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Red Hand of Doom Conversion (Part I)

Posted 6th February 2009 at 09:00 PM by Jack99
Updated 8th February 2009 at 09:55 PM by Jack99
RHoD was by far the best WotC adventure to be made during the 3.x era and definitely one of the best adventures released during those years.

Now 4e is here, and even though a few of my players are somewhat familiar with the module, I am sure that I one day will run it for them.

I had been thinking about a conversion for a bit, but one of the things that I couldn't decide upon, was which level range it should be. Then Draconomicon came out, and the answer was obvious.

So, even though it will probably be years before I get to run this for 4e, I plan to convert it here. If you disagree with the choices I make, feel free to chime in. The only thing I won't budge on is the level range. The conversion will be balanced against a 5 man party that start out at level 8.

Edits:
8th Feb: added treasure and quest info.
8th Feb: changed the name of one of Zarr's powers.


MARAUDER ATTACK

Encounter level 9 (2406 xp)
Setup:
12 Hobgoblin Regulars (see below)
2 Hell Hounds (MM page 160)
Zarr (see below)
Uth-lar (see below)

Hobgoblin Regular Level 8 Minion
Medium natural humanoid XP 88
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 21 (23 with Phalanx Soldier); Fortitude 20, Reflex 18, Will 18
Speed 6
m Longsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage.
R Longbow (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Hobgoblin Resilience (immediate reaction, when the hobgoblin regular suffers an effect that a save can end; encounter)
The hobgoblin regular makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin regular gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment scale armor, light shield, longsword, longbow

Uth-lar Level 8 Soldier (Leader)
Medium natural humanoid XP 350
Initiative +9 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 22
Speed 5
m Shortsword (standard; at-will) * Weapon
+12 vs. AC; 1d8+5 damage; see also lead from the front. If the Uth-lar hits with an opportunity attack, he shifts 1 square.
M Double Strike (standard; at-will) * Weapon
+12 vs. AC; 2d6+5. Uth-lar attacks with both of his shortswords at the same time.
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Lead from the Front
When Uth-lar’s melee attack hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Uth-lar’s next turn.
Hobgoblin Resilience (immediate reaction, when Uth-lar suffers an effect that a save can end)
Uth-lar rolls a saving throw against the effect.
Phalanx Soldier
Uth-lar gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, two short swords

Zarr Level 9 Controller (Leader)

Medium natural humanoid XP 400
Initiative +4 Senses Perception +12
HP 96; Bloodied 48
AC 22; Fortitude 21, Reflex 19, Will 23
Speed 5
m Mace (standard; at-will)
+12 vs. AC; 1d8+5 damage
R Lance of Tiamat (standard; at-will) * necrotic
Range 10; +10 vs. Reflex; 1d8+5 necrotic damage and target is slowed and grants combat advantage until the end of Zarr’s next turn.
C Fear the Doomfist (standard; recharge 5, 6) psychic, fear
Close blast 3; +10 vs. Fortitude; 3d8+5 psychic damage
C Bless the troops (minor; recharge 5, 6)
Close burst 3; all hobgoblin allies within the burst can shift 1 and make a basic attack as a free action
Hobgoblin Resilience (immediate reaction, when Zarr suffers an effect that a save can end)
Zarr rolls a saving throw against the effect.
Phalanx Soldier
Zarr gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Goblin, Common
Skills Arcana +10, Religion +10
Str 16 (+7) Dex 10 (+4) Wis 16 (+7)
Con 16 (+7) Int 12 (+5) Cha 15 (+6)
Equipment chainmail, black-headed mace

Treasure: Each regular hobgoblin has 3gp in change, whereas Zarr and Uth-lar each has 10 gp


RIDING INTO TOWN
Skill challenge level 7 (300 xp)
Complexity 1 (requires 4 successes before 3 failures)
Primary skills: Diplomacy (DC 16), Bluff (DC 18), Intimidate (DC 24)
Other skills: Insight (DC 16) and Streetwise (DC 17)
Victory: They impress Sergeant Hersk and you can gain access to several pieces of information (see page 20)
Defeat: Hersk lets the players pass, but offers no additional info. He is one cranky guard

THE TOWN SPEAKER
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16)
Victory: The players are offered 3000 gold pieces and 2 healing potions each (total worth 3500 gp) for solving the hobgoblin problem for the town.
Defeat: They are only offered 2000 gold pieces

Major Quest: Figure out what is behind the hobgoblin attacks on Drellin's Ferry (1750 xp)

Treasure: 2000 gp or 3000 gp and 10 healing potions.

GETTING LOST (if they cut across the Witchwood)
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary skills: Endurance (DC 13), perception (DC 14), Nature (DC 16), History (DC 20)
Victory: You arrive unharmed at Jorr’s cabin
Defeat: Each player loses 1 healing surge and they run into a level 8 encounter

JORR'S CABIN
Skill challenge level 8 (700 xp)
Complexity: 2 (requires 6 successes before 3 failures)
Primary skills: Bluff (DC 19), diplomacy (DC 15), intimidate (DC 21), history (DC 17), insight (DC 14)
Victory: Get Jorr to be their guide
Defeat: Jorr refuses to help the players

BLACKWATER CAUSEWAY

Encounter level 9 (2000 xp)
Setup:
Hydra (see below)

Hydra Level 9 Solo Brute
Large natural beast (reptile) XP 2000
Initiative +7 Senses Perception +11; all-around vision
HP 470; Bloodied 235 (see also Regenerative Heads)
AC 22; Fortitude 23, Reflex 21, Will 20
Saving Throws +5
Speed 5, swim 10
Action Points 2
m Bite (standard; at-will)
Reach 2; +11 vs. AC; 1d8 + 5 damage.
M Hydra Fury (standard; at-will)
The Hydra makes a number of attacks equal to its heads.
Many-Headed
Each time the Hydra becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack.
Regenerative Heads
Every time the Hydra loses hit points equal to a surge (117 hit points) it loses a head and grows two new heads.
Threatening Reach
The fen hydra can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned Languages —
Skills Stealth +14
Str 20 (+11) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 2 (+2) Cha 8 (+5)

Treasure: A level 12 item, laying in the wreckage of the wagon.

Notes: The hydra encounter can easily become a bit boring. In order to spice it up, I suggest that the hydra, instead of simply wading up to the bridge and attacking people, dive beneath it and comes crash up through the bridge, propelling anyone standing on it in the air and into the water (+9 vs. Fortitude, 4d10+5 damage).


GARDENER’S SHACK + SPIKELITTERED NEST

Encounter level 6 (1350 xp)
Setup:
Shack (see below)
Manticore (see below)

Shack
Level 8 hazard (Warder)
Trap: (See page 26)
Perception: Perception DC 27: Notice cracks in the floor and walls, Dungeoneering DC 20: Realize that this shack is about to crash upon itself
Initiative: +7
Trigger: As soon as someone enters the shack (special)
Special: The shack doesn’t attack immediately. Instead it rolls initiative, and on it’s turn, roll a d6, as for a rechargeable power. On a 6, the shack is “charged” and collapses.
Attack: +12 reflex
Targets: Everyone inside the shack and in a close burst 1 radius
Hit: Collapse (standard, needs to be charged) 3d8+5 damage and target is knocked prone and restrained (save ends both)
Miss: (if inside the shack) half damage, and knocked prone. (If outside in the burst) No damage and target shifts outside the burst.
Countermeasures
- Not entering the shack
- Dungeoneering DC 22 or Thievery DC 23 to stabilize the shack temporarily


WORG STABLES + SPIKELITTERED NEST + BARRACKS

Encounter level 10 (2852 xp)
Setup:
2 Goblin-worgs (see below)
2 Goblin Worgriders (see below)
4 Hobgoblin Regulars (see below)
1 Manticore (see below)

Goblin-Worg Level 8 Brute
Large natural magical beast XP 350
Initiative +6 Senses Perception +9; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a –1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 110; Bloodied 55
AC 19; Fortitude 19, Reflex 17, Will 17
Speed 8
m Bite (standard; at-will)
+11 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Stealth +11
Str 21 (+9) Dex 17 (+7) Wis 10 (+4)
Con 20 (+9) Int 7 (+2) Cha 16 (+7)

Goblin Worg-rider Level 9 Skirmisher
Small natural humanoid XP 400
Initiative +9 Senses Perception +12
HP 92; Bloodied 46
AC 23; Fortitude 22, Reflex 21, Will 21
m Scimitar (standard; at-will)
+14 vs. AC; 1d8 + 5 damage (crit 1d8+13)
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 5 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 2d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+6) Dex 17 (+7) Wis 12 (+5)
Con 13 (+4) Int 8 (+3) Cha 8 (+3)
Equipment: leather armor, spear, 5 javelins in sheaf.


BARRACKS + WYRMLORD KOTH’S QUARTERS

Encounter level 8 (1800 xp)
Setup:
Karlikan (see below)
Koth (see below)

Karkilan Level 8 Elite Soldier
Medium natural humanoid XP 800
Initiative +6 Senses Perception +12
HP 180; Bloodied 90; see also ferocity
AC 26; Fortitude 27, Reflex 21, Will 21
Speed 5
m Battleaxe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 6 damage, and the target is marked until the end of Karkilan’s next turn.
M Double Attack (standard; at-will) * Weapon
Karkilan makes two basic attacks
M Goring Charge (standard; at-will)
The minotaur warrior makes a charge attack: +15 vs. AC; 2d10 + 6 damage, and the target is knocked prone.
C Minotaur Rage (standard; recharge 6) * Weapon
Close burst 1; +14 vs. AC; 3d8+5 damage. Karkilan attacks everyone adjacent to him.
Ferocity (when reduced to 0 hit points)
Karkilan makes a melee basic attack.
Alignment Any Languages Common
Skills Dungeoneering +12, Intimidate +11, Nature +9
Str 23 (+10) Dex 10 (+4) Wis 14 (+6)
Con 18 (+8) Int 9 (+3) Cha 13 (+5)
Equipment scale armor, heavy shield, battleaxe

Wyrmlord Koth Level 10 Elite Artillery
Medium natural humanoid XP 1000
Initiative +8 Senses Perception +7; darkvision
HP 80; Bloodied 40
AC 26; Fortitude 23, Reflex 22, Will 25
Speed 6
m Bone Staff (standard; at-will) ✦ Necrotic, Weapon
+13 vs. AC; 1d8+2 damage plus 1d6 necrotic damage and target is immobilized.
R Twin Spiteful Glamor (standard; at-will)
Range 10; +11 vs. Reflex; 1d8+8 damage (two targets, 1d12+8 if target isn’t wounded)
C Cursebite (standard; recharge when bloodied)
Close burst 20; targets creatures cursed by Koth; 2d8+8 damage
Dark Step (move; recharge 4, 5, 6)
Koth teleports 8
R Ring of Pain (standard, recharge 6) * psychic
Range 10; +11 vs. Will; 2d10+8 psychic damage and ongoing 15 psychic. First failed save: Another target within 10 squares gets ongoing 10 psychic damage.
R Death’s Caress (standard; daily) * necrotic
Burst 1 at range 10; +11 vs Reflex; 3d10+8 necrotic damage (ignores necrotic resistance)
Alignment Evil Languages Common
Skills Bluff +15, Insight +12, Intimidate +15
Str 14 (+7) Dex 16 (+8) Wis 15 (+7)
Con 17 (+8) Int 16 (+8) Cha 21 (+10)
Equipment staff

Treasure: 4000 gp in assorted gems and coins, as well as a level 9, 10 and 11 magical item.

In order to get the best out of this encounter for 4e, you will need to change some things. There are 2-3 separate encounters in the keep. At least, this is how I envision things going.
The players arrive near the keep. If they explore the shack, two things happen. If the shack collapses, the manticore is alerted and arrive to prey on the struggling character. Or alternatively, it could land on the shack, forcing the collapse after players have entered it, but it has not yet collapsed on its own. The manticore should try to retreat after being bloodied. In this case, it will head for its nest and lick its wounds (heal one surge). It will join the battle after a couple of rounds, as they fight the goblins, hobgoblins and worgs.
On the other hand, they might skip the shack altogether and head inside the keep. In this case, I suggest that the manticore joins the fun immediately as the players engage the goblins, hobgoblins and worgs. As per the original version, Karkilan will grab his armor and head up to warn Koth. They will both arrive 6-7 minutes later, once Koth has finished his business and Karkilan has donned his armor. This should give players the time for a quick short rest in between the fights.


OLD WARKLEGNAW
Skill challenge level 8 (1050 xp)
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16), nature (DC 18) (handing OG the gauntlet from Vraath Keep gives 2 automatic successes).
Victory: Calm down Old Warklegnaw (partial) and enlist him in the war (full). A partial victory is achieved after 3 successes.
Defeat: (Complete) Old Warklegnaw attacks! (partial) OG invites them to share his dire boar diner, but he refuses to aid them in the war.

SKULL GORGE BRIDGE

Encounter level 11 (3404 xp)

Ozzyrandion (see below)
2 Hell hounds (MM page 160)
Hobgoblin sergeant (see below)
8 Hobgoblin regulars (see above)

Ozzyrandion, Young Green Dragon Level 8 Solo Skirmisher
Large natural magical beast (dragon) XP 1,750
Initiative +10 Senses Perception +12; darkvision
HP 356; Bloodied 178; see also bloodied breath
AC 24; Fortitude 20, Reflex 22, Will 20
Resist 15 poison
Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15; see also flyby attack
Action Points 2
m Bite (standard; at-will) * Poison
Reach 2; +13 vs. AC; 1d8 + 7 damage, and ongoing 5 poison damage (save ends).
m Claw (standard; at-will)
Reach 2; +13 vs. AC; 1d6 + 7 damage.
M Double Attack (standard; at-will)
The dragon makes two claw attacks.
M Flyby Attack (standard; recharge 5, 6)
The dragon flies up to 10 squares and makes a bite attack at any point during the move without provoking an opportunity attack from the target.
M Tail Sweep (immediate reaction, if an adjacent enemy does not move on its turn; at-will)
+11 vs. Reflex; 1d8 + 7 damage, and the target is knocked prone.
R Luring Glare (minor 1/round; at-will) * Charm, Gaze
Ranged 10; +11 vs. Will; the target slides 2 squares.
C Breath Weapon (standard; recharge 5, 6) * Poison
Close blast 5; +11 vs. Fortitude; 1d10 + 5 poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Aftereffect: The target is slowed (save ends).
C Bloodied Breath (free, when first bloodied; encounter) * Poison
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Frightful Presence (standard; encounter) * Fear
Close burst 5; targets enemies; +11 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Common, Draconic
Skills Bluff +17, Diplomacy +12, Insight +17, Intimidate +12
Str 15 (+6) Dex 20 (+9) Wis 16 (+7)
Con 17 (+7) Int 15 (+6) Cha 17 (+7)

Hobgoblin Sergeant Level 8 Soldier (Leader)
Medium natural humanoid XP 350 xp
Initiative +2 Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 24 (26 with phalanx soldier); Fortitude 24, Reflex 21, Will 21
Speed 5
M Longsword (standard; at-will) ✦Weapon
+15 vs. AC; 2d6 + 5 damage; If the hobgoblin hits with an attack, it shifts 2 squares
M Sword In The Gut (standard; recharge 6) *
+15 vs. AC; 3d10+5 damage and target is slowed (save ends)
C Tactical Deployment (minor; recharge 5, 6)
Close burst 5; allies in the burst shift 3 squares.
Hobgoblin Resilience (immediate reaction, when the hobgoblin sergeant suffers an effect that a save can end; encounter)
The hobgoblin commander rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, History +10, Intimidate +7
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Equipment scale armor, heavy shield, longsword

Treasure: 743 gp in assorted coins (or gems)


As the players return to Derrin's Ferry and tell the council what have happened, they complete their quest. Between the fight at the bridge and the xp from completing the quest, they should now be level 9

WAVE 1 AND WAVE 2

Encounter level 11 (3070 xp)
3 Goblin Riders (see below)
3 Goblin-Worgs (see above)
Hell hound (MM page 160)
Khulkor Zhul War Adept (see below)
5 hobgoblin regulars (see above)

Goblin Rider Level 9 Minion
Medium natural humanoid XP 100
Initiative +8 Senses Perception +6; low-light vision
HP 1: a missed attack never damages a minion.
AC 19; Fortitude 18, Reflex 20, Will 18
Speed 6
m Shortsword (standard; at-will) * Weapon
+10 vs. AC; 6 damage (8 if the goblin has moved more than 4 squares within the same turn).
R Javelin (standard; at-will) * Weapon
+10 vs. AC; 6 damage
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 14 (+6) Dex 19 (+8) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)
Equipment leather armor, shortsword, 5 javelins

Khulkor Zhul War Adept Level 10 Elite Controller
Medium natural humanoid XP 1,000
Initiative +10 Senses Perception +13
HP 212; Bloodied 106
AC 24; Fortitude 23, Reflex 24, Will 25
Saving Throws +2
Speed 6
Action Points 1
m Electric touch (standard; at-will) * lightning
+15 vs. AC; 1d6 + 5 lightning damage, and the target is dazed (save ends)
r Lightning Strike (standard; at-will) * lightning
Ranged 10; +13 vs. Reflex; 1d10 + 5 lightning damage, and the Khulkor Zhul War Adept makes a secondary attack against a random enemy within 5 of the first target; +13 vs. Reflex; 1d10 + 5 lightning damage
C Thunderous Blast (standard; recharge 5, 6) * thunder, lightning
Close blast 5; +13 vs. Fortitude; 3d8+5 thunder damage and target is pushed 1 and knocked prone
R Lightning from the sky (standard; daily) * lightning
Ranged 10; +13 vs. Reflex; 4d8+5 lightning damage and target is knocked prone
Alignment Evil Languages Common, Goblin
Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15
Str 16 (+8) Dex 21 (+10) Wis 17 (+8)
Con 18 (+9) Int 12 (+6) Cha 22 (+11)
Equipment hooded cloak, staff

The fact that the monsters arrive in two waves should make this a fairly easy combat, despite being a n+2 combat on paper.

I made the goblins minions this time around, mostly because it fit the xp amount better, but also because I thought it would make for an interesting moment, when the players realize that it isn’t the riders they should be worried about, but the mounts.

The original Khulkor Zhul War Adept had a lot of draconic heritage (blue) feats, which inspired me to make a lightning theme in his powers.


CHIMERA ATTACK

Encounter level 9 (2400)
3 Chimeras

In the original module, there is only one chimera. But I see no reason why this fight couldn’t work with 3 chimeras, so I would probably go with that. I included a suggestion for a solo chimera. As the chimera already has quite a few attacks, I decided to up the damage instead of piling on more attacks. I ain’t a 100% sure how that will work out, but it’s an idea.

Chimera Level 9 Elite Brute
Large natural magical beast XP 800
Initiative +7 Senses Perception +10; all-around vision, darkvision
HP 246; Bloodied 123; see also bloodied breath
AC 21; Fortitude 23, Reflex 18, Will 20
Resist 10 fire
Saving Throws +2
Speed 6, fly 10 (clumsy), overland flight 15
Action Points 1
m Lion’s Bite (standard; at-will)
+12 vs. AC; 2d6 + 5 damage.
M Ram’s Charge (standard; at-will)
The chimera makes a charge attack: +13 vs. AC; 4d8+5
damage, and the target is pushed 1 square or knocked prone.
M Triple Threat (standard; at-will)
The chimera makes the following three melee attacks against different targets.
Lion’s Bite +12 vs. AC; 2d6 + 5 damage.
Dragon’s Bite +12 vs. AC; 2d8 + 5 damage.
Ram’s Gore +12 vs. AC; 1d10 + 5 damage, and the target is knocked prone.
C Dragon Breath (standard; encounter) ✦ Fire
Close blast 5; +10 vs. Reflex; 1d8 + 5 damage, and ongoing 10
fire damage (save ends).
C Bloodied Breath (free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.
Alignment Unaligned Languages Common, Draconic
Str 24 (+14) Dex 17 (+10) Wis 14 (+9)
Con 23 (+13) Int 5 (+4) Cha 17 (+10)


CHIMERA ATTACK (SOLO VERSION)

Encounter level 10 (2500)
1 Chimera

Chimera Level 10 Solo Brute
Large natural magical beast XP 2500
Initiative +7 Senses Perception +10; all-around vision, darkvision
HP 532; Bloodied 266; see also bloodied breath
AC 24; Fortitude 26, Reflex 21, Will 23
Resist 10 fire
Saving Throws +2
Speed 6, fly 10 (clumsy), overland flight 15
Action Points 1
m Lion’s Bite (standard; at-will)
+12 vs. AC; 3d6 + 5 damage.
M Ram’s Charge (standard; at-will)
The chimera makes a charge attack: +13 vs. AC; 4d10+5
damage, and the target is pushed 3 square or knocked prone.
M Triple Threat (standard; at-will)
The chimera makes the following three melee attacks against different targets.
Lion’s Bite +12 vs. AC; 3d6 + 5 damage.
Dragon’s Bite +12 vs. AC; 3d8 + 5 damage.
Ram’s Gore +12 vs. AC; 2d10 + 5 damage, and the target is knocked prone.
C Dragon Breath (standard; recharge 6) * Fire
Close blast 5; +10 vs. Reflex; 2d8 + 5 damage, and ongoing 10
fire damage (save ends).
C Bloodied Breath (free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.
Alignment Unaligned Languages Common, Draconic
Str 24 (+14) Dex 17 (+10) Wis 14 (+9)
Con 23 (+13) Int 5 (+4) Cha 17 (+10)


DESPERATE COUNSEL
Skill challenge level 9 (1200 xp)
Complexity: 3 (requires 8 successes before 3 failures)
Primary Skills: Diplomacy (DC 15), bluff (DC 17), insight (DC 16), history
Victory: The players convince the council of following their suggestion
Defeat: Indecision fills the council. Move to slaughtering the town in “Massacre at Drellin’s Ferry”

I will update this blog as I get things converted

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Comments

  1. Old
    Matrix Sorcica's Avatar
    We ourselves finished RHoD two weeks ago - and with that, 3.5.

    One of the best adventures we ever ran. And converting it to 4E is a given - it's very 4E already with the npc interaction and all.

    Are you aware of the conversion work that's been done already? The thread is floating around in the 4E house rules forum. If you can't find it, I'll see if I can dig it up.
    permalink
    Posted 11th February 2009 at 01:36 PM by Matrix Sorcica Matrix Sorcica is offline
  2. Old
    Jack99's Avatar
    Takker

    But I have read the thread from the house rule section. I just felt that an adventure that ends with fighting the aspect of Tiamat shouldn't finish around level 10. The goal is to make the conversion so that you fight the aspect of Tiamat from Draconomicon towards the end (level 17+ solo).
    permalink
    Posted 11th February 2009 at 01:51 PM by Jack99 Jack99 is offline
  3. Old
    Matrix Sorcica's Avatar

    Selv tak :)

    I too would do the conversion so the aspect from Draconomicon can be used.

    I changed the order of chapters 4 & 5 with the party fleeing the aspect after defeating Azaar Kul and then after defeating Kharn in the battle for Brindol, they had the final showdown with the aspect, in front of the the whole town.

    Worked like a charm. Might make it to easier ensure the party is around lvl 15 at the end?
    permalink
    Posted 11th February 2009 at 03:16 PM by Matrix Sorcica Matrix Sorcica is offline
  4. Old
    Jack99's Avatar
    I saw that suggestion in several threads and indeed it seems like a really good idea. I might very well do that, when I get that far in my conversion.
    permalink
    Posted 11th February 2009 at 03:49 PM by Jack99 Jack99 is offline
  5. Old
    renau1g's Avatar
    Very well done Jack, I love this module (running it PbP here on Enworld) and can't wait to see how this goes.
    permalink
    Posted 23rd February 2009 at 05:31 PM by renau1g renau1g is offline
  6. Old

    God ide!

    Some time ago, I DM'd about half of RHoD (just reached the dwarves heading for the GL) before having to take a break but we're now slowly getting back into gears and converting into 4e.

    Yes, we are converting levelled 3.5 characters in an existing and ongoing campaign to 4e - the group and I do not have much 4e experience. I know it is against sound advice to convert like that, but I want to continue the campaign and with 4e out couldn't see myself DM'ing 3.5 again.

    I am not sure which conversion thread you're talking aboug above, but I have found some conversion/monster notes which are probably what made me decide to attempt the switch.
    Anyway, I'd also like to move the aspect to the end in order to be able to use the published one.

    My current level plan (do what at what level) is to continue where we left off but to level faster from that point. - Input welcome
    8th - Help dwarves regain their strength
    9th - GL
    10th - Return to Brindol, msission to destroy black altar
    11th - Ch 5 minus Aspect
    12th - Siege plus aspect

    As you can see I'd like to pretty much switch chapters 4&5 to make the ending grander so I'd like to hear more about how Matrix changed things?

    Either way, Jack, how is the conversion going, need any help?
    And how come so many apparant Danes here?
    permalink
    Posted 9th April 2009 at 10:48 AM by BartD BartD is offline
  7. Old
    Jack99's Avatar
    Hey there. For some reason, I am no longer getting any notification when people post on my blog - annoying. The conversion has atm slowed to a grind, due to general business in the RL.

    It should hopefully soon clear up, so that I can get on with this.
    permalink
    Posted 1st May 2009 at 10:27 AM by Jack99 Jack99 is offline
 
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