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General Tabletop Discussion
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5E Conversion of Red Hand of Doom
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<blockquote data-quote="cooperjer" data-source="post: 7246111" data-attributes="member: 6862150"><p>I did run Red Hand of Doom in 5e. I moved the story to Northern Faerun and replaced the hobgoblins with orcs. I ran the story on the table top, which was before we started using Roll20. As hastur_nz mentioned, I would also recommend using generic templates from Volo's Guide and the Monster Manual. What I mean by generic templates is to use the "monsters" listing for Guard, Knight, Veteran, Champion, etc. Add the appropriate racial features such as darkvision, flying if applicable, any special attacks/actions for higher ranking NPC (i.e. Captain, Warlord, etc.). For the dragonspawn and Doom creatures, I would recommend replacing them with devils, wyrmlings, or young dragons.</p><p></p><p>Although Red Hand of Doom is an open story in which the characters can move to several locations after the initial attack at Drellin's Ferry, it still has a fairly linear progression of key achievements that the characters may follow. Because of this, you should be able to schedule what you will want to have setup in Fantasy Grounds based on how fast your PCs are moving, and with a verbal agreement with your players that you only have so much completed. For example, for the first game session you may only need to complete details for Drellin's Ferry and Vraath Keep. For the second game session you'll want to have the spy encounter ready and Rhest. Hammerfist Holds, can be run without any maps or significant combat encounter. Get an idea from your players at the end of the game session where they plan to go next and have that ready. If they change their mind and you don't have the encounter ready, then you get to wing it and the players may not have as good of a time because there wasn't as much prep.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7246111, member: 6862150"] I did run Red Hand of Doom in 5e. I moved the story to Northern Faerun and replaced the hobgoblins with orcs. I ran the story on the table top, which was before we started using Roll20. As hastur_nz mentioned, I would also recommend using generic templates from Volo's Guide and the Monster Manual. What I mean by generic templates is to use the "monsters" listing for Guard, Knight, Veteran, Champion, etc. Add the appropriate racial features such as darkvision, flying if applicable, any special attacks/actions for higher ranking NPC (i.e. Captain, Warlord, etc.). For the dragonspawn and Doom creatures, I would recommend replacing them with devils, wyrmlings, or young dragons. Although Red Hand of Doom is an open story in which the characters can move to several locations after the initial attack at Drellin's Ferry, it still has a fairly linear progression of key achievements that the characters may follow. Because of this, you should be able to schedule what you will want to have setup in Fantasy Grounds based on how fast your PCs are moving, and with a verbal agreement with your players that you only have so much completed. For example, for the first game session you may only need to complete details for Drellin's Ferry and Vraath Keep. For the second game session you'll want to have the spy encounter ready and Rhest. Hammerfist Holds, can be run without any maps or significant combat encounter. Get an idea from your players at the end of the game session where they plan to go next and have that ready. If they change their mind and you don't have the encounter ready, then you get to wing it and the players may not have as good of a time because there wasn't as much prep. [/QUOTE]
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