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5E Conversion of Red Hand of Doom
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<blockquote data-quote="hastur_nz" data-source="post: 7245642" data-attributes="member: 40592"><p>Do you have access to Volo's Guide? If so, I'd think you can find something in MM or VG that's close enough for pretty much everything - building custom monsters are really not worth the trouble, much better to spend a few minutes finding something existing, that's in the right ball-park as far as CR and maybe a key aspect or two that matches (e.g. high AC, a major power or two, etc).</p><p></p><p>For example, I'm currently running "Last Breaths of Ashenport" - in the 3.5 adventure the Fish-Men of Dagon are pseudonatural modified kuo-toa rogue 1, for which I just used Kou-Toa Monitors; the 4e version had two types of Fish-Men so I also used Sea Spawn; the 3.5 Wrath of Dagon was an Amphibious ripper of legend, I used a Neogi Mastermind which I made Legendary; etc. I have tweaked a couple of monsters, but made nothing from scratch, everything is a simple re-skin from MM or VG.</p><p></p><p>From my memory of playing RHoD, I think most of the 3.5 "specials" are likely NPC types (hobgoblins and the like), and between VG and MM there are plenty of options that are close enough; don't sweat the little things that get lost in conversion, 3.5 monsters are often overly complex. The main thing is to be aware of the "action economy", i.e. don't expect a single hobgoblin or two, to last long vs 4-5 PC's, whereas similar numbers on each side will make your players work hard. When I was playing it, we had 5 PC's, and I think our DM upped the number of foes appropriately; we had a lot of tough fights where we had a decent number of foes against us.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7245642, member: 40592"] Do you have access to Volo's Guide? If so, I'd think you can find something in MM or VG that's close enough for pretty much everything - building custom monsters are really not worth the trouble, much better to spend a few minutes finding something existing, that's in the right ball-park as far as CR and maybe a key aspect or two that matches (e.g. high AC, a major power or two, etc). For example, I'm currently running "Last Breaths of Ashenport" - in the 3.5 adventure the Fish-Men of Dagon are pseudonatural modified kuo-toa rogue 1, for which I just used Kou-Toa Monitors; the 4e version had two types of Fish-Men so I also used Sea Spawn; the 3.5 Wrath of Dagon was an Amphibious ripper of legend, I used a Neogi Mastermind which I made Legendary; etc. I have tweaked a couple of monsters, but made nothing from scratch, everything is a simple re-skin from MM or VG. From my memory of playing RHoD, I think most of the 3.5 "specials" are likely NPC types (hobgoblins and the like), and between VG and MM there are plenty of options that are close enough; don't sweat the little things that get lost in conversion, 3.5 monsters are often overly complex. The main thing is to be aware of the "action economy", i.e. don't expect a single hobgoblin or two, to last long vs 4-5 PC's, whereas similar numbers on each side will make your players work hard. When I was playing it, we had 5 PC's, and I think our DM upped the number of foes appropriately; we had a lot of tough fights where we had a decent number of foes against us. [/QUOTE]
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