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D&D Older Editions, OSR, & D&D Variants
4e to 5e Balhannoth Conversion
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<blockquote data-quote="ghabrel" data-source="post: 6915664" data-attributes="member: 6805138"><p>[MENTION=6776887]Tormyr[/MENTION]</p><p></p><p></p><p></p><p>Size determines the number of damage dice used? Really? I'm looking at the section of the DMG concerning creating your own stat blocks (~pg275) and it doesn't really seem to imply that anywhere I'm looking.</p><p></p><p></p><p></p><p>The adventurers are delving into the secret maze of tunnels beneath the city to rescue the sister of one of their party members, unaware that they are walking directly into a trap. Unbeknownst to the adventurer carrying it, the magic of the speaking stone the kidnappers left behind has been twisted to serve their needs and their needs alone. While they can enable two-way communication if they so desire, their stone defaults to not capture sound. The stone the adventurer carries, however, can never be disabled, meaning the other stone is constantly letting the kidnappers know everything the party is doing. In addition, it constantly emits an imperceptible whine. Normally, this sound would only attract the attention of dogs, but the adventurer's stone has been specifically attuned to pick up this tone and gently bring it back to the audible spectrum. As the two stones near one another, the kidnapper's stone will start with a soft, low hum, its volume and pitch rising as the distance between the stones diminishes, reaching an ear-splitting screech as the party enters the now abandoned lair of the cult behind the kidnapping. Once one of the adventurers grab the second stone, it falls deathly silent. Moments later, the party hears an immense splash as the balhannoth raised and domesticated by the cult responds to its cue, ready to hunt...</p><p></p><p>Alright, put simply: I've been planning this campaign for a long time, since 4e was the edition of the day, in fact, which is why I have refused to even consider using another monster. And it's always been a solo monster. While it's only been recently that I've actually considered the possibility of it being a TPK, it has always been intended to <bleep> the players' entire day up. It's not supposed to be "nice".</p><p></p><p></p><p></p><p>Well, back in the early days (aka glory days [read: only days; it's been a while]), I started with a group of 6 (even though the adventure stated 5 max). A little later I'm pretty sure I ended up going to 8, but don't quote me. Regardless, that was before I really got a handle on how to manage a game, so I don't know how accurate that frame of reference is on how well I'll do now. Really, it can probably be a huge success, a dismal failure, or anywhere in between.</p><p> [MENTION=59848]Hawk Diesel[/MENTION]</p><p></p><p></p><p></p><p>I've kind of considered it, but thing is, I want this to be a very story driven game, so I am loathe to give out anything that even remotely approaches being a spoiler. Plus, I have the organization of a squirrel, and have only written like 3% of the story that's in my head, so handing it off to someone else is more than slightly complicated. Also, on the splitting the group point, I don't know, something just rubs me the wrong way. I feel like the balance is precarious but stable at 10, and I don't know how to retain that stability when splitting it into two 5s.</p><p> [MENTION=6776887]Tormyr[/MENTION]</p><p></p><p></p><p></p><p>I like your version, seems pretty well rounded. Of course, me being me, I'm thinking bigger...</p><p></p><p>I guess I really am thinking of something unique. Not just any ol' balhannoth, not even an ancient balhannoth, but a balhannoth raised devouring the flesh of shapechangers and bathed in the dark, magical energies of Vecna himself!</p><p></p><p>OK, maybe not <em>that</em> far, but a truly legendary balhannoth.</p><p></p><p>I'll post again when I have a new stat block. I think it'll be good...</p></blockquote><p></p>
[QUOTE="ghabrel, post: 6915664, member: 6805138"] [MENTION=6776887]Tormyr[/MENTION] Size determines the number of damage dice used? Really? I'm looking at the section of the DMG concerning creating your own stat blocks (~pg275) and it doesn't really seem to imply that anywhere I'm looking. The adventurers are delving into the secret maze of tunnels beneath the city to rescue the sister of one of their party members, unaware that they are walking directly into a trap. Unbeknownst to the adventurer carrying it, the magic of the speaking stone the kidnappers left behind has been twisted to serve their needs and their needs alone. While they can enable two-way communication if they so desire, their stone defaults to not capture sound. The stone the adventurer carries, however, can never be disabled, meaning the other stone is constantly letting the kidnappers know everything the party is doing. In addition, it constantly emits an imperceptible whine. Normally, this sound would only attract the attention of dogs, but the adventurer's stone has been specifically attuned to pick up this tone and gently bring it back to the audible spectrum. As the two stones near one another, the kidnapper's stone will start with a soft, low hum, its volume and pitch rising as the distance between the stones diminishes, reaching an ear-splitting screech as the party enters the now abandoned lair of the cult behind the kidnapping. Once one of the adventurers grab the second stone, it falls deathly silent. Moments later, the party hears an immense splash as the balhannoth raised and domesticated by the cult responds to its cue, ready to hunt... Alright, put simply: I've been planning this campaign for a long time, since 4e was the edition of the day, in fact, which is why I have refused to even consider using another monster. And it's always been a solo monster. While it's only been recently that I've actually considered the possibility of it being a TPK, it has always been intended to <bleep> the players' entire day up. It's not supposed to be "nice". Well, back in the early days (aka glory days [read: only days; it's been a while]), I started with a group of 6 (even though the adventure stated 5 max). A little later I'm pretty sure I ended up going to 8, but don't quote me. Regardless, that was before I really got a handle on how to manage a game, so I don't know how accurate that frame of reference is on how well I'll do now. Really, it can probably be a huge success, a dismal failure, or anywhere in between. [MENTION=59848]Hawk Diesel[/MENTION] I've kind of considered it, but thing is, I want this to be a very story driven game, so I am loathe to give out anything that even remotely approaches being a spoiler. Plus, I have the organization of a squirrel, and have only written like 3% of the story that's in my head, so handing it off to someone else is more than slightly complicated. Also, on the splitting the group point, I don't know, something just rubs me the wrong way. I feel like the balance is precarious but stable at 10, and I don't know how to retain that stability when splitting it into two 5s. [MENTION=6776887]Tormyr[/MENTION] I like your version, seems pretty well rounded. Of course, me being me, I'm thinking bigger... I guess I really am thinking of something unique. Not just any ol' balhannoth, not even an ancient balhannoth, but a balhannoth raised devouring the flesh of shapechangers and bathed in the dark, magical energies of Vecna himself! OK, maybe not [I]that[/I] far, but a truly legendary balhannoth. I'll post again when I have a new stat block. I think it'll be good... [/QUOTE]
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