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  1. - Top - End - #61
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Ooh, I like the Succubus version. That does fit well with the devil/goblin matchup.
    Developer for the Sengai Jidai role-playing game, powered by FATE. Check out the latest progress at the development blog.

  2. - Top - End - #62
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Does anyone have a build for Jorr and/or Trellora? I've been making recommendations of NPCs to use for them while they are with the party, or that the players should build the characters since they'll be running them, but it seems like it would be good service to provide at least a sample build.
    Last edited by Horatio@Bridge; 2017-11-30 at 02:02 PM.

  3. - Top - End - #63
    Pixie in the Playground
     
    DwarfClericGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Horatio@Bridge View Post
    Does anyone have a build for Jorr and/or Trellora? I've been making recommendations of NPCs to use for them while they are with the party, or that the players should build the characters since they'll be running them, but it seems like it would be good service to provide at least a sample build.
    From over here
    HTML Code:
    /forums/showthread.php?525127-Converting-Red-Hand-of-Doom-to-5e
    Spoiler: Jorr Natherson
    Show
    Medium Humanoid (human)
    -------------------------
    Armor Class 16 (+1 studded leather armor)
    HP 42
    Speed 30 ft
    -------------------------
    Str +0, Dex +3, Con +2
    Int +1, Wis +2, Cha -1
    -------------------------
    Saving Throws Str +3, Dex +6
    Skills Animal Handling +5, Athletics +3, Medicine +5, Nature +4, Perception +5, Stealth +9, Survival +8
    Languages Common, Goblin, Orc, Thieves' Cant
    CR 3 (700 XP)
    -------------------------
    Favored Enemy. Jorr gains a +2 bonus to damage rolls with weapon attacks against humanoids. He has advantage on Wisdom (Survival) checks to track humanoids, and on Intelligence checks to recall information about humanoids.
    Natural Explorer. Jorr ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Jorr travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Jorr remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Jorr travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
    Wanderer. Jorr has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    Primeval Awareness. Jorr has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. By spending 1 uninterrupted minute in concentration, he can sense whether any humanoids are present within 5 miles. Their numbers, general direction, and distance in miles are revealed for each such group of humanoids.
    Cunning Action. Jorr can take a bonus action on each of his turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.
    Crossbow Expert. Being within 5 feet of a hostile creature doesn’t impose disadvantage on Jorr's ranged attack rolls.
    Sneak Attack. Once per turn, Jorr can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll.
    Horde Breaker. Once on each of his turns when he makes a weapon attack, Jorr can make another attack with the same weapon against a different creature that is within 5 ft of the original target and within range of his weapon.
    Spellcasting. Jorr is a 1st-level spellcaster. His spellcasting ability is Wisdom. Jorr knows the following ranger spells:
    1st level (3 slots): alarm, hunter's mark, longstrider
    -------------------------
    Actions
    Dagger (melee) +6: 1d4+3 piercing
    Dagger (thrown 20/60 ft) +8: 1d4+3 piercing
    Heavy Crossbow (ranged 100/400 ft) +8: 1d10+3 piercing
    Animal Empathy. Through sounds and gestures, Jorr can communicate simple ideas to a beast, and can read its basic mood adn intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any)
    to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes.


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


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


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


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


    All credit should go to Draz74 for his amazing contribution and all the folks who also participated in the other thread.

  4. - Top - End - #64
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    What do folks think of this version of the Mindbender?

    Medium Humanoid (hobgoblin), Lawful Evil
    -------------------------
    Armor Class 13 (studded leather)
    HP 33 (6d8+6)
    Speed 30 ft
    -------------------------
    Str 10 (+0), Dex 12 (+1), Con 13 (+1)
    Int 12 (+1), Wis 11 (+0), Cha 16 (+3)
    -------------------------
    Senses darkvision 60ft, passive perception 10
    Skills: Insight +4, Persuasion +7
    Languages Common, Goblin
    CR 2 (450 XP)
    -------------------------
    Traits
    Spellcaster: The mindbender uses Charisma as a casting stat. It has a spell save DC of 13 and a to-hit bonus of +5.

    Spells:
    3rd (3 slots): Hypnotic Pattern, Dispel Magic
    2nd (3 slots): Hold Person, Suggestion, Zone of Truth
    1st (4 slots): Bane, Charm, Cure Wounds, Dissonant Whispers, Faerie Fire, Sanctuary
    Cantrips: Bladeward, Friends, Vicious Mockery
    -------------------------
    Actions:
    Longsword (2-handed): +2, 1d10 slashing damage

    Reactions:
    Cutting Words: When a creature that can hear you within 60' makes an attack, check, or damage roll, roll 1d8 and subtract that from their roll.

    These spellcasters are focused on debuffs and crowd control. Hypnotic Pattern is a very powerful spell and can really slow the PCs down. Neither Charm nor Suggestion require concentration, so Bane is a great choice once the party has broken out of Hypnotic Pattern. The penalty to saving throws will help the Charms and Suggestions to go off. Hold Person also has great synergism with the Mindbender's slew of minions (and they should always have a slew of minions). Dissonant Whispers is a pretty great spell all around and can get a lot of damage if you use it to drag the target past all of the Mindbender's minions to grant them attacks of opportunity. It's also well supported by the saving throw debuff of Bane.
    Developer for the Sengai Jidai role-playing game, powered by FATE. Check out the latest progress at the development blog.

  5. - Top - End - #65
    Pixie in the Playground
     
    DwarfClericGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Horatio@Bridge View Post
    What do folks think of this version of the Mindbender?[...]
    I very much like your build. I was going to use the one Draz suggested in the other thread (which I'll post below), but I like yours better because it suggests the idea of a sickly hobgoblin (very few HP, low constitution) who's only purpose is to extort information. The mindbender reminds me of the torturer in True Lies.
    I would suggest however to increase the caster level by 2, to make it closer to the EL reported in the adventure. I understand that the low EL is to avoid a TPK in case the players do not approach the town hall with care, but I would increase the mindbender's EL to at least 3, to give a seemingly credible threat if taken alone. This would allow for extra spells. I would pick Compulsion & Confusion for the 4th level and Detect thoughs for 3rd level, they would fit the character well. Also, I don't really like the longsword. In line with the torturer in True Lies, I would give it a scalpel or something, something tiny that deals a lot of damage on crit (for example scalpel, 1d4/19-20x3).
    I am posting an alternative build originally posted by Draz74:

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

  6. - Top - End - #66
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    I have completed the write-up on Rhest and have reached the character limit for the post! If we have anything to add I might need to have a link to a later page here in the thread.

    I used Kuulvheysoon's Saarvith but trimmed it down a bit. The favored enemy is a bit much on top of Mark and Colossus Slayer, and those two abilities are more interesting. I also switched his magic item to armor and reduced his dex, so the to-hit bonus is more in line with CR 5 monsters. I left Regiarix as a normal black dragon, but added some alternative tactics to take advantage of their aquatic environment. Fly and snipe is a bit too similar to Ozyrrandion.

    Lorka, I've been meaning to ask, where did you find Draconian stats?
    Last edited by Horatio@Bridge; 2017-12-04 at 04:25 PM.

  7. - Top - End - #67
    Troll in the Playground
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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Horatio@Bridge View Post
    I have completed the write-up on Rhest and have reached the character limit for the post! If we have anything to add I might need to have a link to a later page here in the thread.

    I used Kuulvheysoon's Saarvith but trimmed it down a bit. The favored enemy is a bit much on top of Mark and Colossus Slayer, and those two abilities are more interesting. I also switched his magic item to armor and reduced his dex, so the to-hit bonus is more in line with CR 5 monsters. I left Regiarix as a normal black dragon, but added some alternative tactics to take advantage of their aquatic environment. Fly and snipe is a bit too similar to Ozyrrandion.

    Lorka, I've been meaning to ask, where did you find Draconian stats?
    I did mention that my Saarvith was pretty intense, man. If I was doing him now, I may actually have actually just given him the Slayer's Prey feature from the Monster Slayer Ranger in Xanathar's. It's basically a concentration free Hunter's Mark, so one less thing to keep track of for the DM. I do like the idea of the armor, and I wish that I had thought of that (kudos to Moradin, I believe?).

    I'd also agree with the slightly higher leveled Mindbender - they're much better when you take everything else into account, and they match the CR. But I do really like the cutting words cantrip as a reaction, and I gave mine 50ft (-ish, can't remember the actual range) telepathy.

  8. - Top - End - #68
    Halfling in the Playground
     
    Flumph

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Horatio@Bridge View Post
    Lorka, I've been meaning to ask, where did you find Draconian stats?
    Sadly I no longer remember where I found them, and foolishly I forgot to write down the source. I can post them if you like.

    We are more or less done with Rhest. I replaced the Lizardmen with Bullywugs that ended up helping the players. The players have defeated the bad guys and we ended with them cleaning up, dividing treasure and destroying all the draconian spawning dragon eggs.

    We had a glorious fight with the party split in two with half fighting Saarvith riding Regiarix and the other half fighting Nurkelnak and bunch of goblins. Nurkelnak was the most fun with illusion and just messing with their heads, he almost escaped, but they managed to get him in the end.

    The party fighter is wearing an armor that can give him dragon wings for 1 hour so he manage to take the fight to Regiarix in the air, but couldn't stand alone against the dragon and ended in a crumbled heap.

    Saarvith ended up in a ranger duel with the party ranger and Saarvith almost won that duel because of the Oathbow. Regiarix landed when Saarvith went down and used his ring of darkness, inside the darkness he took out the party ranger.

    Regiarix was now greatly damaged and the rest of the party appeared having fought off Nurklenak and the goblins.

    Luckily for the fighter and ranger the cleric finally snapped out of Nurkelnak's Phantasmal Horror (got to love int saves!), used his daylight spell to banish the darkness and could heal both the fighter and ranger, both being one death save away from dying when he got to them.

    Regiarix tried to flee by flying away but the fighter, now hasted charged into the air and spend every last ability he had to kill the dragon, with a finally hit managed to deal just enough damage, we are talking 2 hp less of damage and the dragon would have gotten away.

    Very dramatic ending. They ended up killing every one and they are once again without the intelligence they need to move on.

    I made Nurklenak a warlock and made up this spell for him: Phantasmal Horror (illusion of being stuck on a pillar in a sea of fire, dc 14 int save each start of turn, dmg 5d6 rnd) a concentration spell that kept the Cleric more or less out of the fight until he finally snapped out of it in the end, the cleric almost died from the phantasm.


    Elf alliance points:
    3 Slain Razorfiends 1-3. I replaced the Razorfiends with draconians and decided to give them max points for stopping the draconian breeding.
    2 Defeating the Red Hand.
    -4 - 0 Kindness and Cruelty: Trellara, they agreed she could follow them to avenge her brother, showed no kindness and later was more or less the reason she got captured and tortured to death. Now if they are able to spin this they might get a 0, but I think they will end in negative on this.
    2+ Impressed Elves: My players are more or less demanding that everyone should just follow their plan and help out since it is for the greater good, in their opinion, not once have one of them asked me to let them roll for persuasion or diplomacy, they state what they think best and then just assume the NPCs will agree. So even granting them 2 points here might be to much.
    My players didn't do any of the other things mentioned to sway the elves. So their total will be 3-7, if they make a very very good impression when they get back to Starsong Hill they might eek it up to an 8 an secure at least a platoon of Owl riding fighter for the Brindol defense, but I think the elves will choose isolation and stay out of the war.


    Here are the stats I used, since my players ended up making a ruckus and having to fight everyone at once, and with Regiarix and Saarvith in the air, we almost had a TPK, but like always my players find a way to get out of it with everyone alive ... well except for the grieving NPC they dragged with them and then carelessly left behind, during a scouting mission, when they had to flee after most of the party failed a mass suggestion from Nurkelnak

    Saarvith, Wyrmlord Ranger (inspired by the Kuulvheysoon Saarvith)
    Small Humanoid (goblinoid), neutral evil
    -------------------------
    Armor Class 19 (Skin of Surgat)
    HP 80
    Speed 30 ft
    -------------------------
    Str +0(+3), Dex +5(+8), Con +2, Int +0, Wis +2, Cha +0
    -------------------------
    Skills Acrobatics +8, Perception +4, Stealth +8, Survival +4
    Senses darkvision 60ft, passive perception 15
    Languages Common, Goblin
    CR 5 (1800 XP)
    -------------------------
    -Nimble Escape Saarvith can use the Disengage or Hide action as a bonus action on his turn
    -Natural Explorer Saarvith gets advantage on attacks against foes who haven't acted yet in the first round of combat, as well as advantage on Initiative checks and the ability to ignore difficult terrain.
    -Favored Enemy Saarvith deals an additional +4 damage to creatures of the humanoid type
    -Greater Favored Enemy Saarvith deals an additional +4 damage to creatures of the aberration type
    -Fighting Style Archery; adds +2 to all ranged weapon attacks rolls
    -Hunter's Prey Colossus Slayer; once per turn Saarvith may deal an additional 1d8 damage to a creature already below its hit point maximum
    -Defensive Tactics Multiattack Defense; when a creature hits you with an attack, you gain a +4 bonus to AC against subsequent attacks by that creature for the rest of the turn
    -Spellcasting Saarvith is a 7th level spellcaster. His spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). Saarvith knows the following ranger spells:
    1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark
    2nd level (3 slots): pass without trace, spike growth
    -------------------------
    Actions
    Multiattack. Saarvith makes two Oathbow attacks, or two scimitar attacks
    -Oathbow (ranged 150/600 ft) +10: 1d8+5 piercing; 1d8+9 piercing if the target is a Humanoid or an Aberration; +3d6 vs sworn enemy.(+1d6 hunter's mark)
    -Scimitar (melee) +8, 1d6+5 slashing; 1d6+9 slashing if the target is a Humanoid or an Aberration

    Treasure:
    -Skin of Surgat - studded leather +1, feels warm when worn, leather is weird like skin with faces on it, when worn you can use illusion to hide it's appearance and speak and understand infernal
    -Oathbow - Requires Attunement. I am aware this is a longbow, and Saarvith being small then having disadvantage using it, but since I forgot it also grants advantage against his sworn enemy that turned out fine. My intention was to just say he had a special goblin ranger feat that meant he could use it, had a player complained.

    Regiarix
    Huge dragon, chaotic evil
    -------------------------
    Armor Class 19(20*) (natural armor + Ioun Stone)
    Hit Points 200 (17d12 + 85)
    Speed 40ft., fly 80 ft., swim 40ft.
    -------------------------
    STR +6 DEX +2(+5) CON +5(+10) INT +2 WIS +2(+6) CHA +3(+8)
    -------------------------
    Skills Perception +11, Stealth +7
    Damage Immunities acid
    Senses blindsight 60ft., darkvision 120ft., passive Perception
    Languages Common, Draconic
    Challenge 14 (11,500 XP) ·
    -------------------------
    -Amphibious. The dragon can breathe air and water.
    -Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
    -Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
    -Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
    -Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    -Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
    -Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itselfon a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
    -Acid Breath (Recharge 5-6). The dragon exbales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
    LEGENDARY ACTIONS
    -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
    at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
    -Detect. The dragon makes a Wisdom (Perception) check.
    -Tail Attack. The dragon makes a tail attack.
    -Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet ofthe dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Ring of Darkness - you can cast darkness (lvl 2 darkness spell) on yourself at will.
    Ioun Stone - protection.

    Nurklenak, Kulkor Zhul Mindbender, Warlock
    Medium humanoid (hobgoblin), LE
    Armor Class 14
    Hit Points 50
    Speed 30 ft.
    -------------------------
    STR -1 DEX +1 CON +0 INT +0 WIS +1(+3) CHA +4(+6)
    -------------------------
    Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
    Condition Immunities charmed
    Senses passive Perception 11
    Languages goblin, common
    Challenge 4 (1,100 XP)
    -------------------------
    -Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
    -At will: disguise self. mage armor (self only), silent image, speak with animals
    -l /day: Mass Suggestion (60 feet, 12 creatures, wis save)
    -Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finished a short or long rest. It knows the following warlock spells:
    -Cantrips (at will): dancing lights, eldritch blast (+6 to hit, 120' range, 3x 1d10+4), friends, mage hand, minor illusion, prestidigitation, vicious mockery
    -1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, Seeming (use to appear as a bullywug and escape), sleep, Phantasmal Horror (illusion of being stuck on a pillar in a sea of fire, dc 14 int save each start of turn, dmg 5d6 rnd).
    -------------------------
    ACTIONS
    -3x Eldritch Blast. Ranged +6 to hit, range 120ft. Hit 1d10+4
    -Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
    REACTIONS
    -Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
    Last edited by Lorka; 2017-12-14 at 08:26 AM.

  9. - Top - End - #69
    Pixie in the Playground
     
    OldWizardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    This is a great thread, I'm gearing up to run Red Hand of Doom in 5e in the new year.

    I just ran an extended introduction to the Elsir Vale, starting at 1st level, which just wrapped up at 5th level.

    The players started out in Dennovar. They are a "bachelor party" heading to the wedding of the party's bard, which was to be held in Drellin's Ferry two weeks in-game from the campaign's start date. The first sessions were very sandbox style, player driven. I used a simple "get the groom to the wedding on time" as a construct to introduce the players to the "Doom Clock" mechanic.

    Along the way, they got to visit each of the towns in the Vale in a series of misadventures, which included a horse race through the streets of Brindol, meeting Lady Kaal and Lord Jarmaath, saving the villagers in Nimon Gap from a mad hedge wizard, and going hunting in the Witchwood. All the player characters created characters who grew up as childhood friends or relatives in the Vale, from Drellin's Ferry, Talar, or Brindol.

    My players are very attached to the Vale as a result. I really encourage anyone running RHoD to do a similar sandbox-style play for the first few levels. My players are going to be very worried when they wake up after the wedding feast to rumours of hobgoblins in the hills. Early in the campaign they had a random encounter with a few goblin scouts wearing Red Hand insignia but they brushed it off as totally random.

    In the interest of contributing to the thread, I've been working on some reworks of a few sections of the campaign. Most significantly, I reworked up Azarr Kul as as a legendary creature with wizard spellcasting, and General Kharn, who I'm just making a Legendary Warlord from Volo's Guide to Monsters. I want to make these two much more "present" as villains in the campaign. Furthermore, I've been working on an expansion of the dwarven mercenaries to highlight the "alliance-building" element of the campaign. The rework includes an extra chapter where the PCs must visit the Hammerfist Holds to solve some problems, where they encounter an additional Wyrmlord and a white dragon.

  10. - Top - End - #70
    Troll in the Playground
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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by intermedial View Post
    This is a great thread, I'm gearing up to run Red Hand of Doom in 5e in the new year.

    I just ran an extended introduction to the Elsir Vale, starting at 1st level, which just wrapped up at 5th level.

    The players started out in Dennovar. They are a "bachelor party" heading to the wedding of the party's bard, which was to be held in Drellin's Ferry two weeks in-game from the campaign's start date. The first sessions were very sandbox style, player driven. I used a simple "get the groom to the wedding on time" as a construct to introduce the players to the "Doom Clock" mechanic.

    Along the way, they got to visit each of the towns in the Vale in a series of misadventures, which included a horse race through the streets of Brindol, meeting Lady Kaal and Lord Jarmaath, saving the villagers in Nimon Gap from a mad hedge wizard, and going hunting in the Witchwood. All the player characters created characters who grew up as childhood friends or relatives in the Vale, from Drellin's Ferry, Talar, or Brindol.

    My players are very attached to the Vale as a result. I really encourage anyone running RHoD to do a similar sandbox-style play for the first few levels. My players are going to be very worried when they wake up after the wedding feast to rumours of hobgoblins in the hills. Early in the campaign they had a random encounter with a few goblin scouts wearing Red Hand insignia but they brushed it off as totally random.
    That's an excellent idea - I actually had my players start at 3rd level waking up in the back of a slave caravan - being run by the Red Hand, of course.

    In the interest of contributing to the thread, I've been working on some reworks of a few sections of the campaign. Most significantly, I reworked up Azarr Kul as as a legendary creature with wizard spellcasting, and General Kharn, who I'm just making a Legendary Warlord from Volo's Guide to Monsters. I want to make these two much more "present" as villains in the campaign. Furthermore, I've been working on an expansion of the dwarven mercenaries to highlight the "alliance-building" element of the campaign. The rework includes an extra chapter where the PCs must visit the Hammerfist Holds to solve some problems, where they encounter an additional Wyrmlord and a white dragon.
    I'm actually really tempted to write Azarr Kul up with Divine Soul Spellcasting, just to give him that sweet Metamagic, and maybe the War Magic feature as well.

    I honestly hadn't considered Wyrmlord Kharn as a (Legendary) Warlord, but it's not a bad plan, actually. I had no idea what I was going to write him up as, but I was leaning Paladin-esque (as his 3.5e incarnation was Favored Soul/Talon of Tiamat), probably giving him access to the dragon breath spell.

  11. - Top - End - #71
    Halfling in the Playground
     
    Flumph

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    So I need some advice, my Players are back on the rails having gone to Rhest and then to the Ghostlord.

    They have captured Ulwai Stormcaller. But they also have with them the shapechanger spy, so I was first thinking this would be a good time for the spy to reveal herself and save Ulwai, but then I thought it would be more fun if she called on the Red Hand to make an ambush/rescue attempt when they exit the lair.

    Also one of my players have more or less sold his soul to an unknown spider demon and now have knowingly used a devil dagger that wake the enmity of a pit lord.

    Sooo I was thinking that when they exit the Ghostlords lair there will be demons, devils and a Red Hand ambush in a 3 way stand off wanting them to hand over the halfling to the demons / devils to fight over and the Red Hand just wanting to free Ulwai with a scondary goal of killing as many of the PCs as possible.

    Anyway anyone have any idea, suggestions or advice how to go with this?

  12. - Top - End - #72
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    OldWizardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Sounds like a solid standoff. I can certainly see the Red Hand making a serious effort to rescue Ulwai, she's a very valuable resource. She also knows enough that's its a huge security risk for her to get interrogated, so Azarr Kul would almost certainly dispatch an encounter similar to Marked for Death to retrieve her.

    In my estimation, if the Red Hand has a serious problem, they're going to mount up a few Blackspawn Raiders and War Adepts/ Mindbenders on manticores to address it quickly. Which makes me think about a subject I've been pondering a lot lately: what resources the Red Hand has with all their spellcasters to respond to the player character's actions beyond what's accounted for in the module itself.

    I'm specifically interested in knowing how people have managed the communications and intelligence gathering of the Red Hand forces. It seems that the Red Hand almost certainly has the resources to be scrying on the player characters with some regularity, and almost certainly communicates with sending spells and other magical methods to keep in regular contact with each other. There's also enough spellcasters in the Red Hand to have someone regularly using commune or contact other plane, which means that the Red Hand can easily get on the phone with Tiamat to ask some questions. What kind of information could they get from her?

    They also have enough flying creatures that they can dispatch a small strike force anywhere they need to go (although maybe not so many flying creatures that they'd risk these creatures in direct combat). However, no one in the Red Hand can teleport, but there might be spellcasters who can use teleportation circle -- and there might even be a circle in or near the Fane of Tiamat.

    As an example of what this puts together, the Wyrmlords almost certainly talk to each other every day with sending spells. If someone doesn't respond, they know something is wrong pretty quickly. If Azarr Kul can commune with Tiamat, a pretty simple line of questioning is enough to find out what happened. Fortunately for the PCs, scrying isn't exactly GPS, but it might be a good idea for the player characters to invest in nondetection spells or looking for creative methods to conceal exactly where they are camping.

    To compensate for this, I did reason that since Brindol is a pretty old city, the cathedral and Brindol Keep were warded with private sanctum spells generations ago.

  13. - Top - End - #73
    Pixie in the Playground
     
    DwarfClericGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    @Lorka, I agree with what indermedial wrote, in that Ulwai is very valuable for the RH. In my campaign, she's the clear second-in-command of the horde after Khan. It makes sense for the RH to try and rescue her. I would suggest, along the lines already touched by intermedial, to consider introducing Skather to the PCs. I think he would be perfect to command a rescue party, especially if the secondary goal is to kill as many PCs as possible. Have him use a light poison (maybe a more powerful version of serpent venom). That way, when they face him in Brindol, they might realize that a simple Protection from Poison spell goes a long way against him.
    @intermedial. I like your take on communication among the RH operatives. I think the RH is going to start scrying over the PCs after Rhest and only if Saarvith is killed or reports to his superios that there's a force to be reckoned with. This simply because, should Koth fall, the other Wyrmlords will likely have their suspicions of Koth's ineptitude confirmed. Let's not forget that he was appointed Wyrmlord shortly before the beginning of the adventure, and is seen by the others as not having proven his worth, yet.
    I think other locations that could be protected by nondetection spells are the Hammerfist Holds, the lair of the Ghost Lord and perhaps the Tiri Kitor encampment. That way, when the PCs are in one of these areas, they are in all effect invisible to the enemy (unless, of course, the enemy has spies on them).

    I love maps somy contribution today is a map I made, linking the Sword Coast and the Elsin Vale. Might be useful for whomever wants to run RHoD after running the sandbox Lost Mines of Phandelver. I removed all the "plot" location from both adventures (i.e., Wave Echo cave, the Fane of Tiamat), so that it could be handed to PCs in case they want to have a clearer picture of where's what.
    Spoiler: Forgotten Realms Elsir Vale
    Show

  14. - Top - End - #74
    Halfling in the Playground
     
    Flumph

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by intermedial View Post
    I'm specifically interested in knowing how people have managed the communications and intelligence gathering of the Red Hand forces. It seems that the Red Hand almost certainly has the resources to be scrying on the player characters with some regularity, and almost certainly communicates with sending spells and other magical methods to keep in regular contact with each other. There's also enough spellcasters in the Red Hand to have someone regularly using commune or contact other plane, which means that the Red Hand can easily get on the phone with Tiamat to ask some questions. What kind of information could they get from her?

    They also have enough flying creatures that they can dispatch a small strike force anywhere they need to go (although maybe not so many flying creatures that they'd risk these creatures in direct combat). However, no one in the Red Hand can teleport, but there might be spellcasters who can use teleportation circle -- and there might even be a circle in or near the Fane of Tiamat.

    To compensate for this, I did reason that since Brindol is a pretty old city, the cathedral and Brindol Keep were warded with private sanctum spells generations ago.
    Yes this is more or less the same I have done, and most of the time the PCs have had a spy with them using sending stones to report back.

    I am thinking the Pit Lord will send some lesser devil with a tempting offer to the halfling PC - the halfling is already trying to take over the thief guild in Brindol.
    They have already been in a fight with a devil before, that where they got the dagger, so maybe the same devil is back, with a bunch of minor devil minions.

    The Spider Demon will be there to make sure the halfling don't take the deal with the demons, since she have other plans with him. Since it is a spider demon, it might be a platoon of dark elfs, driders and a smattering of demons.

    Then we have the Red Hand Rescue team.
    I think the idea of spellcasters on Manticores is great, maybe add some summoned monsters. I probably won't include Skather since Ulwai is the first named NPC to survive meeting my murder hobos I don't want to risk it. Maybe on the manticores are a couple of Archers and Barghests. I am thinking there can easily be a special saddle with room for a hobgoblin and two goblins. Maybe include a Chimera ...
    I want the Red Hand team to be so deadly that the PCs will be tempted to make a deal with a demon or devil muahahah - they also have two teleport scrolls so they can always elect to either flee or seek refuge in the Ghostlords lair ... assuming that they return his phylactery and make him, if not a friend, at least have agree that his lair is neutral ground.

    Since my players might elect to fight I don't want it to be so deadly as to assure a TPK, but I can always have it turn into a 4 way fight or even have the Ghostlord join in for a 5 way fight, giving my players a chance to run away.

    Oh they are also being tracked by a possessed doll that might make an appearance to cut some hamstrings doing the debacle ;)

  15. - Top - End - #75
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Hi, all! Sorry for dropping out for a while; the holidays got pretty busy. You folks are doing some great stuff! That Rhest fight sounds like it was pretty awesome. I love when the players /barely/ win. Those are the best sessions.

    I was actually thinking that Kharn would be a Hexblade Warlock. That makes him a solid melee threat with significant spellcasting abilities. And Warlock ties in with the demon/devil theme.

    Moradin, thanks for the map! Is there a way for me to copy it to the front page?

  16. - Top - End - #76
    Troll in the Playground
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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Campaign update:

    In the new year (I believe the 27th of January?) we're going to start the Battle of Brindol.

    Last time we played, we stopped after Miha Serani (who I've replaced with a succubus) implored the players to rescue her father, who just so happened to be a siege engineer (the PCs want to build siege engines to help with the battle). So they go off to rescue him behind enemy lines, and follow the directions given to them. They eventually get there and it's at the end of an alley, with a 40ft square courtyard. The warlock stays behind to watch the cart, and the others go on through to the shop. They see a half dozen hobgoblins at the entrance to the shop, clustered around the door. The sorcerer replies with a fireball against the massed enemies, and the others move to finish off the rest. It's then that they hear a slow clapping, and see a pair of barghests and 6 black scaled lizardmen (Blackspawn Raiders). They then proceeded to jump down and attack with Readied actions.

    While this was happening, the warlock started breaking into houses and looting the crap out of them (He's one of those CN Fiendlocks), and the noise (he cast a shatter to break down a door) attracted one of the barghests to attack him, so he had this solo encounter against a barghest while the rest of the party dealt with the others.

    Notes about this fight:
    • Conjure animals is an excellent spell. Our druid mainly uses it to summon a Huge Constrictor (CR2), and it's effective. It can lock down single targets pretty easily, and the Circle of the Shepherd buff made it so it could actually inconvenience the barghest.
    • It's matched only by polymorph. Twinned and turning two members into T-Rexes (or, alternatively, Giant Apes) spelled doom for the Red Hand assassination squad. There really needs to be some sort of general nerf to this spell in this edition, I feel, even if it's as minor as having seen the damned creature. But then again, that might make it too weak unless you exposed them to a fair bit of beasts.
    • If you have a killbox, use it. If I had just had the blackspawn use their breath weapons agaonst the party from the high ground, it would have been a very different fight.
    • If you're going to use barghests, I'd heavily suggest giving them the Multiattack trait. As it stands, I don't feel as if they deserve their CR4 rating.


    After the fight, they went into the shop and discovered that it was a candlemaker's shop. The players immediately started arguing and bickering amongst themselves until they realized that they'd been sent into a trap. The warlock cast fly upon himself and the sorceror and they're going to head back with all speed to Brindol and let the others catch up with the cart.

    Now, there's going to be consequences. They took this woman (whom none of them remembered, even though I made sure to namedrop her earlier) at her word and immediately rushed off. I'm thinking that the clergy of Kelemvor in the city will all be assassinated by her, as they've grown kinda attached to the High Mourner. Any other suggestions?

    That's all off of the top of my head. As always, I'll try my best to answer any question that comes up.

  17. - Top - End - #77
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    How does twinning a spell work with concentration? Is it one spell or is it two separate spells, in which case you can't twin concentration? Polymorph is a lot more reasonable when on only one creature at a time. Also any group faced by Polymorphed creatures should try to target the caster and get them to break concentration. Or start sending spellcasters with Dispel Magic.

    I'm now working on the Ghostlord section, and I need write-ups for Dire Lions, Ghost Dire Lions, and Ghost Brute Lions! I also would like to make some advanced twig blights to replace the assassin vine random encounter. What are people using?
    Developer for the Sengai Jidai role-playing game, powered by FATE. Check out the latest progress at the development blog.

  18. - Top - End - #78
    Troll in the Playground
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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Horatio@Bridge View Post
    How does twinning a spell work with concentration? Is it one spell or is it two separate spells, in which case you can't twin concentration? Polymorph is a lot more reasonable when on only one creature at a time. Also any group faced by Polymorphed creatures should try to target the caster and get them to break concentration. Or start sending spellcasters with Dispel Magic.

    I'm now working on the Ghostlord section, and I need write-ups for Dire Lions, Ghost Dire Lions, and Ghost Brute Lions! I also would like to make some advanced twig blights to replace the assassin vine random encounter. What are people using?
    From what I've been able to read, using Twin on buff spells like haste or polymorph is a really good use of resources. It's basically considered one spell with two targets. So if you counterspell it successfully, it applies to neither target. However, if it does go off, you'll need two separate dispel magics to remove the effect from both characters. If the caster doesn't target himself, you cannot break concentration by attacking one of the affected creatures. If he does, you need to attack him to break it. There's something in Sage Advice about bless being cast on 4 targets that says much the same thing.

    For the ghost and ghost brute lions I ended up using the Lich Hounds from Kobold Press Tome of Beasts (because I'm lazy), but I could probably 'brew something up for you if you want?

    Dungeon Dad (youtube) did a 5E conversion of the Yellow Musk Creeper that may be effective. Remind me again where the Assassin Vine encounter is?

  19. - Top - End - #79
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Assassin vines are in the random encounter tables for the Witchwood and the Thornwaste.
    Developer for the Sengai Jidai role-playing game, powered by FATE. Check out the latest progress at the development blog.

  20. - Top - End - #80
    Pixie in the Playground
     
    OldWizardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Assassin Vines were updated by WoTC in Tomb of Annihilation. They are a pretty tough CR 3 creature.

  21. - Top - End - #81
    Bugbear in the Playground
     
    Kobold

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by intermedial View Post
    Assassin Vines were updated by WoTC in Tomb of Annihilation. They are a pretty tough CR 3 creature.
    Same with the yellow musk creeper.

  22. - Top - End - #82
    Pixie in the Playground
     
    OldWizardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    So, I'm gearing up to start the module in earnest with a marathon session in two weeks.

    A good villain is the beating heart of an open-ended campaign, and my "Introduction to the Elsir Vale" campaign arc featured a rival adventuring party my players loved to hate. I want to re-created the same feeling with Azarr Kul and General Kharn, so my project recently has been to greatly expand Azarr Kul, both updating his statistics for 5e, and also expanding his personality traits to guide how I role-play him.

    By the time the player characters encounter Azarr Kul, they may be anywhere from 10th to 12th level. In my experience, player characters can take on up to double their level in a "climatic" final boss style encounter. My revised version of Azarr Kul slams together the stats of an Adult Blue Dragon and an Archmage to produce a CR 17 monster. He's no longer a cleric: I'm replacing all the Doom Hand clerics with wizards and warlocks in my campaign anyways since Tiamat is a powerful archfiend, not a god in my world (I take an Eberron-style approach to deities). I changed up a few legendary actions and spells, and also gave him a few magic items. I've made him a Large creature, and my Azarr Kul with have a 5th Edition half-dragon style appearance (draconic head, big tail, ect.) which fits with the Reaper "Reptus Dragonman" miniature I'm painting up to represent him.

    I've also written up my roleplaying notes, daily routine, and other details for Azarr Kul. The key factor here is that Azarr Kul will be regularly scrying on the player characters, and confronting them directly using project image.

    I would love to see anyone else's ideas or notes for how they role-played Azarr Kul, and similar ideas for fleshing out General Kharn.

    Spoiler: Azarr Kul Revisited
    Show

    High Wyrmlord Azarr Kul
    Large dragon (mutated goblin), lawful evil
    Hit Points 207 (18d10 + 108)
    Armour Class 19 (natural armour, sentinel shield)
    Speed 40 ft.

    STR 22 (+6) DEX 10 (+0) CON 23 (+6) INT 16 (+3) WIS 14 (+2) CHA 19 (+4)

    Skills. Arcana +9, Deception +10, Insight +8, Intimidation +10, Perception +14, Stealth +6
    Senses. Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
    Saving Throws. Dex +6, Con +12, Wis +8, Cha +10
    Languages. Draconic, Goblin, Infernal. Azarr Kul knows Common, but never speaks it.
    Challenge Rating. 17 (18,000 XP)

    Notable Equipment. Azzar Kul wields a magic scimitar set with a ruby of the war mage and bears a sentinel shield. He carries a potion of flying, a potion of invulnerability, and a potion of invisibility. Among his prized possessions are a crystal ball of telepathy and a set of Nozlur’s marvellous pigments. The crystal ball was a gift from Tiamat and is bound to his life force, if Azarr Kul is killed it shatters as if he had cast the spell using a 5th-level spell slot. He has a sending stone paired to the one carried by Hravek Kharn.

    Personal Treasure. Azarr Kul wears platinum tailbands, bracers, greaves, and a girdle with silk loincloth. Each piece is engraved with a duelling dragon motif and set with sapphires; as a set they are worth 2,500 gp. He carries a statuette of himself carved from gold and decorated with sapphires worth 2,500 gp and a ruby worth 5,000 gp which are used as the focus for his contingency and forcecage spells.

    Legendary Resistance (3/Day). If Azarr Kul fails a saving throw, he can choose to succeed instead.

    Spellcasting. Azarr Kul is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Azarr Kul can cast shield and suggestion at-will and has the following wizard spells prepared:

    Cantrips (at will) green-flame blade, fire bolt, mage hand, ray of frost, shocking grasp
    1st (4 slots) chromatic orb, feather fall, magic missile, thunderwave
    2nd (3 slots) detect thoughts, invisibility, mirror image, shatter
    3rd (3 slots) counterspell, fireball, sending, thunder step
    4th (3 slots) banishment, fire shield, vitriolic sphere
    5th (3 slots) cloudkill, cone of cold
    6th (1 slot) chain lightning
    7th (1 slot) forcecage
    8th (1 slot) mind blank
    9th (1 slot) time stop

    Contingency. If a spell renders Azarr Kul incapaciated, blinded, or restrained, contingency targets Azarr Kul with a 5th level dispel magic.

    Azarr Kul’s spellbook contains the spells listed above plus antimagic field, contact other plane, contingency, detect magic, dispel magic, dominate monster, foresight, imprisonment, infernal calling, invulnerability, magic circle, planar binding, plane shift, power word stun, private sanctum, project image, scrying, soul cage, symbol, and teleportation circle.

    Actions
    Multiattack. Azarr Kul makes two scimitar attacks.
    Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Lightning Breath (Recharge 5–6). Azarr Kul exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

    Legendary Actions
    Azarr Kul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

    Cantrip. Azarr Kul casts a cantrip.
    Thunder Step (Costs 2 Actions).Azarr Kul casts thunder step without expending a spell slot. He requires no components to cast the spell in this way.



    Spoiler: Roleplaying Azarr Kul
    Show

    Personality
    Azarr Kul dreams of carving out an empire stretching from the Sunset Sea to the Golden Plain — and the first step is to crush the human towns of Elsir Vale.

    Ideal. I will subjugate the strong to serve my army, and sacrifice the weak to the glory of Tiamat. My army will conquer the Elsir Vale. Anyone who will not submit to my will must die.
    Bond. I am the master of the goblin tribes. They owe absolute fealty to me, and must obey my every command without question. I covet magical power. My mastery of elemental magics demonstrates why only I may rule in the name of Tiamat.
    Flaw. I am arrogant, but my pride is not so strong as to dissuade me from abandoning a battle I am losing. I conceal my cowardice with rage.

    Azarr Kul usess deception and stealth to gain any advantage he can over his foes, then ambushes them where they are weakest. He cares nothing for subtle schemes and manipulations, especially if he can just destroy his enemies outright.

    As befitting his blue dragon heritage, Azarr Kul is extremely vain and conceited. He takes great pleasure in lording his power over the goblin tribes and other lesser creatures. He makes demands, not requests. The only council he keeps is from Tiamat herself, Hravek Kharn, Ulwai Stormcaller, the dragons, and the Doom Hand warlocks. Azarr Kul expects absolute obedience from everyone else.

    Azarr Kul will not stand for any remark or insinuation that he is weak or inferior. In particular, he is incensed by the mere suggestion that his half-dragon nature makes him lesser than a true dragon; he meets such insults with overwhelming brutality and force.

    Azarr Kul’s vanity carries over into his love for platinum, gemstones, and other personal adornments. He absolutely loves his Nozlur’s Wondrous Pigments, and craves the pleasures of flesh and wine. He is extremely lustful, quick to anger, and absolutely paranoid. He spends as much time scrying on his own commanders as he does his enemies.

    Azarr Kul’s goblin mother died of disease while he was a child, which Azarr Kul considers to be an utterly pathetic sign of mortal weakness. He has extreme contempt for the sick or infirm.

    He is inspirted by legends of ancient dragon empires, or other great powers, such as Delzoun, Arkhosia, and Bael Turath. By comparison, he views the recent disintegration of Rhest as a pitiful end to a mighty power, and is eager to feed on its remains.

    Appearance
    Azarr Kul is a half-dragon, half-hobgoblin mutant.

    His body is covered in brilliant blue scales, and ivory horns jut from his head, running along his spine to a a thick heavy tail.

    A beard-like growth of scales covers his chin, and his eyes and teeth crackle with electricity when he is angered.


    If you know who this image was created by, I would love to know so I can buy a print from them and credit them properly.

    Voice
    A deep, throaty, wet voice, spoken in a purposeful, deliberate pace. Emphasis on the “p” and “t” sounds. Open your jaw fully with each word, tighen your throat, and control the airflow deliberately while annunciating every word. Azarr Kul sounds ike a Krogan who overpronounces every word because they love the sound of their own voice.



    Spoiler: Combat Tactics
    Show

    If attacked within the Fane of Tiamat, Azarr Kul performs the following actions:

    Alerted. If Azarr Kul suspects an attack is imminent, he drinks his potion of flying and casts fire shield upon himself.

    First Round. Azarr Kul casts time stop. During this time, he drinks his potion of invulnerability and casts mirror image. He then casts forcecage and cloudkill, attempting to catch at least three foes in the trap.

    Second Round. Azarr Kul uses his lightning breath if he can catch three or more foes in the line of effect. Otherwise, he casts chain lightning.

    Subsequent Rounds. Azarr Kul uses lightning breath or casts cone of cold, whichever is available and will strike as many foes as possible.

    Reactions. Azarr Kul knows the player’s favoured tactics at this point, so he knows how best to use counterspell to disrupt any spell combinations the party may attempt to use against him. He only uses shield if he’s confident he can resist whatever spells they will cast against him.

    Legendary Actions. Azarr Kul casts green-flame blade and fire bolt to damage his foes. When surrounded by two or more enemies, he uses thunder step to safely disengage.

    Morale. If he is reduced to 90 hit points or fewer, Azarr Kul drinks his potion of invisibility and attempts to escape.

    If Azarr Kul is somehow attacked outside the Fane of Tiamat by foes he does not perceive as a threat, or if he suspects he will have to survive repeated battles to escape, his first action is to cast cloudkill. He then uses his lightning breath and cantrips to pick off foes stumbling through the cloud. Should Azarr Kul be fighting alone, and/ or if foes present an unexpected resistance (Azarr Kul takes 50 points of damage or more), he changes tactics. He casts banishment to remove one or two foes, then retreats using thunder step to gather reinforcements.


    Spoiler: Azarr Kul's Daily Routine
    Show

    Daytime
    Azarr Kul is nocturnal. He rests in his chambers, protected by private sanctum during the day from 10 AM to 6 PM.

    Evening
    Azarr Kul rouses in the early evening. He spends an hour in meditation preparing his spells, then casts mind blank upon himself. He then uses contact other plane to communicate with Tiamat. He typically asks her about places to find more allies, magic items, or other resources, the true name of a demon or devil, if any spies have infiltrated the Red Hand Army, if any of his commanders are plotting to betray him (“doubtful”), or if any threats are near the Fane of Tiamat. When he asks if there is anyone in the Elsir Vale who could oppose the Red Hand, he gets the answer “unlikely”.

    Once he is aware of the player characters, uses the spell to learn as much as he can about them.

    Note: Tiamat isn’t omniscient, but her divine senses make her supernaturally aware of anything a chromatic dragon or one of her fervent worshippers see or experience. She can perceive everything within 10 miles of the Fane of Tiamat.

    After his meditations, his servants bring him supper: cured pork, blood sausages, cheeses, fruits, and wine. He conferrs with his warlocks, his steward, and the castellan of the Fane of Tiamat. Afterwards, he uses his crystal ball to communicate with Hravek Kharn. The two converse privately for ten minutes. Kharn reports the Red Hand’s progress, and Azarr Kul relays any new information he has learned during his divinations or rituals.

    Night
    Azarr Kul and his warlocks venture to the Inner Sanctum to conduct magical rites, which reach their height at midnight. They use magic circle, infernal calling, and planar binding to summon and bind devils into their service. Azarr Kul has collected many devilish talismans and learned several devil’s truenames (using contact other planefor this purpose. However, once the Red Hand Army begins delivering captives for sacrifice after the fall of Drellin’s Ferry, Azarr Kul and the warlocks cease summoning more devils. Instead, they conduct the ritual to open a rift to Avernus.

    Dawn
    At dawn each day after the rituals are complete, Azarr Kul then takes his supper: a beast the Blackspawn Raiders have slain in the mountains with roast vegetables and more wine. He then contacts Kharn again for an end-of-day briefing. He may also contact the other Warlords: first Ulwai Stormcaller, then Sarvith, and finally Koth. He meets with each, in turn, for ten minutes.

    He spends rest of the morning scrying: checking in with his other commanders, including the dragons, and observing the towns and cities of the Elsir Vale. Roll randomly d6 times to determine the approximate locations he spies on:

    Scrying Targets (1d12)
    1. Brindol
    2. The next settlement being attacked by the Red Hand
    3. Any other random settlement in the Elsir Vale
    4. Current position of the Red Hand Army
    5. Mountain passes leading to the Fane of Tiamat
    6. Vraath Keep
    7. Ruins of Rhest
    8. The Ghostlord’s Lair
    9. Important figure in the Elsir Vale
    10. Important commander or dragon in the Red Hand Army
    11. Player Characters (if known to him)
    12. DM’s choice

    Brindol Castle, the Cathedral of St. Pelor, the Spirit Grove of Starsong Hill, and the Ghostlord’s Fortress are amongst possible locations protected against diviniation magic, so Azarr Kul can’t spy on people in these locations. However, He has already learned about the powerful characters in the Elsir Vale, including the Lord of Brindol, Tredora Goldenbrow, Seleryia Starsinger, Immerstal the Red, and others.

    If for some reason he cannot establish contact with one of his Wyrmlords, he uses contact other plane again. He asks Tiamat if the Warlord is still alive — since his Wyrmlords are worshippers of Tiamat, she knows who is alive and dead. He then asks for the location of the Wyrmlord, or where they died. Then he asks for physical details about who might have killed the Wyrmlord, and the final questions usually pertain to the Warlord’s missions (What happened to the hatchery? etc).


    Spoiler: Interactions with the PCs
    Show

    Azarr Kul regards the player characters as a legitimate threat to his operations once they have slain three of the wyrmlords and/ or dragons. He begins setting plans in motion for retaliation, and begins regularly monitoring the player characters using scrying spells to coordinate daily attacks on them. During this time, his vanity gets the better of him, and he cannot resist appearing before the PCs using project image.

    Of course, Azarr Kul and Kharn must manage their resources carefully. Azarr Kul does not know teleport — no one in the Red Hand knows the spell either: giving the Red Hand this spell is too big a strategic advantage. Therefore, the Red Hand must use their aerial units (manticores, wyverns, and dragons) to taxi elite troops to attack the player characters.

    These attack work like this: in the early evening around when the player characters are bedding down for the night, Azarr Kul scrys on them. Scrying isn't GPS so Azarr Kul can only glean the approximate location of the player characters. Wyverns and manticores travel about 10 miles per hour, once they reach the PCs approximate location, it takes them another 1d6 hours to track down their approximate location and set up an ambush. These attack come in the form of the Barghest Reavers and Marked for Death encounters.

    Azarr Kul and Kharn know that throwing to many elite troops at a small band of heroes whittles down their forces, and may eventually decide that a direct attack against the players during the siege is the best way to leverage ultimate force against them.
    Last edited by intermedial; 2018-01-02 at 08:16 AM.

  23. - Top - End - #83
    Bugbear in the Playground
     
    Kobold

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by intermedial View Post
    He's no longer a cleric: I'm replacing all the Doom Hand clerics with wizards and warlocks in my campaign anyways since Tiamat is a powerful archfiend, not a god.
    But Tiamat is a god. Unless you just mean in your campaign in which case sure.

    Anyway this is nice stuff. Though I will not use any of it myself as I want Kul to be more like his original statblock. (A Hobgoblin Halfdragon cleric)
    Last edited by Envyus; 2018-01-02 at 01:21 AM.

  24. - Top - End - #84
    Halfling in the Playground
     
    PaladinGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    I love the work you are doing since this is probably one of my favourite modules for 3.5. Do you have any plans of consolidating all of this into a pdf?
    Kill me now or kill me later. But know that when you do you will also die by my hand.

    That moment when every player except one in CoS joins Strahd and doesn't realize it...

    Shaman Class Homebrew 5e WIP
    http://www.giantitp.com/forums/showt...9#post22673939

    Need help with writing your DnD Campaign? Check out this subreddit for help
    Spoiler: r/DnDAdventureWriter
    Show

  25. - Top - End - #85
    Pixie in the Playground
     
    OldWizardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Envyus View Post
    But Tiamat is a god. Unless you just mean in your campaign in which case sure.

    Anyway this is nice stuff. Though I will not use any of it myself as I want Kul to be more like his original statblock. (A Hobgoblin Halfdragon cleric)
    Thanks! I hope at least some of the roleplaying notes are useful to those who want to run Azarr Kul more traditionally.

    For me, the choice to not do so is setting/ tonal change. I use an Eberron-style cosmology where the actual gods are distant, but there's a whole bunch of demon lords, archfiends, and other powerful entities that claim to be gods or demigods but can't grant divine spellcasting. Tiamat is one of them.

    Nevertheless, a divine spellcasting variant of the above might look like this (using the Trickery domain as suggested in 5e material)

    Cantrips (at will) chill touch, sacred flame, toll the dead
    1st (4 slots) disguise self, divine favor, guiding bolt, shield of faith
    2nd (3 slots) hold person, mirror image, shatter, spiritual weapon
    3rd (3 slots) blink, dispel magic, sending, spirit guardians
    4th (3 slots) banishment, dimension door
    5th (3 slots) dominate person, flame strike
    6th (1 slot) harm
    7th (1 slot) fire storm
    8th (1 slot) earthquake

    In this case, AK is 16th level, since giving him the ability to case gate might mess with the whole "Rift to Avernus" plot. This also probably reduces his CR quite a bit. High-level divine spellcasting is just not as strong as arcane spellcasting offensively in 5e, it lacks spells like counterspell, forcecage, and time stop, all of which create a pretty huge offensive action economy swing.

  26. - Top - End - #86
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by othaero View Post
    I love the work you are doing since this is probably one of my favourite modules for 3.5. Do you have any plans of consolidating all of this into a pdf?
    I'm not really familiar with making PDFs other than printing them from existing Word documents. My format-fu is also not that strong. That said, I'd be fine if someone wanted to put a pdf together.

  27. - Top - End - #87
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    It seems the need for assassin vine replacements is ameliorated by Tomb of Annihilation, but I'm kind of proud of these advanced blights I developed:

    Vampiric Twig Blight

    Small Plant, NE
    -------------------
    Armor Class 14 (natural armor)
    HP 18 (4d6+4)
    Condition Immunities - Blinded, Deafened
    Damage Vulnerabilities - Fire
    Speed 20'
    -------------------
    Str 6 (-2), Con 12 (+1), Dex 15 (+2)
    Int 4 (-3), Wis 8 (-1), Cha 3 (-4)
    -------------------
    Senses - Blindsight 60' (blind beyond this distance), Passive Perception 9
    Skills - Stealth +3
    Languages - Common (understands but can't speak)
    CR 1

    False Appearance - While the blight remains motionless, it is indistinguishable from a dead shrub

    Actions

    Claw - +4 Melee (5' reach), 1d6+2 piercing damage and the blight grapples the target (DC 12 to escape)

    Blood Drain - The blight extends its thorns into a grappled victim's flesh. +4 Melee, grappled target only, 1d6+2 piercing damage + 2d6 necrotic damage. The blight heals an equal amount as the necrotic damage that was inflicted by the attack. A blight absorbing its full hit points in blood turns green and sprouts blood-red flowers.

    Vine Blight Mummifier

    Medium Plant, NE
    -------------------
    Armor Class 12 (natural armor)
    HP 32 (5d8+10)
    Condition Immunities - Blinded, Deafened
    Speed 10'
    -------------------
    Str 15 (+2), Con 14 (+2), Dex 8 (-1)
    Int 5 (-3), Wis 10 (+0), Cha 3 (-4)
    -------------------
    Senses - Blindsight 60' (blind beyond this distance), Passive Perception 10
    Skills - Stealth +1
    Languages - Common (understands but can't speak)
    CR 2

    False Appearance - While the blight remains motionless, it is indistinguishable from a pile of dead vines

    Actions

    Constrict - +4 Melee (5' reach), 2d6+2 bludgeoning damage and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can’t constrict another target.

    Dessication - The blight draws water out of a grappled victim. +4 Melee, grappled target only, 4d6 necrotic damage. A victim must make a DC 12 Constitution save or their maximum hitpoints are reduced by the amount of necrotic damage taken. A victim reduced to zero maximum hitpoints by this attack dies and rises as a zombie 24 hours later. These zombies exist to protect the vine blight and to bring it new sources of food.
    Developer for the Sengai Jidai role-playing game, powered by FATE. Check out the latest progress at the development blog.

  28. - Top - End - #88
    Pixie in the Playground
     
    DwarfClericGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    Quote Originally Posted by Horatio@Bridge View Post
    It seems the need for assassin vine replacements is ameliorated by Tomb of Annihilation, but I'm kind of proud of these advanced blights I developed:
    [...].
    Great stuff as always, Horatio. I will insert them in my personal campaign.
    I have two questions for you and for anyone that participated in this thread.
    1) I saw you posted the Ghost Dire Lion. Did you apply a template or reworked it yourself? It looks as if the abilities of a ghost replace the ones of the original creature (Lion in this case). I am curious if there were a template or guidelines on how to create a ghost (or other undead creatures).
    2) Ulwai. In the adventure, it is stated that the right weather conditions (stormy) boost a lot of her abilities. I don't really see this from her character sheet in the adventure, hence I'm having a hard time converting this to 5ed. I was thinking that perhaps the Stormheart ability that Kuulvheysoon gave of her in his description comes into effect only when there's a storm in the area. Any ideas, guys?

  29. - Top - End - #89
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    On the dire lion, I used the Lion stats with higher hit dice. I boosted str and con for the dire version. The ghost abilities replace a lot of the lion abilities, and I used the roar and the corrupting gaze from the adventure, updated to look more like 5e powers (i.e. necrotic damage instead of ability drain). Unfortunately I haven't come across a template on how to do this.

    For Ulwai, the main ability in question is Call Lightning. It inflicts an extra die of damage during stormy conditions.
    Last edited by Horatio@Bridge; 2018-01-03 at 01:09 PM.

  30. - Top - End - #90
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Red Hand of Doom 5e Conversion Guide [Spoilers, WIP, PEACH]

    I've now caught up to the fight with Ulwai, which means we're also close to the Ghostlord. We've had some discussion on Ulwai already and I've copied some of the stats below. I tend to envision Ulwai as more of a College of Lore bard, so I'll add such a variant below. Do folks have any further thoughts on Ulwai's stat blocks or how to adapt her tactics as given in the book?

    Spoiler: Kuulvheysoon's Ulwai
    Show

    Medium Humanoid (goblinoid), Neutral Evil
    -------------------------
    Armor Class 16 (breastplate)
    HP 130hp
    Speed 30 ft
    -------------------------
    Str 14 (+2), Dex 16 (+3), Con 14 (+2)
    Int 14 (+2), Wis 14 (+2), Cha 18 (+4)
    -------------------------
    Senses darkvision 60ft, passive perception 15
    Saves Dexterity +6, Charisma +7
    Skills Deception +10, Perception +5, Performance +7, Insight +10
    Languages Common, Goblin
    CR 7 (2900XP)
    -------------------------
    Traits
    Army Arcana As hobgoblin devastator (VGtM, pg. )
    Arcane Advantage As hobgoblin devastator (VGtM, pg. )
    Bardic Inspiration (d8 4 times/rest), options as College of Valour Bard, PHB pg. 55
    Stormheart once per turn, Ulwai may add 2d8 electricity damage to one melee attack
    Spellcaster As 8th level bard (Spell save DC 15, Spell Attack bonus +7)
    Cantrips known: message, stormbolt, true strike, vicious mockery
    4 1st level slots (faerie fire, sleep, tasha's hideous laughter)
    3 2nd level slots (detect thoughts, heat metal, shatter)
    3 3rd level slots (dispel magic, stinking cloud, lightning bolt)
    2 4th level slots (greater invisibility, polymorph)
    -------------------------
    Actions
    Multiattack Ulwai can make 2 whip attacks when she uses the Attack action.
    Whip (melee, 10ft reach) +6: 5 (1d4+3) slashing damage
    Spellcasting (see above)

    *stormbolt is simply an electric version of firebolt


    Spoiler: Moradin's Staff of Stormclouds
    Show

    Staff of Stormclouds (Strong Conjuration; rare, requires attunement):
    This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It also has the following additional properties. The staff has 10 charges, and it recovers 1d3 charges each day at dawn.

    Fog Cloud, 1 charge as a 1st level spell;
    Call Lightning, 3 charges as a 3rd level spell;
    Control Weather, 8 charges as an 8th level spell.

    Price: 10000 gp


    Spoiler: College of Lore Ulwai
    Show

    Medium Humanoid (goblinoid), Neutral Evil
    -------------------------
    Armor Class 16 (breastplate)
    HP 88hp (8d8+24)
    Speed 30 ft
    -------------------------
    Str 10 (+0), Dex 14 (+2), Con 16 (+3)
    Int 15 (+2), Wis 12 (+1), Cha 20 (+5)
    -------------------------
    Senses darkvision 60ft, passive perception 14
    Saves Dexterity +5, Charisma +8
    Skills Deception +10, Perception +4, Performance +7, Insight +9
    Languages Common, Goblin
    CR 7 (2900XP)
    -------------------------
    Traits
    Bardic Inspiration (d8 5 times/rest), options as College of Lore Bard, PHB pg. 55
    Stormcaller Ulwai may spend a use of Bardic Inspiration as a bonus action add 3d6 electricity damage to one melee attack
    Spellcaster As 8th level bard (Spell save DC 15, Spell Attack bonus +7)
    Cantrips known: message, thunderclap, true strike, vicious mockery
    4 1st level slots (charm person, cure wounds, faerie fire, thunderwave)
    3 2nd level slots (detect thoughts, shatter, suggestion)
    3 3rd level slots (dispel magic, clairvoyance, call lightning)
    2 4th level slots (greater invisibility, dimension door)
    -------------------------
    Actions
    Whip (melee, 10ft reach) +5: 5 (1d4+2) slashing damage
    Spellcasting (see above)
    Last edited by Horatio@Bridge; 2018-01-11 at 11:40 AM.

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