giant in the playground red hand of doom 5e

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 ought to have given him the legendary resistance I have included in his statblock below, and perhaps some kind of magical barrier (A Blue Abishai's forcecage?) In the case of the latter, transitioning to part two is easy and flows well. This adventure will be modified for play-by-post type of game for ease of play and streamlining. I just started RHoD in my game. Treasure Generator. The main problem with using this adventure is adapting to the adventure's geography to your campaign, assuming you want to keep the PCs in the North. The Monk PC was being groomed as a "living saint" by the cleric after the death of her prior incarnation at the red dragon's hands. 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. SRD. My party actually had some issues with the Manticores because they rolled fantastically well. I've mixed some of volo's hobgoblins in, which fits with the variety of encounters in RHoD. Text and images are copyrighted by … The Worst Character Creation Taboos for Dungeons and Dragons 5th Edition - Duration: 14:06. I hope something in these notes was helpful. Hey everyone. His legendary actions gave his Hill Giants extra attacks, and he would have fared much better if he had hung back in the second rank and used them as a buffer. Better use of their flight (strafing tactics, etc, especially over the big chasms like Skull Gorge). check out the. Exotic Weapons (Firearms) Cost Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type. NPC Generator. I would suggest DMs take the time to flesh out the travel, and make the world feel bigger. Giant in the Playground. The Greenspawn Razorfiends who they had already encountered multiple times were replaced with a rematch with Skather, the assassin from the Battle who had previously escaped (a modified Assassin NPC with a breath weapon). 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. Despite attempts to banish the PCs Deva ally by the clerics and Tiamat's Divine Word, she remained until the final round of the battle with Tiamat, where she finally exhausted her healing and her hitpoint pool. Giant in the Playground. I had hoped to use my players overreliance on knocking flying enemies prone against them somewhat with the Wing Attack legendary action, but found that there was an exception to magical flight so they would instead just... hover where they were. New comments cannot be posted and votes cannot be cast, More posts from the mattcolville community, Discussion of Matt Colville's "Running the Game" YouTube series and MCDM's "Strongholds & Followers", "Kingdoms & Warfare" 5th Edition supplements, ARCADIA digital magazine for 5th edition GMs and players, and "The Chain" actual play D&D livestream (currently on hiatus), as well as TTRPGs in general and other MCDM projects —————————————————— Need assistance with your MCDM store order or your Kickstarter pledge/preorder? The Ghostlord was stunlocked and suffered a similar fate. ; In the sunken ship area, there is a room where a giant seaweed-monster thing lives. The Assassin from the MM is really glass cannon-y, just a warning. 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? 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. The party enlisted the help of the saint, now a Deva, for their final battle at the Fane. You can still find games and guides for 3.5 edition, but … The evacuation of Drellin’s Ferry marks the end of Part 1 of the Red Hand of Doom. 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). SRD. It is a bit more difficult with the levelled humanoids, as I don't want to scale them up too much by just adding full character levels. Converting it was very easy. 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. DarkSun 3.5e. Recently finished doing the same. Red Hand of Doom is a 128-page adventure module for the 3.5 version of Dungeons & Dragons. 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. The potions of flight the party found in the Bell Tower in Rhest became something they heavily relied on in the campaign. So far for a conversion, many of the monsters are a simple drag-n-drop from the MM or online basic rules. RED HAND OF DOOM By Richard Baker and James Jacobs Wizards of the Coast product number 953857400 128-page softcover, $24.95 IMPORTANT NOTE: As with all of my reviews of adventures, I highly encourage those players whose DMs may be planning on running their party through this adventure to read no further than this first paragraph. Stupid and Deadly. 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. I limited her to three legendary actions but otherwise had a health pool on the high end of the spectrum (~300HP) and kept her numbers as is (the Shield Master Fighter and Monk and UM Beastmaster companion both had evasion to avoid the devastating breath weapons and I allowed my PCs to use the altar and balconies as cover). iirc, I used the Champion NPC stat block, and added the Martial Advantage and Leadership abilities from the Hobgoblin Warlord. I kept the blue dragon's wand of fireballs as in the book and attacked the party from a range of 120ft. What was your experience like? S&W PBP Homebrew. The table is included below. 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. But that will come after our next campaign, Curse of Strahd. If a farm family is at hand, the giant might snack on them too. It's working pretty well so far, but we'll see how it plays out. Dungeons & Dragons 5e - Red Hand of Doom - Part 3 - Duration: 1:37:57. It is my estimate that it will take over a year to complete this adventure. Its grab super is downright lethal. The Blue Abishai used their wyvern zombies as meatshields and included them in the area of their cone of cold spells, then dimension doored behind a wall of force to regroup with the other guards in the corridor. [...] I'll take a look at the Generic Warlord (in the MM?) Treasure Generator. SRD. Links. I replaced the Bonedrinkers with Mummys to allow my Sun Soul Monk an opportunity to use her burning hands ability, but both the Light Cleric and Monk refused to take advantage of their fire vulnerability at all and instead dragged out the mummy fight into an incredibly long encounter where they turned them and picked them off in tight quarters one by one, meaning we didn't actually get time for the Ghostlord fight that session... PLAYERS, am I right? We just finished part 1. Homebrewed Content‎ > ‎ Firearms. Close. SRD. My party cleric burned the red dragon Arbithriax's remains in Cathedral Square and used the parties accumulated wealth to cast Planar Ally. A really cool moment, and not too overpowering considering the capabilities of 10th and 11th level PCs. Equipment. I also used the optional flanking rules, and the party's Beastmaster had a real knack for getting himself surrounded and KO'd. - WIP, PEACH! This event could be simple, without much fanfare, or it could be a gigantic battle against the full might of the horde, one which is doomed to end in failure. 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. SRD. Do Bahamut and Tiamat not exist in your campaign? Strange ruling, but there you go! The campaign will be taking place in the Brown Age (or Sorcerer King Age) before the Age of Heroism. A 5e Conversion Guide for The Red Hand of Doom Introduction The Red Hand of Doom is widely considered to be one of the top tier adventures in the DnD canon. I'd definitely use that statblock again, but respect the PCs deadliness a little more. Perhaps you would rule it differently. The Red Hand of Doom includes encounters designed for use with the D&D miniatures game. I found the dragons to be tricky to balance because 3rd edition had a lot more stratification in their strength so balancing them for 5e is a bit tricky. Am really loving the red hand of Doom module and am keen as hell to work it into Eberron, and there is a plethora of advice on line on where/how to work it in. It's worked pretty well. DarkSun 3.5e. Links. 5e would make it … The ordning was the social structure to which all giants adhered, dating back to the ancient empire of Ostoria. This is the ongoing adventure in the 5e conversion of classic 3.5 adventure The Red Hand of Doom! Not a great warlord, but a tired, old man. Player Information. It was similar to a class-based society, but was much more specific, assigning a social rank to each individual. I looked into Red Hand of Doom as well and it also seemed simple. The dragon fights across the board were somewhat underwhelming (as most solo monster fights tend to be). I made Azzar Kul a scaled up warpriest with 14th level casting, and some magic items and increased melee damage. Turns out Liches arent immune to stun, and I had let my PCs loot the bonelords stash unmolested (a mistake), so that he autofailed his save against Web due to stun, and then restrained could be knocked prone and dogpiled willy-nilly. Welcome to Athas. Archived. I had planned for him to use an upcast spirit guardians to turn the ghosts of fallen hobgoblins against the party, all the while pleading for them to not interrupt the ritual. Scared off by the high numbers of the Adult Red Dragon, I nevertheless wish I had used a wyrm with legendary actions for this fight, as the action economy really favored the PCs and it just felt like a bit of anticlimax. A poster on the Giant in the Playground forum wrote up a 5e conversion, available here. I'm planning a Planescape followup down the track based loosely on that 4E scales of war adventure path, running the PCs against the githyanki and a vengeful Tiamat across Sigil and the planes for a session or two. Just ran the first encounter, the ambush. The subpages below highlight different rules and classes that have … Hey everyone. But, in the end, this wasn�t a new setting. This is a full Fifth Edition playtest of Red Hand of Doom. Help support GITP's forums (and ongoing server maintenance) via Patreon Divination became a big part of the game in a way I hadn't expected, and in retrospect I would have withheld more information in the interrogations so that this scrying and divining could have more payoff. Links. - Giant in the Playground Forums Links. Unlike the other wyrmlords who went down like chumps, she had perhaps too many tools for escape. I will be running the Red Hand of Doom adventure. Red Hand of Doom Adventure. I used the Rise of Tiamat version, which has several conditional modifiers to adjust her stats. As a rare magic item that lasts a full hour, it trivialised a lot of later combats (although allowing the fighter and monk a way to deal with flying enemies in a party with only a single caster). 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 … (Though apparently Hell Hounds are tougher in 5e than they were in 3.5!). DarkSun 3.5e. 110. The first was this wonderful thread over at Giant in the Playground. 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. One of my PCs, the evil beastmaster ranger, had expressed dissapointment that the hoard were too black and white evil, and that her war-criminal character did not feel as morally gray as she had hoped. Going to stat up Hravek Kharn in the next day or two - Any suggestions? I've been thinking about adapting the Red Hand of Doom campaign to 5e and was wondering if anyone out here has done it already? I'm working on a 5e conversion, and will be running the first session this week. Forgive me if I missed it but do you have guidelines for milestone leveling for this adventure? This was also their first use of Divination to locate the group's leaders. Doesn't even really affect his CR, depending on what you do. I also stumbled across this thread: http://www.giantitp.com/forums/showthread.php?525127-Converting-Red-Hand-of-Doom-to-5e where someone's done most of the work for about half the campaign. To allow him to talk to the party from a Range giant in the playground red hand of doom 5e.. 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