Search For The Diamond Staff: Conversion Notes
Search For The Diamond Staff: Conversion Notes
Search For The Diamond Staff: Conversion Notes
Conversion
Notes:
Search
for
the
Diamond
Staff
Conversion
and
Editing
by
Scott
Fitzgerald
Gray
is
called
for
in
the
adventure.
When
an
extended
Development
by
Chris
Sims
rest
is
called
for,
characters
take
a
long
rest.
Blocking
Terrain:
This
refers
to
objects
or
This
document
provides
guidelines
for
playing
features
that
cannot
be
moved
through
or
Search
for
the
Diamond
Staff
as
a
D&D
Next
typically
climbed
over.
adventure
using
the
rules
in
the
current
D&D
Tactics:
Most
converted
encounters
do
not
Next
playtest
packet.
The
conversion
include
a
new
Tactics
section.
Use
the
original
information
presented
here
allows
you
to
adventure
guidelines
for
the
monsters’
general
substitute
D&D
Next
ability
checks
and
statistics
tactics
and
mindset
during
the
encounter.
If
a
blocks
for
the
4th
Edition
skill
checks
and
Tactics
section
describes
a
4th
Edition
power
statistics
blocks
in
the
adventure.
Use
the
that
a
D&D
Next
creature
or
NPC
doesn’t
possess,
original
text
of
the
adventure
for
all
other
substitute
an
action
that
the
D&D
Next
creature
information.
possesses
instead.
The
conversion
notes
are
arranged
by
page
Bloodied:
When
a
creature
is
bloodied,
it
has
and
section.
You
can
refer
back
to
this
document
dropped
below
half
its
hit
point
maximum.
as
you
play,
or
you
can
annotate
your
copy
of
the
Number
of
Monsters:
The
conversion
notes
adventure
with
references
to
the
information
in
update
the
number
of
monsters
of
a
particular
this
document.
type
appearing
during
an
encounter.
Be
sure
to
use
the
numbers
from
this
conversion
document
General
Guidelines
rather
than
the
numbers
indicated
in
the
original
adventure.
In
addition
to
the
specific
guidelines
provided
in
Encounter
Difficulty:
You
can
adjust
the
this
document,
keep
the
following
general
points
difficulty
of
an
encounter
or
customize
it
for
in
mind.
larger
or
smaller
groups.
To
do
so,
adjust
the
Ability
Checks:
Where
this
conversion
overall
encounter
XP
by
increasing
or
reducing
document
refers
to
the
difficulty
of
checks
and
the
number
of
creatures,
using
the
encounter
tasks,
the
guidelines
in
the
latest
playtest
packet
building
guidelines
in
the
current
D&D
Next
are
used
to
determine
DCs
for
ability
checks.
playtest
packet.
Trivial
task:
DC
5
Preparing
for
a
•
• Easy
task:
DC
10
Moderate
task:
DC
15
Playtest
at
a
Store
•
• Hard
task:
DC
20
• Very
hard
task:
DC
25
Each
D&D
Encounters
season
in
2013
can
be
run
as
either
a
4th
Edition
adventure
or
a
D&D
Next
Perception:
Whenever
a
Perception
check
is
playtest
adventure.
If
you
want
to
run
Search
for
called
for,
a
D&D
Next
character
makes
an
the
Diamond
Staff,
you’ll
need
to
work
with
a
Intelligence
check
if
searching
for
something
store
currently
running
D&D
Encounters
to
secret,
or
a
Wisdom
check
if
listening
or
spotting
obtain
the
adventure
materials
necessary
to
run
or
noticing
a
hidden
creature.
this
adventure
for
a
play
group.
Each
store
has
Distance:
Whenever
distance
or
movement
is
specific
guidelines
on
the
details
of
running
the
given
in
squares,
1
square
equals
5
feet.
adventure.
To
find
a
store,
visit
the
Wizards
Rests:
D&D
Next
characters
can
take
short
rests
whenever
time
allows
or
when
a
short
rest
Store
&
Event
Locator
web
page
at
Items
document
in
the
most
recent
D&D
Next
locator.wizards.com.
playtest
for
more
information,
and
to
determine
In
addition
to
the
store’s
requirements
and
the
weapon
and
armor
types,
add
details
to
items,
standard
procedures
for
running
a
game
in
and
so
on.
public,
if
you’re
DMing
a
D&D
Encounters
season
Feel
free
to
simply
choose
magic
items
from
as
a
D&D
Next
playtest,
you’ll
want
to
keep
the
the
playtest
document
rather
than
using
the
following
points
in
mind.
table,
or
to
reduce
the
number
of
magic
items
gained
in
the
adventure
to
suit
your
campaign.
• Pick
up
your
materials
prior
to
the
first
session
of
play.
Stores
should
have
the
adventure
TREASURE
TABLE
about
one
week
prior
to
the
first
session.
d20
Result
• Print
out
this
conversion
document.
Stores
do
1–2
+1
armor
not
have
access
to
the
conversion
document
or
3–4
+1
weapon
anything
related
to
D&D
Next
rules,
unless
the
5
Ring
of
protection
organizer
signed
up
as
a
playtester.
6
Ring
of
feather
falling
7
Wand
of
magic
missiles
• Be
ready
to
provide
pregenerated
characters.
8
Wand
of
enemy
detection
Some
players
at
your
table
might
not
be
signed
9
Spellguard
shield
up
for
the
D&D
Next
playtest.
These
players
10
Glamoured
studded
leather
must
use
pregenerated
characters
that
you
11
Potion
of
climbing
provide,
and
they
must
read
and
agree
to
the
12–15
Potion
of
healing
terms
in
the
playtest
agreement
(see
below).
16
Potion
of
heroism
• The
D&D
Encounters
kit
contains
one-‐page
17
Potion
of
invisibility
playtest
agreements
for
each
player
who
has
18
Bracers
of
defense
not
signed
up
for
the
D&D
Next
playtest.
Your
19–20
Cloak
of
elvenkind
organizer
should
provide
you
with
these.
The
agreements
do
not
have
to
be
signed
or
returned.
Simply
ensure
that
each
player
has
P A G E
3
read
the
agreement
and
understands
it
before
beginning
to
play.
Advancement
• The
first
session
is
typically
character
creation.
As
with
the
4th
Edition
version
of
the
adventure,
Use
this
time
to
help
already-‐established
this
conversion
uses
an
accelerated
XP
award
playtesters
create
characters
and
to
help
system
to
allow
players
to
run
their
characters
at
players
new
to
the
playtest
understand
their
a
succession
of
levels.
At
the
end
of
each
session,
pregenerated
characters
and
the
rules
of
D&D
award
XP
to
the
characters
as
noted
in
the
Next.
conversion
document.
• Be
sure
to
follow
all
the
store
organizer’s
instructions,
and
have
fun!
P A G E
6
P A G E
2
Session
0
Treasure
Instead
of
creating
characters
using
4th
Edition
materials,
ask
players
signed
up
for
the
D&D
Selling
Items:
Magic
items
cannot
be
sold
Next
playtest
to
create
4th-‐level
characters
using
during
the
adventure.
the
material
found
in
the
most
recent
playtest
packet.
Existing
4th-‐level
D&D
Next
characters
Random
Items
can
also
be
used.
Use
the
following
table
to
determine
unspecified
Newly
created
characters
above
1st
level
can
magic
items,
either
by
rolling
randomly
or
start
with
appropriate
wealth
and
can
possess
choosing
items
as
you
see
fit.
See
the
Magic
common
magic
items
at
your
discretion.
Connections
to
D&D
Game
Day
initial
combat,
determined
to
keep
the
adventurers
from
reaching
the
Vault
of
Song.
The
events
in
this
adventure
continue
on
from
the
• Session
7:
If
the
combat
progresses
too
quickly,
have
DUNGEONS
&
DRAGONS
Game
Day
adventure
Vault
of
the
more
Zhent
soldiers
appear
at
the
top
of
the
stairs
in
Dracolich.
A
player
can
take
his
or
her
surviving
groups
of
three.
Alternatively,
have
one
or
more
of
character
from
that
D&D
Next
adventure
to
this
one.
the
remaining
three
columns
in
the
chamber
The
character
keeps
all
XP
gained
during
Vault
of
the
transform
into
an
Uvaeranni
dragon
when
one
of
the
Dracolich,
and
can
retain
up
to
one
magic
item.
original
three
dragons
is
slain.
If
characters
from
the
Game
Day
adventure
are
used
in
this
adventure,
they
have
previously
met
the
sage
• Session
8:
Depending
on
how
the
fight
unfolds
between
the
three
factions,
have
more
cultists
and
Imani
and
know
the
lore
of
the
Diamond
Staff.
Adjust
Zhent
soldiers
arrive
partway
through
the
combat.
play
in
this
adventure
accordingly,
particularly
Session
1
Additionally,
give
the
players
opportunities
to
roleplay
(in
which
the
characters
meet
and
are
hired
by
Imani,
in
order
to
shore
up
or
create
alliances
even
in
the
and
in
which
the
lore
of
the
Diamond
Staff
is
revealed).
thick
of
battle.
Extra
Time?
Combat
in
D&D
Next
can
run
more
quickly
than
in
4th
Edition.
This
season
of
D&D
Encounters
was
designed
with
a
4th
Edition
timeframe
in
mind.
As
a
result,
it’s
possible
that
a
D&D
Next
session
finishes
much
earlier
than
its
counterpart.
If
you
have
extra
time
in
your
D&D
Next
sessions,
consider
adding
an
encounter
or
some
additional
exploration
or
roleplaying
opportunities.
The
following
are
potential
diversions
that
can
be
used
to
fill
out
a
play
session.
• Session
1:
The
characters
must
defend
a
farmstead
near
the
village
from
a
larger
wolf
pack
that
attacks
after
the
first
wave
of
orcs
and
wolves.
• Session
2:
Rather
than
allowing
the
berserk
golem
to
flee
into
the
woods,
the
characters
must
pursue
and
destroy
it
before
it
reaches
the
village.
Alternatively,
add
more
orcs
to
the
encounter,
having
them
arrive
from
outside
the
tower
before
combat
ends.
• Session
3:
Expand
the
scope
of
any
interrogation
after
the
combat
to
create
opportunities
for
roleplaying.
Alternatively,
let
the
foes
in
the
encounter
fight
to
the
death,
then
have
another
group
of
Zhentarim
return
to
the
caves
in
the
aftermath.
The
adventurers
must
overpower
these
foes
in
order
to
question
them.
• Session
4:
In
the
aftermath
of
battle
with
Barcero
and
his
allies,
the
adventurers
must
contend
with
the
ghosts
and
wraiths
that
haunt
the
ruins.
If
the
characters
agree
to
work
for
Barcero,
use
such
an
undead
encounter
in
place
of
the
original
encounter.
• Session
5:
when
the
characters
reach
the
ruins
of
Uvaeren,
chitine
warriors
quickly
set
upon
the
party.
• Session
6:
The
fight
with
the
chitines
draws
the
attention
of
Zhent
soldiers
working
beneath
the
ruined
council
hall.
They
stage
an
ambush
after
the
Combat
Statistics
Session
1
Use
the
following
statistics
blocks
and
the
When
you
play
this
session
of
the
adventure,
indicated
number
of
creatures
to
create
an
make
the
following
changes.
average
encounter
for
five
4th-‐level
adventurers.
P A G E
8 – 9
ACTIONS
Melee
Attack—Greataxe:
+5
to
hit
(reach
5
ft.;
one
Interview
with
the
Sage
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
What
is
Uvaeren?
A
character
knows
the
lore
Ranged
Attack—Shortbow:
+4
to
hit
(range
80
ft./320
of
Uvaeren
with
a
moderate
Intelligence
check.
ft.;
one
creature).
Hit:
3
(1d6)
piercing
damage.
We
want
a
bigger
cut.
Imani
can
be
talked
into
offering
a
bonus
of
up
to
150
gp
per
ENCOUNTER
BUILDING
character.
Level
3
XP
70
P A G E
9
3
Wolves
Medium
Beast
Armor
Class
12
Provisioning
for
a
Journey
Hit
Points
11
(2d8
+
2)
Imani’s
offer
to
pay
for
the
party’s
gear
covers
a
riding
Speed
50
ft.
horse
with
saddle
and
bridle
for
each
character,
a
tent
Senses
low-‐light
vision
for
the
party,
and
other
nonmagical
items
totaling
up
to
Str
13
(+1)
Dex
15
(+2)
Con
13
(+1)
20
gp
per
character.
Int
2
(–4)
Wis
12
(+1)
Cha
6
(–2)
Alignment
unaligned
Languages
—
P A G E
1 0
TRAITS
Fangfist
Marauders
Keen
Senses:
The
wolf
gains
a
+5
bonus
to
all
checks
to
detect
hidden
creatures.
When
the
party
leaves
the
inn,
any
character
who
makes
an
easy
Intelligence
or
Wisdom
ACTIONS
Melee
Attack—Bite:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
1d8
+
1
piercing
damage.
If
the
attack
deals
maximum
damage,
the
wolf
also
knocks
the
target
prone.
ENCOUNTER
BUILDING
Level
1
XP
20
P A G E
1 1
Features
of
the
Area
Doors:
A
character
inside
a
house
and
next
to
a
door
can
bar
it
at
any
time
(no
action
required).
Forcing
open
a
barred
door
is
a
hard
Strength
task.
A
wolf
can
open
an
unlocked
door
with
a
moderate
Strength
check.
Reward
Each
character
gains
700
XP
for
this
session.
Treasure:
The
orcs
carry
coins
worth
a
total
of
15
gp
per
party
member.
With
a
moderate
Intelligence
or
Wisdom
check,
a
character
recognizes
the
mark
of
the
Zhentarim.
P A G E
1 2
ACTIONS
Melee
Attack—Slam:
+6
to
hit
(reach
5
ft.;
one
Session
2
creature).
Hit:
1d6
+
4
bludgeoning
damage.
When
you
play
this
session
of
the
adventure,
make
the
following
changes.
Multiattack:
The
golem
makes
two
slam
attacks.
ENCOUNTER
BUILDING
Berserk
Golem
Level
6
XP
550
Any
character
who
succeeds
on
a
moderate
Wisdom
check
spots
the
door
leading
into
the
6
Orcs
cottage
and
sees
Drindol
peeking
out.
Medium
Humanoid
(Orc)
Armor
Class
13
(studded
leather)
Combat
Statistics
Hit
Points
11
(2d8
+
2)
Speed
30
ft.
Use
the
following
statistics
blocks
and
the
Senses
darkvision
60
ft.
indicated
number
of
creatures
to
create
a
tough
Str
14
(+2)
Dex
10
(+0)
Con
12
(+1)
encounter
for
five
4th-‐level
adventurers.
Int
7
(–2)
Wis
11
(+0)
Cha
10
(+0)
Alignment
chaotic
evil
Decrepit
Flesh
Golem
Languages
Common,
Orc
Large
Animate
Armor
Class
13
TRAITS
Hit
Points
84
(8d10
+
40)
Relentless:
If
an
attack
reduces
the
orc
to
0
hit
points
or
Speed
25
ft.
fewer
but
doesn’t
kill
it
outright,
it
is
not
knocked
Senses
darkvision
50
ft.
unconscious
or
killed
as
a
result
until
the
end
of
its
next
Str
19
(+4)
Dex
9
(–1)
Con
20
(+5)
turn,
provided
it
still
has
0
hit
points
or
fewer.
Int
7
(–2)
Wis
10
(+0)
Cha
5
(–3)
Alignment
unaligned
ACTIONS
Languages
understands
Common
Melee
Attack—Greataxe:
+5
to
hit
(reach
5
ft.;
one
TRAITS
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
Berserk:
While
the
golem
is
in
combat,
roll
a
d6
at
the
Ranged
Attack—Shortbow:
+4
to
hit
(range
80
ft./320
start
of
each
of
the
golem’s
turns.
If
the
result
is
6,
the
ft.;
one
creature).
Hit:
3
(1d6)
piercing
damage.
golem
goes
berserk.
On
its
turn,
a
berserk
golem
attacks
the
nearest
creature
or
some
object
smaller
than
itself
if
ENCOUNTER
BUILDING
no
creature
is
within
reach.
Level
3
XP
70
Immunities:
The
golem
cannot
be
charmed,
frightened,
paralyzed,
stunned,
or
put
to
sleep.
It
is
immune
to
disease,
poison,
and
lightning
damage.
It
does
not
need
P A G E
1 3
to
eat,
sleep,
or
breathe.
Tactics
Lightning
is
Life:
If
the
golem
would
take
lightning
The
flesh
golem
has
already
gone
berserk
when
damage,
it
instead
regains
hit
points
equal
to
half
the
the
characters
enter
combat.
damage
it
would
have
taken.
Features
of
the
Area
Magic
Resistance:
The
golem
has
advantage
on
saving
Lamps:
A
character
next
to
a
lamp
can
use
an
throws
against
magical
effects.
action
to
smash
it
to
the
floor
up
to
25
feet
away.
Sapping
Cold:
If
the
golem
takes
cold
damage,
its
speed
is
reduced
by
10
feet
during
its
next
turn.
Table:
A
character
next
to
the
table
can
use
an
character
can
use
a
detect
magic
spell
to
gain
an
action
to
unlock
a
flask
of
acid
and
smash
it
to
automatic
success
with
this
check.
the
floor
up
to
25
feet
away.
Wisdom:
A
successful
moderate
Wisdom
check
allows
a
character
to
easily
note
the
telltale
signs
of
the
orcs’
flight
through
the
forest.
P A G E
1 3 – 1 4
When
all
the
characters
have
made
their
checks,
Reward
total
up
the
number
of
successes.
If
more
than
Each
character
gains
950
XP
for
this
session.
half
the
checks
were
successful,
the
party
Treasure:
The
orcs
carry
coins
worth
a
total
catches
the
orcs
off
guard
when
they
explore
the
of
15
gp
per
party
member.
lair
in
the
next
session.
If
half
or
more
of
the
Frazzk
carries
one
garnet
per
character
(25
gp
checks
were
failures,
the
orcs
have
had
time
to
each)
and
a
potion
of
healing.
rest
up
and
are
ready
for
the
adventurers.
Keep
track
of
this
overall
success
or
failure
for
the
next
session.
P A G E
1 4
Aftermath
Adjust
the
read-‐aloud
text
if
one
or
more
of
the
characters
noticed
Drindol
at
the
start
of
the
encounter.
A
moderate
Wisdom
check
or
any
healing
magic
enables
Imani
to
regain
consciousness.
P A G E
1 4 – 1 5
Chasing
the
Fangfists
The
characters
can
easily
follow
the
Fangfist
orcs
to
their
lair.
However,
how
quickly
they
travel
there
determines
how
difficult
it
will
be
to
enter
the
lair
in
the
next
session.
To
determine
how
quickly
the
party
reaches
the
lair,
in
place
of
the
4th
Edition
adventure’s
skill
challenge,
ask
the
players
to
have
their
characters
each
make
two
ability
checks
from
among
the
following
options.
(If
the
party
contains
four
or
fewer
characters,
have
each
character
make
three
checks.)
Each
character
must
make
at
least
one
Dexterity
check
or
Constitution
check.
Dexterity:
With
a
successful
moderate
Dexterity
check,
a
character
maintains
maximum
stealth
while
following
the
Fangfist
orcs.
Constitution:
A
successful
moderate
Constitution
check
allows
a
character
to
pursue
the
orcs
at
a
fast
pace.
Intelligence:
A
successful
moderate
Intelligence
check
allows
a
character
to
note
the
lingering
essence
of
the
Diamond
Staff.
A
P A G E
1 7
P A G E
1 5
Puppet
Masters
Session
3
Any
characters
who
succeeded
on
the
Dexterity
When
you
play
this
session
of
the
adventure,
check
to
sneak
up
in
the
flowstone
cave
(above)
make
the
following
changes.
have
surprise
when
they
attack.
Wait
or
Observe:
If
a
character
observes
the
cave
for
a
few
minutes,
an
easy
Wisdom
check
hears
the
horses
stabled
in
the
entrance
cave.
Combat
Statistics
Examine
the
Tracks:
A
moderate
Intelligence
Use
the
following
statistics
blocks
and
the
or
Wisdom
check
determines
the
number
and
indicated
number
of
creatures
to
create
a
tough
type
of
creatures
that
have
been
coming
and
encounter
for
five
4th-‐level
adventurers.
going
from
the
cave.
Orc
Leader
Medium
Humanoid
(Orc)
P A G E
1 6
Armor
Class
16
(chain
mail)
Hit
Points
32
(5d8
+
10)
Speed
25
ft.
Fungal
Passage
Senses
darkvision
60
ft.
Doomspore
Hazard
(moderate
Intelligence
or
Str
16
(+3)
Dex
11
(+0)
Con
14
(+2)
hard
Wisdom
check
to
notice):
Whenever
any
Int
11
(+0)
Wis
11
(+0)
Cha
12
(+1)
creature
enters
an
area
of
doomspore,
that
Alignment
chaotic
evil
creature
must
make
a
DC
13
Dexterity
saving
Languages
Common,
Orc
throw.
On
a
failed
save,
the
doomspore
is
triggered.
The
creature
that
triggered
the
hazard
TRAITS
and
all
creatures
within
10
feet
of
that
creature
Relentless:
If
an
attack
reduces
the
orc
to
0
hit
points
or
must
each
succeed
on
a
DC
13
Constitution
fewer
but
doesn’t
kill
it
outright,
it
is
not
knocked
saving
throw
or
take
2d6
poison
damage.
On
a
unconscious
or
killed
as
a
result
until
the
end
of
its
next
successful
save,
the
damage
is
halved.
turn,
provided
it
still
has
0
hit
points
or
fewer.
The
area
within
10
feet
of
the
creature
that
ACTIONS
triggered
the
doomspore
becomes
lightly
obscured
for
5
minutes
or
until
the
end
of
the
Multiattack:
The
orc
makes
two
greataxe
attacks
or
two
encounter.
Any
creature
that
enters
the
area
or
shortbow
attacks.
starts
its
turn
there
must
succeed
on
a
DC
10
Melee
Attack—Greataxe:
+5
to
hit
(reach
5
ft.;
one
Constitution
saving
throw
or
take
1d4
poison
creature).
Hit:
9
(1d12
+
3)
slashing
damage.
damage.
A
creature
can
take
this
damage
only
once
per
round.
Ranged
Attack—Shortbow:
+2
to
hit
(range
80
ft./320
Treasure:
Use
the
Treasure
table
in
this
ft.;
one
creature).
Hit:
3
(1d6)
piercing
damage.
document
to
determine
the
magic
item
concealed
beneath
the
orc’s
body.
Battle
Cry
(1/Day):
Friendly
creatures
with
the
Relentless
trait
that
can
see
or
hear
the
orc
gain
a
+5
Flowstone
Cave
bonus
to
damage
rolls
until
the
orc’s
next
turn.
To
sneak
up
on
the
foes
in
the
subsequent
encounter,
a
character
must
succeed
on
a
ENCOUNTER
BUILDING
moderate
Dexterity
check.
If
the
adventurers
Level
5
XP
340
were
successful
in
reaching
the
lair
quickly
(see
the
previous
section),
each
character
gains
a
+4
2
Orcs
bonus
to
this
Dexterity
check.
Medium
Humanoid
(Orc)
Armor
Class
13
(studded
leather)
Hit
Points
11
(2d8
+
2)
Armor
Class
14
(mage
armor)
Speed
30
ft.
Hit
Points
27
(5d6
+
10)
Senses
darkvision
60
ft.
Speed
30
ft.
Str
14
(+2)
Dex
10
(+0)
Con
12
(+1)
Str
9
(–1)
Dex
14
(+2)
Con
14
(+2)
Int
7
(–2)
Wis
11
(+0)
Cha
10
(+0)
Int
17
(+3)
Wis
12
(+1)
Cha
13
(+1)
Alignment
chaotic
evil
Alignment
lawful
evil
Languages
Common,
Orc
Languages
Common
TRAITS
TRAITS
Relentless:
If
an
attack
reduces
the
orc
to
0
hit
points
or
Zhent
Phalanx:
While
the
war
mage
is
next
to
an
ally,
fewer
but
doesn’t
kill
it
outright,
it
is
not
knocked
enemies
cannot
have
advantage
on
attack
rolls
against
unconscious
or
killed
as
a
result
until
the
end
of
its
next
the
war
mage.
turn,
provided
it
still
has
0
hit
points
or
fewer.
ACTIONS
ACTIONS
Melee
Attack—Dagger:
+3
to
hit
(reach
5
ft.;
one
Melee
Attack—Greataxe:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
3
(1d4
+
1)
piercing
damage.
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
Shocking
Grasp
(Cantrip):
The
mage
chooses
a
creature
Ranged
Attack—Shortbow:
+4
to
hit
(range
80
ft./320
within
5
feet
of
it.
The
target
must
succeed
on
a
DC
15
ft.;
one
creature).
Hit:
3
(1d6)
piercing
damage.
Dexterity
saving
throw.
Failed
Save:
2d8
lightning
damage,
and
the
creature
can’t
take
reactions
until
its
ENCOUNTER
BUILDING
next
turn.
Level
3
XP
70
Spells:
The
mage
has
the
following
spells
(save
DC
15).
Cantrips:
mage
armor,
mage
hand,
shocking
grasp.
2
Zhent
Soldiers
1st-‐level
(4/day):
color
spray,
expeditious
retreat,
Medium
Humanoid
(Human)
magic
missile,
shield
(see
reactions).
Armor
Class
16
(scale
mail,
shield)
2nd-‐level
(3/day):
invisibility.
Hit
Points
37
(5d10
+
10)
3rd-‐level
(2/day):
stinking
cloud.
Speed
30
ft.
Str
14
(+2)
Dex
11
(+0)
Con
14
(+2)
REACTIONS
Int
10
(+0)
Wis
10
(+0)
Cha
8
(–1)
Alignment
lawful
evil
Shield
(1st-‐Level
Spell):
When
hit
by
an
attack
or
Languages
Common
targeted
with
magic
missile,
the
war
mage
can
gain
a
+2
bonus
to
AC
and
immunity
to
magic
missile
for
until
the
TRAITS
start
of
the
mage’s
next
turn.
Zhent
Phalanx:
While
the
soldier
is
next
to
an
ally,
ENCOUNTER
BUILDING
enemies
cannot
have
advantage
on
attack
rolls
against
the
soldier.
Level
5
XP
310
ACTIONS
Tactics
Melee
Attack—Long
Sword:
+5
to
hit
(reach
5
ft.;
one
When
the
first
Zhent
soldier
is
slain,
the
Zhent
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
war
mage
casts
stinking
cloud,
then
expeditious
retreat
before
making
his
escape.
Ranged
Attack—Crossbow:
+5
to
hit
(range
30
ft./120
ft.;
one
creature).
Hit:
5
(1d6
+
2)
piercing
damage.
ENCOUNTER
BUILDING
P A G E
1 8
Level
3
XP
80
Features
of
the
Area
Ledges:
Climbing
a
ledge
is
an
easy
Strength
Zhent
War
Mage
task.
Medium
Humanoid
(Human)
P A G E
1 9
Reward
Each
character
gains
850
XP
for
this
session.
Treasure:
Opening
the
locked
coffer
is
a
moderate
Dexterity
task.
The
coffer
holds
50
gp
per
character
and
two
magic
items
(use
the
Treasure
table
in
this
document).
P A G E
2 1
P A G E
2 0
Delicate
Negotiations
Burned
Hall
Convincing
Barcero
to
forego
combat
with
the
A
moderate
Intelligence
or
Wisdom
check
notes
characters
requires
effective
roleplaying
and
the
faint
boot
prints
along
the
trail
through
the
hard
Charisma
checks
to
bluff
or
engage
him
hall.
diplomatically.
Dilapidated
Tower
A
successful
moderate
Intelligence
or
Wisdom
P A G E
2 1 – 2 2
check
confirms
that
the
tower
is
safe.
A
character
who
searches
the
interior
and
succeeds
on
an
Barcero’s
Wrath
easy
Intelligence
check
discovers
the
iron
coffer
containing
a
silver
necklace
(worth
10
gp
per
Combat
Statistics
character)
and
one
magic
item
(use
the
Treasure
Use
the
following
statistics
blocks
and
the
table
in
this
document).
indicated
number
of
creatures
to
create
a
tough
encounter
for
five
5th-‐level
adventurers.
Well
Court
To
approach
the
carriage
house
unnoticed,
all
Barcero
the
characters
must
make
Dexterity
checks
Medium
Humanoid
(Human)
contested
by
Barcero’s
Wisdom
check.
Armor
Class
14
(mage
armor)
Hit
Points
38
(7d6
+
14)
Carriage
House
Speed
30
ft.
After
the
characters
have
seen
the
foes
in
the
Str
10
(+0)
Dex
15
(+2)
Con
14
(+2)
carriage
house,
they
can
attempt
ability
checks
Int
18
(+4)
Wis
16
(+3)
Cha
17
(+3)
to
determine
the
nature
of
their
foes.
Alignment
neutral
evil
A
character
who
succeeds
on
a
moderate
Languages
Common
Intelligence
check
recognizes
the
shadar-‐kai,
and
ACTIONS
knows
that
they
are
dangerous
humanoids
that
Chill
Touch
(Cantrip):
Barcero
chooses
a
living
creature
channel
a
mysterious
shadow
magic.
If
the
result
within
5
feet
of
him.
The
target
must
succeed
on
a
DC
achieves
a
successful
hard
check,
the
character
16
Constitution
saving
throw.
Failed
Save:
9
(2d8)
also
knows
that
shadar-‐kai
have
abilities
necrotic
damage,
and
the
target
cannot
regain
hit
points
involving
teleportation
and
resistance.
until
the
start
of
Barcero’s
next
turn.
A
character
who
succeeds
on
a
separate
moderate
Intelligence
check
recognizes
the
Death
Smoke
(3rd-‐Level
Necromancy
Spell):
Barcero
undead
as
dread
warriors,
not
mere
zombies.
If
creates
a
10-‐foot-‐radius
cloud
of
black
smoke
centered
the
result
achieves
a
successful
hard
check,
the
on
a
point
he
can
see
within
50
feet
of
him.
The
cloud’s
character
also
knows
that
dread
warriors
area
is
lightly
obscured.
The
cloud
lasts
for
1
minute
or
channel
powerful
magic
and
that
they
serve
and
until
Barcero’s
concentration
is
broken.
defend
a
specific
master.
When
the
cloud
appears,
each
living
creature
in
it
must
make
a
DC
16
Constitution
saving
throw.
A
creature
that
enters
the
cloud
or
ends
its
turn
there
Hit
Points
22
(3d10
+
6);
see
Traits
below
must
also
make
the
saving
throw,
but
no
more
than
Speed
25
ft.
once
per
turn.
Failed
Save:
21
(6d6)
necrotic
damage,
Senses
darkvision
60
ft.
and
the
target
is
frightened
for
1
minute.
As
an
action,
Str
16
(+3)
Dex
10
(+0)
Con
14
(+2)
the
target
can
make
a
DC
16
Wisdom
check,
ending
the
Int
5
(–3)
Wis
12
(+1)
Cha
6
(–2)
frightened
condition
on
a
success.
Successful
Save:
Half
Alignment
neutral
evil
damage.
Languages
understands
Common
Spells:
Barcero
has
the
following
spells
(save
DC
16).
TRAITS
Cantrips:
chill
touch,
mage
armor,
mage
hand.
Damage
Resistance:
The
protector
is
resistant
to
1st-‐level
(4/day):
cause
fear,
expeditious
retreat,
false
bludgeoning,
piercing,
and
slashing
damage
from
a
life.
nonmagical
source.
2nd-‐level
(3/day):
hold
person,
invisibility,
spider
climb.
3rd-‐level
(3/day):
death
smoke.
Eyes
of
Undeath:
The
protector’s
master
can
see
or
4th-‐level
(1/day):
dimension
door.
hear
anything
the
protector
can
see
or
hear.
The
master
can
also
speak
through
the
protector.
ENCOUNTER
BUILDING
Level
6
XP
550
Immunities:
The
protector
is
immune
to
disease
and
poison.
It
cannot
be
put
to
sleep
and
does
not
need
to
2
Shadar-‐Kai
Chainfighters
sleep,
eat,
or
breathe.
Medium
Humanoid
Shield
of
Undeath:
While
the
protector
is
within
5
feet
Armor
Class
14
(leather)
of
its
master,
the
master
shares
the
protector’s
Damage
Hit
Points
59
(7d10
+
21)
Speed
30
ft.
Resistance
trait.
Senses
low-‐light
vision
ACTIONS
Str
13
(+1)
Dex
17
(+3)
Con
16
(+3)
Int
11
(+0)
Wis
14
(+2)
Cha
10
(+0)
Melee
Attack—Greataxe:
+5
to
hit
(reach
5
ft.;
one
Alignment
neutral
evil
creature).
Hit:
9
(1d12
+
3)
slashing
damage.
Languages
Common
MOVEMENT
TRAITS
Protector’s
Call
(Recharge
6):
Instead
of
moving,
the
Dance
of
Death:
If
the
chainfighter
moves
at
least
15
protector
teleports
up
to
25
feet
to
a
location
it
can
see
feet
or
uses
shadow
jaunt,
it
can
make
a
spiked
chain
beside
its
master.
attack
at
the
end
of
its
movement.
ENCOUNTER
BUILDING
ACTIONS
Level
4
XP
150
Melee
Attack—Spiked
Chain:
+6
to
hit
(reach
10
ft.;
one
creature).
Hit:
8
(1d10
+
3)
slashing
damage.
P A G E
2 2
MOVEMENT
Shadow
Jaunt
(Recharge
6):
Instead
of
moving,
the
Tactics
chainfighter
teleports
to
any
location
it
can
see
within
Barcero
casts
shadow
cloud
to
harry
ranged
15
feet
of
it.
Until
the
start
of
its
next
turn,
the
attackers,
but
otherwise
avoids
combat
in
order
chainfighter
is
resistant
to
all
damage.
to
control
the
battlefield
with
his
magic.
He
casts
ENCOUNTER
BUILDING
invisibility
on
himself
to
get
behind
cover,
then
uses
cause
fear
and
hold
person
to
leave
the
Level
5
XP
390
adventurers
at
the
mercy
of
his
shadar-‐kai
and
dread
protector
servants.
3
Dread
Protectors
If
his
allies
are
defeated,
Barcero
casts
Medium
Undead
expeditious
retreat
before
fleeing.
Armor
Class
14
(scale
mail)
P A G E
2 3
Features
of
the
Area
Well:
Any
creature
pushed
into
the
well
can
attempt
an
easy
Dexterity
saving
throw
to
grab
onto
the
low
wall
and
avoid
a
fall.
A
fall
into
the
water
deals
only
1d6
bludgeoning
damage.
Climbing
out
of
the
well
is
an
easy
Strength
task.
Reward
Each
character
gains
1,650
XP
for
this
session.
Treasure:
Barcero
possesses
one
25
gp
gem
per
character,
a
potion
of
healing,
and
one
magic
item
(use
the
Treasure
table
in
this
document).
skill
challenge
ended
successfully”
text,
and
let
1st-‐level
(4/day):
cause
fear,
magic
missile,
the
characters
make
Dexterity
checks
contested
thunderwave.
by
the
cult
leader’s
Wisdom
check
to
gain
2nd-‐level
(3/day):
invisibility,
Melf’s
acid
arrow.
surprise.
3rd-‐level
(3/day):
dispel
magic,
fireball.
If
half
or
more
of
the
checks
in
the
previous
4th-‐level
(1/day):
wall
of
fire.
section
were
failures,
the
cultists
ambush
the
ENCOUNTER
BUILDING
characters
as
they
approach,
gaining
surprise.
Read
the
“If
the
skill
challenged
ended
in
failure”
Level
6
XP
530
text.
Additionally,
the
cult
leader
has
previously
cast
invisibility
on
the
two
cult
veterans.
2
Cult
Veterans
Medium
Humanoid
(Human)
Armor
Class
14
(studded
leather)
P A G E
2 6
Hit
Points
45
(6d10
+
12)
Speed
30
ft.
Str
14
(+2)
Dex
13
(+1)
Con
14
(+2)
Combat
Statistics
Int
10
(+0)
Wis
12
(+1)
Cha
9
(–1)
Use
the
following
statistics
blocks
and
the
Alignment
lawful
evil
indicated
number
of
creatures
to
create
an
Languages
Common
average
encounter
for
five
5th-‐level
adventurers.
ACTIONS
Human
Cult
Leader
Melee
Attack—Bastard
Sword:
+6
to
hit
(reach
5
ft.;
Medium
Humanoid
(Human)
one
creature).
Hit:
7
(1d10
+
2)
slashing
damage.
If
the
Armor
Class
14
(mage
armor)
attack
deals
8
or
more
damage,
the
veteran
pushes
the
Hit
Points
40
(7d6
+
16)
target
up
to
10
feet
away
or
knocks
it
prone.
Speed
30
ft.
Str
10
(+0)
Dex
14
(+2)
Con
14
(+2)
Multiattack
(Recharge
5–6):
The
veteran
makes
two
Int
17
(+3)
Wis
14
(+2)
Cha
16
(+3)
bastard
sword
attacks.
Alignment
lawful
evil
Languages
Common,
Draconic
ENCOUNTER
BUILDING
Level
4
XP
170
TRAITS
Evoker:
When
the
cult
leader
casts
an
evocation
spell
that
deals
damage
to
all
creatures
within
an
area
of
6
Human
Berserkers
Medium
Humanoid
(Human)
effect,
the
leader
can
pick
a
number
of
creatures
in
the
Armor
Class
12
(hide
armor)
area
up
to
the
spell’s
level
+
1.
The
chosen
creatures
take
no
damage
from
the
spell
during
the
turn
the
spell
Hit
Points
13
(2d8
+
4)
is
cast.
Speed
30
ft.
Str
14
(+2)
Dex
11
(+0)
Con
14
(+2)
ACTIONS
Int
8
(–1)
Wis
7
(–2)
Cha
10
(+0)
Alignment
chaotic
neutral
Melee
Attack—Quarterstaff:
+4
to
hit
(reach
5
ft.;
one
Languages
Common
creature).
Hit:
4
(1d6
+
1)
bludgeoning
damage.
TRAITS
Shocking
Grasp
(Cantrip):
The
cult
leader
chooses
a
Rage
+5:
The
berserker
can
take
disadvantage
on
any
creature
within
5
feet
of
it.
The
target
must
succeed
on
melee
attack
roll
to
gain
a
+5
bonus
to
that
attack’s
a
DC
15
Dexterity
saving
throw.
Failed
Save:
2d8
lightning
damage,
and
the
creature
can’t
take
reactions
damage
roll.
until
its
next
turn.
ACTIONS
Spells:
The
cult
leader
has
the
following
spells
(save
DC
Melee
Attack—Greatsword:
+5
to
hit
(reach
5
ft.;
one
15).
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
Cantrips:
mage
armor,
mage
hand,
shocking
grasp.
ENCOUNTER
BUILDING
Level
2
XP
30
Reward
Each
character
gains
1,550
XP
for
this
session.
Treasure:
The
cultists
carry
gems
and
coins
worth
50
gp
per
character,
as
well
as
one
magic
item
(use
the
Treasure
table
in
this
document).
P A G E
2 9
P A G E
2 7
Chitine
Nest
Session
6
When
you
play
this
session
of
the
adventure,
Combat
Statistics
make
the
following
changes.
Use
the
following
statistics
blocks
and
the
indicated
number
of
creatures
to
create
an
When
the
characters
first
approach
the
ruins,
a
average
encounter
for
five
5th-‐level
adventurers.
successful
moderate
Wisdom
check
determines
that
unseen
predators
are
spooking
the
horses.
3
Chitine
Warriors
Medium
Humanoid
Armor
Class
13
P A G E
2 7 – 2 8
Hit
Points
45
(6d10
+
12)
Speed
30
ft.,
climb
30
ft.
Senses
darkvision
Chomylla’s
Monument
Str
13
(+1)
Dex
15
(+2)
Con
14
(+2)
Exploring
the
Area:
A
successful
moderate
Int
8
(–1)
Wis
14
(+2)
Cha
10
(+0)
Intelligence
check
allows
the
runes
to
be
Alignment
chaotic
evil
recognized
as
an
ancient
style
of
magical
Elvish
Languages
Common,
Elvish
writing.
The
latent
spell
effect
can
be
noticed
with
another
moderate
Intelligence
check,
or
TRAITS
with
a
detect
magic
spell.
Spider
Climb:
The
chitine
can
climb
on
smooth
walls
and
upside
down
on
horizontal
surfaces.
It
ignores
movement
restrictions
due
to
webbing,
including
that
P A G E
2 8
from
a
web
spell.
ACTIONS
Moon
Arch
Poisoned
Dart
Wall
Trap
(moderate
Melee
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
one
Intelligence
check
or
hard
Wisdom
check
to
creature).
Hit:
4
(1d4
+
2)
piercing
damage
and
2
(1d4)
notice):
Whenever
a
creature
breaks
the
trap’s
poison
damage.
tripwire,
that
creature
and
all
others
within
25
Ranged
Attack—Hand
Crossbow:
+5
to
hit
(range
30
feet
of
the
triggering
creature
must
make
a
ft./120
ft.;
one
creature).
Hit:
5
(1d6
+
2)
piercing
moderate
Dexterity
saving
throw.
On
a
failed
damage
and
2
(1d4)
poison
damage.
save,
the
target
takes
3d4
piercing
damage
and
3d4
poison
damage.
On
a
successful
save,
the
Multiattack:
The
warrior
makes
two
dagger
attacks,
two
target
takes
1d4
piercing
damage
and
1d4
hand
crossbow
attacks,
or
one
dagger
attack
and
one
poison
damage.
hand
crossbow
attack.
A
creature
that
notices
the
trap
before
it
is
triggered
can
disable
the
tripwire
with
a
hard
MOVEMENT
Dexterity
check.
Web
Line
(Recharge
6):
The
chitine
launches
a
web
line
that
allows
it
to
fly
up
to
25
feet.
This
movement
Ruined
Portico
doesn’t
provoke
opportunity
attacks.
The
chitine
must
A
character
who
succeeds
on
a
moderate
land
at
the
end
of
this
movement.
Intelligence
check
to
search
the
body
of
the
dead
ENCOUNTER
BUILDING
Zhent
mercenary
finds
a
magic
item
(use
the
Treasure
table
in
this
document).
Determining
Level
4
XP
200
how
the
mercenary
died
is
a
moderate
Wisdom
task.
7
Chitines
Medium
Humanoid
TRAITS
Spider
Climb:
The
chitine
can
climb
on
smooth
walls
and
upside
down
on
horizontal
surfaces.
It
ignores
movement
restrictions
due
to
webbing,
including
that
from
a
web
spell.
ACTIONS
Melee
or
Ranged
Attack—Dagger:
+3
to
hit
(reach
5
ft.
or
range
20
ft./80
ft.;
one
creature).
Hit:
3
(1d4
+
1)
piercing
damage
and
2
(1d4)
poison
damage.
Multiattack:
The
warrior
makes
two
dagger
attacks.
MOVEMENT
Web
Line
(Recharge
6):
The
chitine
launches
a
web
line
that
allows
it
to
fly
up
to
25
feet.
This
movement
doesn’t
provoke
opportunity
attacks.
The
chitine
must
land
at
the
end
of
this
movement.
ENCOUNTER
BUILDING
Level
2
XP
60
Tactics
Each
chitine
starts
the
encounter
between
5
and
20
feet
above
the
floor.
P A G E
3 0
Features
of
the
Area
Walls:
Climbing
the
walls
is
a
moderate
Strength
task.
Moving
along
the
tops
of
the
walls
is
an
easy
Dexterity
task.
Reward
Each
character
gains
1,550
XP
for
this
session.
Treasure:
The
chitines’
cocooned
treasure
consists
of
1
gem
(50
gp)
per
character
and
15
gp
per
character,
plus
a
potion
of
healing
and
two
other
magic
items
(use
the
Treasure
table
in
this
document).
Tactics
P A G E
3 4
If
the
dragons
are
defeated,
the
Zhent
soldiers
fight
until
only
one
remains.
That
last
soldier
Features
of
the
Area
then
retreats
or
surrenders.
Pit:
Any
creature
that
falls
into
the
pit
lands
prone
and
takes
1d6
bludgeoning
damage
and
1d6
piercing
damage
from
the
fall
and
the
crystal
P A G E
3 3 – 3 4
shards.
Climbing
the
wall
of
the
pit
is
a
hard
Strength
Combat
Statistics
or
Dexterity
task.
Use
the
following
statistics
blocks
and
the
Crystal:
Determining
the
former
function
of
indicated
number
of
creatures
to
create
an
the
huge
crystal
hanging
above
the
pit
is
a
average
encounter
for
five
6th-‐level
adventurers.
moderate
Intelligence
task.
Ledge:
Climbing
up
to
the
ledge
that
3
Uvaeranni
Dragons
surrounds
the
room
is
a
moderate
Strength
task.
Medium
Construct
Armor
Class
17
Reward
Hit
Points
51
(6d8
+
24)
Each
character
gains
1,750
XP
for
this
session.
Immunities
petrification
Treasure:
The
Zhents
carry
40
gp
per
Speed
30
ft.
character.
Use
the
Treasure
table
in
this
Senses
darkvision
document
to
determine
the
magic
item
at
the
Str
18
(+4)
Dex
16
(+3)
Con
18
(+4)
bottom
of
the
pit.
Int
7
(–2)
Wis
12
(+1)
Cha
7
(–2)
Alignment
neutral
Languages
—
TRAITS
Inanimate
Seeming:
When
not
moving,
the
Uvaeranni
dragon
appears
to
be
an
inanimate
statue.
A
DC
20
Intelligence
or
Wisdom
check
reveals
that
the
statue
is,
in
fact,
a
creature.
ACTIONS
Melee
Attack—Bite:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
8
(1d8
+
4)
piercing
damage.
If
the
attack
deals
9
or
more
damage,
the
dragon
can
push
the
target
5
feet
away
and
then
knock
it
prone.
Multiattack:
The
dragon
makes
two
bite
attacks.
ENCOUNTER
BUILDING
Level
5
XP
350
4
Zhent
Soldiers
Level
3
XP
80
$$[SFG—Pick up corrected stat block from Page 17 —
Puppet Masters.]
TRAITS
P A G E
3 5
Tactical
Insight:
If
a
creature
has
one
of
Phoedele’s
allies
next
to
it,
Phoedele
gains
advantage
on
attack
rolls
6
Human
Berserkers
Treasure:
In
addition
to
the
Diamond
Staff,
the
Medium
Humanoid
(Human)
defeated
enemies
carry
jewelry,
gems,
and
coins
Armor
Class
12
(hide
armor)
worth
75
gp
per
character.
Hit
Points
13
(2d8
+
4)
Speed
30
ft.
Opening
the
Vault
Str
14
(+2)
Dex
11
(+0)
Con
14
(+2)
When
the
characters
gain
access
to
the
vault,
Int
8
(–1)
Wis
7
(–2)
Cha
10
(+0)
each
character
who
gains
a
boon
can
select
one
Alignment
chaotic
neutral
of
the
following
boons.
Languages
Common
• Gain
any
one
recall
lore
skill
and
become
TRAITS
fluent
in
Elvish.
In
addition,
gain
knowledge
of
Rage
+5:
The
berserker
can
take
disadvantage
on
any
the
location
of
a
great
treasure
hoard
or
a
melee
attack
roll
to
gain
a
+5
bonus
to
that
attack’s
special
magic
item
(DM’s
choice).
damage
roll.
• Gain
a
permanent
+1
increase
to
Intelligence,
ACTIONS
Wisdom,
or
Charisma
(character’s
choice).
• Gain
one
of
the
following
feats
as
a
bonus
feat:
Melee
Attack—Greatsword:
+5
to
hit
(reach
5
ft.;
one
Arcane
Dabbler,
Healing
Initiate,
Skill
Focus,
or
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
Use
Magic
Device.
ENCOUNTER
BUILDING
Level
2
XP
30
P A G E
3 9
Concluding
the
Adventure
In
gratitude
for
the
characters’
efforts,
Imani
rewards
them
250
gp
each
for
the
return
of
the
Diamond
Staff,
in
addition
to
a
map,
a
bit
of
ancient
lore,
or
some
other
clue
to
a
new
adventure.