Adventure - Against The Cult of Chaos Conversion PDF
Adventure - Against The Cult of Chaos Conversion PDF
Adventure - Against The Cult of Chaos Conversion PDF
Conversion
Notes:
Against
the
Cult
of
Chaos
This
document
provides
guidelines
for
playing
the
details
of
running
the
adventure.
To
find
a
Against
the
Cult
of
Chaos
using
the
D&D
Next
rules.
store,
visit
the
Wizards
Store
&
Event
Locator
web
The
conversion
information
presented
here
allows
page
at
locator.wizards.com.
you
to
substitute
D&D
Next
ability
checks
and
In
addition
to
the
store’s
requirements
and
the
statistics
blocks
for
the
4th
Edition
skill
checks
standard
procedures
for
running
a
game
in
public,
and
statistics
blocks
in
the
adventure.
Use
the
if
you’re
DMing
a
D&D
Encounters
season
as
a
original
text
of
the
adventure
for
all
other
D&D
Next
playtest,
you’ll
want
to
keep
the
information.
following
things
in
mind.
The
conversion
notes
are
arranged
by
page
and
section.
You
can
refer
back
to
this
document
as
• Pick
up
your
materials
prior
to
the
first
session
you
play,
or
you
can
annotate
your
copy
of
the
of
play.
Stores
should
have
the
adventure
about
adventure
with
references
to
the
information
in
one
week
prior
to
the
first
session.
this
document.
• Print
out
this
conversion
document.
Stores
do
General
Note
on
Tactics:
When
a
Tactics
not
have
access
to
the
conversion
document
or
section
describes
a
4th
Edition
power
that
a
D&D
anything
related
to
D&D
Next
rules,
unless
the
Next
creature
or
NPC
doesn’t
possess,
substitute
organizer
signed
up
as
a
playtester.
an
action
that
the
D&D
Next
creature
possesses
• Be
ready
to
provide
pregenerated
characters.
instead.
Some
players
at
your
table
might
not
be
signed
General
Note
on
Perception:
Whenever
a
up
for
the
D&D
Next
playtest.
These
players
Perception
check
is
called
for,
a
D&D
Next
must
use
pregenerated
characters
that
you
character
makes
an
Intelligence
check
if
searching
provide,
and
they
must
read
and
agree
to
the
for
something
secret,
or
a
Wisdom
check
if
terms
in
the
playtest
agreement
(see
below).
spotting
or
noticing
a
hidden
creature.
• The
D&D
Encounters
kit
contains
one-‐page
General
Note
on
the
Number
of
Monsters
playtest
agreements
for
each
player
who
has
not
Appearing:
The
conversion
notes
sometimes
signed
up
for
the
D&D
Next
playtest.
Your
update
the
number
of
monsters
of
a
particular
organizer
should
provide
you
with
these.
The
type
appearing
during
an
encounter.
Be
sure
to
agreements
do
not
have
to
be
signed
or
use
the
numbers
from
this
conversion
document
returned.
Simply
ensure
that
each
player
has
rather
than
the
numbers
indicated
in
the
original
read
the
agreement
and
understands
it
before
adventure.
beginning
to
play.
• The
first
session
is
typically
character
creation.
Preparing
for
a
Use
this
time
to
help
already-‐established
playtesters
create
characters
and
to
help
players
Playtest
at
a
Store
new
to
the
playtest
understand
their
pregenerated
characters
and
the
rules
of
D&D
Starting
with
Against
the
Cult
of
Chaos,
each
D&D
Next.
Encounters
season
in
2013
can
be
run
as
either
a
• Be
sure
to
follow
all
the
store
organizer’s
4th
Edition
adventure
or
a
D&D
Next
playtest
instructions,
and
have
fun!
adventure.
If
you
want
to
run
Against
the
Cult
of
Chaos,
you’ll
need
to
work
with
a
store
currently
running
D&D
Encounters
to
obtain
the
adventure
materials
necessary
to
run
this
adventure
for
a
play
group.
Each
store
has
specific
guidelines
on
P A G E
5
TRAITS
Bruiser
2:
If
the
noble
guard’s
melee
attack
misses
but
the
Character
Creation
die
result
(before
modifiers
are
applied)
is
5
or
higher,
the
target
of
the
attack
takes
2
bludgeoning
damage.
Instead
of
creating
characters
using
4th
Edition
ACTIONS
materials,
ask
the
players
to
create
1st-‐level
characters
using
the
material
found
in
the
most
Melee
Attack—Greatsword:
+5
to
hit
(reach
5
ft.;
one
recent
D&D
Next
playtest.
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
ENCOUNTER
BUILDING
Chapter
1:
The
Village
of
Level
2
XP
70
Hommel
Lane
4
Common
Bandits
(B)
When
you
play
this
chapter
of
the
adventure,
Medium
Humanoid
(Human)
make
the
following
changes
and
additions
as
Armor
Class
12
(leather)
indicated.
Hit
Points
11
(2d8
+
2)
Speed
30
ft.
Str
12
(+1)
Dex
12
(+1)
Con
12
(+1)
P A G E
7
Int
10
(+0)
Wis
11
(+0)
Cha
10
(+0)
Alignment
any
Possessed
Attack
Languages
Common
TRAITS
A
DC
10
Wisdom
check
provides
the
insight
that
a
powerful
malevolent
force
possesses
Sir
Mob
Tactics:
The
bandit
gains
a
cumulative
+1
bonus
to
Moonbrook
and
has
spread
to
his
squires.
attack
rolls
for
each
friendly
creature
that
also
has
this
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
Noncombatants
ACTIONS
If
Wyndell
or
Carjo
is
forced
into
combat,
each
Melee
or
Ranged
Attack—Spear:
+5
to
hit
(reach
5
ft.
or
makes
checks
and
saves
with
a
+0
modifier
and
ranged
20
ft./60
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
has
a
speed
of
30
ft.
damage.
P A G E
1 0
P A G E
1 5
Events
in
Hommel
Lane
Gremag
Missing
Merchant:
A
DC
10
Wisdom
check
Small
Humanoid
(Halfling)
allows
a
character
to
sense
that
Bertram
is
lying
Armor
Class
11
about
the
fate
of
Felixo.
Hit
Points
13
(3d8)
Speed
30
ft.
Str
10
(+0)
Dex
13
(+1)
Con
10
(+0)
P A G E
1 2
Int
10
(+0)
Wis
10
(+0)
Cha
10
(+0)
Alignment
any
Languages
Common
4.
Veon
Farmstead
TRAITS
Clues:
A
DC
10
Intelligence
check
confirms
that
Mob
Tactics:
Gremag
gains
a
cumulative
+1
bonus
to
the
Fathomless
Fens
is
the
only
nearby
place
the
attack
rolls
for
each
friendly
creature
that
also
has
this
farm
cart
could
have
picked
up
the
ferns
stuck
to
trait
and
is
within
5
feet
of
her
target,
to
a
maximum
of
+5.
its
muddy
wheels.
ACTIONS
Ranged
Attack—Sling:
+5
to
hit
(range
30
ft./120
ft.;
one
P A G E
1 4 – 1 5
creature).
Hit:
3
(1d4
+
1)
bludgeoning
damage.
ENCOUNTER
BUILDING
P A G E
1 8
Level
1
XP
10
18.
Hog
Farm
Clues:
A
DC
10
Charisma
check
to
persuade
or
bluff
Jophet
convinces
him
to
admit
that
his
Constable
Ruskal
Medium
Humanoid
(Human)
Armor
Class
16
(chain
mail)
Hit
Points
27
(5d8
+
5)
Speed
25
ft.
Str
14
(+2)
Dex
12
(+1)
Con
13
(+1)
Int
12
(+1)
Wis
10
(+0)
Cha
16
(+3)
Alignment
neutral
Languages
Common
TRAITS
Commander
+2:
Friendly
creatures
with
the
disciplined
action
that
can
see
or
hear
the
constable
and
are
within
30
feet
of
him
gain
a
+2
bonus
to
damage
rolls.
If
multiple
friendly
creatures
have
the
Commander
trait,
only
the
highest
bonus
applies.
Steadfast:
The
constable
cannot
be
frightened
while
he
can
see
a
friendly
creature
within
30
feet
of
him
that
also
has
this
trait.
ACTIONS
Multiattack:
The
constable
makes
two
long
sword
attacks
or
two
shortbow
attacks.
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
Ranged
Attack—Shortbow:
+5
to
hit
(range
80
ft./320
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
3
XP
190
Cult
When
you
play
this
chapter
of
the
adventure,
P A G E
2 2 – 2 3
make
the
following
changes
and
additions
as
indicated.
7.
Descending
Stairs
A
DC
10
Intelligence
check
identifies
the
magical
nature
of
the
stone
wall
on
the
stairs,
and
reveals
P A G E
2 1
that
it
cannot
be
breached
unless
the
proper
password
is
given.
Knowledge
of
arcana,
Moat
House
Approach
forbidden
lore,
and
religion
apply.
When
the
characters
reach
the
site,
a
DC
10
Wisdom
check
is
sufficient
for
a
character
to
spot
the
two
giant
frogs
that
lurk
near
the
moat
house.
P A G E
2 3
If
a
search
is
made
of
the
moat
house
exterior,
a
DC
10
Intelligence
check
finds
the
two
large
8.
Sleeping
Quarters
breaches
where
the
stones
of
the
wall
have
A
barred
door
can
be
opened
with
a
DC
10
collapsed.
Dexterity
check,
or
broken
open
with
a
DC
15
Strength
check.
Alchemist’s
Essence
Trap
(DC
10
Intelligence
check
to
find,
DC
15
Dexterity
check
to
disable):
Any
creature
that
steps
into
a
breach
without
first
Bandits
of
the
Moat
House
disabling
the
trap
breaks
a
vial
of
alchemist’s
essence
hidden
in
the
rubble.
When
a
vial
of
Conclusion
alchemist’s
essence
breaks,
each
creature
in
a
5-‐ Any
bandit
prisoners
other
than
Enda
require
a
foot-‐radius
cloud
centered
on
the
broken
vial
DC
15
Charisma
check
to
intimidate
them
into
must
make
a
DC
10
Dexterity
saving
throw.
A
talking.
creature
takes
1d6
fire
damage
on
a
failed
save,
and
half
as
much
damage
on
a
successful
one.
The
trap
is
destroyed.
P A G E
2 4
The
fire
ignites
unattended
flammable
objects
in
the
area.
Combat
Statistics
Use
the
following
statistics
blocks
and
adjust
the
Guardians:
Each
character
must
make
a
DC
10
number
of
creatures
as
indicated
to
create
a
tough
Dexterity
check
to
sneak
when
approaching
the
encounter
for
five
1st-‐level
D&D
Next
adventurers,
moat
house.
If
at
least
half
the
characters
are
or
an
average
encounter
for
five
2nd-‐level
successful,
the
party
approaches
unnoticed
by
the
adventurers.
giant
frogs.
Enda
Yate,
Bandit
Leader
Small
Humanoid
(Halfling)
P A G E
2 2
Armor
Class
15
(studded
leather)
Hit
Points
13
(3d6
+
3)
Speed
25
ft.
5.
Bandit
Leader’s
Room
Str
14
(+2)
Dex
14
(+2)
Con
12
(+1)
Chest:
If
the
chest
is
searched,
a
DC
10
Int
7
(–2)
Wis
11
(+0)
Cha
10
(+0)
Intelligence
check
reveals
the
nature
of
the
false
Alignment
neutral
lock.
The
secret
panel
that
allows
the
chest
to
be
Languages
Common
safely
opened
can
be
found
with
a
second
DC
10
TRAITS
TRAITS
Lucky
(2/day):
If
Enda
makes
an
attack
roll,
check,
or
Aquatic:
The
frog
can
breathe
underwater,
and
being
saving
throw
and
gets
a
result
she
dislikes,
she
can
reroll
underwater
imposes
no
penalty
on
its
attack
rolls
or
the
die
and
use
either
result.
If
she
has
advantage
or
checks.
disadvantage
on
the
roll,
she
rerolls
only
one
of
the
dice.
Stealthy
+5:
The
frog
gains
a
+5
bonus
to
all
checks
to
ACTIONS
avoid
detection.
Multiattack:
Enda
makes
three
dagger
attacks.
ACTIONS
Melee
or
Ranged
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
Melee
Attack—Bite:
+5
to
hit
(reach
5
ft.;
one
creature).
range
30
ft./120
ft.;
one
creature).
Hit:
4
(1d4
+
2)
piercing
Hit:
7
(2d4
+
2)
piercing
damage,
and
the
target
is
damage.
grappled.
While
the
frog
has
a
creature
grappled,
the
frog
can
bite
only
that
creature,
but
the
frog
has
advantage
ENCOUNTER
BUILDING
when
it
does
so.
Level
2
XP
60
Melee
Attack—Sticky
Tongue:
+5
to
hit
(reach
15
ft.;
one
creature).
The
frog
cannot
use
this
attack
if
a
creature
is
2
Dwarf
Conscripts
grappled
by
the
frog.
Hit:
If
the
target
is
Medium
or
Medium
Humanoid
(Dwarf)
smaller,
the
giant
frog
pulls
the
target
up
to
15
feet
and
Armor
Class
13
(leather,
shield)
can
make
a
bite
attack
as
part
of
the
same
action.
Hit
Points
7
(1d10
+
2)
Speed
25
ft.
Swallow
Whole:
While
grappling
a
Small
or
smaller
Senses
lowlight
vision
creature,
the
frog
can
make
a
bite
attack
against
the
Str
14
(+2)
Dex
13
(+1)
Con
14
(+2)
creature,
and
if
the
frog
hits,
it
also
swallows
the
creature.
Int
10
(+0)
Wis
9
(–1)
Cha
8
(–1)
A
frog
can
swallow
one
creature
at
a
time.
Alignment
neutral
A
swallowed
creature
takes
3
(1d4
+
1)
acid
damage
at
Languages
Common,
Dwarvish
the
start
of
each
of
the
frog’s
turns
until
it
escapes.
A
TRAITS
swallowed
creature
is
blinded
and
restrained,
but
it
can
use
its
action
to
cut
its
way
free
by
dealing
enough
Dwarven
Resilience:
The
conscript
has
advantage
on
piercing
or
slashing
damage
to
kill
the
frog.
A
creature
saving
throws
against
poison,
and
resistance
against
that
frees
itself
falls
prone
in
an
unoccupied
space
within
poison
damage.
5
feet
of
the
frog.
ACTIONS
ENCOUNTER
BUILDING
Melee
Attack—Battleaxe:
+5
to
hit
(reach
5
ft.;
one
Level
1
XP
40
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
ENCOUNTER
BUILDING
3
Mercenary
Archers
Level
1
XP
20
Medium
Humanoid
(Human)
Armor
Class
12
(leather)
Hit
Points
6
(1d10
+
1)
Frog,
Giant
Speed
30
ft.
Medium
Beast
Str
10
(+0)
Dex
13
(+1)
Con
12
(+1)
Armor
Class
12
Int
10
(+0)
Wis
10
(+0)
Cha
10
(+0)
Hit
Points
11
(2d8
+
2)
Alignment
neutral
Speed
15
ft.,
swim
30
ft.
Languages
Common
Str
14
(+2)
Dex
12
(+1)
Con
12
(+1)
Int
1
(–5)
Wis
11
(+0)
Cha
6
(–2)
ACTIONS
Alignment
unaligned
Melee
Attack—Short
Sword:
+3
to
hit
(reach
5
ft.;
one
Languages
—
creature).
Hit:
3
(1d6)
piercing
damage.
ENCOUNTER
BUILDING
P A G E
2 9
Level
3
XP
140
Conclusion
2
Town
Guards
With
a
DC
15
Intelligence
check,
a
character
Medium
Humanoid
(Human)
knows
the
story
of
Miska
as
told
in
the
Armor
Class
13
(leather,
shield)
adventure’s
“Background”
section
(page
3).
Hit
Points
3
(1d6)
Knowledge
of
history
and
religion
apply.
Speed
30
ft.
Str
12
(+1)
Dex
13
(+1)
Con
10
(+0)
Int
10
(+0)
Wis
9
(–1)
Cha
8
(–1)
Scroll
of
Final
Words
This
rolled
parchment
scroll
contains
holy
writing
that
Alignment
neutral
forms
into
different
sayings
or
magical
phrases
depending
Languages
Common
on
the
religious
or
magical
affiliation
of
the
bearer.
The
TRAITS
Scroll
of
Final
Words
imbues
its
possessor
with
magical
power.
Keen
Senses:
The
guard
gains
a
+5
bonus
to
all
checks
to
Property:
While
you
possess
the
Scroll
of
Final
Words,
detect
hidden
creatures.
you
gain
a
+1
bonus
to
any
ability
check
you
make
where
ACTIONS
you
do
not
have
training
in
a
skill.
In
addition,
once
per
day
when
you
cast
a
spell
of
3rd
Melee
Attack—Short
Sword:
+5
to
hit
(reach
5
ft.;
one
level
or
lower,
you
do
not
use
up
the
spell
slot
associated
creature).
Hit:
4
(1d6
+
1)
slashing
damage.
with
that
spell.
Rarity:
Rare.
Ranged
Attack—Shortbow:
+5
to
hit
(range
80
ft./320
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
1
XP
10
6
Human
Goons
Medium
Humanoid
(Human)
Armor
Class
11
Hit
Points
4
(1d8)
Speed
30
ft.
Str
9
(–1)
Dex
12
(+1)
Con
10
(+0)
Int
8
(–1)
Wis
7
(–2)
Cha
8
(–1)
Alignment
neutral
Languages
Common
TRAITS
Mob
Tactics:
The
goon
gains
a
cumulative
+1
bonus
to
attack
rolls
for
each
friendly
creature
that
also
has
this
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
ACTIONS
Melee
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
2
(1d6
–
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
1
XP
10
P A G E
3 0
Ernesto’s
Tattoo
If
the
character
viewing
the
tattoo
has
a
Wisdom
At
the
Inn
score
of
13
or
higher,
he
or
she
notices
the
goons
If
Bertram
pulls
aside
one
of
the
adventurers
for
a
moving
in.
Otherwise,
the
goons
have
surprise
when
they
attack.
whispered
conversation,
a
DC
15
Wisdom
check
to
read
his
motives
reveals
that
he
doesn’t
have
the
adventurers’
best
interests
at
heart.
P A G E
3 3 – 3 4
P A G E
3 1
Battle
at
the
Inn
Drinking
Contest
Combat
Statistics
For
the
first
drink,
each
contestant
must
make
a
Use
the
following
statistics
blocks
and
adjust
the
DC
10
Constitution
check.
Each
subsequent
drink
number
of
creatures
as
indicated
to
create
a
tough
requires
another
check,
with
the
DC
increasing
by
encounter
for
five
1st-‐level
D&D
Next
adventurers,
1.
The
villagers
gain
a
+2
bonus
to
checks
made
in
or
an
average
encounter
for
five
2nd-‐level
the
contest.
adventurers.
An
adventurer
who
fails
a
check
and
loses
the
contest
takes
a
–1
penalty
to
AC.
This
penalty
ends
Veteran
Assassin
the
next
time
a
character
receives
healing
magic
Medium
Humanoid
(Human)
or
spends
Hit
Dice
during
a
short
rest.
Armor
Class
14
(leather,
shield)
Hit
Points
18
(4d8)
Speed
30
ft.
P A G E
3 1 – 3 2
Str
15
(+2)
Dex
14
(+2)
Con
10
(+0)
Int
8
(–1)
Wis
11
(+0)
Cha
9
(–1)
Alignment
neutral
evil
Arm
Wrestling
Languages
Common
Gertie
initially
attempts
to
intimidate
her
opponent
in
a
Charisma
contest,
gaining
a
+5
TRAITS
bonus
in
the
contest.
Whoever
wins
the
contest
Stealthy
+5:
The
veteran
gains
a
+5
bonus
to
all
checks
to
gains
a
+2
bonus
to
the
first
Strength
check
of
the
avoid
detection.
arm-‐wrestling
match.
The
participants
engage
in
Strength
contests
for
ACTIONS
each
bout
in
the
arm-‐wrestling
match.
Gertie
has
a
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
+3
bonus
in
each
contest.
creature).
Hit:
6
(1d8
+
2)
slashing
damage
and
5
(1d10)
If
Gertie
wins,
the
losing
adventurer
takes
a
–1
poison
damage.
penalty
to
weapon
attack
rolls.
This
penalty
ends
the
next
time
a
character
receives
healing
magic
ENCOUNTER
BUILDING
or
spends
Hit
Dice
during
a
short
rest.
Level
3
XP
130
Common
Bandit
Str
10
(+0)
Dex
12
(+1)
Con
13
(+1)
Medium
Humanoid
(Human)
Int
9
(–1)
Wis
11
(+0)
Cha
7
(–2)
Armor
Class
12
(leather)
Alignment
chaotic
evil
Hit
Points
11
(2d8
+
2)
Languages
Bullywug
Speed
30
ft.
TRAITS
Str
12
(+1)
Dex
12
(+1)
Con
12
(+1)
Int
10
(+0)
Wis
11
(+0)
Cha
10
(+0)
Aquatic:
The
bullywug
can
breathe
underwater,
and
being
Alignment
any
underwater
imposes
no
penalty
on
its
attack
rolls
or
Languages
Common
checks.
TRAITS
Stealthy
+5:
The
bullywug
gains
a
+5
bonus
to
all
checks
Mob
Tactics:
The
bandit
gains
a
cumulative
+1
bonus
to
to
avoid
detection.
attack
rolls
for
each
friendly
creature
that
also
has
this
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
Leap:
On
land,
as
part
of
the
bullywug’s
movement,
it
can
leap
up
to
20
feet
horizontally
and
up
to
10
feet
vertically
ACTIONS
without
a
running
start.
If
the
bullywug
leaps
at
least
10
feet,
it
gains
a
+3
bonus
to
damage
rolls
for
attacks
it
Melee
or
Ranged
Attack—Spear:
+5
to
hit
(reach
5
ft.
or
makes
on
the
same
turn.
ranged
20
ft./60
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ACTIONS
ENCOUNTER
BUILDING
Multiattack:
The
bullywug
makes
one
bite
attack
and
one
claws
attack,
or
one
bite
attack
and
one
spear
attack.
Level
1
XP
20
Melee
Attack—Bite:
+5
to
hit
(reach
5
ft.;
one
creature).
3
Human
Goons
Hit:
3
(1d6)
piercing
damage.
Medium
Humanoid
(Human)
Armor
Class
11
Melee
Attack—Claws:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit
Points
4
(1d8)
Hit:
2
(1d4)
slashing
damage.
Speed
30
ft.
Str
9
(–1)
Dex
12
(+1)
Con
10
(+0)
Melee
Attack—Spear:
+5
to
hit
(reach
5
ft.;
one
creature).
Int
8
(–1)
Wis
7
(–2)
Cha
8
(–1)
Hit:
3
(1d6)
piercing
damage.
Alignment
neutral
Languages
Common
ENCOUNTER
BUILDING
Level
1
XP
30
TRAITS
Mob
Tactics:
The
goon
gains
a
cumulative
+1
bonus
to
attack
rolls
for
each
friendly
creature
that
also
has
this
P A G E
3 4
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
ACTIONS
Conclusion
Ernesto:
If
Ernesto
survives,
he
offers
the
Melee
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
2
(1d6
–
1)
piercing
damage.
adventurers
a
potion
of
healing.
ENCOUNTER
BUILDING
Level
1
XP
10
P A G E
3 6 – 3 7
2
Bullywugs
Corrupted
Priests
Medium
Humanoid
Armor
Class
13
(leather,
shield)
Combat
Statistics
Hit
Points
11
(2d8
+
2)
Use
the
following
statistics
blocks
to
create
a
Speed
20
ft.,
swim
40
ft.
tough
encounter
for
five
2nd-‐level
D&D
Next
Senses
low-‐light
vision
Melee
Attack—Spear:
+5
to
hit
(reach
5
ft.;
one
creature).
Alternatively,
a
Strength
check
allows
a
prisoner
Hit:
3
(1d6)
piercing
damage.
trapped
by
the
rocks
to
be
rescued.
Fissure:
A
Strength
check
can
pull
a
prisoner
to
ENCOUNTER
BUILDING
safety.
Level
1
XP
30
Overwhelming
Terror:
A
Charisma
check
is
required
to
bluff,
persuade,
or
intimidate
prisoners
into
fighting
for
survival.
P A G E
3 7
Separation:
A
Wisdom
check
notices
when
a
prisoner
takes
a
wrong
turn.
A
Charisma
check
A
DC
10
Wisdom
check
allows
a
character
to
sense
can
persuade
and
guide
the
prisoner
back
onto
the
that
Devi
is
lying.
If
she
is
caught
in
the
lie,
a
DC
10
correct
path.
Wisdom
check
to
listen
allows
a
character
to
hear
Sudden
Flood:
A
Constitution
check
allows
an
the
words
Garath
speaks
out
of
order.
A
DC
15
adventurer
to
swim
through
the
water
to
rescue
a
Wisdom
check
to
listen
allows
the
character
to
trapped
prisoner.
recognize
the
words
as
the
inscription
on
the
Swamp
Gas:
An
Intelligence
check
reveals
a
shrine
being
spoken
backward.
pocket
of
noxious
gas
ahead.
Tunnel
Fork:
An
Intelligence
check
or
Wisdom
Features
of
the
Area
check
allows
a
character
to
pick
out
the
safe
route.
Relic
Shelves:
A
DC
15
Intelligence
check
to
search
reveals
the
iron
door
behind
the
shelves.
Meditation
Cells:
A
DC
15
Intelligence
check
P A G E
4 0
reveals
that
the
locks
have
been
reversed
and
that
the
doors
lock
automatically
if
shut.
A
locked
door
requires
a
DC
15
Dexterity
check
to
open.
Wrath
of
the
Reptile
God
Conclusion
Setup
When
the
adventurers
can
see
the
far
shore,
a
DC
Devi’s
Gambit:
A
DC
20
Wisdom
check
to
sense
10
Wisdom
check
spots
Garath
huddling
among
Devi’s
motive
is
needed
to
see
through
her
lie
the
prisoners.
regarding
being
possessed.
Features
of
the
Area
P A G E
3 8 – 3 9
Raft:
Each
round
as
an
action,
one
character
using
the
pole
can
make
a
Strength
check
to
move
the
raft.
It
moves
10
feet
plus
1
foot
per
point
of
Narrow
Escape
the
check
result.
As
the
players
describe
what
their
characters
do,
call
for
DC
10
ability
checks
to
determine
the
characters’
success
in
the
various
scenarios
during
P A G E
4 0 – 4 1
the
escape.
Whenever
a
check
fails
for
a
given
task,
each
character
must
make
a
DC
10
Constitution
saving
Prisoners
throw.
If
more
than
half
the
characters
fail
the
Canoness
Yeeday:
Yeeday
has
10
hit
points
saving
throw,
each
character
takes
a
–1
penalty
to
remaining,
and
makes
checks
and
saves
at
+0.
the
hit
points
regained
the
next
time
he
or
she
During
the
battle,
she
will
call
out
encouragement
spends
Hit
Dice
during
a
short
rest.
to
the
adventurers
but
has
no
magic
that
might
Alternative
Passage:
An
Intelligence
check
benefit
them.
reveals
a
short
cut.
Collapse:
An
Intelligence
check
reveals
the
Combat
Statistics
threat
of
a
cave-‐in.
Use
the
following
statistics
blocks
to
create
a
Falling
Rock:
A
Dexterity
check
is
required
to
tough
encounter
for
five
2nd-‐level
D&D
Next
push
a
prisoner
out
of
the
way
of
falling
rocks.
adventurers.
Melee
Attack—Long
Sword:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
Ranged
Attack—Longbow:
+4
to
hit
(range
150
ft./600
ft.;
one
creature).
Hit:
5
(1d8
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
4
XP
330
P A G E
4 1
Death
Circlet
This
black
circlet
has
seven
green
gems
set
in
it.
They
are
dull
and
dead,
as
if
any
magical
power
they
once
held
has
been
spent.
If
the
circlet
is
worn,
the
wearer
knows
that
attuning
to
the
item
will
reveal
its
properties.
Property
(Attuned):
When
you
kill
a
living
creature,
one
of
the
Death
Circlet’s
seven
gems
captures
that
creature’s
soul.
A
gem
can
hold
only
one
soul
at
a
time
and
glows
with
a
green
radiance
while
it
contains
a
soul.
A
dead
creature
cannot
be
returned
to
life
while
its
soul
is
captured
in
this
manner.
As
an
action
once
per
day,
you
can
release
two
captured
souls
to
regain
2d8
+
4
hit
points.
Once
per
day
when
you
hit
with
an
attack,
you
can
release
seven
captured
souls
to
treat
the
attack
as
a
critical
hit.
Rarity:
Rare.
P A G E
4 4
8
Kobold
Tunnelers
Small
Humanoid
(Kobold)
Armor
Class
11
Finding
Otis
Hit
Points
2
(1d6
–
1)
A
DC
10
Wisdom
check
recognizes
that
the
gore
in
Speed
30
ft.
the
grotto
represents
the
demise
of
more
Senses
darkvision
60
ft.
creatures
than
only
Otis.
Str
7
(–2)
Dex
12
(+1)
Con
8
(–1)
Int
8
(–1)
Wis
7
(–2)
Cha
8
(–1)
Alignment
neutral
evil
P A G E
4 4 – 4 5
Languages
Common,
Draconic
Ranged
Attack—Shortbow:
+4
to
hit
(range
80
ft./320
ft.;
ENCOUNTER
BUILDING
one
creature).
Hit:
3
(1d6)
piercing
damage.
Level
4
XP
300
ENCOUNTER
BUILDING
ENCOUNTER
BUILDING
Level
1
XP
20
Haffron’s
Skeleton
Medium
Undead
Armor
Class
13
(armor
scraps,
shield)
Hit
Points
27
(6d8);
resistant
to
piercing
damage;
vulnerable
to
bludgeoning
damage
Immunities
poison
Speed
30
ft.
Senses
darkvision
60
ft.
Str
11
(+0)
Dex
10
(+0)
Con
10
(+0)
Int
6
(–2)
Wis
8
(–1)
Cha
3
(–4)
Alignment
lawful
evil
Languages
understands
Common
TRAITS
Mindless:
Cannot
be
charmed
or
frightened.
Undead:
The
skeleton
is
immune
to
disease
and
cannot
be
put
to
sleep.
It
does
not
need
to
sleep,
eat,
or
breathe.
ACTIONS
Multiattack:
Haffron’s
skeleton
makes
two
long
sword
attacks.
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
creature).
Hit:
9
(2d8)
slashing
damage.
ENCOUNTER
BUILDING
Level
4
XP
270
P A G E
5 0
Features
of
the
Area
Triple
Altar:
As
an
action,
a
character
can
negate
the
power
of
one
altar
by
making
a
successful
DC
10
Constitution
check,
Wisdom
check,
or
Charisma
check
while
touching
the
Chaos
Blade,
the
Death
Circlet,
or
the
Scroll
of
Final
Words
to
the
altar.