players angry.

Barnabus spent his turn feeding a healing potion to Marr. Jorr hit the approaching Sergeant with a critical hit, with Sneak Attack and Favored Enemy. The players remarked how Jorr was actually remarkably competent, maybe even better than them. So I need to make sure Jorr doesn't keep stealing the show ...

Now the immediate threats were handled, it was time to finish off Ozzy. :smalleek: Marr's first blow snapped the dragon out of Hideous Laughter (now he rolls a nat 20 on his save), but still. Working together, the maul-warriors finished off the prone dragon while Bitore the Cleric dropped a Level 3 Cure Wounds on Barnabus the Bard to get him back out of danger.

Now the hobgoblins crossing the bridge arrived ... and were greeted with Stinking Cloud. Although it has that funny effect where it often has no effect, as the attacker gets advantage because the target is Blinded, but disadvantage because it can't see the target. For a net effect of zero. After a few attacks went off that way, Barnabus declared he's swapping that spell out ASAP, even though Marr and his Necklace like the tactical advantage it gives them.

Marr grappled one hobgoblin soldier in the Cloud, tried for a second one but failed, but that was generally his strategy: to lock them down where they couldn't take actions. The non-grappled individuals scattered, the Sergeant staying close enough to still use his Leadership Aura on the others.

But yeah, at this point the battle was won; they were just mopping up stray hobgoblins. Jorr got another crit, Barnabus threw another Heat Metal that ended the stinking cloud, and the maul-warrior duo marched out onto the bridge, crushing hobgoblins left and right (who fell into the Gorge as they died). The hobgoblins on the northern towers knew this was a hopeless battle and ran, but you know what? Crossbows have long ranges with disadvantage on the shot. The party meticulously kept track of how far off the map those two were and kept firing until both eventually did go down. At least Marr used up most of his Magic Missile charges on them?

I rolled secretly to see if anyone spotted the Bridge's weak point at a glance, but nope. They went straight to searching the Dragon's body, finding his potion and two of the pearls embedded in his skin. (With 18 Investigation, I probably should have let them find more, but I was feeling stingy.)

Next priority was Barnabus running after "his" Wolf. The Wolf hadn't stuck around nearby (Animal Handling result 12), but he managed to track it down (Survival result 22). And convince it to come with him again (Animal Handling result 16).

While he was gone for a couple hours chasing the Wolf, Marr acted like a good adventurer :smalltongue: and pulled out his leatherworking tools to skin the dragon and harvest its skull. He was interrupted briefly by Bitore, handing him a freshly Identified Potion of Superior Healing. As if this party needed more healing. Marr kept it on the necklace that Ozzy had used to carry it.

By the time Barnabus got back, it was dusk and they decided (against Jorr's wishes) to wait for morning to approach Cinder Hill. I made them take watches, but I knew nothing was going to happen this night, so I didn't even bother having them roll Perception.
DAY 7

In the morning they went to Cinder Hill, which doesn't take very long, and rolled ok on Stealth to approach it, so I didn't give them any trouble as I did The Big Reveal. Hundreds of goblinoids, "more than a thousand." (Even though it's actually more than 2000.) Giants. Makeshift fortifications around the camp. And, with a decent Perception check, a red dragon in the sky, though they couldn't tell its age. Since this was Day 7, I also let that decent Perception check reveal that the hobgoblins were breaking camp, getting ready to march.

Bitore used Sending to relay the news to Speaker Wiston, and tell him to evacuate. Full stop.

There was no debate among the party: the next priority was to destroy the Bridge. Bitore did mention using his Dwarven knowledge of architecture, so I let him roll Investigation to find the weak spot. 7. I'm not sure whether giving him advantage on that roll thanks to the rest of the party's help was really legit, but I'm a pushover and let them do it, and this time he rolled high enough. Easily.

So the two maul-wielders went to work on the weak spot, Moxie standing over the canyon since she can fly if it collapses under her. Marr even used Action Surge just out of pride, so that he could do more damage in one round than Moxie. Together it was something over 70 damage in one round. So maybe I shouldn't even have worried about them finding the weak spot?

I was going to have the Bridge collapse just from that, but I described it as a spreading crack first -- and the party latched onto the idea of leaving it like that, so that hopefully the first few ranks of the Horde would fall to an untimely death. I thought that was actually more clever than the book gave the party credit for, so I rolled to see if the Bridge stayed intact when they stopped whacking it, and it did. (50/50% chance.)

The party then lost no time heading back to where they had seen Old Warklegnaw's effigy. They weren't sure (hadn't asked at the time), but they didn't remember seeing green skin on the Horde's giants, so they were hopeful this was a different group of giants and could still be recruited to aid against the Red Hand.

They found Old Warklegnaw cooking his dinner, and didn't get baited by my moving them to a battlemap and the giant waving his club at them and saying he hoped they tasted good. They made it clear they were not attacking, then made several rather passionate speeches to the giant about how and why they wanted it on their side. They didn't bomb any Persuasion checks, so I had Old Warklegnaw invite them to dinner and say he would consider aiding them. They didn't think to offer up the Spiked Gauntlet +1, even though they did think to offer "rewards" -- trades of metal to his tribe from the human town, or the most enormous "sweet roll" the giant had ever seen. The giant was moderately interested in the latter. They did think to ask if he had any other giants that could join him, so he said he would talk to his daughter, granddaughter, and nieces, and see if they were game to harry the Red Hand. Essentially I decided they had done well enough even without offering the Gauntlet, which would have made it an easy decision.

At this point I definitely let the party advance to Level 6 to end off today's session.

Marr took Resilient (Wisdom) as his Feat for this level, making Wisdom easily his best stat. He rolled for Hit Points, and rolled a 10 (max)! Bitore rolled too, and got a 7 (almost max)! So they were rewarded for their risk-taking. Moxie and Barnabus went with average HP.

Moxie got lightning resistance and a swim speed. She's actually more excited about the swim speed, even though she can already fly. She talked about the lightning resistance as if skeptical that it would ever come up. Heh, heh, heh.

Bitore was most excited about gaining the ability to read minds, even though Barnabus already had Detect Thoughts. Really, Bitore should be most excited that he can Channel Divinity twice now. He also got another 3rd level spell slot and another spell prepared.

But of course Barnabus is the one everyone was really paying attention to. No, not Countersong. :smalltongue: Or even a 3rd-level spell slot. No, instead he got his Lore Bard Magical Secrets. He didn't manage to pick what he would take, and that's fine; it's a big decision. He's got a week. Counterspell and Fireball were both definitely mentioned, but I'll be a little surprised if he ends up picking Fireball.

So. The party is planning to head back to Drellin's Ferry next; they should have time for that, since the broken Bridge and the giants should delay the Red Hand by 5 days' total.

Next session might be taken up quite a bit with just getting back to the town, since I owe them a random encounter and may roll more. And a lower-key session full of random encounters might be good anyway, since Marr's player isn't going to be able to join us next week.

But then? They're thinking of returning into the Witchwood, to fight alongside the giants. They even thought to tell Old Warklegnaw that he could expect to be contacted magically (Sending) by Bitore in the next few days. And while that would be interesting, of course it's not where the main story is supposed to go.

So I'm looking for ways to lure them further north or east. Without making it too obvious, where they feel railroaded.

The standard "hook," Teyani Sura, the Lion of Brindol who tells them about the Road Blockade in the north, has always felt a bit forced to me. For one thing, it doesn't make much sense geographically. Did she traverse the whole Witchwood alone to come to Drellin's Ferry? Doesn't seem likely. More likely she went back to Brindol first, then was sent west to spread the word ... except why do the western towns need to know "to avoid the old Rhest Trail"? Are they really likely to go that way anyway? Without going through Brindol first? And I guess it makes sense for Brindol to already know something is brewing, but that's not clear from the way the rest of the module is written.

It doesn't help that, in my campaign setting, the northern roadblocks don't go to super-important places anyway.

So ... I think I might hint to the players to travel east first, even though they already know that Saarvith is doing something up north. I could run a few of the Elsir War encounters and get them to Brindol, perhaps. Then it would make a lot more sense for them to go investigate a northern road blockade if Lord Jaarmath or Captain Ulverth sends them that way, perhaps as a test of their mettle. It's a slowdown, but other peoples' experience with Red Hand of Doom suggests that there's plenty of time to spare, right?

So I think I'll have Speaker Wiston ask them to take the word of the refugees to Brindol, or Barnabus's family asks him to escort them as they evacuate, or something like that. I'll have to play it somewhat by ear.

Suggestions of what to do next, or rationalizations of the Teyani Sura encounter, are welcome!

Draz74
2019-01-27, 09:32 AM
Idle thought while I'm working on other things: I could re-stat Jorr as a Scout Rogue. It fits his personality fine, decreases the density of NPC Rangers in the early parts of the module (Jorr, Killiar, Saarvith), and makes him less complicated to run (since I keep forgetting about some of his features, which is fine so he doesn't show off more).

And hopefully, it will keep him from ever upstaging the PCs ... especially since his Sneak Attack will be dependent on getting allies adjacent to his target.

Draz74
2019-01-27, 10:24 AM
Meeting the Tiri Kitor

Medium Humanoid (elf), Chaotic Good
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Armor Class 16 (studded leather armor)
HP 37 (5d10+10)
Speed 35 ft
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Str 12 (+1), Dex 18 (+4), Con 14 (+2)
Int 8 (-1), Wis 14 (+2), Cha 10 (+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, passive Perception 14
Languages Elvish, Common
CR 2 (450 XP)
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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.
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 5 ft) +6: 1d8+4 piercing
Longbow +1 (ranged 150/600 ft) +9: 1d8+5 piercing
Primeval Awareness. Killiar has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. 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), Chaotic Good
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 35 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +6, Survival +5
Senses darkvision 60 ft, passive Perception 15
Languages Elvish, Common
CR 1/2 (100 XP)
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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.
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Actions
Multiattack. The hunter makes two melee attacks or two ranged attacks.
Shortsword (melee 5 ft) +4: 1d6+2 piercing
Longbow (ranged 150/600 ft) +4: 1d8+2 piercing
Large Beast, Neutral
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Armor Class 12
HP 19 (3d10+3)
Speed 5 ft, fly 60 ft
-------------------------
Str 13 (+1), Dex 15 (+2), Con 12 (+1)
Int 8 (-1), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Perception +5, Stealth +4
Senses darkvision 120 ft, passive Perception 15
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 5 ft) +3: 2d6+1 slashing
Medium Humanoid (elf), Neutral Good
-------------------------
Armor Class 12 (hide armor)
HP 31 (7d8)
Speed 35 ft
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Str 8 (-1), Dex 11 (+0), Con 10 (+0)
Int 14 (+2), Wis 17 (+3), Cha 15 (+2)
-------------------------
Saving Throws Int +5, Wis +6
Skills Animal Handling +6, Nature +5, Perception +6, Persuasion +5, Survival +6
Senses darkvision 60 ft, passive Perception 16
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, entangle, goodberry, 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 5 ft) +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, Neutral Good
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Armor Class 15 (natural armor)
HP 45 (7d10+7)
Speed 20 ft, swim 30 ft
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Str 17 (+3), Dex 10 (+0), Con 13 (+1)
Int 2 (-4), Wis 10 (+0), Cha 5 (-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.
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Actions
Bite (melee 5 ft) +6: 1d10+6 piercing, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Relivax can't bite another target.
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 17 (studded leather armor, shield)
HP 22 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (+0), Dex 16 (+4), Con 12 (+2)
Int 12 (+2), Wis 13 (+2), Cha 16 (+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, passive Perception 15
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.
Jack of All Trades. Trellara's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
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 ft) +5: 1d8+3 piercing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 18 (breastplate, shield)
HP 33 (6d8+6)
Speed 35 ft
-------------------------
Str 12 (+1), Dex 14 (+2), Con 12 (+1)
Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
-------------------------
Saving Throws Wis +6, Cha +4
Skills Arcana +3, History +3, Medicine +6, Perception +6, Persuasion +4, Religion +3
Tools Herbalism Kit +3
Senses darkvision 60 ft, passive Perception 16
Languages Elvish, Common, Sylvan
CR 3 (700 XP)
-------------------------
Fey Ancestry. Illien has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Mask of the Wild. Illien can attempt to hide even when he is only lightly obscured by natural phenomena.
Channel Divinity. Illien can use Channel Divinity twice. He regains the use of this feature when he finishes a short or long rest.
Spellcasting. Illian is a 6h-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Illien has the following cleric spells prepared:
Cantrips (at will): fire bolt, guidance, mending, message, sacred flame, thaumaturgy
1st level (4 slots): detect magic, magic missile, bless, ceremony, cure wounds, guiding bolt, purify food and drink
2nd level (3 slots): magic weapon, Nystul's magic aura, enhance ability, lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, magic circle, water walk
-------------------------
Actions
Channel Divinity: Turn Undead. Each undead that can see or hear Illien within 30 feet of him must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If its CR is 1/2 or lower, it is instead instantly destroyed. A turned creature must spend its turns trying to move as far away from Brother Derny as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Arcane Abjuration. Illien presents his holy symbol, and one celestial, elemental, fey, or fiend of his choice that is within 30 feet of him must make a DC 14 Wisdom saving throw, provided that the creature can see or hear him. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can't willingly end its move in a space within 30 feet of him. It also can't take reactions. For its action, it can use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action. When a creature fails its saving throw against Arcane Abjuration, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and if its challenge rating is 1/2 or lower.
-------------------------
Equipment
Spell Scroll of Sanctuary. Ward a creature within 30 feet for 1 minute (or until the warded creature attacks); enemies must succeed on a DC 11 Wisdom save to target warded creature.

For Sale

2x potion of healing - 50 gp each
potion of climbing - 55 gp
potion of animal friendship - 120 gp
2x potion of greater healing - 150 gp each
potion of water breathing - 170 gp
spell scroll of detect magic - 50 gp
2x spell scroll of sanctuary - 70 gp each
spell scroll of lesser restoration - 120 gp
spell scroll of dispel magic (level 3) - 220 gp

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

Notes

Like other probably-helpful NPCs, the leaders of Starsong Hill are built close to PC builds. Sellyria is level 7, Illien level 6, Trellara 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. The players will have to be careful to keep her alive until she levels up a couple times, though. She's fragile. (In case it wasn't clear from the stat block, she's a Valor Bard.)

Draz74
2019-01-27, 11:04 AM
Lizardfolk Huts

Medium Humanoid (lizardfolk), Neutral
-------------------------
Armor Class 15 (natural armor, shield)
HP 22 (4d8+4)
Speed 30 ft, swim 30 ft
-------------------------
Str 15 (+2), Dex 10 (+0), Con 13 (+1)
Int 7 (-2), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Perception +3, Stealth +4, Survival +5
Senses darkvision 60 ft, passive Perception 13
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 5 ft) +4: 1d6+2 piercing
Heavy Club (melee 5 ft) +4: 1d6+2 bludgeoning
Spiked Shield (melee 5 ft) +4: 1d6+2 piercing
Javelin (melee 5 ft) +4: 1d6+2 piercing
Javelin (ranged 30/120 ft) +4: 1d6+2 piercing

Encounter Composition
Lizardfolk *6

XP Award: 600

Treasure

Up to 50 gp worth of coins and gems. Lots of this should be in the form of copper and silver pieces, and feel free to require an Investigation check to locate (all of) the treasure that is here. The goal is not to encourage the PCs to raid all the lizardfolk huts, genociding them in search of more loot.

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

Notes

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, using standard MM lizardfolk.

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
2019-01-27, 11:29 AM
Bell Tower

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 38 (7d8+7)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 12 (+1), Con 12 (+1)
Int 11 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 16 (chain shirt)
HP 67 (9d8+27)
Speed 30 ft
-------------------------
Str 12 (+1), Dex 16 (+3), Con 17 (+3)
Int 11 (+0), Wis 11 (+0), Cha 9 (-1)
-------------------------
Skills Acrobatics +5, Athletics +3
Senses darkvision 60 ft, passive Perception 10
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 ft) +5: 1d6+3 piercing
Shortsword (off-hand) (melee 5 ft) +5: 1d6+3 piercing
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Potion of Flying. When Korkulan drinks this potion, he gains a flying speed equal to his walking speed for 1 hour and can hover. If he's in the air when the potion wears off, he falls unless he has some other means of staying aloft.

Encounter Composition
Hobgoblin Veteran *6
Hobgoblin Bladebearer "Korkulan"

XP Award: 1050

Treasure

Go ahead and not halve the money in the locked chest: 100 gp total. But get rid of the potions here, as it would be silly to keep them locked up instead of on one's person if they're for emergency purposes.

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

Notes

Make sure to make it clear to your PCs that the real goal here is to keep the hobgoblins from ringing the warning bell. Because that's the only danger here; your PCs are not going to have trouble winning the actual combat.

And if, by some strange chance, the PCs actually interacted with Karkilan the Minotaur enough to learn his name, and then they interact with the bladebearer here, for Pelor's sake give the bladebearer a different name rather than something virtually identical. :smalltongue:

Draz74
2019-01-27, 12:33 PM
Town Hall

Large Giant, Chaotic Evil
-------------------------
Armor Class 11 (hide armor)
HP 59 (7d10+21)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 8
Languages Giant, Goblin
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
Javelin (ranged 30/120 ft) +6: 2d6+4 piercing
Large Monstrosity, Lawful Evil
-------------------------
Armor Class 13
HP 119 (14d10+42)
Speed 50 ft, swim 50 ft
-------------------------
Str 18 (+4), Dex 17 (+3), Con 16 (+3)
Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Athletics +7, Perception +4
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft, passive Perception 14
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 5 ft) +7: 2d10+4 slashing; crit. 19-20
Bite (melee 5 ft) +7: 2d8+4 piercing
Poison Breath (Recharge 5-6): The greenspawn razorfiend exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
Large Giant, Chaotic Evil
-------------------------
Armor Class 12 (natural armor)
HP 85 (10d10+30)
Speed 40 ft
-------------------------
Str 21 (+5), Dex 8 (-1), Con 17 (+3)
Int 6 (-2), Wis 10 (+0), Cha 8 (-1)
-------------------------
Skills Perception +4
Senses darkvision 60 ft, passive Perception 14
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 5 ft) +7: 2d8+5 slashing
Morningstar (melee 5 ft) +7: 2d8+5 piercing
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 14 (studded leather armor)
HP 52 (7d8+21)
Speed 30 ft
-------------------------
Str 9 (-1), Dex 14 (+2), Con 16 (+3)
Int 13 (+1), Wis 10 (+0), Cha 17 (+3)
-------------------------
Saving Throws Wis +3, Cha +6
Skills Deception +9, Insight +6, Intimidation +6, Perception +3, Persuasion +6
Senses darkvision 60 ft, passive Perception 13
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): charm monster, compulsion, confusion
-------------------------
Actions
Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing
Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 16 (studded leather armor)
HP 60 (8d10+16)
Speed 30 ft
-------------------------
Str 12 (+1), Dex 18 (+4), Con 14 (+2)
Int 9 (-1), Wis 14 (+2), Cha 10 (+0)
-------------------------
Saving Throws Str +4, Dex +7
Skills Animal Handling +5, Medicine +5, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft, passive Perception 15
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 4th-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 5 ft) +7: 1d6+4 slashing
Shortbow (ranged 80/320 ft) +9: 1d6+4 piercing
Small Beast, Neutral Evil
-------------------------
Armor Class 16 (natural armor)
HP 21 (6d6)
Speed 10 ft, fly 60 ft
-------------------------
Str 6 (-2), Dex 16 (+3), Con 10 (+0)
Int 2 (-4), Wis 14 (+2), Cha 5 (-3)
-------------------------
Saving Throws Str +1, Dex +6, Con +3, Int -1, Wis +5, Cha +0
Skills Acrobatics +6, Perception +5, Survival +5
Senses passive Perception 14
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 5 ft) +6: 1d4+6 slashing
Large Dragon, Chaotic Evil
-------------------------
Armor Class 18 (natural armor)
HP 119 (14d10+42)
Speed 35 ft, swim 40 ft, fly 70 ft
-------------------------
Str 19 (+4), Dex 14 (+2), Con 17 (+3)
Int 12 (+1), Wis 11 (+0), Cha 14 (+2)
-------------------------
Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Skills Perception +6, Stealth +5
Damage Immunities acid
Senses blindsight 30 ft, darkvision 120 ft, passive Perception 16
Languages Draconic, Common, Goblin
CR 6 (2300 XP)
-------------------------
Amphibious. Regiarix can breathe air and water.
Innate Spellcasting. Regiarix's innate spellcasting ability is Charisma (spell save DC 13). Regiarix can innately cast the following spell, requiring no material components:
3/day: darkness
-------------------------
Actions
Multiattack. Regiarix makes three attacks: one with his bite and two with his claws.
Bite (melee 10 ft) +7: 2d8+4 piercing + 1d8 acid
Claw (melee 5 ft) +7: 2d4+4 slashing
Acid Breath (Recharge 5-6): Regiarix exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10d8 acid damage on a failed save, or half as much damage on a successful one.

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

XP Award: 11500

Terrain

Falling from the roof through 3G into the water indeed incurs no falling damage.

Opening the gate to the Hatchery is a DC 15 Dexterity check ... although just cutting the rope might be easiest. Climbing over from the boardwalk is a DC 10 Athletics check, climbing over from straight out of the water is a DC 17 Athletics check, and slipping between posts is a DC 22 Acrobatics check.

Setup

Mostly by the book: have enemies in the places the book describes when they are first alerted to the PCs' presence, then have them react intelligently according to the alarm that has been raised.

Also play the Razorfiend eggs as written in the book. It takes time to discover all the razorfiend eggs, regardless of how good the PCs' Investigation checks are; allow them to immediately spot eggs equal to half their Investigation result (rounded down), then find about one per minute of searching beyond that. The adolescent Razorfiend has disadvantage, rather than a -4 penalty, to notice PCs above the water.

Assume Nurklenak has used long-casting-time ritual versions of Charm Monster to hold sway over the Ettin and the Razorfiend.

Tactics

The ogres on the boardwalk can bang on the walls to alert their superiors as a free object interaction.

Don't hesitate to use Nurklenak's spells on targets with the lowest Wisdom saves in the party.

Play by-the-book in terms of whether Saarvith fights to the death, flees, or surrenders, depending on what's left of his entourage.

Regiarix, however, is not so hesitant to fight in melee as in the book. At least not unless he is fighting alone.

Treasure

Nurklenak has 77 gp and 160 sp on hand, plus the 200-gp ruby-set bracelet.

Saarvith's chest can be opened with a DC 22 Thieves' Tools check, and don't halve the coinage found within. The Red Hand has sent Saarvith with decent financial resources. Strike from Ulwai's note the overly obvious "fall into the hands of someone who could return it to its owner." Instead, have something more generic about its owner finding it.

Regiarix's hoard is, of course, the real bulk of the treasure. He has 4400 sp, 1150 gp, 65 pp, a gold necklace worth 400 gp, seven 50-gp gemstones (roll on table, DMG pg. 134, for details if necessary), plate armor +1, the Ghostlord's phylactery, and three other random magic items from Magic Item Table F. (I rolled for pipes of haunting, a longsword +1, and a staff of the adder.)

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

Notes

The Mindbender is a cross between a Bard and a Warlock. I'm not opposed to a Mindbender stat block that's less of a standard Vancian spellcaster, like the one provided by Lord Ruby in my previous thread; but I don't want it to be CR 8 like his.

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.

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 challenging, probably prompting a retreat.

Draz74
2019-01-27, 08:17 PM
If anyone has been disinterested in this Conversion project because it's (mostly) a repeat of the work I posted in the previous thread, note that this is as far as I got last time; from here on will be covering more new material.

Draz74
2019-01-27, 08:43 PM
The Elf Alliance


Slain Razorfiends. For each razorfiend the PCs have slain in the Blackfens, to a maximum of 3, they get 1 alliance point.
Driving Out the Red Hand. If the Red Hand's presence has been driven from Rhest, the PCs earn 2 alliance points.
Killiar Arrowswift. If Killiar is friendly to the PCs by this point, they earn 1 alliance point. This is far easier to do if they helped Killiar solve Lannikar's disappearance, and were unselfish with the involved jewelry. Otherwise, he probably remains indifferent to them.
Sellyria Starsinger. If Sellyria is friendly to the PCs by this point, they earn 2 alliance points. This isn't hard if the PCs have been reasonably gracious and cooperated with the elves' desires (which includes driving out the Red Hand from Rhest).
Illien Snowmantle. If Illien is friendly to the PCs by this point, they earn 1 alliance point. There is no easy formula for this; it is most likely to have been earned through extensive roleplaying. Some sort of religious sympathy between the PCs and Illien certainly helps.
Trellara Nightshadow. If Trellara is friendly to the PCs by this point, they earn 1 alliance point. Trellara is the most predisposed to be positive about the PCs, and is probably friendly to them if they were reasonably kind to her in her grief. If they let her come with them to fight the Red Hand (and kept her alive through the process), they earn an additional alliance point. (Of course, if Trellara died in her stint of adventuring, any alliance points based on her are lost.)
Official Request. The elves don't feel a close kinship with Brindol, but if Brindol has officially requested their help, it does alter their opinion a little bit. If the PCs bring such a request, preferably accompanied by financial compensation, they can earn 1-2 alliance points this way. But only 1-2; the elves aren't mercenaries and only have a limited appreciation for money.
Kindness. The PCs can earn alliance points based on noble deeds besides fighting, but it shouldn't be nearly as easy as listed in the book. Giving gifts helps, as long as the gifts weren't Lannikar's to start with, and as long as the elves don't feel like they're being bribed or hired to go to war. Trying to console Trellara merely earns them Trellara's friendship, not more points for kindness. Aiding the elves with magic should have been a meaningful sacrifice of magical power or time, such as casting the 8-hour version of plant growth on the elves' orchards. If the characters have truly impressed the non-leader elves in ways like this, they can earn 1-2 alliance points for it.
Memorable Performance. Elves being elves, musical or poetic performances at the funeral are an easier way to earn their respect than typically-expected acts of kindness. The opinion of the non-leader elves can be swayed by such displays of artistic skill. If any PCs performed at a 20 or better, they (each) earn 2 alliance points. If someone else performed at a 10 or better, that earns 1 additional alliance point just for the effort, but this single bonus point can only be earned once, not by one PC after another.
Enmity. If the PCs were cruel or harsh or unfriendly or otherwise stirred up even a little bit of bad blood with any of the elves, feel free to subtract any appropriate amount of alliance points from their score. As a general guideline, each of the 4 leader elves who is now Hostile to the PCs should make them lose 4 alliance points. If the elves as a whole don't look favorably on the PCs by this point, then this factor should single-handedly ensure that the PCs don't earn enough alliance points to accomplish their goals.

Draz74
2019-01-28, 09:42 AM
Thornwaste Random Encounters

Encounter #1 (1400 XP)
Lion *7

Large Beast, Unaligned
-------------------------
Armor Class 12
HP 26 (4d10+4)
Speed 50 ft
-------------------------
Str 17 (+3), Dex 15 (+2), Con 13 (+1)
Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
-------------------------
Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages n/a
CR 1 (200 XP)
-------------------------
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on 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 13 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 25 feet.
-------------------------
Actions
Bite (melee 5 ft) +5: 1d8+3 piercing
Claw (melee 5 ft) +5: 1d6+3 slashing

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Encounter #2 (2100 XP)
Basilisk *3

Medium Monstrosity, Unaligned
-------------------------
Armor Class 15 (natural armor)
HP 52 (8d8+16)
Speed 20 ft
-------------------------
Str 16 (+3), Dex 8 (-1), Con 15 (+2)
Int 2 (-4), Wis 8 (-1), Cha 7 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 9
Languages n/a
CR 3 (100 XP)
-------------------------
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
-------------------------
Actions
Bite (melee 5 ft) +5: 2d6+3 piercing + 2d6 poison

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Encounter #3 (2250 XP)
Ankheg *5

Large Monstrosity, Unaligned
-------------------------
Armor Class 14 (natural armor), 11 while prone
HP 39 (6d10+6)
Speed 30 ft, burrow 10 ft
-------------------------
Str 17 (+3), Dex 11 (+0), Con 13 (+1)
Int 1 (-5), Wis 13 (+1), Cha 6 (-2)
-------------------------
Senses darkvision 60 ft, tremorsense 60 ft, passive Perception 11
Languages n/a
CR 2 (450 XP)
-------------------------
Actions
Bite (melee 5 ft) +5: 2d6+3 slashing + 1d6 acid. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 3d6 acid damage on a failed save, or half as much damage on a successful one.

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Encounter #4 (2250 XP)
Lesser Bonedrinker *5

Small Undead, Chaotic Evil
-------------------------
Armor Class 14 (natural armor)
HP 78 (12d8+36)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 15 (+2), Con 16 (+3)
Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
-------------------------
Skills Perception +3, Stealth +6
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft, passive Perception 13
Languages n/a
CR 2 (450 XP)
-------------------------
Sunlight Sensitivity. While in sunlight, the lesser bonedrinker has disadvantage on Wisdom (Perception) checks that rely on sight, and on attack rolls.
-------------------------
Actions
Multiattack. The lesser bonedrinker uses its claws attack, and either its tentacle attack or its bonedrink ability.
Claws (melee 5 ft) +4: 1d8+2 slashing
Tentacle (melee 10 feet) +4: 1d6+2 bludgeoning. On a hit, if the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The lesser bonedrinker can only grapple two creatures at a time in this manner.
Bonedrink. One creature the lesser bonedrinker is grappling must succeed on a DC 12 Constitution saving throw, or it takes 1d6+2 necrotic damage, and its maximum hit points are reduced by an equal amount.

Homebrewed stats, not really based on any pre-existing stat block other than the 3.5e special abilities.

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Encounter #5 (2300 XP)
Chimera

Large Monstrosity, Chaotic Evil
-------------------------
Armor Class 14 (natural armor)
HP 114 (12d10+48)
Speed 30 ft, fly 60 ft
-------------------------
Str 19 (+4), Dex 11 (+0), Con 19 (+4)
Int 3 (-4), Wis 14 (+2), Cha 10 (+0)
-------------------------
Skills Perception +8
Senses darkvision 60 ft, passive Perception 18
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 5 ft) +7: 2d6+4 piercing
Horns (melee 5 ft) +7: 1d12+4 bludgeoning
Claws (melee 5 ft) +7: 2d6+4 slashing
Fire Breath (Recharge 5-6): The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7d8 fire damage on a failed save, or half as much damage on a successful one.

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Encounter #6 (2900 XP)
Bulette Brute

Large Monstrosity, Unaligned
-------------------------
Armor Class 17 (natural armor)
HP 126 (12d10+60)
Speed 40 ft, burrow 40 ft
-------------------------
Str 19 (+4), Dex 11 (+0), Con 21 (+5)
Int 2 (-4), Wis 10 (+0), Cha 5 (-3)
-------------------------
Skills Perception +6
Senses darkvision 60 ft, tremorsense 60 ft, passive Perception 16
Languages n/a
CR 7 (2900 XP)
-------------------------
Standing Leap. The bulette's long jump is up to 30 ft, and its high jump is up to 15 ft, with or without a running start.
-------------------------
Actions
Bite (melee 5 ft) +7: 6d12+4 piercing
Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use its action to land on its feet in a space that contains one or more other creatures. Each of these creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 4d6+4 bludgeoning damage plus 4d6+4 slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

Bulettes are flavorful for the Thornwaste, but they're explicitly solitary, so meeting a pair of them didn't make sense. Therefore, I boosted the existing stat block by 2 CR points in order to make it a reasonable random encounter for characters of this level.

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Encounter #7 (3600 XP)
Ghost Brute Lion *2

Large Undead, Neutral Evil
-------------------------
Armor Class 12
HP 71 (11d10+11)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 6 (-2), Dex 14 (+2), Con 13 (+1)
Int 2 (-4), Wis 12 (+1), Cha 15 (+2)
-------------------------
Skills Perception +4, Stealth +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 14
Languages n/a
CR 5 (1800 XP)
-------------------------
Ethereal Sight. The ghost brute lion can see 60 feet into the Ethereal Plane when it is on 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 1d10 force damage if it ends its turn inside an object.
Running Leap. Though incorporeal, the ghost brute lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost brute lion can long jump up to 25 feet.
Pounce. If the ghost brute lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ghost brute lion can make one Corrupting Bite attack against it as a bonus action.
-------------------------
Actions
Corrupting Touch (melee 5 ft) +5: 3d6+2 necrotic
Corrupting Bite (melee 5 ft) +5: 3d8+2 necrotic
Bloodcurling Roar. Each non-undead creature within 60 feet of the ghost brute lion that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 5 years. 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. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute lion's Bloodcurling Roar for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

This stat block is a balancing act between the nature (e.g. immunities) of a Ghost, the fighting style (e.g. Pounce) of the 5e Lion, and the 3.5e special abilities (e.g. Bloodcurling Roar) of the original creature.

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Encounter #8 (5000 XP)
Varanthian

Huge Monstrosity, Lawful Evil
-------------------------
Armor Class 16 (natural armor)
HP 133 (14d12+42)
Speed 50 ft, climb 40 ft, fly 40 ft
-------------------------
Str 21 (+5), Dex 16 (+3), Con 17 (+3)
Int 8 (-1), Wis 15 (+2), Cha 12 (+1)
-------------------------
Skills Perception +6, Stealth +7
Damage Resistances acid, cold, fire, poison
Damage Immunities lightning
Senses darkvision 90 ft, passive Perception 16
Languages Draconic, Common, Infernal
CR 9 (5000 XP)
-------------------------
Fiendish Hardiness. Varanthian has advantage on saving throws against being Poisoned.
Devil's Sight. Magical darkness doesn't impede Varanthian's darkvision.
-------------------------
Actions
Multiattack. Varanthian makes two attacks: one with her bite and one to constrict.
Bite (melee 5 ft) +9: 3d8+5 piercing
Constrict (melee 5 ft) +9: 2d8+5 bludgeoning + 2d8+5 slashing, and the target is grappled (escape DC 15) if Varanthian isn't already constricting a creature. Until this grapple ends, the target is restrained.
Swallow. Varanthian makes one bite attack against a Medium or smaller target she 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 Varanthian, and it takes 6d6 acid damage at the start of each of Varanthian's turns. Varanthian can have only one creature swallowed at a time. If Varanthian takes 23 damage or more on a single turn from the swallowed creature, she must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Varanthian. If Varanthian dies, a swallowed creature is no longer restrained by her and can escape from the corpse by using 15 feet of movement, exiting prone.
Lightning Breath (Recharge 5-6). Varanthian exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one.

Of course this isn't truly a random encounter, but rather a boss fight that just randomly happens to come early.

I started with the Behir stat block, of course, but had to tone it down significantly so a party at this level would have a chance. Then I gave Varanthian flight, Devil's Sight, and resistances to reflect her fiendish bloodline. Fortunately the iconic Swallow ability that caused so many memorable encounters in 3.5e RHoD was preserved in 5e, so I didn't have to adapt it from other creatures or worry about how it affected CR.

Draz74
2019-01-28, 10:37 AM
Varanthian's Lair

Huge Monstrosity, Lawful Evil
-------------------------
Armor Class 16 (natural armor)
HP 133 (14d12+42)
Speed 50 ft, climb 40 ft, fly 40 ft
-------------------------
Str 21 (+5), Dex 16 (+3), Con 17 (+3)
Int 8 (-1), Wis 15 (+2), Cha 12 (+1)
-------------------------
Skills Perception +6, Stealth +7
Damage Resistances acid, cold, fire, poison
Damage Immunities lightning
Senses darkvision 90 ft, passive Perception 16
Languages Draconic, Common, Infernal
CR 9 (5000 XP)
-------------------------
Fiendish Hardiness. Varanthian has advantage on saving throws against being Poisoned.
Devil's Sight. Magical darkness doesn't impede Varanthian's darkvision.
-------------------------
Actions
Multiattack. Varanthian makes two attacks: one with her bite and one to constrict.
Bite (melee 5 ft) +9: 3d8+5 piercing
Constrict (melee 5 ft) +9: 2d8+5 bludgeoning + 2d8+5 slashing, and the target is grappled (escape DC 15) if Varanthian isn't already constricting a creature. Until this grapple ends, the target is restrained.
Swallow. Varanthian makes one bite attack against a Medium or smaller target she 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 Varanthian, and it takes 6d6 acid damage at the start of each of Varanthian's turns. Varanthian can have only one creature swallowed at a time. If Varanthian takes 23 damage or more on a single turn from the swallowed creature, she must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Varanthian. If Varanthian dies, a swallowed creature is no longer restrained by her and can escape from the corpse by using 15 feet of movement, exiting prone.
Lightning Breath (Recharge 5-6). Varanthian exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one.

Encounter Composition
Varanthian

XP Award: 5000

Setup

Varanthian has a 70% chance to be in her lair when the PCs reach it, unless they've waited out a time to strike when she is/isn't home. When not asleep, Varanthian typically perches above the entrance, clinging to the walls and ceiling, in a position where she can't be seen until the PCs have actually entered the lair. Give them a DC 27 Perception check to sense that something is hiding above the doorway anyway, and if that fails, give Varanthian a Stealth check against the PCs' passive Perceptions to see which of them are surprised when she drops down to attack them.

Tactics

If Varanthian realizes she's going to lose the fight, she indeed flees north to rejoin the Horde. The implication that, although she doesn't respect Ulwai, she does respect Skather, is interesting, and could be played up later.

Treasure

Go by the book: a prayer bead string of seven black pearls, which are indeed worth 500 gp each.

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Notes

I talk above about the origin of Varanthian's stat block, where she appears as a random encounter.

Draz74
2019-01-28, 10:52 AM
The Lion's Path

Large Undead, Neutral Evil
-------------------------
Armor Class 12
HP 71 (11d10+11)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 6 (-2), Dex 14 (+2), Con 13 (+1)
Int 2 (-4), Wis 12 (+1), Cha 15 (+2)
-------------------------
Skills Perception +4, Stealth +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 14
Languages n/a
CR 5 (1800 XP)
-------------------------
Ethereal Sight. The ghost brute lion can see 60 feet into the Ethereal Plane when it is on 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 1d10 force damage if it ends its turn inside an object.
Running Leap. Though incorporeal, the ghost brute lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost brute lion can long jump up to 25 feet.
Pounce. If the ghost brute lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ghost brute lion can make one Corrupting Bite attack against it as a bonus action.
-------------------------
Actions
Corrupting Touch (melee 5 ft) +5: 3d6+2 necrotic
Corrupting Bite (melee 5 ft) +5: 3d8+2 necrotic
Bloodcurling Roar. Each non-undead creature within 60 feet of the ghost brute lion that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 5 years. 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. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute lion's Bloodcurling Roar for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Large Undead, Neutral Evil
-------------------------
Armor Class 13
HP 104 (16d10+16)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 6 (-2), Dex 16 (+3), Con 13 (+1)
Int 2 (-4), Wis 13 (+1), Cha 16 (+3)
-------------------------
Skills Perception +4, Stealth +9
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 14
Languages n/a
CR 7 (2900 XP)
-------------------------
Ethereal Sight. The ghost dire lion can see 60 feet into the Ethereal Plane when it is on 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 1d10 force damage if it ends its turn inside an object.
Running Leap. Though incorporeal, the ghost dire lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost dire lion can long jump up to 25 feet.
Pounce. If the ghost dire lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost dire lion can make one Corrupting Bite attack against it as a bonus action.
Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost dire lion and the two of them can see each other, the ghost dire lion can force the creature to make a DC 14 Constitution saving throw if the ghost dire lion isn't incapacitated. On a failed save, the creature takes 2d12 necrotic damage. On a success, halve the damage.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost dire lion until the start of its next turn, when it can avert its eyes again. If it looks at the ghost dire lion in the meantime, it must immediately make the save.
-------------------------
Actions
Corrupting Touch (melee 5 ft) +6: 3d6+3 necrotic
Corrupting Bite (melee 5 ft) +6: 3d8+3 necrotic

Encounter Composition
Ghost Brute Lion *2
Ghost Dire Lion

XP Award: 6500

Setup

Depending how merciful you want to be to your party, based on how beat up they are and how much of a hurry they're in, you can have them encounter these three ghosts essentially separately (as per the book), or all at once. The former should be a rather easy string of encounters; the latter should be quite a bit more challenging. In any case, have the lions reincorporate if the party takes a long rest.

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Notes

Like the Brute, the Dire version is cobbled together from its 3.5e stats, a 5e Ghost, and a 5e Lion. It's possible that it should still have Bloodcurling Scream, though.

Draz74
2019-01-28, 02:17 PM
Guardroom

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 17
HP 52 (7d8+21)
Speed 45 ft
-------------------------
Str 12 (+1), Dex 17 (+3), Con 16 (+3)
Int 11 (+0), Wis 15 (+2), Cha 8 (-1)
-------------------------
Saving Throws Str +3, Dex +5
Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
Senses darkvision 60 ft, passive Perception 14
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 ft) +5: 1d6+3 bludgeoning. This attack is considered magical.
Meteor Hammer (melee 10 ft) +5: 1d6+3 bludgeoning
-------------------------
Reactions
Slow Fall. When the monk falls, it reduces the falling damage it takes by 35 hit points.
Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+10. 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.

Encounter Composition
Doom Fist Monk *3

XP Award: 2100

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Notes

The "real" debut of the Doom Fist Monks, but I already talked about their design back in the Drellin's Ferry Massacre.

Draz74
2019-01-28, 02:36 PM
Ooze Pit

Huge Ooze, Unaligned
-------------------------
Armor Class 6
HP 161 (14d12+70)
Speed 15 ft
-------------------------
Str 17 (+3), Dex 3 (-4), Con 20 (+5)
Int 1 (-5), Wis 6 (-2), Cha 1 (-5)
-------------------------
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses blindsight 60 ft (no normal sight), passive Perception 8
Languages n/a
CR 5 (1800 XP)
-------------------------
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a Cube that has neither moved nor attacked. A creature that tries to enter the Cube's space while unaware of the Cube is surprised by the Cube.
Ooze Cube. The Cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the Cube's Engulf and has disadvantage on the saving throw.
Creatures inside the Cube can be seen but have total cover.
A creature within 5 feet of the Cube can take an action to pull a creature or object out of the Cube. Doing so requires a successful DC 14 Strength (Athletics) check, and the creature making the attempt takes 4d10 acid damage.
The Cube can hold only 1 Huge creature or up to 9 Medium or smaller creatures inside it at a time. (Large creatures count as 4 Medium creatures.)
-------------------------
Actions
Psuedopod (melee 5 ft) +6: 4d10 acid
Engulf. The Disposal Cube moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the Cube enters the creature's space, and the creature takes 4d10 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 8d10 acid damage at the start of each of the Cube's turns. When the Cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 14 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Cube.

Encounter Composition
Disposal Cube

XP Award: 1800

Setup

Just like in the original module, this encounter is likely not to happen if the PCs recognize ahead of time that a giant gelatinous cube is down in the pit, rather than blundering into it. That's fine.

Treasure

Keep the Ioun Stone: Protection as an available piece of treasure in this pit. However, it's only easy to find (DC 10 Investigation) if the players somehow dispose of the masses of acidic jelly in the pit. Merely killing the Cube doesn't get rid of most of its matter. Finding the Ioun Stone buried in the Cube's remains is a DC 22 Investigation check.

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Notes

I did my best to upgrade a Gelatinous Cube to be a reasonable encounter at this level, but I still could only get it reasonably up to CR 5. It's also upgraded to Huge. But yeah, the most you can hope for is that it drains the party's resources; it's not going to kill any competent adventurers who have gotten this far.

Draz74
2019-01-28, 03:02 PM
Guest Quarters

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 13 (chain shirt)
HP 27 (5d8+5)
Speed 25 ft
-------------------------
Str 13 (+1), Dex 10 (+0), Con 12 (+1)
Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
-------------------------
Skills Arcana +2, Deception +3, Religion +4
Senses darkvision 60 ft, passive Perception 13
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 5 ft) +3: 1d6+1 bludgeoning
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 17
HP 52 (7d8+21)
Speed 45 ft
-------------------------
Str 12 (+1), Dex 17 (+3), Con 16 (+3)
Int 11 (+0), Wis 15 (+2), Cha 8 (-1)
-------------------------
Saving Throws Str +3, Dex +5
Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
Senses darkvision 60 ft, passive Perception 14
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 ft) +5: 1d6+3 bludgeoning. This attack is considered magical.
Meteor Hammer (melee 10 ft) +5: 1d6+3 bludgeoning
-------------------------
Reactions
Slow Fall. When the monk falls, it reduces the falling damage it takes by 35 hit points.
Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+10. 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), Neutral Evil
-------------------------
Armor Class 16 (studded leather armor +2)
HP 58 (9d8+18)
Speed 30 ft
-------------------------
Str 10 (+1), Dex 14 (+3), Con 14 (+3)
Int 14 (+3), Wis 8 (+0), Cha 19 (+5)
-------------------------
Saving Throws Str +0, Dex +5, Con +2, Int +2, Wis -1, Cha +7
Skills Acrobatics +5, Arcana +5, Deception +10, Nature +5, Performance +7, Persuasion +7, Stealth +5, Survival +5
Senses darkvision 60 ft, passive Perception 10
Languages Goblin, Common, Draconic, Infernal, Primordial (Auran)
CR 6 (2300 XP)
-------------------------
Bardic Inspiration. Ulwai can spend a bonus action on her turn to grant a Bardic Inspiration die, a d8, to one creature other than herself within 60 feet who can hear her. Within 10 minutes, the creature can expend the die to roll it and add it to an ability check, attack roll, or saving throw it makes. This may be done after the d20 roll but before the result is declared. A creature can only have one Bardic Inspiration die at a time. Ulwai can do this 4 times, and regains expended uses when she finishes a short rest.
Song of Rest. Friendly creatures who hear Ulwai perform while spending Hit Dice at the end of a short rest (including Ulwai herself) regain an extra 1d8 hit points.
Jack of All Trades. Ulwai's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
Spellcasting. Ulwai is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Ulwai knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, vicious mockery
1st level (4 slots): absorb elements, charm person, cure wounds, feather fall, heroism, thunderwave
2nd level (3 slots): enhance ability, invisibility, suggestion
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): freedom of movement
5th level (1 slot): modify memory
-------------------------
Actions
Shocking Whip (melee 10 ft) +5: 1d4+2 slashing + 2d6 lightning
Heavy Crossbow (ranged 100/400 ft) +5: 1d10+2 piercing
Countercharm. Until the end of Ulwai's next turn, she and any friendly creatures within 30 feet have advantage on saving throws against being charmed or frightened. A creature must be able to hear Ulwai to gain this benefit. The effect ends early if Ulwai is incapacitated or silenced or if she voluntarily ends it (no action).
-------------------------
Reactions
Cutting Words. When a creature Ulwai can see within 60 feet makes an attack roll, ability check, or damage roll, Ulwai can expend a Bardic Inspiration die, rolling it and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear Ulwai or is immune to being charmed. This can be used after the creature's roll is made, but before its result is declared.
-------------------------
Equipment
Staff of Stormclouds (requires attunement). This staff is used to cast the following spells. It has 10 maximum charges and regains 1d8+2 charges at dawn each day.
1 charge: fog cloud
2 charges: call lightning
6 charges: control weather
Shocking Whip (requires attunement). You can use a bonus action to speak this weapon's command word, causing its length to turn into arcing bolts of electricity. This causes it to shed bright light in a 20-foot radius and dim light for an additional 20 feet, and to deal +2d6 lightning damage to any target it hits. The electricity lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.

Encounter Composition
Doom Hand Cleric *2
Doom Fist Monk *3
Wyrmlord Ulwai Stormcaller

XP Award: 5750

Terrain

Not much terrain other than standard doors and the statue of Tiamat. By this point, the PCs probably have built up enough familiarity with Tiamat that identifying the statue is a DC 0 Religion check.

Tactics

Of course the stat blocks above have different spells available than the ones in the book, and in any case the value of pre-buffing is greatly diminished by the Concentration rules. Still, pre-buff as possible; Ulwai can drop a 4th-level Heroism spell on the whole group, while the Clerics make her and themselves Invisible. The Monks try to bottleneck the PCs in doorways and stunlock them, forming two rows; the front row can attack with their fists and use Flurry of Blows or Patient Defense, while the back row strikes with meteor hammers and uses Patient Defense. Ulwai saves her Bardic Inspirations mostly for Cutting Words.

The Monks and Clerics are prepared to fight to the death, but Ulwai is prepared to surrender and mislead the PCs from captivity, as detailed under Wyrmlord Ulwai Developments.

Treasure

Ulwai's opera is worth 500 gp to someone who appreciates the genre. Her mithral jewelry is worth another 500 gp, and the perfume in her room is worth 100 gp.

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Notes

Ulwai is built mostly as a Lore Bard 9. It's possible that she needs more HP and other boosts to make her a reasonable CR as opposed to being built using PC rules ... It's nice that I was able to make her reasonably storm-themed without needing to homebrew an equivalent to 3.5e's Stormsinger PrC, though.

By the numbers, this should be a hard enough battle with just two of the Doom Fist Monks rather than three, but I just have a feeling all of the creatures here are easy for their CR rating, and that the party can probably handle the extra body.

Draz74
2019-01-30, 08:17 AM
The Pool of Rebirth

Small Undead, Chaotic Evil
-------------------------
Armor Class 14 (natural armor)
HP 78 (12d8+36)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 15 (+2), Con 16 (+3)
Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
-------------------------
Skills Perception +3, Stealth +6
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft, passive Perception 13
Languages n/a
CR 2 (450 XP)
-------------------------
Sunlight Sensitivity. While in sunlight, the lesser bonedrinker has disadvantage on Wisdom (Perception) checks that rely on sight, and on attack rolls.
-------------------------
Actions
Multiattack. The lesser bonedrinker uses its claws attack, and either its tentacle attack or its bonedrink ability.
Claws (melee 5 ft) +4: 1d8+2 slashing
Tentacle (melee 10 feet) +4: 1d6+2 bludgeoning. On a hit, if the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The lesser bonedrinker can only grapple two creatures at a time in this manner.
Bonedrink. One creature the lesser bonedrinker is grappling must succeed on a DC 12 Constitution saving throw, or it takes 1d6+2 necrotic damage, and its maximum hit points are reduced by an equal amount.

Encounter Composition
Lesser Bonedrinker *6

XP Award: 2700

Terrain

Touching the pool's liquid prompts a DC 13 Constitution saving throw to avoid the effects of a Slow spell for 1 minute. Being immersed in the liquid requires a DC 15 Constitution saving throw to avoid being Paralyzed each round; this paralysis lasts for 1 day after being taken out of the pool, unless remedied by Lesser Restoration or similar. As per the book, the liquid loses its properties after 1 hour if removed from the pool.

Tactics

The bonedrinkers aren't that dumb, so let them try to push the PCs into the Pool if given a golden opportunity.

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

Notes

Hopefully this, though only marginally more difficult than a random encounter, isn't trivial for the PCs.

Draz74
2019-01-30, 09:47 AM
Chamber of the Betrayed

Medium Undead, Neutral Evil
-------------------------
Armor Class 16 (natural armor)
HP 105 (14d8+42)
Speed 30 ft
-------------------------
Str 11 (+0), Dex 16 (+3), Con 17 (+3)
Int 14 (+2), Wis 21 (+5), Cha 17 (+3)
-------------------------
Saving Throws Con +8, Int +7, Wis +10
Skills Animal Handling +10, Arcana +7, History +7, Insight +10, Nature +12, Perception +10, Survival +10
Damage Resistances cold, lightning, necrotic; bludgeoning damage from nonmagical sources; piercing/slashing damage from magical sources
Damage Immunities poison; piercing/slashing damage from nonmagical sources
Condition Immunities Charmed, Exhaustion, Frightened, Parlalyzed, Poisoned
Senses darkvision 60 ft, truesight 30 ft, passive Perception 20
Languages Common, Druidic, Sylvan, Orc
CR 13 (10000 XP)
-------------------------
Legendary Resistance (3/Day). If the Ghostlord fails a saving throw, he can choose to succeed instead.
Turn Resistance. The Ghostlord has advantage on saving throws against any effect that turns undead.
Rejuvenation. If he has a phylactery, a destroyed Ghostlord gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Undead Wild Shape. As a bonus action, the Ghostlord can magically assume one of his other undead forms. He can stay in another form for up to 5 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies. Once he has used this feature twice, he cannot use it again until he has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.
Spellcasting. The Ghostlord is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Ghostlord has the following druid spells (which are not necessarily on the normal druid list) prepared:
Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (4 slots): bane, burning hands, detect magic
2nd level (3 slots): flaming sphere, heat metal, ray of enfeeblement
3rd level (3 slots): dispel magic, protection from energy, stinking cloud
4th level (3 slots): blight
5th level (2 slots): antilife shell, contagion, flame strike
-------------------------
Actions
Paralyzing Touch (melee 5 ft) +10: 2d6 cold, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-------------------------
Legendary Actions
The Ghostlord (Lich Form) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ghostlord regains spent legendary actions at the start of its turn.
Cantrip. The Ghostlord casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The Ghostlord uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The Ghostlord fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ghostlord's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the Ghostlord must make a DC 16 Constitution saving throw against this magic, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one.
Large Undead, Neutral Evil
-------------------------
Armor Class 15 (natural armor)
HP 65 (10d10+10)
Speed 50 ft
-------------------------
Str 18 (+4), Dex 15 (+2), Con 13 (+1)
Int 14 (+2), Wis 21 (+5), Cha 17 (+3)
-------------------------
Saving Throws Con +6, Int +7, Wis +10
Skills Animal Handling +10, Arcana +7, History +7, Insight +10, Nature +12, Perception +10, Stealth +6, Survival +10
Damage Resistances cold, lightning, necrotic; bludgeoning damage from nonmagical sources; piercing/slashing damage from magical sources
Damage Immunities poison; piercing/slashing damage from nonmagical sources
Condition Immunities Charmed, Exhaustion, Frightened, Parlalyzed, Poisoned
Senses passive Perception 20
Languages understands Common, Druidic, Sylvan, Orc; but cannot speak.
CR n/a
-------------------------
Legendary Resistance (3/Day). If the Ghostlord fails a saving throw, he can choose to succeed instead.
Turn Resistance. The Ghostlord has advantage on saving throws against any effect that turns undead.
Rejuvenation. If he has a phylactery, a destroyed Ghostlord gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Revert Form. The Ghostlord can revert to his normal form (or use Wild Shape again) as a bonus action on his turn.
Keen Smell. The Ghostlord has advantage on Wisdom (Perception) checks that rely on smell.
Running Leap. With a 10-foot running start, the Ghostlord can long jump up to 25 feet.
Pounce. If the Ghostlord 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 14 Strength saving throw or be knocked prone. If the target is prone, the Ghostlord can make one Bite attack against it as a bonus action.
Moon Regeneration. The Ghostlord can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
-------------------------
Actions
Claw (melee 5 ft) +6: 2d6+3 slashing. This attack is considered magical.
Bite (melee 5 ft) +6: 2d8+3 piercing. This attack is considered magical.
-------------------------
Legendary Actions
The Ghostlord (Skeletal Lion Form) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ghostlord regains spent legendary actions at the start of its turn.
Moon Regeneration. The Ghostlord uses his Moon Regeneration ability.
Bite Attack. The Ghostlord makes a Bite attack.
Frightening Gaze (Costs 2 Actions). The Ghostlord fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ghostlord's gaze for the next 24 hours.
Small Undead, Neutral Evil
-------------------------
Armor Class 16 (natural armor)
HP 35 (10d6)
Speed 10 ft, fly 60 ft
-------------------------
Str 7 (-2), Dex 16 (+3), Con 10 (+0)
Int 14 (+2), Wis 21 (+5), Cha 17 (+3)
-------------------------
Saving Throws Con +5, Int +7, Wis +10
Skills Animal Handling +10, Arcana +7, History +7, Insight +10, Nature +12, Perception +10, Survival +10
Damage Resistances cold, lightning, necrotic; bludgeoning damage from nonmagical sources; piercing/slashing damage from magical sources
Damage Immunities poison; piercing/slashing damage from nonmagical sources
Condition Immunities Charmed, Exhaustion, Frightened, Parlalyzed, Poisoned
Senses passive Perception 20
Languages understands Common, Druidic, Sylvan, Orc; but cannot speak.
CR n/a
-------------------------
Legendary Resistance (3/Day). If the Ghostlord fails a saving throw, he can choose to succeed instead.
Turn Resistance. The Ghostlord has advantage on saving throws against any effect that turns undead.
Rejuvenation. If he has a phylactery, a destroyed Ghostlord gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Revert Form. The Ghostlord can revert to his normal form (or use Wild Shape again) as a bonus action on his turn.
Keen Sight. The Ghostlord has advantage on Wisdom (Perception) checks that rely on sight.
Moon Regeneration. The Ghostlord can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
-------------------------
Actions
Talons (melee 5 ft) +5: 1d4+3 slashing. This attack is considered magical.
-------------------------
Legendary Actions
The Ghostlord (Skeletal Eagle Form) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ghostlord regains spent legendary actions at the start of its turn.
Moon Regeneration. The Ghostlord uses his Moon Regeneration ability.
Winged Swiftness. The Ghostlord flies up to his fly speed without provoking opportunity attacks.
Talons Attack. The Ghostlord makes a Talons attack.
Frightening Gaze (Costs 2 Actions). The Ghostlord fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ghostlord's gaze for the next 24 hours.

Encounter Composition
The Ghostlord

XP Award: 10000

Tactics

First of all, note that the Ghostlord, due to his nature and long isolation, is a nutcase at this point. He should mutter to himself a lot. Think of Gollum for inspiration.

But yeah, just like the book says (and fortunately for the PCs), he's more curious than confrontational at a new element showing up in his lair, hoping that they can help him improve his poor strategic position against the Red Hand.

If he does go into combat, he probably starts by throwing out the most powerful offensive spells that he can (such as Flame Strike). Wild Shape is used only for emergencies, and particularly Eagle Form only to try to escape a losing situation.

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

Notes

Hoo boy. So clearly, I started with a MM Lich, especially its Legendary Creature framework, as the base for the Ghostlord. But then I had to tone him way, way down to make him CR 13 instead of CR 21. I tried to reduce his base numbers (HP, damage output, AC, etc.) in accordance with the table on DMG pg. 274, which is more of an art than a science, to reduce his CR by 8. Of course as part of this I reduced his spellcasting especially, down to 10th-level instead of 18th.

Then I made him stronger against magical piercing/slashing damage, and weaker against nonmagical bludgeoning damage, just as a hat tip to some special 3.5e Lich flavor that I wish had been kept in 5e. Then I made him druidic instead of wizardly (swapping INT and WIS, re-working Skills, and so forth. Fortunately Wizards and Druids have the same saving throw proficiencies, so that part was easy). And re-did his spell selection, trying to emulate the feel of a Blighter from 3.5e, with mostly fire and necrotic spells. Since these aren't an ideal spell selection, it likely weakens him further.

But I wanted even more druidic flavor, so I decided he used to be a Moon Druid and was actually pretty good at wild shaping. So I wrote up two wild shaped stat blocks for him. Now, these forms are actualy pretty weak, as indeed are Moon Druid beast wildshapes at 10th level. But hey, the lion one might buy him an extra round defensively and a couple extra attacks during that round, even if it dies quickly; there's no reason for him not to use it, really. The Eagle form, meanwhile, is probably best used only as a Get Out Of Dodge option if he's losing a combat.

I have no real idea if the result is overly strong for a CR 13. Or even overly weak. Fortunately, since the party here should be Level 8 or so, and are meant to be in big trouble if they confront the Ghostlord through direct violence, there's a fair bit of leeway there, for the Ghostlord to be "too strong for the party" even if he's actually a CR 11 or 15 or whatever.

Draz74
2019-02-03, 09:11 AM
Yesterday, the players of Barnabus the Bard and Marr the Fighter couldn't make it, so we canceled the session. No Journal entry this week.

DivertedCircle
2019-02-04, 12:30 AM
Welcome back Draz and thanks for all the amazing work!

I'm planning to run my party through RHoD once they finish The Sunless Citadel and The Forge of Fury. We're running an Eberron campaign so I've followed a suggestion from the Red Handbook of Doom and started statting foes with your conversions but applying a warforged template to hobgoblins. Some other monsters have gotten a construct template and dragons have become living construct mechadragons! Your work has been invaluable to my planning and I'm thrilled to see you resume it!

As to your question about Jorr, I think re-statting him as a Scout Rogue is a great idea.

Draz74
2019-02-04, 08:03 AM
Glad the project is helping you, even though you're doing weird alterations to it! :smallbiggrin:


As to your question about Jorr, I think re-statting him as a Scout Rogue is a great idea.

What about Ranger 1 / Scout Rogue 4? Ranger 1 (not Revised) is a notoriously weak level, but both of its ribbon abilities (Favored Enemy and Natural Explorer) seem like they'd be very appropriate to Jorr's role in the module.

If I go this route, which class should he take at Level 1? (Should he be proficient in Strength saves, or in Intelligence saves and one extra Skill? I'm leaning toward the former, if only because he'll be proficient in plenty of skills without +1.)

Draz74
2019-02-04, 08:17 AM
Shrine of Blight

Large Undead, Neutral Evil
-------------------------
Armor Class 13
HP 104 (16d10+16)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 6 (-2), Dex 16 (+3), Con 13 (+1)
Int 2 (-4), Wis 13 (+1), Cha 16 (+3)
-------------------------
Skills Perception +4, Stealth +9
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 14
Languages n/a
CR 7 (2900 XP)
-------------------------
Ethereal Sight. The ghost dire lion can see 60 feet into the Ethereal Plane when it is on 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 1d10 force damage if it ends its turn inside an object.
Running Leap. Though incorporeal, the ghost dire lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost dire lion can long jump up to 25 feet.
Pounce. If the ghost dire lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost dire lion can make one Corrupting Bite attack against it as a bonus action.
Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost dire lion and the two of them can see each other, the ghost dire lion can force the creature to make a DC 14 Constitution saving throw if the ghost dire lion isn't incapacitated. On a failed save, the creature takes 2d12 necrotic damage. On a success, halve the damage.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost dire lion until the start of its next turn, when it can avert its eyes again. If it looks at the ghost dire lion in the meantime, it must immediately make the save.
-------------------------
Actions
Corrupting Touch (melee 5 ft) +6: 3d6+3 necrotic
Corrupting Bite (melee 5 ft) +6: 3d8+3 necrotic

Encounter Composition
Ghost Dire Lion

XP Award: 2900

Setup

Recognizing the tree's nature is a DC 10 Nature check or a DC 15 Religion check. Otherwise, run this encounter as presented in the book. (It's mostly fluff about how the Red Hand got the phylactery, which remains accurate.)

DivertedCircle
2019-02-04, 10:52 AM
Glad the project is helping you, even though you're doing weird alterations to it! :smallbiggrin:

Not sure how it'll work out but it was based on a suggestion to make it more Eberron flavored by having the army of warforged working for the Lord of Blades. The Fane of Tiamat gets replaced with a sentient creation forge which is where the warforged dragons came from.



What about Ranger 1 / Scout Rogue 4? Ranger 1 (not Revised) is a notoriously weak level, but both of its ribbon abilities (Favored Enemy and Natural Explorer) seem like they'd be very appropriate to Jorr's role in the module.

If I go this route, which class should he take at Level 1? (Should he be proficient in Strength saves, or in Intelligence saves and one extra Skill? I'm leaning toward the former, if only because he'll be proficient in plenty of skills without +1.)

I'd argue for Ranger 2 / Scout Rogue 3 so he can get the Archery Fighting Style and some minor Spellcasting. I would agree that getting Strength saves makes more sense, especially since he lives in a Forest where a decent Strength would be important.

allhailthevoid
2019-02-05, 09:44 AM
This is my first post. I registered largely to follow this thread and to tell you that I am loving this conversion and to say thanks! I've been using it every week for the last 3-4 weeks I've been running RHoD.

I use Game Master 5 for Android to keep track of my campaigns. I have been coding stat blocks to add to the compendium. If anyone would like the xml files, please feel free to direct message me. Is that a feature on forums? I haven't posted in a forum in like 16 years.

-christopher

DrKerosene
2019-02-07, 10:17 PM
I’ve been using The RHoD map as a general campaign setting for a few months now, just adding some other prewritten adventure with the towns renamed to fit onto the RHoD setting map.

I appreciate having a lot of statblocks already gathered together, and viewed by other people, so that I can focus on other things when I have time.

I do expect the Players to eventually get roped into the normal adventure path, so I can report on that at a later point, if wanted.

Draz74
2019-02-08, 09:01 PM
This is my first post. I registered largely to follow this thread and to tell you that I am loving this conversion and to say thanks! I've been using it every week for the last 3-4 weeks I've been running RHoD.

I use Game Master 5 for Android to keep track of my campaigns. I have been coding stat blocks to add to the compendium. If anyone would like the xml files, please feel free to direct message me. Is that a feature on forums? I haven't posted in a forum in like 16 years.

-christopher

Hey, welcome! I'm honored that you registered to follow this, and that you're getting good use out of it. Yes, private messages are a thing on this forum.


I’ve been using The RHoD map as a general campaign setting for a few months now, just adding some other prewritten adventure with the towns renamed to fit onto the RHoD setting map.

I appreciate having a lot of statblocks already gathered together, and viewed by other people, so that I can focus on other things when I have time.

I do expect the Players to eventually get roped into the normal adventure path, so I can report on that at a later point, if wanted.

Oh boy, next up will be Brindol NPCs, so you're in for a lot of good material ...

Draz74
2019-02-09, 06:40 PM
Journal 2/9/2019

Barnabus the Bard ended up taking Counterspell and Melf's Minute Meteors as his Magical Secrets, and trading in Stinking Cloud so he could learn Shatter and Major Image.

The party discussed where they were planning to head next, even though it was pretty obvious that Drellin's Ferry was their first stop and that matters there might influence their decision. They're still pretty hung up on the red herring markers on Koth's map (Red Rock being circled, and Dauth having "halfling?" written next to it). So they decided, tentatively, that they would head east to Terrelton, then bend south to Dauth.

Old Warklegnaw objected to the party staying the night in his camp, so they traveled out east to the main road before resting for the night. I decided to hit them with the random encounter that I spared them on a couple sessions ago, which was goblins riding worgs, and rolled for it to happen during first watch. I boosted it up to five worgs with riders, because I thought that was still going to be pretty easy, especially now that they're Level 6.

Marr the Fighter took first watch, and rolled well on Perception, which he's decent at anyway with 18 Wisdom. So he heard the howling of the worgs approaching, in plenty of time to wake everyone else up. Barnabus was even able to make out the goblins' talking about "let's check out what's making that [camp]fire."

So Barnabus decided to break out his new spells for a spin, starting with recreating Old Warklegnaw with Major Image. He tried to have it talk to the Worgs with speak with animals, but (a) they're worgs, not wolves, so not beasts at all, and (b) he rolled low on his Performance check to throw his voice into the giant's mouth. Still, he rolled high on Intimidation, and most of the enemies rolled low on their Investigation to see through the remarkable sight of a giant, so three of the worgs turned and ran with their riders.

The rest of the fight was pretty trivial, Melf's Minute Meteors made an appearance (dropping the illusion of the giant), and along with a Toll the Dead and a couple crossbow shots, both goblins were soon dead and one of the worgs managed to run away. Marr didn't even get a turn, after having woken everyone up.

DAY 8

On a side note, announcing what day it is each time the party completes a long rest is building up some tension, reminding them that they're on a timetable.

First off, the party finally remembered to confront Barnabus about his use of Unsettling Visage during the Bridge battle. Marr and Jorr hadn't seen it, but Bitore the Cleric was pretty curious and Moxie the Barbarian moderately so. So Barnabus confessed his shapeshifting abilities, shaping into Marr's appearance to make the point, and explained how he grew up thinking he was a human until accidentally discovering his abilities, and that he was pretty sure his family didn't share this power. Jorr was slightly unsettled by the alien base appearance of the Changeling, but Bitore rolled a 26 on Arcana (freakin' Knowledge Clerics) and was able to confirm that there were legends of "doppelgangers and lesser dopperlgangers" back in his homeland. Marr excitedly declared that he was no longer "the only freak in the party," to which Moxie answered and declared the party's name was now "Three Freaks and a Short Guy."

There was a little bit more roleplaying, with Moxie confessing that her real name, given by her estranged mother, was Pyra, Marr "revealing" that he's not very literate (-2 Intelligence modifier), and Bitore declaring that he didn't think he had any secrets to reveal.

With Bitore writing compulsively in his journal about the Changeling, and Barnabus teaching Marr to read better, only Moxie and Jorr were keeping a lookout as they traveled. I rolled for another random encounter, an Assassin Vine, but Jorr managed to roll plenty high to spot it ahead of time. Barnabus deceided to kite it from a distance with Meteors, which didn't do much against its fire resistance and decent Dex Save rolls. I rolled that it climbed immediately towards the source of the fire, rather than fleeing, even though it was blind beyond 60 feet and Barnabus was 120 feet away.

The melee tanks of the party didn't have the patience for peppering the strange vine-creature down from a distance, though, and advanced to meet it halfway. Barnabus ran out of Meteors anyway, and Faerie Fired the vines. Moxie got toe-to-toe with the vine first, and it promptly rolled well to hit her twice and Engulf her, but with the Faerie Fire up, she could still attack it as a straight roll, even without going Reckless. (Blinded and Restrained counteracted by a Level 1 spell, wow.) So she did a lot of damage to it from within, rolling max damage with her raging maul attack.

All in all, the creature managed to strike three times (including the two hits on Moxie) before it was pounded into a pulp by mauls, Jorr's crossbow bolts, and Toll the Dead.

The party made it past Vraath Keep in this day of traveling, and even did a Forced March for an hour to get past the swampy area of the forest. One of the horses did fail its save vs. exhaustion, so they stopped there to let it recover.

(Side note, since a long rest gets rid of one level of exhaustion, is there any real reason not to force march one hour in a day of traveling, if you don't expect to be making ability checks in the evening or during the night? I feel like that's a hole in the rules.)

No random encounter during the night.

DAY 9

By evening of Day 9, the party made it back to Drellin's Ferry. I skipped making the party pay the toll for the Ferry that they hate so much, figuring that the town was in a little bit of disarray since the evacuation had been declared. But I also told them it looked like the town overall was pretty half-hearted about evacuating.

So Barnabus went straight to The Green and stood on top of the hill, cast Major Image to make a Hill Giant and had it bellow to the town to come and gather round. I didn't think about how lots of people would probably run screaming from the image rather than being obedient ... whoops. I assume the image was translucent or something this time that made it clear it was for show?

Anyway, Barnabus's player did a reasonable job of giving a rousing speech about how he was more afraid of the Red Hand than he'd been of anything in his whole life, and that evacuating was really important. I had Iormel heckle him a bit from the audience ("why should we believe this troublesome youth at all?"), but he rolled 26 to Intimidate Iormel with his "I hate you and I hope you stay in town and die, but really I hope even you will see reason" speech. So Iormel walked away from the Green pretty terrified, though he wouldn't show it outwardly.

At the close of the speech, Barnabus's parents and Speaker Wiston approached to discuss with the party. The parents said that they were getting ready to leave, but that Uncle Benjamin (who despises adventuring and everything related to it) was being awfully stubborn. Speaker Wiston said he'd already sent messengers to Brindol and the towns along the way, but that he thought the party's eyewitness account might make a difference to Lord Jarmaath. He asked if the party would go to Brindol. They agreed that that seemed reasonable "as a side trek before we go to Dauth." Barnabus's parents pleaded for him to stay with them through the evacuation, but he refused, so they settled for him talking to Uncle Benjamin, then helping them get ready to leave.

The others wisely split off rather than going to Uncle Benjamin, who was (as Barnabus expected) drinking alcohol and playing his lute. (He was the original inspiration for Barnabus becoming a musician and performer.) Barnabus sat down and drank with him, and very calmly and seriously explained that the Red Hand was a real threat, the kind that would make history. With giants and a dragon. He rolled well on Persuasion, so I had Benjamin acquiesce.

I again skipped the party paying for their rooms for the night.

DAY 10

The party spent the day aiding the evacuation effort, except for Bitore, who documented it instead. Marr and Moxie were all too glad to help out all around town and improve public perception of the effort (and put their strong muscles to good work), and Barnabus helped his family.

I thought briefly about running Goblin Raid, but decided against it for plot expediency. It wouldn't have been a very interesting combat anyway. At some point they'll hear it happened the day after they left.

DAY 11

The party took leave of the town. I forgot to roleplay their split from Jorr, but he had declared back in the Witchwood that he wasn't going further than Drellin's Ferry, that he would not abandon his home and was confident his stealth skills would keep him and his dogs alive as the Horde passed through. So they weren't surprised. I forgot to have Jorr mention, though, that he'd try to meet back up with Old Warklegnaw and aid the giants' efforts to harass the Red Hand.

Terrelton was uneventful. There was some minor roleplaying about warning the people here (with another Hill Giant illusion) that the incoming threat was real, but I didn't go as far as demanding ability checks to see how effective it would be. These people would get the point when refugees from Drellin's Ferry arrived, one way or the other.

DAY 12

The party arrived in the evening at Nimon Gap, to find (to their delight) that the evacuation was already underway here. Mostly becuase they're nomadic shepherds anyway, led by the town innkeeper, who I declared had already left along with Wiston's messenger, because it set up the next encounter, Dirty Rotten Looters.

They heard a crash of glass in the "evacuated" inn. Barnabus rolled a Natural 20 for Stealth to peek through the window and see what was going on. The party decided to bust down the door and barge straight in to beat these looters up.

That's pretty much how things went. One thug surrendered quickly to a fair amount of damage and an Intimidation 23 check from Moxie. Two "defended" themselves with broken glass, acting like caltrops, but the party dealt with that easily enough (climbing over the bar and making some good Dexterity saves). One of these thugs got one crossbow shot off on Moxie before he was beaten down to 1 HP and surrendered. The other was beaten to unconsciousness; the fourth hid under a table, failed his save against Tasha's Hideous Laughter, and was then summarily dragged to the door and thrown out of the inn, down the stairs. They discovered that these four were the only looters (with Bitore reading the first thug's mind before knocking him out with a Spiritual Weapon). The party left the two conscious thugs (one with several broken ribs) to take care of the unconscious ones and let them all go with some threats to kill them if they made trouble again. The party told them to make something of themselves, whether it meant farming or joining Brindol's militia.

The party stayed in the "evacuated" inn themselves for the night, figuring that they'd earned their room and board.

DAY 13

They traveled almost to Talar.

DAY 14

They reached Talar, saw that it wasn't being actively evacuated, and this time asked around for an authority figure to speak to, so I had them roleplay a short encounter with Lady Celiira from the book. She knows the threat of monsters first hand, and Barnabus rolled a 31 to Persuade her (with the help of a Guidance spell), so she was very convinced. Talar should be fine.

The party continued traveling, making it most of the way to Brindol.

DAY 15

They made it to the city gates, and I rolled and determined that the guards let them through without stopping them, in spite of two of them looking rather strange for this setting.

Barnabus and Bitore rolled pretty well to know about the city's government and power structure, so they headed for Lord Jarmaath's Keep. Along the way, though, they were stopped by Lady Kaal's carriage; she had heard about their approach, and is so well-connected that she was able to catch them practically as soon as they entered the city.

Barnabus and Marr rolled high enough to also see that someone was sitting in her carriage behind her, but keeping out of sight. This was her secret lover, Rillor Paln, the highest-level character in the city. But Lady Kaal denied that it was anyone of consequence, and they didn't ask for Insight checks.

Lady Kaal demonstrated some knowledge of who the party are ("You're from Drellin's Ferry, right, Barnabus?"). But as she started asking more questions, they quickly asked if they could continue the discussion somewhere more formal/private. She initially offered her own manor, but upon learning that they were trying to head straight to Lord Jarmaath, instead offered to try to get them an audience with him sooner. They found this agreeable, seeing as they would only have to explain themselves once to both parties.

Lady Kaal asked where she could send a message to them, and Barnabus asked if he knew any inns in town, and I said he knew the Stone Wyvern because it's the only inn in the module. I hadn't thought about Barnabus's particular fear of wyverns (the cause of death of his previous adventuring party), until he pointed it out. Whoops.

Anyway, that's where we decided to end the session.

The party sounded like they might not head to the Stone Wyvern immediately, though. They know Brindol has a fairly powerful mage (Immerstal), and have speculated that he might be the wild card they need on their side to face down a dragon. So it sounds like they might be headed that direction. I told Barnabus he, as a traveling performer, knows about Velorian's, but he didn't seem too interested (I don't think it occurred to him that the city might have high-level Bards).

I think I'll have Lady Kaal contact them and let them know that tomorrow is the soonest she could get them an audience with Lord Jarmaath. And then I'll try to play up the meeting with both of them, and possibly Tredora too. They're expecting some tough negotiations are ahead.

They'll probably be pleasantly surprised, if they manage to talk to Immerstal at all (through Alandri, who mans his shop), with his willingness to defend his hometown.

On the other hand, Lord Jarmaath isn't going to jump to trusting these adventurers completely. Unlike their presumed meeting with him in the module, he hasn't heard much about them yet. He might have Tredora cast Zone of Truth on them.

Ideally, I'll come up with a good reason for him to send them north to deal with the Road Blockade, and they'll decide to check out "Saarvith" (as marked on the map) while they're up there. I don't know, I don't want to railroad them into going the way the module expects, but it would be awfully convenient if that's what they chose. Maybe I'll have Jarmaath give them the choice between checking out the Road Blockade and escorting the mercenary payment to the Hammerfist Holds. But I have a feeling they'll choose the latter, since it will take them through Dauth.

That's kind of a question I have for the forums, anyway. How can I de-emphasize the red herrings I gave them on Koth's map, short of just telling them "those were red herrings"? If they do investigate those places, it's not like there are great plot hooks waiting for them. I think the best I can come up with for Dauth is that, if they talk about Ozyrrandion, the innkeeper there might make the connection that his great-uncle was eaten by a green dragon, or something like that.

In any case, I'd better finish up my conversion of Brindol by next week. I have most of the NPCs done, but not Velorian (who, I've decided, is going to be Jarmaath's primary spy that finds out about the Fane of Tiamat for him), and not what items are available if they go shopping at Immerstal's.

Oh yeah, I also want to bring back the Jarett Nurth subplot, the next time they interact with people from Drellin's Ferry. Specifically, I was thinking it would be interesting if Iormel gets murdered during the confusion of evacuation. And maybe a couple other people that Barnabus doesn't know? Or maybe even his gambling-addicted cousin?

Draz74
2019-02-10, 12:11 PM
Brindol

Medium Monstrosity, Neutral
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Armor Class 15 (natural armor)
HP 97 (13d8+39)
Speed 30 ft, fly 30 ft
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Str 16 (+3), Dex 14 (+2), Con 16 (+3)
Int 16 (+3), Wis 16 (+3), Cha 18 (+4)
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Skills Arcana +9, History +9, Perception +6, Religion +6
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities psychic
Condition Immunities Charmed, Frightened
Senses truesight 30 ft, passive Perception 16
Languages Sphinx, Common, two others
CR 6 (2300 XP)
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Inscrutable. Alandri is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell she refuses. Wisdom (Insight) checks to ascertain her intentions or sincerity have disadvantage.
Spellcasting. Alandri is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Alandri has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): locate object, suggestion, invisibility
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (2 slots): polymorph
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Actions
Multiattack. Alandri makes two claw attacks.
Claw (melee 5 ft) +6: 2d6+3 slashing
Medium Humanoid (human), Lawful Good
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Armor Class 20 (plate armor, shield)
HP 59 (7d10+21)
Speed 30 ft
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Str 18 (+4), Dex 8 (-1), Con 16 (+3)
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
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Saving Throws Str +7, Con +6
Skills Animal Handling +4, Athletics +7, History +3, Insight +4, Intimidation +5, Perception +4, Stealth -1 (with Disadvantage)
Senses passive Perception 14
Languages Common, Dwarvish
CR 4 (1100 XP)
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Mounted Combatant. Captain Ulverth has advantage on melee attack rolls against any unmounted creature that is smaller than his mount. He can force an attack targeted at his mount to target him instead. If his mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Second Wind. On his turn, Captain Ulverth can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Action Surge. On his turn, Captain Ulverth can take an additional action, on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Born to the Saddle (Gimped). Captain Ulverth has advantage on saving throws made to avoid falling off his mount. Mounting or dismounting a creature costs him only 5 feet of movement, rather than half his speed.
Unwavering Mark. When Captain Ulverth hits a creature with a melee weapon attack, he can mark the creature until the end of his next turn. This effect ends early if he is incapacitated or dies, or if someone else marks the creature. While it is within 5 feet of him, a creature marked by Captain Ulverth has disadvantage on any attack roll that doesn't target him. In addition, if a creature marked by him deals damage to anyone other than him, he can make a special melee weapon attack against the marked creature as a bonus action on his next turn. He has advantage on this attack roll, and if it hits, the attack's weapon deals 3 extra damage. Regardless of the number of creatures Captain Ulverth marks, he can make this special attack 4 times, and he regains all expended uses of it when he finishes a long rest.
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Actions
Multiattack. Captain Ulverth makes two weapon attacks (but only one heavy crossbow attack).
Longsword +1 (melee 5 ft) +8: 1d8+6 slashing
Heavy Crossbow (ranged 100/400 ft) +2: 1d10-1 piercing
Javelin (ranged 30/120 ft) +7: 1d6+4 piercing
Dagger (melee 5 ft or ranged 20/60 ft) +7: 1d4+4 piercing
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Reactions
Warding Maneuver. When a creature Captain Ulverth can see within 5 feet of him is hit by an attack, he can roll 1d8 if he's wielding a melee weapon or a shield. The rolled number is added to the creature's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Captain Ulverth can use this feature 3 times, and he regains all expended uses of it when he finishes a long rest.
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Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Medium Humanoid (dwarf), Lawful Neutral
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Armor Class 16 (spiked armor)
HP 55 (5d12+2d8+14)
Speed 35 ft
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Str 18 (+4), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
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Saving Throws Str +7, Con +5
Skills Athletics +10, History +3 (+6 for stonework), Intimidation +2, Investigation +3, Persuasion +5, Stealth +5 (with Disadvantage)
Damage Resistances poison
Senses darkvision 60 ft, passive Perception 12
Languages Dwarvish, Common, Thieves' Cant
CR 4 (1100 XP)
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Dwarven Resilience. Eldremma has advantage on saving throws against being poisoned.
Rage. On her turn, Eldremma can enter a rage as a bonus action. While raging, she has advantage on all Strength checks and Strength saving throws, and she has resistance to bludgeoning, piercing, and slashing damage. Her rage lasts for 1 minute. It ends early if she is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. She can also end her rage on her turn as a bonus action. She can rage 3 times, then must finish a long rest before she can rage again.
Reckless Attack. When Eldremma makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against her are rolled with advantage until the beginning of her next turn.
Danger Sense. Eldremma has advantage on Dexterity saving throws against effects that she can see, such as traps or spells. She does not gain this benefit if she is blinded, deafened, or incapacitated.
Battlerager Armor. While Eldremma is wearing spiked armor and is raging, she can use a bonus action to make one melee weapon attack with her armor spikes against a target within 5 feet of her (attack bonus +7). If the attack hits, the spikes deal 1d4 piercing damage. Additionally, when Eldremma uses the Attack action to grapple a creature, the target takes 3 piercing damage if her grapple check succeeds.
Sneak Attack. Once per turn, Eldremma can deal extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She 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 she doesn't have disadvantage on the attack roll.
Cunning Action. Eldremma can use her Bonus Action to take the Dash, Disengage, or Hide action.
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Actions
Multiattack. Eldremma makes two weapon attacks.
Rapier (melee 5 ft) +7: 1d8+4 piercing
Rapier (Raging) (melee 5 ft) +7: 1d8+6 piercing
Medium Humanoid (human), Chaotic Good
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Armor Class 12 (15 with mage armor)
HP 49 (9d6+18)
Speed 30 ft
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Str 10 (+0), Dex 14 (+2), Con 14 (+2)
Int 18 (+4), Wis 8 (-1), Cha 12 (+1)
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Saving Throws Int +8, Wis +3
Skills Arcana +12, History +8, Investigation +8, Medicine +3, Perception +3, Religion +8
Senses passive Perception 13
Languages Common, Orc, Sphinx, Draconic, Elvish
CR 6 (2300 XP)
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Arcane Recovery. During a short rest, Immerstal chooses expended spell slots to recover. The spell slots can have a combined level of up to 5, and none of the slots can be 6th level or higher. He can't use this feature again until he finishes a long rest.
Sculpt Spells. When Immerstal casts an evocation spell that affects other creatures, he can choose a number of them that he can see equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip. When a creature succeeds on a saving throw against Immerstal's cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Fire Adept. Immerstal's spells ignore resistance to fire damage. Every time he rolls a 1 on a damage die of a spell that deals fire damage, that spell deals +1 damage.
Spellcasting. Immerstal is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Immerstal has the following wizard spells prepared:
Cantrips (at will): chill touch, light, message, thunderclap
1st level (3* slots): charm person, detect magic, expeditious retreat, mage armor,* shield
2nd level (3 slots): flaming sphere, invisibility, mirror image, web
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): dimension door
5th level (1 slot)
*Immerstal casts this spell on himself before combat begins
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Actions
Dagger (melee 5 ft or ranged 20/60 ft) +6: 1d4+2 piercing
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In Spellbook
1st level: alarm, burning hands, chromatic orb, comprehend languages, false life, heroism, identify, magic missile, thunderwave, unseen servant
2nd level: arcane lock, rope trick, scorching ray
3rd level: catnap, dispel magic, fear, fly, protection from energy, slow
4th level: charm monster, ice storm, Mordenkainen's private sanctum
5th level: Rary's telepathic bond, teleportation circle
Medium Humanoid (human), Lawful Evil
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Armor Class 12
HP 58 (9d8+18)
Speed 30 ft
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Str 8 (-1), Dex 14 (+2), Con 14 (+2)
Int 18 (+4), Wis 10 (+0), Cha 14 (+2)
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Saving Throws Dex +5, Int +7
Skills Deception +8, History +7, Insight +6, Intimidation +8, Perception +3, Persuasion +8, Sleight of Hand +5, Stealth +8
Senses passive Perception 13
Languages Common, Dwarvish, Thieves' Cant, Orc, Halfling, Goblin
CR 5 (1800 XP)
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Keen Mind. Lady Kaal always knows which way is north, the number of hours until the next sunrise or sunset, and can accurately recall anything she has seen or heard for the past month.
Sneak Attack. Once per turn, Lady Kaal can deal extra 5d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She 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 she doesn't have disadvantage on the attack roll.
Cunning Action. Lady Kaal can use her Bonus Action to take the Dash, Disengage, or Hide action.
Master of Tactics. Lady Kaal can use the Help action as a bonus action. Additionally, when she uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of her, rather than within 5 feet of her, if the target can see or hear her.
Evasion. When Lady Kaal is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if succeeds on the saving throw, and only half damage if she fails.
Insightful Manipulator. If Lady Kaal spends at least 1 minute observing or interacting with another creature outside combat, she can learn whether that creature is her equal, superior, or inferior in regard to two of the following characteristics: Intelligence score, Wisdom score, Charisma score, and class levels (if any).
Magic Initiate. Lady Kaal's spellcasting ability is Intelligence (spell save DC 15). She knows the following wizard spells:
Cantrips (at will): friends, message
1st level (1/long rest): charm person
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Actions
Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing
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Reactions
Uncanny Dodge. When an attacker that Lady Kaal can see hits her with an attack, she can halve the attack's damage against her.
Medium Humanoid (human), Lawful Good
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Armor Class 18 (plate armor)
HP 52 (8d8+16)
Speed 30 ft
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Str 16 (+3), Dex 11 (+0), Con 14 (+2)
Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
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Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
CR 3 (700 XP)
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Brave. The Lion of Brindol has advantage on saving throws against being frightened.
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Actions
Multiattack. The Lion of Brindol makes two melee attacks.
Greatsword (melee 5 ft) +5: 2d6+3 slashing
Heavy Crossbow (ranged 100/400 ft) +2: 1d10 piercing
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Lion of Brindol can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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 Lion of Brindol. A creature can benefit from only one Leadership die at a time. This effect ends if the Lion of Brindol is incapacitated.
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Reactions
Parry. The Lion of Brindol adds 2 to its AC against one melee attack that would hit it. To do so, the Lion of Brindol must see the attacker and be wielding a melee weapon.
Medium Humanoid (human), Neutral Good
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Armor Class 15 (breastplate)
HP 60 (8d10+16)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2)
Int 12 (+1), Wis 12 (+1), Cha 16 (+3)
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Saving Throws Str +5, Con +5
Skills Athletics +5, History +4, Insight +4, Persuasion +6, Survival +4
Tools Dragonchess Set +4, Jeweler's Tools +4
Senses passive Perception 11
Languages Common, Dwarvish, Draconic
CR 4 (1100 XP)
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Savage Attacker. Once per turn when Lord Jarmaath rolls damage for a melee weapon attack, he can reroll the damage dice and use either total.
Second Wind. On his turn, Lord Jarmaath can use a bonus action to regain 1d10+8 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Action Surge. On his turn, Lord Jarmaath can take an additional action, on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Superiority Dice. Lord Jarmaath has five superiority dice, which are d8s. A superiority die is expended when he uses it. He regains all of his expended superiority dice when he finishes a short or long rest.
Maneuver: Rally. On his turn, Lord Jarmaath can expend a superiority die to grant a friendly creature who can see or hear him 1d8+3 temporary hit points.
Maneuver: Maneuvering Attack. When Lord Jarmaath hits a creature with a weapon attack, he can expend one superiority die to add it to the attack's damage roll and to choose a friendly creature that can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack. A single attack can only be enhanced by one maneuver.
Maneuver: Precision Attack. When Lord Jarmaath makes a weapon attack roll against a creature, he can expend one superiority die and add it to the attack roll. He can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. A single attack can only be enhanced by one maneuver.
Maneuver: Trip Attack. When Lord Jarmaath hits a creature with a weapon attack, he can expend one superiority die. The die is added to the attack's damage, and if the target is Large or smaller, it must make a DC 13 Strength saving throw or be knocked prone. A single attack can only be enhanced by one maneuver.
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Actions
Multiattack. Lord Jarmaath makes two weapon attacks.
Longsword (melee 5 ft) +5: 1d10+2 slashing
Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing
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Reactions
Maneuver: Riposte. When a creature misses Lord Jarmaath with a melee attack, he can expend one superiority die to make a melee attack against that creature. If he hits, he adds the superiority die to the attack's damage roll. A single attack can only be enhanced by one maneuver.
Medium Humanoid (human), Neutral Evil
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Armor Class 18 (glamoured studded leather)
HP 71 (11d8+22)
Speed 30 ft
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Str 10 (+0), Dex 20 (+5), Con 14 (+2)
Int 12 (+1), Wis 8 (-1), Cha 14 (+2)
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Saving Throws Dex +8, Int +4
Skills Athletics +6, Deception +8, Insight +5, Intimidation +8, Investigation +4, Perception +2, Sleight of Hand +8, Stealth +11
Senses darkvision 60 ft (Goggles of Night), passive Perception 12
Languages Common, Celestial, Thieves' Cant
CR 7 (2900 XP)
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Determination. When Rillor Paln makes an attack roll, an ability check, or a saving throw, he can do so with advantage. Once he uses this ability, he can't use it again until he finishes a short or long rest.
Sneak Attack. Once per turn, Rillor Paln can deal extra 6d6 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. Rillor 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.
Cunning Action/Fast Hands. Rillor Paln can use his Bonus Action to take the Dash, Disengage, Hide, or Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves' tools to disarm a trap or open a lock.
Second-Story Work. Climbing doesn't cost Rillor Paln extra movement. When he makes a running jump, the distance he covers is 5 ft more than normal.
Evasion. When Rillor Paln is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save, and only half damage if he fails.
Supreme Sneak. Rillor has advantage on a Dexterity (Stealth) check if he moves no more than half his speed on the same turn.
Lucky. Rillor Paln has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. This choice may be made after the die is rolled, but before the outcome is determined. He chooses which of the d20s is used for the attack roll, ability check, or saving throw. He can also spend a luck point when an attack roll is made against him. He rolls a d20, and chooses whether the attack uses his roll or the attacker's. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. Rillor regains his expended luck points when he finishes a long rest.
Reliable Talent. Whenever Rillor Paln makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
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Actions
Shortsword (melee 5 ft) +8: 1d6+5 piercing
Hand crossbow (ranged 30/120 ft) +8: 1d6+5 piercing
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Reactions
Uncanny Dodge. When an attacker Rillor Paln can see hits him with an attack, he can use his reaction to halve that attack's damage against him.
Medium Humanoid (aasimar), Lawful Good
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Armor Class 16 (breastplate)
HP 52 (8d8+16)
Speed 30 ft
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Str 10 (+0), Dex 10 (+0), Con 14 (+2)
Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
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Saving Throws Wis +8, Cha +6
Skills Insight +8, Medicine +8, Persuasion +6, Religion +4
Damage Resistances necrotic, radiant
Senses darkvision 60 ft, passive Perception 15
Languages Celestial, Common, Dwarvish, Infernal
CR 6 (2300 XP)
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Spellcasting. Tredora is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Tredora has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, sacred flame, word of radiance
1st level (4 slots): burning hands, faerie fire, bless, command, cure wounds, detect magic, sanctuary, shield of faith
2nd level (3 slots): flaming sphere, scorching ray, lesser restoration
3rd level (3 slots): daylight, fireball, beacon of hope, dispel magic, revivify, sending
4th level (2 slots): guardian of faith, wall of fire, banishment, death ward
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Actions
Healing Hands. Tredora can touch a creature and cause it to regain 8 hit points. Once she uses this trait, she can't use it again until she finishes a long rest.
Radiant Soul. Tredora can unleash her divine energy, causing her eyes to glitter and two luminous, incorporeal wings to sprout from her back. This transformation lasts for 1 minute or until she ends it with a bonus action. During it, she has a fly speed of 30 ft, and once on each of her turns, she can deal 8 extra radiant damage to a target when she deals damage to it with an attack or a spell. Once she uses this trait, she can't use it again until she finishes a long rest.
Channel Divinity (2/short rest): Turn Undead. Each undead that Tredora can see or hear within 30 ft must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead creature with CR of 1 or lower that fails its saving throw is instead instantly destroyed.
A turned creature must spend its turns trying to move as far away from Tredora as it can, and it can't willingly move to a space within 30 ft of her. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity (2/short rest): Radiance of the Dawn. Tredora can present her holy symbol, and any magical darkness within 30 ft of her is dispelled. Additionally, each hostile creature within 30 ft of her must make a Constitution saving throw. A creature takes 2d10+8 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from her is not affected.
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Reactions
Improved Warding Flare. When Tredora or another target is attacked by a creature within 30 feet of her that she can see, she can impose disadvantage on the attack roll. An attacker that can't be blinded is immune to this feature. Tredora can use this feature 5 times (equal to her Wisdom modifier). She regains all expended uses when she finishes a long rest.
Medium Humanoid (half-elf), Neutral Good
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Armor Class 14 (glamoured studded leather)
HP 45 (7d8+14)
Speed 30 ft
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Str 8 (+0), Dex 13 (+2), Con 15 (+3)
Int 14 (+3), Wis 10 (+1), Cha 20 (+6)
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Saving Throws Str -1, Dex +4, Con +2, Int +2, Wis +0, Cha +8
Skills Acrobatics +4, Arcana +5, Athletics +2, Deception +11, Insight +3, Intimidation +8, Perception +3, Performance +8, Persuasion +8, Stealth +7
Tools disguise kit +5, flute +8, lyre +8, viol +8
Senses darkvision 60 ft, passive Perception 13
Languages Common, Elvish, Dwarvish, Orc, Infernal, Goblin, one other
CR 5 (1800 XP)
-------------------------
Fey Ancestry. Velorian has advantage on saving throws against being charmed, and magic can't put her to sleep.
Bardic Inspiration. Velorian can spend a bonus action on her turn to grant a Bardic Inspiration die, a d8, to one creature other than herself within 60 feet who can hear her. Within 10 minutes, the creature can expend the die to roll it and add it to an ability check, attack roll, or saving throw it makes. This may be done after the d20 roll but before the result is declared. A creature can only have one Bardic Inspiration die at a time. Velorian can do this 5 times, and regains expended uses when she finishes a short rest.
Song of Rest. Friendly creatures who hear Velorian perform while spending Hit Dice at the end of a short rest (including Ulwai herself) regain an extra 1d6 hit points.
Jack of All Trades. Velorian's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
Spellcasting. Velorian is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can cast any spell she knows as a ritual if that spell has the ritual tag. Velorian knows the following bard spells:
Cantrips (at will): friends, minor illusion, prestidigitation
1st level (4 slots): shield, Tasha's hideous laughter, thunderwave
2nd level (3 slots): detect thoughts, invisibility, silence
3rd level (3 slots): Leomund's tiny hut, major image, nondetection, phantom steed, sending
4th level (1 slots): dimension door
-------------------------
Actions
Dagger (melee 5 ft or ranged 20/60 ft) +4: 1d4+1 piercing
Countercharm. Until the end of Velorian's next turn, she and any friendly creatures within 30 feet have advantage on saving throws against being charmed or frightened. A creature must be able to hear Velorian to gain this benefit. The effect ends early if Velorian is incapacitated or silenced or if she voluntarily ends it (no action).
-------------------------
Reactions
Cutting Words. When a creature Velorian can see within 60 feet makes an attack roll, ability check, or damage roll, Velorian can expend a Bardic Inspiration die, rolling it and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear Velorian or is immune to being charmed. This can be used after the creature's roll is made, but before its result is declared.
-------------------------
Equipment
Glamoured Studded Leather Armor.
Hat of Disguise (attuned).
Pearl of Speech (attuned).
Wand of Fireballs (attuned).

For Sale

Spell scroll from Immerstal's list (level 1) - 60 gp
Philter of Love - 90 gp
Spell scroll from Immerstal's list (level 2) - 120 gp
Potion of Heroism - 180 gp
Spell scroll from Immerstal's list (level 3) - 200 gp
Spell scroll from Immerstal's list (level 4) - 320 gp
Spell scroll from Immerstal's list (level 5) - 640 gp
Driftglobe - 750 gp
Quiver of Ehlonna - 1000 gp
Goggles of Night - 1500 gp
Wand of Secrets - 1500 gp
Cloak of Elvenkind - 5000 gp
Immovable Rod - 5000 gp

DrKerosene
2019-02-11, 02:22 AM
For the purpose of de-emphasizing the red herrings, could you have one of the tertiary adventurers (I recall one mentioned as being retired in a side town) or a named Lion of Brindol provide some info to that point?

Perhaps the NPC Party saw a different map of the realm with different red herrings, or notes about the Party’s red herrings, and the two maps only agree on the important things, like timelines. Maybe they interrogated some Red Hand spy with mind reading and/or zone of truth type effects.

Moradin
2019-02-20, 03:42 PM
Hi Draz, welcome back. I've had my own group play out most of the module, as they're deep in Part IV and they're loving it!
A few things I learned from the module and a couple suggestions to whomever might want to try running Red Hand of Doom in 5E. You might also want to check this thread (http://www.giantitp.com/forums/showthread.php?540370-Red-Hand-of-Doom-5e-Conversion-Guide-Spoilers-WIP-PEACH/), since it has a lot of cool ideas on adapting RHoD to 5E; alas, it has not been updated in quite a while. I hope this thread will finally see the conversion of this great module come to a conclusion.


[...] Ideally, I'll come up with a good reason for (Jarmaath) to send them north to deal with the Road Blockade, and they'll decide to check out "Saarvith" (as marked on the map) while they're up there. [...]
That's kind of a question I have for the forums, anyway. How can I de-emphasize the red herrings I gave them on Koth's map, short of just telling them "those were red herrings"? If they do investigate those places, it's not like there are great plot hooks waiting for them. I think the best I can come up with for Dauth is that, if they talk about Ozyrrandion, the innkeeper there might make the connection that his great-uncle was eaten by a green dragon, or something like that.
[...]

Why would the group head north?
When my players found Koth's map, they were quite interested in the name Saarvith because they thought he might be the BBEG behind all of it. They thought he was a mage of some sorts, so they decided to investigate. But the biggest incentive they had to go north was the hope of securing reinforcements. You see, I set the Elsir Vale in the Sword Coast, just west of Beregost, and northeast of Phandalin. I run RHoD just after finishing Lost Mines of Phandelver, and redrew the regional map to suit my world. You can see the map here (https://imgur.com/P4xKq6Z). By the time your players arrive at Brindol, the city should already know of the danger the horde poses. Lord Jarmaath is not stupid, by all accounts he's pretty competent. One of the first things he would do is to ask his commercial partners and allies to send troops. This is also why he decided to hire the Dwarven company of the Mercenary Gold encounter. In my world he also realized that, with the Horde coming down the Wyrmsmoke mountains, and the Dwarfroad/the Dawn way in enemy hands, the only way the bigger cities of the North could send troops to Brindol is through the Rhest trail. But there's roadblocks, Teyani and her group met one. Jarmaath would then ask the players to take care of the roadblock to ensure the allies from the north could get to Brindol in time. Once there, have the ogres and hobgoblins shout "For Dragonlord Saarvith! For Tiamat!" while attacking, and curiosity will do the rest. In alternative, you could have the Tiri Kitor swoop down just after the group deals with the palisade.

How can I de-emphasize the red herrings?
If not Jaarvith, then Rillor Paln, Lady Kaal or Velorian could have spies and informants all over the vale, possibly even inside the horde. The information collected by these characters could help the players discriminate between red herrings and real deals. Also, if captured, Miha Serani might talk. If killed, her body could still talk. In the adventure, there's a Wee Jas temple in Brindol. The priests there might have special instruments to extract information out of of the dead

General suggestions:
Converting a 3E adventure to 5E is not an easy task, because, by bounded accuracy, easy encounters in 3E could still be potentially dangerous in 5E; conversely, a well placed spell or a specific item could turn a deadly encounter into a piece of cake. My group is fairly experienced, and fairly well equipped; even though I made the monsters a little tougher than what the adventure suggests, they still found some of the earlier encounters quite easy. If this is the case in your adventure, I came up with two solutions:
1) the horde is filled with fanatics of Tiamat; it is to assume that, whenever there's a sizable group of enemies, shrines to Tiamat might be built, something similar to what is found in the GhostLord's lair, in Ulwai's quarters. In my adventure, some of these wooden shrines are enchanted to grant beneficial effects to RH operatives (+1 to AC, +1 to hit and +10 HP). In alternative, Tiamat might grant a special blessing to the leaders of the army (dragonlords and dragons, not regular operatives) by the same +1/+1/+10 or +20 HP bonus. This takes care of optimized parties without the need to increase numbers here and there or completely rewrite stat blocks.
2) As I wrote above, my group is fairly experienced and well equipped; nonetheless, as it happens to most groups, they sometimes get carried away. They charged Ulwai without any sort of a plan, and things went south quickly. So I run the Captured! encounter, with a twist: just before being loaded on the Captured! wagon, a malediction or a curse is placed on the player's forehead or cheek, something that brands them as enemy of Tiamat and to be killed on sight by any operative of the horde. The curse decreases the maximum HP of the player by 2 (5 or 10, or more), and is cumulative each time the players kill off one of the dragonlords. This has the added bonus that the players would want to lift the curse and progress in the adventure to find and kill the BBEG. I find it adds an extra motivation to the actions of the players. I did this, not to punish my players, but to make them realize that the horde means business and should not be underestimated, and to make them understand that there are going to be consequences for their actions.
3) I personally feel there might be a problem with the Battle of Brindol in 5E, because there's too many encounters and the party is not allowed to get a long rest during the siege; this greatly reduces their offensive capabilities. Given the mechanics of 5E, I think that if the adventure were to be run as is, even a well honed group would find it very challenging to get to the final showdown, let alone beat Hravek Kharn. So, either we dumb down the various encounters, or we change something else. Additionally, I wanted to give relevance to the alliances the group forged throughout the adventure (there's not much, in that sense) and to give more importance to the missions they successfully completed (credit where credit's due (http://www.giantitp.com/forums/showsinglepost.php?p=13217996&postcount=70), reprised in here (http://www.giantitp.com/forums/showsinglepost.php?p=9513822&postcount=7), in the "Streamlining the battle" spoiler). If the players are able to forge an alliance with the Tiri Kitor elves, they can use a group of elves in one of the encounters inside Brindol. If they convinced Othrek to join the defence of the city with extra troops (not the dwarven mercenaries!), they get to send a company of dwarves; finally, if they are able to bring down the barricades and kill Saarvith (so that the Rhest trail is cleared for good), they can use a group of paladins (the Flaming Heart) sent to Brindol by Baldur's Gate/Beregost/Elturel. The magic support group comprises Immerstal the Red and other named mages in the vale (the headmaster Damynda, Sertieren the Wise and Sardith of Prosser as well as a few low-level apprentices). With all the extra troops, I expanded the Battle of Brindol and added 3 more encounters before Streets of Blood takes place: a Wyvern assalt, where 3 wyverns are being used to carry troops inside the walls; a Ghost lion assalt, where ghost lions ambush a group of defenders inside the walls, trying to create havoc and instill panic; an infernal attack, where 3 Barghests Dimention Door inside the walls and summon 3 Infernal Hounds, with the intent of burning down the Temple of Yondalla and a few houses around. Below I report how each group fares against each enemy assault. The group gets to chose which allies to send to take care of a specific encounter, and can use that specific ally only once. If well played, they would face only 1 encounter out of the 5, possibly avoiding the red dragon encounter entirely. This in my view solves two problems: the players get recognition for their efforts in other parts of the adventure, and they can save on precious resources for later stages of the siege.





Dwarven Contingent
Flaming Heart
Tiri Kitor
Elves

Magic
Support

Effect of a defeat on the
Streets of Blood encounter


Giants Assault
Victory
Victory
Victory
Defeat
Random boulders fall on the Streets of Blood map


Ghost Lion Assault
Defeat
Victory
Victory
Defeat
One additional ghost lion in the undead wave


Wyvern Attack
Victory
Defeat
Defeat
Victory
Additional first wave


Infernal Attack
Victory
Victory
Defeat
Defeat
Disadvantage on ranged to hit rolls


Abithriax
Defeat
Defeat
Defeat
Victory
No barricade

















Hope these ideas are a little helpful to whomever wants to run this great adventure in 5E.

Draz74
2019-02-24, 10:27 PM
Journal 2/23/2019

Instead of heading to Immerstal the Red or The Stone Wyvern right away, the party decided their highest priority was to do some research. So they went to Brindol Academy, talked their way past Matron Damynda, and visited the city's largest library.

Moxie and Marr tried to find anything they could about dragons in the area, while Barnabus and Bitore were more vaguely looking for the history of the area, and particularly any mention of Azarr Kul or cults. Moxie rolled ok on her History check, and I let her uncover a mention of Lord Jarmaath's adventuring party's encounter with Regiarix. Bitore rolled "only" a 20, which is actually pretty low for his History check with advantage, so I didn't have him turn up much. If he'd rolled a few points higher, he could have found mention of the ancient cult of Tiamat that actually built the Fane.

I put the fear in their hearts that their hours in the library might have actually made them late to their meeting with Jarmaath already, even though I was planning on having that meeting happen the next morning. So they went to the inn next with only a cursory inspection of the city marketplace along the way.

With Barnabus the Bard's fear of wyverns (backstory), he actually decided to confront Innkeeper Trabalard Yab about the danger of someone just coming along and casting Greater Restoration on the petrified wyvern. After some fairly easy Insight checks, they confirmed that this was a danger as Trabalard broke down nervously. It was actually pretty funny, so I'm glad it came up. Then the party decided to get drunk and have a drinking contest for the evening on Trabalard's best vodka (except Bitore, even though as a dwarf he would have advantage on Constitution saves not to get drunk). With a natural 1, Barnabus passed out after only a few sips. Marr the Fighter ended up narrowly beating Moxie the Barbarian in a second round of drinking.

DAY 16

Only Marr rolled to have a hangover (the Poisoned condition) the next morning, and Bitore fixed that for him with Lesser Restoration.

They went to Jarmaath Keep, met up with Lady Kaal at the door, and were taken in for an audience. Lord Jarmaath was skeptical at first, but when the players started to get discouraged about convincing him of the danger, he said something along the lines of "I'm not trying to be difficult, but try to see it from my perspective." That actually helped quite a bit. I had him cautiously believe them eventually, especially after looking at Koth's map.

I had decided to offer the PCs two choices about where to head next: the Blackfens, or the Hammerfist Holds (with Dauth as a stop along the way, where they would run into Miha Serani and she would start stirring up trouble). Lord Jarmaath presented the first option, with the motivation that one of his old adventuring companions, a paladin named Sir Tasmor, lived up north and might bring reinforcements if the Road Blockade was taken care of. Then Lady Kaal presented the southern path as an option.

To my surprise and relief (and Lady Kaal's annoyance), they latched onto the northern option quickly, led by Marr. Apparently in the two weeks since our last session he's been thinking about options and realizing that they don't really know anything's happening in Dauth or Red Rock, but they know Saarvith is in the Blackfens.

Then they went over something of a plan with Lord Jarmaath about what all the city should do to prepare for the war. Start raising funds for the dwarven mercenaries, prepare to receive refugees, send scouts to various places (including Dauth and Red Rock) to find out what was going on, look for weapon options that could help shoot down dragons, etc. I had Jarmaath bring up the option of evacuating children and elderly to Dennovar, and the party surprisingly didn't think that was a particularly good idea. We also collectively didn't think to make good follow-up plans like whether the party should call Jarmaath with Sending spells and what they should do after clearing the Road Blockade. But they did agree that the party should leave to go up north right away, after a quick stop at Red Magic & Sundries.

The party met Alandri in the bottom floor of the tower. They asked to see Immerstal instead of her, insisting that it was not a matter of commerce but a grave danger to the city. But they rolled pretty badly on Persuasion, so Alandri refused to disturb Immerstal's studies. (Oh well, at least Jarmaath already assured the party that Immerstal is fairly loyal to the city and will probably help in its defense.)

Then they turned to commerce. I was using prices from the Sane Magic Item Prices (http://www.giantitp.com/forums/showthread.php?424243-Sane-Magic-Item-Prices) thread, which my party found generous in some cases (mostly consumables), and quite expensive in other cases (permanent items). They were most interested in a Crossbow Bolt of Dragon Slaying, which the store didn't have on hand, but Marr's player (our usual DM, so he has the best handle on what magic items are in the game) assured them that 600 gp was very reasonable for that item, so Barnabus paid 300 up front for Immerstal to start crafting one. They're counting on finding other loot on their trip north to pay for the other half.

They weren't too interested in the other things that were on-hand in the store. I decided scrolls were the specialty here, but the only scroll they even asked about was Polymorph, and I checked Immerstal's spell list and told the party that he didn't have access to it. Completely forgetting that Alandri knows Polymorph! Oh well.

The party spent the rest of Day 16 traveling north to Witchcross, then DAYS 17 and 18 uneventfully moving further north.

DAY 19

Early on Day 19, they easily spotted the building and big barricade blocking off the road -- a little more elaborate than the ambush by bandits that they had been expecting.

They hatched a fun plan to use one of Barnabus's carriages as a battering ram to bash down the front door of the building, after using Heat Metal to weaken the door (since it was, in fact, reinforced with metal). So to do that, they started by having Barnabus cast Major Image -- making an ancient red dragon swooping in -- to cover his stealthy approach to within 60 feet of the door. One of the Ogres rolled a natural 20 to spot the "dragon" appearing out of thin air when the spell was cast, but it wasn't bright enough to figure out what that meant and spread the word ... plus the illusion didn't last long enough for it to matter, since Heat Metal is also Concentration. Basically Barnabus just burned one of his highest spell slots to auto-succeed a difficult Stealth roll. I'm ok with that.

As soon as the carriage was within bow range, I had the party and the Horde roll initiative, as well as ruling that the hobgoblins inside the building were well alerted that something was happening by the "dragon's" roar.

Bitore the Cleric was huddled up inside the carriage, and opened the battle by Blessing himself and the two melee fighters. They in turn rolled pretty poorly on some Athletics checks, so it took the carriage a number of rounds to finally crash into the building. Meanwhile a bunch of arrows and javelins rained down on them, enhanced by Leadership auras, but didn't do any really severe damage. Especially since Bitore dropped a Mass Healing Word at one point.

Barnabus went kind of crazy using up his Level 2 slots on Shatter spells at the hobgoblins, which was pretty effective when they were all stuck on the roof of that small building.

By the time the carriage hit the building (with Moxie and Marr jumping up onto the seats so they wouldn't get smashed between the two), the door only had maybe 6 hit points left, so the carriage went through no problem. Marr then burned an Action Surge to use his Dragon Roar, inflicting Frightened on the remaining two Regulars and one of the Hobgoblin Sergeants.

The Ogres then converged from both sides upon the party in the building, but the party was able to mop them up without too much trouble, even though one Ogre opened with a critical hit aimed at Marr. Moxie responded with a critical hit of her own, and generally just did enough damage that Marr's player remarked he's thinking about multiclassing to Barbarian.

Anyway, the last three hobgoblins surrendered once the Ogres were down. The PCs tied them up, then started questioning the Sergeant. He confirmed that he served under Wyrmlord Saarvith, but was otherwise uncooperative ... until Bitore used Channel Divinity: Read Thoughts on him. He failed his save. Which meant Bitore got a free Suggestion effect on him as well as reading his surface thoughts. With the Suggestion that he be very cooperative with the interrogation if he valued his life, the Sergeant spilled quite a bit of information, like the existence of the other Road Blockade, the other Ogres under Saarvith's command, and the fact that he didn't respect Saarvith much because he's a goblin. Regiarix didn't come up, though, so that will still be a surprise for the party.

The fact that Saarvith's operation is a hatchery definitely caught their attention though, especially when the Sergeant mentioned that the things being bred were called "razorfiends." Marr immediately declared that his new goal is to bring these "razorfiends" under control and use them against the Horde.

The session felt a little bit short this week, ending there.

I let the players know that Sir Tasmor's kingdom is still quite a bit further north, so they're going to head into the Blackfens to crush this Hatchery operation. So I can proceed with the module as written, interrupting their journey through the Blackfens with an encounter with a Razorfiend, followed by meeting with the Tiri Kitor.

Meanwhile, the Horde's advance has reached Drellin's Ferry while the party was traveling north, not that they know that.

I forget what else I should be talking about in this section ... what am I forgetting to plan, or at least forgetting to include in this Journal?

Draz74
2019-03-03, 10:02 PM
Journal 3/2/2019

Lots of natural 1s on skill checks this session ...

The party decided they wanted to take a long rest, since Barnabus the Bard burned through basically all his spell slots in the Road Blockade battle. I let them, even though it was still (late) morning time. But the clock of the module keeps on ticking ...

Barnabus also understood (in Goblin) as one Hobgoblin prisoner asked the Sergeant prisoner what was keeping them from returning to Saarvith and reporting on the approaching adventurers once they were released. Barnabus therefore spent a spell slot on Suggestion to force the Sergeant to take his men south, rather than returning to Saarvith. The goblinoids decided that they would therefore rejoin the main Horde under Kharn.

They headed west into the Blackfens, finding soon that the mud made their carriages impractical. So they stowed the carriages under a particularly big tree (they rolled Survival to find a landmark, and didn't roll particularly well, with Marr the Fighter getting a natural 1 with the best Survival bonus in the party). Then they rode on their horses into the night, counting on the half the party with Darkvision to guide them. I rolled for a random encounter, but it didn't happen until the wee hours of the morning, when there was some light from the dawn ...

DAY 20

The early morning encounter was two Giant Crocodiles. The party didn't roll high enough Perception to spot the partly-submerged, still crocs using Stealth (Bitore the Cleric rolled a natural 1), so two horses got attacked by bite attacks immediately. One of them hit, and immediately killed the draft horse. It was Bitore's horse (determined by random die roll), which was immediately named Jeffrey in respect to his death. The horse who dodged a croc bite was named Samwise in honor of his surviving.

Bitore rolled Acrobatics to land on his feet, won initiative, and hit the croc threatening him with a Spiritual Weapon + Toll the Dead combo. Moxie the Barbarian attacked the other croc savagely. But the damage they both did didn't end up mattering.

Barnabus cast Speak with Animals and told the crocs they were doomed if they didn't retreat, rolling a 20 for Intimidation. I wasn't sure if that was enough to make the crocs actually retreat, but Marr the Fighter followed it up with his Dragon Fear roar, and both crocs failed their save to avoid becoming Frightened. So I did have them retreat, dragging Jeffrey's body away with one of them. There was some debate, in good humor, about whether Bitore should quickly cast Revivify on the horse as it was dragged away, but I don't think any of them were serious about it. But then Bitore's player, feeing bad, ritual-casted Augury and asked after the horse's emotional state. I told him "woe," and he felt bad some more.

It was time to rest again, so Marr (the "wasteland survivor") made a Survival check to built a mud-hut for shelter. Natural 1. So Bitore attempted to one-up him using Knowledge of the Ages for proficiency. Natural 3. Moxie threw her hat in the ring with a natural 2. Finally, Barnabus, who had just been playing music for the others while they stumbled around, rolled a natural 18 and managed to cobble together a decent hut.

Bitore turned to reading, and Barnabus to playing music, but the other two wanted to go out and scout around. This was an unfortunate decision from them, because I had already decided to have them encounter the Greenspawn Razorfiend as soon as possible after they left the hut.

Marr made his Perception check to avoid being surprised by the monstrosity's attack, but Moxie did not. It rolled low against her, but still managed to hit with its bite for ok damage. But not the damage the wingblades would do, so the party did't panic and call for help yet.

Marr hit the creature 3 times out of 4 with his trademark Fighting Spirit + Action Surge combo, but it was still hearty after that. And then ...

.. then I rolled three.
Crits.
In.
A.
Row.
19, 19, 20.

Marr was chopped down easily by the two wingblade attacks, then Moxie (who was still not raging) took another good chunk of damage from the bite. Dropping her lower than I've ever seen her, except when she was ambushed by the two Owlbears.

Moxie's player wasn't there for this part of the session, so I rolled a die to see whether she counterattacked the Razorfiend or fed Marr a potion. She elected for the potion. So Marr's yo-yo impression began.

The players all asked whether the two in the mud hut could hear Marr's screams of agony. Not wanting to kill half the party (and feeling like that was indeed a likely result), I ruled that they had encountered the Razorfiend only 150 ft or so from the hut, and the two spellcasters passed the fairly-easy Perception checks I gave them, so they jumped on horses (the third of whom received the name Jameson at this point) and approached the scene with all speed. Bitore even got within range to throw a Healing Word in Marr's direction. Barnabus rolled high on initiative and began pelting the Razorfiend with Melf's Minute Meteors.

Marr's enthusiasm for something called a "razorfiend" hadn't waned during the week, so he was more in awe of this creature that had chopped him down, rather than being pissed at it. So he went forth with his new 12 HP (plus 5 from another Fighting Spirit and readied an action to grapple/shove the razorfiend when it approached him. He succeeded, narrowly, at beating the Razorfiend's high Athletics both times ... but it managed to bite him even with disadvantage (in spite of Cutting Words, which rolled a 1) and drop him again, escaping the grapple and standing back up. Marr's player was sad.

Moxie wailed on the Razorfiend with her turn, as usual (Barbarians sure are consistent, even without Reckless). Her flight was nice throughout this battle, incidentally, to avoid the marshy difficult terrain. Bitore revived Marr again, then passed his turn with the Dodge action; for whatever reason, his player was being conservative with spell slots all of a sudden.

Marr grappled the Razorfiend and shoved it Prone again (narrowly succeeding on both again). This time, the Razorfiend overcame its attacking disadvantage by using its breath weapon (which it should have done the previous time it was prone). Marr has advantage on saves vs. gases from his necklace, but even if he hadn't rolled low twice, he didn't quite have enough hit points to stay standing after the poison breath.

Barnabus and Moxie continued to pound away at the creature. Bitore rode forward and revived Marr yet again, this time with a Level 3 Cure Wounds. This time, Marr couldn't reach the creature, so he pulled out his Wand of Magic Missiles and pumped all 7 charges into the Razorfiend; the 30 resulting damage went a long way toward finally bringing it down. The Razorfiend slashed a couple more times at Moxie, bringing her to 3 HP even though she was raging, and then sprung too far away for her to respond with her maul. She shot it with her heavy crossbow, then Marr finally brought the creature down with a javelin, which he was careful to specify was nonlethal damage.

At this point, things took a turn for the unusual, in what may prove to be the party's first real major deviation from the module. You see, Marr was determined to tame the Razorfiend and turn it back against its breeders.

He tied it up and dragged it back to the mud-hut. The party took a short rest (burning most of the melee combatants' Hit Dice), then as Moxie kept watch outside the hut, Bitore cast Tongues on the Razorfiend as it came to. Since this seemed to be important to the players (and since they completely hadn't noticed the dead giant owl on the map with the Razorfiend), I let this proceed without immediate interruption by the Tiri Kitor hunters.

So Marr began to talk to the creature, enhanced by Guidance spells and sometimes Bardic Inspiration. His initial Intimidation check was a 24, nice. But after a couple rounds, they realized I was still rolling d6s every round to see when the Razorfiend's breath recharged! So they started trying to convince it, first and foremost, that it shouldn't breathe on them.

Anyway, I don't remember all the details of the conversation, but was fairly well roleplayed. Marr failed one Persuasion check badly (12 after his allies' buffs), but got 22 on another Persuasion check, and also sacrificed his Potion of Superior Healing to heal the Razorfiend. And was prepared to force-feed it his Philter of Love, too, if that would help the "taming" process. He asked it whom it fought for ("Myself"), what its name was ("I have no name"), and declared that it was a spirited warrior and should have a name, even if that name was only used by others, and named it Graald. All in all, I had "Graald" respond at the end, "I do not like you, but I will work with you to fight my former captors that run my hatchery."

At that point I had Moxie stick her head inside and tell the others they had company.

They saw the owls land in trees all around them, and met Killiar Arrowswift. With a couple of very good persuasion checks from Barnabus, they placated Killiar's initial suspicions of them (assuring him that they were on a mission to rid the marshes of the goblinoid menace) ... and then Graald stepped out of the hut. The elves immediately drew their bows again.

The rest of the party expressed that they were working with this creature specifically as a guide and weapon against the goblins' hatchery ... while Marr didn't help matters, making speeches about how this noble warrior should become part of the new ecosystem of the area due to its sheer fearsomeness.

Killiar walked up the nearby hill and investigated the dead owl Liokio, finding its jade band and accusing Graald of slaying an owl and an elf. Graald didn't help matters, stating frankly that this was in fact true. Marr started arguing that Graald had every right to follow its instincts and defend the territory that was now its, and that clearly the owl had invaded that territory by landing, since Graald can't fly. The other party members came out saying at this point that they did not agree with Marr, that they were sorry for the elf's fate and that it was not "water under the bridge," and that the Razorfiends didn't have the right to this new territory if they were a newly invasive species.

Barnabus and Bitore accepted Killiar's invitation to leave Graald behind and visit Starsong Hill. Marr declared that he would stay with the Razorfiend until his companions returned, which was fine because he wasn't winning any hospitality points from Killiar anyway. I rolled a die to see which way Moxie would go, and rolled that she would join the other two in visiting Starsong Hill -- which her player later confirmed. In fact, if Moxie's player had been there, she says she would have been protesting the Razorfiend-taming effort quite strongly all along.

The three cooperative party members took rides on owls to Starsong Hill. Killiar led them to Sellyria's home, where they met Sellyria and Trellara. (The players said I was really laying it on thick with the guilt over Lanikar's death when Trellara was declared to be the deceased's sister ... but hey, I was just following the module!)

Barnabus was curious whether Sellyria's crocodile bench was alive, but he rolled a nat 1 on Perception to find out. Maybe he'll find out later that yes, Relivax is in fact alive. :smallamused:

Barnabus explained the party's situation and good intentions very well (26 Persuasion), including Graald's role. Trellara was not placated one bit, and asked to be taken to this monster that she might slay it herself. Sellyria was convinced that the party were good allies, though, and forbid Trellara to do anything so rash.

Selllyria invited the party to stay for the funeral the next day. They were torn since they knew they're on a timetable, but eventually accepted the invitation. They therefore spent an uneventful half-day acquainting themselves with an elven village. Meanwhile, Marr declared he was "sparring" with Graald, even though the Tongues spell had worn off and he could no longer communicate verbally. I made him roll an Animal Handling check, and if he had rolled a Nat 1 I might have just declared that Graald killed him in the sparring process. But he rolled a 13 total, so I told him he was at least alive.

DAY 21

Barnabus volunteered to perform a flute song he wrote about Lanikar at the funeral, but he rolled pretty low and only managed a 15 even with Guidance. That was still better than poor Trellara's performance, though, even though Barnabus gave her Bardic Inspiration. I fluffed it as her breaking down crying while she sang.

And that's pretty much where we ended. We talked about the rest of the party returning to Marr and Graald, but I think we'll still play that out at the beginning of next session; the elves will give them detailed directions to the Ruins of Rhest, and they'll have to negotiate if they want an owl-lift back to Marr rather than tromping through the marsh on foot.

So there are basically two issues at this point. One is that Marr's player is kind of overplaying Marr's attachment to the Razorfiend taming idea, to the point of being quite annoying. (Not something I expected from this player.) That's already probably lost them a number of potential Alliance Points with the elves, but could also continue to be a problem as the game goes on.

I'll do my best to get Graald killed by the Red Hand at Rhest, which would help a lot to solve the problem. If that doesn't happen, though, where do I go from there? EDIT: I guess the real question is, if Graald lives, how successful should I let Marr be in teaching Graald to be a noble warrior? That seems like the kind of thing that makes a better story than having Graald turn on the party or something, but it doesn't fit very well with D&D lore, in which Dragonspawn of Tiamat are supposed to be even more innately evil than normal chromatic dragons.

The other problem is that the party is running out of time. Day 21 means the Red Hand main Horde has already close to conquering Terrelton, in other words well on its way to Brindol. The party will certainly have time to destroy Saarvith's operation and make it back to Brindol, but I kind of doubt they'll have time to make it to the Ghostlord and back -- especially without owls to ride, which I'll be surprised if they earn at this point.

So things are certainly getting more interesting ... I hope the big fight next time goes well. (Bitore's player won't be able to make it, so I'm kind of dreading having to play a Cleric on top of everything else during the battle.)

DivertedCircle
2019-03-04, 02:54 PM
Hey Draz, I just caught up on your campaign journal and wanted to say great work! It's well written and it sounds like you're all having a blast.

Draz74
2019-03-09, 08:37 AM
Hey Draz, I just caught up on your campaign journal and wanted to say great work! It's well written and it sounds like you're all having a blast.

Thanks! Good to know someone is enjoying it!

Draz74
2019-03-24, 09:57 AM
Whew, I'm now three episodes behind on this Journal. Yeesh. Two of them have been shortened sessions, but still ...

Draz74
2019-03-24, 10:23 AM
Mini-Journal 3/9/2019

Bitore and Barnabus's players weren't able to attend this session (one planned, one spontaneous), so we just played for about an hour, leading up to the boss fight. Moxie's player controlled Bitore and Marr's player controlled Barnabus.

I had Moxie, the Barbarian, roleplay through asking the elves to borrow owls long enough to return to Marr, the Fighter, which was good because Moxie's player needs to get out of her comfort zone a bit. She likes playing the character, but doesn't do much talking as Moxie (compared to how much she talked in our old campaign). She did fine, so the elves agreed to loan the owls out for several hours. Then the party in Starsong Hill returned to Marr and Graald and the horses, with directions to Rhest as specific as Killiar could give them.

As they journeyed there, I rolled for a random encounter and got ... two more Razorfiends! I think I was wise to tone down the razorfiends that weren't solo encounters, although in this case the party probably would have been ok with Graald fighting at their side. (I debated what the razorfiends' attitudes would be towards each other, but in the end went with the simple answer that the wild ones attacked Graald and Graald fought alongside the party in return.)

This fight wasn't particularly memorable. Graald handled one of the smaller Razorfiends basically by himself. Marr's necklace once again failed to make him roll well on a save vs. Poison Breath ... bad luck there. Barnabus the Bard actually dared to try to use his Rapier in combat to finish off the party's Razorfiend, but barely missed, setting himself up to get taken down quickly by the Razorfiend's attacks (he's a lot squishier than the rest of the party). But he got a Cure Wounds on him with little drama, and the party ended up killing its razorfiend without too much trouble. Graald's Razorfiend, on the other had, used its Spring Attack ability to run away. Graald gave chase, but his quarry rolled a Nat 20 on its Constitution Check to run away, so Graald returned empty-bladed.

The party took a short rest following this combat, but I'm also fairly sure they took a long rest on this leg of the journey; but I don't remember if it was before or after the random encounter. In any case ...

DAY 22

... fairly early in the morning, they arrived at the lake that is what remains of Rhest. They scouted enough to see a few of the Lizardfolk villages surrounding the lake, and at that point, since nobody wanted a boss fight with two players missing, we decided to call it a day.

I didn't have to do much planning in the wake of this session, since not much happened and the party's next conflict was fairly obvious, even though they still had to figure out how to get across the lake (and see whether they raised an alarm along their way).

Draz74
2019-03-24, 11:52 AM
Journal 3/16/2019

Moxie had to work during the beginning of this session, but she made it by the time the good stuff got going, and otherwise we had a full crew.

The first thing to keep in mind is that Moxie the Barbarian (Storm Herald), Marr the Fighter (Necklace of Adaptation), and Graald the Razorfiend (racial) can all breathe underwater. That meant the party had a lot of options about how to invade the lake, even though Barnabus the Bard and Bitore the Cleric don't have the same power.

So the party spent quite a while scheming the best way to make their move, which was fine -- they weren't under any urgent time pressure or anything, and it was refreshing after the way they stormed into Vraath Keep with little planning. A number of ideas were tossed around -- having the swimmers scout ahead first, trying to recruit the Lizardfolk to their cause, etc. But they rolled fairly poorly to know stuff about Lizardfolk culture and loyalties (Bitore rolled ok, and has a great History modifier, but also comes from a part of the world where there aren't really Lizardfolk, so his DC was pretty high. Marr rolled a Nat 1 for a total History check result of -1).

So they started by sending Moxie to steal the raft of the nearest Lizardfolk village. With a very good Stealth roll, she managed to get the raft away without the lizards noticing.

Then they decided to have Bitore simply hide in his bedroll lying on the raft, have the aquatic members of the party hide under the raft, and disguise Barnabus as a hobgoblin messenger. With his Changeling ability plus his Glamoured Armor, that part was simple. So they set out (at 15 ft/round, thanks to Marr not actually having a Swim speed). Bitore burned a Level 3 spell slot for Tongues on Graald -- they still hadn't experimented to find out that Moxie could talk to Graald nonmagically in Infernal -- to explain to the Razorfiend how to know which direction to push the raft from underwater, following where Barnabus stuck his stick/oar into the water. I made Graald make Intelligence and Wisdom checks to understand the process, and he barely passed the Intelligence component, but it worked out overall.

Barnabus first steered the party toward the old Clock Tower. Looking like a hobgoblin messenger, he didn't raise an alarm approaching the building. The hobgoblin sentries atop the tower told him to come right in. The Bladebearer, Korkulan, questioned him, puzzled why he was bringing them a message instead of information coming from Ulwai via Sending spell, and it didn't help that Barnabus rolled a Nat 1 on his Intelligence check to remember the Wyrmlords' names by himself. But his sky-high Deception modifier carried him through, and the hobgoblins offered him food before sending him along to report his ostensible missive to Saarvith. Barnabus was nervous being alone in the midst of the hobgoblin soldiers, though, so he declined the offer, saying that his message was urgent. In any case, they managed to approach the Town Hall without raising an alarm from the bell in the clock tower ... so overall it was a well-executed plan.

As they approached the Town Hall ruins from the southeast, three Ogres easily noticed them: two on the boardwalk guarding the stairs up, and one atop the roof overlooking that side of the building. But again, their plan meant that they were able to approach without the Ogres alerting their bosses that anything strange was afoot -- it probably helped that they came directly from the Clock Tower, which the Ogres were probably used to.

There was a fair amount of metagame-y conversation about how to initiate combat, considering they couldn't really converse with each other freely as they approached, but whatever. They came to the conclusion that the two melee combatants were going to try to pull the Ogre sentries on the boardwalk down into the water by surprise.

Poor Marr got another Nat 1 on his initiative roll, so the rest of the party kind of waited for him to start their turns (using some Readied actions). This worked well, since the Ogres still didn't understand that combat had begun.

Moxie & Marr both succeeded on pulling the Ogres in (even without Moxie raging yet), although Marr needed his second try with Extra Attack in order to succeed. Readied actions went off, with Graald eviscerating one of the in-the-water Ogres and the spellcasters starting to fire off damaging Cantrips.

The Ogres didn't manage to do much damage. The one on the favorable side of the roof did manage to hit Barnabus with a Javelin for pretty decent damage. Graald and raging Moxie finished off the two in the water pretty quickly, Bitore popped a Spiritual Weapon (I believe his Book was on swimming techniques this time), Barnabus popped a Melf's Minute Meteors, and the party started swarming up the stairs to fight more Ogres. Graald managed to catch three Ogres in a Poison Breath, Marr got some better luck with the dice with a decent critical hit. Overall this was a pretty clean sweep, though, with Graald taking bits of damage but nothing serious as all the Ogres were slain.

I rolled initiative for Regiarix, who had certainly heard the combat going on, but not for the others yet because I didn't want the party to know what all they were up against. Side note, it's annoying that if you GM-roll initiative on Roll20, with a token on the main token layer selected, it shows the result to everyone in the turn order.

When the Ogres were getting mopped up, Marr was standing on the edge of the hole down into Regiarix's lair. I thought that was convenient for a dramatic way to introduce the dragon to the fight, separating the party up and using terrain well. So I had Reggie enter the battle by trying to pull Marr over the edge into the water a floor and a half below.

Unfortunately, the dice didn't like my plan. Regiarix used all three attacks in his Multiattack, but Marr's Athletics was better than Reggie's Strength, and the dice favored him all three times.

Bitore used Bless on Moxie, Marr, and Graald.

Graald tried to duplicate Regiarix's strategy against him, pouncing on the flying-at-floor-level dragon to try to wrestle it down into the water. I actually wanted Graald to succeed here, hoping that Regiarix would clean him up in a one-on-one fight underwater. But Graald's three Athletics checks failed against the dragon's Strength, so he failed to grab on and plummeted into the water alone. Which was at least comical.

The party wailed on Regiarix for a round with Blessed maul attacks, Meteors, and a Hideous Laughter spell (which failed! oh blessed day, finally I saved against that spell!). Overall, they were taking the dragon down far more quickly than I liked, so I had Regiarix Disengage and fly 70 feet straight up. Marr responded by unloading all 7 charges of his Wand of Magic Missiles upwards, which did another 24 damage that Regiarix had no chance to do anything against.

Given their past successes against flying bosses, it's not too surprising that Bitore latched onto the plan of Suggesting to Regiarix that he land (where they could hit him some more, including with another Hideous Laughter). So he had Moxie carry him aloft, into range where he could use his Read Thoughts/Suggestion Channel Divinity. Reggie failed his Wisdom Save this time ... but a careful reading showed that the Suggestion part of the ability can't be used in the same initial round, and has to be used within 30 ft. So this plan was something of a disaster, as Regiarix breathed acid on Moxie and Bitore and then flew higher up out of their range.

The party realized this was a losing battle. (Although at least the flying people were able to see inside the hatchery building, and know another Razorfiend waited there.) They talked about lining up conveniently just to taunt Regiarix into coming down for another breath (and getting hit with a bunch of Readied Actions), but eventually they decided to go inside the building and help Graald instead.

By this time, Graald had climbed out of the water and had a couple rounds to start fighting on his own against the Ettin, Nurklenak, and Saarvith & Hawk. Although a round and a half was spent just destroying the door from Regiarix's lair into the central room of the building, where the Ettin awaited.

Nurklenak the Mindbender hit Graald with a Hideous Laughter spell of his own, which was a moment I've been waiting for for a long time! (Although I thought Moxie would be the target. Point is, I've been eager to use this spell back against the party.) And Graald failed his save, allowing the baddies to get a few good hits on Graald before the damage broke the spell. But dang it, I gave Graald a lot of HP. He was still doing ok.

Looking down through the hole, the party could see Graald's hindquarters sticking out through the relatively small door, and they figured out what the strange chittering sound of Graald laughing meant. This made Marr furious. He ran down the northern stairs, ignored the goblin archer that he ran into (he had completely forgotten their intel that Saarvith was a goblin, not a hobgoblin), and started mauling the nearest other target, the Hawk. He was quite upset when his two attacks didn't manage to kill a hawk (he actually dropped it to 1 HP with his two attacks).

Barnabus dropped down the hole to the lower floor with a Feather Fall spell making up for his poor (Nat 1) Acrobatics check, and started blasting away over Graald's head with Meteors and Shatter, finishing off the poor Hawk (who hadn't gotten to do anything except attack Graald twice ... I think Revised Ranger Animal Companions might still be a little weak).

Nurklenak went for his biggest guns now that the whole party was in the fray, landing a successful Charm Monster on Graald. I ruled that this was more effective than the normal Charmed condition, because Nurklenak had raised Graald using this spell on him many times, but this was mitigated by Marr rolling a successful Persuasion check. So Graald turned neutral-ish rather than turning on his erstwhile allies completely.

Nurklenak was the party's main target, especially Marr's, but they kept hitting him with Wisdom save abilities (Hideous Laughter, Toll the Dead) and he kept passing. When Saarvith finally managed to land a hit on Marr and did Hunter's Mark damage and Favored Enemy damage, they started realizing that he was also a foe to be reckoned with. ("Really? You're using Revised Ranger against us?")

Nurklenak was starting to take significant damage and didn't like Marr in his face, so he hit him with a Level 3 Dissonant Whispers. Marr failed the save and dropped ... and Nurklenak was blocking Bitore's way into the room where he could see Marr to heal him. So Bitore compromised by running back up to the roof, jumping into the water below, and on his way down Dispelling the Charm on Graald. Successfully. And now Graald was firmly on the party's side, not appreciating having been charmed yet again by the Mindbender.

Graald finished off the Ettin, who had been a less-memorable part of the fight. Marr succeeded on a Death Saving Throw. Saarvith got another hit in for decent damage ... but not having Extra Attack was really hindering him, with the Hawk dead. Moxie eventually got her way into the central room (having gotten stuck in the doorway above Graald for a time :smallamused:) and finished off Nurklenak. Saarvith saw that this battle was not going his way, and fled up the northern stairs to hitch a ride on Regiarix and fly away, abandoning the hatchery to the party.

The party was just low enough on hit points, and Regiarix had just enough HP remaining, that I decided he wanted to part ways with a final Acid Breath at them. So Regiarix avoided Moxie, dropped into his main lair and fired off a breath weapon that hit everyone ... dropping two targets down well into single-digit hit points, and giving Marr an automatic Death Save failure, but dropping no one. Which meant I knew he was in trouble now.

Bitore used a Mass Healing Word and then a charge of his Staff of Life to heal Marr up to full. Graald got one more Wingblade hit on Regiarix, and then Marr finished off the dragon with a Javelin critical hit. Regiarix fell into the pool beneath his lair, moments before he would have flown away with Saarvith on his back.

That left just Saarvith. Who was ready to surrender, but his turn didn't come around until after the party dropped him -- but not before Bitore used Read Thoughts on him. His surface thoughts were mourning Regiarix's death. I don't know if any of the party realized that this was a significant relationship at this point, but I gave them the hint here.

Anyway, after knocking Saarvith out, Marr stabilized him and tied him up.

By this point we were tired and had gone over our usual ending time, so we ended the session rather than doing any aftermath-activities like looting.

Therefore, I didn't have that much to think about between sessions, other than the fact that Graald had certainly survived and I would need to figure out what to do about the "pet Razorfiend" situation.

DrKerosene
2019-03-25, 05:57 AM
Perhaps the Razorfiend could be passively corrosive to gear over time, fostering resentment if the Party tries to exclude it in some way.

Maybe it requires so much food that the party has to start spending triple the time on foraging?

Maybe the Razorfiend’s infernal presence, or smell, drives away most animals? Announcing their presence before arriving.

Perhaps the Razorfiend could really lean into the whole “I love slaughtering lesser (non dragon) beings. I’m so glad you guys get it too.”

Maybe it’s going through a “rebellious teenage phase” where it “ran away from home” with the Party, and is starting to get too big for their britches, starting to boss around the Party, demanding half of all treasure, “massage my glutes”, etc...

Maybe they just flee combat after two natural 1 rolls, due to being narcissistic and suffering an ego injury or some other Magic Curse effect that results in them leaving battle. Maybe just flee at half HP and refuse to take risks?

Edit: Also, I occasionally read their name as “Gerry” like Morty’s dad.

DivertedCircle
2019-03-26, 11:17 AM
The whole argument for the razorfiend working with them was he wanted to fight back against his former captors. That's done now, most of the leaders of the hatchery are dead. He may have problems with the party having taking Saarvith alive rather than killing him, could introduce some strife there and have him abandon the party if they insist on keeping Saarvith alive. As noted, they love to slaughter and kill so he may start to lash out at the parties allies, any creature they come across, or the party themselves, causing future problems and forcing them to put him down.

Another route you could try is hormones. Monster Manual IV notes that Greenspawn Razorfiends mate for life, so you could conceivably introduce another razorfiend that he falls for and he refuses to continue with the party, claiming a portion of the swamp as their territory.

They're not small creatures either, standing about 6 feet tall at the shoulder and able to reach 20 or more feet in length with adult weighing roughly 6,000 pounds. That's going to make any future stealth missions a lot harder.

Draz74
2019-03-31, 07:52 PM
Mini-Journal 3/23/2019

Barnabus's player was absent this session.

First order of business was leveling up the PCs to Level 7 after the boss fight. This took quite a while as always, even though Moxie the Barbarian and Marr the Fighter had very few decisions to make. (Marr decided no stay with pure Fighter rather than multiclassing.) Bitore the Cleric had more going on, with Level 4 spells suddenly in his choices to prepare. He ended up dropping one previously-prepared spell, I'm not sure which, to prepare Banishment and Divination from Level 4.

Next, in the aftermath of the battle, Graald the Razorfiend (ally) headed immediately towards the hatchery to loose his kindred razorfiend. The party left Barnabus guarding the body of Saarvith for OOC reasons, and otherwise gathered to see what would go down when the hatchery was opened.

It was at this point that the party -- Moxie in particular -- learned that razorfiends' native language is Infernal, as the two razorfiends started talking to each other. So the party no longer has to cast Tongues on Graald.

After exchanging basic information with each other about what was going on, the razorfiends basically turned to the party and asked when they would be leaving the razorfiends' territory. The party took this in stride and asked if they could stay the night at the Town Hall of Rhest to recuperate after the fight. They rolled ok on Persuasion and Graald said that night would be acceptable. I also played the razorfiends as being very un-materialistic, so they didn't object to the looting that the party turned to next.

The party looted Saarvith's room (and Nurklenak's body) and were pretty astonished at the letter from Ulwai to Saarvith -- they couldn't believe the module involves a Lich, even though I gave them the hint that Liches weren't necessarily as powerful in 3e.

Then they allowed Saarvith to awaken for interrogation. I played Saarvith having very little loyalty to the Red Hand with Regiarix dead; his main motivation was to get his own hide out of there alive, which the party offered in exchange for his cooperation. So he cooperated, giving them very frank answers about the things they thought of to ask him, including the location of the Ghostlord in the Thornwaste. Except when they asked where Regiarix's treasure hoard was, he snarked that they didn't deserve to have it if they couldn't find it on their own. So the party let him go, requesting that he stop by the Clock Tower and tell the hobgoblins there to stand down too (he agreed, but he was lying). He gave them a parting piece of advice to not destroy the phylactery if they didn't wish the Ghostlord's wrath upon their heads, and left, taking the party's raft without them noticing.

The party did manage to discover Regiarix's hoard, under the Town Hall in the water, with a little searching and some Perception checks. They then spent the next several hours of the day waiting for Bitore to ritual-cast Identify on everything in sight. Marr eagerly claimed the Plate Armor +1 (this will hopefully make him a little more equal to Moxie defensively). Barnabus took the Pipes of Haunting and the Longsword +1. Bitore reluctantly accepted custody of the Staff of the Adder until they can sell it, though he didn't like the item a bit, as he's the only one who can attune it.

Then they turned to discussion of where to go next and what to do. They were already discussing the Phylactery's fate (Bitore in particular wanted to smash it right away), but most of that discussion got tabled until the next episode. A more urgent question lay in the future of the razorfiends. Bitore ritual-casted Divination to inquire about the likelihood of a peaceful future between the elves and the dragonspawn ... and was answered by a searing pain in one ankle, making him fall to one knee. Nevertheless, after some lively discussion, it was determined that they would stop by the elves again on their way south to Brindol and ask the elves to at least hold off aggression against the razorfiends until the war was over and the razorfiends could be relocated.

I wanted Barnabus's player there, though, to get his input on the Razorfiend situation, as well as to roleplay the negotiations with the elves. So we ended this fairly-short session with a long rest, opening

DAY 23.

Draz74
2019-04-29, 09:58 AM
Wow, I'm pretty behind on this thing. That's a problem, as I do need advice about some things going on in the campaign -- and I'm getting close to the end of my prepared material, so I'm going to need to do some monster stat preparation soon too.

Fortunately, we won't be meeting this coming weekend, so I have almost 2 weeks to write up Journal entries ... but still, the quality/detail of my Journal might be decreasing here as I work on catching up.

DivertedCircle
2019-04-30, 05:19 PM
Looking forward to hearing about your last few sessions!

Whiskeyjack8044
2019-05-11, 01:04 AM
I am so happy your work was recommend to me Draz! I have two questions if you have time to answer.

1st, I plan on using Mile Stone leveling when I run this, when do you think it best to level up the players? After each chapter?

2nd, I plan to run Sunless Citadel as a prologue to RHoD, where would you put Oakhurst and the Citadel? I kinda wanna make it Drellin's Ferry to raise the emotional stakes, but I wonder if there is another town west of Brindol that would fit better?

I can't wait to read your next journal entry.

DrKerosene
2019-05-11, 07:25 AM
I’m also looking forward to more updates.


2nd, I plan to run Sunless Citadel as a prologue to RHoD, where would you put Oakhurst and the Citadel? I kinda wanna make it Drellin's Ferry to raise the emotional stakes, but I wonder if there is another town west of Brindol that would fit better?

I’m not Draz, but I think I pointed you here.

Terrelton is right next to Drellin’s Ferry, so it’s almost a lost cause, but probably the first place to get a good shot at safe evacuation in either a good or bad scenario. The (corrupt) merchant leadership could easily involve Kerowyn Hucrele. And the Paladin could be following up on Sir Braford and Shatterspike.

The only other settlement that should be large enough to replace with Oakhurst is Talar, right next to Brindol, and it is to the west too. Otherwise you have to upgrade one of the Hamlets.

The only city on the wrong side of Brindol that might be novel to use is Marthton. It already has reference to nearby old druidic stuff, and underground structures, if you want to focus on Belak and the Ghost Lord.

Draz74
2019-05-13, 06:32 PM
Mini-Journal 3/30/2019

These are going to have to start being a lot shorter and less detailed, since I don't remember them as well. I've also lost track of how many in-game days various things took up, so I'll be leaving that out -- long story short (spoiler alert), they arrived back in Brindol for the big battle with about a week to spare.

Anyway, this session the PCs Water Walked away from the Town Hall of Rhest (courtesy of a ritual casting from Bitore the Cleric) and returned to Starsong Hill to meet with the elves again. This time, Marr the Fighter went with them. He was kind of taking charge of the party to negotiate the continued existence of the Greenspawn Razorfiend colony, since no one else's heart was really in it. (He was excited to use his new Level 7 ability to add Wisdom to Persuasion checks too. Samurai.)

They saw an elven scout, then met up with Killiar, explained the situation at Rhest (with a skewed but true account), and got permission to pass on to Starsong Hill.

When they got there, they saw Illien Snowmantle as they passed through the town, manning the village Shrine. Marr thought it might be good to get the village cleric on his side if possible, so he went to talk to Illien. The conversation was civil enough, but Illien identified the "harrowblades" (Razorfiends) as Fiends and refused to outright condone the presence of Fiends in the Blackfens.

So the party went on to talk to Sellyria Starsinger again. Marr made a pretty long speech about the supposed nobility of the Razorfiends (which he came up with some other name for, since Razorfiend or Harrowblade sounds innately bad). Crucially, although it was a side note in Marr's mind, he mentioned the fact that the Razorfiends in the near future would probably mostly prey on the local Lizardfolk population. Sellyria doesn't like Lizardfolk! So that lowered the DC of his Persuasion check quite a bit. Buffed by Bardic Inspiration and Guidance, he rolled very high on his Persuasion check (26) ... so the elves were placated for the time being. Sellyria agreed not to go to immediate war with the Razorfiends, and was overall grateful that the party had cleared the goblinoid menace from the Blackfens.

The party continued on south to Brindol, making a bunch of Constitution Saves vs. Exhaustion to force march their way there faster. They did some research on the Ghostlord at the library, reported to Lord Jarmaath, and spent the bulk of the session debating what to do with the Ghostlord's Phylactery. I thought having them get stuck on that for a while was actually a healthy sign of engagement with the campaign, so I just let them go on and on with it.

Draz74
2019-05-13, 06:51 PM
Mini-Journal 4/13/2019

The party had kind of settled on going to Dauth next. They still wanted to check out why "halfling?" was written on Koth's map there, and had also decided that they wanted to be a little further from Brindol to enact their plan of contacting the Ghostlord and at least discussing the return of his Phylactery.

However, before they left Brindol, I had them meet up with someone there from the Drellin's Ferry refugees (probably Barnabus the Bard's family, though I don't remember for sure), and at that point they were informed that two murders had taken place among Drellin's Ferry refugees during the trek to Brindol: Iormel the cranky old man on the town council, and an ordinary 12-year old girl whom Barnabus's younger sisters had known tangentially.

The party latched onto this side quest, and spent the rest of the session investigating the murders. Bitore the Cleric used Divination to verify that another murder would happen within the week if not prevented. They questioned Captain Soranna, the girl's family and friends, and Brother Derny (the town's closest thing to a coroner). They found out that Iormel was stabbed in his sleep, while the girl was poisoned. Also that the girl had briefly disappeared from her group of friends the night before her death, but (with the party's poor Investigation checks) no one had seen whom she was with during that time.

The party felt like there weren't enough clues to get anywhere with their investigation. But I didin't feel like I should give them more, given (a) poor Investigation checks, (b) the fact that the module could go on fine with this side quest unsolved, and (c) the fact that they actually mentioned "the shopkeeper" (Jarett Nurth, who was in fact the murderer) as a suspect several times, just because she was one of the townsfolk who had stood out to them as being important enough, but never followed through on that possibility. (They just didn't put together the fact that she had some martial skill with the idea that she might be the killer. Mostly they just didn't follow up with her because Marr liked her.)

Draz74
2019-05-13, 06:56 PM
1st, I plan on using Mile Stone leveling when I run this, when do you think it best to level up the players? After each chapter?

I ended up going with milestone progression too, once it became clear that XP progression was not going to level the party up quickly enough. You can read in my Journals when I deemed the party ready for these "milestones" ... it is indeed about once per chapter. But I try to make it after boss fights, in general, which isn't always the end of the chapter.

I made them Level 6 after Skull Gorge Bridge, and Level 7 after the Town Hall of Rhest, and Level 8 just before the Battle of Brindol.

Draz74
2019-05-13, 07:44 PM
Journal 4/20/2019

Barnabus the Bard was absent again this session.

So this time the party set out for Dauth, even though Lord Jarmaath had told them his spies had seen nothing unusual happening there, using the road that goes south through Prosser. In Prosser they met Deillyr Starcloak and discussed the war with her. I don't know why Red Hand of Doom includes a party of six relatively-high-level ex-adventurers in Prosser without ever making them part of the story ... seems sloppy, as their participation would be a great boon in the Battle of Brindol.

Anyway, MY players recognized the potential help that these Six Blades would be right away, and attempted to convince Deillyr to come participate in the battle, rather than retreating to the east (Dennovar) if Brindol fell. I let them try to convince her, even though I didn't particularly want to add six more adventurers' stat blocks to my to-do list before the big battle, but it turned out they (Bitore the Cleric) rolled poorly on Persuasion this time anyway. So the Six Blades are going to stay east of Brindol.

Next the party headed west through the woods between Prosser and Dauth. I decided there would be only a 10% chance of a random encounter in these woods, as the Six Blades have largely cleared them of monsters, but lo and behold, the dice indicated that the 10% chance would occur. I decided to use one of my Witchwood Random Encounters for this encounter, namely the three Dryads with the Awakened Tree. I wasn't sure such an encounter would even progress to combat.

The encounter occurred at night, when it was dark and the characters were taking turns at watch. Bitore was on watch, specifically. He saw one of the Dryads vaguely, and called out to the party in warning. He also called out that they meant no harm, but the Dryads don't know Common. (They do know Elvish, and so does Bitore, but that didn't come up.) The spotted Dryad cast charm on Bitore just to be safe, but he easily passed his saving throw. At this point I called for Initiative rolls, even though violent combat wasn't a given.

But ... well ... Marr the Fighter won initiative, and he doesn't have Darkvision ...

... so he lit a torch and ran towards the Dryads to get a better look at what was going on. Which meant, from the Awakened Tree's perspective, that one of these strangers just charged at it with fire (which it's Vulnerable to). So the tree, who was next in initiative, Slammed Marr. It glanced off his armor, but that was enough combat that Barnabus let loose with one of his favorite spells, Melf's Minute Meteors, setting the tree on fire.

Bitore tried to talk the encounter down again, but rolled a Natural 1 on his Persuasion. The Dryads let loose another volley of Charms, and this time they were successful against Marr despite his high Wisdom save. He wasn't sure his heart was in the fight anyway, though, so he turned to trying to put out the fire on the Tree.

Moxie the Barbarian was a little less pacifistic than some of her party, though, and went after the Dryad that tried to charm her full-force. And things generally escalated from there. Bitore did try one more time to talk down the fight using a Sending spell as a one-use magical interpreter of languages (it works according to the spell description), but he also used a Spiritual Weapon (a book on carpentry) and a Toll the Dead. Barnabus used a Faerie Fire. Anyway, when all was said and done, the Tree and two Dryads were destroyed, while one fled to safety. Kind of a sad result, as neither party necessarily wanted the other destroyed, but Marr's actions were perceived as SO hostile by the Tree.

The party arrived in Dauth. They found the bartender (not the innkeeper) at The Tired Giant and asked him what was going on in town. They were mostly curious to learn about the "halfling?" note, but the bartender mentioned something about having to evacuate before the dwarves attacked ... and that got the party's attention pretty quick.

See, I had decided to make their trip to Dauth somewhat worthwhile by including the Mercenary Gold encounter and its consequences ... and to keep things interesting, I also decided that what Miha Serani the spy was up to was trying to drive a wedge between the Valefolk and the Hammerfist Dwarves.

Bitore used a Sending spell to ask the Dwarven Lord Othrek Hammerfist why he was attacking, and he responded that he had no idea what the h*** they were talking about, and that he was merely awaiting Lord Jarmaath's payment before sending his mercenaries (i.e. to aid Brindol).

The party smelled a rat pretty quickly, and asked the bartender where the news about the Dwarves had come from. He mentioned a striking-looking half-elven woman who had brought the news from the outlying dwarven villages, and so the party set off to find Miha Serani.

They found her spreading her lies among a crowd of Dauth villagers. Bitore immediately fired off a Read Thoughts Channel Divinity (which I'm starting to feel is just plain overpowered). Miha has a lot of good stats for a spy, but a high Wisdom Save is not one of them ... she failed it. Bitore quickly sensed that she was spinning a story of falsehoods, and used the Suggestion spell tied to Read Thoughts to tell Miha to tell the truth.

So Miha blurted out a couple of sentences about what was really going on (e.g. "Actually I've never been to the Hammerfist Holds"). She shut up as soon as she realized what was going on, but it was easily enough to turn the crowd against her.

Bitore then cast Dispel on her; I don't remember why, but it took down her Mage Armor and rolled too poorly to take down her shapechanging ability.

Marr won initiative and grappled Miha successfully ... so she pretended to surrender, letting them lead her into the tavern to question her. They sent Moxie off to buy some leather armor to put on Miha to keep her from casting any spells (a stupid rule that Marr's player likes to abuse unless it's houseruled, although the assumption that spellcasters aren't proficient with light armor doesn't always work out in my campaign). While Moxie was gone, Miha shapeshifted into an ordinary-sized spider and bolted out under the tavern door.

The party chased her out of the tavern. She shapeshifted into a humanoid-spider hybrid ... and the party were satisfyingly creeped out. (Especially since they, being 5e players, have no idea what an aranea is.) Still, the battle was three-on-one, and that was kind of anticlimactic. She used Invisibility and Tasha's Hideous Laughter to try to escape, but basically, she got pulverized by a Wand of Magic Missiles, a Spiritual Weapon, Marr's maul, and so forth. Another Dispel Magic did indeed manage to dispel her shapeshifting, revealing her true form as a human-sized spider creature, which was even creepier to them. But yeah, they killed her and didn't do much investigation of where she came from or what her long-term plans were. (Barnabus did roll a Natural 20 to know what an Aranea is called, and that she probably came from the Wyrmsmoke Mountains.)

to be continued ...

Mongobear
2019-06-09, 10:10 PM
Hey! I found this again!

I was in the original thread a bit about a year ago before it went inactive, glad you picked this back up, as I recently did as well.

I had a question/idea about the finale vs Azarr Kul, and the potential Avatar of Tiamat. I feel the original ending of RHoD is too similar to the HotDQ/RoT storyline, so I went a different way.

I expanded on the regions surrounding the Vale, adding extra material and time to certain areas, and expanded the whole adventure to levels 5-15, including a trek into the mountains involving a fight vs an Adult White Dragon, which was originally missing.

I changed/combined the Ghostlord/Varanthian into a Blue Dracolich, and added an ancient dungeon of Netheril in the Thornwastes for extra XP.

The big fight vs Kul, I changed him into a high CR solo monster, and rebuilt him as a sort of Half-Dragon Cambion/Warlord NPC type creature, and dropped hints via Religion/Arcana, etc that he was the "Chosen of Tiamat" and very nearly a demigod.

Gave him resistances to all 5 of the chromatic dragon's breath elements, Legendary Actions/Resistances, Lair Actions, and random low CR mooks to keep the heat on the PCs.

I didn't want to just run a 3rd "time to fight Tiamat!" campaign, as it's been done before.

Also, added the possibility to negotiate Kharn's army into leaving, if the siege turns into a stalemate, as hes unhappy being the puppet of a non-Hobgoblin, even so far as having him join the PCs as a guide to the Face, because his people were basically enslaved by Azarr.

What do you think of the idea of changing the final boss how I did? Stat block below, as well as basic script of how the fight plays out.


Azarr Kul, the Chosen of Tiamat
Large Fiend, Chaotic Evil

AC: 25 (+2 Plate)
HP: 342 (36d10+144)
Speed: 35 ft., 60 ft. Fly (Hover)
CR: 20 (25,000 XP)

STR 24 +7
DEX 16 +3
CON 20 +5
INT 12 +1
WIS 14 +2
CHA 20 +5

Saves: STR +14, CON +12, INT +8, CHA +12
Skills: Athletics +14, Perception +9, Insight +9, Religion +8
Senses: Darkvision 120 ft., Blindsight 30ft., True Sight 10 ft., Passive Perception 19
Damage Resistances: Fire, Cold, Acid, Poison, Lightning
Damage Immunities: B/P/S from non-Magical attacks that aren't Silvered
Condition Immunities: Frightened, Charmed, Poisoned
Languages: All

Legendary Resistance: 3/day
Chosen of Tiamat: Azarr Kul can take up to 3 Reactions per Round, but not more than 1 each turn.
Magic Resistance: Azarr Kul has advantage on Saving Throws against spells and other magical effects.

Multi-Attack: Azarr Kill can make up to three attacks with his flail, Queenswrath, he can also make a Bite attack as a Bonus Action. Alternatively, he can use his Breath Weapon instead of making his Flail attacks.

Bite: 5 ft. Reach, +14 to hit, (2d10+7) Slashing damage.

Queenswrath: 10 ft. Reach, +17 to hit, (2d10+10) magical Bludgeoning damage plus 1d10 Fire/Cold/Acid/Poison/Lightning (chosen when making the attack) damage.

Breath Weapon (Recharge 5-6): Save DC 20, Azarr Kul can discharge any single Breath Weapon from an Adult Chromatic Dragon, except he uses his own Save DC.

Legendary Actions (3/turn)
Attack: Azarr Kill makes a single attack will Queenswrath.

Command Ally: Azarr Kul orders an ally he can see to use it's Reaction to immediately move up to half it's speed and make a weapon attack. If the target can see and hear Azarr Kul, the attack is made with Advantage.

Frightful Presence (Costs 2 Actions): Azarr Kul roars with draconic fury, forcing all enemies within 60 ft. who can hear him to make a DC 20 Wisdom saving throw or become frightened for 1 minute. Success makes you immune to subsequent uses for 24 hours.

Recharge Breath Weapon (Costs 3 Actions): Azarr Kul immediately regains the use of his Breath Weapon. He may not use this option in consecutive rounds.

Charge Portal: Azarr Kul channels a portion of his power into the Summoning Ritual. Increase the strength of the ritual by 5%. (See Below)

Equipment: +2 Plate, Queenswrath*, various sacrificial items, gems, and objects for Summoning Ritual.

*Queenswrath
Weapon(Flail), Legendary(requires attunement)

This is a magical Flail, but with a damage dice of 1d10, plus the Heavy and Two-Handed properties. It gives it's weilder a +1 bonus on attack and damage rolls.

Wrath of the Dragon Queen--If attuned, the bonus to attack and damage rolls increases to +3. Additionally, the attack deals an additional 1d10 fire, cold, acid, poison, or lightning damage (chosen when making the attack) on hit.

The wielder gains the ability to speak and understand Draconic. They also has advantage on Charisma skill checks when dealing with any Dragon. They are immune the the Frightful Presence of Dragons, and has advantage on Saving Throws vs Breath Weapons made by dragons.


That's my current stat block for my "Chosen of Tiamat" version of Azarr Kul. I used the custom monster tables in the DMG, but I don't trust my gauging of abilities and how they add to CR, especially when it came to Legendary Actions, and i haven't even tried balancing his Lair Actions.

The basic idea for the fight is as follows:

The party reaches his stronghold in the Fane, and fights off the adult (black) dragon guarding the entrance. Inside, there's almost no resistance, as all his forces we're sent off to attack Brindol. He is accompanied by five Half-Dragon Bugbear "Wyrmspeakers" (one for each Chromatic Dragon. Custom NPCs, 70ish HP "Priests" whose main purpose is to complete the ritual to summon a bazillion Fiends). Their main goal is to 'lose' spell slots to charge the portal, adding 1+Slot level to the strength of the portal. They can't use other Concentration spells while charging, but can use other spells and weapon attacks while Channeling. They must maintain Concentration to Channel, and losing Concentration requires their Action to regain, which keeps them from strengthening the ritual for a turn.

Azarr can also charge with Legendary Actions, but he's more likely to attack or try and Fear intruders. As a Lair Action once the ritual is over 50% lesser Fiends can slip through and help Azarr defend the ritual.

The battle is won if they stop the ritual from reaching 100%, not just killing Azarr Kul. The Wyrmspeakers will keep channeling until killed, or the portal is fully opened.

Failure to stop them, (other than likely meaning the Party is dead) means Azarr Kul achieves his goal and opens a gateway to the Abyss and hordes of Demons pour through and the entire Vale area is pretty much destroyed (assuming it survived the initial attacks.)

I had an idea to have the Brotherhood of Bahamut lead by Lord Tasman (Lord Jaarmath's former adventuring buddy, iirc he's supposed to be the ruler of an area way North of Rhest?) who was actually a Gold Dragon in disguise the whole time show up if the fight is going badly, but it seemed overkill.

That's also another thing I've found issue with--what are all the Metallic dragons doing in the original RHoD timeline? Maybe I'll also add in the Metallic Dragon council from the other Tiamat modules as a side quest, and to assist the mortals.

lergof0202
2019-06-22, 10:04 AM
Any updates? It's been a while.

frcorr59
2019-06-23, 12:21 AM
Been using to run this baby in 5e. Looking forward to seeing how its finished.

Draz74
2019-07-01, 08:58 AM
I didn't want to just run a 3rd "time to fight Tiamat!" campaign, as it's been done before.

Also, added the possibility to negotiate Kharn's army into leaving, if the siege turns into a stalemate, as hes unhappy being the puppet of a non-Hobgoblin, even so far as having him join the PCs as a guide to the Face, because his people were basically enslaved by Azarr.

What do you think of the idea of changing the final boss how I did?
Personally, I have no intention of touching HotDQ/RoT modules in this campaign, so I'm not worried about keeping the Tiamat Aspect fight. And as far as commenting just to help you -- I'm afraid I'm not that good at just judging whether stat blocks are balanced for their CR, especially for higher levels like 15, and especially if they're Legendary stat blocks. Sorry.

I would make Azarr Kul Legendary, though, if he's supposed to be the final fight for a Level 15 party. Especially if he doesn't have much in the way of mooks to protect him.


That's also another thing I've found issue with--what are all the Metallic dragons doing in the original RHoD timeline? Maybe I'll also add in the Metallic Dragon council from the other Tiamat modules as a side quest, and to assist the mortals.
Heh, if I ever catch up on my Journaling, you'll see this came up for my group ...


Any updates? It's been a while.
Yeah sorry, the campaign is still plugging along, and I've even been working on it during the week instead of coasting on the prep I did over the holiday break in December/January. Because the players have caught up to that prep. Right now the PCs are trekking through the Wyrmsmoke Mountains on the way to the Fane.

If anyone has tips on how to write a Campaign Journal when they don't remember so many details, I'm all ears.


Been using to run this baby in 5e. Looking forward to seeing how its finished.
Cool, I guess I'd really better get to work on advancing my posted stat blocks, if not my Journal, then. How far into the campaign are you?

Draz74
2019-07-01, 10:13 AM
The rest of the Brindol NPC stat blocks are finally posted here (http://www.giantitp.com/forums/showsinglepost.php?p=23697735&postcount=55).

Draz74
2019-07-01, 10:32 AM
Save the Walls

Huge Giant, Chaotic Evil
-------------------------
Armor Class 13 (natural armor)
HP 105 (10d12+40)
Speed 40 ft
-------------------------
Str 21 (+5), Dex 8 (-1), Con 19 (+4)
Int 5 (-3), Wis 9 (-1), Cha 6 (-2)
-------------------------
Skills Perception +2
Senses passive Perception 12
Languages Giant
CR 5 (1800 XP)
-------------------------
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub (melee 10 ft) +8: 3d8+5 bludgeoning
Rock (ranged 60/240 ft) +8: 3d10+5 bludgeoning

Encounter Composition
Hill Giant *4

XP Award: 7200

Setup

Put a good distance between the giants and the walls. Like 200 ft for the PCs to close. There will be guards on the walls using crossbows to support the PCs, but they should definitely have disadvantage on their attacks! (And not make a big difference in the fight in general.)

Tactics
The giants are more focused on taking down the walls than they are on defending themselves from the PCs, until the PCs make themselves truly annoying, which roughly correlates with closing into melee with the giants. Making two greatclub attacks against a piddly PC instead of making a single Rock attack against the walls is just too tempting for these giants. On the other hand, they're very selfish, so they don't do much to defend their comrades; just themselves. So the PCs can pick them off one by one if they're smart about it.

Notes
With 4 CR 5 creatures, this fight won't be very hard for the PCs, who should be Level 8 by now. Especially with the occasional crossbow hit by the militia, and the giants not really being focused on the PCs at first. But that's ok. This fight is really just to soften the PCs up, tempt them to expend resources at the beginning of a LONG day of fighting.

frcorr59
2019-07-01, 05:14 PM
To your question aboout remembering the details for your session. If its ok with the players, audio record (cellphone) the sessions. Works great for me during work meetings; the old brain aint what it used to be.

frcorr59
2019-07-01, 05:16 PM
Personally, I have no intention of touching HotDQ/RoT modules in this campaign, so I'm not worried about keeping the Tiamat Aspect fight. And as far as commenting just to help you -- I'm afraid I'm not that good at just judging whether stat blocks are balanced for their CR, especially for higher levels like 15, and especially if they're Legendary stat blocks. Sorry.

I would make Azarr Kul Legendary, though, if he's supposed to be the final fight for a Level 15 party. Especially if he doesn't have much in the way of mooks to protect him.


Heh, if I ever catch up on my Journaling, you'll see this came up for my group ...


Yeah sorry, the campaign is still plugging along, and I've even been working on it during the week instead of coasting on the prep I did over the holiday break in December/January. Because the players have caught up to that prep. Right now the PCs are trekking through the Wyrmsmoke Mountains on the way to the Fane.

If anyone has tips on how to write a Campaign Journal when they don't remember so many details, I'm all ears.


Cool, I guess I'd really better get to work on advancing my posted stat blocks, if not my Journal, then. How far into the campaign are you?

I'm still early, but finishing up Chapter 2. No worries. Its amazing the work you've done. Truly appreciate it!

573LTH
2019-09-08, 08:58 PM
Is this campaign still going? I created an account purely because I want updates on this story!! :smallbiggrin:

Draz74
2019-09-28, 04:53 PM
We actually just wrapped up the last chapter of the campaign this morning. Soooo I've finally run all of Red Hand of Doom!

Now I should double down on putting the conversion and a summed-up Journal on this thread. We'll see if I actually do.

Actually, I just discovered the Game Master 5 app (https://apps.apple.com/us/app/game-master-5th-edition/id908176026). (Android version here (https://play.google.com/store/apps/details?id=com.lionsden.gamemaster5&hl=en_US).) And started putting my campaign world into it, including my RHoD conversion. Would people be interested in me uploading the XML version of the conversion eventually?

kebusmaximus
2019-09-28, 10:12 PM
Congrats, draz!

Personally I don't like using electronics at the table at all, if you made an xml file, would it be possible to open it on a computer in something else?

TexanGent
2019-11-29, 04:14 PM
Actually, I just discovered the Game Master 5 app. And started putting my campaign world into it, including my RHoD conversion. Would people be interested in me uploading the XML version of the conversion eventually?

If you are still considering this I would love to have a copy! I started googling how to port RHoD this morning and found your original post this this one, you rock!

Draz74
2019-12-13, 09:08 AM
Abithriax's Rampage

Large Dragon, Chaotic Evil
-------------------------
Armor Class 18 (natural armor)
HP 178 (17d10+85)
Speed 40 ft, climb 40 ft, fly 80 ft
-------------------------
Str 23 (+6), Dex 10 (+0), Con 21 (+5)
Int 14 (+2), Wis 11 (+0), Cha 19 (+4)
-------------------------
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses blindsight 30 ft, darkvision 120 ft, passive Perception 18
Languages Draconic, Common, Infernal
CR 10 (5900 XP)
-------------------------
Innate Spellcasting. Abithriax's innate spellcasting ability is Charisma (spell save DC 16). Abithriax can innately cast the following spells, requiring no material components:
3/day: locate object
1/day: grease
-------------------------
Actions
Multiattack. Abithriax makes three attacks: one with his bite and two with his claws.
Bite (melee 10 ft) +10: 2d10+6 piercing + 1d6 fire
Claw (melee 5 ft) +10: 2d6+6 slashing
Fire Breath (Recharge 5-6): Abithriax exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much damage on a successful one.

Encounter Composition
Hill Giant *4

XP Award: 7200

Setup

I used Theater of the Mind for this encounter, with a map of Brindol overall for a visual aid, rather than an in-depth gridded map.

Tactics
Abithriax is wisely not eager to use his mediocre innate spellcasting, but isn't too cautious about getting into melee to tear up some PCs.

Notes
Abithriax is very close to the MM Young Red Dragon, since its CR was already correct.

Draz74
2019-12-14, 08:48 AM
Streets of Blood, Wave 1

Medium Humanoid, any alignment
-------------------------
Armor Class 16 (chain shirt, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
-------------------------
Skills Perception +2
Senses passive Perception 12
Languages Common
CR 1/8 (25 XP)
-------------------------
Actions
Spear (melee 5 ft) +3: 1d6+1 piercing.
Medium Humanoid, any alignment
-------------------------
Armor Class 14 (chain shirt)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
-------------------------
Skills Perception +2
Senses passive Perception 12
Languages Common
CR 1/8 (25 XP)
-------------------------
Actions
Light Crossbow (ranged 80/320 ft) +3: 1d8+1 piercing.
Medium Humanoid, Lawful Good
-------------------------
Armor Class 18 (plate)
HP 52 (8d8+16)
Speed 30 ft
-------------------------
Str 16 (+3), Dex 11 (+0), Con 14 (+2)
Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
-------------------------
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
CR 3 (700 XP)
-------------------------
Brave. The Lion of Brindol has advantage on saving throws against being frightened.
-------------------------
Actions
Multiattack. The Lion of Brindol makes two melee attacks.
Greatsword (melee 5 ft) +5: 2d6+3 slashing.
Heavy Crossbow (ranged 100/400 ft) +2: 1d10 piercing.
Leadership (Recharges after a short or long rest). For 1 minute, the Lion of Brindol 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 Lion of Brindol. A creature can benefit from only one Leadership die at a time. This effect ends if the Lion of Brindol is incapacitated.
-------------------------
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +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), Lawful Evil
-------------------------
Armor Class 17 (half plate)
HP 39 (6d8+12)
Speed 30 ft
-------------------------
Str 15 (+2), Dex 14 (+2), Con 14 (+2)
Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
-------------------------
Skills Intimidation +3
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +4: 2d6+2 slashing
Javelin (ranged 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.
-------------------------
Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.
Large Monstrosity, Lawful Evil
-------------------------
Armor Class 14 (natural armor)
HP 68 (8d10+24)
Speed 30 ft, fly 50 ft
-------------------------
Str 17 (+3), Dex 16 (+3), Con 17 (+3)
Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 11
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 ft) +5: 1d8+3 piercing
Claw (melee 5 ft) +5: 1d6+3 slashing
Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing

Encounter Composition
Allied:
Town Guard *6
Militia Crossbowman *3
Lion of Brindol
Enemies:
Hobgoblin Regular *6
Hobgoblin Sergeant *2
Manticore *2

XP Award: 3400 (divided among NPCs too)

Setup

Place all the allied NPCs behind the barricade across the street. Let the PCs think of improvements such as putting the crossbowmen up on roofs of nearby buildings.

Tactics
Make sure to get good use out of the Leadership auras, and let the Manticores fire away from the tops of buildings rather than engaging in melee.

Notes
Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.

Draz74
2019-12-14, 08:53 AM
Streets of Blood, Wave 2

Medium Humanoid (goblinoid), Chaotic Evil
-------------------------
Armor Class 14
HP 42 (5d12+10)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 14 (+2), Con 15 (+2)
Int 8 (-1), Wis 10 (+0), Cha 13 (+1)
-------------------------
Saving Throws Str +6, Con +4
Skills Athletics +6, Intimidation +3, Stealth +4
Damage Resistances all damage except psychic
Senses darkvision 60 ft, passive Perception 10
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 5 ft) +6: 1d12+6 slashing
Handaxe (melee 5 ft) +6: 1d6+6 slashing
Handaxe (ranged 20/60 ft) +6: 1d6+4 slashing

Encounter Composition
Allied:
Whatever remains from previous Streets of Blood encounter
Enemies:
Blood Ghost Berserker *6

XP Award: 4200 (divided among NPCs too)

Setup

Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves.

Tactics
The Berserkers aren't very tactically minded; they just make a straightforward charge at the barricade and start hacking. The terrain may give them trouble, but their Athletics checks to climb the barricade are pretty good, and they should be annoying to deal with regardless.

Notes
Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.

I can't remember how many Berserkers I actually used. 6 is just a guess.

Draz74
2019-12-14, 09:05 AM
Streets of Blood, Wave 3

Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 13 (leather armor)
HP 16 (3d8+3)
Speed 30 ft
-------------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1)
Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
-------------------------
Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft, passive Perception 15
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 5 ft) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing
Large Monstrosity, Lawful Evil
-------------------------
Armor Class 15 (natural armor)
HP 133 (14d10+56)
Speed 40 ft
-------------------------
Str 17 (+3), Dex 8 (-1), Con 19 (+4)
Int 3 (-4), Wis 14 (+2), Cha 8 (-1)
-------------------------
Saving Throws Con +7
Skills Athletics +6, Intimidation +2, Perception +5
Damage Resistances thunder
Damage Immunities lightning
Senses darkvision 60 ft, passive Perception 15
Languages n/a
CR 5 (1800 XP)
-------------------------
Charge. If the bluespawn thunderlizard moves at least 30 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d6 piercing damage.
Electricity Link. As a bonus action, a bluespawn thunderlizard can deal 3d6 lightning damage to all creatures in a line between itself and another bluespawn thunderlizard. A successful Dexterity saving throw (DC 15) halves the damage.
-------------------------
Actions
Gore (melee 5 ft) +6: 2d8+3 piercing
Trample (melee 5 ft) +6: 2d10+3 bludgeoning
Thunderclap. The bluespawn thunderlizard releases a blast of sonic energy in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 4d6 thunder damage on a failed save, or half as much damage on a successful one.

Encounter Composition
Allied:
Whatever remains from previous Streets of Blood encounter
Enemies:
Goblin Wolf Rider *3
Bluespawn Thunderlizard *3

XP Award: 5700 (divided among NPCs too)

Setup

Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves.

Tactics
The Thunderlizards charge and attempt to smash their way through barricades, trying to set up as soon as possible to do damage with their Electricity Link ability.

The goblins are fairly terrified of what is going on.

Notes
Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.

Draz74
2019-12-14, 09:10 AM
Streets of Blood, Wave 4

Large Monstrosity, Lawful Evil
-------------------------
Armor Class 13
HP 119 (14d10+42)
Speed 50 ft, swim 50 ft
-------------------------
Str 18 (+4), Dex 17 (+3), Con 16 (+3)
Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
-------------------------
Skills Athletics +7, Perception +4
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft, passive Perception 14
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 5 ft) +7: 2d10+4 slashing; crit. 19-20
Bite (melee 5 ft) +7: 2d8+4 piercing
Poison Breath (Recharge 5-6): The greenspawn razorfiend exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 14 (studded leather armor)
HP 52 (7d8+21)
Speed 30 ft
-------------------------
Str 9 (-1), Dex 14 (+2), Con 16 (+3)
Int 13 (+1), Wis 10 (+0), Cha 17 (+3)
-------------------------
Saving Throws Wis +3, Cha +6
Skills Deception +9, Insight +6, Intimidation +6, Perception +3, Persuasion +6
Senses darkvision 60 ft, passive Perception 13
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): charm monster, compulsion, confusion
-------------------------
Actions
Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing

Encounter Composition
Allied:
Whatever remains from previous Streets of Blood encounter
Enemies:
Greenspawn Razorfiend *2
Kulkor Zhul Mindbender *1

XP Award: 5400 (divided among NPCs too)

Setup

Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves. Of course this wave is skipped if the PCs managed to destroy the Greenspawn Razorfiend Hatchery in the Blackfens. (And if they didn't, it's likely that the Mindbender in this encounter is in fact "Nurklenak.")

Notes
Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.

Draz74
2019-12-14, 09:13 AM
Streets of Blood, Wave 5

Small Undead, Chaotic Evil
-------------------------
Armor Class 14 (natural armor)
HP 78 (12d8+36)
Speed 30 ft
-------------------------
Str 14 (+2), Dex 15 (+2), Con 16 (+3)
Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
-------------------------
Skills Perception +3, Stealth +6
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft, passive Perception 13
Languages n/a
CR 2 (450 XP)
-------------------------
Sunlight Sensitivity. While in sunlight, the lesser bonedrinker has disadvantage on Wisdom (Perception) checks that rely on sight, and on attack rolls.
-------------------------
Actions
Multiattack. The lesser bonedrinker uses its claws attack, and either its tentacle attack or its bonedrink ability.
Claws (melee 5 ft) +4: 1d8+2 slashing
Tentacle (melee 10 feet) +4: 1d6+2 bludgeoning. On a hit, if the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The lesser bonedrinker can only grapple two creatures at a time in this manner.
Bonedrink. One creature the lesser bonedrinker is grappling must succeed on a DC 12 Constitution saving throw, or it takes 1d6+2 necrotic damage, and its maximum hit points are reduced by an equal amount.
Large Undead, Neutral Evil
-------------------------
Armor Class 12
HP 71 (11d10+11)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 6 (-2), Dex 14 (+2), Con 13 (+1)
Int 2 (-4), Wis 12 (+1), Cha 15 (+2)
-------------------------
Skills Perception +4, Stealth +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 14
Languages n/a
CR 5 (1800 XP)
-------------------------
Ethereal Sight. The ghost brute lion can see 60 feet into the Ethereal Plane when it is on 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 1d10 force damage if it ends its turn inside an object.
Running Leap. Though incorporeal, the ghost brute lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost brute lion can long jump up to 25 feet.
Pounce. If the ghost brute lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ghost brute lion can make one Corrupting Bite attack against it as a bonus action.
-------------------------
Actions
Corrupting Touch (melee 5 ft) +5: 3d6+2 necrotic
Corrupting Bite (melee 5 ft) +5: 3d8+2 necrotic
Bloodcurling Roar. Each non-undead creature within 60 feet of the ghost brute lion that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 5 years. 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. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute lion's Bloodcurling Roar for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Large Undead, Neutral Evil
-------------------------
Armor Class 13
HP 104 (16d10+16)
Speed 0 ft, fly 50 ft (hover)
-------------------------
Str 6 (-2), Dex 16 (+3), Con 13 (+1)
Int 2 (-4), Wis 13 (+1), Cha 16 (+3)
-------------------------
Skills Perception +4, Stealth +9
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical sources.
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 60 ft, passive Perception 14
Languages n/a
CR 7 (2900 XP)
-------------------------
Ethereal Sight. The ghost dire lion can see 60 feet into the Ethereal Plane when it is on 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 1d10 force damage if it ends its turn inside an object.
Running Leap. Though incorporeal, the ghost dire lion moves with a semblance of physical interactions. With a 10-foot running start, the ghost dire lion can long jump up to 25 feet.
Pounce. If the ghost dire lion moves at least 20 feet straight toward a creature and then hits it with a Corrupting Touch attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost dire lion can make one Corrupting Bite attack against it as a bonus action.
Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost dire lion and the two of them can see each other, the ghost dire lion can force the creature to make a DC 14 Constitution saving throw if the ghost dire lion isn't incapacitated. On a failed save, the creature takes 2d12 necrotic damage. On a success, halve the damage.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost dire lion until the start of its next turn, when it can avert its eyes again. If it looks at the ghost dire lion in the meantime, it must immediately make the save.
-------------------------
Actions
Corrupting Touch (melee 5 ft) +6: 3d6+3 necrotic
Corrupting Bite (melee 5 ft) +6: 3d8+3 necrotic

Encounter Composition
Allied:
Whatever remains from previous Streets of Blood encounter
Enemies:
Lesser Bonedrinker *3
Ghost Brute Lion
Ghost Dire Lion

XP Award: 6050 (divided among NPCs too)

Setup

Continue from the state of the end of the previous wave; the PCs have only a couple minutes to adjust between waves. Of course this wave is skipped if the PCs managed to sever the alliance between the Red Hand and the Ghostlord.

Notes
Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.

Draz74
2019-12-14, 09:38 AM
Sniper Attack

Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 11 (14 with mage armor)
HP 45 (7d8+14)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 14 (+2)
Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
-------------------------
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2
Senses darkvision 60 ft, passive Perception 11
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 (3* 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 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
-------------------------
Equipment
Diamond (50 gp).
Medium Monstrosity, Chaotic Evil
-------------------------
Armor Class 17
HP 84 (13d8+26)
Speed 55 ft
-------------------------
Str 13 (+1), Dex 20 (+5), Con 14 (+2)
Int 10 (+0), Wis 15 (+2), Cha 9 (-1)
-------------------------
Saving Throws Str +5, Dex +9
Skills Acrobatics +9, Athletics +9, Investigation +4, Perception +6, Stealth +13, Survival +6
Damage Immunities acid
Senses darkvision 60 ft, blindsight 10 ft, passive Perception 16
Languages Draconic, Common, Goblin, Thieves' Cant
CR 10 (5900 XP)
-------------------------
Tool Proficiencies. Thieves' Tools +13, Disguise Kit +3, Poisoner's Kit +8.
Alert. Skather has a +10 initiative check, can't be surprised while conscious, and others don't get advantage to attack rolls targeting him due to him not being able to see them.
Ki. Skather has 7 ki points, which recharge at the end of a short rest.
Flurry of Blows. After taking the Attack action with an unarmed strike or monk weapon, Skather can make one unarmed strike as a bonus action (or two if he spends 1 ki).
Step of the Wind, Patient Defense. By spending 1 ki, Skather can Dodge, Disengage, or Dash as a bonus action. If he uses Disengage or Dash in this manner, his jump distance is doubled until the end of the turn.
Stunning Strike. After hitting a target with a melee attack, Skather can spend 1 ki. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of Skather's next turn.
Evasion. When Skather is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Sneak Attack. Once per turn, Skather can deal extra 3d6 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.
Assassinate. Skather has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.
Sharpshooter. Skather ignores cover when he makes ranged attacks. Before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack's damage.
Cunning Action. Skather can use his Bonus Action to take the Dash, Disengage, or Hide action.
Shadow Step. When in dim light or darkness, as a bonus action, Skather can teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. He then has advantage on the first melee attack he makes before the end of the turn.
-------------------------
Actions
Shortbow +1 (ranged 320 ft) +10: 1d6+6 piercing.
Shortsword (melee 5 ft) +9: 1d6+5 piercing.
Unarmed (melee 5 ft) +9: 1d6+5 piercing; counts as magical damage.
Multiattack. Skather makes two weapon attacks.
Darkness. By spending 2 ki points, Skather causes darkness to fill a 15-foot-radius sphere, centered within 60 feet, for up to 10 minutes of concentration. The darkness goes around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point the darkness spreads from is an object he's holding or one that isn't being worn or carried, the darkness comes from and moves with the object. Completely covering the object with something opaque blocks the darkness.
If this spell's area overlaps with light created by a 2nd-level spell or lower, the light and its spell ends.
Pass without Trace. By spending 2 ki points, Skather grants each creature he chooses within 30 feet a shadowy magical cloak, as long as they remain within 30 feet of him, for up to 1 hour of concentration. This cloak gives +10 to Stealth checks and causes the creature to leave behind no traces of its passage.
Silence. By spending 2 ki points, Skather can create a 20-foot-radius area, centered on a point within 120 feet, of total silence for up to 10 minutes of concentration. Creatures within the sphere are effectively deafened, cannot cast spells with a verbal component, and are immune to thunder damage.
Minor Illusion. Skather creates a sound or an image of an object within 30 feet that lasts for up to 1 minute. The illusion ends early if he dismisses it as an action or casts this spell again.
If he creates a sound, it can be any volume and noise. The sound can continue unabated for the duration, or he can make sounds at different times.
If he creates an image of an object, it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.
A creature can use its action to make a DC 14 Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.
Stillness of Mind. Skather ends one effect on himself that is causing him to be charmed or frightened.
Acid Breath (Recharge 5-6). Skather exhales acid in a 15-foot line. Creatures in this area must succeed on a DC 14 Dexterity saving throw or take 5d12 acid damage; on a successful save, they take half that damage.
-------------------------
Reactions
Uncanny Dodge. When an attacker that Skather can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
Deflect Missiles. Skather can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+12.
If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, he can spend 1 ki point to make a ranged attack (20/60 feet) with the weapon or piece of ammunition he just caught, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies, and the missile counts as a monk weapon for the attack.
Slow Fall. Skather can use his reaction when he falls to reduce any falling damage he takes by 35.
-------------------------
Equipment
Poisoned Arrow. Skather has two more poisoned arrows in his quiver. If they hit, the target must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.

Encounter Composition
Kulkor Zhul War Adept *2
Skather

XP Award: 8100 (divided among NPCs too)

Setup

The War Adepts are on the first floor; Skather is on the second floor at a window.

Tactics

Skather's mission (disabling Lord Jarmaath with a homebrewed poison) is already accomplished; he's sticking around to see if he can cause more havoc, but will not hesitate to retreat back to the Horde if threatened.

Notes

As Skather is supposed to be a Ninja in 3.5e, I built him with all the frills of a Shadow Monk / Assassin Rogue. He's kind of a glass cannon, but that's thematic.

It's a natural houserule that a Monk/Rogue can Sneak Attack using unarmed attacks, even though they're not technically Finesse weapons. Be fair about whether you use this houserule for Skather, depending on whether you would allow a PC to do the same.

Draz74
2019-12-14, 09:53 AM
Cathedral Steps

Large Giant, Chaotic Evil
-------------------------
Armor Class 11 (hide armor)
HP 59 (7d10+21)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 8
Languages Giant, Goblin
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
Javelin (ranged 30/120 ft) +6: 2d6+4 piercing
Huge Giant, Chaotic Evil
-------------------------
Armor Class 13 (natural armor)
HP 105 (10d12+40)
Speed 40 ft
-------------------------
Str 21 (+5), Dex 8 (-1), Con 19 (+4)
Int 5 (-3), Wis 9 (-1), Cha 6 (-2)
-------------------------
Skills Perception +2
Senses passive Perception 12
Languages Giant
CR 5 (1800 XP)
-------------------------
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub (melee 10 ft) +8: 3d8+5 bludgeoning
Rock (ranged 60/240 ft) +8: 3d10+5 bludgeoning
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
AC 21 (plate armor +1, shield)
HP 98 (7d10+6d6+39)
Speed 30 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 13 (+1), Wis 10 (+0), Cha 18 (+4)
-------------------------
Saving Throws Str +8, Dex +3, Con +11, Int +5, Wis +8, Cha +12
Skills Arcana +5, Deception +7, Intimidation +7, Religion +5
Senses darkvision 60 ft, passive Perception 10
Languages Goblin, Common, Draconic, Giant
CR 10 (5900 XP)
-------------------------
Saving Face. If Kharn misses with an attack or fails an ability check or a saving throw, he can gain a bonus to the roll equal to the number of allies he can see within 30 feet of him (maximum bonus of +5). Once he uses this trait, he can't use it again until he finishes a short or long rest.
Favored by the Gods. If Kharn fails a saving throw or misses with an attack roll, he can roll 2d4 and add it to the total. Once he uses this feature, he can't use it again until he finishes a short or long rest.
Channel Divinity: Guided Strike. When Kharn makes an attack roll, he can use his Channel Divinity to gain a +10 bonus to the roll. He makes this choice after he sees the roll, but before the DM says whether the attack hits or misses. Once he has used Channel Divinity, he cannot use it again until he completes a short or long rest.
Divine Smite. When Kharn hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Aura of Conquest. Kharn constantly emanates an aura while he's not incapacitated. The aura extends 10 feet from him in every direction, but not through total cover. If a creature is frightened of him, its speed is reduced to 0 while in the aura, and that creature takes 3 psychic damage if it starts its turn there.
Aura of Protection. Whenever a friendly creature within 10 feet of Kharn must make a saving throw, the creature gains a +4 bonus to that saving throw. Kharn must be conscious to grant this bonus.
Font of Magic. Kharn has 6 sorcery points, which are refreshed when he finishes a long rest. He can convert them (inefficiently) into spell slots as a bonus action. Once per turn, when he or an ally within 5 feet rolls dice to determine the number of hit points a spell restores, he can spend 1 sorcery point to reroll any number of those dice once, provided he isn't incapacitated. When he casts a spell that targets only one creature and doesn't have a range of Self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell.
Spellcasting. Kharn is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Kharn has the following sorcerer and paladin spells known or prepared:
Cantrips (at will): acid splash, booming blade, fire bolt, friends, guidance
1st level (4 slots): armor of Agathys, command, compelled duel, detect poison and disease, searing smite, thunderous smite, wrathful smite, absorb elements, bless, healing word
2nd level (3 slots): hold person, spiritual weapon, branding smite, zone of truth, dragon's breath, mirror image, misty step
3rd level (3 slots): bestow curse, counterspell
4th level (3 slots)
5th level (1 slot)
-------------------------
Actions
Lay on Hands. Kharn can touch a creature and heal it. Once he has restored 30 hit points this way, he must replenish this ability by finishing a long rest.
Channel Divinity: Conquering Presence. As an action, Kharn forces each creature of his choice that he can see within 30 feet of him to make a DC 16 Wisdom saving throw. On a failed save, a creature becomes frightened of him for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once Kharn has used Channel Divinity, he cannot use it again until he finishes a short or long rest.
Multiattack. Kharn makes two weapon attacks.
Vicious War Pick (melee 5 ft) +8: 1d8+6 piercing. When Kharn rolls a natural 20 on his attack roll with this magic weapon, the target takes an extra 7 piercing damage.

Encounter Composition

Hoo boy. The composition for this climactic fight is art more than science. You want it to be extremely challenging, but hopefully not a TPK, even in the PCs' extremely worn-down state. Good luck figuring that out!

The enemies should consist of:
Ogre *4
Hill Giant *2
Wyrmlord Hravek Kharn
... but also any Wyrmlords the PCs allowed to escape who are reasonably serving as Kharn's honor guard, and even the Ghostlord if the PCs haven't prevented him from fighting alongside the Horde. You can also reasonably include Ruven and/or Pash-Kari (a Kulkor Zhul War Adept and a Doom Hand Warpriest, respectively -- Kharn's consorts), e.g. if there are no Wyrmlords or Ghostlord to include and you want the battle to be a bit bigger.

To give the PCs any sort of chance in this scenario, they should also have significant NPC support. I went with pretty much the maximum amount of NPC support reasonable: A number (4?) of Town Guards, a Lion of Brindol, Captain Lars Ulverth, Tredora Goldenbrow, and Immerstal the Red.

To make matters even more complicated (but to give you much more granularity to balance the encounter), you can and should declare a number of spell slots already-used on both sides of the encounter.

XP Award: 11300 or more (divided among NPCs too)

Tactics

As described in the original adventure, Kharn requests that his bodyguards not land the final blow on his main opponents, at least initially. This arrogance may give the PCs a bit more of a chance.

I definitely recommend having Kharn use one of his 4th- or 5th-level slots to cast Armor of Agathys before the battle begins, and before he's in range of any Counterspell possibilities. Once he's wailing on a PC, have him also burn high-level slots to KO them as quickly as possible with high-damage Smites.

Notes

Kharn is a potent but complicated build. (As I mentioned in an earlier post, the best emulation for his Talon of Tiamat build that I could come up with was a Conquest Paladin 7 / Divine Soul Sorcerer 6.) Hopefully you play him more skillfully than I did! (The encounter ended up being a little too easy in my campaign, due to me forgetting about some of Kharn's abilities at crucial moments.)

B33bl3br0x
2019-12-16, 10:24 AM
I want to thank you for the conversion you've done here.

I somehow found RHoD when I came back to tabletop RPGing in late '16 as a player. And I knew that eventually I wanted to run it as a GM, and this post string has enable me to do it. It's my first time GMing.

I started GMing the current game around 15 months ago at level 1, and I built up what I think is a pretty good way to keep part 5 as a part of the story.

My players just finished part 2 and went to Brindol while on the road to the Ghostlords lair. I ran the not so sick spy in a town I created on the road between Rhest and Brindol. I ran the spy in a way that I knew would appeal to one of the PCs that likes to think of himself as a Casanova. He, as I expected, tried to pick her up and, as I didn't expect, started boasting to her saying everything they've done so far, where they're going and invited her to come with them.

So he's expecting her to come with them to the Lair and I have to decide for her, whether it is more lucrative for her to stay in Brindol to gather battle plans and possibly sabotage the city or to track the progress of the PCs in their quest to convince the Ghostlord to either join the forces of Brindol or at least to not side with the Red Hand.

The party, ex parte of the spy, has spoken with the Lord of Brindol who told them of the plan to recruit the Dwarves, and I'm going to run the relevant encounter on the road to the wastes. If the spy stays with them, and they make the right choice of what to do with the money, the horde will know all about the dwarves coming to help. Possibly the horde could intercept the gold shippment a second time. [PC] has also told the spy that the Elves are coming from the north, I think that they might have to get attacked en route by a dragon/the dragons reducing their impact on the Battle of Brindol.

DivertedCircle
2019-12-16, 12:25 PM
Welcome back Draz! Thanks again for doing all this. My own game just recently started back up and we'll be heading into my Eberron themed RHoD after Forge of Fury and this thread will be invaluable.

sharkfeet
2019-12-16, 01:53 PM
Holy crap.

Your work just made a lurker of 10+ years make an account to say thanks.

Seriously. This is effing fantastic. I was reading the old RHoD the other day and decided some individual encounters would fit seamlessly into my own campaign... if they were 5e... I was not looking forward to messing with the balance/conversion to and I randomly stumble across your work literally the day after I made the decision to use some of that material.

Thank you for sharing your work.

B33bl3br0x
2019-12-16, 09:24 PM
We actually just wrapped up the last chapter of the campaign this morning. Soooo I've finally run all of Red Hand of Doom!

Now I should double down on putting the conversion and a summed-up Journal on this thread. We'll see if I actually do.

Actually, I just discovered the Game Master 5 app. (Android version here.) And started putting my campaign world into it, including my RHoD conversion. Would people be interested in me uploading the XML version of the conversion eventually?

I just saw this post that I'd missed. Please, please, please do this.

Ciaran
2020-03-07, 08:24 PM
Hey! Long time lurker here and found your notes incredibly useful. My group just conquered the Fane and took out Tiamat last session, so seemed appropriate now that the boards are back to come and say thank you! This thread was an incredible help for my campaign (both the conversions and the magic items for sale were my constant prep companions). It's the first campaign my players and I have seen through to its conclusion (and what a conclusion!) and I can't thank you enough.

I've included some observations from my own campaign in the hope they're useful for someone.



Ch 1 - WITCHWOOD
The hobgoblin fights early on REALLY punished poor positioning. I also used the optional flanking rules, and the party's Beastmaster had a real knack for getting himself surrounded and KO'd. However, fireball trivialised these encounters (particularly the Streets of Blood encounters in Brindol), and I wish I had doubled or trebled the numbers of hobgoblins to keep them competitive.

Koth almost wiped the party out with a Surprise Attack Scorching Ray from Invisibility (those particular features are very mean together) but my parties monk took him out single handedly in a climactic duel on the battlements.

The dragon fights across the board were somewhat underwhelming (as most solo monster fights tend to be). My players, a shield master fighter and a monk were able to knock the dragons prone or stun them for a round and dogpile on them. It took me several dragons to learn to respect how quickly a caught out dragon could be torn apart, and I ought to have used higher CR dragons across the board. This was particularly apparent in our fight with Arbithriax the Red, a major player in my elf cleric's backstory, who as a large size adult was an enormous anticlimax for my PCs who had guzzled potions of flight and went down like a stone. Better use of their flight (strafing tactics, etc, especially over the big chasms like Skull Gorge).

My PCs collapsed Skull Gorge Bridge with an Acorn Feather Token I'd given them in Session Zero planted in the fissures. Points for ingenuity!


Ch 2 - THE BLACKFENS
A general note about travel, but I really glossed over the time between setpieces and it led to the world feeling very small and not much space for the characters to process information and plan. I would suggest DMs take the time to flesh out the travel, and make the world feel bigger.

My party Cleric used Control Water to great effect in Rhest, knocking the Ogre guards into the murky lake and flushing out the inhabitants of the Town Hall. This was also their first use of Divination to locate the group's leaders. Divination became a big part of the game in a way I hadn't expected, and in retrospect I would have withheld more information in the interrogations so that this scrying and divining could have more payoff. I had the PCs be scryed on through the Mindbender's pearl of power by the Doom Priests and Azzar Kul in the fane, (which I reflavored as a dragon egg and holy symbol of Tiamat), but by the end of the campaign had not done anything with that information or revealed it to the PCs.

The potions of flight the party found in the Bell Tower in Rhest became something they heavily relied on in the campaign. As a rare magic item that lasts a full hour, it trivialised a lot of later combats (although allowing the fighter and monk a way to deal with flying enemies in a party with only a single caster). I would force the players to RATION these, and have perhaps only one available in Brindol instead of making them available in infinite numbers for purchase.


Ch 3 - THE GHOSTLORDS LAIR
Ulwai became a constant thorn in my PCs sides between Greater Invisibility and Dimension Door. Unlike the other wyrmlords who went down like chumps, she had perhaps too many tools for escape.

The Behir, a solo encounter, by contrast, was Banished by my cleric and summarily dogpiled by readied attacks. The Ghostlord was stunlocked and suffered a similar fate. Turns out Liches arent immune to stun, and I had let my PCs loot the bonelords stash unmolested (a mistake), so that he autofailed his save against Web due to stun, and then restrained could be knocked prone and dogpiled willy-nilly.

I replaced the Bonedrinkers with Mummys to allow my Sun Soul Monk an opportunity to use her burning hands ability, but both the Light Cleric and Monk refused to take advantage of their fire vulnerability at all and instead dragged out the mummy fight into an incredibly long encounter where they turned them and picked them off in tight quarters one by one, meaning we didn't actually get time for the Ghostlord fight that session... PLAYERS, am I right?


Ch 4 - ENEMIES AT THE GATES
I used the mob attack optional rules to run the Streets of Blood optional encounter, with conditional modifiers for both side's respective use of the Leadership feature (that both Hobgoblin Captains and Knights posessed), half cover, and the modified Berserker's reckless attack (I used Berserkers with the Bugbears extra damage die for a devastating 2d12+3 reckless attack to put the fear of death into my players, but they were melted by archer fire and AoE magic). The table is included below.

As noted above, Arbithriax was a very underwhelming encounter. Scared off by the high numbers of the Adult Red Dragon, I nevertheless wish I had used a wyrm with legendary actions for this fight, as the action economy really favored the PCs and it just felt like a bit of anticlimax. I'd still probably scale back the adult red dragon to be more in line with one of the weaker Adult dragons, but my PCs had fire resist gear and potions of flight, so I needn't have worried. Adjust to match your PCs level of preparation, but I'd say a more powerful dragon is best. You can always have allies come and aid them if the scales tip too far against them!

I ran Wyrmlord Kharn as a modified Champion NPC from Volo's, with a vicious greatsword and red dragon hide armor and the Martial Advantage trait. His legendary actions gave his Hill Giants extra attacks, and he would have fared much better if he had hung back in the second rank and used them as a buffer. He had the help of Ulwai in this encounter, but was still no match for the stunlock, and was killed outright before the bard could dimension door him out of there. I'd definitely use that statblock again, but respect the PCs deadliness a little more.

My party cleric burned the red dragon Arbithriax's remains in Cathedral Square and used the parties accumulated wealth to cast Planar Ally. The Monk PC was being groomed as a "living saint" by the cleric after the death of her prior incarnation at the red dragon's hands. The party enlisted the help of the saint, now a Deva, for their final battle at the Fane. A really cool moment, and not too overpowering considering the capabilities of 10th and 11th level PCs.



Ch 5 - FANE OF TIAMAT
I kept the blue dragon's wand of fireballs as in the book and attacked the party from a range of 120ft. This fight was really interesting! I had hoped to drive the players into the fane to take cover before they were truly ready (they had already scryed to get the password) but they instead flew out and fought him over the chasm. I had hoped to use my players overreliance on knocking flying enemies prone against them somewhat with the Wing Attack legendary action, but found that there was an exception to magical flight so they would instead just... hover where they were. Strange ruling, but there you go! Perhaps you would rule it differently.

I used the Black and Blue Abishai from Mordenkainen's Tome here, without modification. With a Light Cleric and a Helm of Telepathy I had dropped into the treasure hoard above the fane they had ways to deal with invisible foes and darkness. If your group doesnt have these consider making some adjustments. The Blue Abishai used their wyvern zombies as meatshields and included them in the area of their cone of cold spells, then dimension doored behind a wall of force to regroup with the other guards in the corridor.

My PCs didnt seek out any of the side passages here. I removed the Zombie Wyverns in the lower Fane and instead inhabited the temple with harmless spectres of fallen hobgoblins (more on this below) as I hoped to get through the Fane in a single session. The Greenspawn Razorfiends who they had already encountered multiple times were replaced with a rematch with Skather, the assassin from the Battle who had previously escaped (a modified Assassin NPC with a breath weapon). He used his assassinate feature on the PCs as they navigated the difficult terrain of the room and were split up.

I forgot the Unhallow effect on both of the altars here and the priests (The Doom Hand Cleric's from this conversion and modified War Priests) were made short work of with surprise. I didn't find a satisfying replacement for the Erinyes, I used their Rope of Entanglement variant to tie up PCs in the final fight (I had removed the Abishai and placed them there) but found they did not add much to the encounter.

I made Azzar Kul a scaled up warpriest with 14th level casting, and some magic items and increased melee damage. I had big plans for this encounter. One of my PCs, the evil beastmaster ranger, had expressed dissapointment that the hoard were too black and white evil, and that her war-criminal character did not feel as morally gray as she had hoped. I had planned to spin this encounter as a repentant Azzar Kul doing everything in his power to keep the portal closed. Not a great warlord, but a tired, old man. He had sent his horde away from the site of the planar rift for their own safety, and due to the pact the horde had made with Tiamat, their souls were not sent to Acheron and Magubliets armies, but trapped here to fuel Tiamat's return. I had planned for him to use an upcast spirit guardians to turn the ghosts of fallen hobgoblins against the party, all the while pleading for them to not interrupt the ritual. Of course, he was stunned and dogpiled before he could even open his mouth. Very anticlimactic. I ought to have given him the legendary resistance I have included in his statblock below, and perhaps some kind of magical barrier (A Blue Abishai's forcecage?) or Etherealness to allow him to talk to the party from a place of safety. I'd consider adding legendary actions or more minions to tie up the PCs to avoid him just dropping like that.

Despite attempts to banish the PCs Deva ally by the clerics and Tiamat's Divine Word, she remained until the final round of the battle with Tiamat, where she finally exhausted her healing and her hitpoint pool.

The Tiamat Fight was really swingy. I used the Rise of Tiamat version, which has several conditional modifiers to adjust her stats. I opted to keep her AC at 25, which proved really disheartening for my PCs, as even the Holy Weapon buffed fighter was missing more often than not. I'd be careful if you want to do the same, and just increase her HP instead. I limited her to three legendary actions but otherwise had a health pool on the high end of the spectrum (~300HP) and kept her numbers as is (the Shield Master Fighter and Monk and UM Beastmaster companion both had evasion to avoid the devastating breath weapons and I allowed my PCs to use the altar and balconies as cover). It was a very near thing, but my level 11 PCs all survived this encounter with a CR 30 creature, and with her legendary actions I could have her monologuing for the entire fight unlike Azzar Kul and it was very much the climax I'd hoped for!

I'm planning a Planescape followup down the track based loosely on that 4E scales of war adventure path, running the PCs against the githyanki and a vengeful Tiamat across Sigil and the planes for a session or two. But that will come after our next campaign, Curse of Strahd. I hope something in these notes was helpful!



Hogboblin AC 18 HP 11 (18 max) // +3 1d8+1 +2d6 (12 damage)
Captain AC 19 (shield) HP 39 (60 max) // +4 (1d8+2+3d6) (16 damage)
Berserker AC 13 HP 67 // +5 (2d12+3) 15dmg
Berskerker (Reckless) AC 8, HP 67// +10 (2d12+3) 15dmg

Guard AC 16 HP 11 // +3 crossbow 5 damage (1d8+1)
Knight AC 18 HP52 // two +5 greatsword 9 damage (2d6+3)
Scout AC 13, HP 16, // +4 longbow hits 12 damage (1d8+2) x2

+2 with leadership (1m, 30ft radius)

HOBGOBLINS +3 atk, 12 dmg, 5 longbow
Scouts (AC 13) two monsters per success (one if flank/enveloped)
Guards (AC 16) three monsters per success [two if flank/enveloped]
Radalia/Spirtle/Trellara (AC 17) three monsters per success [two if flank/enveloped]
Knight(AC 18) four monsters per success [two if flank/enveloped]
Aurelius/Horace (AC 20) five monsters per success [three if flank/enveloped]

HOBGOBLINS (Leadership) +5 atk, 12 dmg, 5 longbow (1d8+1+2d6)
CAPTAINS +4atk, 16 damage, 6 longbow (1d8+2+3d6)
BERSERKER +5 Atk, 15dmg (2d12+3)
Scouts (AC 13) two monsters per success (one if flank/enveloped)
Guards (AC 16) two monsters per success [one if flank/enveloped]
Radalia/Spirtle/Trellara (AC 17) two monsters per success [two if flank/enveloped]
Knight(AC 18) three monsters per success [two if flank/enveloped]
Aurelius/Horace (AC 20) four monsters per success [three if flank/enveloped]

BERSERKER (RECKLESS) +10 atk, 15dmg (2d12+3)
Scouts (AC 13) one monsters per success
Guards (AC 16) two monsters per success
Radalia/Spirtle/Trellara (AC 17) two monsters per success
Knight(AC 18) two per success
Aurelius/Horace (AC 20) two per success

GUARDS +3, 5dmg (1d8+1)
Berserker (Reckless, AC 8) one per success
Berserker (AC 13) two per success [one flank]
Manticore (AC 14) two per success [one flank]
Goblin (AC 15) two per success [two flank]
Thunderlizard (AC 17) three per success [two flank]
Hobgoblin (AC 18) four per success [two flank]
Hobgoblin Captain (AC 19) four per success [three flank]
Hobgoblin -cover (AC 23) impossible [twenty per success]

SCOUTS +4, 12dmg (1d8+2 x2)
Berserker (Reckless, AC 8) one per success
Berserker (AC 13) two per success [one flank]
Manticore (AC 14) two per success [one flank]
Goblin (AC 15) two per success [two flank]
Thunderlizard (AC 17) three per success [two flank]
Hobgoblin (AC 18) three per success [two flank]
Hobgoblin Captain (AC 19) four per success [two flank]
Hobgoblin -cover (AC 23) impossible [ten per success]



FIREBALL SAVES (DC 17)
Knight, Thunderlizard +0 1/5 save
Guard, Hob, Berserker +1 1/4 save
Goblins, Captain, Scouts +2 1/4 save
Hob, Zerker (half cover, leadership) Manticore +3 1/3 save
Hob (3/4 cover) +6 1/2 save
Hob Capt (3/4 cover) +7 1/2 save

RESULT NEEDED - MONSTERS PER SUCCESS
<6 1
6-12 2
13-14 3
15-16 4
17-18 5
19 10
20+ 20

AZZAR KUL CR 14
Ac 19 HP 216 SPD 30
S 18 D 14 C 18 I 12 W 18 Ch 12
Saves +5 Str, +3 Dex, +5 Con, +2 Int, +10 Wis, +7 Cha
Skills Arcana +8, Insight +10, Intimidation +8, Religion +8
Senses passive perception 14; darkvision 60
Spellcasting (14th, DC 17, +9 spell attack)
Cantrips (at will) guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bane (C), command^, cure wounds^, inflict^, sanctuary, shield of faith (C)
2nd level (3 slots): hold person^ (C), magic weapon^ (C), silence (R), spiritual weapon^
3rd level (3 slots): crusader’s mantle (C), dispel magic, spirit guardians^ (C)
4th level (3 slots): banishment^ (C), death ward, freedom of movement, stoneskin (C)
5th level (2 slots): commune (R), contagion, flame strike, hold monster^ (C), planar binding
6th level (1 slot): harm
7th level (1 slot): etherealness, temple of the gods
Combat Gear potion of speed (1 minute), potion of flight, spell scroll (heal), spell scroll (word of recall)
Multiattack (+1 greatsword). The High Wyrmlord makes two greatsword attacks +10 (4d6+5) slashing damage.
Martial Advantage (1/round) Deal an additional 4d6 damage with a melee weapon attack if an ally is within 5ft.
Legendary Resistance (3/day) When Azzar Kul fails a saving throw, he can choose to succeed instead.
REACTION - Guided Strike (2/Short Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Equipment +1 full plate, +1 greatsword, stone of good luck [factored in]

B33bl3br0x
2020-03-09, 02:21 PM
Hey! Long time lurker here and found your notes incredibly useful. My group just conquered the Fane and took out Tiamat last session, so seemed appropriate now that the boards are back to come and say thank you! This thread was an incredible help for my campaign (both the conversions and the magic items for sale were my constant prep companions). It's the first campaign my players and I have seen through to its conclusion (and what a conclusion!) and I can't thank you enough.

I've included some observations from my own campaign in the hope they're useful for someone.



Ch 1 - WITCHWOOD
The hobgoblin fights early on REALLY punished poor positioning. I also used the optional flanking rules, and the party's Beastmaster had a real knack for getting himself surrounded and KO'd. However, fireball trivialised these encounters (particularly the Streets of Blood encounters in Brindol), and I wish I had doubled or trebled the numbers of hobgoblins to keep them competitive.

Koth almost wiped the party out with a Surprise Attack Scorching Ray from Invisibility (those particular features are very mean together) but my parties monk took him out single handedly in a climactic duel on the battlements.

The dragon fights across the board were somewhat underwhelming (as most solo monster fights tend to be). My players, a shield master fighter and a monk were able to knock the dragons prone or stun them for a round and dogpile on them. It took me several dragons to learn to respect how quickly a caught out dragon could be torn apart, and I ought to have used higher CR dragons across the board. This was particularly apparent in our fight with Arbithriax the Red, a major player in my elf cleric's backstory, who as a large size adult was an enormous anticlimax for my PCs who had guzzled potions of flight and went down like a stone. Better use of their flight (strafing tactics, etc, especially over the big chasms like Skull Gorge).

My PCs collapsed Skull Gorge Bridge with an Acorn Feather Token I'd given them in Session Zero planted in the fissures. Points for ingenuity!


Ch 2 - THE BLACKFENS
A general note about travel, but I really glossed over the time between setpieces and it led to the world feeling very small and not much space for the characters to process information and plan. I would suggest DMs take the time to flesh out the travel, and make the world feel bigger.

My party Cleric used Control Water to great effect in Rhest, knocking the Ogre guards into the murky lake and flushing out the inhabitants of the Town Hall. This was also their first use of Divination to locate the group's leaders. Divination became a big part of the game in a way I hadn't expected, and in retrospect I would have withheld more information in the interrogations so that this scrying and divining could have more payoff. I had the PCs be scryed on through the Mindbender's pearl of power by the Doom Priests and Azzar Kul in the fane, (which I reflavored as a dragon egg and holy symbol of Tiamat), but by the end of the campaign had not done anything with that information or revealed it to the PCs.

The potions of flight the party found in the Bell Tower in Rhest became something they heavily relied on in the campaign. As a rare magic item that lasts a full hour, it trivialised a lot of later combats (although allowing the fighter and monk a way to deal with flying enemies in a party with only a single caster). I would force the players to RATION these, and have perhaps only one available in Brindol instead of making them available in infinite numbers for purchase.


Ch 3 - THE GHOSTLORDS LAIR
Ulwai became a constant thorn in my PCs sides between Greater Invisibility and Dimension Door. Unlike the other wyrmlords who went down like chumps, she had perhaps too many tools for escape.

The Behir, a solo encounter, by contrast, was Banished by my cleric and summarily dogpiled by readied attacks. The Ghostlord was stunlocked and suffered a similar fate. Turns out Liches arent immune to stun, and I had let my PCs loot the bonelords stash unmolested (a mistake), so that he autofailed his save against Web due to stun, and then restrained could be knocked prone and dogpiled willy-nilly.

I replaced the Bonedrinkers with Mummys to allow my Sun Soul Monk an opportunity to use her burning hands ability, but both the Light Cleric and Monk refused to take advantage of their fire vulnerability at all and instead dragged out the mummy fight into an incredibly long encounter where they turned them and picked them off in tight quarters one by one, meaning we didn't actually get time for the Ghostlord fight that session... PLAYERS, am I right?


Ch 4 - ENEMIES AT THE GATES
I used the mob attack optional rules to run the Streets of Blood optional encounter, with conditional modifiers for both side's respective use of the Leadership feature (that both Hobgoblin Captains and Knights posessed), half cover, and the modified Berserker's reckless attack (I used Berserkers with the Bugbears extra damage die for a devastating 2d12+3 reckless attack to put the fear of death into my players, but they were melted by archer fire and AoE magic). The table is included below.

As noted above, Arbithriax was a very underwhelming encounter. Scared off by the high numbers of the Adult Red Dragon, I nevertheless wish I had used a wyrm with legendary actions for this fight, as the action economy really favored the PCs and it just felt like a bit of anticlimax. I'd still probably scale back the adult red dragon to be more in line with one of the weaker Adult dragons, but my PCs had fire resist gear and potions of flight, so I needn't have worried. Adjust to match your PCs level of preparation, but I'd say a more powerful dragon is best. You can always have allies come and aid them if the scales tip too far against them!

I ran Wyrmlord Kharn as a modified Champion NPC from Volo's, with a vicious greatsword and red dragon hide armor and the Martial Advantage trait. His legendary actions gave his Hill Giants extra attacks, and he would have fared much better if he had hung back in the second rank and used them as a buffer. He had the help of Ulwai in this encounter, but was still no match for the stunlock, and was killed outright before the bard could dimension door him out of there. I'd definitely use that statblock again, but respect the PCs deadliness a little more.

My party cleric burned the red dragon Arbithriax's remains in Cathedral Square and used the parties accumulated wealth to cast Planar Ally. The Monk PC was being groomed as a "living saint" by the cleric after the death of her prior incarnation at the red dragon's hands. The party enlisted the help of the saint, now a Deva, for their final battle at the Fane. A really cool moment, and not too overpowering considering the capabilities of 10th and 11th level PCs.



Ch 5 - FANE OF TIAMAT
I kept the blue dragon's wand of fireballs as in the book and attacked the party from a range of 120ft. This fight was really interesting! I had hoped to drive the players into the fane to take cover before they were truly ready (they had already scryed to get the password) but they instead flew out and fought him over the chasm. I had hoped to use my players overreliance on knocking flying enemies prone against them somewhat with the Wing Attack legendary action, but found that there was an exception to magical flight so they would instead just... hover where they were. Strange ruling, but there you go! Perhaps you would rule it differently.

I used the Black and Blue Abishai from Mordenkainen's Tome here, without modification. With a Light Cleric and a Helm of Telepathy I had dropped into the treasure hoard above the fane they had ways to deal with invisible foes and darkness. If your group doesnt have these consider making some adjustments. The Blue Abishai used their wyvern zombies as meatshields and included them in the area of their cone of cold spells, then dimension doored behind a wall of force to regroup with the other guards in the corridor.

My PCs didnt seek out any of the side passages here. I removed the Zombie Wyverns in the lower Fane and instead inhabited the temple with harmless spectres of fallen hobgoblins (more on this below) as I hoped to get through the Fane in a single session. The Greenspawn Razorfiends who they had already encountered multiple times were replaced with a rematch with Skather, the assassin from the Battle who had previously escaped (a modified Assassin NPC with a breath weapon). He used his assassinate feature on the PCs as they navigated the difficult terrain of the room and were split up.

I forgot the Unhallow effect on both of the altars here and the priests (The Doom Hand Cleric's from this conversion and modified War Priests) were made short work of with surprise. I didn't find a satisfying replacement for the Erinyes, I used their Rope of Entanglement variant to tie up PCs in the final fight (I had removed the Abishai and placed them there) but found they did not add much to the encounter.

I made Azzar Kul a scaled up warpriest with 14th level casting, and some magic items and increased melee damage. I had big plans for this encounter. One of my PCs, the evil beastmaster ranger, had expressed dissapointment that the hoard were too black and white evil, and that her war-criminal character did not feel as morally gray as she had hoped. I had planned to spin this encounter as a repentant Azzar Kul doing everything in his power to keep the portal closed. Not a great warlord, but a tired, old man. He had sent his horde away from the site of the planar rift for their own safety, and due to the pact the horde had made with Tiamat, their souls were not sent to Acheron and Magubliets armies, but trapped here to fuel Tiamat's return. I had planned for him to use an upcast spirit guardians to turn the ghosts of fallen hobgoblins against the party, all the while pleading for them to not interrupt the ritual. Of course, he was stunned and dogpiled before he could even open his mouth. Very anticlimactic. I ought to have given him the legendary resistance I have included in his statblock below, and perhaps some kind of magical barrier (A Blue Abishai's forcecage?) or Etherealness to allow him to talk to the party from a place of safety. I'd consider adding legendary actions or more minions to tie up the PCs to avoid him just dropping like that.

Despite attempts to banish the PCs Deva ally by the clerics and Tiamat's Divine Word, she remained until the final round of the battle with Tiamat, where she finally exhausted her healing and her hitpoint pool.

The Tiamat Fight was really swingy. I used the Rise of Tiamat version, which has several conditional modifiers to adjust her stats. I opted to keep her AC at 25, which proved really disheartening for my PCs, as even the Holy Weapon buffed fighter was missing more often than not. I'd be careful if you want to do the same, and just increase her HP instead. I limited her to three legendary actions but otherwise had a health pool on the high end of the spectrum (~300HP) and kept her numbers as is (the Shield Master Fighter and Monk and UM Beastmaster companion both had evasion to avoid the devastating breath weapons and I allowed my PCs to use the altar and balconies as cover). It was a very near thing, but my level 11 PCs all survived this encounter with a CR 30 creature, and with her legendary actions I could have her monologuing for the entire fight unlike Azzar Kul and it was very much the climax I'd hoped for!

I'm planning a Planescape followup down the track based loosely on that 4E scales of war adventure path, running the PCs against the githyanki and a vengeful Tiamat across Sigil and the planes for a session or two. But that will come after our next campaign, Curse of Strahd. I hope something in these notes was helpful!



Hogboblin AC 18 HP 11 (18 max) // +3 1d8+1 +2d6 (12 damage)
Captain AC 19 (shield) HP 39 (60 max) // +4 (1d8+2+3d6) (16 damage)
Berserker AC 13 HP 67 // +5 (2d12+3) 15dmg
Berskerker (Reckless) AC 8, HP 67// +10 (2d12+3) 15dmg

Guard AC 16 HP 11 // +3 crossbow 5 damage (1d8+1)
Knight AC 18 HP52 // two +5 greatsword 9 damage (2d6+3)
Scout AC 13, HP 16, // +4 longbow hits 12 damage (1d8+2) x2

+2 with leadership (1m, 30ft radius)

HOBGOBLINS +3 atk, 12 dmg, 5 longbow
Scouts (AC 13) two monsters per success (one if flank/enveloped)
Guards (AC 16) three monsters per success [two if flank/enveloped]
Radalia/Spirtle/Trellara (AC 17) three monsters per success [two if flank/enveloped]
Knight(AC 18) four monsters per success [two if flank/enveloped]
Aurelius/Horace (AC 20) five monsters per success [three if flank/enveloped]

HOBGOBLINS (Leadership) +5 atk, 12 dmg, 5 longbow (1d8+1+2d6)
CAPTAINS +4atk, 16 damage, 6 longbow (1d8+2+3d6)
BERSERKER +5 Atk, 15dmg (2d12+3)
Scouts (AC 13) two monsters per success (one if flank/enveloped)
Guards (AC 16) two monsters per success [one if flank/enveloped]
Radalia/Spirtle/Trellara (AC 17) two monsters per success [two if flank/enveloped]
Knight(AC 18) three monsters per success [two if flank/enveloped]
Aurelius/Horace (AC 20) four monsters per success [three if flank/enveloped]

BERSERKER (RECKLESS) +10 atk, 15dmg (2d12+3)
Scouts (AC 13) one monsters per success
Guards (AC 16) two monsters per success
Radalia/Spirtle/Trellara (AC 17) two monsters per success
Knight(AC 18) two per success
Aurelius/Horace (AC 20) two per success

GUARDS +3, 5dmg (1d8+1)
Berserker (Reckless, AC 8) one per success
Berserker (AC 13) two per success [one flank]
Manticore (AC 14) two per success [one flank]
Goblin (AC 15) two per success [two flank]
Thunderlizard (AC 17) three per success [two flank]
Hobgoblin (AC 18) four per success [two flank]
Hobgoblin Captain (AC 19) four per success [three flank]
Hobgoblin -cover (AC 23) impossible [twenty per success]

SCOUTS +4, 12dmg (1d8+2 x2)
Berserker (Reckless, AC 8) one per success
Berserker (AC 13) two per success [one flank]
Manticore (AC 14) two per success [one flank]
Goblin (AC 15) two per success [two flank]
Thunderlizard (AC 17) three per success [two flank]
Hobgoblin (AC 18) three per success [two flank]
Hobgoblin Captain (AC 19) four per success [two flank]
Hobgoblin -cover (AC 23) impossible [ten per success]



FIREBALL SAVES (DC 17)
Knight, Thunderlizard +0 1/5 save
Guard, Hob, Berserker +1 1/4 save
Goblins, Captain, Scouts +2 1/4 save
Hob, Zerker (half cover, leadership) Manticore +3 1/3 save
Hob (3/4 cover) +6 1/2 save
Hob Capt (3/4 cover) +7 1/2 save

RESULT NEEDED - MONSTERS PER SUCCESS
<6 1
6-12 2
13-14 3
15-16 4
17-18 5
19 10
20+ 20

AZZAR KUL CR 14
Ac 19 HP 216 SPD 30
S 18 D 14 C 18 I 12 W 18 Ch 12
Saves +5 Str, +3 Dex, +5 Con, +2 Int, +10 Wis, +7 Cha
Skills Arcana +8, Insight +10, Intimidation +8, Religion +8
Senses passive perception 14; darkvision 60
Spellcasting (14th, DC 17, +9 spell attack)
Cantrips (at will) guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bane (C), command^, cure wounds^, inflict^, sanctuary, shield of faith (C)
2nd level (3 slots): hold person^ (C), magic weapon^ (C), silence (R), spiritual weapon^
3rd level (3 slots): crusader’s mantle (C), dispel magic, spirit guardians^ (C)
4th level (3 slots): banishment^ (C), death ward, freedom of movement, stoneskin (C)
5th level (2 slots): commune (R), contagion, flame strike, hold monster^ (C), planar binding
6th level (1 slot): harm
7th level (1 slot): etherealness, temple of the gods
Combat Gear potion of speed (1 minute), potion of flight, spell scroll (heal), spell scroll (word of recall)
Multiattack (+1 greatsword). The High Wyrmlord makes two greatsword attacks +10 (4d6+5) slashing damage.
Martial Advantage (1/round) Deal an additional 4d6 damage with a melee weapon attack if an ally is within 5ft.
Legendary Resistance (3/day) When Azzar Kul fails a saving throw, he can choose to succeed instead.
REACTION - Guided Strike (2/Short Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Equipment +1 full plate, +1 greatsword, stone of good luck [factored in]


Any chance you could post the stat blocks you used for the Monsters/NPCs in the Fane area?

Ciaran
2020-03-10, 04:43 AM
Any chance you could post the stat blocks you used for the Monsters/NPCs in the Fane area?

Sure! They're in shorthand for the most part but here's what I have. Hope it's helpful.

Monster Manual Critters: Bone Devil, Barbed Devil, Bearded Devil, Night Hag, Adult Blue Dragon (w/ wand of fireballs), Erinyes

Mordenkainen's Critters (below): Blue Abishai, Black Abishai

Wyvern Zombie x2
AC 13 HP 123 SPD 20 ft. (fly 80?)
STR 20 DEX 10 CON 18 INT 1 WIS 8 CHA 2
Immune poison Condition Immunities poison
Multiattack One bite +8 (reach 10) (2d6 +5) and one stinger +8 (reach 10) (2d6 +5) and DC 15 CON or (7d6) poison, save for half
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Doom Hand Cleric CR 3
AC 15 (chain shirt) HP 33 (48 w/ aid) SPD 30ft
S 11 D 14 C 12 I 10 W 13 Ch 14
Saves Dark Devotion - adv. vs charm or frightened
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11; Darkvision 60ft
Spellcasting (4th, DC 11, +3 spell attack)
Cantrips (at will) light, sacred flame, thaumaturgy
1st (4 slots) command (60ft. targets wis), inflict wounds (3d10 necrotic) [or bane*], shield of faith*
2nd (3 slots) hold person (targets wis)*, spiritual weapon* (1d8+1 force), invisibility
Multiattack (two whip) +4 to hit, reach 10ft. 4 (1d4+2) piercing damage
Hook: Bombards PCs with threats of doom, pain, despair and death.

War Priest CR 9
Ac 18 HP 117 SPD 30
S 16 D 10 C 14 I 11 W 17 Ch 13
Saves Con +6, Wis +7
Skills Intimidation +5, Religion +4
Senses passive perception 13; darkvision 60
Spellcasting (9th, DC 15, +5 spell attack)
Cantrips (at will) light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, inflict wounds, shield of faith
2nd level (3 slots): aid, hold person, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
Multiattack. The priest makes two morningstar attacks +7 (1d8+3) piercing
Morningstar +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
REACTION - Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.


Clerics Quarters: 2 warpriests, 5 clerics - Total XP: 13,500
Inner Sanctum: 2 warpriests, 5 clerics, 4 wraiths - Total XP: 20,700

An argument could be made for giving these guys Martial Advantage, but I didnt find it necessary. The clerics used a combination of hold person and auto-crit inflict wounds on my party, and the warpriests had pre-buffed with a 4th level aid spell on their cronies so that they had a better chance of surviving an extra round. The warpriests used their guided strike to help the clerics land their spell attacks against the high AC players). They were made short work of by my party's AoE magic between the cleric's fireball and the ranger's wand of fireball from the blue dragon (they rested in the treasure cave to attune to it and prepare for the Fane proper)

Blue Abishai
MTF
p161
Medium fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 195 (26d8 + 78)
Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 22 (+6) 23 (+6) 18 (+4)
Saving Throws Int +12, Wis +12
Skills Arcana +12
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, lightning, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Draconic, Infernal, telepathy 120 ft.
Challenge 17 (18,000 XP)
Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons. The abishai's weapon attacks are magical.
Spellcasting. The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp
1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave
2nd level (3 slots): darkness, mirror image, misty step
3rd level (3 slots): dispel magic, fear, lightning bolt
4th level (3 slots): dimension door, greater invisibility, ice storm
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): chain lightning
7th level (1 slot): teleport
Actions
Multiattack. The abishai makes two attacks: one with its quarterstaff and one with its bite.
Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.

These guys are a higher CR than the adult dragon solo encounter outside, and really depleted my PCs resources at the start of the fane. I didn't change them from the book but only used the two at the front of the fane and cut them from the final confrontation. They opened with two cone of colds while the PCs were engaged with the wyvern zombies (eating through the wyvern's HP as well as the parties). They used defensive spells (mirror image by the one engaged by the fighter and monk, and greater invis respectively) on round 2 and tried to offload their two chain lightning spells (one upcast 7th level) after that. My PCs had one Shield Master and two PCs with evasion. Your party might not be able to deal with AoE magic as well as mine, so adjust accordingly.

Per the tactics in the book, the inhabitants of the other rooms locked the doors (DC 20 Str to open), leading from the first antechamber. The Blue Abishai and Wyverns held them off for a few rounds before a wave of 6 Black Abishai entered the melee and cast their creeping darkness ability and engaged in melee against their now blinded foes (all devils have devils sight and are unaffected.


Black Abishai
MTF
p160
Medium fiend (devil), lawful evil
Armor Class 15 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0)
Saving Throws Dex +6, Wis +6
Skills Perception +6, Stealth +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities acid, fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Draconic, Infernal, telepathy 120 ft.
Challenge 7 (2,900 XP)
Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons. The abishai's weapon attacks are magical.
Shadow Stealth. While in dim light or darkness, the abishai can take the Hide action as a bonus action.
Actions
Multiattack. The abishai makes three attacks: two with its scimitar and one with its bite.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.

The second wave of Abishai stayed in Reserve, and once the blues dropped to half HP I had them dimension door to the northern corridor and wait, blocking the passage with Wall of Force. Without access to Disintegrate, and needing a high ability check or their most powerful spell slot to dispel it, the party were forced to go around, putting them in danger of encountering another roomfull of enemies. The Abishai could have retreated like this deeper and deeper into the dungeon, only able to be bypassed by the secret doors and some stealth rolls, but my PCs managed to run them down in this hallway.

200 hit points each is nothing to sneeze at, but once stunned by my monk these guys were toast. PCs that don't focus on the spellcasters however or have a way to shut them down might have trouble.

My PCs bypassed the side chambers in the Fane (I'd really pushed the "race against the clock" element and they wanted to push through to stop the High Wyrmlord) but the high ceilings here would've seen me using the devil's flight to hug the ceilings and use hit and run tactics (provoking an AoO, but avoiding their multiple atacks a round). I cut the 5 wyvern zombies as above, and had my PCs run into Skather again (below), who this time ambushed them as a solo encounter and allowed my party some sweet sweet revenge.


Medium fiend, Chaotic Evil
AC 17 (studded leather)
HP 120 (12d8+24, max)
Damage Resistances Poison
Spd 30ft.

S 11 D 18 C 14 I 13 W 11 Ch 10
Saving Throws DEX +7, INT +4
Skills Acrobatics +7, Deception +3, Perception +3, Stealth +10
Senses Passive Perception 13
Languages Thieves' Cant, Common, Draconic
Challenge 8 (3,900 XP)

Assassinate During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (4d6) Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
ACTIONS
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Longbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Acid Breath (Recharge 5–6). The blackspawn exhales acid in a 30*-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.

EQUIPMENT
Combat Gear caltrops, potion of greater healing (4d4+4), potion of invisibility (2), oil of sharpness (+3 bonus to slashing or piercing wep for 1 hr), wyvern poison (injury, DC 15 or 7d6 poison)
Other Gear shortsword, longbow, 40 arrows, burglar’s kit, silk rope, grappling hook


He was an assassin with the fiend type, a breath weapon and potions of invisibility. His single attacks made him a pretty underwhelming solo encounter, even with the impressive poison damage. His purpose was to land his assassinate feature, tie up the party for a few rounds and get the hell out of dodge with his potions.

Tiamat
Gargantuan fiend, chaotic evil

Armor Class 20 Natural Armor
Hit Points 340
Speed 60 ft., fly 120 ft.

STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
28 (+9)

Saving Throws STR +16, DEX +6, WIS +14
Skills Arcana +17, Perception +26, Religion +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240ft., Truesight 120ft., Passive Perception 36
Languages Common, Draconic, Infernal

Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 21). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.

Actions
Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) piercing damage.
Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.
Legendary Actions
Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 27 (3d10 + 10) slashing damage plus 11 (3d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one

B33bl3br0x
2020-03-30, 02:46 PM
Sure! They're in shorthand for the most part but here's what I have. Hope it's helpful.

That's awesome. Thank you a lot.

I'm really quite **** at building custom monsters and adjusting CRs.

PintoTown
2020-04-27, 10:19 PM
I can’t thank you enough!
I’d always wanted to run RHoD, and while I love 5e, my old man brain just can’t get as familiar with it as I was with previous editions. You’re a lifesaver!