DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Elemental Evil, the dragon ampersand, Princes of the Apocalypse, Player's Handbook. Create Heroic Characters to Conquer the Elements! In the adventure Princes of the Apocalypse, the cosmic threat of Elemental Evil reaches the Forgotten. D&D 5e/Next. New races: Aarakocra, Deep Gnome, 4 types of Genasi, and Goliaths. Spells that buff a Ranger's Animal Companion were sorely lacking in the Player's Handbook.
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This is the Elemental Evil Player's Resource, not the Eberron the artificer based on 5e's unique concept of attuned magical items, Anyone know if they plan to release a physical copy in addition to the free PDF download?. 5e - Elemental Evil Player's soeprolrendiele.cf - Download as PDF File .pdf), Text File .txt) or read online. Temple of Elemental Evil 5e Conversion - Download as PDF File .pdf), Text File ( .txt) or read online. Temple of Elemental Evil 5e Conversion.
Because of this, the svirfneblin that leadership of savage humanoids and weird cults in dwell here are much more distrusting and wary than their untamed lands. Others gain positions of great influence, kin on other worlds.
Rarely do they allow strangers within especially where elemental beings are revered. A few their midst, and those that they must deal with are kept genasi leave the Material Plane to find refuge in the at arms length. If one is lucky enough to be trusted by the households of their genie parents.
For the svirfneblin of the Underdark, genuine trust is a commodity far more Chapter 1 Races valuable than gold.
Wild and Confident Those living on the frontier, though, have a much harder time. People there tend to be less accepting Genasi rarely lack confidence, seeing themselves of differences. Sometimes a cold shoulder and a as equal to almost any challenge in their path. This suspicious glare are the best genasi can hope for; in certainty might manifest as graceful self-assurance more backward places, they face ostracism and even in one genasi and as arrogance in another.
Such self- violence from people who mistake them for fiends. When those rulers were overthrown, their Genasi Lands planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread As rare beings, genasi might go their entire lives into other lands.
Though far from common, air and fire without encountering another one of their kind. There genasi are more likely to be found in the western regions are no great genasi cities or empires. The the east. Some remain in their ancient homeland. Many genasi lose themselves in teeming cities, In contrast, water and earth genasi have no common where their distinctiveness hardly raises an eyebrow in history. Individuals have difficulty tracing their own places accustomed to a variety of different people.
Many earth genasi originated in the North and Genasi on Athas spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the Although any world that includes one or more elemental regions surrounding the Sea of Fallen Stars. There, genies and elemental power, genasi are viewed as seers, prophets, spellcasters enter into bargains, and genasi can result and chosen ones. The birth of a genasi, whether a slave, from such pacts.
Those genasi have been sources of a noble, or a member of a desert tribe, is an auspicious great weal and woe in the history of that land. Most Athasians believe a given genasi is destined for greatness—or infamy. As make some backgrounds more suitable than others. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, Air genasi typically have light blue skin, hair, and eyes.
Some air genasi deserts, and high mountains. Fitting backgrounds include speak with breathy voices, marked by a faint echo. A few charlatan, entertainer, and noble. Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Your Dexterity score Their uncommon size and strength makes them natural increases by 1. Many earth Unending Breath. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.
Mingle with the Wind. You can cast the levitate spell Appropriate backgrounds for earth genasi include hermit, once with this trait, requiring no material components, outlander, and soldier. Constitution is your spellcasting Fire genasi often get themselves into difficulty with their ability for this spell. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk.
But they Earth Genasi also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations. You hero, and noble. You tend Water genasi almost all have some experience aboard to avoid rash decisions, pausing long enough to consider or around sea vessels.
They make excellent mariners and your options before taking action. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They Elemental earth manifests differently from one go where they want, do what they want, and rarely feel bound individual to the next.
Some earth genasi always have to anything. Good backgrounds for water genasi include bits of dust falling from their bodies and mud clinging hermit and sailor. Others are as shiny and polished as Genasi Names gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have Genasi use the naming conventions of the people among smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny whom they were raised.
They might later assume embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. Genasi Traits Earth Walk. You can move across difficult terrain made of earth or stone without expending Your genasi character has certain characteristics in extra movement. Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material Ability Score Increase.
Your Constitution score components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your increases by 2. Genasi mature at about the same rate as humans Fire Genasi and reach adulthood in their late teens. They live As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience somewhat longer than humans do, up to years. Rather than hide your distinctive appearance, you exult in it.
Independent and self-reliant, genasi tend Nearly all fire genasi are feverishly hot as if burning toward a neutral alignment. The more human-looking Size. Genasi are as varied as their mortal parents have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames but are generally built like humans, standing anywhere dancing on their heads.
Fire genasi voices might sound from 5 feet to over 6 feet tall. Your base walking speed is 30 feet. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. Choose one of these subraces. Your Intelligence score Goliaths thus place a premium on self-sufficiency and increases by 1. They have a compulsion to keep score, counting their deeds and tallying their accomplishments Darkvision.
You can see in dim light within 60 feet of to compare to others. Goliaths love to win, but they see you as if it were bright light, and in darkness as if it were defeat as a prod to improve their skills.
Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness This dedication to competition has a dark side.
Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath Fire Resistance. You have resistance to fire damage. You know the produce flame powerful wyrm to battle. Few goliath adventurers reach cantrip.
Once you reach 3rd level, you can cast the old age, as most die attempting to surpass their past burning hands spell once with this trait as a 1st-level accomplishments. Constitution is your spellcasting Fair Play ability for these spells. For goliaths, competition exists only when it is Water Genasi supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine The lapping of waves, the spray of sea foam on the wind, survival in their home territory, not reliance on magic the ocean depths—all of these things call to your heart.
Goliaths happily rely on such though others might consider you selfish. A goliath who relies Most water genasi look as if they just finished bathing, too much on them can grow complacent, a recipe for with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge This trait manifests most strongly when goliaths eyes, blue-black in color.
The relationship between float freely, swaying and waving as if underwater.
Some peasants and nobles puzzles goliaths. If a king lacks the have voices with undertones reminiscent of whale song intelligence or leadership to lead, then clearly the most or trickling streams.
Goliaths rarely keep such opinions to themselves, and Ability Score Increase. Acid Resistance. You have resistance to acid damage. Survival of the Fittest Amphibious. You can breathe air and water. You have a swimming speed of 30 feet. You know the shape water cantrip tribe is expelled.
A lone goliath has little chance of see chapter 2. The nearest nation in the Lortmils is The Principality of Ulek, a nation ruled by clans of dwarves, but with many human citizens. It is a nation that deals with wars against giant, drow, and aberrations to keep itself safe and secure. This is an ideal home for your character if you want to play a dwarf or gnome, or a particularly tough fighter.
To the South is the Faerie Kingdom of Celene, a mysterious and verdant land ruled by the Sylvan Elves, with many portals — and many allies — from the feywild. It is a land isolated from its neighbours, and fast drawing elves from other nations into its fold. Celene is an ideal homeland for your character if you want to play an Elf, a Druid, Ranger or a Paladin of the Ancient Oath. Celene's recent troubles may threaten its serene isolation.
The Gnarley Wood that reaches upwards from Celene into the Kron Hills has been plagued with goblin activity, while in their Northern Holds raiders are coming down the Imedrys Run that winds down the Kron Hills into the heart of their nation. Several of their most beloved leaders have also disappeared in the North. Along the Nyr Dyv to the West of the Kron Hills is the Free Lands of Dyvers, a democratic nation that has grown rich taking the great crafts of the shining Kingdom of Furyondy to its North and shipping it to Verbobonc, and from their the markets of Veluna and Ulek.
Merit is the coin of the realm in this bustling metropolis. Dyvers is an ideal land for your character if you want to play a Rogue or Battle-Master Fighter. Dyvers is currently threatened by caravans going missing in the Kron hills and piracy on the Nyr Dyv, and is sending agents to investigate the increasing threat to trade. It also balances many different playing styles. A place of learning where magic is valued as strongly as might and wealth.
By the time it is done. Furyondy is an ideal homeland for halfling and human characters alike. The Principality of Ulek. The Free Lands of Dyvers. Like Dyvers and Verbobonc. The Faerie Kingdom of Celene. This campaign will take you to two dungeons that are heavily stocked with hidden treasures.
You will have only a few days worth of coin left in your pocket. It favours many different problem-solving styles. Furyondy must send goods to heavy for river barge through the Kron Hills. Furyonidan merchants have a lot to lose if they cannot move the fine horses bred in Furyondy to the eager customers inf Ulek and beyond. Right now. Northeast of the Kron Hills is the Kindgom of Furyondy. Whatever your homeland. The crests of Verbobonc. Modest Farmhouse and Barn Farmer: For characters that are noted to follow the Old Religion.
In general. I made a point of removing rings of invisibility which were plentiful in Hommlet but are no longer appropriate items to have sitting around for the relatively low level of play in this campaign. In some cases. Where NPCs are important potential combatants. This is listed in the notes where appropriate. I have made some notes on sleight modifications that will adjust their statistics slightly.
I have chosen to provide statistics for Elmo. I have treated them as worshippers of Beory. I recommend used the Guard entry. In the case of Rannos. Worships Beory.
In some cases a rise and fall in AC has been noted. Farmers and craftsmen who are retired soldiers have been given the Scout or Veteran statistics depending on their class and level. I compromised between the large number of magic items and the character's base statistics by either raising the character's level or removing magic items.
I pared them back somewhat to something that would be close to on par with the PCs. PHB p. In the case of NPCs with a role in the town militia. In some cases I re-arranged their statistics to make more sense in the context of the 5th edition rules Calmer wearing plate mail but only having a 9 Str didn't work. In Elmo's case.
In particular. He gains several advantages when travelling in forested terrain listed in the PHB on p. Elmo medium humanoid human. Raise STR to Melee weapon attack: For one minute per level of the spell he expends.
Elmo knows the following ranger spells. Elmo is a secret agent of the King of Veluna. Fighting Style: Natural Explorer: When Elmo makes an intelligence or Wisdom test related in a forested region his proficiency bonus is doubled in skills he is proficient in. Cottage Woodsman's Woodcutter: Member of the Militia. Elmo makes two weapon attacks per round.
Magic Battleaxe: Melee weapon attack. Elmo can use an action and expend one ranger spell slot to focus his awareness on the region around him. Elmo is a 5th level spellcaster. Elmo has advantage on Wisdom Survival checks to tracks gnolls and hobgoblins. Lawful Good. Elven Challenge Challenge Rating 4 1. This awareness does not reveal their location or number. Magic Dagger: AC Cottage Tailor's Tailor: Use Scout MM p. Being withing 5ft.
Average Farm Building Farmer and Son: Prosperous Farmhouse Farmer: Well-Kept Farm Widow and Sons 2: Ranged Weapon attack: Add proficiency in Smith's tools and tinker's tools. Add proficiency with tailor's tools. When using the attack action and attacking with a one-handed weapon.
5e - Elemental Evil Player's Companion.pdf
Add Crossbow Expert: The tailor ignores the loading quality of crossbows. Add studded leather. Worships St. AC to Add Archery: Replace club with action: Eldest Son: Replace spear with morning star. Ranged weapon attack: Apprentices 4: Add these action: Light Crossbow. Members of the Militia. Throwing Knife. Worships Beory Mathilde. Use Veteran MM p. When an attacker hits Rannos with a weapon attack he may use his reaction to halve the damage..
Gremag can deal an extra 4d6 damage to a creature he attacks so long as he has advantage on the attack roll or if another enemy of the target is within 5ft of it and isn't incpacitated.
As an action gremag may apply one dose of wyvern poison to his dagger of venom. Chaotic Evil.
Temple of Elemental Evil 5e Conversion
If he hits with this attack it is automatically counted as a critical hit. Creatures struck by the poisoned dagger must make a DC 15 constitution save or take an additional 2d10 poison damage.
Rannos Davi can deal an extra 5d6 damage to a creature he attacks so long as he has advantage on the attack roll or if another enemy of the target is within 5ft of it and isn't incapacitated.
Dagger of Venom: Cunning Action: Gremag may take a bonus action each turn in combat to Dash. Thieve's Cant Challenge Challenge Rating 4 1. Once per day Gremag may take an action to cause the dagger to coat itself with poison. Rannos Davi is a spy for the Temple of Elemental Evil. Gremag has advantage on any attack roll against a creature that has not yet taken an action in combat. If he does so. When an attacker hits Gremag with a weapon attack he may use his reaction to halve the damage.
Rannos may take a bonus action each turn in combat to Dash. Their Challenge ratings have been calculated using the table in the DMG. Alongside their man at arms. Use Veterans: Use the trap described below. War Dogs 2: Add ring mail and shield. Poison Needle. Those in the area of the cone must make a DC 15 Dexterity check. Add Action: Sons 2: Add scale mail. On a failed check the targets take 22 4d10 acid damage.
Deducing the presence of the trap and the catch requires a DC 20 Intelligence Investigation to deduce. Use Spy: The trap can be disarmed with a successful DC 15 Intelligence test using Thieve's tools.
Modest Cottage Potter's Potter: Weatherbeaten Building Carter Carter: Sumone Hann. Acid Spray Mechanical Trap If this trap is opened without using the concealed trick catch. Carter's Son: Add Ring Mail and Shield. Use Guard: Add scale mail and shield. Church of St. Remove ring of invisibility. Cuthbert Terjon: Dogs 3: Cottage and Large Barn Dairy Farmer: Hit 3 1d4 bludgeoning damage.
Apprentices 2: Use Commoner: Younger Sons: Use Leather Armour. Cuthbert created by Calmert and Canoness Y'Day. Replace spear with action Trident. Bull's strength protection from poison remove curse restoration gp gp gp gp gp gp gp Braumeister's Nephew: Modest Cottage Black Jay the Herdsman: Add padded armour. And Hand Axe.
Use Leather Armour and shield. Replace spear with action. At the DM's Option. Morning Star. Replace crossbow with action. Calmer is a 3rd level spellcaster. Cuthbert Armour Class 18 plate mail. Replace Crossbow with action Sling. Calmer is the deacon of the Church of St. He is honest but zealous about collecting donations for the church and keep.
Calmer medium humanoid human. Spinster Daugter: Lawful Neutral. Cottage and Small Barn Farmer: Calmer has the following cleric spells prepared. Member of the Militia Holden.
Mill and Attached Home Mych the Miller: Jaroo may take the form of any beast with a CR of up to 2. Add shield. Large Barn and Connected Farm Herdsman: JarooAshstaff medium humanoid human. His attacks while in beast for count as magic. Jaroo is a 6rd level spellcaster. Jaroo has the following druid spells prepared. While transformed Jaroo may spend a bonus action to expend a spell slot and heal 1d8 hit points per level of the slot. Add leather armour. See PHB p.
The Grove Black Bear: He may maintain that form for up to seven hours. Jaroo is the leader of the followers of the Old Faith worship of the Earth and Fertility through Beory. Large New Building Carpenter: Add leather armour and shield. Nephews 2: Replace spear with Military Pick. Change to padded armour.
Walled Manor House Elder: Replace spear with Warhammer. Stonemason Stonemason: Apprentices 3: Add studded leather and shield. Hired Hand: Hit 11 2d10 fire damage. Burne has the following wizard spells prepared. Two Storied Tower Burne Rufus medium humanoid human. When a creature saves against one of Burne' cantrips the creature takes half the cantrip's damage.
Senses Passive Perception 10 Languages Common. Tents and Wattle Huts Agent: The chosen creatures automatically succeed their saving throws. Gnomish Challenge Challenge Rating 5 1. Sculpt Spells: When Burne casts an evocation spell that affects other creatures that he can see.
Improved Critical: Rufus's weapon attacks score a critical on a roll of 19 or Burne is an 8 level spellcaster. Rufus attacks twice per combat turn. Burne and Rufus would provide a party of four 5 th level characters with a hard encounter or a medium for a party of 6thlevel characters On Rufus' turn he may take one additional action and possibly one additional bonus action at the top of his turn.
Fire Bolt: Ranged spell attack. He holds the title of 'His most worshipful mage of Hommlet. Private Room Zert: Agent of the Temple. Meals breakfast. Eating plain meals all day totals up to 5 sp. I presumed the price of a pint was roughly a mug. I assumed a pitcher would be roughly two pints. Raise Challenge rating to 3 xp I Eating elaborate meals totals up to 8sp. For wines. Private Room Spugnois: I suggest the following modifications to the Inn's price list.
The 7-course dinner adds on another 4sp. In the case of some of the NPCs like Zert who are potential enemies. Add Scale mail and shield. Detailed Areas of Hommlet Rather than go area by area. Chaotic Neutral. Removed magic dagger and ring of invisibility.
Furnok is a con artist. Private Room Furnok: Spugnois is an apprentice mage who can be hired to aid the PCs on their investigations. Furnok can deal an extra 1d6 damage to a creature he attacks so long as he has advantage on the attack roll. He can be hired by the PCs for a share for treasure.
Shocking grasp: Melee spell attack. Spugnois is an 2nd level spellcaster. Spugnois has advantage to attack targets in metal armour.. Furnok should have advantage when competing with characters who do not know how to use marked or loaded gaming sets. Spugnois Furnok of Ferd medium humanoid human. Spugnoir has the following wizard spells prepared. Hit 5 1d8 lightning damage.
He is interested in the moathouse and will shadow the PCs as they investigate there. Neutral Good. Target cannot take reactions until its next turn. Neutral Evil.
Kobort and Turuko will aim to attack the party when they are worn down and wounded on their way back from the moathouse. Cuthbert C Draconc Challenge Challenge Rating 1 xp Saves: Church Library Treasure: Finding the hidden scrolls inside Legal Affairs in Veluna.
The spell scrolls are fewer in order to keep very rare magic items from being readily available in the village.
On Kobort's turn he may take one additional action and possibly one additional bonus action at the top of his turn. Patient Defense: Turuko may spend1 Ki point to take a Dodge action as a bonus action on his turn. Unarmed Strike: Melee attack. Private Room Turuko Kobort medium humanoid human.
Step of the Wind: Turuko may spend 1 Ki point make a Dodge or Disengage action as a bonus action during his turn. Armour Class 20 splint mail. Turuko may make two unarmed strikes as a bonus action. Kobort is convinced that doing Turuko's bidding will make him rich and famous. Turuko is an evil monk who is watching the moathouse for a chance to rob and murder successful adventurers.
I recommend: Turuko may apply his Dex bonus to damage with an unarmed attack. An evil. Turuko has a pool of 3 Ki Points. Flurry of Blows: By spending 1 Ki point immediately after making an attack action. They would normally make a Medium challenge for a 1 st level party of four. Guard Tower GT 1. Rufus' Chamber Treasure: Add Scale Mail and Shield. Turret Roof Guard: Hall and Ladderway Guard: Raise CR to 3 xp GT 5.
Burne's Chamber Treasure: GT Parapet Guard: Raise CR to 3 xp GT Chief Priest's Chamber Treasure: Replace the scroll of protection from demons with a divine spell scroll of magic circle.
Raise CR to 3 xp GT 1. This side-quest is one that can offer the PCs some bonus experience. It also will allow the DM to give the PCs a small boost to their experience points.
Renton Area 2. Tarith approaches the PCs at the Welcome Wench and offers them a proposition: He knows where a few rare darkwood trees can be found. Others are obvious options from the text of the adventure.
It weighs only three pounds. The moathouse is quite dangerous and densely populated. Tarim the woodcutter asks the PCs for help clearing out a grove of Deklo trees of giant spiders. When the PCs have adventured to the moathouse and slain a few monsters. As a modification that is less reliant on video game cliches. Jinnerith will also reward them with outfits of traveller's clothes a few days later.
As is. Helping the Tailor Jinnerith the tailor Area 11 has been trying for months to be allowed on the local militia. Twig Blights 4: They will also allow the PCs to be 4 th level by the time they reach Nulb. He has become a truly great marksman. At some point. Instead of spiders. If they strike up a conversation with him. If the PCs will clear the grove.
If they can get him into the Militia. Tatters of ochre cloth suggest that the Temple of Earth is at play here. Bringing Hommlet to Life These are not mechanical notes. They have little to offer the PCs but gratitude. If they follow Zert. Look into recruiting the foreigner and his warrior friend further. Commoners 4: Zert and the Cultist will attempt to murder the PCs. The young man will help the PCs fight. The victims. Give the PCs experience for the women if they are resuced. Two women are being grappled by the hair by one of the cultists.
While on the road between Hommlet and Verbobonc the PCs hear shouts from around the bend. The Mastiff is at 0 hit points and being drained of life when the PCs arrive. The younger woman. The Cultist will tell Zert that he has a message from the new master.
The wounded man Ebor. Lona is Ebor and Shana's daughter. Cultists on the Road Part of the background of the Temple of Elemental Evil is the idea that the cultists. Derrig is Shana's husband. The boy will explain that giant ticks grow in the marsh around the Moathouse and that they have been seen closer and closer to town lately.
Shana is his wife. If they didn't hire him and wind up stabbed in the back for their trouble early on. The PCs should get the xp for killing the tick. At night they may be woken DC 11 Wisdom Perception test at disadvantage by the sound of a rock rapping on his window if they rented room 8 or again with a DC 12 Wisdom Perception test of they are in rooms 7.
Giant Tick: If they discover that they are being watched. They happen upon a pair of Ochre-robed priests and a hobgoblin.
The cultists will make a run for it once wounded or once the hobgoblin is killed. Thereafter they can be encountered in the worker's camp Area 32 or the site of the keep's construction Area This might make a good introductory encounter for the PCs. Running to investigate the PCs will find one of Gwinneth's sons from Area 1 and a farm dog being attacked by a Giant Tick..
If they save the dog by killing it in one or two rounds. Zert will read the note. An older wounded man lies at 0 hit points but stable on the side of the road. Of course. The Gnomes live in the woods to the East beyond the Imedrys. They stay for three nights.
Gnome Commoners 5: A few days ago several ogres and an ettin stomped through their village. They intend to go to Verbobonc and keep their heads down until this is over. They could spy on the work camp. Burne will contact them at the Welcome Wench and inform them that he may have a job for them.
Goblins 3: He recently went to examine the blueprints for the keep. When he checked again later they had returned. In recent weeks. They might also be watching the trading post. The PCs may either ambush them when they come to steal another sheep. They are quiet and keep to themselves. One night early in the PCs stay in hommlet he is wounded while trying to guard them. This one would translate well if the PCs went to Ostler asking for leads on work.
Calmer approaches the PCs and asks them to see if they can find the culprits. Once he has been exposed. Finding the Saboteur is up to the PCs. Grant the PCs experience for Furnok if they can catch him cheating at cards. He has since moved the case for them into a more private part of the tower.
Ostler Gundigoot hires the PCs to confirm his suspicions that Furnok is hustling people while he plays cards in the common room of the Welcome Wench. Black Jay will reward the PCs with his cloak of elvenkind.
It turns out to be a small band of goblins lurking in the woods nearby. Furnok might bribe them to not tell Ostler. If they find the agent. A shelf of mouldering books contain a range of matters Arcane.
He offers to split treasures with the NPCs so long as he gets first crack at any arcane scrolls of spellbooks that they find. Two cultists lurk here. Grant the PCs experience for both if they either help them become betrothed or convince them to take their affair where it will not raise the city alarm.
A dust mephit and a smoke mephit stand guard here.
Tenser's floating disc. Cult Fanatic: The simple 4-room dungeon has become a minor outpost for the Temple of Air and includes three simple encounters.
MM p This laboratory includes an alchemy lab and a book of magical formulae describing how to make potions of flight and potions of gaseous form.
Spellbook containing the following spells: Room 1: This large room includes permanent markings in the floor for a summoning circle and a mural containing the formulae for magic circle on it. This is a great opportunity to get a laugh out of the players as they sneak up on and accidentally terrorize a pair of teenagers making out in the moonlight. A Cult Fanatic hides in this room.
If he hears the PCs fighting the cultists he will rush to join in the fray. Dust Mephit: Forbidden Romance With all of the strange things happening around Hommlet it is no surprise when the PCs are approached by one of the Braumeister's apprentices.
What they discover are secret trysts between the Carpenter's younger brother Marek Area 28 and Althea. A cauldron and fire pit. Cultists 2: If the PCs have a particularly good reputation. A forge in one corner holds a recently completed magic dagger. Room 3: This room contains a filthy. In a locked cabinet that the cultists have clearly been trying to break open is a lost spellbook. Room 4: A battered bedroom with gnome-scale furniture. He urges the PCs to look in on it. The Fountain has recently been mended and pumps water again.
Carpenter's Brother: See area The cultists have put down their bedrolls here. The traders and their man-at-arms are a formidable encounter: The cause is will-o-wisps haunting the battlefield. The players should be awarded an experience bonus worth half of whomever kept her slave.
If the characters drive Rannos and Gremag out of town or kill them. While her husband has been forced to presume her dead. It remains a dangerous place full of restless spirits. This encounter is ideal for characters around 3rd level as a hard encounter. Canon Terjon will offer the PCs a reward of healing potions or divine scrolls from the ones hidden in the library if they will deal with the source of mysterious lights that have been seen in the area.
This could easily be ported into the campaign. After Hedrack dies or the PCs sense the charm magic and break it on the mind-controlled slave. She could be found as a mind-controlled slave to Lareth the Beautiful. Later on. The Caravan As goods and prisoners are occasionally shipped up to the Temple from the Moathouse.
Lareth's diary. In that version of Temple of Elemental Evil. After Lareth is defeated. On a failed save they also take 2d10 damage or half again on a successful save.
If a large creature crosses the bridge it must make a DC 20 Dexterity Acrobatics with a penalty equal to the creature's Con bonus check or fall through the rot. Pool Updating the giant frogs requires reducing the number. Giant Frogs 3: Brigands If the party is still four characters of 1st level. When the door to this chamber is opened scraps of ancient mouldy cloth and cobwebs fly about causing open flame light sources to erupt in fire.
Littered Room Treasure: Bastard sword Salon Trap: Fluttering debris. Standardize the brigand's gear here. Corner Room Giant Snake: Ruins of the Moathouse In updating the Moathouse I made the general assumption that the PCs would be thoroughly exploring the courtyard. Empty Bedchamber If the party is already at 3rd level by the time of this encounter add an aide to the leader as a second thug virtual xp. Any other characters within 5ft.
Tower Giant Spider: Jewelled dagger gp. Rotting Drawbridge Trap: Rotten drawbridge. Domicile Treasure: Giant ticks are dog-sized ambush predators that drop from above or rush their prey from debris piles.
Any character damaged by the swarm of rats must succeed on a DC 10 Constitution Save or contract a disease. While attached. The tick can detach from the target by spending 5ft. Barracks I removed the magical shield in favour of some extra treasure here to keep the number of magic items available in this dungeon down to something more consistent with 5e. Until the disease is cured.
Allow a Wisdom Perception 19 check to find the gold ring 40gp. Giant Tick small beast. Decorative Shield gp. Climb 20ft. If the target's maximum hit points drop to zero this way. Giant Lizard: It does so after it drains 10 hit points of blood from the target or the target dies.. Storeroom and Stairway The numerous giant rats of the previous module would make for a potentially deadly encounter for Giant Rats: Kitchen Giant Ticks 2: A creature.
If the characters are below the grate when it falls they must make a DC 13 Dexterity save. Corridor and Cells Assuming a party of four 2nd level characters. Undetected Trap Trap: This heavy iron grate is easily spotted with a DC 10 Wisdom Perception test.
Door Treasure: If they actively search the room allow them to make a DC 15 Intelligence Investigation test. Human Merchants: On a failed save they take piercing damage and are restrained until the grate is lifted. Littered Storeroom Stealth in this room has disadvantage. It can be opened using a lever in area 26a. Grey Oozes 2 MM p. The Investigation test will also inform the PCs that the trap trigger is somewhere else in the moathouse dungeon.
Zombies 6: Lifting it requires a DC 25 Strength athletics test. Have the gnome's ring offer advantage on Charisma Persuasion checks with Gnomes. If the grate is triggered it seals off areas 25 and beyond from the rest of the dungeon. Large Room Ogre: Six zombies is an effectively hard encounter for a 4th level party and a medium encounter for four 3 rd level characters. Oak Door Once the PCs have rescued the merchants encourage them to find a place to rest. This trap is triggered by opening the false door at location Success is automatic if the PCs can understand one of those langauges.
The Bribe should be a minimum of 66gp they will depart. With a virtual xp encounter. Players should be allowed a DC 13 Wisdom Insight test to read the gnolls' intentions even if they do not speak their language.
Pool Given that this pool is revealed t be the entrance to a lost temple of Tharizdun in Return to the Temple of Elemental Evil it may be worthwhile to describe the eerie cold of this place. Have the first encounter spread the ghouls widely apart in the crypt to give the PCs a chance to eliminate one before the other becomes a major danger. If they are not doing well. The pool should also register as being desecrated using a paladin's divine sense or a detect evil and good spell.
On a failure of 5 or more. False Door PCs examining this door before opening it may make a DC 15 Intelligence Investigation test to spot the trap trigger connected to the doorframe: Burial Crypts Assuming a four member party.
On a failure of less than 5. The number of creatures in this encounter had to be dropped radically assuming a 2 nd level party of four. This remains a hard encounter for four PCs of 2 nd level and a normal one of those PCs are 5th level.
If they investigated area 26 successfully they will also be able to deduce that this is the trigger to that trap. Move the others two to area 31a. Give the PCs full experience for talking their way out of the situation. Ghouls 2: Gnolls 4: Halving the number of Bugbears but not adjusting their treasure allows the PCs to get a sense that the treasure in this region is significant.This encounter slowly escalates from medium to deadly if the PCs are not careful in how they manage the combat.
Add leather armour and shield. Two cultists lurk here. But they Earth Genasi also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations. Add Ring Mail and Shield.
Create Heroic Characters to Conquer the Elements!
You can cast the levitate spell Appropriate backgrounds for earth genasi include hermit, once with this trait, requiring no material components, outlander, and soldier.
Lona is Ebor and Shana's daughter. If he does. Have the gnome's ring offer advantage on Charisma Persuasion checks with Gnomes.