Burnt Offerings in 5E (Spoilers)


Rise of the Runelords


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Last month I started a new run of RoTRL with 6 new players (I previously ran it for a group of 6 that expanded to 7). Whereas my original run started in PF and then converted to 5E at the start of Sins of the Saviors, I'm doing 5E from the start this time around.

The idea behind this thread is to discuss what I've done to convert Burnt Offerings, any issues that came up, things I might want to do different if I did it again, etc. If this ends up being popular, I'll create like threads for the later chapters as we reach them.

I am working from the Anniversary Edition of the AP.

I am using the general rule of "Divide PF DC by 2, then add 5, adjust if needed."

The PCs all started at level 3 (I worried that level 1 5E PCs would be far too easily murdered by 5E goblins, as the latter have a much higher to hit bonus and damage than their PF counterparts) with 30 point buy and a feat. (Alt humans get some tweaks to compensate for the lost bonus feat) All in all, I like the additional options granted by feats and the added flexibility granted by the 3 more points for attributes.

I also converted the Campaign Traits from the ROTRLAEPG and the APG to use 5E rules and had each PC take one. (I'll dedicate the next post to listing them.)

I am using Milestone leveling. I plan to have the PCs hit level 4 after defeating Nualia. I realize this means the PCs will go a long time before they hit their first level-up, but I want to keep the general level feel the same as in the AP (I have buffed a few opponents in the early fights to keep them from being a cakewalk.)

I am actively trying to reduce the number of generic magic items in the campaign while including flavorful ones (sometimes changing or customizing items to do so.)

The party, as of the start of the campaign consists of:


  • Briella, Human Noble Rogue (Swashbuckler); Feat: Skilled; CT: Favored Daughter (Tavern Owner)
  • Cavill, Human Acoylte Wizard (Diviner); Feat: Keen Mind; CT: Student of the Faith
  • Simlin, Mountain Dwarf Guild Artisan Paladin (Vengeance) of Cayden Cailean; Feat: Shield Master; CT: Merchant Family (Deverins)
  • Shaya, Human Outlander Barbarian (Wolf-Totem); Feat: Great Weapon Master; CT: Friends and Enemies

Two players missed the first session and joined up in the second:

  • Aiden, Wood Elf Criminal Cleric (Life) of Sarenrae; Feat: Observant; CT: Black Sheep (Dung Sweeper)
  • Arden, Wood Elf Outlander Ranger (Hunter); Feat: Sharpshooter; CT: Monster Hunter

No, these characters aren't related, though they both use bows and both players have the same IRL name. Confusion abounds.

This won't be a campaign journal or have in-depth recaps, but will mostly look at the nuts and bolts aspects of converting the mechanics over and the results thereof.


Campaign Traits

Favored Son/Daughter
You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region's secrets, and the locals already know who you are. You are well liked in town, and you'll have lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy. You gain Advantage on Intelligence checks related to Sandpoint and its history. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you'll get different benefits.


  • Tavern Owner: One of the town's most influential and beloved citizens is Ameiko Kaijitsu. The Rusty Dragon is the most popular inn in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
  • Sheriff: The no nonsense arm of the law, Belor Hemlock, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you Advantage on a Charisma check made against any local person.

Black Sheep
You were born and raised in town. You know many of the region's secrets and the locals already know who you are. You aren't quite hated in town, but folk seem to think you're a troublemaker and a bastard and not to be trusted. The town's tougher folk respect you, but the law-abiding citizens don't. You gain Advantage on Intelligence checks related to Sandpoint and its history. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you'll get different benefits.


  • Apothecary: Everyone suspects the sweaty, shifty-eyed apothecary Alver “Pillbug” Podiker sells poisons from his cluttered, acrid smelling wreck of a shop. You're one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and the apothecary will continue to sell you poison as long as you don't spread the word.
  • Dungsweeper: Generally regarded by the populace as a violent, drunken lout, you helped the half-orc dungsweeper Gorvi out of a jam and now he’s got your back if you need some local heads busted or want to buy something “accidently” tossed in the trash by one of the town’s residents for a discount.

Eager Performer
Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. Choose two aspects of the Perform skill (such as singing, oratory or dancing) or two musical instruments. You gain Advantage on any ability check to entertain someone in that manner. In addition anyone witnessing your act has disadvantage on their saving throw against the next Illusion or Enchantment spell you cast. You must complete a short or long rest before attempting to use the latter ability again.

Family Ties
While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. Once per game session you can ask Jubrayl for a favor (though, remember, favors among the Sczarni must always be repaid in kind). In addition, you begin play able to speak and read Varisian.

Friends and Enemies
One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables. He also gives you some pointers on handling horses, granting you Advantage on Wisdom checks involving horses.

Giant Slayer
Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain Advantage on any Wisdom or Intelligence checks you make involving giants. In addition, you can speak and read Giant.

Goblin Watcher
You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain Advantage on any Wisdom or Intelligence checks to spot or identify treasure or determine its value. In addition you can speak Goblin.

Hagfish Hopeful
Ever since passing through Sandpoint when you were a child and hearing about thecontest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain Advantage on any Constitution saving throw versus disease or poison.

Merchant Family
You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Monster Hunter
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw—regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain advantage on any Wisdom or Intelligence checks involving Monstrosities.

Scholar of the Ancients
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial historyof this once-great empire. You gain Advantage on any Intelligence checks related to Thassilon, and begin play able to speak and read Thassilonian.

Student of Faith
While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you learn one Cleric cantrip of your choice (Wisdom is your Casting Ability for this spell) and gain Advantage on Intelligence checks related to matters of religious doctrine and symbolism.


Part 1: Festival and Fire

Initial Assault

I increased this to 6 goblins because of my PCs being higher level. In addition to the 3 on the ground I had 3 on the rooftops who used their first round to hurl refuse (a dead cat, a rotten melon, a chamber pot) at the party.

Goblins were standard per 5E MM with the following changes:

Replace "Scimitar" with Dogslicer. Stats remain the same.

Add Action:
Thrown Refuse. Ranged Weapon Attack: +1 to hit, range 30', one target.
Hit: 2 (1d4-1) bludgeoning damage. If target is a creature it must succeed on a DC 10 Constitution saving throw or be sickened (treat as Poisoned) until the end of its next turn.

-----
Party dealt with this group pretty easily, especially due to goblin antics.
-----

Goblin Pyros

Increased the number to 5 goblins plus the warchanter.

Goblin Pyro As per MM goblin except following changes.
AC: 13
Replace "Scimitar" with Dogslicer. Stats remain the same.
Add Actions:
Torch. Melee Weapon Attack +1 to hit, reach 5 ft., one target
Hit: 2 (1d4-1) bludgeoning damage plus 1 fire damage.
Multiattack The goblin pyro makes one Dogslicer and one Torch attack.

Goblin Warchanter
Small humanoid (goblinoid), neutral evil
Armor Class. 15 (studded leather)
Initiative. +4
Hit Points. 17 (2d8 + 4)
Speed. 30 ft.
Abilities. Str 8 (-1), Dex 17 (+3), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Saving Throws. Dex +5, Cha +4
Skills. Acrobatics +5, Animal Handling +2, Arcana +1, Athletics +3, Deception +3, History +1, Insight +2, Intimidation +3, Investigation +1, Medicine +2, Nature +1, Perception +3, Performance +4, Persuasion +3, Religion +1, Sleight of Hand +4, Stealth +7, Survival +2
Senses. darkvision 60 ft.
Languages. Common, Goblin
Traits. Nimble Escape, Bardic Inspiration (1d6 2/day), Jack of All Trades, Song of Rest (1d6)
Spells. Cantrips (at will): Vicious Mockery, Minor Illusion; 1st-level (3/3): Cure Wounds, Hideous Laughter, Healing Word, Silent Image, Thunderwave
Actions. Dogslicer, Shortbow

-----
This group gave the party a lot more trouble. Even though their ACs were lower and the torch attacks rarely hit, the players all hit a cold streak with their dice at the same time, meaning it took forever for them to start bringing them down. The only good damage they did at first was to the Warchanter. They were incredibly displeased when she promptly healed herself back to full a with a Cure Wounds. They emerged victorious, but Briella and Cavill were both below 5 HPs and Shaya was below half when the last of the goblins finally fell.

Father Zantus got them pepped back up with a use of Channel Divinity: Preserve Life and a couple Cure Wounds before they headed on to the final fight.
------

Die, Dog, Die!

I left the numbers in this encounter as-written as when I was prepping it I wasn't sure what shape the party would be in by this point. However, the goblin commando is a bit tougher than his PF counterpart.

3 Goblins (as per MM, replace "Scimitar" with "Dogslicer.")

Goblin Commando
Small humanoid (goblinoid), neutral evil
Armor Class. 15 (chain shirt)
Initiative. +3
Hit Points. 20 (2d10 + 4)
Speed. 30 ft.
Abilities. Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Saving Throws. Str +4, Dex +5
Skills. Animal Handling +3, Athletics +4, Perception +3, Stealth +7, Survival +3
Senses. darkvision 60 ft.
Languages. Common, Goblin
Traits. Nimble Escape, Favored Enemy (Beasts), Natural Explorer, Fighting Style (Archery)
Actions. Dogslicer, Shortbow, Horsechopper
Dogslicer. Melee Weapon Attack +5 to hit, reach 5 ft., one target
Hit: 6 (1d6+3)slashing damage.
Shortbow. Ranged Weapon Attack +7 to hit, range 80/320 ft., one target
Hit: 6 (1d6+3)piercing damage.
Horsechopper. Melee Weapon Attack +4 to hit, reach 10 ft., one target
Hit: 7 (1d8+2)slashing damage.

Goblin Dog
Medium beast, unaligned
Armor Class. 13 (natural armor)
Initiative. +2
Hit Points. 11 (2d8 + 2)
Speed. 40 ft.
Abilities. Str 12 (+1), Dex 15 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 6 (-2)
Saving Throws.
Skills. Perception +3, Stealth +4
Senses. Keen hearing and smell
Traits. Allergic Reaction
Actions. Bite
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target
Hit: 7 (2d4+2)piercing damage.
Allergic Reaction
A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Con saving throw or break out in an itching rash. A creature affected by this rash has disadvantage on Dexterity and Charisma ability checks for 1 day (multiple allergic reactions do not stack). Lesser Restoration or any magical healing removes the rash instantly.

-----
The party used their surprise to focus-fire on the goblin commando (rightfully judging him to be the most-dangerous) and killed him before he got to go. From there it was pretty much mop-up duty.


Part 2: Local Heroes

The Desecrated Vault

I actually sprung this on the party immediately the goblin raid. While the party was being thanked by Sheriff Hemlock, Naffer Vask approached and informed the sheriff that someone had disturbed Father Tobyn's vault.

Human Skeletons (2)
As MM.

I also added a Minotaur Skeleton because of my party being level 3. Since the Robe of Bones hasn't been written up for 5E, I had no qualms about making it one of the options.

Sheriff Hemlock
Medium humanoid (human), Chaotic Good
Fighter (Champion) Lv 4
Armor Class. 18 (Breastplate, Shield)
Initiative. +7
Hit Points. 36 (4d10+8)
Speed. 30 ft.
Abilities. Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Saving Throws. Strength +5, Constitution +4
Skills. Animal Handling +3, Athletics +5, Insight +3, Intimidation +2, Investigation +3, Perception +3
Senses.
Languages. Common, Shoanti, Varisian
Traits. Fighting Style (Dueling), Second Wind (1/1, Short or Long Rest), Action Surge (1/1, Short or Long Rest), Feat: Tavern Brawler, Feat: Alert
Actions. Longsword, Longbow

Longsword. Melee Weapon Attack +6 to hit (crits on 19 or 20), one target Hit: 9 (1d8+5) slashing damage.

Longbow. Ranged Weapon Attack +5 to hit (crits on 19 or 20), range 150/600 ft., one target Hit: 7 (1d8+2) piercing damage.

The fight wasn't too tough for the PCs. The minotaur skeleton missed on his initial charge attack against Sheriff Hemlock and then Cavill tagged it with a Ray of Enfeeblement and the raging barbarian got in its face, taking next to no damage between the RoE cutting the large undead's damage in half and then her rage halving it again. The skeletons plinking away with their shortbows from within the crypt was a source of annoyance, but once the party bought the big brute down it didn't take much for them to close with the two skeletons and take them out.

The Survival/Perception/Investigation checks to determine what happened to the vault work fine with a DC of 13.

The Shopkeeper's Daughter

Ven Vinder
Statted up as a Thug (ah, irony) from the MM with the mace relabeled as "Fists".

Perception check DC 12 to notice Vin's arrival (though feel free to grant the PC disadvantage if you feel Shayliss has him sufficiently distracted.)

Deception check for PC to talk their way out is 15 (DC 20 for no hard feelings with Shayliss.)

The Boar Hunt

Tickwood Boar
As per MM Boar (or you could use a Giant Boar for a higher level party.)

Trouble at the Rusty Dragon

Run as-written.

[Monster in the Closet]

Gresgurt
The Monster in the Closet
[Small] humanoid (goblinoid), neutral evil
Armor Class. 15 (chain shirt)
Initiative. +2
Hit Points. 20 (2d10 + 4)
Speed. 15
Abilities. Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
Saving Throws. Str +4, Dex +4
Skills. Animal Handling +3, Athletics +4, Perception +3, Stealth +6
Senses.
Languages. Common, Goblin
Traits. Nimble Escape, Fighting Style (Archery), Second Wind, Action Surge, Favored Enemy (Beasts), Natural Explorer
Actions. Shiv

Shiv. Melee Weapon Attack +5 to hit, reach 5 ft., one target Hit: 4 (1d4+2)piercing damage.

Deranged Gresgurt's time living under the house has left him deranged and worn out. He is suffering from 2 levels of exhaustion (Disadvantage on Ability Checks and Speed is Halved) and his crazed fervor grants him Advantage on attack rolls while granting Advantage on all attacks against him in return.

Grim News from Mosswood

Shalelu Andosana
Medium humanoid (wood elf) , Chaotic Good
Ranger (Hunter) Lv 6
Armor Class. 17 (Studded Leather +1)
Initiative. +4
Hit Points. 52 (6d10+12)
Speed. 35
Abilities. Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)
Saving Throws. Str +4, Dex +7
Skills. Acrobatics +7, Athletics +4, Nature +4, Perception +5, Stealth +7, Survival +5
Senses. Darkvision 60'
Languages. Elven, Common, Goblin, Varisian, Giant
Traits. Favored Enemy (humanoids, giants), Natural Explorer, Extra Attack, Fighting Style (Archery), Primeval Awareness, Feat: Sharpshooter, Horde Breaker
Actions. Longbow+1, Longbow+1 (Sharpshooter), Shortsword
Spells. 1st-level (4/4): Hunter's Mark, Cure Wounds, Hail of Thorns
2nd-level (2/2): Pass without Trace, Spike Growth

Longbow +1. Ranged Weapon Attack +10 to hit, range 150/600 ft., one target Hit: 10 (1d8+5) piercing damage.

Longbow +1 (Sharpshooter). Ranged Weapon Attack +5 to hit, range 150/600 ft., one target Hit: 20 (1d8+15) piercing damage.

Shortsword. Melee Weapon Attack +7 to hit, one target Hit: 7 (1d6+4) piercing damage.

Run as-written

The Missing Bartender

Run as-written.


Kalshane wrote:

The idea behind this thread is to discuss what I've done to convert Burnt Offerings, any issues that came up, things I might want to do different if I did it again, etc. If this ends up being popular, I'll create like threads for the later chapters as we reach them.

I am working from the Anniversary Edition of the AP.

I am using the general rule of "Divide PF DC by 2, then add 5, adjust if needed."

My group switched from Pathfinder to 5e during Hook Mountain Massacre, so I didn't have to worry about the prior books. Mark Lenser did much of the work converting the first 3 books, if you want a comparison to what you've got.

I also found some 4e conversions of RotRL online that I mined for 5e Skill challenges. I'll see if I can find those docs on my home PC and post them to google docs.

My group is currently about to assault Jorgenfist after a number of sidetreks, and at this point I do most of my conversions on the fly. If you have the table from DMG pg 274 handy, it's pretty easy to scale monsters appropriately.

As a side note, I've found that the encounters presented in RotRL really need to be re-conceived, as they favor large solo Boss-monster encounters. Unless you give each one Legendary abilities, your PCs are going to crush them based on the action economy disparity. I suggest converting with the premise that no more than 1/2 of an encounter's XP budget should be used for the Boss, and then use the other 1/2 on additional creatures. Sly Flourish's tips are instructive.


Yeah, we converted at the start of SotS during my first run, so I've got books 5 and 6 done already.

I wasn't aware of those existing conversions. I'll have to give them a look. Thanks.

I figure the first "Legendary" boss they'll encounter will be at the end of book 2. Seems like an ideal time to introduce extraordinary foes.


Looks like he and I went in different directions with a lot of stuff.

We did both make Lyrie 5th level, though he went with Fireball whereas I went with Lightning Bolt as the latter is less-likely to result in a TPK. I expect her to spend her 3rd level slots on Counterspell, though (and annoy the crap out of the casters in my party by doing so.)

His Nualia is kind of disappointing. She's got a demonic claw, she needs to use it. :) We did both switch her over to non-magical half-plate (though I'm saying it was originally full plate that she's modified to show off her midriff and demonic arm, granting the AC of half-plate due to the bare arm and completely exposed midsection. Someone with proficiency in Smith's Tools can spend 1d3 days working on it to convert it into normal half-plate or breastplate. Too much is missing to make it back into functional full plate again, though.) I converted her +1 bastard sword to a Vicious longsword that also grants the ability to speak and read Abyssal when held. (To get past her issue with not being able to communicate with her Yeth Hounds.)

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