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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

+4

d8+2

versatile

light crossbow

+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

+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

+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

+5

d6+3

firebolt

SR

+5

d10

fire

arcane recovery, portent


Cantrips
Spells

at will

firebolt, minor image, message, mage hand

1st

feather fall, shield, protection from evil and good, magic missile,
detect magic

2nd

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

+5

d6+3

+d6 sneak, bonus attack d6+3

longbow

+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

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

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

+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

+5

d6+3

bonus attack with off hand d6+3

longbow

+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

+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

+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

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

invisibility, arcane lock, misty step

3rd

dispel magic, counterspell, lightning bolt

4th

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

+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

+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

passive perception 13
Languages Common

+5

d8+3

shillelagh

Turn undead, charm animals and plants,


Cantrips
Spells

Notes

shillelagh, light, guidance, thaumaturgy

1st

animal friendship, speak with animals, inflict wounds, guiding bolt,


detect evil and good,

2nd

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

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

animal friendship, speak with animals, inflict wounds, guiding bolt,


detect evil and good, healing word, cure wounds

2nd

barkskin, spike growth, hold person, augury, silence

3rd

plant growth, wind wall, animate dead

4th

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

+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

+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

+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

false life, ray of sickness, inflict wounds, guiding bolt, detect evil and
good, healing word, cure wounds

2nd

blindness/deafness, ray of enfeeblement, hold person, augury, silence

3rd

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

HP

AC

18 (16 no shield)

ABILITY

13

SCORE

MOD

SAVE

STR

17

+3

+5

DEX

13

+1

+1

CON

17

+3

+5

INT

-1

-1

history (+1)

WIS

-1

-1

perception (+1)

CHA

11

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 dungeoneers 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

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

-1

-1

WIS

10

survival (+2), animal Handling (+2), perception (+2)

CHA

10

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 travellers 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

HP

AC

15 (14 1 weapon)

ABILITY

11

SCORE

MOD

SAVE

STR

16

+3

+5

DEX

16

+3

+5

CON

12

+1

+1

INT

-1

-1

Religion(+1), Nature(+1)

WIS

13

+1

+1

Medicine(+3), Survival(+3), perception(+3)

CHA

-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

HP

AC

13 (16 mage armor)

ABILITY

Alignment

SCORE

MOD

SAVE

STR

-1

-1

DEX

16

+3

+3

CON

14

+2

+2

INT

16

+3

+5

arcana(+5), history(+5), investigation(+5)

WIS

10

+2

insight(+2)

CHA

-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

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

HP

AC

14

ABILITY

10

SCORE

MOD

SAVE

STR

-1

-1

DEX

16

+3

+5

CON

14

+2

+2

INT

13

+1

+3

WIS

-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

HP

AC

18 (16 no shield)

ABILITY

10

SCORE

MOD

SAVE

STR

16

+3

+3

DEX

-1

-1

CON

14

+2

+2

INT

10

Religion(+2)

WIS

16

+3

+5

perception(+5), Insight(+5), Medicine(+5)

CHA

10

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

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

HP

AC

16 (14 no shield)

ABILITY

12

SCORE

MOD

SAVE

STR

-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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