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Red Hand of Doom 4.0
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<blockquote data-quote="Benimoto" data-source="post: 4310579" data-attributes="member: 40093"><p>Okay, I've been working hard on my conversion document. I have parts 1, 4 & 5 considerably more fleshed out and am working on parts 2 and 3. I need to make one more pass through the parts I have to assign specific treasure and flesh out some of the traps and skill challenges a little more, but I thought I'd post what I have.</p><p></p><p>Introduction and Part 1:</p><p>[sblock]RED HAND OF DOOM</p><p>General Notes on this Conversion: The purpose of this conversion document is to allow running the Red Hand of Doom adventure with D&D 4e rules. This document only supplements the adventure—it is assumed that you have a physical copy of the module. Due to the size of the adventure, some on-the-fly conversion will still be necessary. This module only covers major, experience-bearing encounters and skill checks. In many cases, you will have to covert some skill checks concerning background detail into their 4e skill equivalents. Additionally, you may have to improvise some details during skill challenges.</p><p></p><p> Preference is given to using monsters out of the Monster Manual when possible. This may mean that PCs are frequently fighting monsters up to 4 levels higher or lower than their own level. If your PCs are having trouble with these monsters, consider using the guideline for increasing or decreasing level given in the Dungeon Master's Guide (DMG 174).</p><p></p><p> The beast-like spawn of Tiamat are easy to convert, but the blackspawn raiders are trickier. Since they are essentially dragon-men, I just used dragonborn from the Monster Manual. You can describe them as normal dragonborn with a black dragon heritage, or as something more bestial, resembling normal dragonborn as orcs or gnolls resemble humans. Either way, they deal acid instead of fire damage with their breath weapons in all instances.</p><p></p><p> Where I give statistics for destroying an object, such as Skull Gorge bridge, I use level-appropriate ACs as used in Keep on the Shadowfell instead of the insignificant ones given in the DMG. It is my opinion that damaging an object is not just a matter of making contact, but of hitting the right spot, similar to dparcamaging a creature.</p><p></p><p> This conversion is intended for a group of 5 6th level characters, using standard XP rules, and will take them to midway level 12 if they do well in the adventure. Each part mentions at the beginning what level group it is intended for. If your group is lower-level, misses critical events or quests, or otherwise falls behind consider using random encounters to supplement their XP totals.</p><p></p><p>PART 1</p><p>Notes on Part 1: This part is intended for characters just starting 6th level and will take them to midway through 7th level. </p><p></p><p>Quest: Vault of Vraath Keep: This conversion assumes you are using the Vault of Vraath Keep hook from page 5. You can inform the players that finding the vault is a level 7 major quest, worth 1,500 XP. You can give them more hooks and more quests, especially if they could use the extra XP, but this conversion assumes just the quest hook.</p><p></p><p>Marauder Attack: level 9, 2,058 XP</p><p>Zarr, Doom Hand cleric (level 5 soldier) (custom)*</p><p>Uth-lar, hobgoblin bladebearer (level 5 skirmisher) (custom)*</p><p>12 hobgoblin warriors (level 8 minion) (MM 138)</p><p>2 hell hounds (level 7 brute) (MM 160)</p><p>Setup: Characters are assumed to be using their passive Perception skill when traveling. Those not making a DC 15 check are considered surprised at the beginning of the combat. </p><p>Tactics: The only major change in tactics is that Zarr no longer has the same abilities. Note that the hell hound has a damaging aura, and the hobgoblins should avoid being damaged.</p><p>Treasure: 1 parcel</p><p>Notes: As the module mentions, this is a difficult encounter, but it is within the range the DMG suggests for “hard” encounters. Be sure to adjust it for your own party. The DC to identify Zarr's holy symbol of Tiamat is the same, DC 15. Some minor information on Tiamat can be found in the DMG, page 163.</p><p></p><p>Riding Into Town: 200 XP</p><p>Minor skill challenge or</p><p>1 town guard (level 3 soldier) (MM 163)</p><p>3 human rabble (level 2 minion) (MM 163)</p><p>Interaction: You could treat interacting with the guards as a minor skill challenge, complexity 1 (4 successes before 2 failures) with easy (13) and moderate DCs (17) depending on the PCs' general tone. Alternately, feel free to resolve the whole encounter with roleplaying. If the PCs fail, they may have to sneak into town and risk being chased out of town by guards until they can gain the support of a prominent town citizen.</p><p></p><p>Jorr's Cabin: 200 XP</p><p>Minor skill challenge or</p><p>1 human berzerker (level 4 brute) (MM163)</p><p>Notes: Treat this encounter similarly to the encounter with the town guards, but PCs mentioning their intention to deal with the goblins automatically win the encounter.</p><p></p><p>The Witchwood: level 4-9, variable XP</p><p>Notes: No random encounters are necessary by these conversion guidelines, but if your party is underleveled or you just want to fight something, a few random encounters couldn't hurt. Make your own encounters, modify, or use these suggested ones:</p><p>shambling mound encounter (level 9, XP 1,900) (MM 232)</p><p>vine horror encounter (level 8, XP 1,900) (MM 260)</p><p>owlbear encounter (level 7, XP 1,650) (MM 212)</p><p>stirge encounter (level 7, XP 1,500) (MM 248)</p><p>bear encounter (level 6, XP 1,250) (MM 29)</p><p>harpy encounter (level 6, XP 1,250) (MM 154)</p><p>goblin outriders (same as in Vraath Keep stables)</p><p>boar encounter (level 5, XP 1,150) (MM 39)</p><p>ettercap encounter (level 4, XP 900) (MM 107)</p><p></p><p>Causeway: level 6, 1,250 XP</p><p>1 young hydra (level 6 solo brute) (custom)</p><p>Combat: The hydra hides in a similar fashion. It has improved cover, and a +5 Stealth modifier. Roll the hydra's stealth check. If the PCs beat its stealth check by less than 10, they see only a reptilian head in the water in the wagon. If they beat it by 10 or more, they notice the whole hydra.</p><p>Tactics: The hydra fights with the benefit of cover from the water, if possible. It climbs out onto the causeway only if it cannot reach its opponents any other way. It flees if reduced below 50 hit points.</p><p>Treasure: 1 parcel</p><p>Notes: Several hydras have boon posted in the thread which should do nicely here.</p><p></p><p>Vraath Keep</p><p>Most of the details about Vraath Keep and the goblin activity within should work well. See the notes on the stables for the change in what kind of mounts the goblins have and what tracks they might leave.</p><p> In the story of the keep, it mentions the Twistusks, a clan of forest giants. One possibility in the 4e conversion is that the Twistusks are a clan of fomorians or cyclopes, stranded from the feywild by a planar accident. This change is also noted in the conversion for Old Wracklegnaw below.</p><p></p><p>Gardner's Shack: level 6, 200 XP</p><p>Decrepit Shack trap!</p><p>Notes: I'm not going to bother with a full trap writeup here. It takes a Perception check, DC 20 to notice the hazard. At the end of each round in which a character stands in the shack, make a saving throw for the shack with a -2 modifier for each creature beyond the first. Failure means it collapses, attacking all within it at +9 vs Reflex for 1d10+4 damage.</p><p></p><p>Wolf Stables: level 6, 1,200 XP</p><p>3 dire wolves (level 5 skirmisher) (MM 264) or 3 rage drakes (level 5 brute) (MM 92)</p><p>3 goblin riders (level 5 skirmisher) (custom)</p><p>Creatures: There is one more pair of rider and mount here. The mounts are now large. See the notes below </p><p>Tactics: The goblins prefer to fight from wolfback (or drakeback) and do what they can to get mounted. The hobgoblins in the barracks need to make an effective Perception check of DC 22 (or 12 if the fight reaches into the courtyard), counting their distance and the walls between them. </p><p>Notes: Dire wolves are large and lack the association with goblins, but they fit well otherwise. Alternately, the goblins could ride rage drakes. That would be more dragonny, and foreshadow the stormlizards in part 4. On the minus side it might ramp up the fantasy quotient too fast. The transition from low-fantasy humanoids to high fantasy dragons and demons is a great feature of this adventure otherwise.</p><p></p><p>Spike-littered nest: level 5, 1,000 XP</p><p>1 manticore (level 10 elite skirmisher) (MM 184)</p><p>Tactics: The manticore just watches the fight unless attacked or unless Koth orders it onto battle. It prefers to stay on the roof, bombarding the party with spikes and spike volleys indefinitely. If the adventurers put up a decent ranged fight and it is alone, it alerts any hobgoblins it can.</p><p>Notes: A single level 10 elite is a workable but not optimal fight for a 6th level party. Its defenses and attacks may be very high compared to the party capabilities. If it is spoiling this fight, remember that it is not particularly committed to the fight. It may return to simply watching if the party is having difficulty hitting it, or it may just fly off, particularly if it is bloodied.</p><p></p><p>Barracks: level 6, 1,350 XP</p><p>Karkilan, minotaur fighter (level 7 elite brute) (custom)*</p><p>5 hobgoblin soldiers (level 3 soldier) (MM 139)</p><p>Creatures: There are 5 soldiers now. Karkilan is medium-sized.</p><p>Tactics: Hobgoblins without their armor and shields have a 14 AC and lose their phalanx fighting ability. Otherwise, tactics work as outlined in the module.</p><p>Treasure: 1 parcel</p><p></p><p>Wyrmlord Koth's Quarters: level 6, 1,200 XP</p><p>Wyrmlord Koth, bugbear wizard (level 7 elite controller) (custom)*</p><p>4 imps (level 3 lurker) (MM 63)</p><p>Creatures: Koth now has a small flock of imps accompanying him.</p><p>Tactics: Koth has no need for buffing spells or wands. If he decides fleeing is a better idea, he has no potions of fly, but is fast as an elf through the woods. He flees to Skull Gorge Bridge as mentioned in the module.</p><p>Treasure: 1 parcel</p><p>Notes: It is a Perception check, DC 25 to notice the secret door here.</p><p></p><p>Vraath Vault</p><p>Quest: Finding the vault finishes the Vault of Vraath Keep, which may be used as an adventure hook. If the PCs are on this quest, they earn the reward: 1,500 XP.</p><p>Treasure: 6 parcels</p><p>Notes: The iron bars have 30 hit points, AC 18, Defenses 6 resist all 10 and Break DC 23.</p><p></p><p>Old Wracklegnaw: level 7, 1,500 XP</p><p>Skill challenge or</p><p>Old Wracklegnaw, venerable fomorian warrior (MM 110, see notes)</p><p>Creatures: One possibility for Old Wracklegnaw is that he is an ancient Fomorian, one of a small clan that found their way onto the prime material plane almost two centuries ago. Modify the read-aloud text to reflect his pale, twisted, deformed body. In this case, his combat statistics would be similar to the fomorian warrior (MM 110), but with a -10 to all defenses, -5 to attacks and damage, and 252 hit points. His long years have mellowed him out some and his alignment is now best specified as unaligned. He would be roughly a level 7 challenge by himself.</p><p> If the adventurers take the better route of negotiation, this becomes a skill challenge.</p><p>Setup: To convince Old Wrackgnaw to eat the Red Hand horde instead of the PCs, you must remind him of his former glory and the thrill of the hunt.</p><p>Level: 7.</p><p>Complexity: 3 (requires 8 successes before 4 failures).</p><p>Primary Skills: Diplomacy, History, Insight.</p><p>Bluff (hard DCs): You try to convince Wracklegnaw using false pretenses, but he is skeptical and stoic in response.</p><p>Diplomacy (moderate DCs): You flatter Wracklegnaw and ask forthrightly for his aid. He is intrigued that he someone might actually want his help.</p><p>History (moderate DCs): You recall the might of the Twistusks' old hunting parties. Perhaps there is about to be an abundance of “game”.</p><p>Insight (easy DCs): You empathize with the old giant. Old Wracklegnaw is an easy read. He longs for one last hunt and one last opportunity to be feared. The first use of this skill reveals the special use of the gauntlet from the keep.</p><p>Intimidate (hard DCs): You attempt to influence Wracklegnaw through threats. At the end of his life, it takes more than callow threats of violence to sway him and there is a good chance that failing at an intimidation attempts will simply cause Old Wracklegnaw to attack.</p><p>Special: Characters sharing his meal gain a +2 to their checks. Offering Old Wracklegnaw the spiked gauntlet from Vraath Keep instantly earns 3 successes.</p><p>Success: Wracklegnaw will do what he can against the Red Hand horde. This includes rounding up his surviving allies and kin from the Wyrmsmoke foothills.</p><p>Failure: If the PCs have at least 4 successes and they have not tried to intimidate Wracklegnaw, he simply sends them away, and they earn 1,000 XP for avoiding a fight. Otherwise, he attacks with the intent of driving them out of his campsite and possibly obtaining more meat for his larder.</p><p></p><p>Skull Gorge Bridge: level 10, 2,504 + 1,500 XP</p><p>Quest: Destroy the Bridge: When the PCs see Skull Gorge bridge, or figure out its significance from the map, give them a quest to destroy it. This is a major, level 8 quest, worth 1,500 XP.</p><p>Ozyrrandion, young green dragon (level 5 solo skirmisher) (MM 80)</p><p>2 hell hounds (level 7 brute) (MM 160) </p><p>1 hobgoblin commander (level 5 soldier) (MM 140)</p><p>8 hobgoblin warriors w/longbows (level 8 minion) (MM 138)</p><p>Creatures: The hobgoblin archers are minions with the same stats as the hobgoblin warriors the PCs encountered in the marauder attack. They are equipped with longbows with essentially the same stats as their longswords: Ranged 20/40 +10 vs. AC; 6 damage. Wyrmlord Koth may also be here if he has fled from Vraath Keep, making the fight even more difficult. Ozyrrandion is large, of course.</p><p> If you want to use “real” archers, use the stats for hobgoblin archers (MM 139), but be aware that this makes the encounter a 3000 xp level 11 encounter. That's probably only barely suitable for a fully-rested level 7 party by the DMG guidelines, but this is supposed to be a very difficult fight.</p><p>Tactics: The hell hounds and hobgoblins use essentially the tactics the module recommends. Ozyrrandion uses flyby attacks and his breath weapon to weaken the party before engaging in melee. Using his luring glare to send PCs over the bridge railings is a very dangerous tactic, but one he will use if the PCs are making progress on destroying the bridge. Characters next to the gorge when the bridge is destroyed can make a saving throw to land prone in a safe area along the side. Those on the bridge when it collapses, fall. See the section below about being falling off the bridge.</p><p>Taking Out the Bridge: This is no easier a task in 4e. See specific details below. If the necessary damage is dealt (destroying the weak spot, 2 adjacent bridge sections, or both towers on one end), the bridge comes down one round later. A Perception check, DC 10 is needed to notice the imminent collapse.</p><p>Bridge Walkway (5-foot section): Each section has 300 hit points, AC 20, Defenses 18, resist all 5 and Break DC 43. The weak spot can be found with a DC 25 Perception check, and has 40 hit points.</p><p>Guard Tower (5-foot section): Each section has 150 hit points, AC 20, Defenses 18, resist all 5 and Break DC 35.</p><p>Falling Off the Bridge: Creatures falling or being pushed the bridge are allowed a saving throw to remain prone on the last intact square of bridge they previously occupied. In sections with an intact railing, characters receive a +5 on this saving throw. A fall deals damage depending on where on the bridge the falling character was. A character above one of the sloping sides of the gorge takes 7d10 damage. A falling character above the water can make a saving throw. Success allows the character to choose whether he lands in the water or on the rocks. Otherwise, determine it randomly. Falling into the water deals 5d10 + 25 damage and the character is now in the water, being washed downstream. Falling onto the rocks deals 5d10 + 50 damage. This is well above the survivable amounts of damage for PCs of the appropriate level so ummm... don't fall.</p><p>Treasure: 1 parcel.</p><p>Quest XP: As mentioned above, destroying the bridge is worth 1,500 XP as a major quest reward.</p><p></p><p>Goblin Raid: level 7, 1,500 XP</p><p>3 dire wolves (level 5 skirmisher) (MM 264) or 3 rage drakes (level 5 brute) (MM 92)</p><p>3 goblin riders (level 5 skirmisher) (custom)</p><p>1 hell hound (level 7 brute) (MM 160)</p><p>Second Wave: level 8, 1,704 XP</p><p>2 Kulkor Zuul war adepts (level 10 artillery) (custom)</p><p>8 hobgoblin warriors (level 8 minion) (MM 138)</p><p>Tactics: The war adepts are much simpler now, but the overall tactics of the raiders remain the same.</p><p>Notes: Again, the goblins could ride rage drakes instead. As the module mentions, you could re-use this encounter several times with modifications for bloodthirsty groups of players.</p><p></p><p>Chimera Attack: level 7, 1,600 XP</p><p>2 blackspawn raiders (dragonborn gladiators) (level 10 soldier) (MM 86)</p><p>2 griffons (level 7 brute) (MM 147)</p><p>Creatures: A chimera is a level 15 elite monster in 4e, clearly inappropriate for this stage of the adventure. You could customize the chimera to make it it a lower-level solo, or just follow these recommendations and have the attack be from blackspawn raiders mounted on griffons. Alternately, you could re-run the goblin raid encounter with some changes. (A worg instead of a hell hound, blood ghost berserkers or kulkor zuul mindbenders instead of the war adepts, etc.)</p><p>Tactics: The dragonborn are thirsty for combat, and they dismount and fight from the ground as the griffons charge from the air.</p><p></p><p>Desperate Council: level 7, up to 1,500 XP</p><p>This can play out as a complicated skill challenge. The initial setup assumes that the PCs are trying to convince the council to flee, but they will have to take this position on their own. There are several courses of action the PCs could argue for.</p><p>Setup: To convince the townsfolk to take your preferred course of action, you will have to first convince several hard-headed members of the town council.</p><p>Level: 7 (easy DC 15, moderate DC 19, hard DC 23)</p><p>Complexity: 5 (requires 12 successes before 6 failures). There are 5 NPCs present, as described in the module. Some of the NPCs may already support the PCs' position and not need to be convinced. The PCs could address 2-3 of their attempts towards each reluctant NPC, and 2-3 towards the group in general.</p><p>Primary Skills: Bluff, Diplomacy, Intimidate, Streetwise.</p><p>Bluff (moderate DCs): You try to encourage the NPC to support your position using false pretenses.</p><p>Diplomacy (moderate DCs): You argue your position with reason and emotional appeal.</p><p>History (hard DCs): You remind the council of similar historical events which support your position. Most will just believe that their particular circumstance is different unless you think of a particularly pertinent example.</p><p>Insight (hard DCs): You empathize with the NPC and try to gain their support. This will generally have the effect of reinforcing their existing position but can occasionally sway an opinion.</p><p>Intimidate (hard DCs): You threaten the NPC either directly or indirectly. It is counterproductive to intimidate Delora or Soranna, and intimidating these two counts as a failure.</p><p>Streetwise (moderate DCs): You attempt to convince your target using information you've gained in the community.</p><p>Special: Certain circumstances may count as automatic successes. PCs using Koth's map and notes in support of their position is an automatic success. If Jorr saw the horde's might at Cinder Hill, his testimony counts as two successes. If the PCs fought off the goblin raid or raider attack, each victory counts as a success.</p><p>Success: The council decides to back your course of action. See the module for the following events depending on if the PCs advocated fighting, evacuation or talking with the horde. Award 1,000 XP for success and 500 extra XP if the PCs advocated evacuation.</p><p>Failure: If the PCs fail to convince the council of anything, the council sends out a delegation to negotiate with the horde. The delegation is ignored and the horde attacks.</p><p></p><p>Massacre at Drellin's Ferry</p><p>If the PCs try to stand up to the horde, run this event. Basically, send increasing waves of hobgoblins at the adventurers until they either get the idea or die.</p><p>First Wave: level 9, 2,000 XP</p><p>2 manticores (level 10 elite skirmisher) (MM 184)</p><p>Second Wave: level 11, 2,900 XP</p><p>3 griffons (level 7 brute) (MM 147)</p><p>2 wyverns (level 10 skirmisher) (MM 268)</p><p>2 Kulkor Zuul war adepts (level 10 artillery) (custom)</p><p>Third Wave: level 14, 4,550 XP</p><p>Abithrax, young adult red dragon (level 12 solo soldier) (custom, though similar to MM 82-83)</p><p>3 doom fist monks (level 8 skirmisher) </p><p>Assault Barge: level 14, 5,360 XP</p><p>3 Blood Ghost berserkers (level 7 brute) (custom)</p><p>Kulkor Zuul war adept (level 10 artillery) (custom)</p><p>2 Doom Hand clerics (level 5 soldier) (custom)*</p><p>4 hell hounds (level 7 brute) (MM 160)</p><p>3 hobgoblin bladebearers (level 5 skirmisher) (custom)*</p><p>20 hobgoblin warriors (level 8 minion) (MM 138)</p><p></p><p>Total XP for Part 1: 20,466 XP without random encounters or Massacre at Drellin's Ferry</p><p>Notes: The party should be midway through level 7 if they've done well in this part.</p><p>[/sblock]</p><p></p><p>Part 2: see below...</p><p></p><p>Part 3: coming soon</p><p></p><p>Whoops, getting a little long. Continued in next post.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4310579, member: 40093"] Okay, I've been working hard on my conversion document. I have parts 1, 4 & 5 considerably more fleshed out and am working on parts 2 and 3. I need to make one more pass through the parts I have to assign specific treasure and flesh out some of the traps and skill challenges a little more, but I thought I'd post what I have. Introduction and Part 1: [sblock]RED HAND OF DOOM General Notes on this Conversion: The purpose of this conversion document is to allow running the Red Hand of Doom adventure with D&D 4e rules. This document only supplements the adventure—it is assumed that you have a physical copy of the module. Due to the size of the adventure, some on-the-fly conversion will still be necessary. This module only covers major, experience-bearing encounters and skill checks. In many cases, you will have to covert some skill checks concerning background detail into their 4e skill equivalents. Additionally, you may have to improvise some details during skill challenges. Preference is given to using monsters out of the Monster Manual when possible. This may mean that PCs are frequently fighting monsters up to 4 levels higher or lower than their own level. If your PCs are having trouble with these monsters, consider using the guideline for increasing or decreasing level given in the Dungeon Master's Guide (DMG 174). The beast-like spawn of Tiamat are easy to convert, but the blackspawn raiders are trickier. Since they are essentially dragon-men, I just used dragonborn from the Monster Manual. You can describe them as normal dragonborn with a black dragon heritage, or as something more bestial, resembling normal dragonborn as orcs or gnolls resemble humans. Either way, they deal acid instead of fire damage with their breath weapons in all instances. Where I give statistics for destroying an object, such as Skull Gorge bridge, I use level-appropriate ACs as used in Keep on the Shadowfell instead of the insignificant ones given in the DMG. It is my opinion that damaging an object is not just a matter of making contact, but of hitting the right spot, similar to dparcamaging a creature. This conversion is intended for a group of 5 6th level characters, using standard XP rules, and will take them to midway level 12 if they do well in the adventure. Each part mentions at the beginning what level group it is intended for. If your group is lower-level, misses critical events or quests, or otherwise falls behind consider using random encounters to supplement their XP totals. PART 1 Notes on Part 1: This part is intended for characters just starting 6th level and will take them to midway through 7th level. Quest: Vault of Vraath Keep: This conversion assumes you are using the Vault of Vraath Keep hook from page 5. You can inform the players that finding the vault is a level 7 major quest, worth 1,500 XP. You can give them more hooks and more quests, especially if they could use the extra XP, but this conversion assumes just the quest hook. Marauder Attack: level 9, 2,058 XP Zarr, Doom Hand cleric (level 5 soldier) (custom)* Uth-lar, hobgoblin bladebearer (level 5 skirmisher) (custom)* 12 hobgoblin warriors (level 8 minion) (MM 138) 2 hell hounds (level 7 brute) (MM 160) Setup: Characters are assumed to be using their passive Perception skill when traveling. Those not making a DC 15 check are considered surprised at the beginning of the combat. Tactics: The only major change in tactics is that Zarr no longer has the same abilities. Note that the hell hound has a damaging aura, and the hobgoblins should avoid being damaged. Treasure: 1 parcel Notes: As the module mentions, this is a difficult encounter, but it is within the range the DMG suggests for “hard” encounters. Be sure to adjust it for your own party. The DC to identify Zarr's holy symbol of Tiamat is the same, DC 15. Some minor information on Tiamat can be found in the DMG, page 163. Riding Into Town: 200 XP Minor skill challenge or 1 town guard (level 3 soldier) (MM 163) 3 human rabble (level 2 minion) (MM 163) Interaction: You could treat interacting with the guards as a minor skill challenge, complexity 1 (4 successes before 2 failures) with easy (13) and moderate DCs (17) depending on the PCs' general tone. Alternately, feel free to resolve the whole encounter with roleplaying. If the PCs fail, they may have to sneak into town and risk being chased out of town by guards until they can gain the support of a prominent town citizen. Jorr's Cabin: 200 XP Minor skill challenge or 1 human berzerker (level 4 brute) (MM163) Notes: Treat this encounter similarly to the encounter with the town guards, but PCs mentioning their intention to deal with the goblins automatically win the encounter. The Witchwood: level 4-9, variable XP Notes: No random encounters are necessary by these conversion guidelines, but if your party is underleveled or you just want to fight something, a few random encounters couldn't hurt. Make your own encounters, modify, or use these suggested ones: shambling mound encounter (level 9, XP 1,900) (MM 232) vine horror encounter (level 8, XP 1,900) (MM 260) owlbear encounter (level 7, XP 1,650) (MM 212) stirge encounter (level 7, XP 1,500) (MM 248) bear encounter (level 6, XP 1,250) (MM 29) harpy encounter (level 6, XP 1,250) (MM 154) goblin outriders (same as in Vraath Keep stables) boar encounter (level 5, XP 1,150) (MM 39) ettercap encounter (level 4, XP 900) (MM 107) Causeway: level 6, 1,250 XP 1 young hydra (level 6 solo brute) (custom) Combat: The hydra hides in a similar fashion. It has improved cover, and a +5 Stealth modifier. Roll the hydra's stealth check. If the PCs beat its stealth check by less than 10, they see only a reptilian head in the water in the wagon. If they beat it by 10 or more, they notice the whole hydra. Tactics: The hydra fights with the benefit of cover from the water, if possible. It climbs out onto the causeway only if it cannot reach its opponents any other way. It flees if reduced below 50 hit points. Treasure: 1 parcel Notes: Several hydras have boon posted in the thread which should do nicely here. Vraath Keep Most of the details about Vraath Keep and the goblin activity within should work well. See the notes on the stables for the change in what kind of mounts the goblins have and what tracks they might leave. In the story of the keep, it mentions the Twistusks, a clan of forest giants. One possibility in the 4e conversion is that the Twistusks are a clan of fomorians or cyclopes, stranded from the feywild by a planar accident. This change is also noted in the conversion for Old Wracklegnaw below. Gardner's Shack: level 6, 200 XP Decrepit Shack trap! Notes: I'm not going to bother with a full trap writeup here. It takes a Perception check, DC 20 to notice the hazard. At the end of each round in which a character stands in the shack, make a saving throw for the shack with a -2 modifier for each creature beyond the first. Failure means it collapses, attacking all within it at +9 vs Reflex for 1d10+4 damage. Wolf Stables: level 6, 1,200 XP 3 dire wolves (level 5 skirmisher) (MM 264) or 3 rage drakes (level 5 brute) (MM 92) 3 goblin riders (level 5 skirmisher) (custom) Creatures: There is one more pair of rider and mount here. The mounts are now large. See the notes below Tactics: The goblins prefer to fight from wolfback (or drakeback) and do what they can to get mounted. The hobgoblins in the barracks need to make an effective Perception check of DC 22 (or 12 if the fight reaches into the courtyard), counting their distance and the walls between them. Notes: Dire wolves are large and lack the association with goblins, but they fit well otherwise. Alternately, the goblins could ride rage drakes. That would be more dragonny, and foreshadow the stormlizards in part 4. On the minus side it might ramp up the fantasy quotient too fast. The transition from low-fantasy humanoids to high fantasy dragons and demons is a great feature of this adventure otherwise. Spike-littered nest: level 5, 1,000 XP 1 manticore (level 10 elite skirmisher) (MM 184) Tactics: The manticore just watches the fight unless attacked or unless Koth orders it onto battle. It prefers to stay on the roof, bombarding the party with spikes and spike volleys indefinitely. If the adventurers put up a decent ranged fight and it is alone, it alerts any hobgoblins it can. Notes: A single level 10 elite is a workable but not optimal fight for a 6th level party. Its defenses and attacks may be very high compared to the party capabilities. If it is spoiling this fight, remember that it is not particularly committed to the fight. It may return to simply watching if the party is having difficulty hitting it, or it may just fly off, particularly if it is bloodied. Barracks: level 6, 1,350 XP Karkilan, minotaur fighter (level 7 elite brute) (custom)* 5 hobgoblin soldiers (level 3 soldier) (MM 139) Creatures: There are 5 soldiers now. Karkilan is medium-sized. Tactics: Hobgoblins without their armor and shields have a 14 AC and lose their phalanx fighting ability. Otherwise, tactics work as outlined in the module. Treasure: 1 parcel Wyrmlord Koth's Quarters: level 6, 1,200 XP Wyrmlord Koth, bugbear wizard (level 7 elite controller) (custom)* 4 imps (level 3 lurker) (MM 63) Creatures: Koth now has a small flock of imps accompanying him. Tactics: Koth has no need for buffing spells or wands. If he decides fleeing is a better idea, he has no potions of fly, but is fast as an elf through the woods. He flees to Skull Gorge Bridge as mentioned in the module. Treasure: 1 parcel Notes: It is a Perception check, DC 25 to notice the secret door here. Vraath Vault Quest: Finding the vault finishes the Vault of Vraath Keep, which may be used as an adventure hook. If the PCs are on this quest, they earn the reward: 1,500 XP. Treasure: 6 parcels Notes: The iron bars have 30 hit points, AC 18, Defenses 6 resist all 10 and Break DC 23. Old Wracklegnaw: level 7, 1,500 XP Skill challenge or Old Wracklegnaw, venerable fomorian warrior (MM 110, see notes) Creatures: One possibility for Old Wracklegnaw is that he is an ancient Fomorian, one of a small clan that found their way onto the prime material plane almost two centuries ago. Modify the read-aloud text to reflect his pale, twisted, deformed body. In this case, his combat statistics would be similar to the fomorian warrior (MM 110), but with a -10 to all defenses, -5 to attacks and damage, and 252 hit points. His long years have mellowed him out some and his alignment is now best specified as unaligned. He would be roughly a level 7 challenge by himself. If the adventurers take the better route of negotiation, this becomes a skill challenge. Setup: To convince Old Wrackgnaw to eat the Red Hand horde instead of the PCs, you must remind him of his former glory and the thrill of the hunt. Level: 7. Complexity: 3 (requires 8 successes before 4 failures). Primary Skills: Diplomacy, History, Insight. Bluff (hard DCs): You try to convince Wracklegnaw using false pretenses, but he is skeptical and stoic in response. Diplomacy (moderate DCs): You flatter Wracklegnaw and ask forthrightly for his aid. He is intrigued that he someone might actually want his help. History (moderate DCs): You recall the might of the Twistusks' old hunting parties. Perhaps there is about to be an abundance of “game”. Insight (easy DCs): You empathize with the old giant. Old Wracklegnaw is an easy read. He longs for one last hunt and one last opportunity to be feared. The first use of this skill reveals the special use of the gauntlet from the keep. Intimidate (hard DCs): You attempt to influence Wracklegnaw through threats. At the end of his life, it takes more than callow threats of violence to sway him and there is a good chance that failing at an intimidation attempts will simply cause Old Wracklegnaw to attack. Special: Characters sharing his meal gain a +2 to their checks. Offering Old Wracklegnaw the spiked gauntlet from Vraath Keep instantly earns 3 successes. Success: Wracklegnaw will do what he can against the Red Hand horde. This includes rounding up his surviving allies and kin from the Wyrmsmoke foothills. Failure: If the PCs have at least 4 successes and they have not tried to intimidate Wracklegnaw, he simply sends them away, and they earn 1,000 XP for avoiding a fight. Otherwise, he attacks with the intent of driving them out of his campsite and possibly obtaining more meat for his larder. Skull Gorge Bridge: level 10, 2,504 + 1,500 XP Quest: Destroy the Bridge: When the PCs see Skull Gorge bridge, or figure out its significance from the map, give them a quest to destroy it. This is a major, level 8 quest, worth 1,500 XP. Ozyrrandion, young green dragon (level 5 solo skirmisher) (MM 80) 2 hell hounds (level 7 brute) (MM 160) 1 hobgoblin commander (level 5 soldier) (MM 140) 8 hobgoblin warriors w/longbows (level 8 minion) (MM 138) Creatures: The hobgoblin archers are minions with the same stats as the hobgoblin warriors the PCs encountered in the marauder attack. They are equipped with longbows with essentially the same stats as their longswords: Ranged 20/40 +10 vs. AC; 6 damage. Wyrmlord Koth may also be here if he has fled from Vraath Keep, making the fight even more difficult. Ozyrrandion is large, of course. If you want to use “real” archers, use the stats for hobgoblin archers (MM 139), but be aware that this makes the encounter a 3000 xp level 11 encounter. That's probably only barely suitable for a fully-rested level 7 party by the DMG guidelines, but this is supposed to be a very difficult fight. Tactics: The hell hounds and hobgoblins use essentially the tactics the module recommends. Ozyrrandion uses flyby attacks and his breath weapon to weaken the party before engaging in melee. Using his luring glare to send PCs over the bridge railings is a very dangerous tactic, but one he will use if the PCs are making progress on destroying the bridge. Characters next to the gorge when the bridge is destroyed can make a saving throw to land prone in a safe area along the side. Those on the bridge when it collapses, fall. See the section below about being falling off the bridge. Taking Out the Bridge: This is no easier a task in 4e. See specific details below. If the necessary damage is dealt (destroying the weak spot, 2 adjacent bridge sections, or both towers on one end), the bridge comes down one round later. A Perception check, DC 10 is needed to notice the imminent collapse. Bridge Walkway (5-foot section): Each section has 300 hit points, AC 20, Defenses 18, resist all 5 and Break DC 43. The weak spot can be found with a DC 25 Perception check, and has 40 hit points. Guard Tower (5-foot section): Each section has 150 hit points, AC 20, Defenses 18, resist all 5 and Break DC 35. Falling Off the Bridge: Creatures falling or being pushed the bridge are allowed a saving throw to remain prone on the last intact square of bridge they previously occupied. In sections with an intact railing, characters receive a +5 on this saving throw. A fall deals damage depending on where on the bridge the falling character was. A character above one of the sloping sides of the gorge takes 7d10 damage. A falling character above the water can make a saving throw. Success allows the character to choose whether he lands in the water or on the rocks. Otherwise, determine it randomly. Falling into the water deals 5d10 + 25 damage and the character is now in the water, being washed downstream. Falling onto the rocks deals 5d10 + 50 damage. This is well above the survivable amounts of damage for PCs of the appropriate level so ummm... don't fall. Treasure: 1 parcel. Quest XP: As mentioned above, destroying the bridge is worth 1,500 XP as a major quest reward. Goblin Raid: level 7, 1,500 XP 3 dire wolves (level 5 skirmisher) (MM 264) or 3 rage drakes (level 5 brute) (MM 92) 3 goblin riders (level 5 skirmisher) (custom) 1 hell hound (level 7 brute) (MM 160) Second Wave: level 8, 1,704 XP 2 Kulkor Zuul war adepts (level 10 artillery) (custom) 8 hobgoblin warriors (level 8 minion) (MM 138) Tactics: The war adepts are much simpler now, but the overall tactics of the raiders remain the same. Notes: Again, the goblins could ride rage drakes instead. As the module mentions, you could re-use this encounter several times with modifications for bloodthirsty groups of players. Chimera Attack: level 7, 1,600 XP 2 blackspawn raiders (dragonborn gladiators) (level 10 soldier) (MM 86) 2 griffons (level 7 brute) (MM 147) Creatures: A chimera is a level 15 elite monster in 4e, clearly inappropriate for this stage of the adventure. You could customize the chimera to make it it a lower-level solo, or just follow these recommendations and have the attack be from blackspawn raiders mounted on griffons. Alternately, you could re-run the goblin raid encounter with some changes. (A worg instead of a hell hound, blood ghost berserkers or kulkor zuul mindbenders instead of the war adepts, etc.) Tactics: The dragonborn are thirsty for combat, and they dismount and fight from the ground as the griffons charge from the air. Desperate Council: level 7, up to 1,500 XP This can play out as a complicated skill challenge. The initial setup assumes that the PCs are trying to convince the council to flee, but they will have to take this position on their own. There are several courses of action the PCs could argue for. Setup: To convince the townsfolk to take your preferred course of action, you will have to first convince several hard-headed members of the town council. Level: 7 (easy DC 15, moderate DC 19, hard DC 23) Complexity: 5 (requires 12 successes before 6 failures). There are 5 NPCs present, as described in the module. Some of the NPCs may already support the PCs' position and not need to be convinced. The PCs could address 2-3 of their attempts towards each reluctant NPC, and 2-3 towards the group in general. Primary Skills: Bluff, Diplomacy, Intimidate, Streetwise. Bluff (moderate DCs): You try to encourage the NPC to support your position using false pretenses. Diplomacy (moderate DCs): You argue your position with reason and emotional appeal. History (hard DCs): You remind the council of similar historical events which support your position. Most will just believe that their particular circumstance is different unless you think of a particularly pertinent example. Insight (hard DCs): You empathize with the NPC and try to gain their support. This will generally have the effect of reinforcing their existing position but can occasionally sway an opinion. Intimidate (hard DCs): You threaten the NPC either directly or indirectly. It is counterproductive to intimidate Delora or Soranna, and intimidating these two counts as a failure. Streetwise (moderate DCs): You attempt to convince your target using information you've gained in the community. Special: Certain circumstances may count as automatic successes. PCs using Koth's map and notes in support of their position is an automatic success. If Jorr saw the horde's might at Cinder Hill, his testimony counts as two successes. If the PCs fought off the goblin raid or raider attack, each victory counts as a success. Success: The council decides to back your course of action. See the module for the following events depending on if the PCs advocated fighting, evacuation or talking with the horde. Award 1,000 XP for success and 500 extra XP if the PCs advocated evacuation. Failure: If the PCs fail to convince the council of anything, the council sends out a delegation to negotiate with the horde. The delegation is ignored and the horde attacks. Massacre at Drellin's Ferry If the PCs try to stand up to the horde, run this event. Basically, send increasing waves of hobgoblins at the adventurers until they either get the idea or die. First Wave: level 9, 2,000 XP 2 manticores (level 10 elite skirmisher) (MM 184) Second Wave: level 11, 2,900 XP 3 griffons (level 7 brute) (MM 147) 2 wyverns (level 10 skirmisher) (MM 268) 2 Kulkor Zuul war adepts (level 10 artillery) (custom) Third Wave: level 14, 4,550 XP Abithrax, young adult red dragon (level 12 solo soldier) (custom, though similar to MM 82-83) 3 doom fist monks (level 8 skirmisher) Assault Barge: level 14, 5,360 XP 3 Blood Ghost berserkers (level 7 brute) (custom) Kulkor Zuul war adept (level 10 artillery) (custom) 2 Doom Hand clerics (level 5 soldier) (custom)* 4 hell hounds (level 7 brute) (MM 160) 3 hobgoblin bladebearers (level 5 skirmisher) (custom)* 20 hobgoblin warriors (level 8 minion) (MM 138) Total XP for Part 1: 20,466 XP without random encounters or Massacre at Drellin's Ferry Notes: The party should be midway through level 7 if they've done well in this part. [/sblock] Part 2: see below... Part 3: coming soon Whoops, getting a little long. Continued in next post. [/QUOTE]
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