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    Default [Legend conversion] Red Hand of Doom resources

    As one of the most popular and well-rounded adventure modules in D&D, the Red Hand of Doom strikes me as a particularly good way to test a new RPG System. Therefore, as we've been checking out the new Legend system, I've decided to make an effort to convert its rules to Legend rules, so that anyone with a good current playgroup (which I, sadly, currently lack) can give it a whorl.

    After I post the various monster stats that I've already come up with, I would appreciate help from anyone who would like to participate.

    Editing each stat block to put it into Forum code takes a fair amount of time and energy, so it may take me a while. In the meantime, feel free to offer comments, suggestions, or to stat up RHoD monsters of your own accord and add them to the thread. I'll list the list of all the ones I've more or less already built, so we don't end up with duplicate efforts:
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    High Wyrmlord Azarr Kul, Wyrmlord Hravek Kharn, Wyrmlord Ulwai Stormcaller, Wyrmlord Saarvith, Wyrmlord Koth, Tyrgarun, Abithriax, Regiarix, Ozyrrandion, Aspect of Tiamat, Skather, Blackspawn Raider, Blood Ghost Berserker, Blue Abishai, Bluespawn Thunderlizard, Doom Fist Monk, Doom Hand Cleric, Doom Hand Warpriest, Goblin Worg Rider, Greenspawn Razorfiend, Hobgoblin Bladebearer, Hobgoblin Regular, Hobgoblin Sergeant, Hobgoblin Veteran, Kulkor Zhul Mindbender, The Ghostlord, Jorr Natherson, Tredora Goldenbrow, Hell Hound, Six-Headed Hydra, Manticore, Minotaur (marshal), Eight-Headed Hydra, Ogre, Ettin, Lizardfolk, Eagle

    ... which leaves the following that still need to be done:
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    Varanthian, Miha Serani, Kulkor Zhul War Adept, Ghost Brute Lion, Ghost Dire Lion, Lesser Bonedrinker, Captain Soranna Anitah, Old Warklegnaw, Sellyria Starsinger, Killiar Arrowswift, Trellara Nightshadow, Tiri Kitor Hunter, Lars Ulverth (Lion Guard Captain), Immerstal the Red, Lion of Brindol, Human Town Guard, Human Militia, Crimson Tiger Thug, and a bunch of minor NPCs that the module itself doesn't actually bother to give stats for.

    ... as well as a host of Monster Manual creatures, which the Legend team will probably release at some point anyway:
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    Large Gray Ooze, Riding Dog, Chimera, Hieracosphinx, Wyvern, Barghest, Greater Barghest, Giant Owl, Hill Giant, Wyvern Zombie, Bone Devil, Night Hag, Bearded Devil, Wraith, Erinyes, Barbed Devil, Gray Render, Centipede Swarm, Dryad, Assassin Vine, Digester, Ettercap, Large Monstrous Spider, Giant Wasp, Girallon, Owlbear, Shambling Mound, Tendriculos, Troll, Stirge, Dire Boar, Giant Stag Beetle, Chuul, Giant Crocodile, Harpy, Will-o'-wisp, Gibbering Mouther, Ochre Jelly, Ghoul, Ghast, Basilisk, Bulette (7), Dire Lion, Spider Eater, Lion, Wight, Ankheg, Huge Monstrous Spider, Ogre Barbarian, Yrthak, Achaierai, Behir, Griffon


    Of course, to convert Red Hand of Doom, most of the work will be monsters, but we should also come up with a few guidelines about magical treasure (how many Items of each power level to include as treasure, at what points in the adventure), as well as converting a few odd Skill DCs here and there and stuff like that. But that's lower-priority than making sure the combat can work well.
    Last edited by Draz74; 2012-01-21 at 07:59 PM.
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    Summer project: Converting Red Hand of Doom to 5e.

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Marauder Attack

    I could have made the hobgobbo regulars using the Mook rules, but making them with full normal rules wasn't really any extra work, since later encounters have essentially just a higher-level version of the same (Hobgoblin Veterans). Besides, even the adventure module itself expresses concern about the hobgoblin soldiers presenting enough of a threat to PCs; even if their first-level Track Features are pitiful, the Perfect Defense feat can give them a bit of a bite that can protect their superior "boss" monsters and give the PCs a fiery desire to get rid of them.

    Hobgoblin Regular (EL1)
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    Human Barbarian

    Heroica / Path of Destruction / Path of the Ancestors / Battle's Tempering

    {table]Init +3 | Reach 5 ft | Speed 30 ft | Size Medium
    HP 26 | AC 17 | Fort +5; Ref +1; Will +3 | Awareness 12[/table]

    [Melee] Attack Action
    Atk +4; Damage 1d8+4; Longsword; [melee].
    - Reckless Strike

    [Ranged] Attack Action
    Atk +4; Damage 1d8+4; Revolver; [close] (25 ft).
    - [Repeater] 6

    Abilities: Str 16; Dex 14; Con 16; Int 10; Wis 12; Cha 10
    Skills: Athletics +5; Larceny +3; Ride +3; Intimidate +1; Perception +2
    Feats: Perfect Defense, Reckless Strike
    Key Offensive Modifier: Strength
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +1

    Activated Abilities

    Perfect Defense [Ex]: Once per [Encounter], as an immediate action, the hobgoblin may cancel an opponent’s charge at any point during their charge. Once per [Encounter], the hobgoblin may cancel an opponent’s Power Attack or Deadly Aim.

    Reckless Strike [Ex]: As part of a move action, the hobgoblin can apply the penalty to attack rolls from using the Power Attack combat maneuver to its Armor Class instead. Its move action must be spent either simply activating Reckless Strike, remaining in one place while it attacks, or activating the Charge combat maneuver.

    Passive Abilities

    Lesser Resilience [Ex]: [Healing] effects originating from others heal the hobgoblin for 1 extra point of damage.

    The Blade and the Bow [Ex]: Designate one ally within sight; they add +1 damage to weapon attacks. The designated ally may be changed once a week.

    Items
    Heavy Armor: +2 to AC, -1 to Ref
    Shield: +1 to AC


    I thought about using Fire Elemental instead of Fire Elementalist for the Hell Hounds, but it seemed more appropriate for creatures who are literally made of fire. Fire Elementalist is a little weak at Level 3, but it would work like a charm at slightly higher levels.

    Hell Hound (EL3)
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    Demon Ranger

    Battle's Tempering / Demon / Smiting / Fire Elementalist

    {table]Init +2 | Reach 5 ft | Speed 50 ft | Size Medium
    HP 48 | AC 18 | Fort +5; Ref +5; Will +7 | Awareness 13 (tremorsense 20)[/table]

    [Melee] Attack Action
    Atk +6; Damage 2d6+3; Bite; [melee].
    - Skirmish

    [Area] Standard Action
    Damage 3d6+3; Elemental Burst [SLA]; [close] (30 ft); [Fire]; At Will.
    - One five-foot square.
    - Reflex DC 14: half damage.

    Abilities: Str 14; Dex 12; Con 18; Int 8; Wis 10; Cha 16
    Skills: Acrobatics +4; Athletics +5; Stealth +4; Nature +2; Intimidate +9; Perception +3
    Feats: Shadow Blink, Breakneck Pace, The Earth Cracks
    Key Offensive Modifier: Charisma
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +3

    Activated Abilities

    Shadow Blink [Ex]: As a swift action, the hell hound can add the [Teleport] descriptor to its movements until the
    beginning of its next turn. It does not provoke attacks of opportunity by moving, except from opponents who threaten its square at the beginning of movement. It cannot use the Acrobatics skill to avoid those attacks of opportunity.

    Passive Abilities

    Evasion [Ex]: Once per encounter, if the hell hound makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

    Skirmish [Ex]: When the hell hound misses on an attack roll against an opponent, it adds a +1 bonus to its attack
    rolls for the duration of the [Encounter]. This is cumulative, up to a total bonus of +3.

    Items
    Light Armor: +1 to AC


    With the Shaman chassis and the tracks I've chosen, Doom Hand Clerics and Warpriests won't pack all that much of a melee punch. At Level 3 it won't really matter. The Warpriests are a little more of a concern, and Azarr Kul the moreso.

    Doom Hand Cleric (EL3)
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    Human Shaman

    Incantation / Shaman's Path (Smiting) / Shaman Spellcasting / Arcane Lore

    {table]Init +0 | Reach 5 ft | Speed 30 ft | Size Medium
    HP 40 | AC 18 | Fort +6; Ref +0; Will +9 | Awareness 18[/table]

    [Melee] Attack Action
    Atk +7; Damage 1d8+5; Mace; [melee].
    - Skirmish

    [Ranged] Standard Action
    Atk +7; Damage 4d4+5; Incantation [SLA]; [medium] (130 ft).
    - Skirmish

    [Area] Standard Action
    Damage 3d4+5; Dread Wave [SLA]; 20x20-ft cone; [cold] or [negative]; At Will.
    - Targets [shaken] for 1 [Round] (Will DC 16 neg.).

    [Area] Standard Action
    Damage 3d6+5; Hammerfall [SLA]; 10-ft cube within 145 feet; [fire] or physical; At Will.
    - Reflex DC 16: half damage.

    Abilities: Str 12; Dex 10; Con 14; Int 10; Wis 20; Cha 14
    Skills: Athletics +4; Stealth +4; Arcana +3; Medicine +3; Bluff +5; Perception +8
    Feats: Recon, By Will Sustained, True Names
    Key Offensive Modifier: Wisdom
    Key Defensive Modifier: Charisma
    Base Attack Bonus: +2

    Activated Abilities

    Incantation [SLA]: The incantation spell-like ability can be used either to deal damage or to heal; healing an ally does not require an attack roll. For purposes of this ability, "ally" is defined as "anyone you choose to heal" and "opponent" is defined as "anyone you choose to harm." Incantation is not a ray, orb or weapon attack. Incantation is also not a [Positive] or [Negative] effect.

    True Names: Once per encounter, with a word and an immediate action, the hobgoblin can [Blind] an opponent for the duration of its current action.

    Spells (5 / 3 per [Scene])

    (1) Bless
    • Evocation - Casting Time 1 standard action - Range close - Effect emanation centered on you - Duration Encounter - Saving Throw none.
    • All allies within [Close] range gain a +1 bonus to attack rolls and Will saves.
    • Reversal – Bane: All enemies within [Close] range incur a -1 penalty to attack rolls and Will saves.
    • Incantation: A single ally within [Close] range gains a +1 bonus to attack rolls and Will saves. This bonus increases by 1 for every three levels you possess.


    (1) Sanctuary
    • Evocation [Ward] - Casting Time 1 standard action - Range melee - Target creature touched - Duration Encounter - Saving Throw Will negates.
    • Anyone who declares an attack roll against the warded creature must make a successful Will save (DC 16) or ignore the warded creature for the [Encounter]. A successful Will save allows the attacker to penetrate the ward until the beginning of the attacker’s next turn, at which point an additional save is required. The attacker may choose to attack someone else instead. If the warded creature attacks, the Sanctuary effect is dispelled.


    (2) Remove Paralysis
    • Transmutation - Casting Time 1 standard action - Range close - Target creature within close range - Duration see text - Saving Throw none (harmless).
    • You remove the [Paralyzed] condition from one creature within [Close] range. Additionally, the target creature gains a +2 bonus on saves against [Binding] effects for the duration of the [Encounter], and is entitled to make a saving throw against [Binding] effects even if they would not normally allow a saving throw.
    • Reversal - Hold Person: Transmutation [Binding] - Duration 3 rounds - Saving Throw Will negates; see text.
      • You encase a creature in bonds of magical energy makes it [Stunned] and [Paralyzed]. The creature is entitled to a Will save (DC 11) when you activate the effect, and on its turn every [Round] for the duration of the effect. Any successful Will save breaks the effect.


    Passive Abilities

    Recon [Ex]: Each member of the hobgoblin's party can take a 5 ft step at the beginning of an [Encounter], before the first [Round] of combat, even if they are surprised.

    Skirmish [Ex]: When the hell hound misses on an attack roll against an opponent, it adds a +1 bonus to its attack
    rolls for the duration of the [Encounter]. This is cumulative, up to a total bonus of +3.

    Items
    Heavy Armor: +2 to AC, -1 to Ref
    Shield: +1 to AC


    The Bladebearers had way too many cool melee Tracks to choose from, but I had fun indulging in making them as flashy in their swordsmanship as possible.

    Hobgoblin Bladebearer (EL4)
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    Human Ranger

    Discipline of the Serpent / Daggers and Bolts (Iron Magi) / Battle's Tempering / Acrobatic Adept
    {table]Init +6 | Reach 5 ft | Speed 30 ft | Size Medium
    HP 60 | AC 17 | Fort +6; Ref +8; Will +4 | Awareness 14[/table]

    [Melee] Attack Action
    Atk +9; Damage 2d6+4+1d6 precision; Short swords; [melee]; 18-20 Crit.
    - Cadence of Blows
    - Unarmed Strike

    Abilities: Str 14; Dex 18; Con 14; Int 14; Wis 10; Cha 10
    Skills: Acrobatics +9; Athletics +6; Stealth +8; Nature +6; Intimidate +4; Perception +4
    Feats: Wake, Master of Swordplay (The Terrible Swift Lash), To Iron Married
    Key Offensive Modifier: Dexterity
    Key Defensive Modifier: Intelligence
    Base Attack Bonus: +4

    Activated Abilities

    Cadence of Blows [Ex]: [Chain Component], once per attack action, instead of an attack, the hobgoblin can reduce the AC of a single opponent within [Melee] range by one, and increase its own AC by one. This stacks up to five times, and expires at the end of the [Encounter].
    - Cadence can also be used as a swift action as a [Chain Finisher], for any chain 2 hits or longer. This use does not count against the once per attack action limit on the use of Cadence. As part of the finisher, teleport up to 5 ft per hit in the chain.

    Just that Quick [Ex]: Once per round, as an immediate action, the hobgoblin can make a Reflex saving throw to dodge an incoming attack. If the result of the Reflex save is higher than its Armor Class, treat the Reflex save as its Armor Class against the incoming attack.
    - To use this ability, the hobgoblin must be aware of its attacker. If an attacker is using the Stealth skill (and has
    not been detected) or is [Concealed] or [Fully Concealed], this ability cannot be used.

    Master of Swordplay (The Terrible Swift Lash) [Ex]: While wielding a sword, the hobgoblin may take an extra 5 ft step each [Round].

    Unarmed Strike [Ex]: The hobgoblin can use the Flurry combat maneuver with no action cost and no attack penalty.

    Wake [Ex]: Up to twice per [Round], when the hobgoblin moves through a square that is adjacent to an enemy, that enemy takes 4 damage and is pushed 5 ft in a direction of the hobgoblin's choice.

    Passive Abilities

    Evasion [Ex]: Twice per encounter, if the hobgoblin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

    Unarmed Strike [Ex]: When the hobgoblin attacks with its unarmed strike or short swords, it can change its base damage from 1d4 + its Key Offensive Modifier to 1d8 + its Key Offensive Modifier. In addition, it can add 1d8 [Precision] damage to its unarmed strikes or short sword attacks. You may only apply one source of [Precision] damage to any attack.

    Items
    Light Armor: +1 to AC
    Last edited by Draz74; 2012-01-21 at 02:21 PM.
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    Also of note:

    Summer project: Converting Red Hand of Doom to 5e.

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Big Witchwood Encounters

    Jorr was interesting, being a Rogue/Ranger in the 3.5e rules. Looking at what he actually does, though, I decided there were no Rogue tracks that really fit him. On the contrary, Professional Soldier (along with Danger Sense) actually fits his Roguish skills better than anything else.

    I decided with his sort of "hick" vibe, Livers Need Not Apply could be fun too. Unlike almost anything else in Red Hand of Doom, I decided against Full Buy-In. Since the party isn't expected or "supposed" to kill him and take his stuff, this seems sensible, and Useful Goggles in particular could make his help quite valuable to the party.

    Jorr Natherson (EL5)
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    Human Ranger

    Professional Soldier / Daggers and Bolts (A Reign of Arrows) / Battle's Tempering

    {table]Init +7 | Reach 10 ft | Speed 35 ft | Size Medium
    HP 72 | AC 19 | Fort +7; Ref +10; Will +3 | Awareness 16[/table]

    [Ranged] Attack Action
    Atk +12; Damage 2d6+5; Longbow; [medium] (150 ft); 18-20 Crit.
    - Dead-Eye

    [Melee/Thrown] Attack Action
    Atk +11; Damage 1d6+5; Knife; [melee]/[close] (35 ft); 18-20 Crit.
    - Dead-Eye

    [Ranged] Attack Action
    Atk +11; Damage 1d8+5; Grappling hook; [close] (35 ft); 18-20 Crit.
    - Dead-Eye

    Abilities: Str 10; Dex 20; Con 14; Int 16; Wis 12; Cha 10
    Skills: Athletics +5; Stealth +10; Geography +9; Medicine +8; Nature +8; Perception +8
    Feats: Danger Sense, To Iron Married, Livers Need Not Apply
    Key Offensive Modifier: Dexterity
    Key Defensive Modifier: Intelligence
    Base Attack Bonus: +5

    Activated Abilities

    Livers Need Not Apply [Ex]: Jorr does not suffer negative effects from drinking alcohol, and can consume one drink as a move action. He can store four drinks inside him for future use. He may, at any time, expend one of these stored drinks as a move action. Doing so allows him to recover 5d4 HP.

    Reap the Whirlwind [Ex]: By spending five minutes, Jorr can gather resources to prepare a trap. He can prepare up to two traps at a time. Deploying a prepared trap in combat requires a swift action. A trap will remain functional throughout an [Encounter], with some exceptions, and can be retrieved after combat so that he need not spend another five minutes preparing it. Traps are normally visible, but can be concealed with the Larceny skill.
    • Tanglefoot Paste: This paste covers up to five squares in [Close] range (35 ft) of Jorr at time of deployment. Each affected square must touch at least one other affected square. Targets entering these squares must make a Fortitude save (DC 17), or stop their movement and become [Flat-footed] until their next turn.
    • Tripwire: Stretched across a 30 ft line, which exists entirely within [Medium] range of Jorr. Those attempting to leave a square covered by the line must make a Reflex save (DC 17) or become [Prone]. A tripwire can only trigger twice before being destroyed utterly.
    • Fumigator: Fills a 20 ft radius with a thin gas that has mild hallucinogenic effects. Targets occupying or moving through squares within the area must make a Will save (DC 17) or treat all creatures as being [Fully concealed] due to seeing double for the next 2 [Rounds]. A fumigator dissipates after 4 [Rounds], but can still be salvaged after combat.

    Return Fire [Ex]: Once per round, if Jorr is attacked by an enemy within 35 ft, he may make a ranged attack against that enemy. If his attack hits, it does 5 damage and leaves the target [Flat-footed].

    Passive Abilities

    Danger Sense [Ex]: If Jorr approaches within [Close] range (35 feet) of a trap or other hidden threat or object, he is entitled to a Perception check as if he were actively searching.

    Dead-Eye [Ex]: Jorr adds 6 [Precision] damage when making ranged attacks against a [Flat-footed] opponent. Only one source of [Precision] damage may be applied to any attack.

    Evasion [Ex]: Once per encounter, if Jorr makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Items
    Light Armor: +1 to AC
    Longbow +1
    Cloak of the Endless Journey: Produces up to 5 fruits and 2 jugs of water per [Scene]; tranforms into a tent.
    Useful Goggles: [Ghostwise sight] 20, [Darkvision], or Arcane Sight; switch between them as a swift action.

    Six-Headed Hydra (EL5)
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    Utter Brute Monk

    Discipline of the Serpent / Path of Destruction / Utter Brute / Discipline of the Dragon

    {table]Init +2 | Reach 10 ft | Speed 40 ft[br]Swim 40 | Size Large
    HP 98 | AC 18 | Fort +9; Ref +4; Will +7 | Awareness 16[/table]
    • [Immune] to [Fear]

    [Melee] Attack Action
    Atk +10; Damage 8+1d8 [precision]; Unarmed Strike; [melee] & [reach] (15 ft).
    - Stunning Fist
    - Unarmed Strike
    - Weaponized

    Abilities: Str 16; Dex 14; Con 18; Int 8; Wis 12; Cha 10
    Skills: Athletics +8; Stealth +7; Nature +4; Perception +6
    Feats: Weaponized, Fish in the Water, Meteor Crush
    Key Offensive Modifier: Constitution
    Key Defensive Modifier: Strength
    Base Attack Bonus: +5

    Activated Abilities

    Cleave [Ex]: As a swift action, if the hydra hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the hydra does normal melee damage to the second opponent as well.

    Meteor Crush [Ex]: As a standard action, the hydra may make a single melee attack against a flying opponent who would otherwise be within [Melee] range. If it hits, the hydra not only deals damage as part of the melee attack, but also denies the target's ability to fly. The hydra's opponent loses their flight speed until the end of the hydra's next turn, stops [Flying], is rendered [Prone] and takes 4 additional damage.

    Stance of the Falling Star [Ex]: When [Prone], the hydra can stand up as a swift action instead of a move action.

    Stunning Fist [Ex]: Twice per [Encounter], the hydra can force an opponent that it hits with a melee attack to immediately make a Fortitude save (DC 13) or be [Stunned] for 1 round. The hydra can only use this ability once per turn. It may use this ability after resolving attack and damage, in order to avoid stunning a target it has just slain.

    Unarmed Strike [Ex]: The hydra can use the Flurry combat maneuver with no action cost and no attack penalty.

    Unforgiving [Ex]: As the hydra dies, it may take a standard action.

    Whirlwind [Ex]: At will, as a standard action, the hydra can attack every opponent within [Melee] range with its unarmed strike. Roll one attack and use the result for all opponents. These attacks do not result in critical hits. These attacks may not generate bonus attacks (e.g. Cleave).

    Passive Abilities

    Unarmed Strike [Ex]: When the hydra attacks with its unarmed strike, it can change its base damage from 1d4 + its Key Offensive Modifier to 1d8 + its Key Offensive Modifier. In addition, it can add 1d8 [Precision] damage to its unarmed strikes. You may only apply one source of [Precision] damage to any attack.

    Items
    Light Armor: +1 to AC

    The Eight-Headed Hydra only shows up in the Red Hand of Doom as a possible random encounter (in the Blackfens), and normally such a creature is outside the scope of the work I'm doing in this thread. But I was so pleased with how hydra-ish the Six-Headed Hydra felt, and it's so easy to upgrade [Legend] monsters by a mere two levels, that I decided to work it out anyway.

    Eight-Headed Hydra (EL7)
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    Utter Brute Monk

    Discipline of the Serpent / Path of Destruction / Utter Brute / Discipline of the Dragon

    {table]Init +2 | Reach 10 ft | Speed 45 ft[br]Swim 45 | Size Large
    HP 137 | AC 20 | Fort +11; Ref +5; Will +8 | Awareness 19[/table]
    • [Immune] to [Fear]
    • [Fast Healing] 2

    [Melee] Attack Action
    Atk +14/+9; Damage 10+2d8 [precision]; Unarmed Strike; [melee] & [reach] (15 ft).
    - Stunning Fist
    - Unarmed Strike
    - Weaponized

    Abilities: Str 16; Dex 14; Con 20; Int 8; Wis 14; Cha 10
    Skills: Athletics +10; Stealth +9; Nature +6; Perception +9
    Feats: Weaponized, Fish in the Water, Meteor Crush, Reckless Strike
    Key Offensive Modifier: Constitution
    Key Defensive Modifier: Strength
    Base Attack Bonus: +7

    Activated Abilities

    Cleave [Ex]: As a swift action, if the hydra hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the hydra does normal melee damage to the second opponent as well.

    Meteor Crush [Ex]: As a standard action, the hydra may make a single melee attack against a flying opponent who would otherwise be within [Melee] range. If it hits, the hydra not only deals damage as part of the melee attack, but also denies the target's ability to fly. The hydra's opponent loses their flight speed until the end of the hydra's next turn, stops [Flying], is rendered [Prone] and takes 5 additional damage.

    Reckless Strike [Ex]: As part of a move action, the hydra can apply the penalty to attack rolls from using the Power Attack combat maneuver to its Armor Class instead. Its move action must be spent either simply activating Reckless Strike, remaining in one place while it attacks, or activating the Charge combat maneuver.

    Stance of the Falling Star [Ex]: When [Prone], the hydra can stand up as a swift action instead of a move action.

    Stunning Fist [Ex]: Three times per [Encounter], the hydra can force an opponent that it hits with a melee attack to immediately make a Fortitude save (DC 15) or be [Stunned] for 1 round. The hydra can only use this ability once per turn. It may use this ability after resolving attack and damage, in order to avoid stunning a target it has just slain.

    Twin Deadly Venoms [Ex]: Three times per [Encounter], as a swift action, the hydra can force an opponent that it hits to immediately make a Fortitude save (DC 15) or be afflicted with either the Burning Blood toxin (1d6 Constitution damage) or the Freezing Blood toxin (1d6 Dexterity damage).

    Unarmed Strike [Ex]: The hydra can use the Flurry combat maneuver with no action cost and no attack penalty.

    Unforgiving [Ex]: As the hydra dies, it may take a standard action.

    Whirlwind [Ex]: At will, as a standard action, the hydra can attack every opponent within [Melee] range with its unarmed strike. Roll one attack and use the result for all opponents. These attacks do not result in critical hits. These attacks may not generate bonus attacks (e.g. Cleave).

    Passive Abilities

    Hard to Break [Ex]: Once per [Encounter], if the hydra successfully makes a Fortitude save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of "Fortitude half"), it instead ignores the effect entirely.

    Unarmed Strike [Ex]: When the hydra attacks with its unarmed strike, it can change its base damage from 1d4 + its Key Offensive Modifier to 1d8 + its Key Offensive Modifier. In addition, it can add 1d8 [Precision] damage to its unarmed strikes. You may only apply one source of [Precision] damage to any attack.

    Unrelenting [Ex]: At the beginning of its turn, the hydra moves 5 ft. At the end of its turn, the hydra moves 5 ft. Effects that prevent movement (other than death) do not prevent this.

    Items
    Light Armor: +1 to AC
    Broken Stele: [Fast healing] 2

    I should add Old Warklegnaw, extrapolating the properties of Giants from the Frost Giant stat block, but I'm not sure what Track to use for his "forest"-ness.
    Last edited by Draz74; 2012-01-21 at 02:17 PM.
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Whew, formatting all these stat blocks for the Forum is surprisingly draining. But anyway, here's all the stuff for ...

    Vraath Keep

    Vraath is supposed to reward canny, careful adventurers. If they rush into it guns ablaze (like the party I DM'ed), they should have a very tough, dangerous battle ahead of them. To emphasize this, I gave the boss-monsters (Karkilan and Koth) leadership-style abilities that would reward the monsters for fighting as a united group. I pity the PCs if they have to deal with a storm of mooks being buffed by Koth through Karkilan's Bastion aura.

    Goblin Worg Rider (EL3)
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    Halfling Rogue

    Esoterica Radica / A Reign of Arrows / Acrobatic Adept

    {table]Init +3 | Reach 5 ft | Speed 30 ft | Size Small
    HP 26 | AC 17 | Fort +5; Ref +1; Will +3 | Awareness 12[/table]

    [Melee] Attack Action
    Atk +9; Damage 1d8+4; Battleaxe; [melee]; 18-20 Crit.
    - Cataphract

    [Ranged] Attack Action
    Atk +9; Damage 1d8+4; Shortbow; [medium] (130 ft); 18-20 Crit.
    - Cataphract

    Abilities: Str 12; Dex 18; Con 16; Int 10; Wis 14; Cha 10
    Skills: Acrobatics +7; Athletics +4; Larceny +7; Ride +7; Stealth +7; Nature +3; Perception +5
    Feats: Cataphract, To Iron Married, The Scattering Wind
    Key Offensive Modifier: Dexterity
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +3

    Activated Abilities

    Just that Quick [Ex]: Once per round, as an immediate action, the goblin can make a Reflex saving throw to dodge an incoming attack. If the result of the Reflex save is higher than its Armor Class, treat the Reflex save as its Armor Class against the incoming attack. To use this ability, the goblin must be aware of its attacker. If an attacker is using the Stealth skill (and has not been detected) or is [Concealed] or [Fully Concealed], this ability cannot be used.

    The Scattering Wind [Ex]: Once per [Encounter], the goblin may dispel a single continuing effect as part of a successful attack with its shortbow.

    When to Hold [Ex]: Once per [Encounter], as an immediate action, the goblin may gain a bonus of +1 to its Armor Class or to its Fortitude, Reflex, or Will save until the beginning of its next turn.

    Passive Abilities

    Cataphract [Ex]: While using a mount, the goblin can use two-handed ranged and melee weapons (such as a longbow or greatsword). It gains a +2 feat bonus to attack rolls while mounted.

    Dead-Eye [Ex]: The goblin adds 3 [Precision] damage when making ranged attacks against a [Flat-footed] opponent. Only one source of [Precision] damage may be applied to any attack.

    Playing it Right [Ex]: The goblin can take 10 on Ride and Stealth regardless of circumstances.

    Items
    Heavy Armor: +2 to AC, -1 to Ref
    Worg (lesser mount): 48 HP; Speed 40; Sturdy; Turbo (1 round/encounter move at speed 80).

    Manticore (EL5)
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    Utter Brute Ranger

    Utter Brute / A Reign of Arrows / Battle's Tempering / Dragon

    {table]Init +3 | Reach 10 ft | Speed 35 ft[br]Fly 35 ft | Size Medium
    HP 100 | AC 20 | Fort +9; Ref +6; Will +4 | Awareness 17[/table]

    [Melee] Attack Action
    Atk +10; Damage 6; Unarmed Strike; [melee] & [reach] (15 feet); 18-20 Crit.
    - Weaponized

    [Ranged] Attack Action
    Atk +10; Damage 2d6+3; Tail Spikes; [medium] (150 ft); 18-20 Crit.
    - [Repeater] 6
    - Sniper

    Abilities: Str 18; Dex 12; Con 16; Int 8; Wis 14; Cha 10
    Skills: Athletics +9; Stealth +6; Nature +4; Perception +7
    Feats: Weaponized, Sniper, Wings of War, To Iron Married
    Key Offensive Modifier: Constitution
    Key Defensive Modifier: Strength
    Base Attack Bonus: +5

    Activated Abilities

    Return Fire [Ex]: Once per round, if the manticore is attacked by an enemy within 35 ft, it may make a ranged attack against that enemy. If its attack hits, it does 5 damage and leaves the target [Flat-footed].

    Unforgiving [Ex]: As the manticore dies, it may take a standard action.

    Passive Abilities

    Dead-Eye [Ex]: The manticore adds 6 [Precision] damage when making ranged attacks against a [Flat-footed] opponent. Only one source of [Precision] damage may be applied to any attack.

    Evasion [Ex]: Once per encounter, if Jorr makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Items
    Light Armor: +1 to AC

    Karkilan, Minotaur Marshal (EL4)
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    Orc Barbarian

    Path of Rage / Path of Destruction / Path of the Ancestors / Protection

    {table]Init +0 | Reach 5 ft | Speed 35 ft | Size Medium
    HP 70 | AC 20 | Fort +8; Ref +1; Will +6 | Awareness 16[/table]
    • Darkvision


    [Melee] Attack Action
    Atk +8; Damage 2d6+4; Greataxe; [melee]; 18-20 Crit.
    - Reckless Strike

    Abilities: Str 18; Dex 10; Con 18; Int 10; Wis 14; Cha 10
    Skills: Athletics +9; Medicine +4; Nature +4; Intimidate +8; Perception +6
    Feats: Reckless Strike, Sinister Sinews, To Iron Married
    Key Offensive Modifier: Strength
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +4

    Activated Abilities

    Cleave [Ex]: As a swift action, if the hydra hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the hydra does normal melee damage to the second opponent as well.

    Rage [Ex]: As a swift action, the minotaur can enter a rage, gaining a +4 bonus to Strength, and a +1 bonus to Fortitude and Will saves, but taking a -1 penalty to Armor class. He also gains 8 temporary hit points per level. These temporary hit points are lost when his rage ends. He can rage for a maximum of 7 [Rounds] at any one time, and can always prematurely end his rage as a free action. When his rage ends, he is [Fatigued] for as many [Rounds] as he spent raging (minimum 1). He can enter rage whenever you wish, as long as he is not [Fatigued] or [Exhausted]. He is either in rage or not in rage, so he cannot enter an additional rage while already raging. A raging creature cannot benefit from sources of [Precision] damage.

    Reckless Strike [Ex]: As part of a move action, the minotaur can apply the penalty to attack rolls from using the Power Attack combat maneuver to its Armor Class instead. Its move action must be spent either simply activating Reckless Strike, remaining in one place while it attacks, or activating the Charge combat maneuver.

    Passive Abilities

    Hard to Break [Ex]: Once per [Encounter], if the minotaur successfully makes a Fortitude save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of "Fortitude half"), it instead ignores the effect entirely.

    Lesser Resilience [Ex]: [Healing] effects originating from others heal the minotaur for 4 extra points of damage.

    The Gauntlet [Su]: You gain the ability to project the Bastion Aura, turned on and off with a swift action. It manifests as an emanation with a radius of 20 ft. While the aura is active, any beneficial spells of second circle or lower currently affecting you instead affect all allies within the Bastion.

    Items
    Heavy Armor: +2 to AC, -1 to Ref

    Hobgoblin Veteran (EL3)
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    Human Barbarian

    Heroica / Path of Destruction / Path of the Ancestors / Battle's Tempering

    {table]Init +3 | Reach 5 ft | Speed 35 ft | Size Medium
    HP 52 | AC 19 | Fort +8; Ref +3; Will +5 | Awareness 14[/table]

    [Melee] Attack Action
    Atk +8; Damage 1d8+5; Longsword; [melee] & [reach].
    - Reckless Strike
    - Master of Swordplay (Epic Flail)

    [Ranged] Attack Action
    Atk +8; Damage 1d8+5; Revolver; [close] (30 ft).
    - [Repeater] 6

    Abilities: Str 18; Dex 14; Con 16; Int 10; Wis 12; Cha 10
    Skills: Athletics +7; Larceny +5; Ride +5; Intimidate +3; Perception +4
    Feats: Perfect Defense, Reckless Strike, Master of Swordplay (Epic Flail)
    Key Offensive Modifier: Strength
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +3

    Activated Abilities

    Cleave [Ex]: As a swift action, if the hobgoblin hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the hobgoblin does normal melee damage to the second opponent as well.

    Perfect Defense [Ex]: Once per [Encounter], as an immediate action, the hobgoblin may cancel an opponent’s charge at any point during their charge. Once per [Encounter], the hobgoblin may cancel an opponent’s Power Attack or Deadly Aim.

    Reckless Strike [Ex]: As part of a move action, the hobgoblin can apply the penalty to attack rolls from using the Power Attack combat maneuver to its Armor Class instead. Its move action must be spent either simply activating Reckless Strike, remaining in one place while it attacks, or activating the Charge combat maneuver.

    Passive Abilities

    Hard to Break [Ex]: Once per [Encounter], if the hobgoblin successfully makes a Fortitude save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of "Fortitude half"), it instead ignores the effect entirely.

    Lesser Resilience [Ex]: [Healing] effects originating from others heal the hobgoblin for 3 extra points of damage.

    Master of Swordplay (Epic Flail) [Ex]: Swords the hobgoblin wields gain the [Reach] property. If it makes an attack without using the [Reach] property, it ignores deflection bonuses to AC.

    The Blade and the Bow [Ex]: Designate one ally within sight; they add +1 damage to weapon attacks. The designated ally may be changed once a week.

    Items
    Heavy Armor: +2 to AC, -1 to Ref
    Shield: +1 to AC

    As a boss monster, Koth has a rather staggering array of options for the DM to use. I would have actually preferred to build him in a simpler fashion, but I was trying to remain true to the scope of options he has in the module.

    Wyrmlord Koth (EL7)
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    Orc Sage

    Arcane Lore / Force of Will / Tactician Spellcasting / Necromancer

    {table]Init +3 | Reach 10 ft | Speed 35 ft | Size Medium
    HP 103 | AC 22 | Fort +10; Ref +6; Will +12 | Awareness 17[/table]
    • Darkvision


    [Melee] Attack Action
    Atk +10; Damage 2d6+5; Mace; [melee].
    - Vampiric Touch

    [Ranged] Standard Action
    Atk +10; Draining Ray; [close] (40 ft); [Negative]; At Will.
    - On a successful ranged attack, your target takes a 1d6 penalty to Strength or Dexterity for the remainder of the Encounter]. This penalty doesn’t stack with itself, but can be used twice to penalize both Strength and Dexterity.

    [Area] Standard Action
    Damage 7d4+5; Dread Wave [SLA]; 25x25-ft cone; [cold] or [negative]; At Will.
    - Targets [shaken] for 1 [Round] (Will DC 18 neg.).
    - Red Hymn
    - With a Word

    [Area] Standard Action
    Damage 7d6+5; Hammerfall [SLA]; 10-ft cube within 175 feet; [fire] or physical; At Will.
    - Reflex DC 18: half damage.
    - Red Hymn
    - With a Word

    Abilities: Str 12; Dex 16; Con 18; Int 14; Wis 10; Cha 20
    Skills: Athletics +9; Stealth +10; Arcana +8; Geography +8; Diplomacy +12; Intimidate +12
    Feats: Multiclass Flexibility (Tactician Spellcasting), Big Damn Hero [iconic], Shadow Blink, Charm
    Key Offensive Modifier: Charisma
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +5

    Activated Abilities

    A Stitch in Time [Su]: As a standard action, Koth may activate this ability, twisting up the world in a rippling wave around him. This stretches out to 15 ft from Koth, affecting all allies within this range. Those affected can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject's normal place in the initiative order. This is a single attack and follows the standard rules for attacking.

    Charm [Ex]: Once per [Encounter], as a standard action, Koth can influence a single creature to view him in as favorable a light as possible. The target must make a Will save (DC 18) or immediately stop attacking him and his allies unless threatened. The use of any damaging or harmful effects against the target immediately cancels and dispels Charm. This influence lasts for the rest of the [Scene]. Once per social encounter, Koth may use Charm on an opponent. Doing so gives the opponent a social check (as if Koth used the Diplomacy skill). The opponent must succeed on a Will save (DC 18) or refrain from using the Intimidate skill for the duration of the social encounter. Additionally, the opponent must succeed on a Will save (DC 18) to exit the [Encounter]. All effects of this feat are [Mind-affecting].

    Crippling Aura [SLA]: Once per [Encounter], as a swift action, Koth can summon negative energy that limits enemies' mobility. Any opponent ending its turn within [Close] range of him loses 10 ft of movement on its next turn. This ability lasts for the duration of the [Encounter]. This is a [Negative] ability.

    Healing Burst [Su]: As a move action, Koth heals all allies within 15 ft, restoring 7 hp. This is not a positive or negative energy effect and can only be used once per [Round].

    Shadow Blink [Ex]: As a swift action, Koth can add the [Teleport] descriptor to his movements until the
    beginning of his next turn. He does not provoke attacks of opportunity by moving, except from opponents who threaten his square at the beginning of movement. He cannot use the Acrobatics skill to avoid those attacks of opportunity.

    Vampiric Touch [SLA]: Once per [Encounter], on a successful melee attack, Koth can do 7d8 damage to a single target. He gains a number of hit points equal to half of the damage dealt. This hit point gain counts as healing up to his normal maximum, then adds any excess healing as temporary hit points that remain until the end of the [Encounter] or until they are lost. This is a [Negative] ability.

    Spells (6 / 5 / 3 per [Scene])

    (3) Dispel Magic
    • Evocation [Dispelling] - Casting Time 1 standard action - Range long (680 ft) - Target magical effect or effects within range - Duration instantaneous - Saving Throw none.
    • This spell ends two magical effects (effects created by spells or spell-like abilities) of the third circle or lower, or a single magical effect of the fourth or fifth circle. The effects must have a duration other than Instantaneous.


    (3) Fly
    • Transmutation - Casting Time 1 standard action - Range melee - Target creature touched - Duration scene - Saving Throw none (harmless).
    • The touched creature gains a fly speed of 60 ft.


    (2) Glitterdust
    • Creation [Light] - Casting Time 1 standard action - Range medium (170 ft) - Effect 5-ft radius burst of blindingly bright particles - Duration 3 rounds/encounter; see text - Saving Throw Will.
    • Koth creates a burst of bright particles that cling to all creatures in the area, who must make a Will save (DC 18) or be [Blinded] for 3 [Rounds]. Creatures who are blinded can remove the condition by spending a move action wiping the particles from their eyes. The particles also cling to all creatures in the area, removing the [Invisible] condition and imposing a -2 penalty to Stealth checks; this effect lasts for the rest of the [Encounter].


    (2) Invisibility/Silence
    • Evocation [Glamer] - Casting Time 1 standard action - Range melee - Target creature touched - Duration scene; see text - Saving Throw none.
    • The touched creature becomes either [Invisible] or [Silent], gaining a +5 bonus to Stealth checks and is [Concealed]. If the creature attacks or casts a spell, this effect ends.


    (1) Magic Missile
    • Evocation - Casting Time 1 standard action - Range medium (170 ft) - Duration instantaneous; see text - Saving Throw none.
    • Up to three magic missiles (which can be independently targeted) shoot from Koth's fingertips and unerringly strike creatures, doing 5 damage each. [Resistance] and similar effects cannot reduce magic missile damage below 3 points per missile. The energy of a magic missile lingers around a struck target, outlining it and making it [Revealed] for one [Round].


    (1) Resist Energy
    • Transmutation [Ward] - Casting Time 1 standard action - Range melee - Target creature touched - Duration scene - Saving Throw none (harmless).
    • Koth chooses a type of elemental energy ([Acid], [Cold], [Electricity], or [Fire]). He creates an ablative shield against that energy with 70 hit points. The shield reduces all incoming damage of that type by 14 (to a minimum of 0 damage). Unused hit points remain in the shield. If the amount of hit points remaining on the shield is less than the amount of damage that would normally be reduced, the incoming damage is reduced by the number of hit points remaining on the shield and the spell is discharged.


    (2) Status
    • Divination - Casting Time 1 standard action - Range close; see text - Target 1 ally per 3 levels - Duration scene - Saving Throw none (harmless).
    • Koth is aware of direction and distance to the target creatures and any conditions affecting them: unharmed, wounded, [Disabled], [Staggered], [Unconscious], [Dying], [Nauseated], [Panicked], [Stunned], poisoned, [Confused], or the like. Once the spell has been cast, the distance between Koth and the subjects does not affect the link as long as the subjects remain on the same plane as him. If, for any reason, Koth and a subject are upon different planes, the link between them is broken.


    Passive Abilities

    Big Damn Hero [Ex]: Once per [Encounter], Koth may ignore [Binding] effects as well as the following conditions: [Stun], [Entangle], [Fear] and [Confused]. This temporary reprieve lasts for one [Round]. The duration of any ignored effects continues to tick down while they are being ignored.

    Red Hymn [Su]: For every five points of damage dealt to an opponent by Koth's black tidings, an ally within 100 ft of Koth's choice is healed for 2 hp.

    With a Word [Su]: Immediately after using his black tidings, Koth may teleport up to 15 ft to any square within line of sight. This does not require an action.

    Items
    Light Armor: +1 to AC
    Grim Fragment: +2 to Charisma
    Last edited by Draz74; 2012-01-21 at 08:03 PM.
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    How can I help?
    Lagren: I took Livers Need Not Apply, only reflavoured.
    DocRoc: to?
    Lagren: So whenever Harry wisecracks, he regains HP.

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Quote Originally Posted by Doc Roc View Post
    How can I help?
    Off the top of my head ...
    1. Get me a some decent grappling-related content, so I can make Varanthian.
    2. Offer critiques or suggestions, optimization or otherwise. I'm definitely not an expert on every single corner or option of the Legend system still.
    3. Build some of the Monster Manual-style "standard" monsters so I don't have to ... although I'll understand if you mostly want to save your versions for a splatbook ...
    Last edited by Draz74; 2012-01-09 at 02:16 PM.
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Quote Originally Posted by Draz74 View Post
    Off the top of my head ...
    1. Get me a some decent grappling-related content, so I can make Varanthian.
    2. Offer critiques or suggestions, optimization or otherwise. I'm definitely not an expert on every single corner or option of the Legend system still.
    3. Build some of the Monster Manual-style "standard" monsters so I don't have to ... although I'll understand if you mostly want to save your versions for a splatbook ...
    A lot of the monster manual standards are just elite mooks. Grappling content is gonna be harder though...
    Lagren: I took Livers Need Not Apply, only reflavoured.
    DocRoc: to?
    Lagren: So whenever Harry wisecracks, he regains HP.

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Why do the regulars have revolvers?
    Just askin'

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Quote Originally Posted by Kymme View Post
    Why do the regulars have revolvers?
    Just askin'
    Bows didn't really work since one hand is occupied with their shields. Legend assumes gunpowder is pretty well-established technology, and revolvers were the one-handed ranged weapon that needs reloading the least often.
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    Ah, i see.
    Thanks!

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    Skull Gorge Bridge

    I've already covered hell hounds. I actually recommend, due to the ranged-attacker role that the Hobgoblin Veterans on the towers play, that you ignore my earlier Hobgoblin Veteran stat block for them and replace them with Striker Mooks:

    Hobgoblin Veteran On Tower (EL3)
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    Striker Mook

    {table]Init +0 | Reach 5 ft | Speed 40 ft | Size Medium
    HP 42 | AC 15 | Fort +3; Ref +3; Will +3 | Awareness 12[/table]

    [Ranged] Attack Action
    Atk +5; Damage 1d6+6; Longbow; [medium] (130 ft).

    Abilities: Str 16; Dex 10; Con 16; Int 8; Wis 8; Cha 8
    Skills: Athletics +7; Larceny +4; Perception +2

    Next up is the sergeant, whom (like Karkilan) I wanted to have leadership-style abilities:

    Hobgoblin Sergeant (EL3)
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    Human Ranger

    Professional Soldier / Protection / Force of Will / Tactical Insight

    {table]Init +2 | Reach 5 ft | Speed 30 ft | Size Medium
    HP 48 | AC 20 | Fort +6; Ref +8; Will +3 | Awareness 13[/table]

    [Melee] Attack Action
    Atk+5; Damage1d8+2; Flail [melee] & [reach].
    - Epic Flail

    Abilities: Str 10; Dex 14; Con 14; Int 20; Wis 10; Cha 12
    Skills: Athletics +3; Stealth +5; Engineering +8; Medicine +8; Nature +8; Intimidate +5
    Feats: Guild Initiation, Recon, Epic Flail
    Key Offensive Modifier: Dexterity
    Key Defensive Modifier: Intelligence
    Base Attack Bonus: +3

    Activated Abilities

    A Stitch in Time [Su]: As a standard action, the hobgoblin may activate this ability, twisting up the world in a rippling wave around him. This stretches out to 15 ft from the hobgoblin, affecting all allies within this range. Those affected can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject's normal place in the initiative order. This is a single attack and follows the standard rules for attacking.

    Healing Burst [Su]: As a move action, the hobgoblin heals all allies within 15 ft, restoring 3 hp. This is not a positive or negative energy effect and can only be used once per [Round].

    Reap the Whirlwind [Ex]: By spending five minutes, the hobgoblin can gather resources to prepare a trap. He can prepare up to two traps at a time. Deploying a prepared trap in combat requires a swift action. A trap will remain functional throughout an [Encounter], with some exceptions, and can be retrieved after combat so that he need not spend another five minutes preparing it. Traps are normally visible, but can be concealed with the Larceny skill.
    • Tanglefoot Paste: This paste covers up to five squares in [Close] range (30 ft) of the hobgoblin at time of deployment. Each affected square must touch at least one other affected square. Targets entering these squares must make a Fortitude save (DC 13), or stop their movement and become [Flat-footed] until their next turn.
    • Tripwire: Stretched across a 30 ft line, which exists entirely within [Medium] range of the hobgoblin. Those attempting to leave a square covered by the line must make a Reflex save (DC 13) or become [Prone]. A tripwire can only trigger twice before being destroyed utterly.
    • Fumigator: Fills a 20 ft radius with a thin gas that has mild hallucinogenic effects. Targets occupying or moving through squares within the area must make a Will save (DC 13) or treat all creatures as being [Fully concealed] due to seeing double for the next 2 [Rounds]. A fumigator dissipates after 4 [Rounds], but can still be salvaged after combat.

    Tactical Insight [Ex]: As a move action, the hobgoblin can make a Knowledge skill check against a DC of 10+an opponent’s level, using the appropriate Knowledge skill for that opponent’s type. On a success, the hobgoblin and its allies gain one of:
    • +3 to attack rolls vs opponents of that type;
    • +3 to AC vs opponents of that type.

    This ability may be used once per [Encounter] for every Knowledge skill.

    Passive Abilities

    Epic Flail [Ex]: Flails the hobgoblin wields gain the [Reach] property. If the hobgoblin makes an attack without using the [Reach] property, it ignores deflection bonuses to AC.

    Recon [Ex]: Each member of the hobgoblin's party can take a 5 ft step at the beginning of an [Encounter], before the first [Round] of combat, even if they are surprised.

    The Shield [Su]: The hobgoblin can project the Bastion Aura, turned on and off with a swift action. It manifests as an emanation with a radius of 20 ft. While the aura is active, any beneficial spells of first circle currently affecting him instead affect all allies within the Bastion.

    Items
    Heavy Armor: +2 to AC, -1 to Ref

    Then we have the real reason for the encounter to exist: Ozyrrandion the young green dragon. Unfortunately he's supposed to be an EL 5 encounter (by himself), which means his Dragon-track abilities that make him a credible melee threat haven't come online yet.

    Rather than trying to overcome this weakness by using all his other tracks and feats on melee abilities, I decided to have him specialize in what he's good at (and differentiate himself from the other dragons in the adventure). Therefore, he's got very little melee ability, but is focused on mobility, being hard to kill, and his breath weapon. The idea is for him to frustrate the PCs with how elusive he is, so they don't pay enough attention to the weaker monsters who are plugging away at them with arrows.

    Ozyrrandion (EL5)
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    Dragon Monk

    Dragon / Discipline of the Crane / Acid Elementalist / Acrobatic Adept
    {table]Init +2 | Reach 10 ft | Speed 65 ft[br]Fly 65 ft | Size Medium
    HP 76 | AC 23 | Fort +7; Ref +8; Will +7 | Awareness 15[/table]
    • Darkvision


    [Melee] Attack Action
    Atk +7; Damage 2d6+2; Claws; [melee].

    [Area] Standard Action
    Damage 5d6+5; Elemental Burst [SLA]; [close] (35 ft); [Acid]; At Will.
    - One five-foot square.
    - Reflex DC 17: half damage.

    [Area] Standard Action
    Damage 5d6; Forced Acid Vulnerability [SLA]; [medium] (150 ft); [Acid]; 1/[Encounter].
    - Reflex DC 17: half damage and avoid becoming [Vulnerable] to [Acid] until end of Ozyrrandion's next turn.

    Abilities: Str 14; Dex 16; Con 12; Int 10; Wis 10; Cha 20
    Skills: Acrobatics +8; Geography +5; Bluff +10; Diplomacy +10; Perception +5
    Feats: Open Lesser Binding, Exit - Stage Left, Wings of War, Breakneck Pace
    Key Offensive Modifier: Strength
    Key Defensive Modifier: Charisma
    Base Attack Bonus: +5

    Activated Abilities

    Exit, Stage Left [Ex]: Once per [Encounter], Ozyrrandion may trade a swift action for a move action.

    Just that Quick [Ex]: Once per round, as an immediate action, Ozyrrandion can make a Reflex saving throw to dodge an incoming attack. If the result of the Reflex save is higher than his Armor Class, treat the Reflex save as his Armor Class against the incoming attack. To use this ability, Ozyrrandion must be aware of his attacker. If an attacker is using the Stealth skill (and has not been detected) or is [Concealed] or [Fully Concealed], this ability cannot be used.

    Passive Abilities

    Evasion [Ex]: Once per encounter, if Ozyrrandion makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Items
    Light Armor: +1 to AC
    Grim Fragment: +2 to Charisma

    One other little important piece of mechanics in this encounter: the DCs to find the bridge's Weak Spot. I think the DCs can remain the same; obviously, Perception should be used instead of Search and Engineering instead of Know(architecture & engineering).
    Last edited by Draz74; 2012-01-21 at 02:14 PM.
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    Summer project: Converting Red Hand of Doom to 5e.

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    Default Re: [Legend conversion] Red Hand of Doom resources

    I started working on all these stat blocks before the Legend Ability Score Array got changed, making the lowest score 10 instead of 8.

    I've now gone back and edited most of the stat blocks above to reflect this change in the rules. However, in a little act of fiat, I left the hydras, hell hounds, and manticore with their 8 Intelligence.
    You can call me Draz.
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    None of the Blackfens encounters seem interesting to me at the moment, so I'll skip to ...

    The Ruins of Rhest

    First up are the lizardfolk in their camps around the lake. Lizardfolk have never been very exciting mechanically anyway, and if the PCs are smart they won't even aggravate them, so I see no reason not to just stat them as mooks. Not even Elite Mooks.

    Lizardfolk (EL1)
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    Minion Mook (plus a Feat)

    {table] Init -1 | Reach 5 ft | Speed 40 ft[br]Swim 40 ft | Size Medium
    HP 27 | AC 13 | Fort +2; Ref +2; Will +2 | Awareness 11[/table]

    [Melee] Attack Action
    Atk +3; Damage 1d6+2; Claws; [melee].

    [Ranged] Attack Action
    Atk +3; Damage 1d6+2; Javelin; [medium] (110 ft).

    Abilities: Str 16; Dex 8; Con 16; Int 8; Wis 10; Cha 8
    Skills: Acrobatics +1; Athletics +5; Perception +2
    Feats: Fish in the Water

    Next up, the Bell Tower contains Hobgoblin Veterans and a Bladebearer -- both of which I've written up earlier in the thread. I recommend using the Striker Mook version of the Veterans again, since otherwise there's a danger that the entire group of hobgoblins will be pretty useless as long as the PCs stay 30 feet away. The Bladebearer here is infamous for that. I'm not sure what to do about that ... since he really is supposed to be melee-focused.

    Next are six ogres divided into two groups. Statting up ogres using Utter Brute and some Barbarian tracks might be worth it for the Road Blockade encounters, where they are the "boss" of the encounter. But here in Rhest, they're just a speed bump on the way to the real foes ... and a numerous speed bump, at that. So I've given them Elite Mook treatment. Although I did give them two feats by the power of fiat, mostly for flavor.

    Ogre (EL3)
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    Elite Mook (plus two feats)

    Path of Destruction

    {table] Init -1 | Reach 5 ft | Speed 40 ft | Size Large
    HP 57 | AC 15 | Fort +3; Ref +3; Will +3 | Awareness 13[/table]

    [Melee] Attack Action
    Atk +5; Damage 1d6+6; Greatclub; [melee].

    [Ranged] Attack Action
    Atk +5; Damage 1d6+6; Javelin; [medium] (130 ft).

    Abilities: Str 16; Dex 8; Con 16; Int 8; Wis 10; Cha 8
    Skills: Athletics +7; Intimidate +7; Perception +4
    Feats: [Iconic] Juggernaut, Sinister Sinews

    Activated Abilities

    Cleave [Ex]: As a swift action, if the ogre hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the ogre does normal melee damage to the second opponent as well.

    Whirlwind [Ex]: At will, as a standard action, the ogre can attack every opponent within [Melee] range with its greatclub. Roll one attack and use the result for all opponents. These attacks do not result in critical hits. These attacks may not generate bonus attacks (e.g. Cleave).

    Passive Abilities

    Juggernaut: The ogre does not provoke an attack of opportunity when bullrushing.

    In the razorfiend hatchery we find our first real foe ... Like many other non-humanoid monsters, it's best to treat its "magic equipment" as if it were a "magical location" instead. In this case, the Greenspawn fights as though it had the benefits of a Knuckleduster, but when the PCs kill it, they don't get a Knuckleduster off its corpse.

    Greenspawn Razorfiend (EL7)
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    Human Barbarian

    Swashbuckler / Path of Destruction / Battle's Tempering / Acid Elementalist
    {table] Init +4 | Reach 10 ft | Speed 40 ft[br]Swim 40 ft | Size Medium
    HP 104 | AC 22 | Fort +12; Ref +3; Will +11 | Awareness 20[/table]
    • [Resistance 7] to [Acid]
    • [Fast Healing 3]

    [Melee] (Full) Attack Action
    Atk +15; Damage 2d6+6; Unarmed Strike; [melee]; 18-20 crit.
    Atk +10; Damage 2d6+6; Unarmed Strike; [melee]; 18-20 crit.

    [Area] Standard Action
    Damage 7d6+2; Elemental Burst [SLA]; [close] (40 ft); [Acid]; At Will.
    - One five-foot square.
    - Reflex DC 15: half damage.
    - Acid Boost

    Abilities: Str 22; Dex 12; Con 16; Int 8; Wis 16; Cha 10
    Skills: Acrobatics +8; Athletics +13; Stealth +8; Nature +6; Perception +11
    Feats: To Iron Married, Exit - Stage Left, Fish in the Water, Guild Initiation
    Key Offensive Modifier: Strength
    Key Defensive Modifier: Constitution
    Base Attack Bonus: +7

    Activated Abilities

    Cleave [Ex]: As a swift action, if the razorfiend hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the razorfiend does normal melee damage to the second opponent as well.

    Exit, Stage Left [Ex]: Once per [Encounter], the razorfiend may trade a swift action for a move action.

    Knuckleduster [Ex]: The razorfiend may make an additional melee attack with its Unarmed Strike as part of a Charge, but it takes penalties as though it were flurrying if it does so.

    Once More! [Ex]: Up to three times per round, when the razorfiend spends a standard action to make a single attack, and then moves at least 10 ft, it can make a single melee attack at the end of its movement. This attack, called a Once More! attack, can be made another time at the end of each additional instance of movement, such as an extra move action gained through the Exit - Stage Left ability.

    Whirlwind [Ex]: At will, as a standard action, the razorfiend can attack every opponent within [Melee] range with its unarmed strike. Roll one attack and use the result for all opponents. These attacks do not result in critical hits. These attacks may not generate bonus attacks (e.g. Cleave).

    Passive Abilities

    Acid Boost [Sp]: When the razorfiend activates its Acid Burst, creatures who fail the save are Nauseated for 1 [Round].

    Dirty Fighting [Ex]: Any successful Once More! attack inflicts the [Battered] condition on the razorfiend's target for 3 [Rounds]. It deals +7 bonus damage any time that it hits a [Battered] target.

    Evasion [Ex]: Once per encounter, if the razorfiend makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

    With Feeling [Ex]: The razorfiend gains a +2 bonus on Will saves, +1 for every successful Once More! attack it has made in the current [Encounter].

    Items
    Heavy Armor: +2 to AC, -1 to Ref
    Knuckleduster: Unarmed attack deals damage as a main weapon with a +1 attack bonus.

    The Ettin is a little more distinctive and flavorful than the Ogres, but I still made it a Mook in similar fashion. Call me lazy. The module even says this particular Ettin has "little personality of its own," and anyway I'm not sure what Legend abilities can model a two-headed being particularly well. Heroica with it as its own partner? Nah.

    Ettin (EL6)
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    Elite Mook (plus a feat)

    Path of Destruction

    {table] Init -1 | Reach 10 ft | Speed 40 ft | Size Large
    HP 105 | AC 18 | Fort +5; Ref +5; Will +5 | Awareness 16[/table]

    [Melee] Attack Action
    Atk +8; Damage 1d6+12; Mace; [melee].

    [Ranged] Attack Action
    Atk +8; Damage 1d6+12; Javelin; [medium] (160 ft).

    Abilities: Str 16; Dex 8; Con 16; Int 8; Wis 10; Cha 8
    Skills: Athletics +11; Intimidate +7; Perception +8
    Feats: [Iconic] Juggernaut

    Activated Abilities

    Cleave [Ex]: As a swift action, if the ettin hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, the ettin does normal melee damage to the second opponent as well.

    Whirlwind [Ex]: At will, as a standard action, the ettin can attack every opponent within [Melee] range with its greatclub. Roll one attack and use the result for all opponents. These attacks do not result in critical hits. These attacks may not generate bonus attacks (e.g. Cleave).

    Passive Abilities

    Disrupting Presence [Ex]: Any opponent who activates a spell, spell-like, or supernatural ability within the ettin's [Melee] range takes 6 damage.

    Juggernaut: The ettin does not provoke an attack of opportunity when bullrushing.

    Then the Ettin's controlling master, Nurklenak the Mindbender; actually the highest-level threat in Rhest, he might be the de facto "boss" if the PCs manage to fight all the monsters one by one.

    Nurklenak was hard to decide on abilities for, since Legend doesn't have much in the way of psionics or mind control -- especially at Level 8, since many of the mind-control abilities that exist are feats that can only be taken at Level 6 or higher. So I gave him truenaming and necromantic abilities with a mental-attack theme. DMs will have to re-fluff liberally.

    Oh, and being a spellcaster, of course his stat block is pretty long. You've been warned.

    Kulkor Zhul Mindbender (EL8)
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    Human Shaman

    Fortune's Friend / Necromancer / Shaman Spellcasting / Runesong Scholar
    {table]Init +0 | Reach 10 ft | Speed 30 ft | Size Medium
    HP 90 | AC 23 | Fort +9; Ref +5; Will +13 | Awareness 21[/table]

    [Melee/Ranged] (Full) Attack Action
    Atk +9; Damage 1d6+3; Dagger; [melee]/[close] (45 ft).
    Atk +4; Damage 1d6+3; Dagger; [melee]/[close] (45 ft).

    Abilities: Str 10; Dex 10; Con 14; Int 14; Wis 16; Cha 22
    Skills: Larceny +10; Stealth +8; Bluff +16; Diplomacy +14; Intimidate +14; Perception +11
    Feats: Multiclass Flexibility, Cloaked Spellcasting, Multiclass Flexibility, Charm
    Key Offensive Modifier: Wisdom
    Key Defensive Modifier: Charisma
    Base Attack Bonus: +6

    Activated Abilities

    A Little To The Left [Ex]: Once per [Encounter], if the hobgoblin would be reduced to negative hit points, it is instead reduced to 1 hit point and immediately gains a move action.

    Blindness [Sp]: Once per [Encounter], the hobgoblin can blind an opponent within [Close] range (45 ft). The blindness is permanent, but can be removed with a successful dispelling attempt or by any spells that remove the blinded condition.

    Cause Fear [Sp]: At will as a standard action, the hobgoblin can force an enemy within [Close] range (45 ft) to make a Will save (DC 20) or be [Shaken] for two [Rounds]. This is a [Fear], [Mind-affecting] ability.

    Charm [Ex]: Once per [Encounter], as a standard action, the hobgoblin can influence a single creature to view it in the most favorable possible light. The target must make a Will save (DC 20) or immediately stop attacking the hobgobolin and its allies unless threatened. The use of any damaging or harmful effects against the target immediately cancels and dispels Charm. This influence lasts for the rest of the [Scene].
    Once per social encounter, the hobgoblin may use Charm on an opponent. Doing so gives the opponent a social check
    (as if the hobgoblin used the Diplomacy skill). The opponent must succeed on a Will save (DC 20) or refrain from using the Intimidate skill for the duration of the social encounter. Additionally, the opponent must succeed on a Will save (DC 20) to exit the [Encounter].
    All effects of this feat are [Mind-affecting].

    False Life [Sp]: Once per [Encounter] as a standard action, the hobgoblin can give itself 8 temporary hit points. These temporary HP last until the end of the [Scene] or until they are lost.

    Gift of Gab [Ex]: In any round in which the hobgoblin spends at least one free action speaking (be it a joke, an elaborate discourse, or simple nonsense, as long as full words are used), it gains a +3 deflection bonus to Armor Class and Reflex saving throws.

    Improvisation [Ex]: As a swift action, the hobgoblin can gain a +2 bonus on attack rolls, saving throws, ability checks and skill checks until the beginning of its next turn. It can instead grant this bonus to an ally within [Close] range (45 ft).

    Truenaming [Su]: As a swift action, the hobgoblin can use truenaming to achieve the listed effects. The hobgoblin may know 8 true names at any given time.
    • Learn the true name of a creature within [Close] range (45 ft) unless it succeeds on a Will Save (DC 20). A successful save makes the target immune to this ability for 24 hours. This ability may not be used on objects unless they are able to communicate somehow.
    • Speak a sentence to a truenamed creature regardless of distance. If it is within [Extreme] range it is [Shaken] for 1 [Round] at the hobgoblin's option. This ability may be used at will. It is a [Mind-affecting] ability, and a [Fear] ability if the hobgoblin chooses to make its target [Shaken].
    • The hobgoblin makes itself and its allies aware of the truenamed creature’s cardinal direction if within [Extreme] range (1800 ft) or precise location if within [Medium] (180 ft) (negating [Miss chance] for one [Round]). This ability may be used once per [Encounter] per target.
    • At will, deal 6 damage (two times Wisdom modifier) to a truenamed creature within [Medium] range (180 ft).
    • Once per [Encounter], the hobgoblin can give a Moniker to either eight creatures of the same kind (such as two goblins, or eight sages) or eight 20-ft^3 cubes of mostly homogeneous material (such as a patch of grass or a section of air) within [Close] range (45 ft). The Moniker expires after eight [Rounds]. A Moniker can be used in the place of a proper true name.

    Spells (6 / 5 / 3 per [Scene])

    (1) Bless
    • Evocation [Dispelling] - Casting Time 1 standard action - Range close (45 ft) - Effect emanation centered on hobgoblin - Duration encounter - Saving Throw none.
    • All allies within Close range gain a +1 bonus to attack rolls and Will saves.
    • Reversal - Bane: All enemies within [Close] range (45 ft) incur a -1 penalty to attack rolls and Will saves.

    (2) Cure Moderate Wounds
    • Transmutation [Healing], [Positive] - Casting Time 1 standard action - Range close (45 ft) - Target creature within Close range - Duration instantatenous - Saving Throw none (harmless).
    • Heals the target creature for 2d4+24 points of damage and removes one condition currently affecting the creature.
    • Reversal - Inflict Moderate Wounds
      • Transmutation [Harm], [Negative] - Saving Throw Will half; see text.
      • Damages the target creature for 2d4+24 points of damage. A successful Will save (DC 17) halves the damage
        and prevents this effect from reducing the creature’s health below 1 hit point.

    (3) Cure Serious Wounds
    • Transmutation [Healing], [Positive] - Casting Time 1 standard action - Range close (45 ft) - Target creature within Close range - Duration instantatenous - Saving Throw none (harmless).
    • Heals the target creature for 3d4+32 points of damage and removes two conditions currently affecting the creature.
    • Reversal - Inflict Serious Wounds
      • Transmutation [Harm], [Negative] - Saving Throw Will half; see text.
      • Damages the target creature for 3d4+32 points of damage. A successful Will save (DC 17) halves the damage
        and prevents this effect from reducing the creature’s health below 1 hit point.

    (3) Dispel Magic
    • Evocation [Dispelling] - Casting Time 1 standard action - Range long (720 ft) - Target magical effect or effects within range - Duration instantaneous - Saving Throw none.
    • This spell ends two magical effects (effects created by spells or spell-like abilities) of the third circle or lower, or a single magical effect of the fourth or fifth circle. The effects must have a duration other than Instantaneous.

    (2) Remove Paralysis
    • Transmutation - Casting Time 1 standard action - Range close (45 ft) - Target creature within Close range - Duration see text - Saving Throw none (harmless).
    • Removes the [Paralyzed] condition from one creature within [Close] range. Additionally, the target creature gains a +2 bonus on saves against [Binding] effects for the duration of the [Encounter], and is entitled to make a saving throw against [Binding] effects even if they would not normally allow a saving throw.
    • Reversal - Hold Person
      • Transmutation [Binding] - Duration 3 rounds - Saving Throw Will negates; see text.
      • Bonds of magical energy make the target creature [Stunned] and [Paralyzed]. The creature is entitled to a Will save (DC 17) when the hobgoblin activates the effect, and on its turn every [Round] for the duration of the effect. Any successful Will save breaks the effect.

    (3) Repelling Ward
    • Evocation [Ward] - Casting Time 1 standard action - Effect aura of protective energy - Duration 10 rounds - Saving Throw Will and Fortitude; see text.
    • Creates an aura that repels enemies. Enemies must make a Will save (DC 17) to approach within [Close] range (45 ft) of the hobgoblini. Enemies who approach within [Close] range of the hobgoblin must then make a Fortitude save (DC 17) or be [Nauseated] while they remain within [Close] range of the hobgoblin.

    (1) Sanctuary
    • Evocation [Ward] - Casting Time 1 standard action - Range melee - Target creature touched - Duration encounter - Saving Throw Will negates.
    • Anyone who declares an attack roll against the warded creature must make a successful Will save (DC 17) or ignore the warded creature for the [Encounter]. A successful Will save allows the attacker to penetrate the ward until the beginning of the attacker’s next turn, at which point an additional save is required. The attacker may choose to attack someone else instead. If the warded creature attacks, the Sanctuary effect is dispelled.

    (1) World-Mind
    • Divination - Casting Time 1 standard action - Range melee - Target 1 touched ally per 3 levels - Duration scene - Saving Throw none (harmless).
    • The hobgoblin can communicate telepathically with its targets even if they do not share a common language. No special power or influence is established as a result of this bond. Once the bond is formed, it works over any distance (although not from one plane to another).

    Passive Abilities

    Cloaked Spellcasting [Ex]: The hobgoblin's spells cannot be identified while they are being cast unless it fails a Larceny check (DC 10 + 1/2 opponent's level + opponent's Wisdom modifier).

    Will of the Elements [Su]: At the start of each [Round], the hobgoblin gains a Barrier that grants [Resistance 8] against the next energy attack ([Fire], [Acid], [Cold] or [Electricity)] it suffers. Barriers accumulate during an [Encounter], but each attack can only expend a single charge. Barriers dissipate at the end of each [Encounter].

    Items
    Heavy Armor: +2 to AC, -1 to Ref
    Grim Fragment: +2 to Charisma

    Finally, the two main bosses of Rhest. Saarvith is infamous for being the weakest RHoD boss as-written -- but I think Legend's inherent balance has made him quite nasty here.

    I'm not sure Professional Soldier fits Saarvith as well as some of the other Rangers, but I wasn't sure what to replace it with, and I guess it's not bad. So I kept it. For a fourth track, I thought Tactical Insight went remarkably well with Saarvith's taxidermy motif.

    Wyrmlord Saarvith (EL7)
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    Halfling Ranger

    Professional Soldier / A Reign of Arrows / Battle's Tempering / Tactical Insight
    {table]Init +8 | Reach 10 ft | Speed 35 ft | Size Small
    HP 96 | AC 24 | Fort +8; Ref +11; Will +6 | Awareness 19[/table]
    • [Fast healing 5]

    [Melee] (Full) Attack Action
    Atk +13; Damage 2d6+5; Greatsword; [melee]; 18-20 crit.
    Atk +8; Damage 2d6+5; Greatsword; [melee]; 18-20 crit.
    - Anatomical Targeteer
    - Regiarix's "The Blade and the Bow" ability

    [Ranged] (Full) Attack Action
    Atk +13; Damage 1d8+5; Shortbow; [medium] (170 ft); 18-20 crit.
    Atk +8; Damage 1d8+5; Shortbow; [medium] (170 ft); 18-20 crit.
    - Anatomical Targeteer
    - Dead-Eye
    - The Scattering Wind
    - Regiarix's "The Blade and the Bow" ability

    [Ranged] Standard Action
    Atk +13; Damage 1d8+5; Grappling hook; [close] (40 ft); 18-20 crit.
    - If this attack hits, target is tripped (Ref DC 18 neg.). On a failed save, target is [Prone] and can be pulled up to 15 ft towards Saarvith as a swift action.
    - Anatomical Targeteer
    - Dead-Eye
    - Regiarix's "The Blade and the Bow" ability

    Abilities: Str 10; Dex 20; Con 14; Int 20; Wis 14; Cha 10
    Skills: Athletics +7; Stealth +12; Ride +12; Medicine +12; Nature +12; Perception +9
    Feats: Big Damn Hero, To Iron Married, The Scattering Wind, Anatomical Targeteer
    Key Offensive Modifier: Dexterity
    Key Defensive Modifier: Intelligence
    Base Attack Bonus: +7

    Activated Abilities

    Anatomical Targeteer [Ex]: As a swift action, Saarvith may make a Medicine check against an opponent (the DC for the check is equal to 10 + 1⁄2 of the opponent’s level + their Constitution modifier). A successful check makes his attacks against that opponent vastly more precise for the next [Round] – during that time, any hit inflicts the
    [Bleeding] condition.

    Kept Secret, Kept Safe [Ex]: At will, Saarvith may use a move action to lay down a cloaking scatter of smoke, dust, and silvered shards to screen his allies. All allies within [Close] range (40 ft) gain a +2 bonus to AC and Reflex saves for one round.

    Reap the Whirlwind [Ex]: By spending five minutes, Saarvith can gather resources to prepare a trap. He can prepare up to two traps at a time. Deploying a prepared trap in combat requires a swift action. A trap will remain functional throughout an [Encounter], with some exceptions, and can be retrieved after combat so that he need not spend another five minutes preparing it. Traps are normally visible, but can be concealed with the Larceny skill.
    • Tanglefoot Paste: This paste covers up to five squares within [Close] range (40 ft) of Saarvith at time of deployment. Each affected square must touch at least one other affected square. Targets entering these squares must make a Fortitude save (DC 18), or stop their movement and become [Flat-footed] until their next turn.
    • Tripwire: Stretched across a 30 ft line, which exists entirely within [Medium] range (170 ft) of Saarvith. Those attempting to leave a square covered by the line must make a Reflex save (DC 18) or become [Prone]. A tripwire can only trigger twice before being destroyed utterly.
    • Fumigator: Fills a 20 ft radius with a thin gas that has mild hallucinogenic effects. Targets occupying or moving through squares within the area must make a Will save (DC 17) or treat all creatures as being [Fully concealed] due to seeing double for the next 2 [Rounds]. A fumigator dissipates after 4 [Rounds], but can still be salvaged after combat.

    Tactical Insight [Ex]: As a move action, Saarvith can make a Knowledge skill check against a DC of 10+an opponent’s level, using the appropriate Knowledge skill for that opponent’s type. On a success, Saarvith and his allies gain one of:
    • +3 to attack rolls vs opponents of that type;
    • +3 to AC vs opponents of that type;
    • +2 bonus to Bluff, Diplomacy, Intimidate, and Perception rolls vs opponents of that type;
    • +2 bonus to saving throws vs effects or abilities used by opponents of that type.

    This ability may be used once per [Encounter] for every Knowledge skill.

    The Scattering Wind [Ex]: Once per [Encounter], Saarvith may dispel a single continuing effect as part of a successful attack with his shortbow.

    Passive Abilities

    Big Damn Hero [Ex]: Once per [Encounter], Saarvith may ignore [Binding] effects as well as the following conditions: [Stun], [Entangle], [Fear] and [Confused]. This temporary reprieve lasts for one [Round]. The duration of any ignored effects continues to tick down while they are being ignored.

    Dead-Eye [Ex]: Saarvith adds 9 [Precision] damage when making ranged attacks against a [Flat-footed] opponent. Only one source of [Precision] damage may be applied to any attack.

    Evasion [Ex]: Once per encounter, if Saarvith makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Items
    Light Armor: +1 to AC
    Obsidian Ring: +2 to Intelligence

    Regiarix is in the Horde because of his friendship with Saarvith, so I decided to take advantage of easy ways to play up that friendship mechanically. The PCs are in for a tough fight if they face both bosses at once (unless maybe if they manage to sow discord between these two and the Mindbender first). Reggie comes out much more intimidating than Ozzy, especially in melee.

    Regiarix (EL7)
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    Dragon Monk

    Dragon / Heroica / Discipline of the Dragon / Acid Elementalist
    {table]Init +0 | Reach 10 ft | Speed 40 ft[br]Swim 40[br]Fly 50 | Size Medium
    HP 125 | AC 24 | Fort +10; Ref +6; Will +7 | Awareness 18[/table]
    • Darkvision
    • [Fast healing] 2.
    • [Immunity] to [fear].
    • [Resistance 7] to [acid].

    [Melee] (Full) Attack Action
    Atk +12; Damage 2d6+8; Claws; [melee]; 18-20 crit.
    Atk +7; Damage 2d6+8; Claws; [melee]; 18-20 crit.
    - Flyby Attack
    - True Dragon

    [Area] Standard Action
    Damage 7d6+4; Elemental Burst [SLA]; [close] (40 ft); [Acid]; At Will.
    - One five-foot square.
    - Reflex DC 17: half damage.

    [Area] Standard Action
    Damage 14d4; Elemental Bolt [SLA]; [medium] (170 ft); [Acid]; 1/[Encounter].
    - 170-foot line.
    - Reflex DC 17: half damage; creatures who fail the save become [Prone].

    Abilities: Str 20; Dex 10; Con 16; Int 10; Wis 12; Cha 18
    Skills: Athletics +12; Stealth +7; Geography +7; Intimidate +11; Perception +8
    Feats: Open Lesser Binding, Fish in the Water, Flyby Attack, To Iron Married
    Key Offensive Modifier: Strength
    Key Defensive Modifier: Charisma
    Base Attack Bonus: +7

    Activated Abilities

    Flyby Attack [Ex]: Regiarix can make an attack action during his movement for the [Round], rather than only at the end.

    Of Might and Guile [Ex]: This ability affects Regiarix's designated partner, as detailed under The Blade and the Bow. Regiarix can spend a move action to double his partner’s critical threat range for one round. His partner also gains this ability, but cannot use it in a round in which Regiarix uses it.

    Passive Abilities

    Hard to Break [Ex]: Once per [Encounter], if Regiarix makes a successful Fortitude saving throw against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half ”), he instead ignores the effect entirely.

    The Blade and the Bow [Ex]: Designate one ally within sight; they add damage equal to half their level to weapon attacks. The designated ally may be changed once a week.

    True Dragon [Ex]: Regiarix's claws heal him for half the damage he deals with them, up to 7 HP per hit.

    Items
    Fury Stone: +2 to Strength.

    Oh yeah, and the most forgettable creature of the whole area: Saarvith's eagle. I thought about representing him with Summon Mote, but Saarvith's feat slots were all filled with things that worked really well for him. I thought about using the Mount rules, but ... nah, doesn't fit. So I ended up just making him a separate Mook, who is desperately underpowered for this level of play and can definitely be left out if you don't feel like running a flavor-monster.

    Eagle (EL1)
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    Elite Mook

    Pegasus
    {table] Init +3 | Reach 5 ft | Speed 40 ft[br]Fly 40 ft | Size Small
    HP 27 | AC 13 | Fort +2; Ref +2; Will +2 | Awareness 14[/table]

    [Melee] Attack Action
    Atk +3; Damage 1d6+2; Talons; [melee].

    Abilities: Str 8; Dex 16; Con 10; Int 8; Wis 16; Cha 8
    Skills: Acrobatics +5; Athletics +1; Perception +5
    Last edited by Draz74; 2012-01-21 at 08:09 PM.
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    Bugbear in the Playground
     
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Just a quick note for interest that I've linked to this thread as an "alternate setting" in the Red Hand of Doom handbook, so ... well ... enjoy!

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    Ogre in the Playground
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    Default Re: [Legend conversion] Red Hand of Doom resources

    I'm working on making some of the random MM creatures, which I will post here I suppose.

    The Bearded Devil, pretty much a straight up fighter. Wasn't too sure on how to do the poison/Bleeding, so it doesn't do them anymore:
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    Bearded Devil (EL 5)
    Demon Barbarian

    Demon / Path of Rage / Smiting / Path of Ancestors

    Init*+1
    Reach*10 ft
    Speed*30 ft
    Size*Medium
    HP*55
    AC*21
    Fort*+5;*Ref*+6;*Will*+10
    Awareness*15, Darkvision

    [Melee] Attack Action
    Atk*+10;*Damage*1d8+10;*Halberd; [melee][Reach][Tripping];

    [Melee] Attack Action
    Atk*+10;*Damage*1d8+10;*Claws; [melee];

    Abilities:*Str 14; Dex 12; Con 16; Int 10; Wis 10; Cha 20
    Skills: Athletics +7; Stealth +6; Medicine +5; Diplomacy +10; Intimidate +10; Perception +8;
    Feats:*Shadow Blink, To Pierce the Heavens, Reckless Strike, You Will Falter
    Key Offensive Modifier:*Charisma
    Key Defensive Modifier:*Constitution
    Base Attack Bonus:*+5

    Activated Abilities

    Demon Magic [SLA]:*1/Encounter, Darkness.

    Rage [Ex]:*As a swift action, the Bearded Devil can enter a rage, gaining a +4 bonus to Strength, and taking a -1 penalty to Armor class, and a +1 bonus to Fortitude and Will saves. It also gain 10 temporary hit points. These temporary hit points are lost when its rage ends. It can rage for a maximum 6 [Rounds] at any one time, and can always prematurely end the rage as a free action. When the rage ends, it are [Fatigued] for as many [Rounds] as were spent raging (minimum 1).
    The Bearded Devil can enter rage whenever it wishes, as long as it is not [Fatigued] or [Exhausted].

    To Pierce the Heavens [Ex]:*
    While the Bearded Devil is wielding its halberd, once per [Encounter], as a swift action, it may either:
    Render the squares within its normal reach impassable. Anyone caught inside the aura may opt to be pushed outside of the effect. Its reach is then doubled.
    Render foes within its reach unable to move out of its reach.
    Both effects last two [Rounds], and are [Binding] effects. The auras are visible as a dulling of the air, and a metallic sheen.

    Reckless Strike [Ex]: The Bearded Devil may choose to lower its AC in place of attack bonus while using the Power Attack combat maneuver.

    Shadow Blink [Ex]: As a swift action, the Bearded Devil can add the [Teleport] descriptor to its movements until the beginning of its next turn. It do not provoke attacks of opportunity by moving, except from opponents who threaten its square at the beginning of movement. It cannot use the Acrobatics skill to avoid those attacks of opportunity.

    Passive Abilities

    Resistance to Electricity [Ex]

    Powerful Rage [Ex]:*While raging, -2 Dex and +5ft reach.

    Skirmish [Ex]: When the Bearded Devil misses on an attack roll against an opponent, it adds a +1 bonus to its attack rolls for the duration of the [Encounter]. This is cumulative, but caps at 5.

    Conflict [Ex]: The Bearded Devil adds its Charisma bonus to damage.

    You Will Falter [Ex]: Effects that would cause an opponent within 60 ft to recover at least 2 HP instead cause that opponent to recover one less point. This affects [Fast healing]. This effect will stack with up to five other instances of You Will Falter, but the minimum healed by any reduced ability is one.

    Lesser Resilience [Ex]: Any [Healing] effects that affect the Bearded Devil (but do not originate from it) heal 5 extra point of damage.

    Hard to Break [Ex]: Once per [Encounter], if the Bearded Devil successfully makes a Fortitude Save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half”), it instead ignore the effect entirely.

    Items
    Light Armor:*+1 to AC


    The Bone Devil; Makes liberal use of fear and intimidate to put out sneak attacks on its enemies, trying to focus on one target at a time:
    Spoiler
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    Bone Devil (EL 9)
    Demon Barbarian

    Path Destruction/ Demon/ Battle's Tempering / Assassin

    Init*+6
    Reach*10 ft
    Speed*45 ft
    Size*Medium
    HP*117
    AC*25
    Fort*+9;*Ref*+10;*Will*+10
    Awareness*19, Darkvision

    [Melee] Full Attack Action
    Atk*+14/+9;*Damage*1d8+5 (SA +3d6);*Claws; [melee];

    Abilities:*Str 20; Dex 14; Con 20; Int 10; Wis 10; Cha 14
    Skills: Athletics +14; Stealth +11; Bluff +11; Diplomacy +11; Intimidate +16; Perception +12;
    Feats:*Shadow Blink, Sinister Sinews, Baptized in Rage, Breakneck Pace
    Key Offensive Modifier:*Strength
    Key Defensive Modifier:*Constitution
    Base Attack Bonus:*+9

    Activated Abilities

    Demon Magic [SLA]:*1/Encounter, Invisibility

    Cleave [Ex]: As a swift action, if the Bone Devil hits an opponent with a melee attack, it can make a cleave attack by applying that attack roll to another opponent within [Melee] range. If the result hits that opponent, it do normal melee damage to the second opponent as well.

    Whirlwind [Ex]: At will, as a standard action, the Bone Devil can attack every opponent within [Melee] range. It rolls one attack and use the result for all opponents. These attacks do not result in critical hits. These attacks may not generate bonus attacks (ex. Cleave).

    Shadow Blink [Ex]: As a swift action, the Bearded Devil can add the [Teleport] descriptor to its movements until the beginning of its next turn. It do not provoke attacks of opportunity by moving, except from opponents who threaten its square at the beginning of movement. It cannot use the Acrobatics skill to avoid those attacks of opportunity.

    Abyssal Travel [SLA]: Once per [Encounter], as a standard action, the Bone Devil can cast dimension door, as the spell.

    Baptized in Rage [Su]: Three times per [Scene], as an immediate action, all creatures within a 100 foot radius who fail a DC 16 Strength check are [Entangled] for one [Round] by chains of ice. This is a [Binding] effect.

    Passive Abilities

    Resistance to Electricity [Ex]

    Disrupting Presence [Ex]: The Bone Devil is a living force of entropy and destruction, and creatures who attempt mental focus close to it suffer the consequences. Any opponent who activates a spell, spell-like, or supernatural ability within its [Melee] range takes 9 damage.

    Terrifying Presence [Ex]: Opponents within the Bone Devil's [Melee] range must make a Will save (DC 19) every [Round] on the devil's turn or become [Shaken]. This application of the [Shaken] condition doesn’t stack with itself, but stacks normally with other [Fear] effects. This is a [Mind-affecting] [Fear] effect.

    Dive for Cover [Ex]: Once per [Encounter], if the Bone Devil make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead take no damage.

    For Ire [Ex]: [Fast healing] 5.

    Sneak Attack: Any time that the Bone Devil attacks a [Flat-footed], [Shaken], [Frightened], or [Panicked] target, it deals 3d6 [Precision] damage. Only one source of [Precision] damage may be applied to any attack.

    Slayer’s Sense: The Bone Devil can ignore [Concealed] and [Fully concealed] when attacking an enemy it has previously damaged with Sneak Attack in the [Encounter]. This does not bypass an enemy’s use of the Stealth skill.

    Blood Calls to Blade: Any time the Bone Devil makes an attack roll against an enemy subject to its Sneak Attack ability, it gains a +4 bonus on the attack roll.

    Items
    Light Armor:*+1 to AC


    And the Riding Dog;
    Spoiler
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    Riding Dog (EL 1)
    Grunt Mook

    Init*-1
    Reach*5 ft
    Speed*30 ft
    Size*Medium
    HP*27
    AC*13
    Fort*+2;*Ref*+2;*Will*+2
    Awareness*11

    [Melee] Attack Action
    Atk*+3;*Damage*1d6+2;*Bite; [melee].

    Abilities:*Str 16; Dex 8; Con 16; Int 8; Wis 10; Cha 8
    Skills:*Acrobatics +1; Athletics +5; Perception +2


    The Hill Giant;
    Spoiler
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    Hill Giant (EL 7)
    Elite Mook


    Utter Brute

    Init*-1
    Reach*15 ft
    Speed*40 ft
    Size*Medium
    HP*120
    AC*25
    Fort*+5;*Ref*+5;*Will*+5
    Awareness*17

    [Melee] Attack Action
    Atk*+10;*Damage*1d6+14;*(Unarmed); [Melee][Reach];

    [Ranged] Attack Action
    Atk*+10;*Damage*1d6+14;*(Rocks); [Medium];

    Abilities:*Str 16; Dex 8; Con 16; Int 8; Wis 10; Cha 8
    Skills: Athletics +12; Nature +8; Perception +9;

    Passive Abilities

    Uncivilized: The Hill Giant's unarmed attacks are affected by the Weaponized feat, and are treated as [Special]weapons with [Reach]. In addition, it has a +3 Item bonus to armor class.

    Unforgiving: As the Hill Giant dies, it may take a standard action. Triggered abilities with no action cost may be used instead.

    Unrelenting: At the beginning of the Hill Giant's turn, it moves 5 ft. At the end of its turn, it moves 5 ft. Effects that prevent movement other than death do not prevent this.


    The Zombie Wyvern;
    Spoiler
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    Wyvern Zombie (EL 6)
    Elite Mook


    Dragon

    Init*-1
    Reach*10 ft
    Speed*40 ft, Fly 40 ft
    Size*Medium
    HP*123
    AC*23
    Fort*+5;*Ref*+5;*Will*+5
    Awareness*16, Darkvision

    [Melee] Attack Action
    Atk*+8;*Damage*2d6+12;*Claws; [Melee];

    [Ranged] Attack Action
    Atk*+8;*Damage*1d6+12;*(Dropped Stuff?/Flyby?); [Medium];

    Abilities:*Str 16; Dex 8; Con 16; Int 8; Wis 10; Cha 8
    Skills: Athletics +11; Nature +7; Perception +8;
    Feats: Wings of War (Bonus)

    Passive Abilities

    True Dragon [Ex]: In addition to any enchantments applied to them, the Zombie Wyvern's claws now heal it for half the damage dealt with them, up to your 6 HP per hit.
    Last edited by Madcrafter; 2012-02-15 at 12:47 PM.
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  16. - Top - End - #16
    Ettin in the Playground
     
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Wouldn't the Riding Dog have a bite rather than claws?
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  17. - Top - End - #17
    Ogre in the Playground
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Eh, true; I copied the format from somewhere else and didn't see that. Any other criticism you can give would be much appreciated (these are the first legend monsters I have made, so there are likely mistakes).

    Its also somewhat unclear if mooks get stat bonuses/penalties to things like skills etc.

    EDIT: After reading through Osaka Street Stories, it appears they do not.

    EDIT 2: I will be starting my RL group on this conversion tomorrow hopefully. I'll try to keep some notes on how everything works.

    EDIT 3: SESSION 1;
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    Well, that was an interesting first session…

    There were only two available players , so I had each make two characters, level 5, 26 PB, in order to keep the supposed action economy balance. We ended up with:

    - Human Monk (Serpent/Crane/Dragon) : Gun monk, uses a rifle
    - Human Shaman (Incantation/Force of Will/ Spellcasting): Healer and extra attack giver
    - Human Monk (Serpent/Crane/Pegasus): Flying wake charger
    - Human Barbarian (Rage/Smiting/Destruction): More damages!

    Because they were both making two, and they weren't really familiar with the system, character creation took a little longer than anticipated, so we only got through the first combat of the module.

    Seeing as all the party members had between 25 and 29 AC (3 of them had blacksmith, but I wouldn't say they were trying that hard to boost it astronomically) and were therefore unhittable by the hobgoblin regulars, I decided before the combat began to add in an extra bladebearer just to try and make the fight not a complete pushover. (I also changed the cleric's 12 str for int, to boost his hold person DC, not that it ended up working anyways (+10 to will saves)).

    Combat (Warning, decently long!)
    Spoiler
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    Combat began, with the party's supreme awareness scores beating out the hobgoblin's stealth checks (though not the hellhound's). The gun monk dropped one with his first turn, and the other five hobgoblins returned fire (naturally not hitting anything), and slowly retreated a bit, calling out for help. The charger, ignoring the difficult terrain of the banks, charged the furthest hobgoblin on the south side, wake-ing the dead one and the second out onto the road. The barbarian took two shots and dropped the front hobgoblin on the other side.

    First round tally: 2 downed hobgoblins, 2 wounded.

    The cleric started by casting sanctuary on himself, then running out ready to bless everyone. The bladebearers followed, running up to the (now very out of position) charger, using their extra 5ft steps to get into reach, and flurrying to try and drop his 29 AC down a bit, and then teleporting out with their chain finishers. The gun monk took two shots at one of the bladebearers, dropping him to half, and the two hellhounds emerged from their respective sides to breathe fire onto the charger as well (the first damage any of the enemies dealt) which was immediately healed away by the shaman. The barbarian missed his shots for the round, and began moving up the road. The hobgoblins took a few more useless shots at the charger, who proceeded to finish off their wounded comrade. The cleric cast a bless, and the barbarian shot the hellhound on the road and began moving up.

    Second round tally: 1 more downed hobgoblin, 1 wounded bladebearer, 1 wounded hellhound

    The bladebearers, realizing their ambush was not going as planned, called for a full retreat into the farmhouse, before pulling another AC draining flurry on the charger. The gun monk proceeded to drop the wounded one into negatives, and take the other one down to half life. The hellhounds both used moves to get into the farmhouse, the closer one also breathing another fire blast onto the charger. All the hobgoblins moved up the road towards the farmhouse, with two more being picked off on the way by extra shots from the barbarian and gun monk (granted by the shaman). The charger retreated all the way back to his allies (still mostly at the top of the road), and the cleric retreated in the other direction, back into the house, after healing the wounded bladebearer.

    Third round tally: 1 downed bladebearer, two more downed hobgoblins

    The now healthier bladebearer picked up his unconscious partner and carried him into the farmhouse. The party, having no live targets in sight, proceed to move slowly up the road, finishing off the hobgoblins who were not quite dead yet (except for the charger, who moved up to his old location at the base of the trail and saw all the survivors waiting in the foyer area). The fourth round finished with the reinforcements arriving at the bottom of the road.

    Fourth round tally: Some of the previously downed regulars finished off

    The reinforcements were summarily slaughtered, all of them being downed (one lucky one only got disabled) in one round as the party took some time off to barrage them with ranged attacks. Those hiding in the farmhouse pulled back into the second room so as not to be so exposed, the cleric doing some more healing.

    Fifth found tally: All reinforcements downed.

    This is finally where the enemies managed to start doing something significant, mainly because of some bad tactical decisions on the part of the PCs. The charger, brash as he was, decided to run into the foyer, right in front of the door, while the rest of the party slowly moved up the trail, finishing off two more hobgoblins. For his trouble, he was greeted with two hellhound breaths, a hammerfall from the cleric, a final AC drain from the bladebearers (getting him down to 19 AC, with them both at +5) as well as the first (and only) hobgoblin regular shot to connect (a critical!). All this brought him down to about 1/4 of his life.

    Sixth round tally: All other downed hobgoblins dead, finally some significant damage on one of the characters

    Here the fighting got a little more chaotic, and my round by round memory fails me.

    The charger got healed back to almost full by the shaman immediately, and the gun monk took up position outside the house to shoot in at an oblique angle at one of the bladebearers but got blinded by the cleric and missed. The barbarian moved into the doorway in front of the charger, and whirlwinded everyone inside, killing the regular and wounding a hellhound (both bladebearers matrixed out of the way with their immediates). He received the same treatment as the charger, taking two flame blasts, and a hammerfall to the face, as well as full attacks from both bladebearers, knocking him into negatives and putting him into a corner in the foyer (from wake).

    The shaman healed the barbarian back to about 3/4 life, while the charger proceeded to push the bladebearers around and full attack one, severely wounding him again. The gun monk took another two shots, both unsuccessful. The hellhounds blasted away at the charger, bringing him down some more, after which he was (somewhat brutally) sucked into the room by the bladebearers' wakes and full attacked by both for large chunk of damage, killing him outright (he was apparently unconcious after the wakes, but I decided that it probably wouldn't have stopped the bladebearers from finishing him off). The shaman used his To Pierce the Heavens to stop any of the remaining enemies from leaving the room they were now trapped in, while the barbarian moved in and whirwinded again, killing one of the bladebearers, downing the other, and finishing off the injured hellhound.

    The injured bladebearer managed to get healed back to positives by the cleric, get up, and make an attack against the barbarian before he was killed for good. The cleric, standing in the middle of the room, yelled at the last remaining hellhound to escape back to Koth, which it did, teleport double moving through the party and into the forest. The cleric readied his weapons for his final stand, and charged at the barbarian in the foyer. He was cut/shot down the next round, ending the combat.


    I was reasonably pleased with how the whole thing turned out. Having the hobgoblins retreat to the house was what managed to turn a massacre into an actually challenging combat (which is what it is supposed to be). I have no illusions that if the enemies had stayed out in the open, they would have all been killed by the end of the fifth or sixth round, having done basically no damage to the PCs. While I did have one PC die, I thought it was reasonable enough. We'll see what develops next time (he'll probably pick up another character in Drellin's ferry).

    Last edited by Madcrafter; 2012-02-20 at 03:13 PM.
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  18. - Top - End - #18
    Dwarf in the Playground
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    Default Re: [Legend conversion] Red Hand of Doom resources

    I'm curious. Has this project been mostly abandoned, or are you still working on it? I'm probably going to be running a RHoD-inspired module for Legend in the nearish future, so I'm quite interested in anything else you feel like converting. I'd also be curious about further playtests, if the game didn't die out.

    A brief note: The writeup for Myriads (which haven't been formally released yet, but are available in Googledocs form) state that hydræ are excellently represented by a Myriad, if you feel like altering your original design.

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    Ettin in the Playground
     
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Quote Originally Posted by GreyMantle View Post
    A brief note: The writeup for Myriads (which haven't been formally released yet, but are available in Googledocs form) state that hydræ are excellently represented by a Myriad, if you feel like altering your original design.
    It was released on the Kickstarter page, though I suppose that's not exactly formal, either, since it's not linked from Rule of Cool. Ah well...
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    Ogre in the Playground
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Unfortunately I wasn't able to get together with my group in any significant way over the last while, and seeing as I'm moving to germany next week, there probably won't be any more sessions. Which is a shame, since I wanted to try integrating some of the new skill games into the module as well.
    Devoted artificer of the church of Scorching Ray.

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  21. - Top - End - #21
    Titan in the Playground
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Apologies in advance for possible necromancy violations, but will this be updated for 1.0?

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Quote Originally Posted by stack View Post
    Apologies in advance for possible necromancy violations, but will this be updated for 1.0?
    It's ... in the works, although I make no promises about when it will be finished. I got through converting the first two chapters of the module, then kinda burned out and haven't worked on it for a month or more.
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Just my 2 cp: I'd make the hydra a swarm. Seems more fun that way.
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Is this project still being worked on?

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    Default Re: [Legend conversion] Red Hand of Doom resources

    Occasionally.

    I wish I knew a good way for other volunteers to help me out with it, but I'm not sure what exactly I would delegate. Unless someone wants to figure out all of the Treasure rewards for the whole system -- that's a part that I'm dreading and putting off until last.
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  26. - Top - End - #26
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    Default Re: [Legend conversion] Red Hand of Doom resources

    Well, treasure will mostly be a matter of making sure there are enough magic items scattered about to make sure a party has enough to fill there slots, plus a few to swap in and out. Extra consumables too, especially for sections with close together encounters. Gold/gems/etc won't really matter, so can be tossed in as fluff where appropriate.

    I'll try to keep it in mind as I go through with my group.

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