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  1. - Top - End - #31
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

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

    And hopefully, it will keep him from ever upstaging the PCs ... especially since his Sneak Attack will be dependent on getting allies adjacent to his target.
    You can call me Draz.
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    ... yes, I need to be tested for ADHD.

  2. - Top - End - #32
    Firbolg in the Playground
     
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Meeting the Tiri Kitor

    Spoiler: Killiar Arrowswift
    Show
    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 37 (5d10+10)
    Speed 35 ft
    -------------------------
    Str 12 (+1), Dex 18 (+4), Con 14 (+2)
    Int 8 (-1), Wis 14 (+2), Cha 10 (+0)
    -------------------------
    Saving Throws Str +3, Dex +6
    Skills Animal Handling +4, Athletics +3, Investigation +1, Perception +4, Stealth +6, Survival +4
    Senses darkvision 60 ft, passive Perception 14
    Languages Elvish, Common
    CR 2 (450 XP)
    -------------------------
    Favored Enemy. Killiar gains a +2 bonus to damage rolls with weapon attacks against monstrosities. He has advantage on Wisdom (Survival) checks to track monstrosities, and on Intelligence checks to recall information about monstrosities.
    Natural Explorer. Killiar ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Killiar travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Killiar remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Killiar travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
    Colossus Slayer. Once per turn when Killiar hits a creature with a weapon attack, the target takes an extra 1d8 damage if it's below its hit point maximum.
    Fey Ancestry. Killiar has advantage on saving throws against being charmed, and magic can’t put him to sleep.
    Mask of the Wild. Killiar can attempt to hide even when he is only lightly obscured by natural phenomena.
    Spellcasting. Killiar is a 2nd-level spellcaster. His spellcasting ability is Wisdom. Killiar knows the following ranger spells:
    1st level (3 slots): animal friendship, goodberry, hunter's mark
    -------------------------
    Actions
    Rapier (melee 5 ft) +6: 1d8+4 piercing
    Longbow +1 (ranged 150/600 ft) +9: 1d8+5 piercing
    Primeval Awareness. Killiar has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. Through sounds and gestures, Killiar can communicate simple ideas to a beast, and can read its basic mood and intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any) to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes.

    Spoiler: Tiri Kitor Hunter
    Show
    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 13 (leather armor)
    HP 16 (3d8+3)
    Speed 35 ft
    -------------------------
    Str 11 (+0), Dex 14 (+2), Con 12 (+1)
    Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
    -------------------------
    Skills Athletics +2, Nature +2, Perception +5, Stealth +6, Survival +5
    Senses darkvision 60 ft, passive Perception 15
    Languages Elvish, Common
    CR 1/2 (100 XP)
    -------------------------
    Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.
    Fey Ancestry. The hunter has advantage on saving throws against being charmed, and magic can’t put it to sleep.
    Mask of the Wild. The hunter can attempt to hide even when it is only lightly obscured by natural phenomena.
    -------------------------
    Actions
    Multiattack. The hunter makes two melee attacks or two ranged attacks.
    Shortsword (melee 5 ft) +4: 1d6+2 piercing
    Longbow (ranged 150/600 ft) +4: 1d8+2 piercing

    Spoiler: Giant Owl
    Show
    Large Beast, Neutral
    -------------------------
    Armor Class 12
    HP 19 (3d10+3)
    Speed 5 ft, fly 60 ft
    -------------------------
    Str 13 (+1), Dex 15 (+2), Con 12 (+1)
    Int 8 (-1), Wis 13 (+1), Cha 10 (+0)
    -------------------------
    Skills Perception +5, Stealth +4
    Senses darkvision 120 ft, passive Perception 15
    Languages Giant Owl; understands Elvish, Sylvan, and Common but can't speak them
    CR 1/4 (50 XP)
    -------------------------
    Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
    -------------------------
    Actions
    Talons (melee 5 ft) +3: 2d6+1 slashing

    Spoiler: Sellyria Starsinger
    Show
    Medium Humanoid (elf), Neutral Good
    -------------------------
    Armor Class 12 (hide armor)
    HP 31 (7d8)
    Speed 35 ft
    -------------------------
    Str 8 (-1), Dex 11 (+0), Con 10 (+0)
    Int 14 (+2), Wis 17 (+3), Cha 15 (+2)
    -------------------------
    Saving Throws Int +5, Wis +6
    Skills Animal Handling +6, Nature +5, Perception +6, Persuasion +5, Survival +6
    Senses darkvision 60 ft, passive Perception 16
    Languages Elvish, Common, Druidic, Sylvan
    CR 5 (1800 XP)
    -------------------------
    Fey Ancestry. Sellyria has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Sellyria can attempt to hide even when she is only lightly obscured by natural phenomena.
    War Caster. Sellyria has advantage on Constitution saving throws that she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in both hands. When a hostile creature’s movement provokes an opportunity attack from her, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
    Spellcasting. Sellyria is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sellyria has the following druid spells prepared:
    Cantrips (at will): guidance, mending, produce flame
    1st level (4 slots): cure wounds, entangle, goodberry, speak with animals
    2nd level (3 slots): animal messenger, enhance ability, flaming sphere, lesser restoration
    3rd level (3 slots): call lightning
    4th level (1 slot): control water
    -------------------------
    Actions
    Scimitar (melee 5 ft) +3: 1d6 slashing
    Longbow (ranged 150/600 ft) +3: 1d8 piercing
    Wild Shape. Sellyria can magically assume the shape of a beast that she has seen before. This beast can have a CR of no greater than 1/2, and cannot have a flying speed. She can stay in a beast shape for 3 hours. She then reverts to her normal form unless she expends another use of this feature. She can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. Once she has used this feature twice, she cannot use it again until she has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.

    Spoiler: Relivax the Crocodile
    Show
    Large Beast, Neutral Good
    -------------------------
    Armor Class 15 (natural armor)
    HP 45 (7d10+7)
    Speed 20 ft, swim 30 ft
    -------------------------
    Str 17 (+3), Dex 10 (+0), Con 13 (+1)
    Int 2 (-4), Wis 10 (+0), Cha 5 (-3)
    -------------------------
    Saving Throws Str +6, Dex +3, Con +4, Int -1, Wis +3, Cha +0
    Skills Athletics +6, Perception +3, Stealth +3
    Languages n/a
    CR n/a (is a class feature of Sellyria)
    -------------------------
    Hold Breath. Relivax can hold his breath for 15 minutes.
    -------------------------
    Actions
    Bite (melee 5 ft) +6: 1d10+6 piercing, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Relivax can't bite another target.

    Spoiler: Trellara Nightshadow
    Show
    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 17 (studded leather armor, shield)
    HP 22 (4d8+4)
    Speed 35 ft
    -------------------------
    Str 8 (+0), Dex 16 (+4), Con 12 (+2)
    Int 12 (+2), Wis 13 (+2), Cha 16 (+4)
    -------------------------
    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, History +5, Nature +3, Perception +5, Performance +5, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 15
    Languages Elvish, Common, Sylvan
    CR 1/2 (100 XP)
    -------------------------
    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. Trellara can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
    Bardic Inspiration. As a bonus action on her turn, Trellara can choose one creature other than herself within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one weapon damage roll, ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Trellara can use this feature a 3 times. She regains any expended uses when she finishes a long rest.
    Jack of All Trades. Trellara's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
    -------------------------
    Actions
    Rapier (melee 5 ft) +5: 1d8+3 piercing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing

    Spoiler: Illien Snowmantle
    Show
    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 18 (breastplate, shield)
    HP 33 (6d8+6)
    Speed 35 ft
    -------------------------
    Str 12 (+1), Dex 14 (+2), Con 12 (+1)
    Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
    -------------------------
    Saving Throws Wis +6, Cha +4
    Skills Arcana +3, History +3, Medicine +6, Perception +6, Persuasion +4, Religion +3
    Tools Herbalism Kit +3
    Senses darkvision 60 ft, passive Perception 16
    Languages Elvish, Common, Sylvan
    CR 3 (700 XP)
    -------------------------
    Fey Ancestry. Illien has advantage on saving throws against being charmed, and magic can’t put him to sleep.
    Mask of the Wild. Illien can attempt to hide even when he is only lightly obscured by natural phenomena.
    Channel Divinity. Illien can use Channel Divinity twice. He regains the use of this feature when he finishes a short or long rest.
    Spellcasting. Illian is a 6h-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Illien has the following cleric spells prepared:
    Cantrips (at will): fire bolt, guidance, mending, message, sacred flame, thaumaturgy
    1st level (4 slots): detect magic, magic missile, bless, ceremony, cure wounds, guiding bolt, purify food and drink
    2nd level (3 slots): magic weapon, Nystul's magic aura, enhance ability, lesser restoration, spiritual weapon
    3rd level (3 slots): dispel magic, magic circle, water walk
    -------------------------
    Actions
    Channel Divinity: Turn Undead. Each undead that can see or hear Illien within 30 feet of him must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If its CR is 1/2 or lower, it is instead instantly destroyed. A turned creature must spend its turns trying to move as far away from Brother Derny as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
    Channel Divinity: Arcane Abjuration. Illien presents his holy symbol, and one celestial, elemental, fey, or fiend of his choice that is within 30 feet of him must make a DC 14 Wisdom saving throw, provided that the creature can see or hear him. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can't willingly end its move in a space within 30 feet of him. It also can't take reactions. For its action, it can use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action. When a creature fails its saving throw against Arcane Abjuration, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and if its challenge rating is 1/2 or lower.
    -------------------------
    Equipment
    Spell Scroll of Sanctuary. Ward a creature within 30 feet for 1 minute (or until the warded creature attacks); enemies must succeed on a DC 11 Wisdom save to target warded creature.


    For Sale

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


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

    Notes

    Like other probably-helpful NPCs, the leaders of Starsong Hill are built close to PC builds. Sellyria is level 7, Illien level 6, Trellara level 4. Sellyria uses the homebrew Circle of the Beast found here. The crocodile isn't really a legal animal companion (slightly too big and powerful), but I decided that was ok for an otherwise-sub-optimal NPC.

    Trellara is designed with the idea that she might become a supportive DMNPC in the campaign, since there's no Leadership feat for the players to use to turn her into a class feature. The players will have to be careful to keep her alive until she levels up a couple times, though. She's fragile. (In case it wasn't clear from the stat block, she's a Valor Bard.)
    Last edited by Draz74; 2019-01-28 at 11:14 PM.
    You can call me Draz.
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    Also of note:

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

  3. - Top - End - #33
    Firbolg in the Playground
     
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Lizardfolk Huts

    Spoiler: Lizardfolk
    Show
    Medium Humanoid (lizardfolk), Neutral
    -------------------------
    Armor Class 15 (natural armor, shield)
    HP 22 (4d8+4)
    Speed 30 ft, swim 30 ft
    -------------------------
    Str 15 (+2), Dex 10 (+0), Con 13 (+1)
    Int 7 (-2), Wis 12 (+1), Cha 7 (-2)
    -------------------------
    Skills Perception +3, Stealth +4, Survival +5
    Senses darkvision 60 ft, passive Perception 13
    Languages Draconic
    CR 1/2 (100 XP)
    -------------------------
    Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    -------------------------
    Actions
    Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
    Bite (melee 5 ft) +4: 1d6+2 piercing
    Heavy Club (melee 5 ft) +4: 1d6+2 bludgeoning
    Spiked Shield (melee 5 ft) +4: 1d6+2 piercing
    Javelin (melee 5 ft) +4: 1d6+2 piercing
    Javelin (ranged 30/120 ft) +4: 1d6+2 piercing


    Encounter Composition
    Lizardfolk *6

    XP Award: 600

    Treasure

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

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

    Notes

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

    If the PCs turn the lizardfolk into something more significant than they're supposed to be, like by rounding the lake and attacking all the lizardfolk villages one by one, it's easy enough to add a couple of Lizardfolk Shamans or even a Lizardfolk King/Queen (MM) ... or just have Regiarix show up and defend the lizardfolk. That's probably better, since it pushes the PCs towards the real encounter at Rhest.
    Last edited by Draz74; 2019-01-27 at 11:41 AM.
    You can call me Draz.
    Trophies:
    Spoiler
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    Also of note:

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

  4. - Top - End - #34
    Firbolg in the Playground
     
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Bell Tower

    Spoiler: Hobgoblin Veteran
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 18 (chain mail, shield)
    HP 38 (7d8+7)
    Speed 30 ft
    -------------------------
    Str 14 (+2), Dex 12 (+1), Con 12 (+1)
    Int 11 (+0), Wis 10 (+0), Cha 9 (-1)
    -------------------------
    Senses darkvision 60 ft, passive Perception 10
    Languages Goblin, Common
    CR 1 (200 XP)
    -------------------------
    Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
    -------------------------
    Actions
    Longsword (melee 5 ft) +4: 1d8+2 slashing, or 1d10+2 slashing if wielded in two hands.
    Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

    Spoiler: Hobgoblin Bladebearer 'Korkulan'
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 16 (chain shirt)
    HP 67 (9d8+27)
    Speed 30 ft
    -------------------------
    Str 12 (+1), Dex 16 (+3), Con 17 (+3)
    Int 11 (+0), Wis 11 (+0), Cha 9 (-1)
    -------------------------
    Skills Acrobatics +5, Athletics +3
    Senses darkvision 60 ft, passive Perception 10
    Languages Goblin, Common
    CR 2 (450 XP)
    -------------------------
    Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
    Dual Wielder. When the bladebearer takes the Attack action, it can use a bonus action to attack with a weapon in its off-hand.
    -------------------------
    Actions
    Shortsword (melee 5 ft) +5: 1d6+3 piercing
    Shortsword (off-hand) (melee 5 ft) +5: 1d6+3 piercing
    -------------------------
    Equipment
    Potion of Healing. Restores 2d4+2 HP when drunk.
    Potion of Flying. When Korkulan drinks this potion, he gains a flying speed equal to his walking speed for 1 hour and can hover. If he's in the air when the potion wears off, he falls unless he has some other means of staying aloft.


    Encounter Composition
    Hobgoblin Veteran *6
    Hobgoblin Bladebearer "Korkulan"


    XP Award: 1050

    Treasure

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

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

    Notes

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

    And if, by some strange chance, the PCs actually interacted with Karkilan the Minotaur enough to learn his name, and then they interact with the bladebearer here, for Pelor's sake give the bladebearer a different name rather than something virtually identical.
    Last edited by Draz74; 2019-01-27 at 11:46 AM.
    You can call me Draz.
    Trophies:
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    Also of note:

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

  5. - Top - End - #35
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Town Hall

    Spoiler: Ogre
    Show
    Large Giant, Chaotic Evil
    -------------------------
    Armor Class 11 (hide armor)
    HP 59 (7d10+21)
    Speed 40 ft
    -------------------------
    Str 19 (+4), Dex 8 (-1), Con 16 (+3)
    Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
    -------------------------
    Senses darkvision 60 ft, passive Perception 8
    Languages Giant, Goblin
    CR 2 (450 XP)
    -------------------------
    Actions
    Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
    Javelin (ranged 30/120 ft) +6: 2d6+4 piercing

    Spoiler: Greenspawn Razorfiend
    Show
    Large Monstrosity, Lawful Evil
    -------------------------
    Armor Class 13
    HP 119 (14d10+42)
    Speed 50 ft, swim 50 ft
    -------------------------
    Str 18 (+4), Dex 17 (+3), Con 16 (+3)
    Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
    -------------------------
    Skills Athletics +7, Perception +4
    Damage Immunities poison
    Condition Immunities Poisoned
    Senses darkvision 60 ft, passive Perception 14
    Languages Infernal
    CR 5 (1800 XP)
    -------------------------
    Amphibious. The razorfiend can breathe air and water.
    Spring Attack. The razorfiend can take the Disengage action as a bonus action on its turn.
    -------------------------
    Actions
    Multiattack. The razorfiend makes three attacks: two with its wingblades and one with its bite.
    Wingblade (melee 5 ft) +7: 2d10+4 slashing; crit. 19-20
    Bite (melee 5 ft) +7: 2d8+4 piercing
    Poison Breath (Recharge 5-6): The greenspawn razorfiend exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.

    Spoiler: Ettin
    Show
    Large Giant, Chaotic Evil
    -------------------------
    Armor Class 12 (natural armor)
    HP 85 (10d10+30)
    Speed 40 ft
    -------------------------
    Str 21 (+5), Dex 8 (-1), Con 17 (+3)
    Int 6 (-2), Wis 10 (+0), Cha 8 (-1)
    -------------------------
    Skills Perception +4
    Senses darkvision 60 ft, passive Perception 14
    Languages Giant, Goblin
    CR 4 (1100 XP)
    -------------------------
    Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
    Wakeful. When one of the ettin's heads is asleep, its other head is awake.
    -------------------------
    Actions
    Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
    Battleaxe (melee 5 ft) +7: 2d8+5 slashing
    Morningstar (melee 5 ft) +7: 2d8+5 piercing

    Spoiler: Kulkor Zhul Mindbender 'Nurklenak'
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 14 (studded leather armor)
    HP 52 (7d8+21)
    Speed 30 ft
    -------------------------
    Str 9 (-1), Dex 14 (+2), Con 16 (+3)
    Int 13 (+1), Wis 10 (+0), Cha 17 (+3)
    -------------------------
    Saving Throws Wis +3, Cha +6
    Skills Deception +9, Insight +6, Intimidation +6, Perception +3, Persuasion +6
    Senses darkvision 60 ft, passive Perception 13
    Languages Goblin, Common, telepathy 30 ft
    CR 5 (1800 XP)
    -------------------------
    Spellcasting. The mindbender is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The mindbender knows the following spells:
    Cantrips (at will): message, minor illusion, vicious mockery
    1st level (4 slots): charm person, dissonant whispers, heroism, Tasha's hideous laughter
    2nd level (3 slots): crown of madness, detect thoughts, hold person, suggestion
    3rd level (3 slots): fear, hypnotic pattern
    4th level (1 slot): charm monster, compulsion, confusion
    -------------------------
    Actions
    Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing

    Spoiler: Wyrmlord Saarvith
    Show
    Small Humanoid (goblinoid), Neutral Evil
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 60 (8d10+16)
    Speed 30 ft
    -------------------------
    Str 12 (+1), Dex 18 (+4), Con 14 (+2)
    Int 9 (-1), Wis 14 (+2), Cha 10 (+0)
    -------------------------
    Saving Throws Str +4, Dex +7
    Skills Animal Handling +5, Medicine +5, Perception +5, Stealth +7, Survival +5
    Senses darkvision 60 ft, passive Perception 15
    Languages Goblin, Common, Draconic, Elvish, Giant
    CR 5 (1800 XP)
    -------------------------
    Nimble Escape. Saarvith can take the Disengage or Hide action as a bonus action on each of his turns.
    Natural Explorer. Saarvith has advantage on initiative rolls, as well as on attack rolls against creatures that have not yet acted during his first turn of combat.
    Greater Favored Enemy. Saarvith has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. He has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. He additionally has advantage on saving throws against the spells and abilities of giants.
    Coordinated Attack. When Saarvith uses the Attack action on his turn, if his hawk can see him, it can use its reaction to make a melee attack.
    Spellcasting. Saarvith is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He knows the following spells:
    1st level (4 slots): absorb elements, alarm, ensnaring strike, hunter's mark, longstrider
    2nd level (3 slots)
    -------------------------
    Actions
    Scimitar (melee 5 ft) +7: 1d6+4 slashing
    Shortbow (ranged 80/320 ft) +9: 1d6+4 piercing

    Spoiler: Saarvith's Hawk
    Show
    Small Beast, Neutral Evil
    -------------------------
    Armor Class 16 (natural armor)
    HP 21 (6d6)
    Speed 10 ft, fly 60 ft
    -------------------------
    Str 6 (-2), Dex 16 (+3), Con 10 (+0)
    Int 2 (-4), Wis 14 (+2), Cha 5 (-3)
    -------------------------
    Saving Throws Str +1, Dex +6, Con +3, Int -1, Wis +5, Cha +0
    Skills Acrobatics +6, Perception +5, Survival +5
    Senses passive Perception 14
    Languages n/a
    CR n/a (is a class feature of Saarvith)
    -------------------------
    Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
    Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Beast's Defense. While the hawk can see Saarvith, it has advantage on all saving throws.
    Greater Favored Enemy. The hawk has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. It has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. It additionally has advantage on saving throws against the spells and abilities of giants.
    -------------------------
    Actions
    Talons (melee 5 ft) +6: 1d4+6 slashing

    Spoiler: Regiarix
    Show
    Large Dragon, Chaotic Evil
    -------------------------
    Armor Class 18 (natural armor)
    HP 119 (14d10+42)
    Speed 35 ft, swim 40 ft, fly 70 ft
    -------------------------
    Str 19 (+4), Dex 14 (+2), Con 17 (+3)
    Int 12 (+1), Wis 11 (+0), Cha 14 (+2)
    -------------------------
    Saving Throws Dex +5, Con +6, Wis +3, Cha +5
    Skills Perception +6, Stealth +5
    Damage Immunities acid
    Senses blindsight 30 ft, darkvision 120 ft, passive Perception 16
    Languages Draconic, Common, Goblin
    CR 6 (2300 XP)
    -------------------------
    Amphibious. Regiarix can breathe air and water.
    Innate Spellcasting. Regiarix's innate spellcasting ability is Charisma (spell save DC 13). Regiarix can innately cast the following spell, requiring no material components:
    3/day: darkness
    -------------------------
    Actions
    Multiattack. Regiarix makes three attacks: one with his bite and two with his claws.
    Bite (melee 10 ft) +7: 2d8+4 piercing + 1d8 acid
    Claw (melee 5 ft) +7: 2d4+4 slashing
    Acid Breath (Recharge 5-6): Regiarix exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10d8 acid damage on a failed save, or half as much damage on a successful one.


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


    XP Award: 11500

    Terrain

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

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

    Setup

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

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

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

    Tactics

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

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

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

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

    Treasure

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

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

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

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

    Notes

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

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

    Regiarix is toned down marginally from the MM Young Black Dragon, because I wanted him CR 6 for the sake of avoiding TPKs.

    Overall, the encounter should be doable and maybe even anticlimactic if the party does a good job of dividing and conquering (attacking when Regiarix isn't home; taking on the Razorfiend by itself; stealthily taking out the Ogres one by one). But if they take on the whole Town Hall at once, it will be extremely challenging, probably prompting a retreat.
    Last edited by Draz74; 2019-01-27 at 08:02 PM.
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    ... yes, I need to be tested for ADHD.

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    If anyone has been disinterested in this Conversion project because it's (mostly) a repeat of the work I posted in the previous thread, note that this is as far as I got last time; from here on will be covering more new material.
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    ... yes, I need to be tested for ADHD.

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    The Elf Alliance

    • Slain Razorfiends. For each razorfiend the PCs have slain in the Blackfens, to a maximum of 3, they get 1 alliance point.
    • Driving Out the Red Hand. If the Red Hand's presence has been driven from Rhest, the PCs earn 2 alliance points.
    • Killiar Arrowswift. If Killiar is friendly to the PCs by this point, they earn 1 alliance point. This is far easier to do if they helped Killiar solve Lannikar's disappearance, and were unselfish with the involved jewelry. Otherwise, he probably remains indifferent to them.
    • Sellyria Starsinger. If Sellyria is friendly to the PCs by this point, they earn 2 alliance points. This isn't hard if the PCs have been reasonably gracious and cooperated with the elves' desires (which includes driving out the Red Hand from Rhest).
    • Illien Snowmantle. If Illien is friendly to the PCs by this point, they earn 1 alliance point. There is no easy formula for this; it is most likely to have been earned through extensive roleplaying. Some sort of religious sympathy between the PCs and Illien certainly helps.
    • Trellara Nightshadow. If Trellara is friendly to the PCs by this point, they earn 1 alliance point. Trellara is the most predisposed to be positive about the PCs, and is probably friendly to them if they were reasonably kind to her in her grief. If they let her come with them to fight the Red Hand (and kept her alive through the process), they earn an additional alliance point. (Of course, if Trellara died in her stint of adventuring, any alliance points based on her are lost.)
    • Official Request. The elves don't feel a close kinship with Brindol, but if Brindol has officially requested their help, it does alter their opinion a little bit. If the PCs bring such a request, preferably accompanied by financial compensation, they can earn 1-2 alliance points this way. But only 1-2; the elves aren't mercenaries and only have a limited appreciation for money.
    • Kindness. The PCs can earn alliance points based on noble deeds besides fighting, but it shouldn't be nearly as easy as listed in the book. Giving gifts helps, as long as the gifts weren't Lannikar's to start with, and as long as the elves don't feel like they're being bribed or hired to go to war. Trying to console Trellara merely earns them Trellara's friendship, not more points for kindness. Aiding the elves with magic should have been a meaningful sacrifice of magical power or time, such as casting the 8-hour version of plant growth on the elves' orchards. If the characters have truly impressed the non-leader elves in ways like this, they can earn 1-2 alliance points for it.
    • Memorable Performance. Elves being elves, musical or poetic performances at the funeral are an easier way to earn their respect than typically-expected acts of kindness. The opinion of the non-leader elves can be swayed by such displays of artistic skill. If any PCs performed at a 20 or better, they (each) earn 2 alliance points. If someone else performed at a 10 or better, that earns 1 additional alliance point just for the effort, but this single bonus point can only be earned once, not by one PC after another.
    • Enmity. If the PCs were cruel or harsh or unfriendly or otherwise stirred up even a little bit of bad blood with any of the elves, feel free to subtract any appropriate amount of alliance points from their score. As a general guideline, each of the 4 leader elves who is now Hostile to the PCs should make them lose 4 alliance points. If the elves as a whole don't look favorably on the PCs by this point, then this factor should single-handedly ensure that the PCs don't earn enough alliance points to accomplish their goals.
    Last edited by Draz74; 2019-01-27 at 08:45 PM.
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    Thornwaste Random Encounters

    Encounter #1 (1400 XP)
    Lion *7

    Spoiler: Lion
    Show
    Large Beast, Unaligned
    -------------------------
    Armor Class 12
    HP 26 (4d10+4)
    Speed 50 ft
    -------------------------
    Str 17 (+3), Dex 15 (+2), Con 13 (+1)
    Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
    -------------------------
    Skills Perception +3, Stealth +6
    Senses passive Perception 13
    Languages n/a
    CR 1 (200 XP)
    -------------------------
    Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
    Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
    Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
    -------------------------
    Actions
    Bite (melee 5 ft) +5: 1d8+3 piercing
    Claw (melee 5 ft) +5: 1d6+3 slashing


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

    Encounter #2 (2100 XP)
    Basilisk *3

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


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

    Encounter #3 (2250 XP)
    Ankheg *5

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


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

    Encounter #4 (2250 XP)
    Lesser Bonedrinker *5

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


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

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

    Encounter #5 (2300 XP)
    Chimera

    Spoiler: Chimera
    Show
    Large Monstrosity, Chaotic Evil
    -------------------------
    Armor Class 14 (natural armor)
    HP 114 (12d10+48)
    Speed 30 ft, fly 60 ft
    -------------------------
    Str 19 (+4), Dex 11 (+0), Con 19 (+4)
    Int 3 (-4), Wis 14 (+2), Cha 10 (+0)
    -------------------------
    Skills Perception +8
    Senses darkvision 60 ft, passive Perception 18
    Languages understands Draconic but can't speak it
    CR 6 (2300 XP)
    -------------------------
    Actions
    Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
    Bite (melee 5 ft) +7: 2d6+4 piercing
    Horns (melee 5 ft) +7: 1d12+4 bludgeoning
    Claws (melee 5 ft) +7: 2d6+4 slashing
    Fire Breath (Recharge 5-6): The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7d8 fire damage on a failed save, or half as much damage on a successful one.


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

    Encounter #6 (2900 XP)
    Bulette Brute

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


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

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

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

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


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

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

    Encounter #8 (5000 XP)
    Varanthian

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


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

    I started with the Behir stat block, of course, but had to tone it down significantly so a party at this level would have a chance. Then I gave Varanthian flight, Devil's Sight, and resistances to reflect her fiendish bloodline. Fortunately the iconic Swallow ability that caused so many memorable encounters in 3.5e RHoD was preserved in 5e, so I didn't have to adapt it from other creatures or worry about how it affected CR.
    Last edited by Draz74; 2019-01-28 at 10:45 AM.
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    Varanthian's Lair

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


    Encounter Composition
    Varanthian

    XP Award: 5000

    Setup

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

    Tactics

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

    Treasure

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

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

    Notes

    I talk above about the origin of Varanthian's stat block, where she appears as a random encounter.
    Last edited by Draz74; 2019-01-28 at 02:19 PM.
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    ... yes, I need to be tested for ADHD.

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    The Lion's Path

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

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


    Encounter Composition
    Ghost Brute Lion *2
    Ghost Dire Lion


    XP Award: 6500

    Setup

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

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

    Notes

    Like the Brute, the Dire version is cobbled together from its 3.5e stats, a 5e Ghost, and a 5e Lion. It's possible that it should still have Bloodcurling Scream, though.
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Guardroom

    Spoiler: Doom Fist Monk
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    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 17
    HP 52 (7d8+21)
    Speed 45 ft
    -------------------------
    Str 12 (+1), Dex 17 (+3), Con 16 (+3)
    Int 11 (+0), Wis 15 (+2), Cha 8 (-1)
    -------------------------
    Saving Throws Str +3, Dex +5
    Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
    Senses darkvision 60 ft, passive Perception 14
    Languages Goblin, Common
    CR 3 (700 XP)
    -------------------------
    Evasion. When the monk makes a Dexterity saving throw to take half damage from an effect, it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Flurry of Blows. Immediately after the monk takes the Attack action on its turn, it can make two unarmed strikes as a bonus action.
    Patient Defense. The monk can take the Dodge action as a bonus action on its turn.
    Step of the Wind. The monk can take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
    Stunning Strike (Recharge 5-6). When the monk hits another creature with a melee attack, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the monk's next turn.
    -------------------------
    Actions
    Multiattack. The monk makes two attacks.
    Unarmed Strike (melee 5 ft) +5: 1d6+3 bludgeoning. This attack is considered magical.
    Meteor Hammer (melee 10 ft) +5: 1d6+3 bludgeoning
    -------------------------
    Reactions
    Slow Fall. When the monk falls, it reduces the falling damage it takes by 35 hit points.
    Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+10. If it reduces the damage to 0, it can catch the missile or re-direct it in a ranged attack. This attack is made with proficiency and deals at least 1d6+3 damage.


    Encounter Composition
    Doom Fist Monk *3

    XP Award: 2100

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

    Notes

    The "real" debut of the Doom Fist Monks, but I already talked about their design back in the Drellin's Ferry Massacre.
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Ooze Pit

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


    Encounter Composition
    Disposal Cube

    XP Award: 1800

    Setup

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

    Treasure

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

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

    Notes

    I did my best to upgrade a Gelatinous Cube to be a reasonable encounter at this level, but I still could only get it reasonably up to CR 5. It's also upgraded to Huge. But yeah, the most you can hope for is that it drains the party's resources; it's not going to kill any competent adventurers who have gotten this far.
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  13. - Top - End - #43
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Guest Quarters

    Spoiler: Doom Hand Cleric
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 13 (chain shirt)
    HP 27 (5d8+5)
    Speed 25 ft
    -------------------------
    Str 13 (+1), Dex 10 (+0), Con 12 (+1)
    Int 10 (+0), Wis 16 (+3), Cha 13 (+1)
    -------------------------
    Skills Arcana +2, Deception +3, Religion +4
    Senses darkvision 60 ft, passive Perception 13
    Languages Goblin, Common, Infernal
    CR 2 (450 XP)
    -------------------------
    Divine Eminence. As a bonus action, the doom hand cleric can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the doom hand cleric expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
    Spellcasting. The doom hand cleric is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The doom hand cleric has the following spells prepared:
    Cantrips (at will): resistance, spare the dying, thaumaturgy
    1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
    2nd level (3 slots): hold person, invisibility, spiritual weapon
    3rd level (2 slots)
    -------------------------
    Actions
    Mace (melee 5 ft) +3: 1d6+1 bludgeoning

    Spoiler: Doom Fist Monk
    Show
    Medium Humanoid (goblinoid), Lawful Evil
    -------------------------
    Armor Class 17
    HP 52 (7d8+21)
    Speed 45 ft
    -------------------------
    Str 12 (+1), Dex 17 (+3), Con 16 (+3)
    Int 11 (+0), Wis 15 (+2), Cha 8 (-1)
    -------------------------
    Saving Throws Str +3, Dex +5
    Skills Acrobatics +5, Athletics +3, Perception +4, Stealth +5
    Senses darkvision 60 ft, passive Perception 14
    Languages Goblin, Common
    CR 3 (700 XP)
    -------------------------
    Evasion. When the monk makes a Dexterity saving throw to take half damage from an effect, it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Flurry of Blows. Immediately after the monk takes the Attack action on its turn, it can make two unarmed strikes as a bonus action.
    Patient Defense. The monk can take the Dodge action as a bonus action on its turn.
    Step of the Wind. The monk can take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
    Stunning Strike (Recharge 5-6). When the monk hits another creature with a melee attack, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of the monk's next turn.
    -------------------------
    Actions
    Multiattack. The monk makes two attacks.
    Unarmed Strike (melee 5 ft) +5: 1d6+3 bludgeoning. This attack is considered magical.
    Meteor Hammer (melee 10 ft) +5: 1d6+3 bludgeoning
    -------------------------
    Reactions
    Slow Fall. When the monk falls, it reduces the falling damage it takes by 35 hit points.
    Deflect Missiles. When the monk is hit by a ranged weapon attack, it reduces the damage it takes by 1d10+10. If it reduces the damage to 0, it can catch the missile or re-direct it in a ranged attack. This attack is made with proficiency and deals at least 1d6+3 damage.

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


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


    XP Award: 5750

    Terrain

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

    Tactics

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

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

    Treasure

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

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

    Notes

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

    By the numbers, this should be a hard enough battle with just two of the Doom Fist Monks rather than three, but I just have a feeling all of the creatures here are easy for their CR rating, and that the party can probably handle the extra body.
    Last edited by Draz74; 2019-07-01 at 10:07 AM.
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    ... yes, I need to be tested for ADHD.

  14. - Top - End - #44
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    The Pool of Rebirth

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


    Encounter Composition
    Lesser Bonedrinker *6

    XP Award: 2700

    Terrain

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

    Tactics

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

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

    Notes

    Hopefully this, though only marginally more difficult than a random encounter, isn't trivial for the PCs.
    Last edited by Draz74; 2019-01-30 at 08:18 AM.
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    ... yes, I need to be tested for ADHD.

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Chamber of the Betrayed

    Spoiler: The Ghostlord (Lich Form)
    Show
    Medium Undead, Neutral Evil
    -------------------------
    Armor Class 16 (natural armor)
    HP 105 (14d8+42)
    Speed 30 ft
    -------------------------
    Str 11 (+0), Dex 16 (+3), Con 17 (+3)
    Int 14 (+2), Wis 21 (+5), Cha 17 (+3)
    -------------------------
    Saving Throws Con +8, Int +7, Wis +10
    Skills Animal Handling +10, Arcana +7, History +7, Insight +10, Nature +12, Perception +10, Survival +10
    Damage Resistances cold, lightning, necrotic; bludgeoning damage from nonmagical sources; piercing/slashing damage from magical sources
    Damage Immunities poison; piercing/slashing damage from nonmagical sources
    Condition Immunities Charmed, Exhaustion, Frightened, Parlalyzed, Poisoned
    Senses darkvision 60 ft, truesight 30 ft, passive Perception 20
    Languages Common, Druidic, Sylvan, Orc
    CR 13 (10000 XP)
    -------------------------
    Legendary Resistance (3/Day). If the Ghostlord fails a saving throw, he can choose to succeed instead.
    Turn Resistance. The Ghostlord has advantage on saving throws against any effect that turns undead.
    Rejuvenation. If he has a phylactery, a destroyed Ghostlord gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
    Undead Wild Shape. As a bonus action, the Ghostlord can magically assume one of his other undead forms. He can stay in another form for up to 5 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies. Once he has used this feature twice, he cannot use it again until he has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.
    Spellcasting. The Ghostlord is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Ghostlord has the following druid spells (which are not necessarily on the normal druid list) prepared:
    Cantrips (at will): druidcraft, poison spray, thorn whip
    1st level (4 slots): bane, burning hands, detect magic
    2nd level (3 slots): flaming sphere, heat metal, ray of enfeeblement
    3rd level (3 slots): dispel magic, protection from energy, stinking cloud
    4th level (3 slots): blight
    5th level (2 slots): antilife shell, contagion, flame strike
    -------------------------
    Actions
    Paralyzing Touch (melee 5 ft) +10: 2d6 cold, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    -------------------------
    Legendary Actions
    The Ghostlord (Lich Form) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ghostlord regains spent legendary actions at the start of its turn.
    Cantrip. The Ghostlord casts a cantrip.
    Paralyzing Touch (Costs 2 Actions). The Ghostlord uses his Paralyzing Touch.
    Frightening Gaze (Costs 2 Actions). The Ghostlord fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ghostlord's gaze for the next 24 hours.
    Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the Ghostlord must make a DC 16 Constitution saving throw against this magic, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one.

    Spoiler: The Ghostlord (Skeletal Lion Form)
    Show
    Large Undead, Neutral Evil
    -------------------------
    Armor Class 15 (natural armor)
    HP 65 (10d10+10)
    Speed 50 ft
    -------------------------
    Str 18 (+4), Dex 15 (+2), Con 13 (+1)
    Int 14 (+2), Wis 21 (+5), Cha 17 (+3)
    -------------------------
    Saving Throws Con +6, Int +7, Wis +10
    Skills Animal Handling +10, Arcana +7, History +7, Insight +10, Nature +12, Perception +10, Stealth +6, Survival +10
    Damage Resistances cold, lightning, necrotic; bludgeoning damage from nonmagical sources; piercing/slashing damage from magical sources
    Damage Immunities poison; piercing/slashing damage from nonmagical sources
    Condition Immunities Charmed, Exhaustion, Frightened, Parlalyzed, Poisoned
    Senses passive Perception 20
    Languages understands Common, Druidic, Sylvan, Orc; but cannot speak.
    CR n/a
    -------------------------
    Legendary Resistance (3/Day). If the Ghostlord fails a saving throw, he can choose to succeed instead.
    Turn Resistance. The Ghostlord has advantage on saving throws against any effect that turns undead.
    Rejuvenation. If he has a phylactery, a destroyed Ghostlord gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
    Revert Form. The Ghostlord can revert to his normal form (or use Wild Shape again) as a bonus action on his turn.
    Keen Smell. The Ghostlord has advantage on Wisdom (Perception) checks that rely on smell.
    Running Leap. With a 10-foot running start, the Ghostlord can long jump up to 25 feet.
    Pounce. If the Ghostlord moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Ghostlord can make one Bite attack against it as a bonus action.
    Moon Regeneration. The Ghostlord can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    -------------------------
    Actions
    Claw (melee 5 ft) +6: 2d6+3 slashing. This attack is considered magical.
    Bite (melee 5 ft) +6: 2d8+3 piercing. This attack is considered magical.
    -------------------------
    Legendary Actions
    The Ghostlord (Skeletal Lion Form) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ghostlord regains spent legendary actions at the start of its turn.
    Moon Regeneration. The Ghostlord uses his Moon Regeneration ability.
    Bite Attack. The Ghostlord makes a Bite attack.
    Frightening Gaze (Costs 2 Actions). The Ghostlord fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ghostlord's gaze for the next 24 hours.

    Spoiler: The Ghostlord (Skeletal Eagle Form)
    Show
    Small Undead, Neutral Evil
    -------------------------
    Armor Class 16 (natural armor)
    HP 35 (10d6)
    Speed 10 ft, fly 60 ft
    -------------------------
    Str 7 (-2), Dex 16 (+3), Con 10 (+0)
    Int 14 (+2), Wis 21 (+5), Cha 17 (+3)
    -------------------------
    Saving Throws Con +5, Int +7, Wis +10
    Skills Animal Handling +10, Arcana +7, History +7, Insight +10, Nature +12, Perception +10, Survival +10
    Damage Resistances cold, lightning, necrotic; bludgeoning damage from nonmagical sources; piercing/slashing damage from magical sources
    Damage Immunities poison; piercing/slashing damage from nonmagical sources
    Condition Immunities Charmed, Exhaustion, Frightened, Parlalyzed, Poisoned
    Senses passive Perception 20
    Languages understands Common, Druidic, Sylvan, Orc; but cannot speak.
    CR n/a
    -------------------------
    Legendary Resistance (3/Day). If the Ghostlord fails a saving throw, he can choose to succeed instead.
    Turn Resistance. The Ghostlord has advantage on saving throws against any effect that turns undead.
    Rejuvenation. If he has a phylactery, a destroyed Ghostlord gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
    Revert Form. The Ghostlord can revert to his normal form (or use Wild Shape again) as a bonus action on his turn.
    Keen Sight. The Ghostlord has advantage on Wisdom (Perception) checks that rely on sight.
    Moon Regeneration. The Ghostlord can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    -------------------------
    Actions
    Talons (melee 5 ft) +5: 1d4+3 slashing. This attack is considered magical.
    -------------------------
    Legendary Actions
    The Ghostlord (Skeletal Eagle Form) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ghostlord regains spent legendary actions at the start of its turn.
    Moon Regeneration. The Ghostlord uses his Moon Regeneration ability.
    Winged Swiftness. The Ghostlord flies up to his fly speed without provoking opportunity attacks.
    Talons Attack. The Ghostlord makes a Talons attack.
    Frightening Gaze (Costs 2 Actions). The Ghostlord fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ghostlord's gaze for the next 24 hours.


    Encounter Composition
    The Ghostlord

    XP Award: 10000

    Tactics

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

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

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

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

    Notes

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

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

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

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

    Yesterday, the players of Barnabus the Bard and Marr the Fighter couldn't make it, so we canceled the session. No Journal entry this week.
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Welcome back Draz and thanks for all the amazing work!

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

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

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Glad the project is helping you, even though you're doing weird alterations to it!

    Quote Originally Posted by DivertedCircle View Post
    As to your question about Jorr, I think re-statting him as a Scout Rogue is a great idea.
    What about Ranger 1 / Scout Rogue 4? Ranger 1 (not Revised) is a notoriously weak level, but both of its ribbon abilities (Favored Enemy and Natural Explorer) seem like they'd be very appropriate to Jorr's role in the module.

    If I go this route, which class should he take at Level 1? (Should he be proficient in Strength saves, or in Intelligence saves and one extra Skill? I'm leaning toward the former, if only because he'll be proficient in plenty of skills without +1.)
    Last edited by Draz74; 2019-02-04 at 08:28 AM.
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    Shrine of Blight

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


    Encounter Composition
    Ghost Dire Lion

    XP Award: 2900

    Setup

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

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Quote Originally Posted by Draz74 View Post
    Glad the project is helping you, even though you're doing weird alterations to it!
    Not sure how it'll work out but it was based on a suggestion to make it more Eberron flavored by having the army of warforged working for the Lord of Blades. The Fane of Tiamat gets replaced with a sentient creation forge which is where the warforged dragons came from.


    Quote Originally Posted by Draz74 View Post
    What about Ranger 1 / Scout Rogue 4? Ranger 1 (not Revised) is a notoriously weak level, but both of its ribbon abilities (Favored Enemy and Natural Explorer) seem like they'd be very appropriate to Jorr's role in the module.

    If I go this route, which class should he take at Level 1? (Should he be proficient in Strength saves, or in Intelligence saves and one extra Skill? I'm leaning toward the former, if only because he'll be proficient in plenty of skills without +1.)
    I'd argue for Ranger 2 / Scout Rogue 3 so he can get the Archery Fighting Style and some minor Spellcasting. I would agree that getting Strength saves makes more sense, especially since he lives in a Forest where a decent Strength would be important.

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

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

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

    -christopher

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

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

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

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

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Quote Originally Posted by allhailthevoid View Post
    This is my first post. I registered largely to follow this thread and to tell you that I am loving this conversion and to say thanks! I've been using it every week for the last 3-4 weeks I've been running RHoD.

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

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

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

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

    I do expect the Players to eventually get roped into the normal adventure path, so I can report on that at a later point, if wanted.
    Oh boy, next up will be Brindol NPCs, so you're in for a lot of good material ...
    You can call me Draz.
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    Journal 2/9/2019

    Spoiler: Follow-Up from Last Time
    Show
    Barnabus the Bard ended up taking Counterspell and Melf's Minute Meteors as his Magical Secrets, and trading in Stinking Cloud so he could learn Shatter and Major Image.

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


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

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

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

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


    DAY 8

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

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

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

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

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

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


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

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

    No random encounter during the night.

    DAY 9

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

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

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

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

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

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

    DAY 10

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

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

    DAY 11

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


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

    DAY 12

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

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

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

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


    DAY 13

    They traveled almost to Talar.

    DAY 14

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

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

    DAY 15

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

  25. - Top - End - #55
    Firbolg in the Playground
     
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    Aug 2006
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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Brindol

    Spoiler: Alandri
    Show
    Medium Monstrosity, Neutral
    -------------------------
    Armor Class 15 (natural armor)
    HP 97 (13d8+39)
    Speed 30 ft, fly 30 ft
    -------------------------
    Str 16 (+3), Dex 14 (+2), Con 16 (+3)
    Int 16 (+3), Wis 16 (+3), Cha 18 (+4)
    -------------------------
    Skills Arcana +9, History +9, Perception +6, Religion +6
    Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
    Damage Immunities psychic
    Condition Immunities Charmed, Frightened
    Senses truesight 30 ft, passive Perception 16
    Languages Sphinx, Common, two others
    CR 6 (2300 XP)
    -------------------------
    Inscrutable. Alandri is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell she refuses. Wisdom (Insight) checks to ascertain her intentions or sincerity have disadvantage.
    Spellcasting. Alandri is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Alandri has the following wizard spells prepared:
    Cantrips (at will): mage hand, minor illusion, prestidigitation
    1st level (4 slots): detect magic, identify, shield
    2nd level (3 slots): locate object, suggestion, invisibility
    3rd level (3 slots): dispel magic, remove curse, tongues
    4th level (2 slots): polymorph
    -------------------------
    Actions
    Multiattack. Alandri makes two claw attacks.
    Claw (melee 5 ft) +6: 2d6+3 slashing

    Spoiler: Captain Lars Ulverth
    Show
    Medium Humanoid (human), Lawful Good
    -------------------------
    Armor Class 20 (plate armor, shield)
    HP 59 (7d10+21)
    Speed 30 ft
    -------------------------
    Str 18 (+4), Dex 8 (-1), Con 16 (+3)
    Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
    -------------------------
    Saving Throws Str +7, Con +6
    Skills Animal Handling +4, Athletics +7, History +3, Insight +4, Intimidation +5, Perception +4, Stealth -1 (with Disadvantage)
    Senses passive Perception 14
    Languages Common, Dwarvish
    CR 4 (1100 XP)
    -------------------------
    Mounted Combatant. Captain Ulverth has advantage on melee attack rolls against any unmounted creature that is smaller than his mount. He can force an attack targeted at his mount to target him instead. If his mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Second Wind. On his turn, Captain Ulverth can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
    Action Surge. On his turn, Captain Ulverth can take an additional action, on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
    Born to the Saddle (Gimped). Captain Ulverth has advantage on saving throws made to avoid falling off his mount. Mounting or dismounting a creature costs him only 5 feet of movement, rather than half his speed.
    Unwavering Mark. When Captain Ulverth hits a creature with a melee weapon attack, he can mark the creature until the end of his next turn. This effect ends early if he is incapacitated or dies, or if someone else marks the creature. While it is within 5 feet of him, a creature marked by Captain Ulverth has disadvantage on any attack roll that doesn't target him. In addition, if a creature marked by him deals damage to anyone other than him, he can make a special melee weapon attack against the marked creature as a bonus action on his next turn. He has advantage on this attack roll, and if it hits, the attack's weapon deals 3 extra damage. Regardless of the number of creatures Captain Ulverth marks, he can make this special attack 4 times, and he regains all expended uses of it when he finishes a long rest.
    -------------------------
    Actions
    Multiattack. Captain Ulverth makes two weapon attacks (but only one heavy crossbow attack).
    Longsword +1 (melee 5 ft) +8: 1d8+6 slashing
    Heavy Crossbow (ranged 100/400 ft) +2: 1d10-1 piercing
    Javelin (ranged 30/120 ft) +7: 1d6+4 piercing
    Dagger (melee 5 ft or ranged 20/60 ft) +7: 1d4+4 piercing
    -------------------------
    Reactions
    Warding Maneuver. When a creature Captain Ulverth can see within 5 feet of him is hit by an attack, he can roll 1d8 if he's wielding a melee weapon or a shield. The rolled number is added to the creature's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Captain Ulverth can use this feature 3 times, and he regains all expended uses of it when he finishes a long rest.
    -------------------------
    Equipment
    Potion of Healing. Restores 2d4+2 HP when drunk.

    Spoiler: Eldremma Axenhaft
    Show
    Medium Humanoid (dwarf), Lawful Neutral
    -------------------------
    Armor Class 16 (spiked armor)
    HP 55 (5d12+2d8+14)
    Speed 35 ft
    -------------------------
    Str 18 (+4), Dex 14 (+2), Con 14 (+2)
    Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
    -------------------------
    Saving Throws Str +7, Con +5
    Skills Athletics +10, History +3 (+6 for stonework), Intimidation +2, Investigation +3, Persuasion +5, Stealth +5 (with Disadvantage)
    Damage Resistances poison
    Senses darkvision 60 ft, passive Perception 12
    Languages Dwarvish, Common, Thieves' Cant
    CR 4 (1100 XP)
    -------------------------
    Dwarven Resilience. Eldremma has advantage on saving throws against being poisoned.
    Rage. On her turn, Eldremma can enter a rage as a bonus action. While raging, she has advantage on all Strength checks and Strength saving throws, and she has resistance to bludgeoning, piercing, and slashing damage. Her rage lasts for 1 minute. It ends early if she is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. She can also end her rage on her turn as a bonus action. She can rage 3 times, then must finish a long rest before she can rage again.
    Reckless Attack. When Eldremma makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against her are rolled with advantage until the beginning of her next turn.
    Danger Sense. Eldremma has advantage on Dexterity saving throws against effects that she can see, such as traps or spells. She does not gain this benefit if she is blinded, deafened, or incapacitated.
    Battlerager Armor. While Eldremma is wearing spiked armor and is raging, she can use a bonus action to make one melee weapon attack with her armor spikes against a target within 5 feet of her (attack bonus +7). If the attack hits, the spikes deal 1d4 piercing damage. Additionally, when Eldremma uses the Attack action to grapple a creature, the target takes 3 piercing damage if her grapple check succeeds.
    Sneak Attack. Once per turn, Eldremma can deal extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and she doesn't have disadvantage on the attack roll.
    Cunning Action. Eldremma can use her Bonus Action to take the Dash, Disengage, or Hide action.
    -------------------------
    Actions
    Multiattack. Eldremma makes two weapon attacks.
    Rapier (melee 5 ft) +7: 1d8+4 piercing
    Rapier (Raging) (melee 5 ft) +7: 1d8+6 piercing

    Spoiler: Immerstal the Red
    Show
    Medium Humanoid (human), Chaotic Good
    -------------------------
    Armor Class 12 (15 with mage armor)
    HP 49 (9d6+18)
    Speed 30 ft
    -------------------------
    Str 10 (+0), Dex 14 (+2), Con 14 (+2)
    Int 18 (+4), Wis 8 (-1), Cha 12 (+1)
    -------------------------
    Saving Throws Int +8, Wis +3
    Skills Arcana +12, History +8, Investigation +8, Medicine +3, Perception +3, Religion +8
    Senses passive Perception 13
    Languages Common, Orc, Sphinx, Draconic, Elvish
    CR 6 (2300 XP)
    -------------------------
    Arcane Recovery. During a short rest, Immerstal chooses expended spell slots to recover. The spell slots can have a combined level of up to 5, and none of the slots can be 6th level or higher. He can't use this feature again until he finishes a long rest.
    Sculpt Spells. When Immerstal casts an evocation spell that affects other creatures, he can choose a number of them that he can see equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
    Potent Cantrip. When a creature succeeds on a saving throw against Immerstal's cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
    Fire Adept. Immerstal's spells ignore resistance to fire damage. Every time he rolls a 1 on a damage die of a spell that deals fire damage, that spell deals +1 damage.
    Spellcasting. Immerstal is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Immerstal has the following wizard spells prepared:
    Cantrips (at will): chill touch, light, message, thunderclap
    1st level (3* slots): charm person, detect magic, expeditious retreat, mage armor,* shield
    2nd level (3 slots): flaming sphere, invisibility, mirror image, web
    3rd level (3 slots): counterspell, fireball, haste
    4th level (3 slots): dimension door
    5th level (1 slot)
    *Immerstal casts this spell on himself before combat begins
    -------------------------
    Actions
    Dagger (melee 5 ft or ranged 20/60 ft) +6: 1d4+2 piercing
    -------------------------
    In Spellbook
    1st level: alarm, burning hands, chromatic orb, comprehend languages, false life, heroism, identify, magic missile, thunderwave, unseen servant
    2nd level: arcane lock, rope trick, scorching ray
    3rd level: catnap, dispel magic, fear, fly, protection from energy, slow
    4th level: charm monster, ice storm, Mordenkainen's private sanctum
    5th level: Rary's telepathic bond, teleportation circle

    Spoiler: Lady Verrasa Kaal
    Show
    Medium Humanoid (human), Lawful Evil
    -------------------------
    Armor Class 12
    HP 58 (9d8+18)
    Speed 30 ft
    -------------------------
    Str 8 (-1), Dex 14 (+2), Con 14 (+2)
    Int 18 (+4), Wis 10 (+0), Cha 14 (+2)
    -------------------------
    Saving Throws Dex +5, Int +7
    Skills Deception +8, History +7, Insight +6, Intimidation +8, Perception +3, Persuasion +8, Sleight of Hand +5, Stealth +8
    Senses passive Perception 13
    Languages Common, Dwarvish, Thieves' Cant, Orc, Halfling, Goblin
    CR 5 (1800 XP)
    -------------------------
    Keen Mind. Lady Kaal always knows which way is north, the number of hours until the next sunrise or sunset, and can accurately recall anything she has seen or heard for the past month.
    Sneak Attack. Once per turn, Lady Kaal can deal extra 5d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and she doesn't have disadvantage on the attack roll.
    Cunning Action. Lady Kaal can use her Bonus Action to take the Dash, Disengage, or Hide action.
    Master of Tactics. Lady Kaal can use the Help action as a bonus action. Additionally, when she uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of her, rather than within 5 feet of her, if the target can see or hear her.
    Evasion. When Lady Kaal is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if succeeds on the saving throw, and only half damage if she fails.
    Insightful Manipulator. If Lady Kaal spends at least 1 minute observing or interacting with another creature outside combat, she can learn whether that creature is her equal, superior, or inferior in regard to two of the following characteristics: Intelligence score, Wisdom score, Charisma score, and class levels (if any).
    Magic Initiate. Lady Kaal's spellcasting ability is Intelligence (spell save DC 15). She knows the following wizard spells:
    Cantrips (at will): friends, message
    1st level (1/long rest): charm person
    ------------------------
    Actions
    Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing
    -------------------------
    Reactions
    Uncanny Dodge. When an attacker that Lady Kaal can see hits her with an attack, she can halve the attack's damage against her.

    Spoiler: Lion of Brindol
    Show
    Medium Humanoid (human), Lawful Good
    -------------------------
    Armor Class 18 (plate armor)
    HP 52 (8d8+16)
    Speed 30 ft
    -------------------------
    Str 16 (+3), Dex 11 (+0), Con 14 (+2)
    Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
    -------------------------
    Saving Throws Con +4, Wis +2
    Senses passive Perception 10
    Languages Common
    CR 3 (700 XP)
    -------------------------
    Brave. The Lion of Brindol has advantage on saving throws against being frightened.
    ------------------------
    Actions
    Multiattack. The Lion of Brindol makes two melee attacks.
    Greatsword (melee 5 ft) +5: 2d6+3 slashing
    Heavy Crossbow (ranged 100/400 ft) +2: 1d10 piercing
    Leadership (Recharges after a Short or Long Rest). For 1 minute, the Lion of Brindol can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Lion of Brindol. A creature can benefit from only one Leadership die at a time. This effect ends if the Lion of Brindol is incapacitated.
    -------------------------
    Reactions
    Parry. The Lion of Brindol adds 2 to its AC against one melee attack that would hit it. To do so, the Lion of Brindol must see the attacker and be wielding a melee weapon.

    Spoiler: Lord Kerden Jarmaath
    Show
    Medium Humanoid (human), Neutral Good
    -------------------------
    Armor Class 15 (breastplate)
    HP 60 (8d10+16)
    Speed 30 ft
    -------------------------
    Str 14 (+2), Dex 10 (+0), Con 14 (+2)
    Int 12 (+1), Wis 12 (+1), Cha 16 (+3)
    -------------------------
    Saving Throws Str +5, Con +5
    Skills Athletics +5, History +4, Insight +4, Persuasion +6, Survival +4
    Tools Dragonchess Set +4, Jeweler's Tools +4
    Senses passive Perception 11
    Languages Common, Dwarvish, Draconic
    CR 4 (1100 XP)
    -------------------------
    Savage Attacker. Once per turn when Lord Jarmaath rolls damage for a melee weapon attack, he can reroll the damage dice and use either total.
    Second Wind. On his turn, Lord Jarmaath can use a bonus action to regain 1d10+8 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
    Action Surge. On his turn, Lord Jarmaath can take an additional action, on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
    Superiority Dice. Lord Jarmaath has five superiority dice, which are d8s. A superiority die is expended when he uses it. He regains all of his expended superiority dice when he finishes a short or long rest.
    Maneuver: Rally. On his turn, Lord Jarmaath can expend a superiority die to grant a friendly creature who can see or hear him 1d8+3 temporary hit points.
    Maneuver: Maneuvering Attack. When Lord Jarmaath hits a creature with a weapon attack, he can expend one superiority die to add it to the attack's damage roll and to choose a friendly creature that can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack. A single attack can only be enhanced by one maneuver.
    Maneuver: Precision Attack. When Lord Jarmaath makes a weapon attack roll against a creature, he can expend one superiority die and add it to the attack roll. He can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. A single attack can only be enhanced by one maneuver.
    Maneuver: Trip Attack. When Lord Jarmaath hits a creature with a weapon attack, he can expend one superiority die. The die is added to the attack's damage, and if the target is Large or smaller, it must make a DC 13 Strength saving throw or be knocked prone. A single attack can only be enhanced by one maneuver.
    -------------------------
    Actions
    Multiattack. Lord Jarmaath makes two weapon attacks.
    Longsword (melee 5 ft) +5: 1d10+2 slashing
    Dagger (melee 5 ft or ranged 20/60 ft) +5: 1d4+2 piercing
    -------------------------
    Reactions
    Maneuver: Riposte. When a creature misses Lord Jarmaath with a melee attack, he can expend one superiority die to make a melee attack against that creature. If he hits, he adds the superiority die to the attack's damage roll. A single attack can only be enhanced by one maneuver.

    Spoiler: Rillor Paln
    Show
    Medium Humanoid (human), Neutral Evil
    -------------------------
    Armor Class 18 (glamoured studded leather)
    HP 71 (11d8+22)
    Speed 30 ft
    -------------------------
    Str 10 (+0), Dex 20 (+5), Con 14 (+2)
    Int 12 (+1), Wis 8 (-1), Cha 14 (+2)
    -------------------------
    Saving Throws Dex +8, Int +4
    Skills Athletics +6, Deception +8, Insight +5, Intimidation +8, Investigation +4, Perception +2, Sleight of Hand +8, Stealth +11
    Senses darkvision 60 ft (Goggles of Night), passive Perception 12
    Languages Common, Celestial, Thieves' Cant
    CR 7 (2900 XP)
    -------------------------
    Determination. When Rillor Paln makes an attack roll, an ability check, or a saving throw, he can do so with advantage. Once he uses this ability, he can't use it again until he finishes a short or long rest.
    Sneak Attack. Once per turn, Rillor Paln can deal extra 6d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Rillor doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.
    Cunning Action/Fast Hands. Rillor Paln can use his Bonus Action to take the Dash, Disengage, Hide, or Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves' tools to disarm a trap or open a lock.
    Second-Story Work. Climbing doesn't cost Rillor Paln extra movement. When he makes a running jump, the distance he covers is 5 ft more than normal.
    Evasion. When Rillor Paln is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save, and only half damage if he fails.
    Supreme Sneak. Rillor has advantage on a Dexterity (Stealth) check if he moves no more than half his speed on the same turn.
    Lucky. Rillor Paln has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. This choice may be made after the die is rolled, but before the outcome is determined. He chooses which of the d20s is used for the attack roll, ability check, or saving throw. He can also spend a luck point when an attack roll is made against him. He rolls a d20, and chooses whether the attack uses his roll or the attacker's. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. Rillor regains his expended luck points when he finishes a long rest.
    Reliable Talent. Whenever Rillor Paln makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
    -------------------------
    Actions
    Shortsword (melee 5 ft) +8: 1d6+5 piercing
    Hand crossbow (ranged 30/120 ft) +8: 1d6+5 piercing
    -------------------------
    Reactions
    Uncanny Dodge. When an attacker Rillor Paln can see hits him with an attack, he can use his reaction to halve that attack's damage against him.

    Spoiler: Tredora Goldenbrow
    Show
    Medium Humanoid (aasimar), Lawful Good
    -------------------------
    Armor Class 16 (breastplate)
    HP 52 (8d8+16)
    Speed 30 ft
    -------------------------
    Str 10 (+0), Dex 10 (+0), Con 14 (+2)
    Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
    -------------------------
    Saving Throws Wis +8, Cha +6
    Skills Insight +8, Medicine +8, Persuasion +6, Religion +4
    Damage Resistances necrotic, radiant
    Senses darkvision 60 ft, passive Perception 15
    Languages Celestial, Common, Dwarvish, Infernal
    CR 6 (2300 XP)
    -------------------------
    Spellcasting. Tredora is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Tredora has the following cleric spells prepared:
    Cantrips (at will): guidance, light, mending, sacred flame, word of radiance
    1st level (4 slots): burning hands, faerie fire, bless, command, cure wounds, detect magic, sanctuary, shield of faith
    2nd level (3 slots): flaming sphere, scorching ray, lesser restoration
    3rd level (3 slots): daylight, fireball, beacon of hope, dispel magic, revivify, sending
    4th level (2 slots): guardian of faith, wall of fire, banishment, death ward
    -------------------------
    Actions
    Healing Hands. Tredora can touch a creature and cause it to regain 8 hit points. Once she uses this trait, she can't use it again until she finishes a long rest.
    Radiant Soul. Tredora can unleash her divine energy, causing her eyes to glitter and two luminous, incorporeal wings to sprout from her back. This transformation lasts for 1 minute or until she ends it with a bonus action. During it, she has a fly speed of 30 ft, and once on each of her turns, she can deal 8 extra radiant damage to a target when she deals damage to it with an attack or a spell. Once she uses this trait, she can't use it again until she finishes a long rest.
    Channel Divinity (2/short rest): Turn Undead. Each undead that Tredora can see or hear within 30 ft must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead creature with CR of 1 or lower that fails its saving throw is instead instantly destroyed.
    A turned creature must spend its turns trying to move as far away from Tredora as it can, and it can't willingly move to a space within 30 ft of her. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
    Channel Divinity (2/short rest): Radiance of the Dawn. Tredora can present her holy symbol, and any magical darkness within 30 ft of her is dispelled. Additionally, each hostile creature within 30 ft of her must make a Constitution saving throw. A creature takes 2d10+8 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from her is not affected.
    -------------------------
    Reactions
    Improved Warding Flare. When Tredora or another target is attacked by a creature within 30 feet of her that she can see, she can impose disadvantage on the attack roll. An attacker that can't be blinded is immune to this feature. Tredora can use this feature 5 times (equal to her Wisdom modifier). She regains all expended uses when she finishes a long rest.

    Spoiler: Velorian
    Show
    Medium Humanoid (half-elf), Neutral Good
    -------------------------
    Armor Class 14 (glamoured studded leather)
    HP 45 (7d8+14)
    Speed 30 ft
    -------------------------
    Str 8 (+0), Dex 13 (+2), Con 15 (+3)
    Int 14 (+3), Wis 10 (+1), Cha 20 (+6)
    -------------------------
    Saving Throws Str -1, Dex +4, Con +2, Int +2, Wis +0, Cha +8
    Skills Acrobatics +4, Arcana +5, Athletics +2, Deception +11, Insight +3, Intimidation +8, Perception +3, Performance +8, Persuasion +8, Stealth +7
    Tools disguise kit +5, flute +8, lyre +8, viol +8
    Senses darkvision 60 ft, passive Perception 13
    Languages Common, Elvish, Dwarvish, Orc, Infernal, Goblin, one other
    CR 5 (1800 XP)
    -------------------------
    Fey Ancestry. Velorian has advantage on saving throws against being charmed, and magic can't put her to sleep.
    Bardic Inspiration. Velorian can spend a bonus action on her turn to grant a Bardic Inspiration die, a d8, to one creature other than herself within 60 feet who can hear her. Within 10 minutes, the creature can expend the die to roll it and add it to an ability check, attack roll, or saving throw it makes. This may be done after the d20 roll but before the result is declared. A creature can only have one Bardic Inspiration die at a time. Velorian can do this 5 times, and regains expended uses when she finishes a short rest.
    Song of Rest. Friendly creatures who hear Velorian perform while spending Hit Dice at the end of a short rest (including Ulwai herself) regain an extra 1d6 hit points.
    Jack of All Trades. Velorian's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
    Spellcasting. Velorian is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can cast any spell she knows as a ritual if that spell has the ritual tag. Velorian knows the following bard spells:
    Cantrips (at will): friends, minor illusion, prestidigitation
    1st level (4 slots): shield, Tasha's hideous laughter, thunderwave
    2nd level (3 slots): detect thoughts, invisibility, silence
    3rd level (3 slots): Leomund's tiny hut, major image, nondetection, phantom steed, sending
    4th level (1 slots): dimension door
    -------------------------
    Actions
    Dagger (melee 5 ft or ranged 20/60 ft) +4: 1d4+1 piercing
    Countercharm. Until the end of Velorian's next turn, she and any friendly creatures within 30 feet have advantage on saving throws against being charmed or frightened. A creature must be able to hear Velorian to gain this benefit. The effect ends early if Velorian is incapacitated or silenced or if she voluntarily ends it (no action).
    -------------------------
    Reactions
    Cutting Words. When a creature Velorian can see within 60 feet makes an attack roll, ability check, or damage roll, Velorian can expend a Bardic Inspiration die, rolling it and subtracting the number rolled from the creature's roll. The creature is immune if it can't hear Velorian or is immune to being charmed. This can be used after the creature's roll is made, but before its result is declared.
    -------------------------
    Equipment
    Glamoured Studded Leather Armor.
    Hat of Disguise (attuned).
    Pearl of Speech (attuned).
    Wand of Fireballs (attuned).


    For Sale

    Spoiler: Red Magic and Sundries
    Show
    Spell scroll from Immerstal's list (level 1) - 60 gp
    Philter of Love - 90 gp
    Spell scroll from Immerstal's list (level 2) - 120 gp
    Potion of Heroism - 180 gp
    Spell scroll from Immerstal's list (level 3) - 200 gp
    Spell scroll from Immerstal's list (level 4) - 320 gp
    Spell scroll from Immerstal's list (level 5) - 640 gp
    Driftglobe - 750 gp
    Quiver of Ehlonna - 1000 gp
    Goggles of Night - 1500 gp
    Wand of Secrets - 1500 gp
    Cloak of Elvenkind - 5000 gp
    Immovable Rod - 5000 gp
    Last edited by Draz74; 2019-07-01 at 10:07 AM.
    You can call me Draz.
    Trophies:
    Spoiler
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    Also of note:

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

  26. - Top - End - #56
    Barbarian in the Playground
    Join Date
    Dec 2013

    Default Re: Red Hand of Doom: Conversion/Journal in one!

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

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

  27. - Top - End - #57
    Pixie in the Playground
     
    DwarfClericGuy

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Hi Draz, welcome back. I've had my own group play out most of the module, as they're deep in Part IV and they're loving it!
    A few things I learned from the module and a couple suggestions to whomever might want to try running Red Hand of Doom in 5E. You might also want to check this thread, since it has a lot of cool ideas on adapting RHoD to 5E; alas, it has not been updated in quite a while. I hope this thread will finally see the conversion of this great module come to a conclusion.

    Quote Originally Posted by Draz74 View Post
    Spoiler: What's Next?
    Show
    [...] Ideally, I'll come up with a good reason for (Jarmaath) to send them north to deal with the Road Blockade, and they'll decide to check out "Saarvith" (as marked on the map) while they're up there. [...]
    That's kind of a question I have for the forums, anyway. How can I de-emphasize the red herrings I gave them on Koth's map, short of just telling them "those were red herrings"? If they do investigate those places, it's not like there are great plot hooks waiting for them. I think the best I can come up with for Dauth is that, if they talk about Ozyrrandion, the innkeeper there might make the connection that his great-uncle was eaten by a green dragon, or something like that.
    [...]
    Why would the group head north?
    Spoiler
    Show
    When my players found Koth's map, they were quite interested in the name Saarvith because they thought he might be the BBEG behind all of it. They thought he was a mage of some sorts, so they decided to investigate. But the biggest incentive they had to go north was the hope of securing reinforcements. You see, I set the Elsir Vale in the Sword Coast, just west of Beregost, and northeast of Phandalin. I run RHoD just after finishing Lost Mines of Phandelver, and redrew the regional map to suit my world. You can see the map here. By the time your players arrive at Brindol, the city should already know of the danger the horde poses. Lord Jarmaath is not stupid, by all accounts he's pretty competent. One of the first things he would do is to ask his commercial partners and allies to send troops. This is also why he decided to hire the Dwarven company of the Mercenary Gold encounter. In my world he also realized that, with the Horde coming down the Wyrmsmoke mountains, and the Dwarfroad/the Dawn way in enemy hands, the only way the bigger cities of the North could send troops to Brindol is through the Rhest trail. But there's roadblocks, Teyani and her group met one. Jarmaath would then ask the players to take care of the roadblock to ensure the allies from the north could get to Brindol in time. Once there, have the ogres and hobgoblins shout "For Dragonlord Saarvith! For Tiamat!" while attacking, and curiosity will do the rest. In alternative, you could have the Tiri Kitor swoop down just after the group deals with the palisade.


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


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

    Spoiler
    Show

    Dwarven Contingent Flaming Heart Tiri Kitor
    Elves
    Magic
    Support
    Effect of a defeat on the
    Streets of Blood encounter
    Giants Assault Victory Victory Victory Defeat Random boulders fall on the Streets of Blood map
    Ghost Lion Assault Defeat Victory Victory Defeat One additional ghost lion in the undead wave
    Wyvern Attack Victory Defeat Defeat Victory Additional first wave
    Infernal Attack Victory Victory Defeat Defeat Disadvantage on ranged to hit rolls
    Abithriax Defeat Defeat Defeat Victory No barricade















    Hope these ideas are a little helpful to whomever wants to run this great adventure in 5E.
    Last edited by Moradin; 2019-02-21 at 10:47 AM. Reason: fixed link to map

  28. - Top - End - #58
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Journal 2/23/2019

    Spoiler: Evening 15 in Brindol
    Show
    Instead of heading to Immerstal the Red or The Stone Wyvern right away, the party decided their highest priority was to do some research. So they went to Brindol Academy, talked their way past Matron Damynda, and visited the city's largest library.

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

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

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


    DAY 16

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

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

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

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

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


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

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

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


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

    DAY 19

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

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

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

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

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

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

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

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

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


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

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

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

    I forget what else I should be talking about in this section ... what am I forgetting to plan, or at least forgetting to include in this Journal?
    You can call me Draz.
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    Spoiler
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    Also of note:

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

  29. - Top - End - #59
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Journal 3/2/2019

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

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

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

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


    DAY 20

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

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

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


    Spoiler: Don't Split the Party
    Show
    It was time to rest again, so Marr (the "wasteland survivor") made a Survival check to built a mud-hut for shelter. Natural 1. So Bitore attempted to one-up him using Knowledge of the Ages for proficiency. Natural 3. Moxie threw her hat in the ring with a natural 2. Finally, Barnabus, who had just been playing music for the others while they stumbled around, rolled a natural 18 and managed to cobble together a decent hut.

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

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

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

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

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

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

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

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

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

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

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


    Spoiler: Never Predict What the PCs Will Do
    Show
    At this point, things took a turn for the unusual, in what may prove to be the party's first real major deviation from the module. You see, Marr was determined to tame the Razorfiend and turn it back against its breeders.

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

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

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


    Spoiler: Meeting the Tiri Kitor, with a Twist
    Show
    At that point I had Moxie stick her head inside and tell the others they had company.

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

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

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

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


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

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

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

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

    DAY 21

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

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


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

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

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

    So things are certainly getting more interesting ... I hope the big fight next time goes well. (Bitore's player won't be able to make it, so I'm kind of dreading having to play a Cleric on top of everything else during the battle.)
    Last edited by Draz74; 2019-03-03 at 10:13 PM.
    You can call me Draz.
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    Also of note:

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

  30. - Top - End - #60
    Pixie in the Playground
    Join Date
    Jan 2017
    Location
    Alberta, Canada
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    Male

    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Hey Draz, I just caught up on your campaign journal and wanted to say great work! It's well written and it sounds like you're all having a blast.

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