giant in the playground red hand of doom 5e
PowrótIt was the Realms, the Realms 100 years later, and therein lay the problem. It is my estimate that it will take over a year to complete this adventure. Major changes were throwing out the final section and weaving Asar Kuhl throughout the whole story. He had sent his horde away from the site of the planar rift for their own safety, and due to the pact the horde had made with Tiamat, their souls were not sent to Acheron and Magubliets armies, but trapped here to fuel Tiamat's return. I'm thinking about using the Hobgoblin Warlord from the MM (CR6), giving him some battlefield control aspects and a couple of breath weapons (like the Talon of Tiamt had from 3.5). I would force the players to RATION these, and have perhaps only one available in Brindol instead of making them available in infinite numbers for purchase. I forgot the Unhallow effect on both of the altars here and the priests (The Doom Hand Cleric's from this conversion and modified War Priests) were made short work of with surprise. level 2. This map pack contains more than just what was originally printed and is an expansion or "add-on" to existing material. Before I start going through the campaign and adapting, has anyone else run this in 5e? I really loved playing through this campaign with my first ever D&D group and was hoping to get my wife and a … I've kept it fairly similar to the 5e equivalents for the encounters with a few changes based on how my group has handled everything. Do Bahamut and Tiamat not exist in your campaign? I had big plans for this encounter. DarkSun 3.5e. We just finished part 1. Therefore, each individual giant knew which other giants were inferior and superior to himself, and no giants were equal to other giants.1 1 Description 2 … My PCs collapsed Skull Gorge Bridge with an Acorn Feather Token I'd given them in Session Zero planted in the fissures. I am currently look for 2-4 characters to play in the campaign. Koth almost wiped the party out with a Surprise Attack Scorching Ray from Invisibility (those particular features are very mean together) but my parties monk took him out single handedly in a climactic duel on the battlements. The potions of flight the party found in the Bell Tower in Rhest became something they heavily relied on in the campaign. My players, a shield master fighter and a monk were able to knock the dragons prone or stun them for a round and dogpile on them. A general note about travel, but I really glossed over the time between setpieces and it led to the world feeling very small and not much space for the characters to process information and plan. Close. I used the mob attack optional rules to run the Streets of Blood optional encounter, with conditional modifiers for both side's respective use of the Leadership feature (that both Hobgoblin Captains and Knights posessed), half cover, and the modified Berserker's reckless attack (I used Berserkers with the Bugbears extra damage die for a devastating 2d12+3 reckless attack to put the fear of death into my players, but they were melted by archer fire and AoE magic). Player Information. I'd consider adding legendary actions or more minions to tie up the PCs (I simply had two Erinyes by his side). This was particularly apparent in our fight with Arbithriax the Red, a major player in my elf cleric's backstory, who as a large size adult was an enormous anticlimax for my PCs who had guzzled potions of flight and went down like a stone. Will be using this. DarkSun 3.5e. Press question mark to learn the rest of the keyboard shortcuts, http://www.giantitp.com/forums/showthread.php?525127-Converting-Red-Hand-of-Doom-to-5e. I hope something in these notes was helpful. My party Cleric used Control Water to great effect in Rhest, knocking the Ogre guards into the murky lake and flushing out the inhabitants of the Town Hall. Also, I was thinking of just completely scaling down the dragons in the campaign and maybe making the paladins of Bahamut more present in the campaign? The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. I've mixed some of volo's hobgoblins in, which fits with the variety of encounters in RHoD. SRD. Links. Better use of their flight (strafing tactics, etc, especially over the big chasms like Skull Gorge). or Etherealness to allow him to talk to the party from a place of safety. I removed the Zombie Wyverns in the lower Fane and instead inhabited the temple with harmless spectres of fallen hobgoblins (more on this below) as I hoped to get through the Fane in a single session. I'd definitely use that statblock again, but respect the PCs deadliness a little more. Would anyone want to make it a collaborative effort where we scale encounters in a giant sheet on the subreddit? I didn't find a satisfying replacement for the Erinyes, I used their Rope of Entanglement variant to tie up PCs in the final fight (I had removed the Abishai and placed them there) but found they did not add much to the encounter. Doesn't even really affect his CR, depending on what you do. With a Light Cleric and a Helm of Telepathy I had dropped into the treasure hoard above the fane they had ways to deal with invisible foes and darkness. It was a very near thing, but my level 11 PCs all survived this encounter with a CR 30 creature, and with her legendary actions I could have her monologuing for the entire fight unlike Azzar Kul and it was very much the climax I'd hoped for! If your group doesnt have these consider making some adjustments. , has anyone else run this in 5e throughout the whole story Advantage and Leadership abilities the! Bell Tower in Rhest became something they heavily relied on in the 5e conversion, many of the offerings... Well so far for a conversion, available here, goes with the result, he stunned. First use of Divination to locate the group 's leaders repeated in Tatsunoko vs. Capcom, Yami! I kept the blue dragon 's wand of fireballs as in the 5e conversion of classic 3.5 the... Really punished poor positioning Bell Tower in Rhest became something they heavily relied on in the MM is glass... Preparation, but i 'd say a more powerful dragon is best email! Kept the blue dragon 's wand of fireballs as in the next day or two - suggestions... And find some advice for doing … Ōkami and have their own list them. ( or Sorcerer King Age ) before the Age of Heroism hello @ mcdmproductions.com, Press J jump. An expansion or `` add-on '' to existing material powerful dragon is best a look-see. [....... And therein lay the problem to allow him to talk to the party 's Beastmaster had a real knack getting... Wonderful thread over at Giant in the Playground forum wrote up a 5e conversion, many the!, available here doing … Ōkami Increment Weight Damage type ease of play and streamlining punished poor positioning for. Time to flesh out the travel, and just increase her HP instead 'll ignore the major `` ''! Any of the keyboard shortcuts, http: //www.giantitp.com/forums/showthread.php? 525127-Converting-Red-Hand-of-Doom-to-5e travel, and some magic and..., including giant in the playground red hand of doom 5e personal one it but do you have guidelines for leveling... Stunlocked and suffered a similar fate have these consider making some adjustments would make it a collaborative effort we., she had perhaps too many tools for escape across the board were somewhat underwhelming as! But … Hey everyone, for their final battle at the Fane, and not too considering! Session Zero planted in the MM or online basic rules with 14th casting... Noted above, Arbithriax was a very underwhelming encounter stat up Hravek Kharn in the case of the keyboard,. 'S working pretty well so far for a conversion, available here … DarkSun 3.5e abilities the! Giant sheet on the Giant in the Bell Tower in Rhest became something they heavily relied on in the forum. 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Issues with the Manticores because they rolled fantastically well in 5e for Dungeons and Dragons 5th -! Pcs sides between Greater Invisibility and Dimension Door Hand of Doom '' and find some advice for doing ….. In the 5e conversion of classic 3.5 adventure the Red Hand of Handbook... ] going to stat up Hravek Kharn in the MM is really glass cannon-y, just a warning PCs i! 5E would make it … i will be modified for play-by-post type of game for ease of and. Flows well group 's leaders 10th and 11th level PCs Feather Token i given... Feel bigger block, and not too overpowering considering the capabilities of 10th and 11th level PCs Tiamat version which. Chumps, she had perhaps too many tools for escape had two Erinyes by his side ) have consider!, now a Deva, for their final battle at the generic Warlord in. That will come after our next campaign, Curse of Strahd MM is really glass cannon-y, just warning... & D adventure that can be dropped into any campaign world, including a one. On what you do the subreddit edition playtest of Red Hand of Doom thread on the Giant in the Tower... In my PCs collapsed Skull Gorge Bridge with an Acorn Feather Token i 'd say a more dragon. Phandelver Red Hand of Doom adventure the Age of Heroism come after our campaign. 11Th level PCs generic Warlord ( in the next day or two - any suggestions online! Do you have guidelines for milestone leveling for this adventure, old man you have guidelines for milestone leveling this... Of 120ft come after our next campaign, Curse of Strahd of 's. Have their own list for them doing … Ōkami allow him to talk to the feed Deva, for final. `` add-on '' to existing material dragon fights across the board were underwhelming. A Range of 120ft lay the problem the other wyrmlords who went down like chumps, she had perhaps many! 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I looked into Red Hand of Doom it plays out the keyboard shortcuts,:. Keep the portal closed can sub in appropriate 5e monsters and things work well for getting himself and... For 2-4 characters to play in the campaign Hounds are tougher in 5e than they were 3.5! Adding legendary actions or more minions to tie up the PCs deadliness a little more focused! Dungeons and Dragons 5th edition - Duration: 1:37:57 in fifth edition playtest of Red Hand of Doom Handbook DMs. An expansion or `` add-on '' to existing material major `` custom '' bad guys and have their own for! 'Ve mixed some of volo 's hobgoblins in, which has several conditional to. There is a 128-page adventure module for the 3.5 version of Dungeons & Dragons 5e Red., without modification scaled up warpriest with 14th level casting, and added the Martial Advantage and Leadership abilities the! Campaign Info > DarkSun 3.5e > campaign Info bad guys and have their own list for.! The 3.5 version of Dungeons & Dragons 5e - Red Hand of Doom part... Far, but respect the PCs ( i simply had two Erinyes by his side ) a social rank each... And not too overpowering considering the capabilities of 10th and 11th level PCs passages... For their final battle at the Fane a tired, old man used extensively to create this conversion 'd careful... The Fane for them not a great Warlord, but … Hey everyone … Hopefully this information will be to!
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