And lets not forget the two Hellhound´s ;) That 12 Hobgoblin Fighters in all plus a Cleric, a TWF Hobgoblin Bladebearer and two Hellhounds. All of them carrying Heal Potions and the cleric can stay invisible for the most part. Pretty though for 5th Level, without a caster that is... Vraath Keep will be not so hard in my opinion, most of the creatures there come solo or in small groups, as long as the Pc dont make much of a rukus, they can take them out piecemeal. Spoiler: Zhe Manticore will be intersting, as my PC suck at Range ;)Not to mention Wyrmlord Koth.
Ok , I´m hooked :) Sounds great what you were doing to the campaign overall, drawing the characters into the story so much and building up several subplots side by side with the main story.
I thought about running RotR since it came out, but somehow, though i liked it and think it has great potential, the campaign looked a bit to "loosely" tied togehter. Your ideas are great to read and are more in line with what i would envision of the campaign if i would run it. I have some questions, just out of curiosity 1) As you build heavily around the PC, how are you going to deal with PC Death? Lets say Mannis dies in the Catacombs, won´t that break the nice storyline with his mother leading over to Part 6 in Xin-Shalast? 2)Incorporating Red Hand of Doom sounds awesome, but im running this right now, and it is big :) You would need to adjust everything after it, Hook Mountain etc for some additional Levels the Players will have after Red Hand. Plus, an army on the move is different from a possible army gathering in the mountains.
3)have you befriended the PC with Aldern Foxglove or was he just a guy they saved for them? 4)Will the Sandpoint Devil Star in this one? I allways thought, why not making the Sandpoint Devil Nualias Stillborn/sacrificed child? 6 PC stand a Chance, even at low levels. So far so good, keep it coming Mike!
Joel, could you tell us what your Party consists of? I only have three Pc plus one NPC. Human Fighter 5th, specialising in mounted Fighting like a Knight
We had the First Encounter Yesterday, and it really was though on my Pc. The Hobgoblin Fighters (though Level 1 in my Version) backed by the Cleric turned out to be hard, the Bladebearer was harder than expected harrasing the Priest and keeping him on his toes, all in all my Group was in a bad shape afterwards. They are not too shabby, but somehow without a Caster, they have trouble Dealing with 6+ Enemy´s. Normal i think?
JoelF847 wrote:
Many Thanks, highly appreciated! I did the same to the Hobgoblin Veterans, making them 2nd Level Fighters turned out to be about the same as higher Level Warriors, and was easier to convert for me.
My take on the Doom Hand Cleric is this: Spoiler:
Zarr, Doom Hand Cleric CR 2
XP 600 Hobgoblin cleric 3 LE Medium humanoid (goblinoid) Init +2; Senses darkvision 60 ft.; Perception +4 Languages Common, Goblin AC 20, touch 11, flat-footed 19 (+8 armor, +1 Dex, +1 shield) hp 29 (3d8+12) Fort +6, Ref +2, Will +5 Speed 20 ft. (4 squares) Melee mwk heavy mace +6 (1d8+2/x2) Base Atk +2; CMB +4; CMD 15 Atk Options Channel negative Energy 2/day 2d6 (DC 10), Destructive Smite (Su): 5/day +1 Damage Special Actions Copycat (Sp): 5/day 1 Mirror Image spontaneous casting (inflict spells) Combat Gear 2 potions of cure light wounds, scroll of spiritual Weapon CL3, scroll of summon monster III CL5 (DC 6 CL check zum ablesen) Cleric Spells Prepared (CL 3rd) 2nd—cure moderate wounds, hold person (DC 14), invisibilityD 1st—bless, command (DC 13), cure light wounds, true strikeD 0—bleed, guidance, detect magic, resistance D: Domain spell. Domains: Destruction, Trickery Abilities Str 15, Dex 12, Con 16, Int 10, Wis 15, Cha 8 Feats Toughness, Weapon Focus (heavy Mace) Skills Perception +4, Stealth +5, Spellcraft +4; Racial Modifiers +4 Stealth Possessions +1 banded mail, light steel shield, combat gear Hook Harangues the PCs with threats of doom, pain, despair, and death. Basically i raised his Dex and Str to give him a bit more Close Combat Utility. He´s a Hobgoblin after all ;) Wyrmlord Koth i´m going to give the Draconic Bloodline of course, sticks to the Dragontheme and the Dragon Spawn later.
Name Violation wrote: that sounds awesome. I was thinking about doing that myself, but I don't have the free time Yes, that is the underlying problem :D Red Hand of Doom has al LOT of Encounters, some of them use the same Creature, but more often not. Esspecially the Hordes of Hobgoblins and Dragonspawn that have Class Levels are quite cumbersome to convert, with all the additional gimmicks Pathfinder has for the Core Classes. Then there are the unofficial Classes, like Assasin and Scout that are used sometimes. Going over it all is quite a project i recognized after starting.
sowhereaminow wrote: I've been converting pre-PFRPG monsters to PFRPG rules for my campaign. As some of them have class levels, I've been using the monster conversion rules in the Bestiary. The rules don't mention if monsters with class levels receive the favored class bonus or not. I haven't been able to find a reference one way or another. Any input appreciated. They Do, the Bestiary states under the Explanation of HD/HP : The creature's hit points, followed by its Hit Dice (including modifiers from Constitution,favored class levels , creature type modifiers, and theToughnessfeat). Creatures with PC class levels receive maximum hit points for their first HD, but all other HD rolls are assumed to be average. Fast healing and regeneration values, if any, follow the creature's HD. So, even if it´s only said indirectly, i´d say Yes, they do.
I´m in the process of preparing the Red Hand of Doom for my PFRPG Round.
If so, it would spare me a lot of time if i could use these conversions instead of having to go all the way through the whole Campaign ;) I´m not lazy, but why doing it if it is already done by someone else :D So, if some of you have already done some conversion Work on RHoD i would be grateful to take a look at you´re Notes and borrow shamelessly you´re hard work from you!
What about this: Lissala, the goddess of Runes, needs the Runelords as primal initiators of some supreme Magic which will wake her from some kind of deity slumber, interpretet as Death by mortals, and therefore has manipulated the events foreshadowing RotR secretely to further her return and ascendance to some even more powerfull state? And Xin, back then in old times, realized that Lissala´s groth of Power would be quite bad for the world, so decided to uprise against her, which in turn forced her to get rid of him and further install the Runelords as more willing proxys to her end? But Xin is not quite dead, just...maybe on another Plane, in an otherwordly prison or somesuch, and could be the PC´c most important Ally in the Endgame? His eldest Son in turn is a Masterpuppet of Lisala, who has left the Runelords back then in the believe they would controll him, but in truth he was the one controlling them for Lissala. He could star as major Villain and servant of Lissala, after the Runelords have been beaten. There are also possibilities for major intrigues when the Runelords discover, that they are only Pawns and reviving Lissala will lead to their doom. Just some Ideas out of the Head.
gigglestick wrote: After Thistletop, I expect a month of recovery before Skinsaw, and then after Skinsaw will be some time in Magnimar and then off to Celwynvian to face the Armageddon Echo before coming back to Hook Mountain. (We're on the slow XP path...so there is room for more encoutners.) You are crossing RotR and the Second Darkness AP or are you using Armageddon Echo as a standalone Sidekick?
I´d say it depends if it is a Surprise or not. So my take is Scenario 1) Normally No, cause the Jumping Char is not literally Moving through a threatened Area, he is entering a Sqare next to a Char which is not causing an AoO. 2) As 1, but if the PC for example was notified by his Wizard Buddy who dispelles the Fly Spell, he could kind of Ready an Action to prepare to AoO the Enemy falling after his Fly dissipates. But interesting Question i´d like to hear the effective Ruling for!
244 - Clown Of Death : Creates a 5x5 Pie, every 1d4 Round a Clown will will spring out of it and Attack every Creature, except for the Caster, within 50f with a Hideous Laughter Spell, CL 13.
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