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Hobgoblin Guard Post

Flickr Dungeons and Dragons Tag Feed - Thu, 10/09/2014 - 13:17

erickesler has added a photo to the pool:

Hobgoblin Guard Post

Hobgoblin Guard Post

This guard post is manned by a trio of heavily armored hobgoblins. These three occupy the northern half of the room, on the far side of a wall of sturdy, iron bars. A locked gate allows entry to those who are able to convince these humanoid guards that they have a legitimate reason to enter the chambers beyond. A key, hanging from a peg in the northeast corner, unlocks this gate.

Two of the hobgoblins (AC 3 due to platemail armour, HD1+1, hp 6 each, #AT 1/2 for heavy crossbows, D 2d4, Save F 1, ML 8, THAC0 18) are armed with heavy crossbows and are prepared to fire envenomed bolts every other round at invaders on the other side of the bars.

The poison on the bolts inflicts an additional 2d4 points of damage to any struck character that fails to make a saving throw versus poison. The poison, a noxious concoction made out of subterranean fungi and albino spiders, is in a small bucket on the floor in the midst of the hobgoblins. A well placed missile could disrupt this bucket.

Should a poison using hobgoblin (or player character) roll either a 1 or 2 on an attack roll with an envenomed weapon, then the attacker has accidentally poisoned themselves and will suffer 2d4 points of damage. No saving throw is allowed to avoid this damage.

These cowardly crossbowmen keep their backs to the north wall, denying their opponents the opportunity to engage them in melee. As some tactically minded player will doubtlessly suggest, the intervening bars do reduce the hobgoblins' chance to hit; however, this penalty is wholly negated by the extremely close range of their targets.

The third hobgoblin (AC 2 due to platemail armour and shield, HD1+1, hp 8, #AT 1, D 1d8, Save F 1, ML 8, THAC0 18) is armed with a sword and bears a shield. He will attack any character who attempts to pick the lock.

Melee attacks made through the bars, including those made by the sword wielding hobgoblin, are penalized by -2. Attacks made by characters armed with small, thrusting weapons like daggers and short swords do not suffer this penalty.

Categories: Dungeons and Dragons

Hobgoblin Guard Post

Flickr Dungeons and Dragons Tag Feed - Thu, 10/09/2014 - 13:17

erickesler has added a photo to the pool:

Hobgoblin Guard Post

Hobgoblin Guard Post

This guard post is manned by a trio of heavily armored hobgoblins. These three occupy the northern half of the room, on the far side of a wall of sturdy, iron bars. A locked gate allows entry to those who are able to convince these humanoid guards that they have a legitimate reason to enter the chambers beyond. A key, hanging from a peg in the northeast corner, unlocks this gate.

Two of the hobgoblins (AC 3 due to platemail armour, HD1+1, hp 6 each, #AT 1/2 for heavy crossbows, D 2d4, Save F 1, ML 8, THAC0 18) are armed with heavy crossbows and are prepared to fire envenomed bolts every other round at invaders on the other side of the bars.

The poison on the bolts inflicts an additional 2d4 points of damage to any struck character that fails to make a saving throw versus poison. The poison, a noxious concoction made out of subterranean fungi and albino spiders, is in a small bucket on the floor in the midst of the hobgoblins. A well placed missile could disrupt this bucket.

Should a poison using hobgoblin (or player character) roll either a 1 or 2 on an attack roll with an envenomed weapon, then the attacker has accidentally poisoned themselves and will suffer 2d4 points of damage. No saving throw is allowed to avoid this damage.

These cowardly crossbowmen keep their backs to the north wall, denying their opponents the opportunity to engage them in melee. As some tactically minded player will doubtlessly suggest, the intervening bars do reduce the hobgoblins' chance to hit; however, this penalty is wholly negated by the extremely close range of their targets.

The third hobgoblin (AC 2 due to platemail armour and shield, HD1+1, hp 8, #AT 1, D 1d8, Save F 1, ML 8, THAC0 18) is armed with a sword and bears a shield. He will attack any character who attempts to pick the lock.

Melee attacks made through the bars, including those made by the sword wielding hobgoblin, are penalized by -2. Attacks made by characters armed with small, thrusting weapons like daggers and short swords do not suffer this penalty.

Categories: Dungeons and Dragons

Hobgoblin Guard Post

Flickr Dungeons and Dragons Tag Feed - Thu, 10/09/2014 - 13:17

erickesler has added a photo to the pool:

Hobgoblin Guard Post

Hobgoblin Guard Post

This guard post is manned by a trio of heavily armored hobgoblins. These three occupy the northern half of the room, on the far side of a wall of sturdy, iron bars. A locked gate allows entry to those who are able to convince these humanoid guards that they have a legitimate reason to enter the chambers beyond. A key, hanging from a peg in the northeast corner, unlocks this gate.

Two of the hobgoblins (AC 3 due to platemail armour, HD1+1, hp 6 each, #AT 1/2 for heavy crossbows, D 2d4, Save F 1, ML 8, THAC0 18) are armed with heavy crossbows and are prepared to fire envenomed bolts every other round at invaders on the other side of the bars.

The poison on the bolts inflicts an additional 2d4 points of damage to any struck character that fails to make a saving throw versus poison. The poison, a noxious concoction made out of subterranean fungi and albino spiders, is in a small bucket on the floor in the midst of the hobgoblins. A well placed missile could disrupt this bucket.

Should a poison using hobgoblin (or player character) roll either a 1 or 2 on an attack roll with an envenomed weapon, then the attacker has accidentally poisoned themselves and will suffer 2d4 points of damage. No saving throw is allowed to avoid this damage.

These cowardly crossbowmen keep their backs to the north wall, denying their opponents the opportunity to engage them in melee. As some tactically minded player will doubtlessly suggest, the intervening bars do reduce the hobgoblins' chance to hit; however, this penalty is wholly negated by the extremely close range of their targets.

The third hobgoblin (AC 2 due to platemail armour and shield, HD1+1, hp 8, #AT 1, D 1d8, Save F 1, ML 8, THAC0 18) is armed with a sword and bears a shield. He will attack any character who attempts to pick the lock.

Melee attacks made through the bars, including those made by the sword wielding hobgoblin, are penalized by -2. Attacks made by characters armed with small, thrusting weapons like daggers and short swords do not suffer this penalty.

Categories: Dungeons and Dragons

Hobgoblin Guard Post

Flickr Dungeons and Dragons Tag Feed - Thu, 10/09/2014 - 13:17

erickesler has added a photo to the pool:

Hobgoblin Guard Post

Hobgoblin Guard Post

This guard post is manned by a trio of heavily armored hobgoblins. These three occupy the northern half of the room, on the far side of a wall of sturdy, iron bars. A locked gate allows entry to those who are able to convince these humanoid guards that they have a legitimate reason to enter the chambers beyond. A key, hanging from a peg in the northeast corner, unlocks this gate.

Two of the hobgoblins (AC 3 due to platemail armour, HD1+1, hp 6 each, #AT 1/2 for heavy crossbows, D 2d4, Save F 1, ML 8, THAC0 18) are armed with heavy crossbows and are prepared to fire envenomed bolts every other round at invaders on the other side of the bars.

The poison on the bolts inflicts an additional 2d4 points of damage to any struck character that fails to make a saving throw versus poison. The poison, a noxious concoction made out of subterranean fungi and albino spiders, is in a small bucket on the floor in the midst of the hobgoblins. A well placed missile could disrupt this bucket.

Should a poison using hobgoblin (or player character) roll either a 1 or 2 on an attack roll with an envenomed weapon, then the attacker has accidentally poisoned themselves and will suffer 2d4 points of damage. No saving throw is allowed to avoid this damage.

These cowardly crossbowmen keep their backs to the north wall, denying their opponents the opportunity to engage them in melee. As some tactically minded player will doubtlessly suggest, the intervening bars do reduce the hobgoblins' chance to hit; however, this penalty is wholly negated by the extremely close range of their targets.

The third hobgoblin (AC 2 due to platemail armour and shield, HD1+1, hp 8, #AT 1, D 1d8, Save F 1, ML 8, THAC0 18) is armed with a sword and bears a shield. He will attack any character who attempts to pick the lock.

Melee attacks made through the bars, including those made by the sword wielding hobgoblin, are penalized by -2. Attacks made by characters armed with small, thrusting weapons like daggers and short swords do not suffer this penalty.

Categories: Dungeons and Dragons

Hobgoblin Guard Post

Flickr Dungeons and Dragons Tag Feed - Thu, 10/09/2014 - 13:17

erickesler has added a photo to the pool:

Hobgoblin Guard Post

Hobgoblin Guard Post

This guard post is manned by a trio of heavily armored hobgoblins. These three occupy the northern half of the room, on the far side of a wall of sturdy, iron bars. A locked gate allows entry to those who are able to convince these humanoid guards that they have a legitimate reason to enter the chambers beyond. A key, hanging from a peg in the northeast corner, unlocks this gate.

Two of the hobgoblins (AC 3 due to platemail armour, HD1+1, hp 6 each, #AT 1/2 for heavy crossbows, D 2d4, Save F 1, ML 8, THAC0 18) are armed with heavy crossbows and are prepared to fire envenomed bolts every other round at invaders on the other side of the bars.

The poison on the bolts inflicts an additional 2d4 points of damage to any struck character that fails to make a saving throw versus poison. The poison, a noxious concoction made out of subterranean fungi and albino spiders, is in a small bucket on the floor in the midst of the hobgoblins. A well placed missile could disrupt this bucket.

Should a poison using hobgoblin (or player character) roll either a 1 or 2 on an attack roll with an envenomed weapon, then the attacker has accidentally poisoned themselves and will suffer 2d4 points of damage. No saving throw is allowed to avoid this damage.

These cowardly crossbowmen keep their backs to the north wall, denying their opponents the opportunity to engage them in melee. As some tactically minded player will doubtlessly suggest, the intervening bars do reduce the hobgoblins' chance to hit; however, this penalty is wholly negated by the extremely close range of their targets.

The third hobgoblin (AC 2 due to platemail armour and shield, HD1+1, hp 8, #AT 1, D 1d8, Save F 1, ML 8, THAC0 18) is armed with a sword and bears a shield. He will attack any character who attempts to pick the lock.

Melee attacks made through the bars, including those made by the sword wielding hobgoblin, are penalized by -2. Attacks made by characters armed with small, thrusting weapons like daggers and short swords do not suffer this penalty.

Categories: Dungeons and Dragons

Drakesnail

Flickr Dungeons and Dragons Tag Feed - Sun, 10/05/2014 - 23:01

ridureyu1 has added a photo to the pool:

Drakesnail

I want one as a pet.

Categories: Dungeons and Dragons

Mirror Man

Flickr Dungeons and Dragons Tag Feed - Sun, 10/05/2014 - 23:01

ridureyu1 has added a photo to the pool:

Mirror Man

They say you can see yourself in its face.

Categories: Dungeons and Dragons

Tsucora Quori

Flickr Dungeons and Dragons Tag Feed - Sat, 10/04/2014 - 22:46

ridureyu1 has added a photo to the pool:

Tsucora Quori

True denizens of the Dreaming Dark can only manifest in nightmares, but rumor has it that some may have learned how to... cross over.

Categories: Dungeons and Dragons

Troll Smasher

Flickr Dungeons and Dragons Tag Feed - Sat, 10/04/2014 - 22:46

ridureyu1 has added a photo to the pool:

Troll Smasher

He protects the trees. If you harm a tree, he will attack you. He is also a hypocrite.

Categories: Dungeons and Dragons

Draegloth Abomination

Flickr Dungeons and Dragons Tag Feed - Sat, 10/04/2014 - 02:31

ridureyu1 has added a photo to the pool:

Draegloth Abomination

It is a dark elf-demon-spider mutant hybrid that is the size of an elephant. Fear.

Categories: Dungeons and Dragons

Dragon Rider

Flickr Dungeons and Dragons Tag Feed - Sat, 10/04/2014 - 02:31

ridureyu1 has added a photo to the pool:

Dragon Rider

The Githyanki have brokered a long-lasting deal with Red Dragons.

Categories: Dungeons and Dragons

The 09-11 column we weren’t sure we we were going to run

dungeonmastering.com - Wed, 10/01/2014 - 01:59
Let’s just get this out of the way right from the start: this is not an attempt to write something ‘sensationalist’ or otherwise capitalize on a tragedy.  However a weird thing...

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White Dragon

Flickr Dungeons and Dragons Tag Feed - Tue, 09/30/2014 - 01:58

ridureyu1 has added a photo to the pool:

White Dragon

Savage and vicious, White Dragons are the most feral of their kind.

Categories: Dungeons and Dragons

Mind Flayer

Flickr Dungeons and Dragons Tag Feed - Tue, 09/30/2014 - 01:58

ridureyu1 has added a photo to the pool:

Mind Flayer

These eldritch beings can paralyze your mind with a thought. They love the taste of brains.

Categories: Dungeons and Dragons

Needle Blight

Flickr Dungeons and Dragons Tag Feed - Tue, 09/30/2014 - 01:58

ridureyu1 has added a photo to the pool:

Needle Blight

I AM NOT GROOT.

Categories: Dungeons and Dragons

Blue Dragon

Flickr Dungeons and Dragons Tag Feed - Mon, 09/29/2014 - 01:55

ridureyu1 has added a photo to the pool:

Blue Dragon

Deady denizens of the desert, a Blue Dragon's lightning breath can turn sand to glass!

Categories: Dungeons and Dragons

Copper Dragon

Flickr Dungeons and Dragons Tag Feed - Mon, 09/29/2014 - 01:55

ridureyu1 has added a photo to the pool:

Copper Dragon

As capricious pranksters, Copper Dragons can be dangerous, but they mean well.

Categories: Dungeons and Dragons

Black Shadow Dragon

Flickr Dungeons and Dragons Tag Feed - Mon, 09/29/2014 - 01:55

ridureyu1 has added a photo to the pool:

Black Shadow Dragon

Any kind of dragon can become a Shadow Dragon, but the Black is already halfway there.

Categories: Dungeons and Dragons

Converting the 2e Realms to 5e

Newbie DM - Sun, 09/28/2014 - 23:46

In a previous post I wrote about setting my home game in the Forgotten Realms around the time period of the 2nd edition version of D&D, which would put us in Faerun in 1368DR. For those of you keeping track at home, the original boxed set of the Forgotten Reams placed the timeline at 1357DR, the second edition, which is the one I’m using, advanced the timeline a decade, and the third edition takes place in 1372DR. The fourth edition version of the Realms moves the timeline up to 1479, and the 5th edition of the Realms begins in 1489. The reason I chose to play in the 2nd Edition version is because I own a lot of material for it, there are tons of materials for it online, and for me it is a good on-ramp, since I have a lot of access to what’s been written for it.

See, while I own a lot of stuff, it mostly went unused. I’ve never had an encyclopedic knowledge of the Realms, mostly general knowledge stuff (Elminster is a Gandalf type, Drizzt is a good drow). Reading D&D fiction ain’t my bag, so most of what I know has been from reading some rpg stuff here or there. I’ve never ran nor played a Realms campaign until now. I figured that 5e is trying real hard to be a throwback, and the Realms are the implied setting… why not? Plus, again, I’ve amassed a lot of 2e stuff through the years.

DSC09625So, playing in the Realms requires some decision making, primarily, where in the Realms do you want to play? I wasn’t going to wrack my brain thinking about it. My boxed set brings a book dedicated entirely to one location, Shadowdale, so that’s where we’ll start. If it’s good enough to devote a book to, it’s good enough for my game.

Shadowdale as a starting locale is in fact recommended by the designers for players adventuring in the Realms for the first time. It’s a small town where the players can make a name for themselves (even if some major NPCs live there), there are some good low level adventuring areas, and the sorroundings are fairly typical fantasy stuff. The Dalelands are pretty much a fantasy version of rural England anyway.

So, I have a starting location. I digested the fluff in the boxed set, along with some other material I have (Richard Baker’s The Dalelands is a good source of information, along with Volo’s Guide to the Dalelands).  There are also some really good web sites with information available. The Realms wiki is a great resource, for example, and there are others out there with more than enough material to help you out.

The Shadowdale book includes an adventure aimed at beginning PCs, which makes my job as a DM easier. I still had to jump through some hoops to get the party together and ready to go on a quest together, something the adventure doesn’t really do, but that’s fine.

One thing I did was find a reason to get rid of the über-NPCs. The Realms has always faced criticism for being the land of the super NPCs that overshadow the players. Guys like Elminster and Drizzt are so powerful, that why would the world need the PCs? Well, I got rid of Elminster. Right at the first session. I gave him a reason to disappear which directly tied into one of the players, and off he went. He won’t come back either, he’s off on a mission for the duration of the campaign that directly ties into the story. His reason for not being around is important and matters. It isn’t arbitrary. So in Shadowdale, one of the the über-NPCs is now gone. Once the characters were brought into the story and everyone had a reason to hit the adventure, off we went. Of course, I had to make adjustments and conversions.

The crest of Shadowdale, the Twisted Tower of Ashaba.

The crest of Shadowdale, the Twisted Tower of Ashaba.

The adventure included is called “Beneath the Twisted Tower”, and it is a dungeon crawl set under the tower that houses Shadowdale’s ruler. It’s a pretty straight forward crawl, good enough to take the 5e rules for a spin, but it requires some adjustments.

***Spolier Alert***

Yes, I get that it’s a module from the late 80’s/early 90’s, but I’m still putting a spoiler tag, even if just for my players. If you play in my game, stay away. That means you, Diaz. :)

The first thing I did was go through the list of enemies the players could or would face off against in the module, and made a list. Why? I needed to see if there were any 5e stats available for them, or something relatively close I could just reskin. Right at the beginning, I ran into trouble. The first monster the PCs could possibly face is called a Gambado, a creature with no 5e stats. That meant I had to create. The Gambado, if you remember, is a pretty strange creature. It basically appears as a skull on the ground, and when approached it jumps out of a pit like a spring to fully reveal itself. Since 5e has no Gambado, I made one up, giving it my best shot at creating a 5e monster without any guides available yet. I think it came out okay.

Then I made my way further down the list: Quaggoths, huge spiders, Moray Rat, Boogins, Mud-Man, Aballin, etc. They all had equivalents, or near equivalents I could use. For example, a Mud-Man is nowhere to be found in the Monster Manual, but a Mud Mephit, which is in the 5e MM, could serve the same purpose and have similar powers. The Aballin, described in the module as “living water” became a water elemental with some of its numbers dialed down (it’s a CR 5 monster, too strong for a 1st level party). There’s another encounter that calls for 30 rats, which can be handled with the Rat Swarm MM entry, so in general, it’s pretty easy to convert this adventure.

Besides creature stats, I also had to look at actual challenges the PCs face in the adventure, that aren’t fight related. There’s a scene set on a bridge that works as a perfect example. Lets take a look:

Once they are underground, the module calls for the PCs to cross a “20 foot long, single span, unrailed, stone bridge… wet with water”. The adventure calls for Dexterity checks to see if they slip as they cross. It also offers other alternatives, such as long jumping over the 12 foot wide chasm or climbing the chasm walls up and down to avoid the bridge altogether. This created some issues for me, so I had to make adjustments. In 5e, players can easily jump the 12 foot chasm without even having to roll, but I wanted this to be a challenge. So I extended both the chasm and the bridge, leading them to choosing to cross the bridge. My 5e adjustment of this challenge was to use the Advantage/Disadvantage rules. I had them make Dexterity checks like the module called for, but they got clever and decided to use a rope as support. Bam! Advantage on the Dexterity checks. So easy. And it was a challenging encounter for them that forced them to rely on their wits.

I want to touch on two things I was asked about when I mentioned on twitter I was doing this. One was about converting NPCs, and the other was how to run this if you have no Realms knowledge whatsoever.

As far as the NPCs are concerned, I’m not too concerned about converting any of them to 5e. First, and most important, is asking myself if I’ll really need those stats. Only of the PCs choose to fight an NPC will I ever need that stat block. And if it comes to that, well, I have premade solutions. Lets look at the guards in the tower, for example. The Men-at-Arms are (remember these are 2e stats) 2nd level fighters wearing chain mail and using swords. The “Guard” entry in the 5e Monster Manual is good enough for me. He’s a 1/8 CR enemy I can throw waves of at the PCs if they foolishly decide to attack the Men-at-Arms. The lord of Shadowdale? If they decide to attack him I’ll use the “Knight” entry in the Monster Manual, as the Lord is described as a former knight in the book. Easy.

And as far as Realms knowledge? Listen, all you need to know is where your party is when you begin. Starting in Shadowdale? Read up on Shadowdale and the general area. You don’t need to know the rest of the world’s history or current political climate. Who cares? My party is here on a dungeon crawl under the town’s tower. They are starting here and I gave them enough info to care about this particular place. I gave them a region to create backstories from, linking them to the wiki in the process. That’s it. I’m no Realms expert. You don’t have to be either. Once our adventures take us elsewhere, I’ll read about elsewhere. Right now it’s Shadowdale and the surroundings, and that’s what I’ll care about.

As my campaign progresses I’ll write about what challenges I faced, and tips I can share along the way.

For now, here’s a tip I found useful: Every single monster I expected the party to fight, I wrote down on a note card (index card), including its full stats and attacks. That way I didn’t have to flip through the Monster Manual, and I can build a monster rolodex as time goes on.

I’ll have more to write about converting my game to 5e as this campaign progresses. If you have any thoughts, let me know in the comments below or at https://twitter.com/newbiedm

If you would like to support NewbieDM.com, perhaps you’d consider visiting Amazon.com for your next rpg related purchase. Check out the following products:

World of Greyhawk AD&D Boxed Set

Menzoberranzan AD&D Boxed Set

Conquest of Nerath: A D&D Boardgame

Legend of Drizzt: A D&D Boardgame


Silver Dragon

Flickr Dungeons and Dragons Tag Feed - Thu, 09/25/2014 - 00:48

ridureyu1 has added a photo to the pool:

Silver Dragon

Perhaps the friendliest of all dragons, Silver Dragons are warm-hearted protectors.

Categories: Dungeons and Dragons
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