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Dragonlances in Faerûn

DL1 Dragons of Despair

Conversion Module in 5th Edition and Forgotten Realms By Jason ‘Vodkard’ Eastman

A 20-hour adventure for 4th-6th level characters

Dragonlances in Faerûn DL1: Dragons of Despair Conversion Guide for 5th Edition and Forgotten Realms Introduction: In 1984, TSR published the module named “DL1: Dragons of Despair”. It was designed by Tracy Hickman, Harold Johnson, Douglas Niles, Carl Smith, and Michael Williams. Cover and Interior Art were done by Clyde Caldwell and Jeff Easley respectively. This 32-page booklet had an outer folder containing maps. In addition to an extensive dungeon complex, the module provided an in-depth story, a song and poem, and pre-generated characters for use with this campaign. This conversion guide allows DMs to run the original module with 5th Edition rules and in the world of Forgotten Realms.

A 20-hour adventure for 4th-6th level characters

by Jason ‘Vodkard’ Eastman

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinct ive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. All other original material in this work is copyright 2018 by Jason Eastman and published under the Community Content Agreement for Dungeon Masters Guild.

2 Not for resale. Permission granted to print or photocopy this document for personal use only.

Dragons of Despair Conversion Guide

DL1: Dragons of Despair About this Guide To use this conversion guide, you will need a copy of “DL1 Dragons of Despair”, originally available in paperback and now for sale in Digital format at www.dmsguild.com. This document gives GMs guidance to convert the module to the latest 5th Edition rules. This document also converts the Dragonlance world of Krynn into the Forgotten Realms world of Faerûn. A list of NPCs and monsters provide a quick in-game reference. All creatures have a fully custom-made stat block to better fit the module. Draconians, Gully Dwarves, and Spectral Minions have full stat blocks in the Unique NPCs section. Pre-Generated Heroes that came with the original module also have updated stats as well. All NPC and monster stats refer to a similar creature in the Monster Manual in the form (MM 420). The page number is provided for quick access. A full list of Random Encounters is provided as well. This included the chance of encounter, which and how many wandering monsters there are, and how often to check for these encounters. Also contained is a full list of unique and magical items used in this module. This includes a description and a conversion into 5E and Forgotten Realms when necessary. Most importantly though, this module goes through every event and encounter, in the order of the original module, that needs adjustment into 5E and Forgotten Realms for ease of use. Also, with your purchase comes a Fantasy Grounds Conversion Module that includes everything in this conversion guide. The Fantasy Grounds module also includes new races, new classes, a new background, and much more. All that is needed is to paste the copyrighted story into the Fantasy Grounds module from a digital copy of the original module. This module was successfully played tested on Fantasy Grounds at Gateway Games in Mesa, AZ. A special thanks goes to my players who were there from beginning to end: • Elizabeth E. • Allison F. • Lanessa H. • David J. • Chris V.

Riverwind from a ravaged tribe, who carry the Blue Crystal Staff. Through adventuring, they discover that they must take the Blue Crystal Staff to Xak Tsaroth, a sunken, underground city, where they will face a black dragon at the end of the module.

Converting to Forgotten Realms This section outlines how to faithfully bring 'DL1 Dragons of Despair' into the Forgotten Realms world of Faerûn. Places, items, gods, and more were modified throughout this module to match the Forgotten Realms campaign. Chronologically, this takes place around -6700 DR. It has been 1000 years since dragons were wiped out by the djinn noble Calim. Many people currently don’t believe in dragons. Elves, Dwarves, and humans have spread out across the lands. False gods have also appeared recently. For location, this module takes place in the southwestern region of Faerûn near Wealdath. Replaced location names throughout this document include: Solace becomes Esmeltaran. Haven becomes Zazesspur, Crystalmir Lake becomes Lake Esmel, The Darken Woods become Wealdath. The Qualinesti Woods become the Darromari, Gateway becomes Athkalta, Que-Teh becomes Riatavin, Que-Kiri becomes Saradush, Que-Shu becomes Mintar, and Xak Tsaroth resides in Thornwood. For the Forgotten Realms setting, use the gold coin system. The conversion is 1 steel piece = 1 gold piece. Also, gold piece weight (gpw) is converted as such: 10 gpw = 1 lb. Some races need to be altered as well. Use Lightfoot Halflings in place of Kenders. Wood and High elves take the place of Qualinesti and Sylvanesti elves respectively. For this specific module, only Wood elves are available for play. Replace Gully Dwaves with Deep Gnomes (Svirfneblin). Treat Draconians as the emergence of Lizardfolk (from the Monster Manual), who have not been seen until now. Treat Spectral Minions as Specters from the Monster Manual (MM 279).

Adventure Summary Your party has returned from a five-year venture, after they had fruitlessly searched for clerical magic and the gods of old. The party meets Goldmoon and 3 Not for resale. Permission granted to print or photocopy this document for personal use only.

Dragons of Despair Conversion Guide

Converting the Gods

Overland Map of Faerûn

Another important factor in infusing the module with Forgotten Realms lore is converting the old gods of Krynn into the gods of Faerûn. Throughout this module, certain gods of Krynn are mentioned and some play a major part of the story. Specifically use Tamara in place of Mishakal, Bahamut in place of Paladine, and Tiamat in place of Takhisis. Please refer to the following table for a full list of suggestions:

Included in this guide, on the last page, is an overland map of the South Western area of Faerûn where this adventure takes place.

Krynn Branchala Habbakuk Kiri-Jolith Majere Mishakal Paladine Solinari Chislev Gilean Lunitari Reorx Shinare Sirrion Zivilyn Chemosh Hiddukel Morgion Nuitari Sargonnas Takhisis Zeboim

Faerûn Corellon Larethian Lathander Tyr Ilmater Tamara Bahamut Mystra Silvanas Oghma Sehanine Moonbow Moradin Leira Gond Mielikki Myrkul Cyric Talona Velsharoon Bane Tiamat Talos

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Dragons of Despair Conversion

Guide

4

Unique and Magical Items

• Brightblade: Sturm’s favored weapon. Treat as a

1. Arrow, +1 2. Blue Crystal Staff (See Unique Items) 3. Brightblade 4. Cloak of Invisibility 5. Dagger, +3 6. Disks of Tamara (See Unique Items) 7. Gloves of Swimming and Climbing 8. Greatsword, +3 9. Handaxe, +1 10. Hoopak, +2 (See Unique Items) 11. Hunting Knife, +1 12. Leather Armor, +2 13. Longsword, +1 14. Longsword, +2 15. Medallion of Faith (See Unique Items) 16. Ring of Darkness (See Unique Items) 17. Scroll of Lightning Bolt 18. Shield, +1 19. Sling,+1 20. Spellbook (Contains the following spells: Arcane

• Disks







Lock, Knock, Invisibility) 21. Staff of Magius (See Unique Items)

Unique Item Description • Blue

Crystal Staff: Legendary (Requires Attunement). This staff is used as a Quarterstaff, +1. Must be Lawful Good to wield the staff or else take 4d6 lightning damage. The staff has 20 charges and regains 1 charge/day. The staff knows the following spells: Command (2), Cure Wounds (2), Calm Emotions (4), Continual Flame (4), Lesser Restoration (4), Remove Curse (6), Mass Cure Wounds (10), Raise Dead (10), Greater Restoration (10), Resurrection (14), Teleport (15), and Deflect Dragon Breath (10). Deflect Dragon Breath allows the damage you take from the breath attack to be reduced by 1d10 + your Dex mod + your level. When this staff hits with a melee attack, you can expend up to 3 charges. For each charge used, the target takes an extra 1d6 force damage.



Greatsword +1. of Tamara: Legendary (Requires Attunement). Anyone of Lawful or Neutral Good may examine the plates. All others take 4d6 electrical damage. Any magic user who reads these and worships one of the following gods of good, may receive their spells. Hoopak: Common. Melee or Ranged Weapon Attack: reach 5 ft. or range 30/120 ft., one target. Hit: (1d6) bludgeoning damage. The hoopak is a combination of a small quarterstaff and a sling attached on the top. It is favored by halflings. Medallion of Faith: Rare (Requires Attunement). This medallion is worn by people who worship the true gods. The medallions magically duplicate when someone professes faith in the old good gods. The new medallion shows the symbol of the professed god. This medallion has no other magical properties. Ring of Darkness: Rare (Requires Attunement). This ring grants the wearer the ability to cast a 15' radius globe of shadow as though they possess the spell Darkness, allowing the user to cast it per spells known per day. Staff of Magius: Legendary (Requires Attunement). This staff is used as a Quarterstaff +1. The staff has the following spells, each of which can be used 1/day: Light, Feather Fall.

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Dragons of Despair Conversion

Guide

5

Playable NPCs Substitute MM stats with custom stats below. 1. Hugon Barker, the Halfling: Treat as Assassin (MM 343, Halfling Rogue (lvl 3); AL CG; MV 25 ft.; AC 14; HP 18; #AT 1; ATK+4; DMG (1d6+2); CR ¼; (50 XP)) 2. Nightshade the Refugee: Treat as Tribal Warrior (MM 350, Human Fighter (lvl 4); AL LG; MV 30 ft.; AC 13; HP 21; #AT 1; ATK +5; DMG (1d4+3); CR ½; (100 XP)) 3. Raven-eye, Mintar Warrior: Treat as Tribal Warrior (MM 350, Fighter (lvl 2); AL CG; MV 30 ft.; AC 11; HP 16; #AT 1; ATK +4; DMG (1d6+2); CR ¼; (50 XP)) 4. Sunstar, Mintar Survivor: Treat as Tribal Warrior (MM 350, Fighter (lvl 2); AL CG; MV 30 ft.; AC 12; HP 16; #AT 1; ATK +2; DMG (1d6); CR 1/8 (25 XP))

Monsters and NPCs Substitute MM stats with custom stats below. 1. Baaz Draconian: Treat as Lizardfolk (MM 204; AL LE; MV 15/35/45 ft.; AC 15; HP 22 (4d8+4); #AT 1 or 2; ATK +4; DMG (1d8+3) or (1d4+1)/(1d4+1); CR 1 (200 XP)) 2. Black Dragon Hatchling: Treat as Black Dragon Wyrmling (MM 88; AL CE; MV 30/60 ft.; AC 16; HP 12 (3d6); #AT 3; ATK +7; DMG (1d4+2)/(1d4+2)/(3d6+2); Acid Breath; CR 2 (450 XP)) 3. Bozak Draconian A: Treat as Lizardfolk Shaman (MM 205; AL LE;MV 15/35/45 ft.;AC 16; HP 42 (4d8+26); #AT 1 or 2; ATK +6; DMG (1d8+5) or (1d4+2)/(1d4+2); CR 2 (450 XP)) Knows the following spells: Shield, Magic Missile, Sleep, Darkness, Web 4. Bozak Draconian B: Treat as Lizardfolk Shaman (MM 205; AL LE;MV 15/35/45 ft.;AC 16; HP 42 (4d8+26); #AT 1 or 2; ATK +6; DMG (1d8+5) or (1d4+2)/(1d4+2); CR 2 (450 XP)) Knows the following spells: Shield, Magic Missile, Charm Person, Mirror Image, Invisibility 5. Bozak Leader: Treat as Lizardfolk (MM 204; AL LE; MV 15/35/45 ft.; AC 14; HP 42 (2d8+26); #AT 1 or 2; ATK +6; DMG (1d8+5) or (1d4+2)/(1d4+2); CR 1 (200 XP)) Knows the following spells: Charm Person, Magic Missile, Shield, Darkness, Web 6. Centaur: Centaur (MM 88; AL CG; MV 50 ft.; AC 13; HP 45 (6d10+12); #AT 2; ATK +6; DMG (1d6+3)/(1d6+2); CR 2 (450 XP)) 7. City Guard: Treat as Guard (MM 347; AL var; MV 30 ft.; AC 11; HP 20 (2d8+12); #AT 1; ATK +4; DMG (1d6+3); CR ¼ (50 XP))

8. Deep Gnome (Svirfneblin): Treat as Bandit (MM 343; AL NG; MV 20 ft.; AC 15; HP 16 (3d6+6); #AT 1 or 2; ATK +4; DMG (1d8+2) or (1d4+2)/(1d4+2); CR ½ (100 XP)) Knows the following spells: nondetection (self only), blindness/deafness, blur, disguise self 9. Dryad: Dryad (MM 121; AL N; MV 30 ft.; AC 11; HP 22 (5d8); #AT 1; ATK +2; DMG (1d4); CR 1 (200 XP)) Knows the following spells: entangle, goodberry, barkskin, pass without trace, shillelagh 10. Elf: Treat as Drow (MM 128; AL LG; MV 30 ft.; AC 14; HP 22 (2d8+14); #AT 1; ATK +4; DMG (1d8+3) or (1d6+3); CR ¼ (50 XP)) 11. Farmer: Treat as Commoner (MM 345; AL var; MV 30 ft.; AC 9; HP 20 (2d8+12); #AT 1; ATK +4; DMG (1d6+3); CR ¼ (50 XP)) 12. Fewmaster Toede (Hobgoblin Lord): Treat as Hobgoblin Captain (MM 186; AL LE; MV 30 ft.; AC 16; HP 42; #AT 1; ATK +5; DMG (1d6+3); CR 3 (700 XP)) 13. Forestmaster Unicorn: Unicorn (MM 294; AL CG; MV 60 ft.; AC 13; HP 112 (10d10+62); #AT 3; ATK +8; DMG (1d8+2)/(1d8+2)/(1d20+3); CR 5 (1800 XP)) 14. Guardian Spectral Minion: Treat as Specter (MM 279; AL CG; MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 1; ATK: +5; DMG (1d8+4); CR 1 (200 XP)) 15. Guardleader: Treat as Guard (MM 347; AL CG; MV 30 ft.; AC 15; HP 52 (5d8+32); #AT 1; ATK +7; DMG (1d8+6); CR 2 (450 XP)) 16. Gully Dwarf: Treat as Bandit (MM 343; AL CN; MV 30 ft.; AC 11; HP 20 (2d8+12); #AT 1 or 2; ATK +4; DMG (1d4+1)/(1d4+1) or (1d6+3); CR ¼ (50 XP)) 17. Highseeker Councilor: Treat as Noble (MM 348; AL CG; MV 30 ft.; AC 9; HP 52 (5d8+32); #AT 1; ATK +7; DMG (1d8+6); CR2 (450 XP)) 18. Hobgoblin: Hobgoblin (MM 186; AL LE; MV 30 ft.; AC 18; HP 11 (2d8+2); #AT 1; ATK +5; DMG (1d8+1); CR ½ (100 XP)) 19. Holy Guard: Treat as Guard (MM 347; AL CG; MV 30 ft.; AC 16; HP 42 (4d8+26); #AT 1; ATK +6; DMG (1d6+5); CR 2 (450 XP)) 20. Huge Spider: Treat as Giant Spider (MM328; AL N; MV 30 ft.; AC 14; HP 26 (4d10+4); #AT 1; ATK +5; DMG (1d8+3) + poison; CR 1 (200 XP)) 21. Khisanth (Onyx), an ancient, huge black dragon: Treat as Adult Black Dragon (MM 88; AL CE; MV 40/80 ft.; AC 15; HP 132; #AT 3; ATK +7; DMG (1d4+2)/(1d4+2)/(3d6+2); CR 5 (1800 XP)) Knows the following spells: Charm Person, Magic Missile, Shocking Grasp, Sleep 22. Master of the Highseekers: Treat as Noble (MM 348; AL CG; MV 30 ft.; AC 9; HP 74 (7d8+46); #AT 1; ATK +7; DMG (1d8+6); CR 2 (450 XP))

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Dragons of Despair Conversion

Guide

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23. Otik Sandath (Innkeeper): Treat as Commoner (MM 345; AL LN; MV 30 ft.; AC 11; HP 10 (1d8+6); #AT 1; ATK +3; DMG (1d4+2); CR 1/8 (25 XP)) 24. Pegasus: Pegasus (MM 250; AL CG; MV 60/90 ft.; AC 12; HP 46 (4d10+26); #AT 3; ATK +6; DMG (1d4+1)/(1d8+2)/(1d8+2); CR 2 (450 XP)) 25. Phudge Highbulp, King of the Svirfneblin: Treat as Bandit Captain (MM 344; AL CN; MV 20 ft.; AC 14; HP 18 (2d6+12); #AT 1 or 2; ATK +4; DMG (1d4+1)/(1d4+1) or (1d6+3); CR ¼ (50 XP)) Knows the following spells: nondetection (self only), blindness/deafness, blur, disguise self 26. Poisonous Snake: Poisonous Snake (MM 334; AL N; MV 30 ft.; AC 13; HP 16 (2d4+12); #AT 1; ATK +5; DMG (1d4+3) + poison; CR ½ (100 XP)) 27. Refugee: Treat as Commoner (MM 345; AL var; MV 30 ft.; AC 10; HP 20 (2d8+12); #AT 1; ATK +4; DMG (1d4+3); CR ¼ (50 XP)) 28. Sage Spectral Minion: Treat as Specter (MM 279; AL CN; MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 0; DMG nil; CR 1/8 (25 XP)) 29. Spectral Minion A: Treat as Specter (MM 279; AL CE; MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 1; ATK: +5; DMG (1d8+4); CR ½ (100 XP)) 30. Spectral Minion B: Treat as Specter (MM 279; AL CE; MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 0; DMG nil; CR 1/8 (25 XP)) 31. Tamara, Goddess of Life: Treat as Djinni (MM 144; AL LG; MV 40/120 ft.; AC 22; HP 355; #AT 1; ATK +12; DMG (4d6+7); CR 16 (15000)) Knows the following spells: detect evil and good, invisibility (self only), blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague 32. Tika Waylan (Barmaid): Treat as Commoner (MM 345; AL NG; MV 30 ft.; AC 9; HP 28 (3d8+16); #AT 1; ATK +5; DMG (1d6+4); CR ½ (100 XP)) 33. Townsperson: Treat as Commoner (MM 345; AL var; MV 30 ft.; AC 11; HP 10 (1d8+6); #AT 1; ATK +3; DMG (1d4+2); CR 1/8 (25 XP)) 34. White Stag: Treat as Giant Elk (MM 325; AL LG; MV 50 ft.; AC 20; HP 112 (10d10+62); #AT 3; ATK +8; DMG (1d12+3)/(1d6+2)/(1d6+2); CR 5 (1800 XP))

Wandering Monsters

2. Black Dragon Hatchling: Treat as Black Dragon Wyrmling (MM 88; AL CE; MV 30/60 ft.; AC 16; HP 12 (3d6); #AT 3; ATK +7; DMG (1d4+2/(1d4+2)/(3d6+2); Acid Breath; CR 2 (450)) 3. Bozak Draconian A: Treat as Lizardfolk Shaman (MM 205; AL LE; MV 15/35/45 ft.; AC 16; HP 42 (4d8+26); #AT 1 or 2; ATK +6; DMG (1d4+2)/(1d4+2) or (1d8+5); CR 2 (450 XP)) Knows the following spells: Shield, Magic Missile, Sleep, Darkness, Web 4. Bozak Draconian B: Treat as Lizardfolk Shaman (MM 205; AL LE; MV 15/35/45 ft.; AC 16; HP 42 (4d8+26); #AT 1 or 2; ATK +6; DMG (1d4+2)/(1d4+2) or (1d8+5); CR 2 (450 XP)) Knows the following spells: Shield, Magic Missile, Charm Person, Mirror Image, Invisibility 5. Brownie: Treat as Commoner (MM 345; AL LG; MV 25 ft.; AC 17; HP 9 (1d6+6); #AT 1; ATK +3; DMG (1d4+2); CR ½ (100 XP)) Knows the following spells: dancing lights, mending, prestidigitation, lesser confusion, dimension door, mirror image 6. Catoblepas: Treat as Basilisk (MM 24; AL N; MV 30 ft.; AC 12; HP 68 (6d10+38); #AT 1; ATK +7; DMG (1d6+6); Death Ray; CR 4 (1100 XP)) 7. Elf: Treat as Drow (MM 128; AL LG; MV 30 ft.; AC 14; HP 22 (2d8+14); #AT 1; ATK +4; DMG (1d8+3); CR ¼ (50 XP)) 8. Giant Boar: Giant Boar (MM 323; AL N; MV 40 ft.; AC 11; HP 81 (7d10+46); #AT 1; ATK +7; DMG (3d6+6); CR 2 (450 XP)) 9. Giant Eagle: Giant Eagle (MM 324; AL N; MV 10/80 ft.; AC 11; HP 46 (4d10+26); #AT 3; ATK +6; DMG (1d6+2)/(1d6+2)/(2d6+1); CR 1 (200 XP)) 10. Griffon: Griffon (MM 174; AL LN; MV 30/80 ft.; AC 14; HP 81 (7d10+46); #AT 2; ATK +7; DMG (1d4+3)/(1d4+3); CR 2 (450 XP)) 11. Huge Spider: Treat as Giant Spider (MM328; AL N; MV 30 ft.; AC 15; HP 24 (2d10+14); #AT 1; ATK +4; DMG (1d6+3) + poison; CR ½ (100 XP)) 12. Khisanth (Onyx), an ancient, huge black dragon: Treat as Adult Black Dragon (MM 88; AL CE; MV 40/80 ft.; AC 15; HP 132; #AT 3; ATK +7; DMG (1d4+2)/(1d4+2)/(3d6+2); CR 5 (1800 XP)) Knows the following spells: Charm Person, Magic Missile, Shocking Grasp, Sleep

Substitute MM stats with custom stats below.

13. Ogre: Ogre (MM 237; AL CE; MV 40 ft.; AC 13; HP 47 (4d10+27); #AT 1; ATK +6; DMG (1d10+5); CR 1 (200 XP))

1. Baaz Draconian: Treat as Lizardfolk (MM 204; AL LE; MV 15/35/45 ft.; AC 15; HP 28 (3d8+16); #AT 1 or 2; ATK +5; DMG (1d4+2)/(1d4+2) or (1d8+4); CR 1 (200 XP))

14. Plainsmen: Treat as Commoner (MM 345; AL CG; MV 30 ft.; AC 12; HP 20 (2d8+12); #AT 1; ATK +4; DMG (1d6+3); CR ¼ (50 XP)) 15. Poisonous Snake: Poisonous Snake (MM 334; AL N; MV 30 ft.; AC 13; HP 34 (4d4+26); #AT 1; ATK +6; DMG (1d4+5) + poison; CR 1 (200 XP))

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Dragons of Despair Conversion

Guide

7

16. Satyr: Satyr (MM 267; AL N; MV 40 ft.; AC 12; HP 52 (5d8+32); #AT 1; ATK +7; DMG (2d4+6); CR 2 (450 XP)) 17. Seeker Guard: Treat as Guard (MM 347; AL CG; MV 30 ft.; AC 14; HP 42 (4d8+26); #AT 1; ATK +6; DMG (1d6+5); CR 1 (200 XP)) 18. Sprite: Sprite (MM 283; AL NG; MV 10/40 ft.; AC 14; HP 8 (1d4+6); #AT 1; ATK +3; DMG (1d4+2); CR ¼ (50 XP)) 19. Sylph: Treat as Pixie (MM 253; AL NG; MV 10/30 ft.; AC 9; HP 22 (3d4+16); #AT 0; DMG nil; CR 0 (10 XP)) Knows the following spells: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep 20. Townsperson: Treat as Commoner (MM 345; AL var; MV 30 ft.; AC 11; HP 10 (1d8+6); #AT 1; ATK +3; DMG (1d4+2); CR 1/8 (25 XP)) 21. Treant: Treant (MM 289; AL CG; MV 30 ft.; AC 16; HP 138 (12d12+60); #AT 2; ATK +8; DMG (4d6+7)/(4d6+7); CR 6 (2300 XP)) 22. Troll: Troll (MM 291; AL CE; MV 30 ft.; AC 13; HP 74 (6d10+44); #AT 3; ATK +7; DMG (1d4+2)/(1d4+2)/(2d6+2); CR 3 (700 XP)) 23. White Stag: Treat as Giant Elk (MM 325; AL LG; MV 50 ft.; AC 20; HP 112 (10d10+62); #AT 3; ATK +8; DMG (1d12+3)/(1d6+2)/(1d6+2); CR 5 (1800 XP)) 24. Wild Dog: Treat as Wolf (MM 341; AL N; MV 40 ft.; AC 13; HP 10 (1d6+7); #AT 1; ATK +3; DMG (1d4+2); CR ¼ (50 XP)) 25. Will-o'-Wisp: Will-o'-Wisp (MM 301; AL CE; MV 50 ft.; AC 23; HP 76 (9d4+58); #AT 1; ATK +8; DMG (2d8+7); CR 5 (1800 XP)) 26. Wraith: Wraith (MM 302; AL LE; MV 60 ft.; AC 13; HP 55 (5d8+35); #AT 1; ATK +7; DMG (1d6+6) + life drain; CR 2 (450 XP))

Random Encounters Use creatures from the Wandering Monsters Table

Towns – roll of 1 on 1d10 Roll 1d6. Check once every 3 turns 1. 3d10 Townsmen 4. 1d4 Elves 2. 1d6+6 Baaz Draconians 5. 2d10 Townsmen 3. 1d10 Plainsmen 6. 1d6 Seeker Guards

Plains – roll of 1 on 1d10 Roll 1d12. Check 4 times per day. 1. 1d10 Plainsmen 7. 2. 1d4 Elves 8. 3. 2d10 Townsmen 9. 4. 1d6 Seeker Guards 10.

1d4 Giant Boars 4d4 Wild Dogs 1d10 Baaz Draconians 1d8 Bozak Draconians A

5. 6.

1 White Stag 2d4 Giant Eagles

11. 1d12 Huge Spiders 12. 2d6 Ogres

Forest – roll of 1 on 1d10 Roll 1d12. Check 6 times per day. 1. 1d4 Elves 7. 4d4 Wild Dogs 2. 2d10 Townsmen 8. 1d10 Baaz Draconians 3. 1d6 Seeker Guards 9. 1d8 Bozak Draconians A 4. 1 White Stag 10. 1d12 Huge Spiders 5. 2d4 Giant Eagles 11. 2d6 Ogres 6. 1d4 Giant Boars 12. 2d6 Wraiths

Hills/Mtns. - roll of 1 on 1d10 Roll 1d12. Check 4 times per day. 1. 1 White Stag 7. 1d12 Huge Spiders 2. 2d4 Giant Eagles 8. 2d6 Ogres 3. 1d4 Giant Boars 9. 2d6 Wraiths 4. 4d4 Wild Dogs 10. 2d4 Trolls 5. 1d10 Baaz Draconians 11. 1d4 Will-o-wisps 6. 1d8 Bozak Draconians A 12. 1d6 Poisonous Snakes

Marsh – roll of 1 on 1d10 Roll 1d12. Check 8 times per day. 1. 1d12 Huge Spiders 7. 1 Huge, Ancient Black 2. 2d6 Ogres Dragon (Khisanth) 3. 2d6 Wraiths 8. 1d10 Bozak Draconians B 4. 2d4 Trolls 9. 1 Catoblepas 5. 1d4 Will-o-wisps 10. 1d10 Hatchling Black 6. 1d6 Poisonous Snakes Dragons 11. 1d6 Poisonous Snakes 12. 2d6 Wraiths

Ruins – roll of 1 on 1d10 Roll 1d12. Check once every 3 turns. 7. 1d4 Will-o-wisps 1. 1d10 Baaz Draconians 2. 1d8 Bozak Draconians A 8. 1d6 Poisonous Snakes 9. 1 Huge, Ancient Black 3. 1d12 Huge Spiders Dragon (Khisanth) 4. 2d6 Ogres 10. 1d10 Bozak Draconians B 5. 2d6 Wraiths 11. 1 Catoblepas 6. 2d4 Trolls 12. 1d10 Hatchling Black Dragons

Wealdath – roll of 1-2 on 1d6 Roll 2d4. Check 6 times per day. 2. 1d12 Griffons 6. 1 Brownie 3. 1d20 Treants 7. 10d10 Sprites 4. 2d4 Satyrs 8. 1 Sylph 5. 1d12 Centaurs

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Dragons of Despair Conversion

Guide

8

Special Creatures Bozak Draconians

Baaz Draconians

Medium humanoid (lizardfolk), lawful evil Armor Class 16 (natural armor, shield) Hit Points 42 (4d8 + 26) Speed walk 15 ft., run 35 ft., glide 45 ft.

Medium humanoid (lizardfolk), lawful evil Armor Class 14 or 15 (natural armor, shield) Hit Points 20 (2d8+12) or 28 (3d8+16) Speed walk 15 ft., run 35 ft., glide 45 ft. STR

DEX

CON

INT

WIS

CHA

15 (+2)

10 (+0)

13 (+1)

7 (-2)

12 (+1)

7 (-2)

Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic, Common Challenge ½ (100 XP)

Traits Stone Death. On death, this creature turns to stone then crumbles apart within 1d4 rounds. If it died from a melee weapon, make a DC 13 Dexterity saving throw or the weapon will be stuck in the stone until it crumbles.

Actions Multiattack. The Draconian makes two melee attacks, one with bite and one with claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) or 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) or 8 (1d8 + 4) slashing damage.

STR

DEX

CON

INT

WIS

CHA

15 (+2)

10 (+0)

13 (+1)

10 (+0)

15 (+2)

8 (-1)

Skills Perception +4, Stealth +4, Survival +6 Senses passive Perception 14 Languages Draconic, Common Challenge 1 (200 XP)

Traits Exploding Death. Upon death, the draconian's bones explode, dealing 1d6 damage to all creatures within a 10' radius.

Actions Multiattack. The Draconian makes two melee attacks, one with bite and one with claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Known spells: magic missile, shield, sleep, darkness, web, charm person, invisibility, mirror image

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Svirfneblin (Deep Gnomes)

Spectral Minions

Medium humanoid (gnome), chaotic neutral Armor Class 11 Hit Points 20 (2d8 + 12) Speed 30 ft.

Medium undead, varied alignment Armor Class 16 Hit Points 28 (3d8+16) Speed 75 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

13 (+1)

7 (-2)

12 (+1)

7 (-2)

1 (-5)

14 (+2)

11 (+0)

10 (+0)

10 (+0)

11 (+0)

Skills Perception +1, Stealth +5, Survival +5 Senses passive Perception 11 Languages Common, Gullytalk Challenge ¼ (50 XP)

Actions

Magic Resistance Advantage on saving throws against magic. Senses passive Perception 10 Languages understands all languages it knew in life Challenge 1/8 (25 XP) or ½ (100 XP)

Multiattack. The Aghar makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Traits

Known spells: nondetection (self only), blindness/deafness, blur, disguise self

Actions

Initiative Bonus. Because of their speed, spectral minions have a +1 on initiative rolls. Spirit Weapon. A spectral minion must have died holding a weapon to do combat damage. Unless otherwise noted, only 50% of them have weapons. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

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Caramon

Pre-Generated Heroes

Human, Lawful Good

Class/Level Fighter 6 Armor Class 16 Hit Points 58 Speed 30 ft.

Flint Fireforge Dwarf, Neutral Good

Class/Level Fighter 4 Armor Class 14 Hit Points 49 Speed 25 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

10 (+0)

18 (+4)

7 (-2)

12 (+1)

13 (+1)

Senses passive Perception 11 Languages Common, Dwarvish Equipment

STR

DEX

CON

INT

WIS

CHA

18 (+4)

11 (+0)

17 (+3)

12 (+1)

10 (+0)

15 (+2)

Senses passive Perception 10 Languages Common Equipment Ring mail armor, shield, longsword, spear, dagger, pack Actions

Studded leather armor, shield, 2 handaxe, dagger, pack

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.

Actions Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

Tasslehoff Burrfoot

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d6 + 4) piercing damage. Dagger. Melee or Ranged Weapon Attack. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 4) piercing damage.

Raistlin

Halfling, Neutral

Human, Neutral

Class/Level Rogue 4 Armor Class 16 Hit Points 31 Speed 25 ft.

Class/Level Wizard 3 Armor Class 13 Hit Points 14 Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

13 (+1)

16 (+3)

14 (+2)

9 (-1)

12 (+1)

11 (+0)

Senses passive Perception 13 Languages Common, Halfling Equipment Leather armor, shield, hoopak, sling bullets (20) dagger, pack Actions

STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 17 (+3) 14 (+2) 10 (+0) Senses passive Perception 12 Languages Common, Elvish Equipment Staff of Magius, pack Actions

Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: (1d6 + 3) bludgeoning damage.

Staff of Magius. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

Known Spells: Fire Bolt, Prestidigitation, Shocking Grasp, Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Magic Missile, Sleep, Tenser's Floating Disk, Darkness, Invisibility, Mirror Image, See Invisibility, Web

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Goldmoon

Sturm Brightblade

Human, Lawful Good

Human, Lawful Good

Class/Level Cleric 5 Armor Class 13 Hit Points 33 Speed 30 ft.

Class/Level Fighter 6 Armor Class 16 Hit Points 58 Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

12 (+1)

12 (+1)

16 (+3)

17 (+3)

17 (+3)

12 (+1)

16 (+3)

14 (+2)

11 (+0)

12 (+1)

Senses passive Perception 13 Languages Common, Dwarvish, Elvish Equipment

Senses passive Perception 10 Languages Common, Elven Equipment

Blue Crystal Staff, leather armor, sling, sling bullets (20), pack

Chain mail armor, Brightblade, dagger, pack

Actions Blue Crystal Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage. Sling. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.

Riverwind

Actions Brightblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage. Dagger. Melee or Ranged Weapon Attack. +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

Tanis Half-Elf, Neutral Good

Class/Level Fighter 5 Armor Class 15 Hit Points 39 Speed 30 ft.

Human, Lawful Good

Class/Level Barbarian 1 / Ranger 4 Armor Class 16 Hit Points 40 Speed 30 ft.

STR

STR

DEX

CON

INT

WIS

CHA

18 (+4)

16 (+3)

13 (+1)

13 (+1)

14 (+2)

13 (+1)

Senses passive Perception 15 Languages Common, Elvish, Dwarvish Equipment Leather armor, shield, longsword +1, shortbow, 20 arrows, hunting knife (dagger), pack Actions Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: (1d6 + 3) piercing damage. Hunting Knife. Melee or Ranged Weapon Attack. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 4) piercing damage.

DEX

CON

INT

WIS

CHA

16 (+3) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 15 (+2) Senses passive Perception 14 Languages Common, Elvish, Dwarvish Equipment Leather armor +1, longsword +1, shortbow, 20 arrows, 2 daggers, pack Actions Longsword +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: (1d6 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack. +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

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Story Guide The next two sections (Events, Encounters) go through the original module in order. Many sections from the original module had to be converted in some way or another. They are labeled as the corresponding number in the original module. These sections go over: 5th Edition Changes, Forgotten Realms changes, Monster Encounters, NPCs, Parcels, Random Encounters, Random Parcels, Secret Doors, Spells, Tips, and Wandering Monsters

Chapter 1 Events 01. Monster Encounter: 10 Hobgoblins (CR 5, 1700 xp) NPC: Fewmaster Toede 02. Tip: Print a copy of the Song of Goldmoon from the original module to give to the players. 04. Tip: Print a copy of the Canticle of the Dragon from the end of the original module to give to the players.

Encounters 01. Krynn: Solace Faerûn: Esmeltaran 01a. NPC: Otik Sandath (Innkeeper) NPC: Tika Waylan (Barmaid) NPC: 5 Townspeople 02. Krynn: Crystalmir Lake Faerûn: Lake Esmel 04. Monster Encounter: 8 Baaz Draconians (CR 5, 1600 xp) --------------Original: 30% chance Converted: roll of 15-20 on 1d20 05. NPC: White Stag --------------Orinigal: 30% chance Converted: roll of 15-20 on 1d20 --------------Original: chance increases to 80% Converted: roll of 5-20 on 1d20

06. Monster Encounter: 11 Baaz Draconians (CR 6, 2200 xp) --------------Original: 20% chance Converted: roll of 17-20 on 1d20 07. Parcel: Gemstones (Aquamarine). 500 gp each ---------------Original: 500 gpv Converted: 500 gp --------------Krynn: Que-Shu Faerûn: Mintar 08. Original: 20% chance Converted: DC 18 Perception check ----------------Original: 60% of the time Converted: DC 16 Perception check 09. NPC: 1d20+10 Farmers ---------------Original: 20% of the time Converted: Toll of 17-20 on a 1d20 13. Original: 15% of the time

Converted: roll of 18-20 on a 1d20 ---------------Original: 30% of the time Converted: roll of 15-20 on a 1d20 ----------------Original: 70% of the time Converted: roll of 7-20 on a 1d20 ----------------Original: 20% of the time Converted: roll of 17-20 on a 1d20 -----------------NPC: 2d20 Refugees 14. Original: 15% of the time

Converted: roll of 18-20 on a 1d20 ---------------Original: 30% of the time Converted: roll of 15-20 on a 1d20 ----------------Original: 70% of the time Converted: roll of 7-20 on a 1d20 ----------------Original: 20% of the time Converted: roll of 17-20 on a 1d20 -----------------NPC: 2d20 Refugees

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15. Original: 15% of the time

Converted: roll of 18-20 on a 1d20 ---------------Original: 30% of the time Converted: roll of 15-20 on a 1d20 ----------------Original: 70% of the time Converted: roll of 7-20 on a 1d20 ----------------Original: 20% of the time Converted: roll of 17-20 on a 1d20 -----------------NPC: 2d20 Refugees 16. Original: 10% chance per turn

Converted: roll of 19-20 on a 1d20 ------------------Original: 25% chance per game hour Converted: roll of 16-20 on a 1d20 ------------------Original: 50% of the time Converted: roll of 11-20 on a 1d20 ------------------Original: 30% chance Converted: DC 12 Persuasion or Intimidation check ------------------NPC: 2d20 Refugees NPC: 1 Guardleader NPC: 10 Holy Guards

17b. Original: Lightning Bolt for 4d6 damage Converted: Use the rules for the spell: Lightning Bolt ------------------NPC: 100 Holy Guardians NPC: Master of the Highseekers NPC: 8 Highseeker Councilors 18. Original: make a strength check Converted: DC 15 Strength saving throw -------------------Original: check their strength again Converted: DC 15 Strength saving throw 19. Monster Encounter: 15 Elves (CR 4, 750 xp) -------------------Krynn: Qualinesti Elflands Faerûn: Darromari Forest 20. Original: check both strength and dexterity Converted: DC 10 Strength and Dexterity saving throw 22. Monster Encounter: 12 Spectral Minions (CR 7,

17. Original: 5% of the refugees Converted: roll of 20 on a 1d20 ------------------Original: 20% chance per turn Converted: DC 17 Intimidation check ------------------Original: 40% chance per turn Converted: DC 13 Intelligence check ------------------NPC: 2d20 Refugees NPC: 10 Holy Guards ---------------Krynn: Haven Faerûn: Zazesspur 17a. NPC: 2d20 Refugees

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2400 xp) 23. Monster Encounter: 8 Centaurs (CR 8, 3600xp) 24. Wandering Monster: 1d6 Dryads 25. Original: 15% chance each turn Converted: roll of 18-20 on a 1d20 -----------------Original: check his dexterity Converted: DC 15 Dexterity saving throw ------------------NPC: 1d10 Pegasi 26. NPC: Forestmaster Unicorn -------------------Original: constitution check Converted: DC 15 Constitution saving throw ---------------Random Encounter: Wealdath 28. Krynn: Gateway Faerûn: Athkatla 30. Original: 50% chance Converted: DC 11 Survival check ---------------Krynn: Que-The Faerûn: Riatavin 31. Original: 30% chance Converted: DC 15 Survival check 32. Original: 80% of the time Converted: DC 5 Persuasion check ------------------NPC: 10 City Guards ------------------Krynn: Que-Kiri Faerûn: Saradush

Original: 20% chance Converted: DC 17 Survival check 36. Original: 15% chance Converted: DC 18 Intelligence check -------------------Krynn: Que-Shu Faerûn: Mintar 38. Monster Encounter: 3 Baaz Draconians (CR 3, 700 xp) NPC: Nightshade the Refugee 39. Monster Encounter: 4 Draconians (CR 4, 800 xp) ----------------Wandering Monster: 1d10+10 Baaz Draconians 40. Wandering Monster: 1d10+10 Baaz Draconians 41. Original: 50% chance Converted: DC 11 Survival check ------------------Original: 30% chance Converted: DC 15 Survival check 42. Original: 15% chance Converted: roll of 18-20 on a 1d20 ------------------Random Encounter: Marsh 43. Monster Encounter: 2 Baaz Draconians, 1 Bozak Draconian B, 6 Hobgoblins (CR 5, 1450 xp) -------------------Wandering Monster: 1d10+10 Baaz Footmen

Chapter 2

35. Original: 80% of the time Converted: DC 5 Persuasion check-----------------

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44a. Original: 1 in 6 chance Converted: roll of 18-20 on a 1d20 ------------------Original: 20% chance Converted: DC 17 Survival check 44b. Random Encounter: Swamp 44c. Original: check their dexterity at -5 Converted: DC 10 Dexterity check ------------------Random Encounter: Marsh 44d. Original: save at -2 Converted: DC 13 Dexterity saving throw ------------------Monster Encounter: 6 Bozak Draconians A (CR 7, 2700 xp) 44e. Monster Encounter: 2 Baaz Draconian Guards (CR 2, 400 xp) 44f. Original: 30% chance to fall Converted: Roll of 15-20 on a 1d20 ------------------Original: 10% chance each daylight hour Converted: Roll of 19-20 on a 1d20 ------------------Original: increase to 30% each hour Converted: Roll of 15-20 on a 1d20 ------------------Original: check his dexterity Converted: DC 15 Dexterity saving throw ------------------Original: successful bend bars/lift gates Converted: DC 15 Strength check ------------------Monster Encounter: 7 Baaz Draconians, Bozak Draconian B (CR 6, 1850 xp)

Hatchlings (CR 6, 2250 xp) 44j. Original: 15% base chance Converted: DC 16 History check 44k. Original: weighing 15,000 gpw Converted: weighing 1,500 lbs. ------------------Spell: Use the spell Darkness for rules on the dragon’s spell/ring ------------------Monster Encounter: Khisanth (CR 7, 2900 xp)

Chapter 3 46a. Original: 25,000 gpw each Converted: 2,500 lbs. each 46b. NPC: Tamara, Goddess of Life 46d. Monster Encounter: 3 Baaz Draconians (CR 3, 600 xp) -----------------Parcel: Scroll of Lightning Bolt 46e. NPC: 5 Deep Gnomes (Svirfneblin) 47a. Original: more than 500 gpw Converted: more than 50 lbs. -----------------Original: 65% chance Converted: DC 16 Dexterity saving throw 47b. NPC: 30 Deep Gnomes (Svirfneblin) 47c. Monster Encounter 1: 2 Baaz Draconian Overseers (CR 2, 400 xp) -----------------Monster Encounter 2: 6 Baaz Draconians (CR

44h. Monster Encounter: 6 Black Dragon

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5, 1200 xp)

Spectral Minions (CR 3, 625 xp)

47e. Original: 1,000 gpw Converted: 1,000 gp ------------------Parcel: 5 Gems (Emerald), 1,000 gp each

57b. Original: 30% chance to read Converted: DC 15 Intelligence check

47g. Monster Encounter: Guardian Spectral Minion (CR 1, 200 xp) ------------------Parcel: 6 Longswords +1 48. Original: check dexterity, adding 8 Converted: DC 18 Dexterity saving throw ------------------NPC: 5 Deep Gnomes (Svirfneblin) 51a. Monster Encounter: Huge Spider (CR 1, 200 xp) 51c. Monster Encounter: 3 Spectral Minion Cooks (CR 3, 600 xp) 51d. Monster Encounter: 20 Spectral Minion B (CR 3, 500 xp) 54b. Monster Encounter: Sage Spectral Minion (CR 1/8, 25 xp)

55. Original: make a strength check at -5 Converted: DC 10 Strength saving throw -------------------Original: 1,500 gpw Converted: 150 lbs. 56. Original: pass two dexterity checks Converted: make two DC 15 Dexterity saving throws NPC: 8 Deep Gnomes (Svirfneblin)

59b. Monster Encounter: 10 Poisonous Snakes (CR 4, 1000 xp)

Chapter 4 62. Spell: Dimension Door 63. Original: check both strength and dexterity Converted: DC 15 Strength and Dexterity saving throw 64. Original: good chance, 60% Converted: DC 9 Insight check 64a. Original: 30% chance Converted: DC 15 Survival check 64c. Monster Encounter: 5 Baaz Draconians (CR 4, 1000 xp) 64d. Monster Encounter: Bozak Draconian A (CR 2, 450 xp) 64g. Monster Encounter: 15 Baaz Draconians (CR 8, 3000 xp) -------------------Original: check his dexterity Converted: DC 15 Stealth check 64h. Monster Encounter: 3 Baaz Draconians (CR 3, 600 xp) 65a. Monster Encounter: 3 Bozak Draconians (CR 5, 1400 xp) NPC: Hugon Barker, the Halfling 65b. Parcel: 12 Arrows +1, Bow, 3 Longswords +1

57a. Monster Encounter: 1 Clerk and 3 Guardian 66. Monster Encounter 1: Baaz Draconian (CR 1,

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200 xp) -------------------Monster Encounter 2: 8 Baaz Draconians (CR 5, 1600 xp) ------------------NPC: 15 Deep Gnomes (Svirfneblin) 67. Monster Encounter: Bozak Leader (CR 8, 3350 xp) NPC: 7 Deep Gnomes (Svirfneblin) 67a. Original: check their dexterity twice Converted: DC 15 Dexterity saving throw 67b. NPC: Sunstar, Mintar Survivor 68c. NPC: 15 Deep Gnomes (Svirfneblin) ------------------Original: move silently Converted: DC 15 Stealth check 68f. NPC: 3 Deep Gnomes (Svirfneblin) 68h. Monster Encounter: Bozak Draconian A (CR 2, 450 xp) NPC: 2 Deep Gnomes (Svirfneblin) 68i. Original: 70% chance Converted: DC 15 Dexterity saving throw -------------------NPC: 8 Deep Gnomes (Svirfneblin) 68j. NPC: 8 Deep Gnomes (Svirfneblin) 68k. Secret Door: DC 15 passive Wisdom check, or DC 12 Investigation or Perception check 68l. Secret Door: DC 15 passive Wisdom check, or

DC 12 Investigation or Perception check 68m. NPC: Phudge Highbulp , King of the Svirfneblin NPC: 4 Deep Gnomes (Svirfneblin) 69b. Original: add the strengths Converted: DC 15 Strength check ----------------Original: Check the floor Converted: DC 15 passive Wisdom check, or DC 12 Investigation or Perception check -----------------Random Encounter: Ruins 70c. Monster Encounter: 2 Bozak Draconians A (CR 4, 900 xp) 70d. Original: 30% chance Converted: DC 15 Investigation check -----------------Random Parcel: Dagger +3, Gloves of Swimming and Climbing, Spellbook (See Unique Items), Shield +1 70g. NPC: Raven-Eye, Mintar Warrior 70h. Monster Encounter: Bozak Draconian B (CR 2, 450 xp) 70i. Original: weighing 500 gpw each Converted: 50 lbs. each 70j. Trap: DC 15 passive Wisdom check, or DC 12 Investigation or Perception check 70k. Original: 15% chance per turn Converted: DC4 Dexterity saving throw -----------------Monster Encounter: Khisanth (CR 5, 1800 xp) -----------------Parcel: 1000 PP, Clock of Invisibility, Disks of Tamara, 56 Gems (Jade, 200 gp each), Medallion of

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faith, Ring of Darkness (See Unique Items)

Number of Sessions Session 1: Introductions. Start Chapter 1 and play until Encounter 26. Session 2: Start with Encounter 27 and play Chapter 2, Encounter 44j. Session 3: Start at Encounter 44k and play until you finish all of Chapter 3. Session 4: Start with Encounter 60 and play until Encounter 68m. Session 5: Play until you finish the module.

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