Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Promotions/Press
One Scary Monster
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Southern Oracle" data-source="post: 7653215" data-attributes="member: 1249"><p>As the weather grows cool and the leaves start to change color, the excitement for Halloween starts to build. The holidays eat up a lot of free time, so me and my friends try to squeeze in as much gaming as we can in October to offset the dearth of gaming around Christmas and New Year’s. In honor of Halloween, I’m going to run the first official Ravenloft adventure released for Advanced Dungeons & Dragons, <em>Feast of Goblyns.</em></p><p>[PRBREAK][/PRBREAK]</p><p>However, I have no intention of refreshing myself on the rules for 2[SUP]nd[/SUP] edition D&D. Instead I’m converting the adventure to 4E. I briefly toyed with the idea of using the D&D Next rules, but without any clear guidelines for creating creatures, I didn’t feel comfortable modding what few monsters the playtest provided. So I turned to the edition the Greeneville Gaming Group currently plays and will likely continue to play until D&D Next is finally released.</p><p> </p><p><em>Feast of Goblyns </em>is a beautiful adventure. Set in the domains of Kartakass and Gundarak, it takes the characters on a tour of memorable locales, introducing them to interesting characters and building up a clear vision for what Ravenloft was supposed to represent – classic horror. There are werewolves, there are vampires, there are skeletons and zombies. There are betrayals and secret allies, gypsy fortune tellers, and a great prize for the taking; in short, a perfect Halloween-themed adventure.</p><p> </p><p>The adventure’s namesake, the goblyn, is an important part of preserving and maintaining the feeling of horror that gaming in Ravenloft is supposed to evoke. Goblyns are humans cursed by a magic item called the <em>crown of souls.</em> They appear as broad, squat humanoids with stringy hair, wide eyes, and impossibly huge mouths filled with sharp teeth. They strangle their victims with clawed hands and eat their faces at the same time. They are quick and silent, telepathically linked to each other and their master. A scary, scary creature.</p><p> [ATTACH]59161[/ATTACH]</p><p>I spent a lot of time combing through monsters, looking for the right combination of powers to reflect the goblyn from 2E. I borrowed pieces and parts from the feywild choker and boggle sight stealer, made some changes based on the descriptions from the module, and came up with the following 4E creature.</p><p> </p><p><strong>Goblyn Level 5 Soldier</strong></p><p>Medium aberrant humanoid (human) <strong>XP</strong> 200</p><p><strong>HP</strong> 63; <strong>Bloodied</strong> 31 <strong>Initiative</strong> +8</p><p><strong>AC</strong> 21 <strong>Senses</strong> Perception +2</p><p><strong>Fortitude</strong> 16; <strong>Reflex</strong> 18; <strong>Will</strong> 16 low-light vision</p><p><strong>Speed</strong> 8</p><p><strong>Immune</strong> disease, fear, poison</p><p><strong>Resist</strong> 5 necrotic</p><p><strong>Vulnerable</strong> 5 radiant</p><p><strong>Standard Actions</strong></p><p><strong>M Choking Claws * At-Will</strong></p><p><em>Attack:</em> Melee (one creature); +12 vs. AC</p><p><em>Hit:</em> 1d6+4 damage, and the target is grabbed (escape DC 22). Until the grab ends, the target takes ongoing 5 damage.</p><p><strong>m Face Bite * At-Will</strong></p><p><em>Attack:</em> Melee (one grabbed creature); +10 vs. Reflex</p><p><em>Hit:</em> 4d6+8 damage.</p><p><em>Miss:</em> Half damage.</p><p><strong>Triggered Actions</strong></p><p><strong>m Face Rip * At-Will</strong></p><p><em>Trigger:</em> A creature grabbed by the goblyn escapes the grab.</p><p><em>Effect (Immediate Reaction):</em> The triggering creature takes 1d8+5 damage, and the goblyn shifts 3 squares.</p><p><strong>Body Shield * Recharge when the goblyn hits with <em>choking claws</em></strong></p><p><em>Requirement:</em> The goblyn must have a creature grabbed.</p><p><em>Trigger:</em> The goblyn is hit by a melee or ranged attack from an enemy other than the grabbed creature.</p><p><em>Effect (Immediate Interrupt):</em> The triggering attack targets the grabbed creature instead of the goblyn.</p><p><strong>Skills</strong> Athletics +8, Stealth +11, Thievery +11</p><p><strong>Str</strong> 12 (+3) <strong>Dex</strong> 18 (+6) <strong>Wis</strong> 10 (+2)</p><p><strong>Con</strong> 15 (+4) <strong>Int</strong> 8 (+1) <strong>Cha</strong> 15 (+4)</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> telepathy 10 (with master and other</p><p>goblyns)</p><p> </p><p>Another important element of the adventure is the nature of the secret rulers of Kartakass; they aren’t werewolves, but wolfweres. The distinction is important only insomuch as wolfweres don’t infect their victims with lycanthropy, so combat isn’t quite so deadly. Another distinction is that wolfweres are harmed by iron instead of silver, and the more powerful greater wolfweres are harmed only by gold. And since wolfweres are wolves that take on humanoid form, rather than humans who turn into wolves, their behavior is somewhat strange and disturbing to those not in the know. Finally, wolfweres have bardic abilities, so they have a few powers to reflect their love and mastery of music.</p><p> </p><p><strong>Wolfwere Level 6 Controller</strong></p><p>Medium fey magical beast (shapechanger) <strong>XP</strong> 250</p><p><strong>HP</strong> 70; <strong>Bloodied</strong> 35 <strong>Initiative</strong> +6</p><p><strong>AC</strong> 20 <strong>Senses</strong> Perception +12</p><p><strong>Fortitude</strong> 17; <strong>Reflex</strong> 19; <strong>Will</strong> 18 low-light vision</p><p><strong>Speed</strong> 8 (6 in humanoid or hybrid form)</p><p><strong>Traits</strong></p><p><strong>Regeneration</strong></p><p>The wolfwere regains 5 hit points whenever it starts its turn and has at least 1 hit point. When it takes damage from an iron weapon, its regeneration does not function on its next turn.</p><p><strong>Standard Actions</strong></p><p><strong>M Bite * At-Will</strong></p><p><em>Requirement:</em> The wolfwere must be in wolf or hybrid form.</p><p><em>Attack:</em> Melee (one creature); +11 vs. AC</p><p><em>Hit:</em> 2d6+7 damage.</p><p><strong>R Tumultuous Ballad</strong> (thunder)<strong> * At-Will</strong></p><p><em>Requirement:</em> The wolfwere must be in human or hybrid form.</p><p><em>Attack:</em> Ranged 5 (one creature); +10 vs. Reflex</p><p><em>Hit:</em> 2d6+7 thunder damage, and the target takes a -2 penalty to attack rolls until the end of the wolfwere’s next turn.</p><p><strong>c Blinding Word</strong> (thunder)<strong> * Encounter</strong></p><p><em>Requirement:</em> The wolfwere must be bloodied and in human or hybrid form.</p><p><em>Attack:</em> Close burst 2 (enemies in burst); +9 vs. Reflex</p><p><em>Hit:</em> 1d6+4 thunder damage, and the target is blinded until the end of the wolfwere’s next turn.</p><p><strong>Minor Actions</strong></p><p><strong>Change Shape</strong> (polymorph)<strong> * At-Will</strong></p><p><em>Effect:</em> The wolfwere alters its form to appear as a Medium wolf, unique human, or hybrid until it uses <em>change shape</em> again or until it drops to 0 hit points. The wolfwere retains its statistics in its new form. Its clothing, armor, and other possessions do not change.</p><p><strong>Skills</strong> Nature +12</p><p><strong>Str</strong> 12 (+4) <strong>Dex</strong> 16 (+6) <strong>Wis</strong> 19 (+7)</p><p><strong>Con</strong> 14 (+5) <strong>Int</strong> 12 (+4) <strong>Cha</strong> 10 (+3)</p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> Common, Elven</p><p><strong>Equipment</strong> hide armor</p><p> </p><p>The final element that forms the basis for the adventure is the <em>crown of souls</em> itself. It needed to be powerful, but with enough of a drawback that the heroes wouldn’t want to keep it. Here’s what I came up with.</p><p> </p><p><strong>Crown of Souls Level 16</strong></p><p><em>This jagged iron crown seems remarkably unaffected by the ravages of time.</em></p><p><strong>Head Slot</strong> 45,000 gp</p><p><strong>Properties</strong></p><p></p><ul> <li data-xf-list-type="ul">You gain resist 10 poison and are immune to diseases. </li> <li data-xf-list-type="ul">You do not age naturally. </li> <li data-xf-list-type="ul">Creatures that regain hit points within 10 squares of you contract goblynism. </li> </ul><p></p><p><strong>Goblynism Level 10 Curse</strong></p><p><em>The creature’s mouth widens, its eyes enlarge, and it takes on a dank, green coloration.</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Stage 0:</strong> The target recovers from the curse. </li> <li data-xf-list-type="ul"><strong>Stage 1:</strong> The target takes a -2 penalty to Fortitude. </li> <li data-xf-list-type="ul"><strong>Stage 2:</strong> The target takes a -2 penalty to Fortitude. In addition, the target regains only half the normal number of hit points from spending a healing surge, and the target’s hit point total cannot exceed its bloodied value. </li> <li data-xf-list-type="ul"><strong>Stage 3:</strong> The target suffers the effects of stage 1 and stage 2, and also has an aura 2 (poison) that cannot be deactivated. Any creature that ends its turn in the aura loses a healing surge. </li> <li data-xf-list-type="ul"><strong>Stage 4:</strong> The target becomes a goblyn. </li> </ul><p><strong>Check:</strong> At the end of each extended rest, the target makes an Endurance check if it is at stage 1, 2, or 3.</p><p></p><ul> <li data-xf-list-type="ul"><em>12 or Lower:</em> The stage of the curse increases by one. </li> <li data-xf-list-type="ul"><em>13-17:</em> No change. </li> <li data-xf-list-type="ul"><em>18 or Higher:</em> The stage of the curse decreases by one. </li> </ul><p></p><p>So, there you have the elements I’m using for a Halloween-inspired D&D game this year. What elements are you using? Do you have a special adventure you’ve saved for just such an occasion? Or a special monster? Let me know in the comments below.</p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 7653215, member: 1249"] As the weather grows cool and the leaves start to change color, the excitement for Halloween starts to build. The holidays eat up a lot of free time, so me and my friends try to squeeze in as much gaming as we can in October to offset the dearth of gaming around Christmas and New Year’s. In honor of Halloween, I’m going to run the first official Ravenloft adventure released for Advanced Dungeons & Dragons, [I]Feast of Goblyns.[/I] [PRBREAK][/PRBREAK] However, I have no intention of refreshing myself on the rules for 2[SUP]nd[/SUP] edition D&D. Instead I’m converting the adventure to 4E. I briefly toyed with the idea of using the D&D Next rules, but without any clear guidelines for creating creatures, I didn’t feel comfortable modding what few monsters the playtest provided. So I turned to the edition the Greeneville Gaming Group currently plays and will likely continue to play until D&D Next is finally released. [I]Feast of Goblyns [/I]is a beautiful adventure. Set in the domains of Kartakass and Gundarak, it takes the characters on a tour of memorable locales, introducing them to interesting characters and building up a clear vision for what Ravenloft was supposed to represent – classic horror. There are werewolves, there are vampires, there are skeletons and zombies. There are betrayals and secret allies, gypsy fortune tellers, and a great prize for the taking; in short, a perfect Halloween-themed adventure. The adventure’s namesake, the goblyn, is an important part of preserving and maintaining the feeling of horror that gaming in Ravenloft is supposed to evoke. Goblyns are humans cursed by a magic item called the [I]crown of souls.[/I] They appear as broad, squat humanoids with stringy hair, wide eyes, and impossibly huge mouths filled with sharp teeth. They strangle their victims with clawed hands and eat their faces at the same time. They are quick and silent, telepathically linked to each other and their master. A scary, scary creature. [ATTACH=CONFIG]59161[/ATTACH] I spent a lot of time combing through monsters, looking for the right combination of powers to reflect the goblyn from 2E. I borrowed pieces and parts from the feywild choker and boggle sight stealer, made some changes based on the descriptions from the module, and came up with the following 4E creature. [B]Goblyn Level 5 Soldier[/B] Medium aberrant humanoid (human) [B]XP[/B] 200 [B]HP[/B] 63; [B]Bloodied[/B] 31 [B]Initiative[/B] +8 [B]AC[/B] 21 [B]Senses[/B] Perception +2 [B]Fortitude[/B] 16; [B]Reflex[/B] 18; [B]Will[/B] 16 low-light vision [B]Speed[/B] 8 [B]Immune[/B] disease, fear, poison [B]Resist[/B] 5 necrotic [B]Vulnerable[/B] 5 radiant [B]Standard Actions[/B] [B]M Choking Claws * At-Will[/B] [I]Attack:[/I] Melee (one creature); +12 vs. AC [I]Hit:[/I] 1d6+4 damage, and the target is grabbed (escape DC 22). Until the grab ends, the target takes ongoing 5 damage. [B]m Face Bite * At-Will[/B] [I]Attack:[/I] Melee (one grabbed creature); +10 vs. Reflex [I]Hit:[/I] 4d6+8 damage. [I]Miss:[/I] Half damage. [B]Triggered Actions[/B] [B]m Face Rip * At-Will[/B] [I]Trigger:[/I] A creature grabbed by the goblyn escapes the grab. [I]Effect (Immediate Reaction):[/I] The triggering creature takes 1d8+5 damage, and the goblyn shifts 3 squares. [B]Body Shield * Recharge when the goblyn hits with [I]choking claws[/I][/B] [I]Requirement:[/I] The goblyn must have a creature grabbed. [I]Trigger:[/I] The goblyn is hit by a melee or ranged attack from an enemy other than the grabbed creature. [I]Effect (Immediate Interrupt):[/I] The triggering attack targets the grabbed creature instead of the goblyn. [B]Skills[/B] Athletics +8, Stealth +11, Thievery +11 [B]Str[/B] 12 (+3) [B]Dex[/B] 18 (+6) [B]Wis[/B] 10 (+2) [B]Con[/B] 15 (+4) [B]Int[/B] 8 (+1) [B]Cha[/B] 15 (+4) [B]Alignment[/B] Chaotic Evil [B]Languages[/B] telepathy 10 (with master and other goblyns) Another important element of the adventure is the nature of the secret rulers of Kartakass; they aren’t werewolves, but wolfweres. The distinction is important only insomuch as wolfweres don’t infect their victims with lycanthropy, so combat isn’t quite so deadly. Another distinction is that wolfweres are harmed by iron instead of silver, and the more powerful greater wolfweres are harmed only by gold. And since wolfweres are wolves that take on humanoid form, rather than humans who turn into wolves, their behavior is somewhat strange and disturbing to those not in the know. Finally, wolfweres have bardic abilities, so they have a few powers to reflect their love and mastery of music. [B]Wolfwere Level 6 Controller[/B] Medium fey magical beast (shapechanger) [B]XP[/B] 250 [B]HP[/B] 70; [B]Bloodied[/B] 35 [B]Initiative[/B] +6 [B]AC[/B] 20 [B]Senses[/B] Perception +12 [B]Fortitude[/B] 17; [B]Reflex[/B] 19; [B]Will[/B] 18 low-light vision [B]Speed[/B] 8 (6 in humanoid or hybrid form) [B]Traits[/B] [B]Regeneration[/B] The wolfwere regains 5 hit points whenever it starts its turn and has at least 1 hit point. When it takes damage from an iron weapon, its regeneration does not function on its next turn. [B]Standard Actions[/B] [B]M Bite * At-Will[/B] [I]Requirement:[/I] The wolfwere must be in wolf or hybrid form. [I]Attack:[/I] Melee (one creature); +11 vs. AC [I]Hit:[/I] 2d6+7 damage. [B]R Tumultuous Ballad[/B] (thunder)[B] * At-Will[/B] [I]Requirement:[/I] The wolfwere must be in human or hybrid form. [I]Attack:[/I] Ranged 5 (one creature); +10 vs. Reflex [I]Hit:[/I] 2d6+7 thunder damage, and the target takes a -2 penalty to attack rolls until the end of the wolfwere’s next turn. [B]c Blinding Word[/B] (thunder)[B] * Encounter[/B] [I]Requirement:[/I] The wolfwere must be bloodied and in human or hybrid form. [I]Attack:[/I] Close burst 2 (enemies in burst); +9 vs. Reflex [I]Hit:[/I] 1d6+4 thunder damage, and the target is blinded until the end of the wolfwere’s next turn. [B]Minor Actions[/B] [B]Change Shape[/B] (polymorph)[B] * At-Will[/B] [I]Effect:[/I] The wolfwere alters its form to appear as a Medium wolf, unique human, or hybrid until it uses [I]change shape[/I] again or until it drops to 0 hit points. The wolfwere retains its statistics in its new form. Its clothing, armor, and other possessions do not change. [B]Skills[/B] Nature +12 [B]Str[/B] 12 (+4) [B]Dex[/B] 16 (+6) [B]Wis[/B] 19 (+7) [B]Con[/B] 14 (+5) [B]Int[/B] 12 (+4) [B]Cha[/B] 10 (+3) [B]Alignment[/B] Unaligned [B]Languages[/B] Common, Elven [B]Equipment[/B] hide armor The final element that forms the basis for the adventure is the [I]crown of souls[/I] itself. It needed to be powerful, but with enough of a drawback that the heroes wouldn’t want to keep it. Here’s what I came up with. [B]Crown of Souls Level 16[/B] [I]This jagged iron crown seems remarkably unaffected by the ravages of time.[/I] [B]Head Slot[/B] 45,000 gp [B]Properties[/B] [LIST] [*]You gain resist 10 poison and are immune to diseases. [*]You do not age naturally. [*]Creatures that regain hit points within 10 squares of you contract goblynism. [/LIST] [B]Goblynism Level 10 Curse[/B] [I]The creature’s mouth widens, its eyes enlarge, and it takes on a dank, green coloration.[/I] [LIST] [*][B]Stage 0:[/B] The target recovers from the curse. [*][B]Stage 1:[/B] The target takes a -2 penalty to Fortitude. [*][B]Stage 2:[/B] The target takes a -2 penalty to Fortitude. In addition, the target regains only half the normal number of hit points from spending a healing surge, and the target’s hit point total cannot exceed its bloodied value. [*][B]Stage 3:[/B] The target suffers the effects of stage 1 and stage 2, and also has an aura 2 (poison) that cannot be deactivated. Any creature that ends its turn in the aura loses a healing surge. [*][B]Stage 4:[/B] The target becomes a goblyn. [/LIST] [B]Check:[/B] At the end of each extended rest, the target makes an Endurance check if it is at stage 1, 2, or 3. [LIST] [*][I]12 or Lower:[/I] The stage of the curse increases by one. [*][I]13-17:[/I] No change. [*][I]18 or Higher:[/I] The stage of the curse decreases by one. [/LIST] So, there you have the elements I’m using for a Halloween-inspired D&D game this year. What elements are you using? Do you have a special adventure you’ve saved for just such an occasion? Or a special monster? Let me know in the comments below. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
One Scary Monster
Top