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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.
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
Actions
Senses
passive perception 11
Languages Common
longsword
+4
d8+2
versatile
light crossbow
+4
d8+2
range 80/320
Equipment
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
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
3. EMPTY BARRACKS
Nothing to convert
4. DAIRY
8 Commoners (MM p. 345)
Hidden in milk can (9 GP, 24 SP)
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
Actions
shortsword
Senses
M
+5
Languages Common
d6+3
Equipment
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
Skills
Actions
Senses
shortsword
+5
d6+3
firebolt
SR
+5
d10
fire
at will
1st
feather fall, shield, protection from evil and good, magic missile,
detect magic
2nd
web
Equipment
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
Actions
Senses
shortsword
+5
d6+3
longbow
+5
d8+3
range 150/600
Challenge 1/2(100)
Open Chest (thieves' tools DC 15)
Chest contains (GP 800 SP, 60 GP and the letter)
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
Actions
longsword
passive perception 14
Languages Common
+5
d8+5
Challenge 1/2(100)
Notes
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
passive perception 11
Challenge 3(700)
Open chest (thieves' tools DC 15)
Chest contains (1800 CP, 900 SP, 190 GP, 17 gems worth 50 gps)
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
Challenge 1/4(50)
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
Actions
shortsword
+5
d6+3
longbow
+7
d8+3
range 150/600
Languages Common
archery
Equipment
Challenge 1/2(100)
Notes
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
Actions
Senses
passive perception 12
Languages Common
longsword
+5
d8+5
shocking Grasp
SM
+5
d8
ray of frost
SR
+5
d8
Cantrips
1st
Equipment
at will
3
Challenge 1/2(100)
Notes
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
Actions
Senses
passive perception 13
Languages Common, Elvish
staff
+1
d6-2
poison spray
SR
DC 15
2d12
poison range 10
Spells
at will
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
3rd
4th
Equipment
Challenge 2(450)
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
Languages Common
dagger
Actions
Senses
M
+4
Equipment
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
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
Languages Common
shortsword
Actions
Senses
+5
d6+3
passive perception 11
Equipment
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)
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
8. STORAGE CLOSET
Nothing to convert
12. CELLAR
Nothing to convert
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
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
Actions
Club
passive perception 13
Languages Common
+5
d8+3
shillelagh
Notes
1st
2nd
Equipment
Challenge
at will
12. LIBRARY
Nothing to convert
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
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
1st
2nd
3rd
4th
Equipment
Challenge
20. MAZE
Ogre MM p. 237
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.
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)
5. CAVE-IN
Nothing to convert
6. BURIAL POOL
Force open door athletics DC 10
9.STORAGE ROOM
Nothing to convert.
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
Equipment
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
Languages Common
shortsword
Actions
Senses
M
+5
Equipment
Challenge 1/2(100)
14a. Nothing to convert.
d6+3
passive perception 11
19. CORRIDOR
Nothing to convert
HP
Speed
STR
DEX
CON
INT
WIS
CHA
12
22
30
16(+3)
14(+2)
16(+3)
6(-2)
10(0)
12(+1)
Saves
Skills
athletics(+5)
Actions
Notes
passive perception 10
Languages none
grapple
+5
choke
--
--
2d6+3
fear
--
DC 13
frightened
Equipment
Challenge
Senses
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.
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
At will
1st
false life, ray of sickness, inflict wounds, guiding bolt, detect evil and
good, healing word, cure wounds
2nd
3rd
Spells
Equipment
Challenge
Wight MM p. 300
Find secret passage (investigate DC 15)
29. PUMPROOM
5 zombies MM p. 316
Pre-rolled Characters
Name
Magnus
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
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
Name
Kendrick
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
CHA
10
Features & Feats size: medium, speed: 30 feet, languages(Common, Draconic), skill(stealth), feat: resilient
(DEX), fighting style: dueling, second wind
Background
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
Handaxe
+5
Name
Ballard
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
CHA
-1
-1
Alignment
Neutral Good
PROFICIENCIES
stealth(+5)
Background
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
Class
Wizard
Level
HP
AC
ABILITY
Alignment
SCORE
MOD
SAVE
STR
-1
-1
DEX
16
+3
+3
CON
14
+2
+2
INT
16
+3
+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
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
Cantrips
1st
2nd
3rd
4th
5th
6th
7th
Cantrips
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
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
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
dart
+5
d4+3
Name
Wendelaine
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
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
1st
cure wounds, healing word, divine favor, shield of faith, guiding bolt, protection from evil and
good
Name
Ruskin
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
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