Templar3378
Explorer
So I was bouncing around on the wizards forum with this, and with the arrival a bit early of my 4.0 books, I've started to, slowly, convert RHOD to a 4th Edition adventure.
To keep things simple, I'll be referencing the book a LOT (that and to keep myself with in the whole copy right law thing)
So. Here it goes. AND a disclaimer, this is going to dicuss monsters and other aspects of the adventure that could be spoilers. Keep that in mind if you keep reading and are going to be playing in it.
Part 1 - The Witchwood
(pg. 15) Marauder Attack
(2nd Level Party, 5 members)
Encounter Level –4th Budget - 850XP
Creatures:
First Wave - Hobgoblin Regulars ---> 1st Level Minions (25xp per)
Hellhouds ---> Straight Conversion - Hellhound 2nd level (125xp per)
Zarr - Hobgobling Cleric ---> 3rd Level Hobgoblin Cleric (150xp)
Uth-Lar - Hobgoblin Bladebearer ---> 3rd level, Hobgoblin Commander (150xp)
Second Wave - Hobgoblin Regulars ---> 1st Level Minons (25xp per)
Experiance Total - 850xp
Notes - Use the same tactics as the book describes the encounter. Being that this is the only fight the PC's are likely to get in, a higher level shouldn't be a problem. The staggered nature of the monsters arriving should also help but dropping a couple of the minions from the 2nd wave would be an option if the PC's are having some real trouble.
Another Option is to drop the level one of the hellhounds from the encounter
Don't forget, for larger or smaller parties to make the appropriate adjustments. I've made the a note of what size the party is that I made these for.
Encounter Elements:
Hobgoblin Regulars – 1st Level Minions. - I would probably use the Hobgoblin Grunts on page 138 of the Monster Manual, dropped one level to get them to the appropriate difficulty. Add some shortbows and go from there.
Hellhounds – drop these to level 2.
Zarr, Hobgoblin Cleric - This is the one that I am kind of stuck on right now. You could go and use the Warcaster on Page 140, but if you do, you might want to consider either adding or swapping one of his powers for Incite Faith (Kobold Wyrmpriest) to give him the Clerical Feel he's supposed to have. If you don’t want to do that though, you could leave him as a rather nasty controller surprise for the pc’s.
Uth-lar - Bladebearer - This one takes a bit a conversion too, but not too much. I would say use the Hobgoblin Commander on page 140, and either a) swap that Spear of his for a sword of some kind: maybe a two-handed. That or go the route of Dualwielding, but personally I'm more for keeping the Two-Handed route this one. The Commander would need leveled down to 3rd as well.
To keep things simple, I'll be referencing the book a LOT (that and to keep myself with in the whole copy right law thing)
So. Here it goes. AND a disclaimer, this is going to dicuss monsters and other aspects of the adventure that could be spoilers. Keep that in mind if you keep reading and are going to be playing in it.

Part 1 - The Witchwood
(pg. 15) Marauder Attack
(2nd Level Party, 5 members)
Encounter Level –4th Budget - 850XP
Creatures:
First Wave - Hobgoblin Regulars ---> 1st Level Minions (25xp per)
Hellhouds ---> Straight Conversion - Hellhound 2nd level (125xp per)
Zarr - Hobgobling Cleric ---> 3rd Level Hobgoblin Cleric (150xp)
Uth-Lar - Hobgoblin Bladebearer ---> 3rd level, Hobgoblin Commander (150xp)
Second Wave - Hobgoblin Regulars ---> 1st Level Minons (25xp per)
Experiance Total - 850xp
Notes - Use the same tactics as the book describes the encounter. Being that this is the only fight the PC's are likely to get in, a higher level shouldn't be a problem. The staggered nature of the monsters arriving should also help but dropping a couple of the minions from the 2nd wave would be an option if the PC's are having some real trouble.
Another Option is to drop the level one of the hellhounds from the encounter
Don't forget, for larger or smaller parties to make the appropriate adjustments. I've made the a note of what size the party is that I made these for.
Encounter Elements:
Hobgoblin Regulars – 1st Level Minions. - I would probably use the Hobgoblin Grunts on page 138 of the Monster Manual, dropped one level to get them to the appropriate difficulty. Add some shortbows and go from there.
Hellhounds – drop these to level 2.
Zarr, Hobgoblin Cleric - This is the one that I am kind of stuck on right now. You could go and use the Warcaster on Page 140, but if you do, you might want to consider either adding or swapping one of his powers for Incite Faith (Kobold Wyrmpriest) to give him the Clerical Feel he's supposed to have. If you don’t want to do that though, you could leave him as a rather nasty controller surprise for the pc’s.
Uth-lar - Bladebearer - This one takes a bit a conversion too, but not too much. I would say use the Hobgoblin Commander on page 140, and either a) swap that Spear of his for a sword of some kind: maybe a two-handed. That or go the route of Dualwielding, but personally I'm more for keeping the Two-Handed route this one. The Commander would need leveled down to 3rd as well.
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