Ashardalon Saga

This conversion is balanced for 5 characters. Consider removing/adding some monsters if your party is below/above 5. Also, this conversion uses monsters from the CritterDB page provided below and in the reddit post. All the monsters can be found therein, there is no need for the Monster Manual. If you do use the Monster Manual, you will find that some stat blocks are altered from their original counterparts. You will need the original adventures, as well as Tales from the Yawning Portal, to run this conversion.

CritterDB page: https://critterdb.com/#/publishedbestiary/view/5e5b0c6244852570ab8d1700

Reddit Post (contains a guide on how to read the document): https://www.reddit.com/r/UnearthedArcana/comments/kr6mdd/ashardalon_saga_5e_conversion_updated/

The Sunless Citadel:

As written in Tales from the Yawning Portal, except for the following:

  • Belak carries a map to Khundrukar that clearly labels Blasingdell in it, leading the group to the next adventure.

  • If using milestone experience, the party should level up to 2 at any point before fighting Durnn, and should level up to 3 before fighting Belak.

The Forge of Fury:

As written in Tales from the Yawning Portal, except for the following:

  • At the end of the adventure, the adventurers are hired as caravan guards for a group of townsfolk traveling to Brindinford for the fair.

  • If using milestone experience, the party should level up to 4 after completion of the Sinkhole, and should level up to 5 upon completion of the dungeon.

  • Along the way to Brindinford, the group is attacked by two bandit captains, five bandit thugs, and their pets (2 dire wolves). This is intentionally a Hard encounter, because it will be the only encounter the party faces along the journey. Feel free to remove monsters from this encounter if you feel like it, as there are a lot.

The Speaker in Dreams:

  • If using milestone experience, the party should level up to 6 upon completion of Part One, and should level up to 7 upon completion of the adventure.

1. A Trip to the Fair

  • Creatures: Four guards.

  • A peace-bonded weapon takes one action to draw. You cannot attack with a peace-bonded weapon, and must draw it first. 

  • While peace-bonded, spellcasters cannot cast spells with somatic or material components. One action suffices to unbind themselves in this manner. Those with holy symbols or other spellcasting foci must keep them on their belt, but this, in practice, does not hinder them in combat.

2. Alternative Entrances

  • Creatures: Two guards watch each alternative entrance. They peace-bond characters as the main gate.

  • Climb check DC 30 becomes Strength (Athletics) check DC 23

4. The Fair Gets Foul

  • Creatures: Squim, two wererats, five giant rats (diseased). A contingent of four guards arrives on the scene 2d10 rounds after the disturbance begins. These guards are the guards in Area 1.

  • Characters attempting to push their way through must make a DC 11 Strength check. If attempting to slip their way through instead, they must make a DC 11 Dexterity check. A DC 11 Charisma (Intimidate) check also suffices to move through.

  • Bluff check, in 5th edition, is a Charisma (Deception) check

  • Sense Motive check, in 5th edition, is a Wisdom (Insight) check

  • Hide check, in 5th edition, is the Hide action, using a Dexterity (Stealth) check

  • Spot check, in 5th edition, is a Wisdom (Perception) check

  • The bonuses provided by the adventure on these checks are inaccurate. Use the bonuses of the 5th edition wererat stat blocks.

5. The Big Picture

  • Gather Information or Charisma check becomes an Intelligence (Investigation) check, with different result thresholds:

    • Check Result 10 or Higher – becomes 8 or higher

    • Check Result 15 or Higher – becomes 11 or higher

    • Check Result 20 or Higher – becomes 15 or higher

    • Check Result 25 or Higher – becomes 19 or higher

  • A simple DC 11 Charisma (Persuasion) check is all that is necessary to secure good food and lodging. If the characters helped deal with disturbances in the fair, give them advantage on this check instead of the +10 bonus listed by the adventure.

7. Stalked

  • Creatures: Two wererat heavies, one wererat.

  • Bluff becomes Charisma (Deception)

  • Sense Motive becomes Wisdom (Insight)

  • Hide check becomes the Hide action, using a Dexterity (Stealth) check

  • Spot becomes Wisdom (Perception)

  • Ignore subtractions and bonuses provided by the adventure.

8. To Market

  • Charisma check DC to make Friendly (for Market goers and Shoomma) becomes 11

  • Charisma check DC to make Helpful (for Market goers) becomes 23

  • Craft checks do not exist in 5E, so Shoomma does not have a +21 to Craft (weaponsmithing)

  • The DC to make Helpful for Shooma nets you no information, so that is removed

9. Grimlock Raid

  • Creatures: Four grimlocks. Ten commoners attempt to flee from the grimlocks, and two guards arrive 1d6 rounds after combat begins.

  • Jumping in 5E the character’s jump distance, with or without a running start

  • -4 for firing into melee is removed, use normal 5e cover rules

  • Town Guard – use Guard

  • Wilderness Lore check DC 19 becomes a DC 14 Wisdom (Survival) check

10. Southspur

  • Gather Information check DC 20 becomes Intelligence (Investigation) DC 15

  • Search check DC 20 becomes Intelligence (Investigation) DC 15

  • Improved DC is 23, down from 30

11. Grimlock Warehouse

  • Climb check DC 21 becomes Strength (Athletics) DC 16

  • Thieves’ Tools DC 25 becomes Dexterity (Thieves’ Tools) DC 19

  • The chest contains two scrolls: one of enlarge/reduce and one of tongues, as well as a ring of force shield. A ring of force shield is a ring of uncommon rarity. While wearing this ring, you can use a bonus action to cause a shield-sized surface of force to emanate from it, or to dismiss it. The ring functions as an ordinary shield, granting a +2 bonus to AC. You are considered proficient with this shield even if you lack proficiency with shields.

12. The Bell Tower

  • Wooden Doors:

    • Hardness 5 becomes resistance to piercing and slashing damage

    • Break DC becomes a Strength (Athletics) check DC 14

12a. Antechamber

  • Creatures: If not slain in encounter 7, two wererat heavies and one wererat arrive and attack the PCs. Turvin (a normal wererat) is present if he hears the PCs arrive.

  • Listen check becomes Wisdom (Perception) check DC 5

12b. The Tower Keeper

  • Creatures: One wererat (Turvin), if not notified of the PCs’ presence.

12c. Nests

  • Creatures: Four wererats.

  • Adjust the encounter accordingly, as there are now four wererats instead of three.

  • Spot check becomes Wisdom (Perception) check DC 15

12b. Stairway Trap

  • Remove trap

12e. Nests Again

  • Creatures: Twelve giant rats (diseased).

12f. Ropes and Pulleys

  • Creatures: Two wererats. If Squim survived encounter 4, he is also present here.

  • Remove scroll of summon monster II

12g. The Bells

  • Creatures: Four gargoyles.

  • Spot check becomes Wisdom (Perception) check DC 15

13. Wystes on the Hill

  • Creatures: Two wystes, summoned by the Blessed. 

  • Spot check becomes Wisdom (Perception) check DC 13

  • The wystes are not summoned through the casting of summon monster IV, instead, the Blessed causes the warp in space-time that summons both wystes to the scene

  • Dispel Magic does not return the wystes to the Far Realm

  • Town Guard – use Guard

14. A Cry in the Mist

  • Creatures: Two second circle cabalists.

  • The mist around the shrine was created by a stationary fog cloud spell.

15. The Reality Wrinkle

  • Map scale is 1 square = 10 feet, because wystes are huge

  • Wooden Doors:

    • Hardness 5 becomes resistance to piercing and slashing damage

    • Break DC becomes a Strength (Athletics) check DC 14

  • Iron Bars:

    • Hardness 10 becomes resistance to bludgeoning and slashing damage, plus immunity to piercing damage

    • Bend DC becomes a Strength (Athletics) check DC 18

  • Characters entering the Reality Wrinkle must make a DC 10 Constitution saving throw or act as affected by the confusion spell, lasts 1d4 rounds

15a. Storefront

  • Creatures: Jellik, Outer Circle Cabalist

15b. Back Room

  • Creatures: Two gibbering mouthers, and potentially a third circle cabalist.

15c. Basement

  • Characters entering the Basement must make a DC 11 Constitution saving throw or be poisoned for 1 minute. The character can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a character’s saving throw is successful or the effect ends for it, the character is immune to this effect for 24 hours.

15d. Arcanium

  • Creatures: Two second circle cabalists, one gibbering mouther.

  • Alein is incapacitated as long as she remains within the Reality Wrinkle.

15e. Upper Level

  • Creatures: If not previously alerted, two third circle cabalists are here.

15f-h. Top Level

  • Creatures: The Blessed, one wyste. If alerted, one third circle cabalist from area 15e is here as well.

  • The Blessed casts whatever spells are necessary on herself before combat. Summon Monster IV is not a 5th edition spell – she simply summons a wyste naturally before combat begins.

17. Assassins!

  • Creatures: One oni, Felga (if she survived), one assassin, two rogues, one infernal cleric, one lemure, and one third circle cabalist.

  • The infernal cleric already has the lemure bound to service – no summon monster spell needed.

18. The Speaker in Dreams

  • Creatures: One mind flayer (Ghaerleth Axom).

20. In the Crowd

  • Creatures: One bone devil.

  • Spot check is now Wisdom (Perception) check opposed by Ghaerleth’s Dexterity (Stealth) check with a +4 bonus instead of +11

21. Criers

  • Creatures: Two barghests, one commoner (the crier).

22. Martial Law

  • Random Encounters: The following random encounter options are available during the Martial Law event.

    • Militia: Six militia members.

    • Enforcers: One bone devil, two militia members. If engaged in combat, the militia members aid the party against the devil.

    • Assassins: Three assassins.

    • Hellspawn: Two hellcats, two barghests, or one fiendish tyrannosaurus.

23. On Their Own

  • Encounter Options: The following creatures are present in the encounter options during this event.

    • Town Guard: Two barghests.

    • Beyond the Walls: Three hell hounds.

    • Halfling Encampment: Three fiendish plesiosaurus

  • Climb check DC 30 becomes Strength (Athletics) check DC 23

  • The Charisma check DC to make Friendly is now 11

  • The Charisma check DC to make Helpful is now 23

24. Temple of Pelor

  • Stone Doors:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 21

  • Wooden Doors:

    • Hardness 5 becomes resistance to piercing and slashing damage

    • Break DC becomes a Strength (Athletics) check DC 14

    • Pick Lock DC becomes a Dexterity (Thieves’ Tools) check DC 19

  • Iron Bars:

    • Hardness 10 becomes resistance to bludgeoning and slashing damage, plus immunity to piercing damage

    • Bend DC becomes a Strength (Athletics) check DC 18

24a. Sanctuary

  • Creatures: One bone devil.

  • -3 profane bonus becomes advantage on saves against being turned, a hallow spell cancels this effect

  • Characters suffer 4 (1d8) fire damage at the start of their turn if they are within 5 feet of the pillar, and entering the fire causes them to take 45 (10d8) fire damage instead

24b. Hall

  • Creatures: Two hell hounds.

24c. Meeting Room

  • Creatures: Two infernal clerics.

24d. Kitchen

  • Creatures: Two imps.

24e. Vestry

  • Creatures: One hell hound, one imp.

24f. Office

  • Creatures: Two infernal clerics.

24g. Library

  • Creatures: One infernal cleric, Farji.

24h. High Priest’s Quarters

  • Creatures: Daros Hellseeker.

  • Daros carries no magic items. He fights to the death.

24i. Sun Champion’s Quarters

  • Creatures: Two barghests (if not slain previously, in encounter 21).

25. The Final Confrontation

  • Creatures: One oni, one mind flayer (Ghaerleth Axom), one veteran (Baron Euphemes)

  • Wooden Doors:

    • Hardness 5 becomes resistance to piercing and slashing damage

    • Break DC becomes a Strength (Athletics) check DC 14

    • Pick Lock DC becomes a Dexterity (Thieves’ Tools) check DC 19

  • Wooden Trapdoors:

    • Hardness 5 becomes resistance to piercing and slashing damage

    • Break DC becomes a Strength (Athletics) check DC 11

    • Pick Lock DC becomes a Dexterity (Thieves’ Tools) check DC 19

  • Large glass windows do not have hardness

  • Climb checks become Strength (Athletics) checks with DCs of 19 and 23 for climbing the walls and battlements, respectively

The Standing Stone:

  • If using milestone experience, the party should level up to 8 about midway through the adventure (around Scenes 7-9), and should level up to 9 upon completion of the adventure.

Scene 1: The Old Forest Road

  • Creatures: The Horseman, the Horseman’s Steed, one commoner (the Villager).

  • Listen DC 10 becomes Wisdom (Perception) DC 8 – more information is gained on a result of 15 or greater, rather than 20

  • Search DC 12 becomes Wisdom (Perception) DC 9

  • Search DC 20 becomes Wisdom (Perception) DC 15

Scene 2: Shelter for the Night

  • Creatures: One commoner (Old Tarbee), one guard (Tanasha Lu)

  • Tanasha Lu has a +5 to Charisma (Deception) checks, helping against any Wisdom (Insight) checks made by the party.

Scene 3: The Chapel of Nine Gods

  • Creatures: Henwen and one hobyah in the temple proper. In the graveyard, one spectre and five shadows.

  • A DC 8 Wisdom (Perception) check allows a character to hear a voice from inside, and a roll of 11 or higher allows the character to make out that the voice is a prayer.

  • A DC 11 Intelligence (Religion) check allows a character to discern the identities of the symbols of the gods in the temple.

  • Remove Henwen’s undying staff.

  • The spectre begins combat as normal, and 1d4 + 1 shadows join each round.

Scene 4: Ossington

  • Creatures: The Cuckoo. Use the commoner stat block for all of the village’s inhabitants.

  • A DC 14 Wisdom (Perception) check grants the character the knowledge that the villagers stay within the stone circle

  • Any party that contains an elf or half-elf has disadvantage on all Charisma-based checks to interact with the villagers, except for Intimidate, for which they gain advantage.

Scene 5: Information

  • Creatures: One commoner (Elder Murdows)

Scene 6: Assassination

  • Creatures: Yellis, Thilvara, one hawk, one giant owl, seven fiendish hawks. Yellis, Thilvara, and the hawk escape combat after the first round, slaying Murdows in the process. Additionally, Tully assists the party in combat after the third round.

  • Search or Wilderness Lore DC 16 becomes Wisdom (Survival) DC 12

  • Wilderness Lore DC 26 becomes Wisdom (Survival) DC 20

Scene 7: Dyson’s Tower

  • Creatures: Dyson, Tully

  • Knowledge (Arcana) DC 20 becomes Intelligence (Arcana) DC 15

Scene 8: Into the Woods

  • Dangle Snare: +3 to hit, on a hit the target is snared (restrained) and suspended 10 feet in the air. DC 15 Wisdom (Perception) to find, DC 15 Dexterity (Thieves’ Tools) to disable.

  • Punji Sticks: +3 to hit, on a hit the target takes 2 (1d4) piercing damage and must make a DC 11 Constitution saving throw or contact Sewer Plague (see the DMG). DC 15 Wisdom (Perception) to find, DC 15 Dexterity (Thieves’ Tools) to disable.

  • Thorn-Net: +3 to hit, 5 (1d10) piercing damage and the target must make a DC 11 Constitution saving throw or be poisoned for 1 hour. DC 15 Wisdom (Perception) to find, DC 15 Dexterity (Thieves’ Tools) to disable.

  • Pit Trap: DC 12 Dexterity saving throw to avoid, the creature falls 10 feet into the pit and takes an additional 11 (2d10) piercing damage from spikes. Any creature that is damaged by  the spikes must make a DC 12 Constitution saving throw or contract Sight Rot (see the DMG). DC 15 Wisdom (Perception) to find, DC 15 Dexterity (Thieves’ Tools) to disable.

  • Impaling Log: +4 to hit, 22 (4d10) piercing damage

  • Crushing Logs: +5 to hit, 27 (5d10) bludgeoning damage

  • Fey Skirmishes: The following encounters can happen when the party encounters a fey skirmish:

    • Grugach Archer: Zarn

      • Spot DC 27 becomes Wisdom (Perception) DC 20

      • Normal half cover rules

    • Animated Trees: Two trees animated using a treant (Gnarlroot)’s Animate Trees ability

    • Pixie Tricks: One pixie (Vesley). Vesley stays far away from combat, and remains invisible the entire time.

    • Summoned Serpent: Four fiendish vipers.

Scene 9: The Horseman Returns

  • Creatures: The Horseman, the Horseman’s Steed.

Scene 10: Hobyahs by Night

  • Creatures: Eight hobyahs.

  • Spot DC 23 becomes Wisdom (Perception) DC 17

Scene 11: The Warlord’s Tomb

  • Creatures: Three earth elementals, encountered individually. Ten wights, encountered in groups of two to four. Saithnar the Warlord, and two wights.

  • Sliding Wall: Wisdom (Perception) DC 15 to spot, Dexterity (Thieves’ Tools) DC 18 to disable

  • Collapsing Ceiling: +5 to hit, 27 (5d10) bludgeoning damage; Wisdom (Perception) DC 15 to spot, Dexterity (Thieves’ Tools) DC 19 to disable

  • Crushing Walls: DC 14 Dexterity saving throw or take 44 (8d10) bludgeoning damage; Wisdom (Perception) DC 15 to spot, Dexterity (Thieves’ Tools) DC 19 to disable

  • Search DC 30 becomes Wisdom (Perception) DC 23

  • Saithnar does not wear his brooch of shielding, but it can be found in his chamber

Scene 12: The Fey’s Last Stand

  • Creatures: Yellis, Thilvara, Zarn, one hawk (Thilvara’s familiar), one pixie (Vesley), one treant (Gnarlroot)

Scene 13: The Horseman’s Rest

  • Creatures: The Horseman, the Horseman’s Steed.

  • Knowledge (Religion) DC 15 becomes Intelligence (Religion) DC 11

  • Search DC 20 becomes Wisdom (Perception) DC 15

Scene 14: Showdown

  • Creatures: Thirty commoners, Tully, Henwen, one hobyah, Dyson, the Cuckoo

  • Ignore any bonuses to AC or mentions of summoned monsters in the tactics of this scene – simply assume any preparatory spells in the creatures’ stat blocks have been cast before combat.

Heart of Nightfang Spire:

  • If using milestone experience, the party levels up to 10 after completing level 1, levels up to 11 after completing level 3, levels up to 12 after completing level 5, and levels up to 13 after completing the adventure.

  • Remove all necromantic links to the Heart of Gulthias.

Rumors

  • Gather Information check DC 15 becomes Intelligence (Investigation) DC 11

0. Dim Defile

  • DC 10 Climb check becomes Strength (Athletics) DC 8

Dungeon Features

  • DC 10 Climb check becomes Strength (Athletics) DC 8

  • Stone Doors:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 20

  • Strength check DC to bend iron bars becomes 18

1. Ossuary

  • Trap: Any creature within 10 feet of the blightvine must succeed on a DC 13 Wisdom saving throw or be put to sleep as per the spell. To determine the vines are a trap, a DC 19 Wisdom (Perception) check is needed.

2. Top-Down View

  • Creatures: Two mooncalves.

  • A DC 30 Wisdom (Perception) check is required to spot the mooncalf

3. Dragon, We Hardly Knew Ye

  • Creatures: Three wights.

  • Remove potion of neutralize poison

4. Bottom of the Hole

  • Wilderness Lore DC 20 becomes Wisdom (Survival) DC 15

5. Dragon’s Path

  • Listen check DC 5 becomes Wisdom (Perception) DC 4

6. Destroyed Shrine

  • Creatures: Three vampire spawn.

  • Spot check DC 26 becomes Wisdom (Perception) DC 20, Hide check becomes Dexterity (Stealth)

  • Remove wand of mage armor

  • Open Lock DC 25 becomes Dexterity (Thieves’ Tools) DC 19

7. Home, Be It Ever So Dismal

  • Creatures: Three vampire spawn.

  • Spot check DC 22 becomes DC 17 Wisdom (Perception) check

  • Remove ring of protection +2

8. Pantry

  • Creatures: One commoner.

9. Hidden Recess

  • Open Lock DC 25 becomes Dexterity (Thieves’ Tools) DC 19

  • Globe of Cold Trap: Each creature within 20 feet of the globe when it activates must make a DC 12 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. To determine the door is trapped, a DC 23 Wisdom (Perception) check is needed. To disable the trap, a DC 19 Dexterity (Thieves’ Tools) check is needed.

  • Open Lock DC 20 becomes Dexterity (Thieves’ Tools) DC 15

11. Shadow on the Wall

  • Creatures: One spectre, one shadow mastiff, 1d4 (minimum 2) shadows.

  • Move Silently becomes Dexterity (Stealth), Listen becomes Wisdom (Perception)

  • The type 1 necromantic link to the Heart is not converted, the shadows can summon the shadow mastiff without it and do so on the first round of combat instead of the second. A spectre joins the shadows in summoning the mastiff.

12. Necromantic Seepage

  • Necromantic Seepage: When a living creature touches the seepage, it takes 1d6 necrotic damage. After a creature touches the seepage, it must make a DC 15 Constitution saving throw at the start of each of its turns or have the ooze spread further up its body, dealing a cumulative 1d6 points of damage per round (1d6 when the creature touches the slime, 2d6 after the first failed save, etc.) up to 10d6, at which point the creature is completely encased in the sludge. A successful save causes the ooze to dry up and flake away, and a usage of Turn Undead destroys the sludge entirely.

13. Mostly Empty

  • Masterwork items no longer exist – the longsword is a mundane one

  • “Pale Piercer” is a +2 dagger that has advantage on attack rolls against incorporeal creatures.

15. Spiral Stair

  • Spot DC 24 becomes Wisdom (Perception) DC 18

  • Search DC 16 becomes Wisdom (Perception) DC 12

16. Hall of Honor

  • Creatures: Aoket, three shadows.

  • Flame Jet Trap: DC 13 Dexterity save or take 27 (5d10) fire damage, 40×1 foot line; DC 19 Wisdom (Perception) to spot, DC 23 Dexterity (Thieves’ Tools) to disable

  • Open Lock DC 22 becomes Dexterity (Thieves’ Tools) DC 17

  • Remove helm of teleportation

  • Potion of cure serious wounds becomes potion of superior healing

  • Poison Needle Trap: +5 to hit, 33 (6d10) poison damage, DC 13 Constitution save or become poisoned; DC 25 Wisdom (Perception) to spot, DC 23 Dexterity (Thieves’ Tools) to disable

  • Electrified Sarcophagus Trap: DC 13 Dexterity saving throw or take 33 (6d10) lightning damage (half on a success); DC 19 Wisdom (Perception) to spot, DC 23 Dexterity (Thieves’ Tools) to disable

17. Slip, Sliding Away

  • Razor-Lined Chute Trap: A creature can make a DC 13 Dexterity saving throw to avoid falling into the trap. When a creature falls in, they recieve an attack at +5 to hit, dealing 11 (2d10) slashing damage on a hit. They then fall from the tower (150 feet from level 2, 120 feet from level 3), taking falling damage as normal. To find the trap, a DC 15 Wisdom (Perception) check is needed. To disable the trap, a DC 15 Dexterity (Thieves’ Tools) check is needed.

18. Memoriam

  • Open Lock DC 30 becomes Dexterity (Thieves’ Tools) DC 23

19. Minor Altar

  • Open Lock DC 25 becomes Dexterity (Thieves’ Tools) DC 19

20. Minor Altar

  • Open Lock DC 30 becomes Dexterity (Thieves’ Tools) DC 23

21. Oggunon Sathaar’s Crypt

  • Creatures: Oggunon.

  • Electrified Door Trap: DC 12 Dexterity saving throw or take 22 (4d10) lightning damage (half on a success); DC 19 Wisdom (Perception) to spot, DC 19 Dexterity (Thieves’ Tools) to disable

  • Remove gloves of Dexterity +2 and dust of dryness

  • Bracers of armor +2 becomes bracers of defense

24. Cleanup Crew

  • Creatures: Three girallons, one girallon alpha.

  • Remove potion of aid

25. Headstones

  • Creatures: Three girallons.

26. Tanning Vats

  • Creatures: Two mohrgs.

31. Satellite Embalming Chamber

  • Creatures: Three girallons, one girallon alpha.

32. Satellite Embalming Chamber

  • Creatures: Five wights, one regenerative wight.

33. Who Said That?

  • Move Silently DC 24 becomes Dexterity (Stealth) DC 18

34. Rhunad’s Vault

  • Creatures: One vrock (Rhunad).

  • Lightning Blast Trap: DC 13 Dexterity save or take 27 (5d10) lightning damage, 20×10 foot line; DC 23 Wisdom (Perception) to spot, DC 23 Dexterity (Thieves’ Tools) to disable

  • Sense Motive +13 is removed

35. Embalming Paradise

  • Move Silently DC 21 becomes Dexterity (Stealth) DC 16

36. Parts are Parts

  • Creatures: Stitches, one flesh golem.

  • Remove libram of flesh

37. Hanging Loose

  • Creatures: Two flesh golems.

42. Watched Columbarium

  • Spot DC 24 becomes Wisdom (Perception) DC 18

  • Search DC 16 becomes Wisdom (Perception) DC 12

43. Tidying Up

  • Creatures: Five zombies.

44. Neat and Tidy

  • Creatures: One girallon, one mohrg.

45. Crematory

  • Creatures: Two elder fire elementals.

  • +2 shield of light fortification becomes +1 shield

  • Remove potion of Charisma

48. West Catacomb Entry

  • Spot DC 24 becomes Wisdom (Perception) DC 18

  • Search DC 16 becomes Wisdom (Perception) DC 12

52. Girallon Watchers

  • Creatures: Four girallons.

  • Intelligence check DC 13 becomes Intelligence (Investigation) DC 10

  • Characters have disadvantage on Animal Handling checks to calm the girallons instead of a -4 penalty on Animal Empathy checks

  • Charisma check becomes DC 10, down from 13

  • The treasure in the room amounts to a Challenge 5-10 hoard

53. Will Fight for Food

  • Creatures: Four girallons.

  • Characters have disadvantage on Animal Handling checks to calm the girallons instead of a -4 penalty on Animal Empathy checks

  • Charisma check becomes DC 10, down from 13

54. Girallon Band

  • Creatures: Six girallons.

55. Thiff the Smart

  • Creatures: Two girallon alphas (one uses the Thiff the Smart variant).

  • Potion of cure serious wounds becomes potion of superior healing

  • Remove wand of sleep

  • +1 icy burst battleaxe becomes +1 frost brand battleaxe

  • +2 keen kukri becomes +1 shortsword

57. North Catacomb

  • Creatures: Three mohrgs.

  • Remove Listen +12 and Spot +12

  • Remove wand of light

58. Tombstone Golem

  • Creatures: One tombstone golem.

  • Spot DC 24 becomes Wisdom (Perception) DC 18

  • Search DC 16 becomes Wisdom (Perception) DC 12

  • Listen DC 16 becomes Wisdom (Perception) DC 12

  • Listen DC 13 becomes Wisdom (Perception) DC 10

60. Crypt

  • Globe of Cold Trap: Each creature within 20 feet of the globe when it activates must make a DC 11 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. To determine the sarcophagus is trapped, a DC 20 Wisdom (Perception) check is needed. To disable the trap, a DC 19 Dexterity (Thieves’ Tools) check is needed.

  • Listen DC 16 becomes Wisdom (Perception) DC 12

61. Another Trapped Crypt

  • Falling Block Trap: +5 to hit, 33 (6d10) bludgeoning damage; DC 15 Wisdom (Perception) to spot, DC 25 Dexterity (Thieves’ Tools) to disable

  • Poisoned Lid Trap: DC 13 Dexterity saving throw or take 33 (6d10) poison damage (half on a success); DC 25 Wisdom (Perception) to spot, DC 15 Dexterity (Thieves’ Tools) to disable

  • Poison Gas Trap: DC 15 Dexterity saving throw or take 55 (10d10) poison damage (half on a success); DC 23 Wisdom (Perception) to spot, DC 19 Dexterity (Thieves’ Tools) to disable

  • The treasure in the room amounts to a Challenge 5-10 hoard

62. Vestibule

  • Spiked Pit Trap: A creature can make a DC 13 Dexterity saving throw to avoid falling into the trap. When a creature falls in, they fall 100 feet and take an additional 14 (4d6) piercing damage if they hit the ground. To find the trap, a DC 15 Wisdom (Perception) check is needed. To disable the trap, a DC 15 Dexterity (Thieves’ Tools) check is needed.

63. Dragon Key Vault

  • Open Lock DC 30 becomes Dexterity (Thieves’ Tools) DC 23

  • Electrified Floor Trap: DC 13 Dexterity saving throw or take 33 (6d10) lightning damage (half on a success); DC 15 Wisdom (Perception) to spot, DC 25 Dexterity (Thieves’ Tools) to disable

64. Chasm of the Fallen

  • Creatures: Three specters. Hundreds of zombies and skeletons shamble about below.

  • With the bounded accuracy of 5E, it is likely that any creature that falls into the pit is going to die. Include the minor undead at your leisure.

65. Slender Mesa

  • DC 22 Strength check becomes DC 17

  • Electrified Floor Trap: DC 13 Dexterity saving throw or take 33 (6d10) lightning damage (half on a success); DC 19 Wisdom (Perception) to spot, DC 25 Dexterity (Thieves’ Tools) to disable

66. Unquiet Crypt

  • Creatures: Three mohrgs.

  • One mohrg carries a necklace of fireballs with four beads, and another carries a ring of fire resistance

67. Cryptoportation

  • Search DC 27 becomes Wisdom (Perception) DC 20

  • Will save DC 19 becomes Wisdom save DC 14 (to avoid teleportation)

68. Animate Pedestal

  • Creatures: One giant four-armed gargoyle.

  • Open Lock DC 40 becomes Dexterity (Thieves’ Tools) DC 30

  • Spot DC 20 becomes Wisdom (Perception) DC 15

69. Fountain of the Devoted

  • Search DC 16 becomes Wisdom (Perception) 12

  • Imbibing the elixir draws the creature’s soul from its body as per the Void card in the deck of many things. A successful dispel magic spell cast against a 7th-level spell restores the target’s soul. A successful dispel magic spell cast against a 9th-level spell removes the magic of the fountain.

70. Maintenance

  • Creatures: One mohrg, two girallons.

  • Listen DC 17 becomes Wisdom (Perception) DC 13

71. Join the Cult

  • Altar of Death Trap: A creature that reads the message in Draconic must make a DC 15 Wisdom saving throw or be caught by the magic of the altar, forced to answer the question or suffer the dragon’s breath. If a creature answers the riddle correctly, it must make a DC 15 Constitution saving throw or die. It takes 17 (5d6) necrotic damage on a successful save. If the incorrect answer is given, the dragon breathes. If the dragon breathes, each creature in a 40-foot cone emanating from the statue’s mouth must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a successful save, or half as much damage on a successful one. To determine the altar is trapped, a DC 23 Wisdom (Perception) check is needed. To disable the trap, a DC 23 Dexterity (Thieves’ Tools) check is needed.

72. Servitor Stables

  • Creatures: Two night hags, three girallons.

  • Replace the ring of force shielding with a ring of force shield

  • Listen DC 17 becomes Wisdom (Perception) DC 13

73. Far Step Alcove

  • Will save DC 19 becomes Wisdom save DC 14 (to avoid teleportation)

74. Accessing the Core

  • Spot DC 24 becomes Wisdom (Perception) DC 18

  • Search DC 16 becomes Wisdom (Perception) DC 12

75. Nadir

  • Creatures: One wight assassin (Redbone variant), two vampire spawn.

76. Gulthias Revealed

  • Creatures: One spellcaster vampire (Gulthias)

  • Open Lock DC 25 becomes Dexterity (Thieves’ Tools) DC 19

77. Where the Heart Is

  • Remove potions of lesser restoration and cause serious wounds, banded mail of luck, and the lion shield

  • The heart hangs by means of a permanent levitate spell – this cannot be dispelled. The heart cannot be turned. The heart has 200 hit points, immunity to poison and psychic damage, and an AC of 8. Destroying the heart causes it to collapse to the ground, inert.

Deep Horizon:

  • If using milestone experience, the party levels up to 14 after completing the Ruins of Chael-Rekshaar, and levels up to 15 upon completion of the adventure.

Desmodu Religion

  • Knowledge (Religion) DC 15 becomes Intelligence (Religion) DC 11

Common Dungeon Features

  • Stone Doors:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 19

  • Natural Walls:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 49

  • Reinforced Masonry Walls:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 34

Random Encounters:

  • Random Encounters: The following creatures are present in random encounters:

    • 01-10: 1d4 + 1 mind flayers.

    • 11-20: One beholder, three charmed monsters. Each charmed monster has a 50% chance of being a grimlock, and a 50% chance of being an advanced troglodyte.

    • 21-25: Three night hags (in a coven), three nightmares.

    • 26-40: One desmodu sergeant, two desmodus.

    • 41-55: Two desmodu merchants, three desmodu guard bats, one desmodu war bat.

      • Remove tanglefoot bags, smokesticks, sunrods, thunderstones, alchemist’s fire, and frostfire

      • Desmodu breathing masks allow the creature to breathe for 4 hours without air, and ignore the effects of inhaled toxins and noxious fumes. Extra air supplies refresh this duration.

      • Desmodu cable functions as silk rope, but is only climbable by desmodus.

      • Replace potions of cure light wounds with potions of healing, and potions of protection from elements (fire) with potions of fire resistance

    • 56-65: Two noble salamanders.

    • 66-85: Four desmodus (raiders).

    • 86-100: No encounter.

Introductory Encounter: Ambush

  • Creatures: Five desmodus (four raiders, one prisoner – Viday)

  • Spot DC 20 becomes Wisdom (Perception) DC 15

  • Search DC 5 becomes Wisdom (Perception) DC 4

  • Remove potion of ghoul touch and potion of darkvision

Realm of the Desmodus

  • Grille:

    • Hardness 10 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 26

  • One-Way Trapdoor:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 21

  • Intimidate DC 17 becomes Charisma (Intimidation) DC 13

1. Main Entrance

  • Creatures: One desmodu, two chuul.

  • The chuul have advantage on Stealth checks while inside the water

2. Courtyard

  • Creatures: Two desmodus.

3. Antechamber

  • Main Doors:

    • Hardness 10 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 21

4. Main Hall

  • Creatures: One beholder, one desmodu (mercenary), 50% chance that one of the lizardfolk slaves is a mind flayer in disguise. Three desmodus (slaves, have taken 60 points of damage), two kuo-toa (slaves, have taken 6 points of damage), three lizardfolk (slaves, have taken 6 points of damage, 50% chance that one is a disguised mind flayer), four trolls (slaves, have taken 21 points of damage that they cannot regenerate).

  • A robe of blending is a rare wondrous item that requires attunement. While wearing this robe, you gain a +10 bonus to Dexterity (Stealth) checks made to hide. Additionally, you can use an action to cast the disguise self spell from it at will. The spell ends if the robe is removed.

6. Barracks

  • Creatures: Three desmodus.

  • Spot DC 25 becomes Wisdom (Perception) DC 19

7. Mess Hall

  • Creatures: Three desmodus (slaves, have taken 60 points of damage), two kuo-toa (slaves, have taken 6 points of damage), three lizardfolk (slaves, have taken 6 points of damage, 50% chance that one is a disguised mind flayer), four trolls (slaves, have taken 21 points of damage that they cannot regenerate).

  • A robe of blending is a rare wondrous item that requires attunement. While wearing this robe, you gain a +10 bonus to Dexterity (Stealth) checks made to hide. Additionally, you can use an action to cast the disguise self spell from it at will. The spell ends if the robe is removed.

8. Kitchen

  • Creatures: Three salamanders.

  • Touching the door deals 3 (1d6) fire damage

  • Opening the doors deals 7 (2d6) fire damage to all creatures within 15 feet of the opening

  • At the beginning of each of a creature’s turns, if it is stepping on hot coals, it takes 17 (5d6) fire damage

  • Creatures cannot catch fire, nor do they have to make saves against the smoke

  • Tipping a crucible over causes creatures in a 10-foot line from the crucible to make a DC 11 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one

9. Library

  • Appraise DC 15 becomes Intelligence (Investigation) DC 11

10. Secret Study

  • Creatures: Three vrocks (one possesses the potions, one possesses the ioun stone).

  • Remove potions of blur

  • Replace ioun stone (clear spindle) with ioun stone of sustenance

11. Chuul Grotto

  • One-Way Trapdoor:

    • Hardness 10 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 17

12. Shark Grotto

  • Creatures: Four giant sharks.

14. Torture Chamber

  • Creatures: Two mohrgs of the iron maiden.

  • Iron Maiden:

    • Hardness 10 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 21

15. Meditation Rooms

  • Search DC 15 becomes Wisdom (Perception) DC 11

17. Shrine

  • Creatures: One juvenile kraken.

  • Spider Idol’s Jaws: +7 to hit, 55 (10d10) piercing damage; DC 15 Wisdom (Perception) to spot, DC 19 Dexterity (Thieves’ Tools) to disable

  • Open Lock DC 30 becomes Dexterity (Thieves’ Tools) DC 23

18. Sacristy

  • Replace +1 keen dagger with a normal +1 dagger

  • Search DC 20 becomes Wisdom (Perception) DC 15

21. Retriever’s Chamber

  • Creatures: One retriever.

  • The retriever wears a ring of protection and a ring of free action

22. Guard Post

  • Creatures: Two desmodus.

23. Beholder’s Quarters

  • Creatures: One beholder.

  • Remove chime of interruption

24. Desmodu Barracks

  • Creatures: Two desmodus.

25. Treasuries

  • Remove potion of darkvision and spell scroll of doom

  • The spell scroll of dispel magic is cast at 5th level, and the spell scroll of inflict moderate wounds casts inflict wounds at 3rd level.

  • A wand of silence is an uncommon wand. This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the silence spell from it (save DC 13). The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

26. Escape Room

  • Deadfall: Any creature caught under the falling rubble must make a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage (half on a successful save). It takes 1d6 minutes to dig a creature out from under the rubble, but this time is halved if the creature succeeds on its save. A DC 15 Wisdom (Perception) check is needed to spot the trap, and a DC 15 Intelligence (Investigation) check is needed to realize that the trap cannot be triggered so long as the pillar remains blocking the rubble.

  • Stone Pillar:

    • Hardness 8 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 26

1. Entrance

  • Any creature breathing in the fumes must make a DC 11 Constitution saving throw every 10 minutes or gain a level of exhaustion. The save DC increases by 1 for each time the creature makes the save. Wearing a desmodu breathing mask negates the effects.

1A. Crevasse and Terrace

  • Creatures: One desmodu sergeant, one desmodu, one desmodu war bat, two desmodu guard bats.

  • Creatures can make a DC 11 Dexterity (Acrobatics) check to cross the bridge

  • A creature that falls into the lava takes 8d6 bludgeoning damage from the fall (80 feet) and takes 55 (10d10) fire damage each turn it starts its turn in the lava (most likely dying)

  • Replace potion of cure light wounds with potion of healing

4. Marketplace

  • Creatures: Two desmodu merchants, four desmodus, Delka, Engrim, one poisonous snake (Hew, Engrim’s familiar), Rourmed, Erynna.

6. Lizard Paddock

  • Creatures: Two desmodus (lizard herders).

  • Remove the tanglefoot bags, the thunderstones, and the flasks of frostfire

7. Shrine of Vesperian

  • Creatures: Baandar or Mekmit, lots of bats (one is Rikit, Baandar’s familiar)

Guard Patrol

  • Creatures: One desmodu sergeant, one desmodu, one desmodu war bat, three desmodu guard bats.

Murder

  • Creatures: Rourmed, Erynna, Delka, Engrim, one poisonous snake (Hew, Engrim’s familiar)

Features

  • Balance DC 13 becomes Dexterity (Acrobatics) DC 10

Environment

  • All Wisdom (Perception) checks made to hear are made at disadvantage

1. Entrance

  • Spot DC 15 becomes Wisdom (Perception) DC 11

  • Search DC 10 becomes Wisdom (Perception) DC 8

1A. Guard Post

  • Creatures: Two salamanders, two hellhounds

  • Remove flasks of frostfire

2. Geysers

  • Standing in a geyser deals 14 (4d6) fire damage every round.

3. Sinkhole

  • Climb DC 5 becomes Strength (Athletics) or Dexterity (Acrobatics) DC 4

4. Sleeping Chambers

  • Creatures: Two noble salamanders, one salamander.

  • Touching a magma vent deals 1d6 fire damage to the creature. Entering a magma vent deals 28 (8d6) fire damage to the creature per round.

5. Main Hall

  • Creatures: Two noble salamanders.

  • At the start of any creature in the room’s turn, it must make a DC 15 Constitution saving throw or take 3 (1d6) fire damage. Touching the room’s lava deals 5 (1d10) fire damage to the creature, and entering it deals 55 (10d10) fire damage to the creature each round.

  • Remove the items held by the noble salamanders (+3 longspears and Large javelins)

6. Guest Chamber

  • Creatures: One efreeti.

7. Kitchen

  • Creatures: Two greater fire elementals.

9. Steward’s Quarters

  • Creatures: Zubenel the Efreet

  • Touching the room’s lava deals 4 (1d8) fire damage to the creature, and entering it deals 45 (10d8) fire damage to the creature each round

10. Chief’s Quarters

  • Creatures: Helkitrin

12. Smithy

  • Creatures: One noble salamander, one greater fire elemental, two salamanders. Three desmodus (slaves) are present, but they do not enter combat unless forced.

  • Tipping a crucible over causes creatures in a 10-foot line from the crucible to make a DC 11 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one

  • Standing in the forge deals 22 (4d10) points of fire damage per round.

13. Storerooms

  • Remove flasks of frostfire, thunderstones, and the tanglefoot bag

  • Replace potions of cure light wounds with potions of healing

14. Barracks

  • Creatures: Three salamanders.

15. Smith’s Quarters

  • Replace Huge +3 longspear with a Large +2 spear

17. Holding Cells

  • Creatures: Four desmodus (slaves) are chained up here.

Lord of the Iron Fortress:

  • If using milestone experience, the party levels up to 16 about halfway through Part Two (after the dragon cave is recommended), and levels up to 17 upon completion of the adventure.

Character Hooks

  • Search or Wilderness Lore DC 26 becomes Wisdom (Survival or Perception) DC 20

  • Knowledge (The Planes) DC 20 becomes Intelligence (Arcana) DC 15

  • Craft (Weaponsmithing) is no longer a requirement for being a skilled weaponsmith

Beginning the Adventure

  • Knowledge (The Planes) DC 15 becomes Intelligence (Arcana) DC 11

Welcome to the City

  • Creatures: Andrezhej, two champions.

  • Spot DC 20 becomes Wisdom (Perception) DC 15

  • Knowledge (The Planes) DC 35 becomes Intelligence (Arcana) DC 26

On the Trail

  • Creatures: Two steel predators. The target they track down can be represented by a commoner, if necessary.

  • Spot DC 41 becomes Wisdom (Perception) DC 30

  • Reduced DC is 27, down from 36

Just a Friendly Merchant

  • Creatures: One efreeti (Varachus), Snurreson, one behir.

  • Gather Information DC 15 becomes Intelligence (Investigation) DC 11

  • Knowledge (The Planes) DC 30 becomes Intelligence (Arcana) DC 23

  • The behir wears a ring of fire resistance on one claw

Adventuring on Acheron

  • All chaotic creatures suffer disadvantage on Charisma-based checks while on the plane

A Passing Acquaintance

  • Creatures: Edylyn, one devastation spider.

  • Knowledge (The Planes) DC 30 becomes Intelligence (Arcana) DC 23

The Darkness Alive

  • Creatures: Two nightwings.

  • The nightwings do not have a chill aura, so items are not affected. However, they do still begin the combat invisible, heralded by a supernatural cold.

Random Encounters on Kolyoral

  • Random Encounters: The following creatures are present in random encounters on Kolyoral:

    • 01-04: Two axiomatic rocs.

    • 05-06: Two young blue dragons.

    • 07-12: Four formian taskmasters and four commoner slaves, of any race you choose.

    • 13-14: One ice devil.

    • 15-17: One petitioner mercykiller commander, two champions.

    • 18-20: Three spectres.

    • 21-30: One steel predator.

    • 31-100: No encounter.

A. An Unfriendly Welcome

  • Creatures: Two axiomatic rocs.

B. Perfect Hunters

  • Creatures: Two axiomatic fire giants, two axiomatic hell hounds.

  • The fire giants carry no magic items

C. Raiders of the Lost Cube

  • Creatures: One death slaad, (has taken 24 damage), two green slaads (each has taken 15 points of damage), one formian myrmarch (has taken 73 points of damage), four formian warriors (each has taken 17 points of damage)

  • Listen DC 20 becomes Wisdom (Perception) DC 15

  • Spellcraft DC 20 becomes Intelligence (Arcana) DC 15

  • The slaadi carry no magic items

D. Forgotten Battles

  • Creatures: Four spectres

  • Spot becomes Wisdom (Perception)

  • Ignoring the PCs surroundings gives them disadvantage on any Wisdom (Perception) checks made to find the specters’ lair

  • Search DC 20 becomes Wisdom (Perception) DC 15

E. Bolt from the Blues

  • Creatures: Two adult blue dragons. First, Imperagon sends Zalatian to investigate the dragons. If rebuked, a patrol of two steel predators led by Akolys seeks out the party.

  • Remove bracers of health (+4), spell scroll of detect secret doors and spell scroll of summon swarm

  • Replace +3 full plate armor with +2 plate

F. Formian Hive

  • Creatures: The party is not intended to fight the formians that reside here. A group consisting of one formian myrmarch, one formian taskmaster, and six formian warriors greets the party at the entrance to the hive.

  • Gather Information becomes Intelligence (Investigation), with different result thresholds (and disadvantage due to the circumstances):

    • Check Result 10 or Higher – becomes 8 or higher

    • Check Result 15 or Higher – becomes 11 or higher

    • Check Result 20 or Higher – becomes 15 or higher

    • Check Result 25 or Higher – becomes 19 or higher

Dealing with the Queen

  • Creatures: One formian queen, two formian myrmarchs.

  • Agreeing to attack the steel predators gives the party advantage on Charisma (Persuasion) checks to shift the formian queen’s attitude

G1: The Hunter

  • Creatures: Mundroot, two awakened dire tigers.

  • Spot DC 34 becomes Wisdom (Perception) DC 26

G2: Entrance

  • Creatures: Two steel predators.

  • Sloping Passage: Creatures must make a DC 11 Dexterity (Acrobatics) check to walk down the passage. Failing the check by 5 or more causes the creature to fall, sliding down the passage and taking 3 (1d6) points of slashing damage for every 20 feet slid. A sliding creature can catch itself with a DC 8 Strength (Athletics) check.

  • Spot DC 34 becomes Wisdom (Perception) DC 26

G3: Lair of the Packleader

  • Creatures: Packleader Tavarus (steel predator mtof)

  • Tavarus wears a ring of protection

Conditions within the Fortress

  • Remove desecrate and unhallow spell effects

  • Creatures within the fortress have disadvantage on Wisdom (Perception) checks

  • Lyzdin’s symbols have a spell save DC of 19

Random Encounters in the Fortress

  • Random Encounters: The following creatures are present in random encounters in the Iron Fortress:

    • 01-08: One blade golem.

    • 09-12: Exandolon.

    • 13-16: Devastra.

    • 17-24: Three spectres.

    • 25-36: One steel predator.

    • 37-40: Akolys, one steel predator.

    • 41-100: No encounter.

1. Guardians

  • Creatures: Two steel predators.

2. Fiendish Duo

  • Creatures: Exandolon, one eight-headed cryohydra (Torrix).

  • Exandolon wields a +2 flame tongue morningstar instead of a +2 Gargantuan flaming morningstar

3. Torture Chamber

  • Creatures: Charindar, Akolys. One lillend (Findula, has taken 40 points of damage from torture).

  • Akolys and Charindar have disadvantage on Wisdom (Perception) checks

  • Replace potion of negative energy resistance with potion of necrotic resistance

  • Remove idol of false vision

5. Guest Quarters

  • Creatures: One shield guardian, one oni, two mind flayers (Vithiss and Tharlotep). Vithiss wears the shield guardian’s amulet.

6. Predator Quarters

  • Creatures: Two steel predators.

  • 3E had very different rules for concealment, do not use them

7. Training Area

  • Creatures: Devastra.

  • Replace scarab against golems with a golembane scarab. A golembane scarab is an uncommon wondrous item. While wearing this beetle-shaped pin, you can use your action to sense the presence and location of any construct within 60 feet. Additionally, your weapon attacks count as magical for the purposes of overcoming a construct's resistance or immunity to nonmagical attacks and damage.

8. Pit Guardians

  • Creatures: One blade golem.

  • Touching the doors deals 4 (1d8) fire damage

  • The symbols perform their effects as per the spell

9. The Pit of Toil

  • Creatures: Two azer overseers (Grash and Gudric), Hasature, two axiomatic dragonnes.

  • The symbol performs its effects as per the spell

  • Every minute a creature remains in the chamber, it takes 3 (1d6) fire damage

  • Caster level check DC 30 becomes spellcasting ability check DC 23

  • The petitioners do not participate in combat

  • Spot DC 5 becomes Wisdom (Perception) DC 4

  • The room is under the effects of extreme heat (see the DMG)

9A. The Blast Furnace

  • Creatures: Ignitius, one elder fire elemental, one greater fire elemental.

  • Every minute a creature remains in the chamber, it takes 3 (1d6) fire damage

  • For every 5 feet of movement a creature moves, it takes 2 (1d4) fire damage

  • Touching any metal in the chamber deals 9 (2d8) fire damage

  • Any item, magical or nonmagical, brought into a forge is destroyed within 6 seconds

  • Remove ring of elemental command

  • The symbol performs its effects as per the spell

  • The room is under the effects of extreme heat (see the DMG)

9B. Overseer’s Quarters

  • Search DC 10 becomes Wisdom (Perception) DC 8

  • The room is under the effects of extreme heat (see the DMG)

9C. Ignitus’s Quarters

  • The room is under the effects of extreme heat (see the DMG)

9E. The Great Guardian

  • Creatures: One advanced blade golem.

  • The symbol performs its effects as per the spell

  • Spot DC 45 becomes Wisdom (Perception) DC 34

  • Search DC 30 becomes Wisdom (Perception) DC 23

10. Great Hall

  • Creatures: Imperagon, Zalatian, one pit fiend (Lyzdin).

  • The tactics section presented in the module is large, and possibly inaccurate due to the removal of the steel predators and the edition change. Please note that this encounter is very deadly, and you are well within your rights to play the monsters as dumb as possible. Or just try to kill your party. Either one.

  • Remove symbol of persuasion

10a. Viewing Alcove

  • Creatures: One steel predator.

  • Consider not having this creature join in combat for area 10. That encounter is deadly enough already.

11. Kitchen

  • Creatures: One deep gnome (svirfneblin, named Teewit).

13. Akolys’s Quarters

  • Any creature moving more than its normal speed must make a DC 11 Dexterity (Acrobatics) check or fall prone

  • Search DC 25 becomes Wisdom (Perception) DC 19

  • Trap: Entering the chamber without speaking the passphrase summons two hellcats.

14. Zharunkumar’s Quarters

  • Creatures: Zharunkumar.

  • The door to this room is sealed with an arcane lock spell.

  • Open Lock DC 35 becomes Dexterity (Thieves’ Tools) DC 26

  • Search DC 20 becomes Wisdom (Perception) DC 15

15. Planning Chamber

  • Knowledge (Geography) becomes Wisdom (Survival), Knowledge (The Planes) becomes Intelligence (Arcana), the DCs range from 11 to 19

  • Search DC 30 becomes Wisdom (Perception) DC 23

16.  Library

  • A DC 26 Wisdom (Perception) check finds spell scrolls of locate object, plane shift, and trap the soul

  • Search DC 30 becomes Intelligence (Investigation) DC 23

17. Zalatian’s Cell

  • Search DC 20 becomes Wisdom (Perception) DC 15

18. Lyzdin’s Quarters

  • The symbols perform their effects as per the spell

19. Royal Suite

  • Trap: Anyone opening the drawer without speaking the passphrase has plane shift cast on them, sending them to the Astral Plane (DC 15).

  • Improved arcane lock becomes a normal arcane lock

Bastion of Broken Souls:

  • If using milestone experience, the party levels up to 18 upon completion of Scene 4, levels up to 19 upon completion of Part One (and possibly a few encounters in the Positive Energy Plane if this feels rushed), and should level up to 20 at some point before their final encounter with Ashardalon.

Scene 1: The Cathezar

  • Creatures: The Cathezar, Nurn. Nurn attacks the Cathezar on the second round of combat.

  • When Nurn attacks, the Cathezar uses all of her remaining legendary and normal actions to teleport away as fast as possible. Once she gets to a safe space, she unearths a scroll of teleport and returns to her abode.

  • Spot and Listen DC 44 become Wisdom (Perception) DC 33

Scene 2: Gathering Information

  • Bardic Knowledge DC 30 becomes Intelligence (Arcana) DC 23 (only able to be performed by bards)

  • Knowledge (History) and Knowledge (Local) DC 35 become Intelligence (History) DC 26

  • Knowledge (Religion) and Knowledge (The Planes) DC 25 become Intelligence (Religion and Arcana) DC 19

  • Knowledge (Religion) and Knowledge (The Planes) DC 30 become Intelligence (Religion and Arcana) DC 23

  • Knowledge (History) DC 25 becomes Intelligence (History) DC 19

  • Knowledge (The Planes) DC 35 becomes Intelligence (Arcana) DC 26

Abode Features

  • Any creature attempting to teleport into or within the abode must make a DC 23 Wisdom save to do so. The Cathezar is not hindered by this effect.

A1: Stairs

  • Open Lock DC 40 becomes Dexterity (Thieves’ Tools) DC 30

A2: Welcome Chamber

  • Spot DC 30 becomes Wisdom (Perception) DC 23

  • Remove Greater Dispelling trap

  • Field of Cold: Each creature within the room must make a DC 15 Dexterity saving throw, taking 49 (9d10) cold damage on a failed save, or half as much damage on a successful one. To find the trap, a DC 26 Wisdom (Perception) check is needed. To disable the trap, a DC 25 Dexterity (Thieves’ Tools) check is needed.

A3. Door Wards

  • Creatures: Two nalfeshnees.

  • Iron Door:

    • Hardness 10 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 21

    • Dexterity (Thieves’ Tools) DC 30 to open

  • Remove ring of protection +5

  • Remove spell scroll of greater glyph of warding

A4. The Cathezar’s Room

  • Creatures: The Cathezar.

  • The Cathezar’s chains are detailed in her stat block

A5. Room of Accumulation

  • Field of Cold: Each creature within the room must make a DC 15 Dexterity saving throw, taking 49 (9d10) cold damage on a failed save, or half as much damage on a successful one. To find the trap, a DC 26 Wisdom (Perception) check is needed. To disable the trap, a DC 25 Dexterity (Thieves’ Tools) check is needed.

A6. Cell

  • Iron Door:

    • Hardness 10 becomes resistance to bludgeoning, piercing, and slashing

    • Break DC becomes a Strength (Athletics) check DC 21

    • Dexterity (Thieves’ Tools) DC 30 to open

Scene 4: The Church of the Elements

  • Gather Information DC 15 becomes Intelligence (Investigation) DC 11

B1. Outside the Stones

  • Creatures: Five treants.

  • Remove the hallow effect

B2. Inside the Stones

  • Creatures: One archdruid (Dorus), one dire tiger, Semphelon.

  • Semphelon has 99 hit points and resistance to all damage. It has no other relevant statistics.

C2. Watchers

  • Creatures: One sleep golem.

C3. Foyer

  • Creatures: Three commoners (rousers), twenty nobles (sleepers).

C4. Dream Pods

  • Creatures: Three nobles (sleepers), six veterans (bodyguards).

C6: Audience Chamber

  • Creatures: Dreamer Prime, one dreamborn dire tiger, one dreamborn winged triceratops.

C7. Dream Pod Prime

  • Creatures: If not slain in area C2, one sleep golem. Dreamer Prime, but if her dream image is slain she does not enter combat.

  • Open Lock DC 40 becomes Dexterity (Thieves’ Tools) DC 30

  • Lock Covered in Black Lotus Extract: DC 15 Constitution saving throw, 55 (10d10) on fail, half on success; DC 15 Wisdom (Perception) to find, DC 20 Dexterity (Thieves’ Tools) to disable

Scene 6: Desayeus’s Prison

  • Knowledge (Arcana) DC 20 becomes Intelligence (Arcana) DC 15

  • Knowledge (The Planes) DC 15 becomes Intelligence (Arcana) DC 11

Pandemonium

  • Intelligence check DC 20 becomes DC 15

Meeting Eco

  • Creatures: Two planetars (Eco, wearing a cloak of displacement, and Bramam).

  • The only magic item to be found is the cloak of displacement that Eco wears

E1. Entry

  • Creatures: Two faithful.

  • The party may attempt to deceive the faithful using Charisma (Persuasion) and Charisma (Deception) checks.

E3. Lost Art

  • Creatures: Two faithful.

E4. In Pieces

  • Creatures: Two faithful.

E5. Deity No Longer

  • Creatures: One empyrean (Desayeus).

Scene 1: Positive Energy Plane

  • Knowledge (Arcana) DC 20 becomes Intelligence (Arcana) DC 15

  • Knowledge (The Planes) DC 15 becomes Intelligence (Arcana) DC 11

  • Knowledge (The Planes) DC 20 becomes Intelligence (Arcana) DC 15

  • Gather Information becomes Intelligence (Investigation), DC thresholds become 11, 15, and 19

Positive Energy Plane Features

  • Remove these. The regional effects of the Bastion are described in the Ashardalon stat block.

Traveling Here

  • Wisdom check DC 16 becomes DC 12

  • Failing this check two rounds in a row gives a creature advantage on the check until they succeed

Random Encounters Sidebar

  • Random Encounters: The following creatures are present in random encounters in the Positive Energy Plane near the Bastion of Unborn Souls:

    • 1: Two nalfeshnees.

    • 2: One adult red dragon.

    • 3: One balor.

    • 4: One crystal screamer.

    • 5: Two soulsippers.

    • 6: One soulmarauder.

    • 7-20: No encounter.

F1. Bastion Entrance

  • Creatures: One nalfeshnee, one retriever, one glabrezu, one hezrou.

  • Intelligence check DC 12 becomes DC 9

  • The demons wear no items and no bracelets

F2. Welcome to the Bastion

  • Creatures: Thalidorus, Po, Grisly, Krushar.

F3. The Brilliant Thoroughfare

  • Wisdom check DC 12 becomes DC 9

F4. Crystal Grazers

  • Creatures: Three soulsippers.

  • Replace ring of positive energy protection with ring of radiant resistance

F5. The Extended Bastion and Oyalui

  • Creatures: Oyalui. He does not engage in combat with the party.

  • Random Encounters: The following creatures are present in random encounters in the extended Bastion:

    • 1-2: One crystal screamer.

    • 3-4: Two soulsippers.

    • 5-6: One soulmarauder.

    • 7-20: No encounter.

F6. Demon Guardpost

  • Creatures: Two separate encounters. One encounter on the tower – one nalfeshnee (Buphalthus), two glabrezus, three vrocks. One in the wilds near the tower – one balor (Tamion).

  • Tamion carries no magic items.

  • Replace nine-tenths cover with three-quarters cover

  • Spot DC 26 becomes Wisdom (Perception) DC 20

  • The characters have disadvantage on Charisma checks made to speak to the demon

  • Open Lock DC 40 becomes Dexterity (Thieves’ Tools) DC 30

F7. Spawn Secured

  • Creatures: One adult red dragon (Paraselon), Myra the Dragonhearted.

F8. Predators

  • Creatures: One soulmarauder.

F9. Crystal Parasites

  • Creatures: One crystal screamer.

F10. Peaceful Grove

  • Replace the dragonhammer with a +3 warhammer of dragon slaying

  • Replace +4 full plate with +2 plate

  • Replace +4 mighty composite longbow with +2 longbow

  • Replace +5 arrows with +3 arrows

  • Replace potions of cure moderate wounds with potions of greater healing

  • Replace potions of cure serious wounds with potions of superior healing

  • Replace potion of fly with potion of flying

  • Remove spell scroll of remove paralysis, amulet of natural armor +1, and the horn of goodness

F11. Ashardalon in the Center

  • Creatures: Ashardalon, Pemoka. Once Ashardalon is slain, Ammet erupts from his corpse.

  • Replace Daern’s instant fortress with instant fortress

  • If the descendant of Dydd recites the invocation, the following effects happen to Ashardalon:

    • When the invocation is spoken, Ashardalon must make a DC 22 Wisdom saving throw (cannot use legendary resistance) or become stunned for 1 round.

    • After this round passes or he succeeds on his saving throw, he must make a DC 20 Wisdom saving throw at the start of his turn for one minute or be unable to attack the descendant of Dydd, or target the descendant with his breath weapon or other area effects, for the remainder of the round.

    • As long as the glow lasts, he has disadvantage on ability checks, saving throws, skill checks, and attack rolls, and he subtracts 2 from his save DCs

  • Remove Helltongue and replace it with a normal magical whip

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