Against the Cult of the Reptile God 5 Th
Short Description
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Description
5th edition conversion for Against the Cult of the Reptile God Introduction................................................................................................................................................2 Key to Orlane.............................................................................................................................................3 Key to the Golden Grain..........................................................................................................................11 Key to the Inn of the Slumbering Serpent................................................................................................14 Key to the Temple of Merikka.................................................................................................................15 Cult activity as time passes......................................................................................................................19 Trail to the Reptile God's lair...................................................................................................................20 Key to dungeon level 1............................................................................................................................21 Key to dungeon level 2............................................................................................................................24 Pre-rolled Characters................................................................................................................................28
Introduction Here is my conversion of the classic D&D adventure, Against the Cult of the Reptile God(AtCotRG). A copy of the module is needed to use this conversion (It can be purchased at DriveThruRPG if you don't already have a one). This is the first in a list of conversions I'm doing for my classic Greyhawk Sheldomar Valley campaign. Next up will be the Scourge of the Slave Lords (SotSL) followed by the Queen of Spiders (QoS). I'm still working on some kind of justifying narrative to link the campaigns; perhaps Lolth or the Elder Elemental Eye is behind Explictica Defilus's machinations The conversion has been written with the assumption that the milestone experience will be used. The following milestones are suggested.
•
Advance to 2nd level after the party confronts the cult for the first time or clears the Golden Grain Inn.
•
Advance to 3rd level after the party clears the temple of Merrika.
•
Advance to 4th level after the party kills Explictica Defilus.
Of course, a lot can go wrong in this adventure so it's best to be flexible with the advancement schedule. I've chosen 4th level as an end point since that's where I want the SotSL to begin, you can change things up to fit the level pacing you want for your campaign. For the most part, I've tried to stay true to the original intent of each encounter. However, I have made several changes to remove gender stereotypes or just because I felt like it. Many of the encounters were fine as is or just needed small adjustments in terms of the number of creatures. In terms of loot balance, there are no magic weapons nor is there any magic armor in the adventure. Treasure rewards have been regenerated using the rules from the DMG. I've also converted the original pre-rolled characters from the adventure. I'm posting this this in the dndnext subreddit. If you have any comments, questions, or suggestions you can reach me there (smulroon)
Version history 1.0 Initial conversion
Key to Orlane 1. PLEASANT FARMHOUSE AND BARN 5 Commoners (MM p. 345) Find sack beneath plank(investigate DC 15) Sack in beneath plank contains(30 SP, 22 EP, 17 GP)
2. CONSTABLES QUARTERS Grover Ruskadal, (enhanced guard 2HD) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
18(16)
11
30
15(+2)
14(+2)
13(+1)
7(-2)
9(-1)
10(0)
Saves
none
Skills
perception (+1), investigate(0)
Actions
Senses
passive perception 11 Languages Common
longsword
M
+4
d8+2
versatile
light crossbow
R
+4
d8+2
range 80/320
Equipment
scale mail, shield, longsword, light crossbow, 20 bolts
Challenge 1/2(100) Donavan Allard, (enhanced guard 4HD) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
19(17)
22
30
17(+3)
14(+2)
13(+1)
9(-1)
9(-1)
6(-2)
Saves
none
Skills
perception (+1)
Actions
Senses
Languages Common
longsword Spear
Equipment
passive perception 11
M
+5
d8+3
versatile
M/R
+5
d6+3
range 20/60
half plate, shield, longsword, spear
Challenge 1(200) Hulbar Onfre, (enhanced guard 2HD) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
18(16)
15
30
14(+2)
14(+2)
16(+3)
12(+1)
10(0)
9(-1)
Saves
none
Skills
perception (+2)
Actions
Senses
longsword light crossbow
Equipment Challenge 1/2(100)
passive perception 11 Languages Common
M
+4
d8+3
versatile
M/R
+4
d8-2
range 80/320
scale mail, shield, longsword, light crossbow, 20 bolts
Sack in desk contains(10 GP, 17 SP)
3. EMPTY BARRACKS Nothing to convert
4. DAIRY 8 Commoners (MM p. 345) Hidden in milk can (9 GP, 24 SP)
5. WEAVER'S HOUSE AND SHOP 2 Commoners (MM p. 345)
6. GOLDEN GRAIN INN See key to Golden Grain Inn
7. JEWELER AND MONEYCHANGER Haskali Ull (Commoner MM p. 345) Overbearing wife (Commoner MM p. 345) Erroll Rocktyn (Guard MM p. 347) Wylle Dunn (3rd Rogue Thief) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
14
16
30
13(+1)
16(+3)
13(+1)
11(0)
10(0)
15(+2)
Saves
DEX(+5), INT(+2)
Skills
stealth(+5), slight of hand(+5), thieves' tools(+5)
Actions
shortsword
Senses M
+5
Languages Common d6+3
cunning action, second-story work
Equipment
leather armor, shortsword
Challenge 1/2(100) Open metal box (thieves' tools DC 20) Metal box contains (30 GP, 24 SP, 18 EP, 18 GP, 6 PP) Trap door (investigate DC 20) Open locked chests (thieves' tools DC 20) Locked chests contains(3600 CP, 1800 SP, 120 GP, 12 gems worth 50 gps)
8. LIVERY STABLE 5 Commoners (MM p. 345) Notice wooden box buried in the stall (perception DC 20) Wooden box contains (1500 CP, 1200 SP, 80 GP)
passive perception 11 +2D6 sneak attack
9. SMALL COTTAGE Dorian (3rd Wizard-Diviner) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
16
14
30
10(0)
16(+3)
12(+1)
16(+3)
10(0)
10(0)
Saves
INT(+5), WIS(+2), immune to sleep, adv. charm
Skills
arcana (+5), history (+5), perception(+2)
Actions
Senses
darkvision 60, passive perception 12 Languages Common, Elvish
shortsword
M
+5
d6+3
firebolt
SR
+5
d10
fire
arcane recovery, portent Cantrips Spells
at will
firebolt, minor image, message, mage hand
1st
4
feather fall, shield, protection from evil and good, magic missile, detect magic
2nd
2
web
Equipment
elven chain, shortsword, arcane focus (rod)
Challenge 1/2(100) Llywillan (Rogue 1st Fighter 2nd) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
14
19
30
14(+2)
17(+3)
11(0)
10(0)
12(+1)
14(+2)
Saves
DEX(+5), INT(+2)
Skills
stealth(+5), slight of hand(+5), thieves' tools(+5), perception(+2), persuasion(+4)
Actions
Senses
darkvision 60, passive perception 12 Languages Common, Elvish
shortsword
M
+5
d6+3
+d6 sneak, bonus attack d6+3
longbow
R
+5
d8+3
range 150/600
two weapon fighting, second wind, action surge Equipment
leather armor, 2 shortswords, longbow, 20 arrows
Challenge 1/2(100) Open Chest (thieves' tools DC 15) Chest contains (GP 800 SP, 60 GP and the letter)
10. MAYOR'S RESIDENCE Wife, 2 daughters (Commoners (MM p. 345)) 2 Sons (Guards but ring mail + shield (AC 16) and longsword d8+1 challenge 1/8 (MM p, 345)) Zakarias Ormond (Fighter 3rd) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
18*
19
30
16(+3)
10(0)
12(+1)
14(+2)
15(+2)
14(+2)
Saves
CON(+3), STR(+5)
Senses
Skills
athletics (+5), perception(+4)
Actions
longsword
M
passive perception 14 Languages Common
+5
d8+5
dueling, second wind, action surge, improved crit(19-20) Equipment
chain mail, longsword
Challenge 1/2(100) Notes
*(if armored otherwise 10) Traver Stoutheart (Fighter 5th)
AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
19
47
30
15(+2)
11(0)
17(+3)
7(-2)
9(-1)
14(+2)
Saves
CON(+5), STR(+2)
Skills
perception(+1)
Actions
longsword x 2
Senses
Languages Common M
+4
d8+4
dueling, second wind, action surge, improved crit(19-20) Equipment
passive perception 11
splint mail, shield, longsword
Challenge 3(700) Open chest (thieves' tools DC 15) Chest contains (1800 CP, 900 SP, 190 GP, 17 gems worth 50 gps)
11. TAILOR SHOP Myron Tweed (Commoner (MM p. 345)) Sack (17 CP, 10 SP, 8 GP)
12. VILLAGE STORE 5 Commoners (MM p. 345) Cashbox (40 CP, 23 SP, 17 EP, 11 GP) Find trap on locked chest (investigate DC 15) Open locked chest (thieves' tools DC 15) Locked chest contains (98 SP, 35 EP, 27 GP)
13. RUNDOWN FARMHOUSE 2 Commoners (MM p. 345) Jar contains (31 CP)
14. CARPENTER'S SHOP Carpenter (commoner (MM p. 345)) Wife (commoner poisoned longsword(d8 + poison 3d6 DC 11) challenge 1/4 (50)) Compartment box (thieves' tools DC 20) Compartment box contains (30 SP, 19 GP, and a piece of jewelry worth 25 GP)
15. BLACKSMITH'S SHOP Blacksmith (Cultist substitute hammer d4+2 (MM p. 345)) 2 x sons (Cultist substitute short swords (MM p. 345))
16. BATTERED AND WEATHER BEATEN STRUCTURE 3 troglodytes (MM p. 290) Find small sack (perception DC 15) Small sack contains (32 SP, 27 EP, 20 GP, 2 PP, 5 x 50 GP gems)
17. DECREPIT FARMHOUSE AND COLLAPSED BARN Find leather sacks (perception DC 15) Leather sacks contain (65 SP, 33 EP, 2 GP, 2 PP, and a jade statuette worth 25 GP)
18. FARMHOUSE AND BARN 4 sneaks (see below) Sneak (1HD) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
12
4
30
12(+1)
12(+1)
10(0)
10(0)
10(0)
10(0)
Saves
none
Skills
stealth(+3)
Actions
club
Equipment
Senses
passive perception 10 Languages Common
M
+3
d4+1
+1d6 sneak attack
Leather armor, club
Challenge 1/4(50)
19. FARMHOUSE WITH SEVERAL SMALL OUTBUILDINGS Farmer (commoner substitute light crossbow (MM p. 345)) Wife (commoner substitute Spear (MM p. 345)) Boy (commoner substitute light crossbow (MM p. 345)) Find leather sacks (investigate DC 15)
Leather sacks contain (32 SP, 15 EP, 12 GP)
20. SMALL NEATLY KEPT COTTAGE Vilma Merridie (commoner no weapons (MM p. 345)) 4 rings worth 25 gp each Jewelry case contains(8 pieces of jewelry worth 25 GP each) Large cookie jar contains(327 CP, 196 SP, 68 GP) If Vilma is harmed or robbed perpetrators will have bad luck (disadvantage on all rolls) for 3 days
21. TEMPLE OF MERIKKA see Temple key
22. SHABBY FARMHOUSE 6 Commoners (MM p. 345)
23. PROSPEROUS FARMHOUSE AND BARN 3 Children (Commoners (MM p. 345)) Alan Clayborn (Ranger 4th) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
16*
19
30
12(+1)
16(+3)
12(+1)
13(+1)
15(+2)
12(+1)
Saves
STR(+3), DEX(+5)
Senses
passive perception 14
Skills
survival (+4), nature(+4), perception(+4)
Actions
shortsword
M
+5
d6+3
bonus attack with off hand d6+3
longbow
R
+7
d8+3
range 150/600
Languages Common
archery Equipment
chain shirt, 2 shortswords, longbow, 20 arrows
Challenge 1/2(100) Notes
*(if armored otherwise 13) Marieke Clayborn (Fighter 4th)
AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
19*
19
30
17(+3)
15(+2)
14(+2)
16(+3)
10(0)
12(+1)
Saves
CON(+4), STR(+5)
Skills
athletics (+5), perception(+2)
Actions
Senses
passive perception 12 Languages Common
longsword
M
+5
d8+5
shocking Grasp
SM
+5
d8
lightning (no reactions)
ray of frost
SR
+5
d8
Cold range 60 feet
dueling, second wind, action surge, weapon bond Spells
Cantrips 1st
Equipment
at will 3
shocking grasp, ray of frost shield, thunderwave, fog cloud, protection from good and evil
Half Plate, Shield, longsword
Challenge 1/2(100) Notes
*(if armored otherwise 12)
Strong box (thieves' tools DC 20) Strong box contains (500 CP, 214 SP, 52 GP, 3 gems worth 50 gps)
24. ABANDONED FARM Nothing to convert
25. INN OF THE SLUMBERING SERPENT See key to Inn of the Slumbering Serpent
26. MILLHOUSE, WATERWHEEL, AND POND 11 Commoners (MM p. 345) Open locked box (thieves' tools DC 15) Locked box contains (121 EP, 25 PP, 3 rings worth 25 gps)
27. GROOVE OF STATELY ELMS Ramne (7th Wizard-Abjurer) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
13
14
15
7(-2)
9(-1)
7(-2)
18(+4)
16(+3)
13(+1)
Saves
INT(+7), WIS(+6)
Skills
arcana (+6), history (+6) stealth(+2) adv
Actions
Senses
passive perception 13 Languages Common, Elvish
staff
M
+1
d6-2
poison spray
SR
DC 15
2d12
poison range 10
arcane recovery, arcane ward(18), projected ward Cantrips
Spells
at will
poison spray, minor illusion, light, mage hand
1st
4
shield, mage armor, protection from evil and good, find familiar, false life, sleep, detect magic, unseen servant, magic missile, alarm, tenser's floating disk
2nd
3
invisibility, arcane lock, misty step
3rd
3
dispel magic, counterspell, lightning bolt
4th
1
Otiluke's resilient sphere
Equipment Challenge 2(450)
staff, cloak of elvenkind, ring of protection +1, wand of wonder
Key to the Golden Grain 1. COMMON ROOM Bertram Beswill (Commoner MM p. 345) 3d4 Commoners (MM p. 345)
2. KITCHEN Snigrot Dogroot (Rogue-Assassin 3rd) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
13
11
30
13(+1)
15(+2)
11(+1)
11(0)
8(-1)
5(-3)
Saves
DEX(+5), INT(+2)
Skills
stealth(+6), Poisoner's kit(+4), Sleight of Hand(+6)
Languages Common
dagger
+2d6 sneak attack
Actions
Senses M
+4
cunning action, assassinate
Equipment
leather armor, dagger
Challenge 1/2(100)
3. OUTHOUSE Nothing to convert
4. BERTRAM'S DEN Lock DC 10 if Bertram is in his bedroom.
5. BERTRAM'S BEDROOM Notice key to chest (perception DC 15) Chest Find trap (investigate DC 15) Remove trap (thieves' tools DC 15) Trap (Slow as spell DC 14) Notice secret panel in chest (perception DC 20) Secret panel in chest contains (65 GP, 244 SP, 534 CP)
d4+2
passive perception 11
6. LARGE GUEST ROOM Derek Desleigh (Rogue-Assassin 4th) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
15
20
30
14(+2)
16(+3)
14(+2)
12(+1)
8(-1)
7(-2)
Saves
DEX(+5), INT(+3)
Skills
stealth(+7), poisoner's kit(+3), sleight of hand(+5), thieves' tools (+7), perception(+1)
Languages Common
shortsword
+2d6 sneak attack
Actions
Senses
M
+5
d6+3
passive perception 11
cunning action, assassinate
Equipment
studded leather, dagger
Challenge 1/2(100) Find trap on locked iron strongbox (investigate DC 15) Remove trap on locked iron strongbox (thieves' tools DC 15) Trap CON save DC 11 3d6 poison damage Open Locked iron strongbox (thieves' tools DC 15) Locked iron strongbox contains (267 GP, 30 PP, 5 gems worth 50 gps, potion of healing, potion of climbing, and a potion of poison)
7. SMALL GUEST ROOM Nothing to convert
8. SMALL GUEST ROOM Nothing to convert
9. CROWDED GUEST ROOM Nothing to convert
10. POSH GUEST ROOM Nothing to convert
11. CULT MEMBER'S ROOM 5 Cultists MM p. 345
12. CULT UTILITY AND DINING ROOM Nothing to convert
13. SMALL GUEST ROOM Iggy Olivero (Commoner MM p. 345)
14. DORMITORY ROOM Nothing to convert
15. MAIN CELLAR ROOM Notice the torch socket that opens door to room 18
16. WETGOODS STORAGE Nothing to convert
17. DRYGOODS STORAGE Nothing to convert
18. SECRET MEETING ROOM Nothing to convert
19. UNDERGROUND PASSAGES Nothing to convert
20. CENTRAL CHAMBER Constrictor snake (MM p. 320) Has advantage on stealth unless players investigate the ceiling. Because of the chilly temperature the snake attacks at disadvantage on attacks and moves at 15ft
21. SECRET TREASURE ROOM Nothing to convert
22. LARGE DIRT CHAMBER Giant poisonous snake (MM p. 327) Has advantage on stealth under the dirt. Because of the chilly temperature the snake attacks at disadvantage on attacks and moves at 15ft
23. GHOULISH VAULT 1 Ghoul (MM p. 148) (I wouldn't use 3 unless the party is very large and/or very tough)
24. STATUE OF THE NAGA Ivory statue worth 1000 GP but too heavy to move Statue can be broken down into 5 parts worth 200 GP each.
25. EMPTY CHAMBER Nothing to convert
Key to the Inn of the Slumbering Serpent 1. COMMON ROOM 2 Commoners (MM p. 345)
2. KITCHEN Nothing to convert
3. PARLOR Nothing to convert
4. BEDROOM Notice the loose board (perception DC 10) Leather sacks contain (400 SP, 94 EP, 37 GP)
5. OUTHOUSE Nothing to convert
6. WINERY Nothing to convert
6. LAVISH GUEST ROOM Nothing to convert
8. STORAGE CLOSET Nothing to convert
9. PRIVATE GUEST ROOM Nothing to convert
10a – b. MULTIPLE-GUEST ROOMS Nothing to convert
11a – c. DOUBLE GUEST ROOMS Nothing to convert
12. CELLAR Nothing to convert
Key to the Temple of Merikka 1. COURTYARD During the day: Gardener (Commoner MM p. 345) After dark: Servants (Cultists MM p. 345) Wolves MM p. 341
2. OUTBUILDINGS Nothing to convert
3. CENTRAL SANCTUARY Nothing to convert (Misha is detailed in area 9) Statue too heavy to move (1000 lbs), can't be broken without destroying value
4. MEETING ROOM Nothing to convert
5. DINING HALL Nothing to convert
6. KITCHEN Nothing to convert
7. MEDITATION CELLS a. Nothing to convert b. – d. 3 Evil monks Evil Monk (4th Monk-Shadow) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
15
22
40
10(0)
16(+3)
12(+1)
10(0)
14(+5)
10(0)
Saves
STR(+2), DEX(+5)
Skills
acrobatics(+5), stealth(+5)
Actions
unarmed strike
Senses
passive perception 10 Languages Common
M
+5
d4+3
martial arts, 4 ki points, flurry of blows, patient defense, step the wind, minor illusion, darkness(2 ki), darkvision(2 ki), pass without trace(2 ki), silence(2 ki) Equipment Challenge
robes 1(200)
e. Notice there is something under the mat (if no one looks) perception DC 15
8. MISHA DEVI'S OUTER CHAMBER Nothing to convert
9. MISHA DEVI'S QUARTERS Misha Devi (3rd Cleric-Nature) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
18*
15
30
12(+1)
9(-1)
10(0)
12(+1)
16(+3)
15(+2)
Saves
WIS(+5), CHA(+4)
Senses
Skills
nature(+3), religion(+3), medicine(+5)
Actions
Club
M
passive perception 13 Languages Common
+5
d8+3
shillelagh
Turn undead, charm animals and plants, Cantrips Spells
Notes
shillelagh, light, guidance, thaumaturgy
1st
4
animal friendship, speak with animals, inflict wounds, guiding bolt, detect evil and good,
2nd
2
barkskin, spike growth, hold person, augury, silence
Equipment Challenge
at will
chain mail, shield, club 1/2(100) *If prepared, otherwise 16 (barkskin)
10. HALL OF STATUES Merikka's curse (WIS save DC 15) Effect: Random: (Roll 1d6 reroll if the character already has this curse) 1. Disadvantage STR ability checks and saving throws 2. Disadvantage DEX ability checks and saving throws 3. Disadvantage CON ability checks and saving throws 4. Disadvantage INT ability checks and saving throws 5. Disadvantage WIS ability checks and saving throws 6. Disadvantage CHA ability checks and saving throws Remove curse will remove the curses Statues worth 1000 GP each
11. GUARDROOM OF THE UNDEAD 8 skeletons (MM p. 272)
12. LIBRARY Nothing to convert
13. SMALL MEETING ROOM Goblins MM p. 166 Converter's note: I would reduce this to 6 instead of 9. Two very close deadly encounters for a 2 nd level party of 4 characters might be a little extreme.
14. TORTURE CHAMBER Nothing to convert (but see goblins above)
15. GOBLINS' QUARTERS Nothing to convert (but see goblins above)
16. ANTECHAMBER Abramo (7th Cleric-Nature) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
19
40
30
13(+1)
15(+2)
12(+1)
10(0)
17(+3)
9(-1)
Saves
WIS(+5), CHA(+4)
Senses
Skills
nature(+3), religion(+3), medicine(+5)
Actions
club
M
passive perception 13 Languages Common
+6
d8+3
shillelagh
channel (2/r), turn undead, charm animals and plants, dampen elements Cantrips
Spells
at will
shillelagh, light, guidance, thaumaturgy
1st
4
animal friendship, speak with animals, inflict wounds, guiding bolt, detect evil and good, healing word, cure wounds
2nd
3
barkskin, spike growth, hold person, augury, silence
3rd
3
plant growth, wind wall, animate dead
4th
1
dominate beast, grasping vine, locate creature
Equipment Challenge
Half Plate, shield, club 3(700)
17. ABRAMO'S CHAMBER Notice secret door (perception DC 10)
18. SECRET ALTAR ROOM Cirilla Finla (Commoner MM p. 345) Chests contain (29 CP, 14 SP, 12 GP)
19. HIDDEN HALLWAY Nothing to convert.
20. MAZE Ogre MM p. 237
21. SECRET DOOR Nothing to convert.
22. TROGLODYTE TUNNELS Shrieker MM p. 138 4 Troglodyte MM p. 290 Notice chest buried in wall (perception DC 15) Open chest (thieves' tools DC 15) Chest contains (45 GP, 89 EP, 204 SP, 460 CP, and a silver brooch of shielding)
Cult activity as time passes Kidnapping party members Against 2 party members or less (Misha Devi, Derek Desleigh, 5 cultists) More than 2 party members (Abramo, Misha Devi, Derek Desleigh, 5 cultists, 3 troglodytes) Non-lethal combat: Knock-out at 0 (automatically stable) Converter's note: Unless the party (who are possibly still 1st level at this point in the adventure) has an excellent ambush plan waiting for the cultists the kidnapping is very likely to succeed.
Kidnapping NPCs Cult kidnappers (Abramo, Misha Devi, Derek Desleigh, 5 cultists, 3 troglodytes) Converter's note: The party can watch the town for signs of abduction. Misha Devi's stealth (at -1 with disadvantage due to armor) gives the party an edge in the stake out as long as they watch the right parts of Orlane.
Being asked to leave town Constable Ruskadal attempts to intimidate the party to leave town (Grover Ruskadal, Donavan Allard, Hulbar Onfre)
Trail to the Reptile God's lair Following the trail Using survival DC 10
Dim Forest wandering monster table(Encounter 18+ on a d20) d8 1. 2d4 Goblins MM p. 266 2. 1 Wild boar MM p. 319 3. 1d4 Troglodytes MM p. 290 4. 1 Ogre MM p. 237 5. 1d6 Zombies MM p. 316 6. 1d4 Wolves MM p. 341 7. 1 Black bear MM p. 318 8. 2d4 Skeletons MM p. 272
Rushmoors wandering monster table(Encounter 18+ on a d20) d4 1. 1dD4 Leeches (use giant poisonous snake MM p. 327 but replace poison with blood drain) 2. 1d6 Stirges MM p. 284 3. 1D4 Troglodytes MM p. 290 4. 1 Giant snapping turtle (use Akylosaurus MM p. 79 but replace tail with bite (slashing) no knockdown)
Key to dungeon level 1 Wandering monsters, level 1 d6, roll every 30 minutes 1. 2d4 Giant rat MM p. 327 2. 2 Giant lizards MM p.326 3. Giant poisonous snake MM p. 327 4. Constrictor snake MM p. 320 5. 1d4 Troglodytes MM p. 290 6. 2 Giant weasel MM p. 329
1. WOODEN STAIRS Slip DEX save DC 10 (no damage)
2. ENTRY ROOM 8 guards MM p. 347 (guards surprise party if they slipped down the stairs)
3. CHAMBER OF THE FROGS 6 giant frogs MM p 325
4. CULT TREASURE CHAMBER 2100 CP, 1050 SP, 70 GP, 7 gems (50 GP each)
5. CAVE-IN Nothing to convert
6. BURIAL POOL Force open door athletics DC 10
7. HOME OF THE GREEN SLIME Notice the slime: perception DC 15 Green slime DMG p, 105
8. HUMAN CULT MEMBERS' ROOM 8a. 8 cultists MM p. 347 8b. Unlock door (thieves' tools DC 10) 8c. Unlock door (thieves' tools DC 10), 4 guards MM p. 347, they are surprised if asleep 8d. same as 8c. 8e. Nothing to convert.
9.STORAGE ROOM Nothing to convert.
10. EMPTY POOL Nothing to convert.
11. WINE STORAGE Velunan Fireamber cask worth 50 GP Orlane wine cask worth 25 GP
12. EMPTY ROOMS 12a. Nothing to convert. 12b. Nothing to convert.
13. ENTRY HALL Nothing to convert.
14. LIEUTENANTS' QUARTERS Force open door athletics DC 15 Jarvis Inigar (5th Fighter-Champion) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
18(16)
34
30
17(+3)
14(+2)
16(+3)
10(0)
11(0)
8(-1)
Saves
STR(+5), CON(+5)
Skills
perception (+2)
Actions
Senses
passive perception 12 Languages Common
longsword
M
+5
d8+5
versatile
dueling, second wind, action surge, improved crit(19-20)
Equipment
Scale mail, shield, longsword
Challenge 1(200) Blayze Gobbar and Ben Griff (Rogue-Assassin 4th) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
14
20
30
13(+1)
14(+3)
13(+1)
13(+1)
10(0)
6(-2)
Saves
DEX(+5), INT(+3)
Skills
stealth(+6), poisoner's kit(+4), sleight of hand(+6)
Languages Common
shortsword
+2d6 sneak attack
Actions
Senses M
+5
cunning action, assassinate
Equipment Challenge 1/2(100) 14a. Nothing to convert.
leather armor, shortsword
d6+3
passive perception 11
14b. Nothing to convert. 14c. Nothing to convert. 14d. Jade image of the reptile god worth 75 GP Chest protected by Glyph of warding DC 13 5d8 thunder Chest contains 2 scrolls of cure wounds
15. CROCODILE POOL 4 crocodiles MM p. 320 15a. Notice boat on perception DC15
16. ARCHED CHAMBER 2 Harpies MM p. 181
17. DEN OF THE HARPY Reach this room (athletics(climb) DC 15) 1500 CP, 900 SP, 30 GP Bag of Holding, potion of growth, potion of animal friendship
18. LAIR OF THE GIANT WEASEL Giant weasel MM p. 329 Find treasure (investigate DC 15) 13 EP
19. CORRIDOR Nothing to convert
20. TROGLODYTE GUARDROOM 6 Troglodytes MM p. 290 Leather pouches contain (16 GP, 20 EP, 57 SP, and 180 CP)
Key to dungeon level 2 Wandering monsters, level 2 d6, roll every 30 minutes 1. 1d2 Swarm of Insects(spiders) MM p. 338 2. 3d2 Troglodytes MM p. 290 3. 3d4 Giant rat MM p. 327 2. 1d6 Zombies MM p.316 3. 1d4 Ghouls MM p. 148 4. 1 Carrion crawler MM p. 37
21. MUD CAVERN Nothing to convert
22. HUGE SPIDER LAYER 2 Giant Spiders MM p. 328 (The spider is using stealth roll contested perception)
23. SECOND TREASURE ROOM Notice secret door (perception DC 15) Open locked chests (thieves' tools DC 15) Notice poison needle trap (investigate DC 15) Remove poison needle trap (thieves' tools DC 15) Poison needle trap DC 10 3d6 poison damage Chests contain (2600 GP, 700 SP, 70 GP, 5 gems worth 50 GP)
24. CHAMBER OF THE DEAD Coffer corpse AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
12
22
30
16(+3)
14(+2)
16(+3)
6(-2)
10(0)
12(+1)
Saves
WIS(+0), poison immunity, immunity to bludgeoning, piecing, and slashing from nonmagical weapons
Skills
athletics(+5)
Actions
Notes
passive perception 10
Languages none
grapple
M
+5
choke
--
--
2d6+3
fear
--
DC 13
frightened
Equipment Challenge
Senses
no damage once grappled, choke will start will continue chocking until victim is dead, not just unconscious
none 2(450) After taking 6 points damage in a single strike the coffer corpse will drop, seemingly defeated. This occurs even if the coffer corpse is immune to the damage. It will rise on it's next turn and activate it's fear effect. An insight DC 20 roll will see through the ruse and protect from the fear effect.
25. CELLS OF THE DOOMED Nothing to convert.
26. ZOMBIE FACTORY Nothing to convert.
27. ALTAR OF EVIL Garath Primo (5th Cleric-Death) AC
HP
Speed
STR
DEX
CON
INT
WIS
CHA
18
27
30
13(+1)
10(0)
12(+1)
12(+1)
16(+3)
8(-1)
Saves
WIS(+5), CHA(+1)
Senses
Skills
religion(+3), medicine(+5)
Actions
warhammer
M
+3
d8+3
chill touch x 2
RS
+5
2d8
passive perception 13 Languages Common necrotic, no healing until next turn
channel (2/r), turn undead, reaper, touch of death Cantrips
At will
chill touch, mending, guidance, thaumaturgy
1st
4
false life, ray of sickness, inflict wounds, guiding bolt, detect evil and good, healing word, cure wounds
2nd
3
blindness/deafness, ray of enfeeblement, hold person, augury, silence
3rd
2
animate dead, vampiric touch
Spells
Equipment Challenge
chain mail, shield, warhammer 1(200)
Wight MM p. 300 Find secret passage (investigate DC 15)
28. GIANT CENTIPEDE COLONY 9 giant centipedes MM p. 323
29. PUMPROOM 5 zombies MM p. 316
30. MUD TRAP Find mud trap (perception DC 15 looking at room or investigate DC 15 looking at chest) DEX save DC 15 or take d6 bludgeoning and begin to suffocate It takes 1 minutes to dig someone out (athletics DC 10). Failure means they are trapped and begin suffocating as well. Characters may assist.
31. EMPTY CAVE Nothing to convert.
32. EMPTY CAVE Nothing to convert.
33. TROGLODYTE LAIR 7 Troglodytes MM p. 290
1 Giant poisonous snake MM p. 327 Spot leather sacks in the loose dirt (perception DC 15) (1300 SP, 100 GP, 7 gems worth 10 GP)
34. TROGLODYTE HATCHERY Nothing to convert.
35. MUDVIPER HATCHERY Nothing to convert.
36. BONESNAPPER'S LAIR Allosaurus MM p. 79 but replace claw with tail (same attack/damage but bludgeoning instead)
37. THRONE ROOM OF EXPLICTICA DEFILUS Spirit Naga MM. p. 234 - replace lighting bolt with fireball - replace blight with polymorph - 5th level slots have been used for the day (700 CP, 9000 SP, 1600 GP, 100 PP goggles of night, mithral chain mail, wand of magic detection, potion of resistance, potion of mind reading, potion of invulnerability, sending stones) Converter's note: My explanation of Explictica's permanent charm ability is that she's developed a way to use her dominate spell (when cast daily on the same subject for a week straight) to reprogram her victims. Explictica will rejuvenate in d6 days after being killed, since the party is unlikely to have access to a wish spell to end her once and for all, but her power over Orlane and her citizens will be broken.
Pre-rolled Characters Name
Magnus
Race Mountain dwarf
Class
Fighter
Level
1
HP
AC
18 (16 no shield)
ABILITY
13
SCORE
MOD
SAVE
STR
17
+3
+5
DEX
13
+1
+1
CON
17
+3
+5
INT
9
-1
-1
history (+1)
WIS
8
-1
-1
perception (+1)
CHA
11
0
0
intimidation (+2)
Alignment Neutral Good
PROFICIENCIES athletics (+5)
Features & Feats size: medium, speed: 25 feet, darkvision: 60 feet, dwarven resilience, dwarven combat training, tool proficiency (smith's tools), stone-cunning, languages (Common, Dwarvish), dwarven armor training, fighting style: dueling, second wind Background
Soldier: proficiency (athletics, intimidation, gaming set, vehicles (land)) speciality: infantry, military rank
Equipment
chain mail, shield, battle axe, 2 handaxes, a dungeoneer’s pack, an insignia of rank, a trophy taken from a fallen enemy (broken blade), a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp
Weapon
+ Hit
Damage
Note
battleaxe
+5
d8+5 (d10+3)
versatile
handaxe
+5
d6+5 (thrown d6+3)
light, thrown (range 20/60)
Name
Kendrick
Race Human (variant)
Class
Fighter
Level
1
HP
AC
16 (14 no shield)
ABILITY
12
Alignment Chaotic Neutral
SCORE
MOD
SAVE
PROFICIENCIES
STR
16
+3
+5
athletics (+5)
DEX
16
+3
+5
stealth (+5)
CON
14
+2
+4
INT
8
-1
-1
WIS
10
0
0
survival (+2), animal Handling (+2), perception (+2)
CHA
10
0
0
musical instrument (+2)
Features & Feats size: medium, speed: 30 feet, languages(Common, Draconic), skill(stealth), feat: resilient (DEX), fighting style: dueling, second wind Background
Outlander: Proficiency (athletics, survival, musical Instrument), language (Cold Tongue), origin: exile, wanderer
Equipment
leather armor, shield, handaxe x2, longsword, longbow, 20 arrows, an explorer's pack, a hunting trap, a trophy from an animal you killed, a set of traveller’s clothes, and a belt pouch containing 10 gp
Weapon
+ Hit
Damage
Note
longsword
+5
d8+5 (d10+3)
versatile
longbow
+5
d8+3
ammunition (range 150/600) heavy, two-handed
Handaxe
+5
d6+5 (thrown d6+3)
light, thrown (range 20/60)
Name
Ballard
Race Human (variant)
Class
Ranger
Level
1
HP
AC
15 (14 1 weapon)
ABILITY
11
SCORE
MOD
SAVE
STR
16
+3
+5
DEX
16
+3
+5
CON
12
+1
+1
INT
8
-1
-1
Religion(+1), Nature(+1)
WIS
13
+1
+1
Medicine(+3), Survival(+3), perception(+3)
CHA
8
-1
-1
Features & Feats
Alignment Neutral Good
PROFICIENCIES stealth(+5)
size: medium, speed: 30 feet, languages(Common, Giant), skill(perception), feat: dual wield, favored enemy(giants), natural explorer(forest)
Background
Hermit: proficiency (medicine, religion, herbalism kit), discovery
Equipment
leather armor, longsword x 2, longbow, 20 arrows, an explorer's pack, a scroll case stuffed full of notes from your studies, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Weapon
+ Hit
Damage
Note
longsword
+5
d8+3 (d10+3)
Versatile
longbow
+5
d8+3
Range
Name
Maidel
Race High elf
Class
Wizard
Level
1
HP
AC
13 (16 mage armor)
ABILITY
8
Alignment
SCORE
MOD
SAVE
STR
8
-1
-1
DEX
16
+3
+3
CON
14
+2
+2
INT
16
+3
+5
arcana(+5), history(+5), investigation(+5)
WIS
10
0
+2
insight(+2)
CHA
8
-1
-1
Chaotic Good
PROFICIENCIES
Features & Feats size: medium, speed: 30 feet, darkvision: 60 feet, keen senses, fey ancestry, trance, languages(Common, Elvish), cantrip, extra language(Infernal), arcane recovery Background
Sage: proficiency (arcana, history) languages (Sylvan, Undercommon), speciality: librarian, researcher
Equipment
a short sword, a longbow, 20 arrows, an arcane focus (rod), an explorer's pack, a spellbook, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Weapon
+ Hit
Damage
Note
shortsword
+5
d6+3
finesse, light
longbow
+5
d8+3
ammunition (range 150/600) heavy, two-handed
Cantrips
1st
4
2
2nd
3rd
4th
5th
6th
7th
Cantrips
minor illusion, shocking grasp, prestidigitation, mage hand
1st
find familiar, mage armor, sleep, shield, detect magic, magic missile
Familiar
8th
Owl AC 11, HP 1, Speed 5 feet/ Fly 60 feet STR 3(-4), DEX 13(+1), CON 8(-1), INT 2 (-4), WIS 12(+1), CHA 7(-2) perception(+3), stealth (+3), darkvision 120 ft, passive perception 13, flyby, keen sight
9th
Name
Brenton
Race Human (variant)
Class
Rogue
Level
1
HP
AC
14
ABILITY
10
SCORE
MOD
SAVE
STR
8
-1
-1
DEX
16
+3
+5
CON
14
+2
+2
INT
13
+1
+3
WIS
8
-1
-1
CHA
12
+1
+1
Alignment Chaotic Neutral
PROFICIENCIES acrobatics (+5), stealth(+5), sleight of hand(+5), initiative (+8) investigation(+3) persuasion(+3), deception(+3), performance (+3)
Features & Feats size: medium, speed: 30 feet, languages(Common, Goblin), skill(performance), feat: alert, expertise (stealth), sneak attack (1d6), thieves' cant Background
Urchin: proficiency (sleight of hand, stealth, disguise kit, forgery kit,
Equipment
studded leather, short sword, dagger, dart x 4, a burglar's pack, thieves' tools, a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp
Weapon
+ Hit
Damage
Note
shortsword
+5
d6+3
finesse, light
dagger
+5
d4+3
finesse, light, thrown (range 20/60)
dart
+5
d4+3
finesse, thrown (range 20/60)
Name
Wendelaine
Race Human (variant)
Class
Cleric (Trithereon)
Level
1
HP
AC
18 (16 no shield)
ABILITY
10
SCORE
MOD
SAVE
STR
16
+3
+3
DEX
8
-1
-1
CON
14
+2
+2
INT
10
0
0
Religion(+2)
WIS
16
+3
+5
perception(+5), Insight(+5), Medicine(+5)
CHA
10
0
0
Alignment Chaotic Good
PROFICIENCIES athletics(+5)
Features & Feats size: medium, speed: 30 feet, languages(Common, Orc), skill(medicine), feat: heavy armor master, war priest Background
Sailor: proficiency (athletics, perception, navigator's tools, vehicles (water)), ship's passage
Equipment
chain mail, great sword, mace, a shield, a priest's pack, a holy symbol, a belaying pin (club), 50 feet of silk rope, a small stone with a hole in the center, a set of common clothes, and a belt pouch containing 10 gp
Weapon
+ Hit
Damage
Note
greatsword
+5
2D6+3
heavy, two-handed
belaying pin
+5
d4+3
light
mace
+5
d6+3
Cantrips
1st
3
2
2nd
3rd
4th
5th
6th
7th
8th
9th
Cantrips
guidance, spare the dying, light
1st
cure wounds, healing word, divine favor, shield of faith, guiding bolt, protection from evil and good
Name
Ruskin
Race Halfling (lightfoot)
Class
Fighter
Level
1
HP
AC
16 (14 no shield)
ABILITY
12
SCORE
MOD
SAVE
STR
8
-1
+1
DEX
16
+3
+3
CON
14
+2
+4
INT
12
+1
+1
WIS
12
+1
+1
Insight (+3)
CHA
14
+2
+2
Deception (+4)
Alignment Chaotic Neutral
PROFICIENCIES Acrobatics (+5), stealth (+5), thieves' Tools (+5)
Features & Feats size: small, speed: 25 feet, lucky(halfling), brave, halfling nimbleness, languages(Common, Halfling), naturally stealthy, fighting style: archery, second wind Background
Criminal: proficiency(deception, stealth, gaming set, thieves' tools), criminal speciality: burglar, criminal contact
Equipment
leather armor, shield, a rapier, light crossbow, 20 bolts, an explorer's pack, a crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp
Weapon
+ Hit
Damage
Note
rapier
+5
d8+3
finesse
light crossbow
+7
d8+3
ammunition (range 80/320), loading, two-handed
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