Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Coverting N1 - Against The Reptile God to 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Archade" data-source="post: 6483151" data-attributes="member: 7654"><p>I'm enjoying my wife's Lord of the Rings movie marathon that's a tradition on New Years' Day, and I'm working in earnest to convert N1 - Against the Cult of the Reptile God. I'm going to use this thread to post some of my work, and hopefully get feedback from the kind folks here.</p><p></p><p>My overall intent is to tone down the treasure levels (waaay too much magic for 1st level), but try to keep everything as close to the original otherwise.</p><p></p><p>Starting in the village of Orlane, most of the NPC villagers are commoners, right out of the Moster Manual, but there are a few key NPCs I'm going to build out. The first ones I'm working on are the elves Dorian and LLywillan. Dorian is originally a fighter 3/magic-user 3, which I'm keeping as a fighter (eldritch knight) 3/wizard (abjurer) 3, and I've worked out his stat block below (feel free to steel it for your own nefarious use).</p><p></p><p>So, to figure out the CR (not that the players will likely end up fighting Dorian), here's what I've got. 44 hit points is a default defensive CR 1/4, his arcane ward ability would bring him up to 53 hp or CR 1/2, but his AC is 19, moving it to CR 3. His offensive attack (assuming he uses the magic weapon spell) is 9 or 10 damage, with an offensive CR of 1, and his attack bonus of +6, moving it to CR 2. If he casts magic missile, the average damage is 11, which doesn't change anything. This averages out to CR 3. Right?</p><p></p><p></p><p></p><p>Dorian</p><p>Medium humanoid (elf), chaotic good</p><p>wood elf fighter (eldritch knight) 3/wizard (abjurer) 3</p><p>________________________________________</p><p>Armor Class 19 (chainmail and shield)</p><p>Hit Points 44 (3d10 + 3d6)</p><p>Speed 35 ft.</p><p>________________________________________</p><p>Str 17 (+3), Dex 18 (+4), Con 14 (+2), Int 17 (+3), Wis 10 (0), Cha 12 (+1)</p><p>________________________________________</p><p>Saving Throws Str +6, Con +5</p><p>Skills Arcana +6, History +6, Perception +3, Survival +3</p><p>Senses darkvision 60 ft, Passive Perception 13</p><p>Languages common, elven</p><p>Challenge 3 (700 xp)</p><p>________________________________________</p><p>Abjuration Savant. The gold and time you must spend to copy an abjuration spell into your spellbook is halved.</p><p>Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover totalling 1 spell level.</p><p>Arcane Ward. When you cast an abjuration spell of 1st level or higher, you create a ward that lasts until you finish a long rest. The ward has 9 hit points. Whenever you take damage, the ward takes damage instead. If this reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.</p><p>Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.</p><p>Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p>Fighting Style (Defense). While you are wearing armor, you gain a +1 bonus to AC.</p><p>Fleet of Foot. Your base walking speed increases to 35 feet.</p><p>Keen Senses. You have proficiency with the Perception skill.</p><p>Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p>Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p>Spellcasting. Dorian is a 3rd level eldritch knight and a 3rd level wizard that uses Intelligence as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Dorian has prepared the following spells from the wizard's spell list, as well as knowing burning hands, magic missile and shield as an eldritch knight:</p><p></p><p>• Cantrips (at will): fire bolt, light, message, minor illusion, true strike</p><p>• 1st Level (4 slots): burning hands, detect magic, false life, longstrider, magic missile, protection from evil and good, shield</p><p>• 2nd Level (3 slots): magic weapon, web</p><p></p><p>Weapon Bond. You are bonded to your longsword and longbow. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can only summon one weapon at a time with your bonus action.</p><p>________________________________________</p><p>ACTIONS</p><p></p><p>Action Surge. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.</p><p>Second Wind. On your turn, you can use a bonus action to regain 1d10+3 hit points. Once you use this feature, you must finish a short or long rest before you use it again.</p><p>Longbow. Missile Weapon Attack: +7 to hit, range XXX ft./XXX ft., one target. Hit: 9 (1d8+4) piercing damage.</p><p>Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage.</p><p>________________________________________</p><p>Equipment: Spellbook that contains comprehend languages, detect magic, disguise self, false life, identify, longstrider, magic weapon, protection from evil and good, sleep, and web</p></blockquote><p></p>
[QUOTE="Archade, post: 6483151, member: 7654"] I'm enjoying my wife's Lord of the Rings movie marathon that's a tradition on New Years' Day, and I'm working in earnest to convert N1 - Against the Cult of the Reptile God. I'm going to use this thread to post some of my work, and hopefully get feedback from the kind folks here. My overall intent is to tone down the treasure levels (waaay too much magic for 1st level), but try to keep everything as close to the original otherwise. Starting in the village of Orlane, most of the NPC villagers are commoners, right out of the Moster Manual, but there are a few key NPCs I'm going to build out. The first ones I'm working on are the elves Dorian and LLywillan. Dorian is originally a fighter 3/magic-user 3, which I'm keeping as a fighter (eldritch knight) 3/wizard (abjurer) 3, and I've worked out his stat block below (feel free to steel it for your own nefarious use). So, to figure out the CR (not that the players will likely end up fighting Dorian), here's what I've got. 44 hit points is a default defensive CR 1/4, his arcane ward ability would bring him up to 53 hp or CR 1/2, but his AC is 19, moving it to CR 3. His offensive attack (assuming he uses the magic weapon spell) is 9 or 10 damage, with an offensive CR of 1, and his attack bonus of +6, moving it to CR 2. If he casts magic missile, the average damage is 11, which doesn't change anything. This averages out to CR 3. Right? Dorian Medium humanoid (elf), chaotic good wood elf fighter (eldritch knight) 3/wizard (abjurer) 3 ________________________________________ Armor Class 19 (chainmail and shield) Hit Points 44 (3d10 + 3d6) Speed 35 ft. ________________________________________ Str 17 (+3), Dex 18 (+4), Con 14 (+2), Int 17 (+3), Wis 10 (0), Cha 12 (+1) ________________________________________ Saving Throws Str +6, Con +5 Skills Arcana +6, History +6, Perception +3, Survival +3 Senses darkvision 60 ft, Passive Perception 13 Languages common, elven Challenge 3 (700 xp) ________________________________________ Abjuration Savant. The gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover totalling 1 spell level. Arcane Ward. When you cast an abjuration spell of 1st level or higher, you create a ward that lasts until you finish a long rest. The ward has 9 hit points. Whenever you take damage, the ward takes damage instead. If this reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style (Defense). While you are wearing armor, you gain a +1 bonus to AC. Fleet of Foot. Your base walking speed increases to 35 feet. Keen Senses. You have proficiency with the Perception skill. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Spellcasting. Dorian is a 3rd level eldritch knight and a 3rd level wizard that uses Intelligence as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Dorian has prepared the following spells from the wizard's spell list, as well as knowing burning hands, magic missile and shield as an eldritch knight: • Cantrips (at will): fire bolt, light, message, minor illusion, true strike • 1st Level (4 slots): burning hands, detect magic, false life, longstrider, magic missile, protection from evil and good, shield • 2nd Level (3 slots): magic weapon, web Weapon Bond. You are bonded to your longsword and longbow. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can only summon one weapon at a time with your bonus action. ________________________________________ ACTIONS Action Surge. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Second Wind. On your turn, you can use a bonus action to regain 1d10+3 hit points. Once you use this feature, you must finish a short or long rest before you use it again. Longbow. Missile Weapon Attack: +7 to hit, range XXX ft./XXX ft., one target. Hit: 9 (1d8+4) piercing damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage. ________________________________________ Equipment: Spellbook that contains comprehend languages, detect magic, disguise self, false life, identify, longstrider, magic weapon, protection from evil and good, sleep, and web [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Coverting N1 - Against The Reptile God to 5E
Top