D&D General Has anyone converted Maure Castle to 5e?

the Jester

Legend
Basically what the title says - I am thinking about running MC in a 5.0 game. I don't mind winging it/doing the work to convert stuff, but if it has already been done, I would love to at least take a look at it.

Thanks!
 

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I found a year old Reddit post by ol' Robilar himself saying that he's working on a conversion and continuation of MC. Fingers crossed, hopefully there has been some good progress. In any event, time permitting, I will probably start my initial conversion work later today.
 


I hope you'll post it online somewhere for the benefit of others who may stumble across this thread because they're looking to do the same thing.
Will do- I'll probably post it here as I go.

Fair warning- I'll be making pretty significant alterations to the lore and npcs referenced to make it fit into my own campaign.

First up will be deciding who the Maures are/were in my game, as well as subbing in campaign-appropriate names for Mordenkainen et. al.
 

Okay, here's the first bit. As I go on and make sufficient progress, I'll eventually upload a pdf of what I've done in the OP. For now:

DUNGEON 112

The Maures: In Cydra, the Maures were some of the last scions of the noble line of Imperial Wotan, who were displaced when the dragon Dekrasode replaced their father as Emperor while disguised as the man. This means that the castle was initially constructed closer to 3,000 years ago. The Maures fled Wotan and were granted refuge by the King of Thule.

This changes the basic background of the Maures but few of the details since they have come to create the castle. It also changes their appearance- they are dark skinned, with wavy hair ranging from red-blonde to black.

Mordenkainen and Friends: In Cydra, replace references to Mordenkainen and his allies as follows:
  • Mordenkainen becomes Malford.
  • Bigby becomes Thimbleton.
  • Yrag becomes Stone Mason II.
  • Riggby becomes Lester.
THE GREAT HALL

Typical Oak and Iron Door: AC 15, hp 80; immune to poison and psychic, damage threshold 10; Str check, DC 25, to force open. Where appropriate, locks require a DC 20 check to open.

Typical Masonry Wall: AC 18, hp 90, immune to poison and psychic, damage threshold 15; Str check, DC 30, to break; climb DC 15.

1: The star was created by agents of the Delphinate in the employ of the Maure family.

3: Replace Spot checks with Wis (Perception) checks.

The historical junk is Thulian material, rather than Suel.

4. The fighters use the gladiator champion stat block. They are hasted for 4 minutes after triggered, giving them the following adjustments unless the haste ends:
  • Their speed is doubled (60’).
  • They get +2 to AC (AC 22).
  • They get advantage on Dex saves.
  • They can take an extra action on each of their turns- Attack (one only), Dash, Disengage, Hide, or Use an Object.
When the haste ends, they can’t move or take actions until after their next turn.

(The gladiator champion uses the Gladiator stat block with the following changes.
  • Its AC is 20 (plate and shield).
  • It has 212 hit points (25d8+100 Hit Dice).
  • Its Constitution is 18 (+4).
  • Its Challenge Rating is 8 (3,900 xp).
It has the following additional Action option.
  • Showy Attack (recharges after a short or long rest). The gladiator makes one melee weapon attack. If it hits, it deals an extra 27 (6d8) damage, and the target must make a DC 15 Wis save or attacks against it have advantage until the end of the gladiator's next turn.
It has the following additional Bonus Action option.
  • Gladiator's Dance. The gladiator moves half its speed without provoking opportunity attacks.
 

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