Did anyone already convert Red Hand of Doom to PFRPG?


Conversions


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I´m in the process of preparing the Red Hand of Doom for my PFRPG Round.
While doing conversions of the Encounters over to PFRPG, i was wondering if someone already has converted RHoD over to Pathfinder?

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!

Dark Archive

that sounds awesome. I was thinking about doing that myself, but I don't have the free time


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.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I was about to ask the same question, I too would love to see any conversions as it finally looks like I might have a group to run it for and to be quite honest I don't think I have the skill to convert and I certainly don't have the time right now.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I've started - so far only run the very first encounter, but have converted most enemies through the keep in the Witchwood. I'll see about posting what I have as a shared document and linking to it over the weekend.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Charter Superscriber
JoelF847 wrote:
I've started - so far only run the very first encounter, but have converted most enemies through the keep in the Witchwood. I'll see about posting what I have as a shared document and linking to it over the weekend.

If you did that would be great appreciated!!! Cheers

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

2 people marked this as a favorite.

Got done with work earlier than planned tonight, so I've uploaded and shared what I've done so far. Hope to get more over time. I'll try to post when I make an update. Hope this is helpful to people.

Link

I intentionally changed the warriors to fighters to keep the CR about the same without adjusting the hp much. The first encounter went very well, it was hard for the PCs, but I don't think harder than it should have been for the EL/CR.


JoelF847 wrote:


I intentionally changed the warriors to fighters to keep the CR about the same without adjusting the hp much. The first encounter went very well, it was hard for the PCs, but I don't think harder than it should have been for the EL/CR.

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.
Regulars i used 1st Level Fighters though, they come in packs of 6+, so 2nd Level could be too hard?

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.
Thinking of making him a Hobgoblin too, for concistency.


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
Elf Rogue 5th
Half Elf Bard 5th
Human Cleric og Pelor (running on Greyhawk) 5th

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?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I'll be running with a group of 5, though one wasn't able to make it, so for the first encounter we only had 4 PCs.

5th level human paladin with mount
5th level cleric of Pharasma - knowledge and water domains
5th level human barbarian
3rd/2nd level human inquisitor/rogue

The PC that wasn't there will be a wizard - a fireball could have made this a much easier fight!

Spoiler:
It was a tough fight, but I think they learned a) hobgoblins don't have to be chumps (even the regulars who when the 2nd wave came and ganged up on the cleric, became a threat), and b) dynamic combats with waves of opponents could become quite challenging.

The bladebearer was the hardest single combatant, but the cleric invisibly healing and summoning was a big annoyance - so was him using up scrolls and the rest drinking potions (a bit because they were fighting intelligently, but a lot because they were using up the treasure!)


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
JoelF847 wrote:
... but the cleric invisibly healing and summoning was a big annoyance - so was him using up scrolls and the rest drinking potions (a bit because they were fighting intelligently, but a lot because they were using up the treasure!)

The immortal words of a fellow player from long ago: "Stop him! He's using up our treasure!" :)


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Conversions are nice, but the vast majority of encounters work perfectly with no conversion. I'm running RHoD as a Pathfinder game online, and I haven't converted anyone. Frankly, I won't bother converting anyone except the "name" villains: The Wyrmlords, the Ghostlord, etc. It just isn't that big a deal.

As to the first encounter you're discussing ("Marauder Attack"), the 3.5 villains were an excellent threat for my party of six 5th level Pathfinder PC's.

Spoiler:
The terrain restrictions and archery kept them working hard to keep their paladin alive, while the invisible cleric kept the bladebearer moving and attacking. The heroes won, but it didn't feel easy. A great little initial encounter.


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.


Here are some conversions I put into Herolab when I ran the adventure. To keep the same CR I added one class level. Also added as I saw fit for abilities not present in 3.5 rules. I have not added favored class bonuses.
I don't have Wyrmlord Kharn, as I didn't find any equivalent of his Favored Soul/Talon of Tiamat combination and kept him with one more Talon level instead.

I have more NPCs converted, but they're only in Fantasy Grounds II and won't export into a nice stat-block sadly.

Due to equipment the CRs might be higher, but I haven't checked the value total for that.

SAARVITH:
WYRMLORD SAARVITH CR 7
Male Goblin Ranger 8
LE Small
Init +4; Senses Darkvision (60 feet); Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 size)
hp 60 (8d10+16)
Fort +9, Ref +11, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Greatsword +9/+4 (1d10-1)
Ranged +1 Longbow +14/+9 (1d6)
Ranger Spells Prepared (CL 8, +8 melee touch, +13 ranged touch):
2 (DC 14, 2/day)Protection from Energy, Spike Growth
1 (DC 13, 2/day)Longstrider, Resist Energy
--------------------
STATISTICS
--------------------
Str 8, Dex 18, Con 14, Int 8, Wis 14, Cha 10
Base Atk +9/+4; CMB +6; CMD 20
Feats Endurance (Endurance (bonus feat)), Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Self-sufficient
Skills Craft: Taxidermy +10, Fly +6, Handle Animal +7, Heal +4, Perception +13, Ride +19, Stealth +12, Survival +15, Swim +6
Languages Goblin
SQ Archery Combat Style (Ex), Enemies: Humanoids (Elf) (+4 bonus) (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Hunting Companions (2 rounds) (Ex), Swift Tracker (Ex), Terrains: Plains (+4 bonus) (Ex), Terrains: Swamp (+2 bonus) (Ex), Track +4, Wild Empathy +8 (Ex), Woodland Stride (Ex)
Combat Gear +1 Longbow, Masterwork Greatsword, +2 Mithral Chain Shirt, Arrows, +1 Arrows; Other Gear Cloak of Resistance, +1

ULWAI:

I kept the storm magic feat, but replaced all class levels with bard.

WYRMORLD ULWAI CR 9
Female Hobgoblin Bard 10
NE Medium
Init +7; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex)
hp 57 (10d8+20)
Fort +5, Ref +14, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Whip +15/+10 (1d3)
Ranged Masterwork Shortbow +15/+10 (1d6)
Bard Spells Known (CL 10, +7 melee touch, +14 ranged touch):
4 (DC 17, 1/day)Rainbow Pattern, Shout
3 (DC 16, 4/day)Glibness, Haste, Phantom Steed, See Invisibility
2 (DC 15, 5/day)Cure Moderate Wounds, Invisibility, Silence, Sound Burst, Whispering Wind
1 (DC 14, 6/day)Feather Fall, Grease, Summon Monster I, Unseen Servant, Ventriloquism
0 (DC 13)Dancing Lights, Detect Magic, Flare, Mage Hand, Prestidigitation, Read Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 20/24, Con 14, Int 13, Wis 8, Cha 17
Base Atk +7/+2; CMB +7; CMD 24
Feats Bard Weapon Proficiencies, Exotic Weapon Proficiency: Whip, Extend Spell, Magical Aptitude, Storm Magic: Frostburn pg 50, Weapon Finesse
Skills Acrobatics +6, Bluff +16, Climb -1, Diplomacy +16, Escape Artist +6, Fly +6, Knowledge: Geography +10, Knowledge: Nature +10, Perception +7, Perform: Sing +16, Sense Motive +16, Spellcraft +18, Stealth +18, Survival +7, Swim -1, Use Magic Device +20
Languages Common, Goblin, Infernal
SQ Bardic Knowledge +5 (Ex), Bardic Performance (move action) (25 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Dirge of Doom (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 18) (Su), Bardic Performance: Inspire Competence +3 (Su), Bardic Performance: Inspire Courage +2 (Su), Bardic Performance: Inspire Greatness (1 allies) (Su), Bardic Performance: Suggestion (DC 18) (Sp), Jack of All Trades: Trained skills (Ex), Lore Master 1/day (Ex), Versatile Oratory +0 (Ex), Versatile Singing +16 (Ex), Versatile Wind Instruments +0 (Ex), Well Versed (Ex)
Combat Gear +2 Mithral Breastplate, Masterwork Whip, Masterwork Shortbow, +1 Arrows; Other Gear Belt of Incredible Dexterity, +4

AZARR KUL:

He won't have a breath weapon without having any dragon HD, but I focused on channel negative energy instead. Kept Divine Vigor feat from Complete Warrior.

High Wyrmlord Azarr Kul CR 13
Male Hobgoblin Cleric 12
LE Medium
Init +0; Senses Darkvision (60 feet), Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 31, touch 12, flat-footed 31 (+11 armor, +4 shield, +4 natural, +2 deflection)
hp 102 (12d8+48)
Fort +15, Ref +7, Will +16
Defensive Abilities Copy Cat (Su), Master's Illusion; Immune electricity, paralysis, sleep
--------------------
OFFENSE
--------------------
Spd 20 ft., Flying (60 feet, Average)
Melee +2 keen blue dragonfang heavy pick +17/+12 (1d6+8) and
Bite (Half-Dragon Template) +14 (1d6+6) and
Claw x2 (Half-Dragon Template) +14 x2 (1d4+6)
Special Attacks Breath Weapon (1/day) (DC 14), Destructive Smite +6 , 8/day
Cleric Spells Prepared (CL 12, +14 melee touch, +9 ranged touch):
6 (DC 21, 2/day)Antilife Shell, Dispel Magic, Greater, Mislead
5 (DC 20, 4/day)Flame Strike, Inflict Light Wounds, Mass, Righteous Might, Spell Resistance, True Seeing
4 (DC 19, 4/day)Air Walk, Confusion, Death Ward, Freedom of Movement, Sending
3 (DC 18, 5/day)Contagion, Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, Summon Monster III
2 (DC 17, 5/day)Bear's Endurance, Bull's Strength, Cure Moderate Wounds, Hold Person, Invisibility, Silence
1 (DC 16, 6/day)Bane, Command, Cure Light Wounds, Disguise Self, Divine Favor, Protection from Good, Sanctuary
0 (DC 15)Detect Magic, Purify Food and Drink, Resistance, Stabilize
--------------------
STATISTICS
--------------------
Str 20, Dex 10, Con 18, Int 12, Wis 17/21, Cha 12
Base Atk +9/+4; CMB +14; CMD 26
Feats Craft Wondrous Item, Divine Vigor, Extra Channel, Improved Channel, Weapon Focus: Pick, Heavy
Skills Acrobatics -6, Bluff +10, Climb -1, Craft: Scuplture +15, Diplomacy +5, Escape Artist -6, Fly -6, Intimidate +5, Knowledge: Arcana +8, Knowledge: Religion +8, Spellcraft +10, Stealth -2, Swim -1
Languages Common, Draconic, Goblin
SQ Aura (Ex), Aura of Destruction +6 , 12 rounds/day (Su), Channel Negative Energy 6d6 (DC 19) (Su), Cleric Domain: Destruction, Cleric Domain: Trickery, Spontaneous Casting
Combat Gear +2 keen blue dragonfang heavy pick, +2 black dragoncraft fullplate, +2 heavy red dragon craft shield; Other Gear Cloak of Resistance, +3, Headband of Inspired Wisdom, +4, Ring of Protection, +2


@Leonal,

why did you choose to make Azarr Kul not a Half-Dragon?

Not sure when the PFRPG Half-Dragon Template showed up though, could be later than your conversion?


Penser wrote:

@Leonal,

why did you choose to make Azarr Kul not a Half-Dragon?

Not sure when the PFRPG Half-Dragon Template showed up though, could be later than your conversion?

He's a half dragon, but I didn't look over the statblock that I copied from Herolab. If you look at the weapons, they are from the half-dragon template. The stat boosts are also mainly from that. The breath weapon shouldn't be there though unless one adds some dragon levels.

I'll post him again correctly with ability descriptions too.

Azarr:
Azarr Kul CR 13
Male Half Dragon Hobgoblin Cleric 12
LE Medium
Init +0; Senses Darkvision (60 feet), Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 31, touch 12, flat-footed 31 (+11 armor, +4 shield, +4 natural, +2 deflection)
hp 102 (12d8+48)
Fort +15, Ref +7, Will +16
Defensive Abilities Copy Cat (Su), Master's Illusion; Immune electricity, paralysis, sleep
--------------------
OFFENSE
--------------------
Spd 20 ft., Flying (60 feet, Average)
Melee +2 keen blue dragonfang heavy pick +17/+12 (1d6+8) and
Bite (Half-Dragon Template) +14 (1d6+6) and
Claw x2 (Half-Dragon Template) +14 x2 (1d4+6)
Special Attacks Destructive Smite +6 , 8/day
Cleric Spells Prepared (CL 12, +14 melee touch, +9 ranged touch):
6 (DC 21, 2/day)Antilife Shell, Dispel Magic, Greater, Mislead
5 (DC 20, 4/day)Flame Strike, Inflict Light Wounds, Mass, Righteous Might, Spell Resistance, True Seeing
4 (DC 19, 4/day)Air Walk, Confusion, Death Ward, Freedom of Movement, Sending
3 (DC 18, 5/day)Contagion, Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, Summon Monster III
2 (DC 17, 5/day)Bear's Endurance, Bull's Strength, Cure Moderate Wounds, Hold Person, Invisibility, Silence
1 (DC 16, 6/day)Bane, Command, Cure Light Wounds, Disguise Self, Divine Favor, Protection from Good, Sanctuary
0 (DC 15)Detect Magic, Purify Food and Drink, Resistance, Stabilize
--------------------
STATISTICS
--------------------
Str 20, Dex 10, Con 18, Int 12, Wis 17/21, Cha 12
Base Atk +9/+4; CMB +14; CMD 26
Feats Craft Wondrous Item, Divine Vigor, Extra Channel, Improved Channel, Weapon Focus: Pick, Heavy
Skills Acrobatics -6, Bluff +10, Climb -1, Craft: Scuplture +15, Diplomacy +5, Escape Artist -6, Fly -6, Intimidate +5, Knowledge: Arcana +8, Knowledge: Religion +8, Spellcraft +10, Stealth -2, Swim -1
Languages Common, Draconic, Goblin
SQ Aura (Ex), Aura of Destruction +6 , 12 rounds/day (Su), Channel Negative Energy 6d6 (DC 19) (Su), Cleric Domain: Destruction, Cleric Domain: Trickery, Spontaneous Casting
Combat Gear +2 keen blue dragonfang heavy pick, +2 black dragoncraft fullplate, +2 heavy red dragon craft shield; Other Gear Cloak of Resistance, +3, Headband of Inspired Wisdom, +4, Ring of Protection, +2
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Destruction +6 , 12 rounds/day (Su) 30'r aura grants +1 to all damage rolls within and all critical threats are confirmed.
Channel Negative Energy 6d6 (DC 19) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +6 , 8/day (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Flying (60 feet, Average) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master's Illusion (Sp) Use veil as a spell-like ability.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


Leonal wrote:


The breath weapon shouldn't be there though unless one adds some dragon levels.

** spoiler omitted **...

Really? I did not know that!

I thought the Breath Weapon was inherent to the Half-Dragon.

Sorry for bothering, but the Half-Dragon Template i have from 20pfsrd states this :

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Where did you take the Half-Dragon from, is there a Dragon Handbook for PFRPG already?


Penser wrote:
Leonal wrote:


The breath weapon shouldn't be there though unless one adds some dragon levels.

** spoiler omitted **...

Really? I did not know that!

I thought the Breath Weapon was inherent to the Half-Dragon.

Sorry for bothering, but the Half-Dragon Template i have from 20pfsrd states this :

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Where did you take the Half-Dragon from, is there a Dragon Handbook for PFRPG already?

AFAIK unless you have any racial HD the breath weapon will, according to that description, deal 0d6 damage which imo is equal to not having the ability.

(I asked a similar question originally at the Herolab forums some months back here.)


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Hi guys,

Anyone got further with their conversions, I have been finding this very useful!

Cheers Blackcat!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

blackcat wrote:

Hi guys,

Anyone got further with their conversions, I have been finding this very useful!

Cheers Blackcat!

My game got a bit derailed, so we still haven't played beyond the first encounter, and thus I haven't updated more. I'm sure over time I will, but I'm not as far as I thought I'd be.

Dark Archive

I have the ''AoT'' mini and I wanted to convert her by using the card that came with it for an upcoming oneshot.
She does a horrendous amount of damage. I checked the ''monster statistics by CR chart'' and she does as much damage as a CR19! How the heck am I gonna convert that to something viable?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm concerned that Ozyrrandion the young green dragon will eat my party. He has more attacks than in 3.5e and they're more deadly. Has anyone gone through the Skull Gorge fight with the Pathfinder version of Ozyrrandion?


When my party did Red Hand, I was playing a 6th level control Sorcerer and the dragon didn't get any attacks off (Surprise round Web + Stinking Cloud ). Turned out to be a speedbump encounter.

Your mileage will vary wildly with party composition.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

As to Azarr Kul, he's half as interesting without a breath weapon. I'm giving him a 10d6 breath weapon for the best of reasons: I want to.


4 people marked this as a favorite.
Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Despite what I said above, I've gone and converted the whole thing. Here is the LINK.


Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.

You rock. This is excellent and exactly what I was looking for.


+1 Thank you kindly!!


Oh, and I was just looking at RHoD the other day, wondering about a PF conversion...

Scarab Sages

Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.

This is quite nice. I ran a conversion of this campaign but it was a nightmare, as we started with the Alpha rules release, and got all the way to the final dungeon with the Beta, then converted to the final ruleset for the finale. One campaign, 3 rulesets. yeesh.


Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.

I start my DMing run of RHoD today. I was wondering if anyone has the opportunity to play through these conversions, and how it went. I want things to be challenging for my players, but not a slaughter. I'm sure I'll have to do some on the fly balancing, but just looking for input.


Pathfinder Lost Omens Subscriber
Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.

Sir, that is one fine conversion you have produced. My hat is off to you. I'll be keeping my eye out for anything else that you might be inclined to convert.

My gaming group and I thank you!

DJF


Pathfinder Lost Omens Subscriber

Tarondor,
I also wanted to compliment you on the site www.theeurth.com. I had never been there before downloading your excellent RHOD PF conversion. I'll be stopping by there more often now.

On a side note, did you ever happen to do PF conversions of any of the Savage Tide modules? I saw that that was one of your ongoing campaigns and I'm thinking about DMing a Savage Tide campaign next year and having any of the conversions of those adventures already done would be a HUGE time saver.

Even if you don't have any of them converted I'd be interested in hearing your thoughts on how that Adventure Path is going using the Pathfinder rules.

Good gaming to all,

DJF


I know I'm coming super-late to this party, but I'm hoping somebody has the extracted text from this module somewhere. I need to do a full-scale conversion from generic 3.5 to Golarion (Ustalav, specifically) Pathfinder. I have my actual paper copy of the book, but I just can't bring myself to write in it. Any help available out there?


Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.

*Casts Raise Thread*

Tarondor,

I am very much liking all the work you did to convert RHoD to PFRPG! As soon as my players finish Shattered Gates of Slaughtergard, I will be sending them into RHoD.

I'm curious, did you use Hero Lab to make the conversions? If so, do you still have the files? I am running in Hero Lab. Although it's pretty easy to make NPC's, if you've already done all the fantastic work, it would save me a lot of time!

Actually, if anyone has Hero Lab files that they would like to share, I would love to know about it!

-Aaron


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Although I now use Hero Lab for everything, I used the brute force method back then.

FYI, there is an excellent discussion of RHOD on the Order of the Stick site. It's heavily slanted towards 3.5, but there is still much useful stuff in there, particularly Saintheart's suggestions. I'd link to it, but I'm using my iPad to type this and that is difficult to do. Google "Red Hand of Doom" and "Saintheart."


I found a RHoD conversion of the Web Enhancement once, but for the life of me I can't find it on my machine.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber
Dr. Johnny Fever wrote:

Tarondor,

I also wanted to compliment you on the site www.theeurth.com. I had never been there before downloading your excellent RHOD PF conversion. I'll be stopping by there more often now.

On a side note, did you ever happen to do PF conversions of any of the Savage Tide modules? I saw that that was one of your ongoing campaigns and I'm thinking about DMing a Savage Tide campaign next year and having any of the conversions of those adventures already done would be a HUGE time saver.

Even if you don't have any of them converted I'd be interested in hearing your thoughts on how that Adventure Path is going using the Pathfinder rules.

Good gaming to all,

DJF

Man, am I ever late in answering this! Mea culpa. 11 months is something of a slowness record for me. I console myself that I just this minute noticed it.

The short answer is "no". But with good reason. My Savage Tide Adventure Path (STAP) campaign is only up to 6th level. Nearly all the 3e monsters can be used as is by merely slapping on a CMB/CMD. For the most part, I use the Pathfinder equivalent with little need for adjustment (having five players makes it work out fairly smoothly).

I may need to do some conversions as the campaign moves forward and the players start encountering more foes with class levels, as I learned to do at higher levels with RHOD.

My RHOD campaign is drawing to a close (the PC's are in the Lower Fane as I write this), but my STAP campaign is on chapter three of ten. As I say, at low-mid levels virtually no translation of rules is necessary.

Thanks for the kind reference to my site. It's about to get a face lift and modernization, courtesy of a kind and talented member of this very community.


Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.

What advancement track should one use with the conversion?

Grand Lodge

stuart haffenden wrote:
Tarondor wrote:
Despite what I said above, I've gone and converted the whole thing. Here is the LINK.
What advancement track should one use with the conversion?

Medium is usually the equivalent.


Yay!


Does anyone still have the PDF of the full conversion?


Would anyone who has this be willing to share with someone who missed it when the link worked?

psychicmachinery@hotmail.com

Grand Lodge

I could also use the link. (captain_kevin_video@hotmail.com)

Also, it should be noted that a half-dragon with class levels deal 1d6 damage, not 0d6. It's always a minimum of 1. James Jacobs and the others have all stated this numerous times.

It should also be noted that since half-dragon PCs can't exist they never considered adding a feat for the NPC version to do more damage. However, they did have one on backburner that never got published. Back in 2010 James Jacobs released a statement about how their customer base was less than thrilled with the removal of dragons as a base race or the lowering of the breath weapon to a single d6 for damage. That's when he released this unofficial feat for everyone:

Improved Breath Weapon
Your breath weapon gains power as you gain class levels.
Prerequisite: Half-dragon with 0 racial HD, Ability Focus (breath weapon)
Benefit: Your breath weapon now deals 1d6 points of damage per character level (Reflex half; DC 10 + 1/2 your character level + you Con modifier). You can use your breath weapon a number of times per day equal to your Constitution modifier (minimum of 1/day), but must wait 1d4 rounds between each use.

I'd love to see this added to the half-dragon NPC in the module.

Contributor

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Hey peeps, not to resurrect an old thread, but my group will be undertaking this adventure in a month or so, so took the info presented here and made a single reference document. I have not yet edited it, but feel free to check it out, download it, or comment with ideas. I am setting it on the Island of Kortos outside of Absalom...the Red Hand pushing out or recruiting the centaurs and harpys into their army.

Red Hand of Doom Pathfinder Encounter Conversion

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