Sunday, October 18, 2015

5E Sinister Secret of Saltmarsh Conversion in Progress

I've been tinkering around with making a 5E conversion of the AD&D module U1: The Sinister Secret of Saltmarsh.  So far, I have finished Part 1 which involves the 'haunted' mansion.  I had to take some liberties and make changes to the amount of treasure and magic items found.  In the original module, it's possible to find TWO +1 Rings of Protection, so I switched out the second one for a Ring of Swimming instead.  This should come in handy in Part 2 of the module and later in the module series U2: Danger at Dunwater.  It is possible to find two spellbooks, and some spells in the original module don't have a 5E equivalent, such as 'Fools Gold' and 'Detect Illusion', so I just replaced them with different spells.

My conversion document is kind of bare-bones and still requires ownership of the original module to read the boxed text and other information.  But anything that requires 5E mechanics is placed in the Room Key.

Since Rot Grubs make an appearance in the module, this allowed me to use my 5E Rot Grub write-up I did not too long ago.  I failed to mention in that post how many rounds it takes for Rot Grubs to burrow to the heart,  I decided on 1d4 rounds.

By my calculations, if a standard party of four manages to survive and clear out the mansion and find every piece of treasure, they stand to gain around 824 gold pieces each and will reach 2nd level with around 475xp.  The gold still seems high for 2nd level characters, so I might tweak that some more.

Potential magic items are: +1 Ring of Protection, Ring of Swimming, +1 Plate Armor, Potion of Lesser Restoration, Clerical Scroll of Hold Person, 3 Healing Potions, 1 Potion of Speed, one cursed magic item (Cursed Luckstone), two spellbooks.

I wrote up the 5E version of the NPC statblocks for Ned Shakeshaft and Sanbalet.  I included the write-up for the Rot Grub Hazard and the Cursed Luckstone in my document.  When I am finished, I will post up a link to it.


Tuesday, October 13, 2015

4E Kobolds Converted to 5E

I converted some of the kobold monster stat blocks from the 4E Monster Manual to 5th Edition. 


KOBOLD SLINGER
Small humanoid (kobold), lawful evil

Armor Class: 13 (Leather armor + dex)
Hit Points: 5 (2d6-2)
Speed: 30ft

STR      DEX       CON       INT       WIS      CHA
7 (-2)    15 (+2)     9 (-1)      8 (-1)     7 (-2)     8 (-1)

Senses: darkvision 60ft, passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Special Ammo: A kobold slinger can fire special ammunition from it's sling. It typically carries 3 pieces of this special ammo. A successful ranged attack with the sling deals it's normal damage and has the additional effect as shown: 2 Firepots: Deals 1d3 fire damage. 1 Gluepot: Target is Restrained (DC 13 Strength save ends)

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

Sling: Ranged Weapon Attack: +4 to hit, range 30/120ft, one target. Hit: 4 (1d4+2) bludgeoning damage.

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KOBOLD DRAGONSHIELD
Small humanoid (kobold), lawful evil

Armor Class: 17 (Chain shirt + shield + dex + training)
Hit Points: 13 (3d6+3)
Speed: 30ft

STR       DEX       CON      INT     WIS       CHA
14 (+2)   13 (+1)   12 (+1)   8 (-1)   10(+0)    10(+0)

Senses: darkvision 60ft, passive Perception 10
Languages: Common, Draconic
Challenge: 1/2 (100XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Dragonshield Training: A kobold dragonshield is trained in the use of armor and shield. While wearing armor, they have a +1 bonus to Armor Class.

ACTIONS
Shortsword: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage

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KOBOLD WYRMPRIEST
Small humanoid (kobold), lawful evil

Armor Class: 11
Hit Points: 13 (3d6+3)
Speed: 30ft

STR      DEX      CON      INT      WIS     CHA
7 (-2)    14 (+2)    12 (+1)  10(+0)  17(+3)  12(+1)

Senses: darkvision 60ft, passive Perception 13
Languages: Common, Draconic
Challenge: 1 (200XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting: A kobold wyrmpriest is a 3rd level spellcaster, it's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks)

Cantrips (at-will): guidance, resistance, sacred flame
1st Level: (4 slots): bane, guiding bolt, command, shield of faith
2nd Level (2 slots): blindness, spiritual weapon

ACTIONS
Spear: Melee Weapon Attack: +0 to hit, reach 5ft, one target. Hit: 2 (1d6-2) piercing damage

Spear: Ranged Weapon Attack: +0 to hit, range 20/60, one target. Hit: 2 (1d6-2) piercing damage
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