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  1. - Top - End - #1
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Converting Red Hand of Doom to 5e

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

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

    Part I: The Witchwood
    Marauder Attack
    Drellin's Ferry
    Witchwood Random Encounters
    Jorr's Cabin
    Blackwater Causeway
    Vraath Keep
    Old Warklegnaw
    Skull Gorge Bridge
    Goblin Raid
    Chimera Attack
    Massacre at Drellin's Ferry

    Part II-A: The Elsir War
    Easy Skirmish
    Dirty Rotten Looters
    Mercenary Gold
    The Not-So-Sick Spy
    Barghest Reavers
    Marked for Death
    Captured!
    Into the Horde

    Part II-B: The Blackfens
    Blackfens Random Encounters
    Road Blockade
    Spawn of Tiamat
    Killiar's Hunters
    Starsong Hill
    Lizardfolk Huts
    Bell Tower
    Town Hall
    The Elf Alliance

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

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

    Part V: The Fane of Tiamat
    Wyrmsmoke Random Encounters
    The Mark of Tiamat
    Foyer
    Guard Barracks
    Torture Chamber
    Priest Cells
    Laryssa's Kitchen
    Great Temple of Tiamat
    Cavern of the Guardian Spawn
    Outer Sanctum
    High Wyrmlord's Chambers
    Treasury
    Inner Sanctum
    Tiamat's Wrath
    Last edited by Draz74; 2018-01-10 at 10:38 AM.
    You can call me Draz.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  2. - Top - End - #2
    Firbolg in the Playground
     
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    Default Re: Converting Red Hand of Doom to 5e

    Marauder Attack

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


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


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


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


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


    XP Award: 2000

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

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

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

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

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

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

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

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

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

    But I'm open to tweaking the composition here if other people's playtest experiences reveal the encounter to be too easy or too hard for a party of four Level 5 PCs.
    Last edited by Draz74; 2017-06-22 at 10:54 PM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  3. - Top - End - #3
    Firbolg in the Playground
     
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    Default Re: Converting Red Hand of Doom to 5e

    Drellin's Ferry

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


    For Sale

    Spoiler: Morlin's Smithy
    Show
    +1 battleaxe - 110 gp
    +1 longsword - 115 gp
    +1 shield - 110 gp
    +1 chain shirt - 550 gp
    adamantine chain mail - 275 gp
    20 +1 arrows - 25 gp each
    20 +1 bolts - 25 gp each

    Spoiler: Shrine of Pelor
    Show
    8 potion of healing - 50 gp each
    3 potion of greater healing - 150 gp each
    2 scroll of bless (level 1) - 60 gp each
    4 scroll of cure wounds (level 2) - 120 gp each
    2 scroll of cure wounds (level 3) - 200 gp each
    2 scroll of lesser restoration - 120 gp each
    scroll of dispel magic (level 3) - 220 gp
    scroll of protection from energy - 210 gp

    Spoiler: House of Sertieren the Wise
    Show
    scroll of mage armor - 60 gp
    2 scroll of invisibility (level 2) - 130 gp
    4 scroll of web - 120 gp each
    2 scroll of dispel magic (level 3) - 220 gp each
    scroll of fireball (level 3) - 230 gp
    scroll of fly (level 3) - 210 gp
    2 potion of invisibility - 180 gp each
    3 potion of flying - 500 gp each
    ring of protection - 3500 gp
    bracers of defense - 6000 gp


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

    I built Soranna as a Fighter 5. Since she's much more likely to end up fighting alongside the PCs than against them, it doesn't matter that a Fighter 5 is only a CR 2 encounter.
    Last edited by Draz74; 2017-06-20 at 11:55 PM.

  4. - Top - End - #4
    Dwarf in the Playground
     
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    Default Re: Converting Red Hand of Doom to 5e

    Keep em coming! I had never read Red Hand of Doom until this thread, but I love your work so far.

  5. - Top - End - #5
    Firbolg in the Playground
     
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    Default Re: Converting Red Hand of Doom to 5e

    Witchwood Random Encounters

    Encounter #1 (400 XP)
    Stirge *16

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


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

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

    Encounter #2 (700 XP)
    Giant Wasp *7

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


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

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

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


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


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


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

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

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

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


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


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


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

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


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


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


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

    Encounter #6 (1400 XP)
    Adolescent Girallon *2

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


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

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

    Encounter #7 (1400 XP)
    Owlbear *2

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


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

    Encounter #8 (1800 XP)
    Assassin Vine

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


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

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

    Encounter #9 (1800 XP)
    Dire Boar

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


    This is my attempt to bump a Giant Boar up to CR 5. In playtesting, it wasn't a particularly difficult foe overall, but it did knock one PC unconscious with a single Charge attack. So I guess that's enough "resources spent" for a random encounter.
    Last edited by Draz74; 2017-06-09 at 10:24 PM.
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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Scathain View Post
    Keep em coming! I had never read Red Hand of Doom until this thread, but I love your work so far.
    Thank you for the encouragement! -- but, if you've never read the adventure, perhaps you should stay away from spoilers that will certainly be in this thread!

    (Or buy the adventure and start running it for a 5e group, that works too.)
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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Draz74 View Post
    Credit: the girallon's (homebrewed) stat block comes basically from here. I cleaned it up a little bit to make it more consistent with the way grappling abilities in the MM generally work.
    Note: There's a CR 4 Girallon in VGtM.
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by JackPhoenix View Post
    Note: There's a CR 4 Girallon in VGtM.
    Thanks, I'll probably replace the Homebrew one with a scaled-down version of the VGtM one.

    EDIT: and done. The homebrew girallon was a lot more original/complicated mechanically, but I'll stick with the 5e standards as much as possible. I suspect the homebrew one is overpowered, anyway, for its CR.
    Last edited by Draz74; 2017-05-22 at 12:06 PM.
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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Draz74 View Post
    Thank you for the encouragement! -- but, if you've never read the adventure, perhaps you should stay away from spoilers that will certainly be in this thread!

    (Or buy the adventure and start running it for a 5e group, that works too.)
    No worries, I've actually been looking through old 3.5 modules to drop into my homebrew world. This'll be mighty helpful.

    Edit: this is just one of those "I didn't know I needed this until I did" threads
    Last edited by Scathain; 2017-05-22 at 11:45 AM.

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    Default Re: Converting Red Hand of Doom to 5e

    It HAS been done before, several times. And the easiest way to convert is to redo the items. Everything else can use the 5e stats for similar effect, but the items take more work.

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    Default Re: Converting Red Hand of Doom to 5e

    Jorr's Cabin

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


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


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

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

    Encounter Composition
    Jorr's Dog *3
    Jorr Natherson


    XP Award: 1800
    If the PCs manage to enlist Jorr's help, they gain this full XP Award. If they merely gain useful information from Jorr, they are awarded 1100 XP instead. If they win this encounter via combat, they are awarded only 775 XP.
    Last edited by Draz74; 2017-06-04 at 10:00 PM.
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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by HolyDraconus View Post
    It HAS been done before, several times. And the easiest way to convert is to redo the items. Everything else can use the 5e stats for similar effect, but the items take more work.
    Really? I found one place where someone said they were working on it, but they didn't actually produce any stat blocks, and the latest post was over 2 years old.

    If I'm re-inventing the wheel, please redirect me to where I can get the wheel without doing so!
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    Default Re: Converting Red Hand of Doom to 5e

    Blackwater Causeway

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


    Encounter Composition
    Adolescent Hydra

    XP Award: 2900

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

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

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

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

    I playtested the encounter a second time banning Slow from the PCs' tactics, and it seemed like a sufficiently hard fight as long as the heads of the hydra know to focus-fire one PC at a time. One PC only survived due to a lucky Death Save. But if the heads spread out their fire a bit, the players probably could take on a MM hydra ... nah. This is supposed to be a significant fight, but not a boss fight.
    Last edited by Draz74; 2017-06-09 at 11:24 PM.
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    Default Re: Converting Red Hand of Doom to 5e

    Vraath Keep

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


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


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


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


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


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


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


    XP Award: 4600

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

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

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

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

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

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

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

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

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

    EDIT: Also, my playtest party did not have Jorr with them, which would have made the battle even easier.
    Last edited by Draz74; 2017-06-22 at 10:52 PM.
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    Default Re: Converting Red Hand of Doom to 5e

    Old Warklegnaw

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


    Encounter Composition
    Old Warklegnaw

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

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

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

    I haven't playtested this encounter, and I don't know if I'll get around to it, because its difficulty doesn't matter too much. (Comparing the stat block with the hydra's, even though they're supposedly the same CR, it looks like our giant friend will be a little too easy of an encounter.) But the party isn't "supposed" to fight Old Warklegnaw, they're supposed to recognize him as a possible ally and turn the encounter into a social one rather than a combat. So it doesn't matter if they fight Warklegnaw and he goes down a little too easily.
    Last edited by Draz74; 2017-06-04 at 10:11 PM.
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    Default Re: Converting Red Hand of Doom to 5e

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

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

    PS: Sorry for the bad english, not my first language.
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    Default Re: Converting Red Hand of Doom to 5e

    Spoiler: (responses to thread)
    Show
    Quote Originally Posted by Arvin Natsuko View Post
    Nice work! I'm planning on doing the same thing, but first I'm running several homebrew adventures to create group unity and level them up to 6 or 7, with is the level I will start the RHoD.

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

    PS: Sorry for the bad english, not my first language.
    I look forward to your feedback/help! And your English in this post was fine!


    Skull Gorge Bridge

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


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


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


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


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


    XP Award: 5500

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

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

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

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

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

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

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

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

    So as always, if anyone else wants to run this battle and let me know how it went, I'd love that. The party is still supposed to be four Level 5 PCs at this point (though Jorr may be with them as well, and they'll likely level up after demolishing the Bridge).
    Last edited by Draz74; 2017-06-09 at 10:23 PM.
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    ... yes, I need to be tested for ADHD.

  18. - Top - End - #18
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    NinjaGuy

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    Default Re: Converting Red Hand of Doom to 5e

    As I said before, I'm still planning to run it, but I already read it all and think about some of the encounters.

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

    What do you think?
    We are everywhere.

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    Default Re: Converting Red Hand of Doom to 5e

    Spoiler: (responses to thread)
    Show
    Quote Originally Posted by Arvin Natsuko View Post
    What do you think?
    Hmmm, you know, if there were only one dragon in the adventure, I would tend to agree -- I would want to make sure it was the star of the show for narrative reasons. But there are plenty of dragons to go around in RHoD. And dragons aren't always supposed to be mythically uber-powerful -- not when they're young. And Ozzy is supposed to be pretty young.

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


    Goblin Raid

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


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


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


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


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


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


    XP Award: 2900

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

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

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

    That's assuming this will be a pretty easy encounter, which I suspect but haven't playtested.
    Last edited by Draz74; 2017-06-04 at 10:22 PM.
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    ... yes, I need to be tested for ADHD.

  20. - Top - End - #20
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    Default Re: Converting Red Hand of Doom to 5e

    Chimera Attack

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


    Encounter Composition
    Chimera

    XP Award: 2300

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

    This is straight out of the MM; no creativity to see here. The CR is fine for a solo encounter. It's a little weird narratively that this throwaway encounter is tougher than Koth or Ozzy were individually, but that's how solo encounters vs. group encounters work out.
    Last edited by Draz74; 2017-06-04 at 10:22 PM.
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    ... yes, I need to be tested for ADHD.

  21. - Top - End - #21
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    NinjaGuy

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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Draz74 View Post
    Hmmm, you know, if there were only one dragon in the adventure, I would tend to agree -- I would want to make sure it was the star of the show for narrative reasons. But there are plenty of dragons to go around in RHoD. And dragons aren't always supposed to be mythically uber-powerful -- not when they're young. And Ozzy is supposed to be pretty young.
    Fair enough.
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    Default Re: Converting Red Hand of Doom to 5e

    Massacre at Drellin's Ferry

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


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


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


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


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


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


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


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


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


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


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


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


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

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

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

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

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

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

    But the composition I wrote above is translated directly from the adventure, for the sake of faithfulness to the source material. The exception is that I left out the hieracosphinxes. I don't know of anywhere that hieracosphinxes have been published yet in 5e, and they don't fit into the lore of my own homebrew world anyway, and frankly the Horde has plenty of diversity even without them.
    Last edited by Draz74; 2017-07-14 at 10:24 PM.
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  23. - Top - End - #23
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    Default Re: Converting Red Hand of Doom to 5e

    Starting to work on things other than stat blocks for Part 1. Haven't gotten very far -- just to the Terrain section of Marauder Attack.

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

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    Default Re: Converting Red Hand of Doom to 5e

    From what I know of RHoD, you've taken up quite an ambitious project. I'll be anxiously waiting when you're done!

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

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

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    Default Re: Converting Red Hand of Doom to 5e

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

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

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    NinjaGuy

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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Draz74 View Post
    This section says that the escarpments about the road cost quadruple movement to enter. Is that a thing in 5e? That is, is there any precedent for more-difficult-than-difficult terrain? I feel like I've seen it somewhere in the PHB, but I can't think where -- some spell description?
    The Plant Growth spell do exactly that:

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

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

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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Zippdementia View Post
    but the biggest issue currently that I'm seeing is actually in cutting back on the magical items.
    Yep, and I'm not super confident about what extent to do that too. But I'll take a shot at it, unless someone else wants to give me more specific guidelines about how many magic items to leave in the PCs' path.

    Quote Originally Posted by Arvin Natsuko View Post
    The Plant Growth spell do exactly that:

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

    It's not a terrain feature, but it's probably what you saw in the PHB.
    That's it! Thanks for finding that!

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

    (Another problem with it is that it's too similar to repeating Marauder Attack, but easier.)
    Last edited by Draz74; 2017-05-26 at 10:40 PM.
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    Kobold

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    Default Re: Converting Red Hand of Doom to 5e

    For Hobgoblin Mages. There is one in Volo's guide.

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    Default Re: Converting Red Hand of Doom to 5e

    Quote Originally Posted by Envyus View Post
    For Hobgoblin Mages. There is one in Volo's guide.
    Indeed there is. I should probably re-work the Kulkor Zhul War Adepts to be based on the Volo's stat block. (Since they are the same CR.)

    EDIT: Or should I? My build is actually stronger in some ways (mostly the save DC / spell attack bonus being higher). And weaker in other areas. So ...
    Last edited by Draz74; 2017-05-26 at 10:36 PM.
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    Default Re: Converting Red Hand of Doom to 5e

    Easy Skirmish

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


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


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


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


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


    XP Award: 1900
    Last edited by Draz74; 2017-06-07 at 10:39 PM.
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    ... yes, I need to be tested for ADHD.

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