Adventures converted to 5e SPOILERS

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Coronoides
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Adventures converted to 5e SPOILERS

Post by Coronoides »

Those of you following my conversion efforts can now begin to use the adventures in Book 3 of the boxed set. As I complete the first draft of the conversion notes for each adventure they will be posted here. As usual I would love your feedback especially if you play through any of the adventures. Note that this thread contains spoilers so players stop reading here.

General Notes
The adventures in the boxed set proscribe whether dragon or vassal PCs are used and are written as if no one is playing a half-dragon. In this conversion I avoid the DM arbitrarily dictating to players which of their PCs they use and leave the descision to the players. Most players will understandably use all their characters on most adventures. Therefore when converting adventures I assume a ‘standard party’ of 4 bronze dragons (a mid-range breed) and 4 vassals with equal xp and one half dragon with double the xp of the others; 9 PCs all up. These large numbers of PCs require an extension of table for Encounter Multipliers (DMG82) for designing encounters. Fortunately a little algebra can figure this out and these numbers have several years of playtesting.
I have reassessed each adventure and given an appropriate level. Assessment included looking at the typical progression of a miid-range dragon breed (the bronze) compared to her 2e equivalent recommended in the adventure and looking at the most difficult combat encounter and setting a character level where this encounter was hard to deadly for our typical party. Usually, these two different methods produce very similar recommended levels.
When awarding experience divide the story-based rewards in CWC by 10. Where a xp reward is ‘per PC’ award once per player instead. Use the usual xp rewards for monsters given in the 5e MM. If a player has two active characters they get half as much each, if one member of a kindred bonded pair is active that character gets 75% of the xp and the partner 25%.

Not the Draca!
As the first adventure in a typical campaign, this scenario is for 5 characters and/or character sets total levels 7 each. It assumes that dragons have the Custodians’ Ward background. There should be at least one dragon PC for the plot to make any sense. 1st level characters can be killed instantly by a lucky blow from an ogre. Therefore the kindred of new gold dragons cannot take part. I would assume that the non-dragon PCs work for the Custodians or are visiting the Aerie on business. When the dragon PCs have made enough noise to raise the alarm then the other PCs are nearby and arrive the next round. The bond between kindred and dragon does not exist yet. The heroics of those kindred who do show up provides a nice backstory about why the dragon’s elders will assign the PC vassals to be kindred. I would also have Fireclaw (C7) hatch three rounds into the fight and try to claim the credit afterward (use wyrmling red dragon MM98 but add Languages High Draconic, Chromatic, and Survival skill +2).
Unlike the original 2e adventure, no further rules for the weakened state of just-hatched dragons are needed, this conversion delays some features until a dragon’s first birthday anyway.
Given their placement on the map (CWC11), I would expect the ogres (MM237) to be met not all at once but in waves of 7 or less. Therefore this is a Medium danger adventure (assuming four 5th level dragons, four 2nd level kindred, and a 7th level half-dragon all starting characters with 0xp). Krug can be treated as a normal ogre but with Int 10 and 79hp (no change in his Challenge or xp). A typical xp reward would be around 1350xp per PC for the fights. Dividing the printed story rewards by 10 as much as 1725 more xp per player can be earned. The total is 3075xp for single PCs or 1537 for each character if both in a set are active, enough to raise the kindred to 3rd level. The adventure is worth 2 renown within the Custodians faction for dragon PCs however since they are not of sufficient age they cannot rise to the next rank within the faction.
After this adventure assign at least two years of downtime to allow the kindred bond to be forged and for PC dragons to enter a class.
Last edited by Coronoides on Sat May 30, 2020 6:41 am, edited 1 time in total.
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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

A good way into Colour Blind. Have to say “Not the Draca” is by far the simplest and shortest conversion. All the others will be much longer and take more time to produce.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

How do I post a picture? My conversion of "Colour Blind" includes two small maps.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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You have to use the img tag, which is the third button from the right above in full editor move.
Between the two tags you have to put the url of the image (i.e. must be an image stored on the web or on a site you own).
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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

Let's try this...
Player's handout for Colour Blind. Propose route from Aerie to Dwarftown
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Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

I'll be making several posts per adventure as material is completed. All this is at the draft stage and any comments no matter how minor are welcome.
This first part covers the introduction and the journey to Dwarf Town.

Adventure Two: Colour Blind
Introduction
As usual for this conversion players can decide on what mix of dragons, kindred, and half-dragons to send. This is an adventure for 4 to 9 PCs of around 18th level. The hardest encounter in this adventure is 12 frost giants, a just beyond deadly encounter for our typical party of nine (four 18th level young dragons aged about 6 to 25 years, four 18th level kindred, and a 23rd level half-dragon). However in that final fight the giants are supposed to get away, it is not a fight to the death, and the PCs need only figure out the mystery to succeed. Therefore a smaller party could easily complete the adventure. Note the difference from a typical D&D campaign, at 18th level most D&D campaigns will be winding up, this Council of Wrym’s campaign is about half way through.
Overview
The adventure is a good one although the plot relies too much on coincidence for my liking. Three conspiracies all happen to be discovered by a witness who just happens to lose his voice just before the PCs happen to show up, I mean really? Additionally, the other thing is the big iron cage. How did the dwarves make it so fast? Where did they get all the valuable iron shaped into long bars? I think a makeshift sturdy but wooden cage makes more sense.
Given that the custodian is sending them off to see if they can cooperate I would add the evil Fireclaw into the mix (C7). By this time Fireclaw will be the same age as the PCs (use young red dragon MM98 but add Languages High Draconic, Chromatic, and Survival skill +4). Despite what the PCs might expect Fireclaw does not betray them unless she sees a large gain and is certain she will not get caught.
Starting the Adventure
Player’s map. Print the map above and hand it to the players.
Although Dwarftown is not marked on the poster map in the boxed set it is an over 1000 mile journey from the Aerie to the Eastern Shore of Majyst. This journey is given no consideration in the original adventure. They cannot take the most direct route, typical young dragons have around CON18, insufficient for the sea flight from Fang to Watertown. I suggest a likely route below. I suggest you draw a map for them to follow and have Mykell give it to them and tell them to “fly swift over the ocean. In the end longer at a more moderate pace can lead to worse exhaustion”. If the PCs take another route then use the example as a model and roll random encounters. The typical travel pace for a young dragon flying is 64 miles a day (slow 43, fast 85) but to cross the seas sometimes a forced march will be required. A typical journey follows. I have aready rolled for random encounters on this journey.
DM’s map. This map has the typical days of travel marked in red.
Image
Day 1-2 overland NNW from the Aerie to the shore.
Day 3 They fly North 85miles across the straight to Exaurdon and reach the shore at the end of the day. Flying at fast pace avoids having to make forced march checks. They camp that night in the forest near the shore.
Day 4 they fly over forests and mountains to arrive at the City of Gold in the evening. Whether they have left All Clans Isle before or not the large impressive City of Gold deserves some attention. Read or riff of the following:
“As you pass over the foothills and the sun begins to set the peak of a mountain ahead gleams as if it is on fire. This is your first glimpse of the City of Gold. Spiralling up on the winds until you are level with the distant city you are so high you can see your home All Clans Isle to the South. Closer you can see the burning light is from many gold dragons flying over the city and from the gold coating many of roofs, columns, and huge statues. The wealth, size, and power of this metropolis carved from the rock of the mountain is staggering. The circling gold dragons pay you no mind as you approach their city.”
Should you need it more information on Clan Exaurdon is given CWB9-10 and Book 2 of this conversion. The Clan is so powerful that it has no overt enemies. Golds are also arrogant. For these reasons I decided that a few young dragons would be ignored as not a threat and not important by the golds. However once the PCs land vassals will recognize that a mixed-breed group of young dragons must be from the Custodians. Vassals will make the sign of the eight-pointed star (CWB24) and generally try to be helpful, though they still charge the PCs for lodging, food, and other services.
Day5: This is a great random encounter; the players get to control PC dragons fighting a Council of Wryms specific monster in the air! Flying ENE over the mountains they are attacked by Ogre Wyvern Riders who fire their massive longbows at the PCs before closing. Start the encounter with the wyverns springing out out hiding and taking to the air when the PCs enter the long range of the ogre’s bows (600 ft.). There are sufficient ogres and wyverns that the giants feel confident enough to take on the dragons. However, the PCs are so far away the ogres fail to spot the vassal heroes astride the dragons until it is too late. This will be a Medium encounter. 6 Ogre riders (viewtopic.php?f=81&t=19605) on 6 Wyverns (MM303).
Day 6-7: they fly across the plains without events.
Day 8-10 they reach the Northern forest of Exaurdon Island. No Encounters day 8-10. At the end of day 10 they reach the coast and rest for another endurance flight across the straight to Splendour Island.
Day 11: the narrow of the straight is 100 miles across. At fast pace (10.6 miles an hour) it is a 9hour 26min flight to Splendour Island. There are no encounters during the flight but this is a test of endurance. At the 9 hour mark they must make a CON save DC11 or suffer one level of exhaustion (PHB291). If they then have a meal and a longrest on the shore this resets. Sometimes though players choose to do the unexpected.
About Splendour Island
Splendour Island is home to three clans with very different cultures. The green dragons of Evilwood (Malsvirgrovis in Draconic), the golds of clan Resplendence (Vorelnoach), and the Topaz dragons of clan Dry Air (Thraejing). The proposed route does not take them to any of the cities of these clans; they fly along the neck of land that is probably the border of Evilwood and Resplendence. If the PCs decide to detour to settlements of any of these clans the only information we have on them is on the poster 3 “Dragon Clans of Io’s Blood Islands”. The dragons that Hammerim is dealing with are from Clan Evilwood but the is no chance the PCs will stumble on this information even if they visit the city that bears the clan’s name.
The following is extrapolated non-canon.
The neck of land connecting the northern and southern portions of Splendour is the border be-tween the Domains of Vorelnoach and Malsvirgrovis. Without a major river, mountain range or other natural geographic feature to define the border the neck is disputed lands. We know drag-ons of Malsvirgrovis are happy to trespass on the lands of other clans CWC19 and therefore are likely to not only dispute the border but also cross the neck into the northern lands held by Vorelnoach to hunt illegally. The results of these transgressions are covert raids conducted by both clans to destroy each other’s border settlements and fortifications. Neither clan is currently keen to bring the matter before the Council at this point. The golds want to re-establish settle-ments on ‘lost’ territory to strengthen their claim before bringing it to the Council while the Greens will avoid involving the Council as long as possible to grab more land and slaves. There-fore most dragons of both clans will avoid conversation with the PCs who are Custodians who might bring the matter to the Grand Custodian Mykell who would regard the raids as a possible threat of dragon-war and take it to the Council. Dragons of both clans will urge the PCs to fly through quickly, the golds with false concern for youngsters close to the green’s border and the greens with threats.

Day 12-14: The map indicates they should fly across Splendour Island at the narrow ‘neck’ joining the north and south portions of land then angle northwest to another narrow straight. About 185 miles all up, just under 3 days travel at moderate pace (64 miles per day). While day 12 and 14 pass without incident, Day 13 is especially eventful.
Day 13: About 9am they have the misfortune of encountering a Green Dragon. Achuakoth (Greentooth) is antagonistic and acuses them of being trespassers and unwelcome spies for the meddling Council. He threatens violence if they do not fly north for a day. If they comply he follows at a distance of about a mile and a day is added to their journey. They are on Council business and can lawfully cross. If they refuse then Greentooth attempts to murder the lot of them and hide the bodies. Achuakoth is an Adult Green Dragon who has severely underestimated the humanoids aiding the dragon PCs. This is an Easy fight. If he takes 100 damage (107 hp left) he attempts to flee. If Fireclaw is with the PCs she urges them to “punish this slight against the Council with death for this foolish green”.
Around noon of the same day when the PCs land for lunch a Black Bear watches them from hiding hoping to eat any scraps after the dragons leave. PCs with a passive perception of 10 or greater (most PCs) spot the bear lurking at a distance of about 100 feet away at the edge of the woodland meadow.
Past midnight that night (technically day 14) a wood elf scout finds the PCs. The vassal gets close enough to observe them with Darkvision (50ft away). Awake PCs notice her if passive perception is 17 or higher. Her name is Seleth and after observing the PCs to 2 rounds sneaks away to report to her master; an adult gold dragon named ‘Champion Sunfire Resplendence’. If discovered she avoids combat and tersely keeps conversation to a minimum wishing the PCs well on their journey.
Wood elf scout go here scroll down viewtopic.php?f=81&t=19605
Day 15. The narrow of the straight sparating Splendour from Majyst is 50 miles across; even at a moderate pace PC dragons can easily cross in a day. There are no random encounters this day.
Day 16. The PCs do not encounter any creatures as they wing their way to Clear Lake. They arrive at the city in the afternoon. No description of Clear Lake city is given in the boxed set.
About Clear Lake
We know from the map that Clear Lake is inland within a cool temperate forest. It is the capital of clan Majyst and is ruled by Gemmenna a female amethyst great wrym.
The following is non-canon
I have taken cues from the city’s name and location as well as the descriptions of amethyst drag-ons in the boxed set and 2e MM when describing the city. Given that the Dragonlord is a great wrym and it is a clan capital, the city is probably large and prosperous.
In the afternoon you reach the lake. True to it’s name the lake’s water is still and clear. The lake is dotted with sailboats with brightly coloured sails and painted figureheads. At first even the keen eyes of dragons see no sign of the city on the northern shore but as you get closer you can make out little doors and windows in the lightly wooded hillocks and narrow cobblestone roads between them. Quite unlike a spired city of elves, this must be a city of gnomes. There are also larger, dragon-sized austere marble arches and porticos on some hillsides and beneathe the glassy waters of the lake. As you spiral down to a clear space by the busy docks gnomes stop their work to make the sign of Io and kneel or bow.
The city of Clearlake accommodates it’s 20 000 residents almost entirely underground. Just be-neath the surface is a winding warren of interconnected gnome burrows filled with comfortable homes, workshops, libraries, mushroom farms and cart tunnels. Dragons live in lairs dug out and lined with marble and limestone to create austere underground palaces. Gnome tunnels never connect directly to dragon lairs for security reasons and the oldest wealthiest dragons dwell be-neath the lake away from thieves and talkative inquisitive gnomes.
The gnomes of Clearlake are friendly cheerful people who provide their service to visiting drag-ons free of charge and direct them to an old empty lair to rest. The gnomes still charge for any goods the PCs buy.
The dragons of Clearlake behave like serious nobles. They are coldly polite to visitors and prefer to be left alone.
While we wait for WOTC to release official gem dragons there are fan versions on the Internet and Kobold Press has released a good book of them on the DM’s Guild. http://www.dmsguild.com/product/180402/ ... -of-Faerun

Day 17. The PC’s flight over the lake and forest to Dwarf Town is uneventful.
Last edited by Coronoides on Sat May 30, 2020 6:42 am, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

Things to know…
Finally, the PCs arrive at the village and discover the white dragon prisoner. The adventure can be run mostly as presented. Here I present the statistics of the NPCs involved.
…About the very young white dragon
For Snowfire use the White Dragon Wrymling statblock (MM102) except he has 36hp when fully healed and 14hp currently. Snowfire has survival skill +2. Also he only speaks chromatic and then only after being healed to at least 32hp. It is very likely that Fireclaw will have to act as translator and the PCs may suspect treachery when there is none.
…About Elder Hammerin
Where possible I use existing stat blocks from the MM. However, some of the NPCs in the ad-ventures cannot be represented this way. When this occurs I create a new NPC type. Hammerin is an Overseer with LN alignment and proficiency in smith’s tools.
Clan’s Dwarf Elder Overseer
Medium humanoid (Hill Dwarf) any alignment
Armour Class 14 (bronze breastplate)
Hit points 60 (8d8+24)
Speed 25
STR 17 (+3), DEX 11 (+0), CON 16 (+3), INT 13 (+1), WIS 9 (-1), CHA 14 (+2).
Skills: Deception +4, Persuasion +4, History +3, one kind of artisan’s tools.
Senses: Passive perception 11. Darkvision 60 feet.
Languages: Common, Dwarf.
Challenge: 2 (450xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
War Pick. Melee weapon attack. +5 to attack roll. Reach 5 feet. One opponent. Damage 8 (1d8+3) piercing.
Multiattack. Due to his skill the Overseer can make two war pick attacks in a round with his single pick. (DPR15).

Overseers are respected clan’s dwarves who are responsible for the smoothe running and de-fense of an important industry such as a mine or smelter.
About Elder Malletal
Malletal is a Clan’s Dwarf Elder Captain of (imperfect) Lawful Nuetral alignment with the De-ception skill +2. He is proficient in smith’s tools but rarely plys this trade nowdays.
Clan’s Dwarf Elder Captain
Medium humanoid (Hill Dwarf) any alignment
Armour Class 17 (Half plate)
Hit points 72 (11d8+22)
Speed 25
STR 16 (+3), DEX 15 (+2), CON 15 (+2), INT 12 (+1), WIS 11 (0), CHA10 (+0).
Skills: Perception +3, Persuasion +3, History +4, one kind of artisan’s tools.
Senses: Passive perception 13. Darkvision 60 feet.
Languages: Common, Dwarf.
Challenge: 5 (1800xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Enchanted War Hammer +2. Melee weapon attack. +8 to attack roll. Reach 5 feet. One oppo-nent. Damage wielded two-handed 11 (1d10+5) bludgeoning.
Multiattack. Due to his skill the captain can make three war hammer attacks in a round with his single hammer. (DPR33).

Captains are the leaders of militia platoons. They have left the craft they learned as an appren-tice behind to be full time soldiers who train and drill the militia patrols they lead. A captain might be in charge of the defence of a small village but larger settlements will have multiple cap-tains answering to Highborn officers.
…About Elder Naluri
Elder Naluri is a Clan’s Dwarf Elder Administrator of Lawful Evil alignment proficient in callig-rapher’s supplies. Her illuminated ledger books and reports are almost artworks in their own right.
If you have a stat block for Young Amethyst Dragon then she also carries a potion of amethyst dragon control. She keeps the potion out of sight because the penalty for owning such a potion is death.

Clan’s Dwarf Elder Administrator
Medium humanoid (Hill Dwarf) any alignment
Armour Class 14 (studded leather)
Hit points 35 (5d8+10)
Speed 25
STR 14 (+1), DEX 16 (+2), CON 14 (+2), INT 16 (+3), WIS 14 (+2), CHA 17 (+3).
Skills: Deception +5, History +5, Investigation +5, Perception +4, Persuasion +5, and calligra-pher’s supplies.
Senses: Passive perception 14. Darkvision 60 feet.
Languages: Common, Dwarf.
Challenge: 2 (450xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Enchanted Short Sword +2. Melee weapon attack. +6 to attack roll. Reach 5 feet. One oppo-nent. Damage 8 (1d6+4) piercing.
Sneak Attack. Once per turn, the administrator can deal an extra 11 (3d6) damage to one crea-ture she hits with a short sword attack if she has advantage on the attack rol1. She does not need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and she does not have disadvantage onthe attack rol1.

Administrators record the activity of a dwarven village or worksite and report to their superiors. They are expert at calculating taxes, investigating skimming and tax evasion, as well as detecting forgeries and fraud.

Potion of Amethyst Dragon Control
Potion, legendary
There is no official version of any potions of dragon control for D&D 5e yet. Use the description below until an official version becomes available.
After drinking the potion for the next 5d4 rounds the imbiber of the potion is able to control one amethyst dragon at a time as per the dominate monster spell. As per the spell Concentration is required. Each time the imbiber switches to control another dragon the dragon may make a sav-ing throw.
…About Keryst
D&D 5e does not have offical statistics for Young Amethyst Dragons yet. An excellent version of gem dragons for D&D 5e by Kobold Press can be found here http://www.dmsguild.com/product/180402/ ... -of-Faerun. When using the linked book gem dragons of the isolated Council of Wryms setting lack the Planar Travel ability. If you don’t have this resource then it is easy to keep Keryst out of combat, just assume he lets the PCs deal with the dwarves and giants, and that Naluri does not have a dragon control potion and therefore cannot force him into combat.
…About Dwarftown Village
This section needs few additional notes.
Rolling river. DC19 athletics check to swim across.
Naluri’s home. Only contains a potion of amethyst dragon control if you have a stat block for Keryst. The Dragon slayer sword is described in the DMG. Note owning the sword is illegal and carries the death penalty.
Dragon Cage. As mentioned earlier the dragon cage might be a makeshift but sturdy wooden contruction rather than iron. Torvin is a Clans Dwarf Captain(see below).
Clan’s Dwarf Captain
Medium humanoid (Hill Dwarf) any alignment
Armour Class. 17 (Half plate)
Hit points. 42 (6d8+12)
Speed. 25
STR 20 (+5), DEX 13 (+1), CON 15 (+2), INT 9 (-1), WIS 8 (-1), CHA 12 (+1).
Skills. Athletics, Intimidation, and one kind of artisan’s tools.
Senses. Passive perception 9. Darkvision 60 feet.
Languages. Common, Dwarf.
Challenge. 3 (700xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Glaive. Melee weapon attack. +7 to attack roll. Reach 10 feet. One opponent. Damage 11 (1d10+5) slashing.
Multiattack. Due to his skill the captain can make two glaive attacks in a round with his single weapon.

Clan’s Dwarf Captains have left the trade of their apprentice years behind to become full-time soldiers. The soldier’s life attracts tough dwarves with few other prospects. Those who are tough enough to rise to be captains either command militia platoons themselves or act as second in command to a Clan’s Dwarf Elder Captain or Highborn warrior. Clan’s dwarf captains become powerful offensive fighters to compliment the defensive training of the clan’s hearth guards.
Event One: Something Rotten in Dwarftown
This event can play out as per the book. Be sure to call for the use of social skills like Insight DC10 if the players don’t catch on that Snowfire is trying to tell them something. Insight DC15 to confirm Naluri is hiding something or is anxious to see the white dead, and Persuasion DC10 to convince Keryst to let them look into the matter.
Event Two: Exploring the Forest
To confirm that Hammerin is leaving something out of his version of events Insight DC 10.
At the Western Clearing
The PCs can make an Investigation (Intelligence) check. They will probably all want to do this. Explain that each PC can search themselves (one check) or aid another character giving that PC Advantage, not both. To compare their efforts to the dot points CWC25 see below
5e PC’s result 2e CWC25 dot point
15-18 up to 3 less than the required success number
19-21 4 to 6 less than the required success number
22-23 7 to 8 less than the required success number
24+ 9 or less than the required success number
Tracing the white dragon’s path through the forest requires a successful Survival (Wisdom) check DC15. Snowfire’s panicked crashing through the undergrowth leave a lot of traces and it is easy to follow the trail to the water’s edge as described CWC26.
At the shore
If they track Snowfires dash back to the shore when they arrive immediately compare the groups’ passive perceptions (PP) to the dot point list on CWC26. A conversion is given below. If the players ask for a perception roll let them have this too. Finally, if the spend time searching call for investigation checks and use the same outcomes. If it omes up the shore is about 1600 feet from the Village.
5e PC’s PP or result 2e CWC26 dot point
15-18 up to 3 less than the required success number
19-21 4 to 6 less than the required success number. This result may lead to a DC10 Survival check to track.
22-23 7 to 8 less than the required success number
24 9 less than the required success number
25+ 10 or less than the required success number
Marine Scrags
Large giant, chaotic evil
Armour class. 17 (natural armour)
Hit points. 92 (8d10+48)
Speed. 10, swim 30
STR 18 (+4), DEX 13 (+1), CON 22 (+6), INT 7 (-2), WIS 9 (-1) CHA 7 (-2)
Skills. Perception +2 check
Senses. Darkvision 60 ft. Passive perception 11
Languages. Giant
Challenge. 5 (1800xp)
Amphibious. The scrag can breathe both air and water.
Keen Smell. The troll has advantage on smell based Perception checks.
Regeneration. The scrag regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it does not regenerate at the start of its next turn. The scrag only dies when it starts its turn with 0 hit points and does not regenerate.
Actions
Multiattack. As one action the scrag can attack with both claws and its bite.
Claw. Melee attack: +7 to hit, reach 5ft, one target, 1d4+4 slashing damage.
Bite. Melee attack: +7 to hit, reach 5ft, one target, 2d6+4 piercing damage.

Scrags are trolls adapted to life in the water. Scrags are slow on land because they are legless with long tails like merfolk and merrows. Marine scrags are more adapted to the water than their freshwater cousins; the arms of the marine scrag have atrophied like a seal but their shark-like maw delivers a devastating bite.

Interestingly, I think the (land) troll in the MM has only a +1 perception when it should have +2.
At the northern clearing
I have split the Observation roll called for on CWC27 into two separate checks.
A DC15 Survival check if successful reveals the first dot point
A DC18 Investigation check if successful reveals the second and one clear dragon footprint which is to prompt them to make a survival check to look for tracks.
Event 3: Kill the dragon!
When conducting this scene with the 5e rules be sure to call for social skill checks where appro-priate. Mordiak uses the Clan’s Dwarf Soldier stat block below, I would allow the PC dragons to intimidate him but his Wisdom save roll to resist has advantage given the circumstances. It is important to remember that the young dwarf woman bringing the food does not know it is poi-soned. Asking the young woman will reveal Naluri gave her the food. Naluri denigns poisoning the food and resists the player’s insight rolls with her Deception skill. If the Amethyst dragon stat block you are using does not include the ability to neutralise poison then Keryst is carry a vial of antitoxin. It is likely that 5e players will seek to solve the poisoning with antitoxin if they don’t have any then Keryst will offer his.
Clan’s Dwarf Soldier
Medium humanoid (Hill Dwarf), any alignment
Armour Class. 16 or 14 if using crossbow (ringmail and shield, disadvantage on stealth checks)
Hit points. 13 (2d8+2)
Speed. 25
STR 16 (+3) DEX 10 (+0) CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)
Skills. Perception +3, Athletics +5. Proficient in one type of artisan’s tools.
Senses. Darkvision 60 ft. Passive perception +3
Languages. Dwarf, Common
Challenge. ½ (100) I’m pretty sure the second one is right.
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Battle Axe. Melee weapon attack. +5 to attack roll. Reach 5 feet. One opponent. Damage 8 (1d8+3) slashing.
Light crossbow. Missile Weapon attack. +2 to attack roll. Range 80/320. One opponent. Dam-age 5 (1d8+0) piercing.

The bulk of any dwarf settlement is made up of clan’s dwarves. These citizens are apprenticed at a young age into a craft but are also expected to train with the stronghold’s militia. Those who take to soldiering spend more time on patrol or guarding than crafting during peacetime and act as troops in times of war.
Event Four: Act of Desperation
Given the shorter combat rounds in 2e Naluri should have her second potion of dragon control on her and use Keryst to fly her to the shore (1600 feet away, 10 rounds flight with the Dash action taken each round and flight speed 80). There isn’t time for her to go home for her magic sword but we can assume she has it hidden under her cloak incase the PC dragons get to close to the truth. Remember just owning the potions and dragonslayer sword is punishable by death.
After the battle with Naluri Keryst offers them hospitality to make amends and orders a feast that night. This also gives the dwarves time to search the homes of the criminals and deliver the treasure the victorious PCs get a share of. Don’t forget to divide all printed stry based xp rewards by 10.
If the PCs do actually meet the 12 frost giants these use the stat block from the MM. As de-scribed in the book they are more intent on getting away than fighting to the death. Assume that with the huge oars the giant boat has a speed of 100 and can therefore get away.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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After a brief break I'm now back to this conversion. Next The journey home from Dwarftown.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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The Journey Home
The PCs will likely retrace their steps to return to the Aerie. In this section I pre-rolled the random encounters that fill out this long journey. Here I show how you might use random rolls made before the session to launch extra story lines thus helping a busy DM fill out her campaign.
Image
Day 1: Three encounters!
8am Dwarf vassal (Patrolled/Domain), Before they leave the PCs are approached by a dwarf mi-litia patrol carrying a small chest. The Dwarves might be led by the newly promoted Mordiak whose misplaced anger actually has impressed Keryst who sees someone who hates Whites as an asset in this location. The new captain of the dwarves states that Keryst left in the night but re-quested the PCs deliver the chest to Dragon Lord Gemmenna, she is currently on All Clan’s Isles as Majyst’s Platform of Wryms representative. They are instructed not to open the sturdy chest which is nailed shut and has a wax seal at the join of the lid and box. The wax is stamped with the claw rune of Majyst. Shaking the chest produces no noise. The best way to stay out of trouble is to not open the chest. If they want to open the chest smashing the chest to splinters is easy for a dragon (STR Athletics DC20, or do 15hp of bludgeoning or axe damage). Inside is a lot of cloth wrapped around a suede bag holding 200 pearls worth 100gp each. On seeing the pearls Fireclaw immediately suggests they split the pearls and dump the chest then claim they were at-tacked by an overwhelming number of ogre wyvern riders with a powerful shaman who took the chest. “If we stick to the story no-one will ever know” argues Fireclaw. You can sweeten the deal by offering Inspiration to dragons with greed based flaws. If only less than half of the group PC decides to not go with her plan Fireclaw urges the others to murder their companions in the wilds and blame the fictional ogres. If the PCs don’t do with her plan she will denigh ever sug-gesting it.
12noon Ettercap (Forest). You are spiralling down into a into a forest clearing at noon to rest and feed when you notice that benethe the canopy is a mass of thick white webs. The ettercap re-sponsible is laying low and waiting for the dragons to leave. If they try to figure out what made the webs they first encounter big but normal spiders. The forest is a maze of tunnels in the web-bing 6ft tall and 5ft across. Note to the players that they move through the forest with difficulty. If they persist DC 13 Survival to find weird two clawed prints, DC13 survival to follow the trail. Finally, DC19 perception to spot the ettercap hiding above the trail obscured by webbing. If threatened it flees first and only attacks if pursued for 2 rounds or it takes damage. In this fight the PC can squeeze (PHB192) down the web tunnels or Make a strength check DC 11 each round to move and fight and suffer difficult terrain. Forget flying. Even with these advantages the ettercap wont last long. A Search near the fight scene (DC14 investigation) finds carcasses picked clean and a dwarf toddler ‘Tildy’cocooned in silk.
Day 1 Midnight Dwarf Vassal/Kindred (Patrolled Domain). The PCs are overnighting in Clear-lake in an old empty lair they are directed to by the gnomes of Clearlake. The lair is on the out-skirts of town. Around midnight a dwarf trade caravan from Dwarftown passes the lair and wor-ried looking dwarves politely wake the dragons. They are relieved to representatives of the Cus-todians. The dwarves want help a toddler wandered away from the caravan while they were in the wild woods. Fireclaw sees no reason to help the dwarves and stays behind. Acceppting the mission deprives them of a long rest. It is a 4 hour flight back to were they lost Tildy and leads to the ettercap encounter.
And that’s just day 1!
Day 2 afternoon around 5pm the PCs see a column of smoke rising from the forest. If they spi-ral down they see a large encampment of among the trees ogres (if players ask there are more than 10 big tents but it is hard to be sure how many through the forest canopy (there are 14), if they somehow count them all there are 28 ogres here). If the dragons approach the ogres quickly space themselves out across the clearing and prepare clubs and javelins. More javelins are stacked at the base of every tree. They do not attack unless attacked though. If the PCs Land the leader of the band mercenaries approaches. “We paid by Majyst tribe, keep green dragons out. Yous not green. Yous not purple rock. Yous go NOW! Or we kills yous lots!” Majyst is totally within its rights to drive off trespassers even kill them as long as a full on dragon war is not caused. The ogres don’t know or care about the importance of the Custodians and are to stupid to understand even if it is explained to them. The encounter highlights that Majyst is not ‘Good’ and as pragmatic neutral is happy to employ sadistic ogres who eat fallen foes.
If it comes to a fight the ogres are a Medium challenge for a standard party. While rather stupid their dragon employers have drilled them in some simple anti-dragon tactics.
The ogres always stay at least 15’ apart, the nearest to the dragons engage with clubs the rest hide behind trees popping out to toss javelins before returning to cover.
End of day two sees the dragons at the shore
Day 3 is spent flying over the water. There are no encounters.
Day 4-5 no encounters
Day 6 around 5pm. The sound of deep Drums echos from the forest bellow. Another ogre war-band this time on the move and carrying a banner with the claw rune of Malsvirgrovis (Clan Evilwood) and beating huge drums with elf thighbones. If Approached they say “We is vassals of Evilwood. We is livin’ here and pa-troll-ning.”
• If there is a gold dragon with the PCs they brandish their weapons and point at the gold “You is trez-tress-not sposed to be ere, we try kill you, you fly off” (roll initiative, they assume the Gold is of Resplendence).
• If there is no Gold PC the ogres don’t attack “Yous may go, not hang about or we kills the lot of ya”
The truth is they are Evilwood vassals but they live far to the South. This is another spurious at-tempt by Evilwood to back-up their claim to the disputed neck of territory. If a fight occurs the ogres have be taught by the greens to rush in 6 at a time and attack one dragon at a time, those who don’t close to use the trees for cover and throw javelins (each has 3). The idea is to concen-trate attacks until one dragon is dead then move on to another There are 28 ogres who attack golds first then other metallics. There are 26 ogres in the patrol.
That evening the PCs reach the coast.
Day 7 is spent crossing the sea. The Procedure is as described for day 11 of the journey out. No encounters.
Day 8 around midnight while the PCs are camping in the forest they are approached by a centaur patrol. “State your business in the lands of the Kyros Tribe friends of Clans Exaurdon and Sea-spray?” The centaurs are initially brusque but if the PCs are friendly they soon find themselves guided back to the centaur’s camp for a night of revelry.
Day 9 nil
Day 10 at about 4pm as they fly over the plains they see a large pack of 8 wild dogs (use Jackle stats MM 331). Unless the PCs deliberately fly down to exterminate the doggies this comes to nothing.
Day 11 nil
Day 13 6 am as the PCs are breaking camp in the mountains when they see the shape of a huge dragon rise over a nearby ridge. The morning sun gleams red like fire of the dragon’s metallic scales. The dragon is an Adult Gold (MM114) called Golden Wing [Aurixstrat] who is flying out to hunt the ogre bandits who have been harassing travellers as they fly over the mountains. Burn-ing Justice feels not particular urgency in his quest and is will ask if he can escort the party back to the City of Gold. He is curious about any encounters they have had while on Exaurdon Island but does not care about news from beyond his clan’s island. “What other’s do on their own is-lands is not our concern, that is what keeps Io’s peace.”
However, he is happy to accept the PCs help hunting out the lair of the ogre wryvern rider ban-dits. This diversion is left to you to improvise if it occurs.
If the PCs somehow end up fighting Golden Wing it will be an Easy Encounter but if anyone discovers the murder the Law in Exaudon will be out to execute them and the act threatens the neutrality of the Custodians so they will be stripped of all ranks in the Custodian Faction.
In the evening of day 13 they arrive at the City of Gold.
Day 14-15 nil
Day 16 midnight day 16 a patrol of hobgoblin bandits. Living so close to the Aerie bandits aren’t stupid. They have a pact with the Custodians but are not above sneaking into dragon controlled areas for careful banditry that leaves no evidence. Seeing the PCs camp fire the hobgoblins had hoped to find vassal travellers they could rob, murder, then destroy the bodies. The hobgoblins creep forward (they are proficient in Stealth and have advantage from crawling prone through the long grass DC18 to spot them). If they are not spotted or believe they have not been spotted they surround the camp and then creep up until they see dragons in their Darkvision 60ft away. Left alone they slink away to find easier prey. There are 10 hobgoblins and one hobgoblin captain. If it comes to a fight the hobgoblins scatter each running in a different direction most will escape. Those caught will fight to the death or lie saying they were travelling as an armed group because of attacks by another hobgoblin tribe and that they were in dragon territory seeking help.
Day 17. No encounters. The PCs arrive at the Aerie in the early evening.

Next: The Terrible Alliance!
I'm really looking forward to converting this next adventure there are lots of cool encounters (pun intended) and it is centred around the traditional enemies of the dragons, giants!
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

Work is progressing on "The Terrible Alliance". You can see new monsters as they appear here viewtopic.php?f=81&t=19605&p=217238#p217238
There is already the stats for Odifal the frost giant chief.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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Adventure Three: The Terrible Alliance
Introduction
This is my favourite published Council of Wryms adventure. It features the two great external enemies of the setting, the giants and Dragonslayers, and makes good use of both Kindred and Dragon PCs. It also helps with continuity since some previous NPCs show up in this adventure.
Enough PCs should be dragons that they can carry the others across the sea. Once there they will likely split the party into two manageable waves, humanoids who provide stealthy recon then dragons for the final assault. However, players being players don’t be surprised if they go off-script. As usual I have assumed my standard party of nine PCs. The final conflict at the end of the adventure will probably be against a frost giant jarl (I use the more flavourful termininology from the 2e MM rather than ‘chief’), two ‘juvenile’ white dragons (Young), a frost giant shaman, about 15 frost giants, and a dragon slayer. That’s 20 creatures against 9 PCs. As written the storyline is the dragons should be 26 years old and about to leave the Aerie. At that point they would be expected to be about 16th level, the final fight as described is a suicide mission. I need to cut down the big fight scenes to suit PCs of this level. Best way to do this is to cut the numbers of frost giant warriors to three.
Overview
Mostly, this section requires no changes. However, there is one change in the start of the adventure caused by the change to 5e rules. With only four age stages there are fewer Dragonsleep periods. The PCs will not be emerging from dragonsleep but they might be sleeping off the revels of their shared coming of age birthday.
Additionally, I have provided detail for the long journey from the Aerie to the hidden lair of the frost giants but not the return journey. Depending on how the adventure ends the PC dragons may decide to spilt up and head for their respective clan domains at the end of the adventure.
Starting the Adventure.
The easy way to account for the lack of dragonsleep is to cut the first sentence from the script (CWC32)(Another period of dragon sleep has ended, and now you and your clutch companions have advanced to the age of juvenile—gaining all of the powers and abilities that go along with that age.) . Like all scripts an experienced DM with paraphrase and add material to reflect the personalities of the PCs anyway. One issue I have is what if the PCs now of age decline to help? One way to avoid this is to have Mykell approach them and say that the Advocates from each of their clans have nominated the PCs to act as a multi clan investigation team to ensure the information can be trusted. Snowfire will accompany them to at as a guide to the suspected lair. As always I would send Fireclaw with them as an additional chromatic representative.
As in “Colour Blind” the PCs are expected to travel half way across the Isles but no mention of this travel is given in the adventure. Have Mykell hand them a map of the suggested route. I have pre-rolled the random encounters for a typical journey.
The PCs can easily island hop most of the way but eventually would have to cross the cold sea of the ominously named Maelstrom Reach. The shortest journey across this treacherous sounding sea is either from the northern coast of Majyst to Frostwind Domain or from Maelstrom city to the Domain of Clan Sunlight. Either journey is about 250 miles across open ocean. Does a young dragon even have the endurance to make this flight? The weakest of the metallic dragons is the Brass breed. Assuming MM emulation the dragon has Con 17 and flight speed 80ft. They are very unlikely to make it at standard pace. At fast pace they cover 11 miles an hour. In a normal 8 hours of travel they cover 88mile. 162 more miles to go at forced march, that’s 14 hours and 44 minutes of forced march with a highest CON save of DC14. A brass dragon would have about +8 to his save and a typical roll of 18. They will probably make it. If they are going to undertake such a dangerous journey they may as well also cross the straights to Fang Island and Watertown.
Alternatively, they could head for the City of Gold then on to the port Maelstrom and catch ships to Glacianta. The overall route is longer. I’d present the case through Mykell’s words
“I have had a map prepared. The journey is not difficult except for crossing the cold stormy waters of Maelstrom Reach. Even at its narrowest points the sea is 250 miles across. Flying at fast pace you could most likely make the crossing in a day and a night assuming the weather holds; the season of winter storms has passed. However, if your endurance gives out then you will fall into the sea and perish unless you can breath water and are immune to cold. If you are willing to risk that crossing you may as well also fly the straight to Fang Island and then to Watertown.
If you are wise enough to avoid the flight over Maelstroms reach there is the slightly longer route going through the City of Gold to the great port of Maelstrom where you could try to commandeer a ship to the coast of then sail along the coast. Sailing day and night will be almost as fast as braving Maelstrom’s Reach on the wing. If you take this route I will write a letter stating you are on Custodian businesses and are to be given a ship. Here is a map of this route.”
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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Just a heads-up that this project is continuing. Most of the visible progress is at the thread ‘Council of Wryms Monsters converted to 5e’ on the D&D 5e board. Progress is slow due to paid work and other commitments but will continue I have a couple of players keen to play this campaign late next year.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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Player handout map of proposed route for getting to "The Terrible Alliance".

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Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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I’m about 1/3 of the way through converting “The Terrible Alliance” and about to describe the port of Maelstrom. Anyone have any ideas about what this town might include or be like?
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Adventures converted to 5e SPOILERS

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I'm back!
Below is the text for the journey to the frost giant's lair. It is not all formatted nicely here but I will chip away at that. Currently, I'm working on the "Things to know...About the dragons of Glacianta" section. Stay tuned.

Show the players the map and if they ask go over the rules for forced march so they can get a feel for the risk. If they fall into the sea they cannot rest in the cold stormy waters and will drown. The player’s might also propose their own route that is more or less risky. Here I’m going to assume that they play it safe and take a ship from Maelstrom. If your players decide on a riskier route then the conversion book for the cards and posters of the boxed set will include procedures, random encounter tables, and monsters to fill out their journey.
Day 1: PCs leave the Aerie and fly toward the straight separating All Clan’s Isle from Exaurdon. At around 9 in the morning they encounter “in the distance is a young white dragon with a small squirming humanoid in its talons when the white sees you she wheels around flies north rapidly gaining altitude.” The white is a raider stealing gnome shephards to eat. The young white is Dominate Ixiejir (Ice Blood) is a follower of Advocate-Councillor Ulharix (Blue Ice) of Iejiryth Frixoth (Clan Iceteeth). Her boss does not know she is killing and eating gnomes on All Clans’ Isle. When she sees the PCs she realises she is caught and tries to escape first into cloud cover and if nessisary among the rugged hills to the north or even by fleeing to the dangerous Fang Island. Fireclaw maintains that it is none of the group’s business and stays on course even if it means leaving the PCs behind. This encounter uses the chase rules (DMG252) modified for dragons flying overland for hours. The characters are 35 miles from the fleeing white if the white dragon gets 40 mile of more away the PCs lose sight of her (outdoor visibility DMG243). Tell the players the white is flying away at fast pace. Roll initiative. The turns represent one hour of overland travel. At this scale taking the Dash action represents one hour travelling at Fast Overland pace (11 miles an hour for Young dragons, DMG243). These Dashes are limited in number and can result in exhaustion as per the chase rules (DMG252). The white makes a Stealth (Dexterity) check at the end of each one hour round as usual (DMG253). The sky has few clouds so the white has Disadvantage on Stealth checks. However, once the hills are reached the white can choose to fly close to the ground and gain Advantage on the check but cannot use Dash/Fast pace while doing this. As usual if the lead pursuer is a ranger or has survival proficiency the white has Disdadvantage on this Stealth check (DMG253).
If distance reaches zero miles assume the white is 320 feet from the nearest PC (two rounds of Dashing away) and switch to 6 second rounds. If the distance reaches 640 feet set distance to one mile and return to one hour rounds. If the PCs catch her at sea the White can dive into the ocean where most PCs can’t follow her. However, she can’t breath water and so must hold her breath (PHB183). At 5 minutes she makes for the surface to breathe. If the chase is continuing and no one chasing her is underwater she has advantage on her stealth check to escape.
If the PCs capture her or figure out who she is they can bring the matter to the authorities. If your players do this Grand Custodian Mykell (TN) will is not upset by the death of the gnomes (Ixiejir has eaten three) but demands three equivalent young gnome vassal replacements. Advocate-Councillor Ulharix offers to kill Dominate Ixiejir instead. Grand Custodian Mykell refuses and insists on the replacement gnomes. At an impasse Mykell declares a Challenge of Wing and Claw and is likely to win. You could play out the Challenge giving the NPCs to two players to control for the fight.
Day 2. Assuming the PCs lose Dominate Ixiejir or deal with her quickly day 2 is spent flying over the plains to the coast. Around 8am they encounter a band of hobgoblins. If the PCs investigate the hobgoblins claim to be allies of the Custodians but have a gnome in chains. If questioned they insist the gnome was caught hunting on hobgoblin lands where only hobgoblins and dragons may hunt. The traditional punishment is slavery for life. The gnome, Blingfingle, claims he was on his side of the border but is lying. The hobgoblins will take 11000gp for the gnome, the value of the labour the gnome will perform over his life. Assuming the PCs don’t fight the hobgoblins give each dragon a sheep to eat as a token of the alliance. There are 11 hobgoblins. If the PCs rescue the gnome then eventually ranking Custodians will insist they return him to the hobgoblins in chains as per the terms of the alliance. Another reminder that the Custodians’ mission is Neutral and humanoid lives are worth less than dragon ones here.
Day 3. Today they fly at speed across the strait to Exaurdon Isle. No encounters
Day 4. Fly inland over forest and mountains to the City of Gold. No Encounters. See Adventure 2 for a description of the City of Gold. From the City of Gold to Maelstrom is just over 400 miles. At flight speed 80 (64 miles a day) this takes just under 8 more days.
Day 5. Fly over the mountains. No Encounters.
Day 6. Begin the flying over forest but reach the plains in the afternoon. Around noon a small herd of 7 wild buffalo can be seen grazing on the plain below (use Giant Boar stats MM323). Seeing the dragons the herd begins to run. This encounter provides an easy meal for the party and allows them to roleplay being alpha predators. Later that day in the afternoon the PCs see a clearing of long grasses and shrubs through which runs a clear stream. This looks like a great place to camp but actually if they get within 50ft of the ground a Choke Creeper, which is indistinguishable from normal vegitation, attacks. This creeper instinctively prefers to attack the largest targets first; its dim instincts tell it that a big carcus is more fertilizer.
Choke Creeper, Adult
Gargantuan Plant, unaligned
Armour Class. 14.
Hit points. 324 (24d20+72).
Speed. 5 feet.
STR 18 (+4) DEX 11 (+0) CON 17 (+3), INT 1 (-5), WIS 10 (+0), CHA 1 (-5)
Senses. Blindsight 45 feet. Passive perception 10
Languages. -
Challenge. 17 (18 000)
Damage Resistance Any cold and non-magical fire.
Damage Immunity. Lightning
False Appearance. The choke creeper looks like normal vegitation until it moves. A DC20 nature check can identify the creeper but you need to be within reach of the vines to be able to make this observation.
Multiple vines. The plant has 24 vines. Whenever the plant takes 16 or more damage in a single turn, one of its vines dies.
Reactive vines. For each vine the plant has beyond one, it has an extra reaction which can only be used for opportunity attacks.
Quickened by lightning. If the plant takes lightning damage then its speed is increased by 5ft for 4 rounds.

ACTIONS
Multiattack. The gargantuan size choke creeper can make numerous attacks limited by its number of vines. On the plant’s turn it can attack each opponent once. If possible each attack uses multiple vines. However, the number of vines per opponent is limited by the opponents size as follows: Ti-ny 1 doing 5 bludgeoning damage, Small or Medium 4 doing 20 bludgeoning damage, Large or larger 16 doing 80 bludgeoning.

Vines. Melee weapon attack. +10 to attack roll. One opponent. Reach 50 feet. Hit damage 5 (1+4) bludgeoning per vine used for the attack as given above. If the target is a creature, it is grappled (escape DC 20). On a critical hit as well as the usual effects of a critical hit the target is also ckoked or compressed in such a way that they cannot breath and must begin holding their breath. Until this grapple ends, the target is restrained, and the plant can't use those tentacles on another target. While a creature is grappled at the start of its turns the plant can inflict 1d4+4 bludgeoning damage by squeezing its victim. If a victim is choked and unable to breath breaking the grapple also ends the choking effect.

When a creeper reaches 60 feet long it produces small non-descript white flowers in the spring. The plant is attracted to light and heat. Choke creepers are solitary, defending their territory from others of their own kind.


Day 7. The PCs continue to fly over the forests of Exaurdon. About 4pm they see a column of smoke rising from the forest a mile off. If they investigate the will likely discover an empty camp with a small tent and fire. Hiding nearby is a wood elf scout (see Color Blind for statistics). Ivy the elf is a vassal of Clan Turalisjhesjingoposs (Seaspray) the Topaz Clan whose capital is Maelstrom. Ivy is far inland and an Exaurdon Dragon might query if they are on Exaurdon lands, Ivy however is adamant she is on the Seaspray side of the ill-defined border.
At around 4am (day 8) 8 giant spiders sneak up on the camp intending to poison then creep off with vassals. If there are any dragons awake the spiders try to slink off without being seen. If only a vassal is on guard they try to drop from the canopy in a surprise attack, overwhelm the guard then poison and kidnap other vassals before sneaking off.
Day 8. At around 6pm Firbolgs (remember the Firbolgs of the Io’s Blood are Nuetral Evil). The dragons spot a column of smoke rising into the cold air on the horizon. If they investigate they see a cluster of large round thatch roofs surrounded by a tall palisade. Large red-headed humanoids till gardens just beyond the wall. As the PCs approach they look up and start rushing about. Most leave the gardens and head for the gate through the palisade.
If the PCs land they are greeted by the village’s warriors. The Firbolgs have an agreement with Seaspray that they ignore each other and keep their distance. As far as the Firbolgs are concerned this agreement applies to all dragons. They want the dragons gone now! However, the firbolgs know they are outclassed if not by the PCs then by dragon civilization and wont attack first. They will agree to sell the PCs goods but at five times the typical asking price. Goods for sale are only those that make sense for a small village in a forest.
Firbolg Warriors
Medium Humanoid (Firbolg), Nuetral Evil in the Io’s Blood. Nuetral Good on other Worlds
Armour Class. 13 (Hide armour)
Hit points. 65 (10d8+20)
Speed. 30 feet
STR 19 (+4) DEX 12 (+1) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
Saving Throws. STR +6 CON +4
Skills. Perception +4
Senses. Passive perception 14
Languages. Common, Elvish, and Giant. Can communicate to Beasts and Plants who understand the meaning of the firbolg’s words but the firbolg cannot understand the creature in return. The firbolg has advantage on Charisma checks to influence beasts and plants.
Challenge. 1 (200xp)
Innate Spellcasting. The firbolg’s innate spellcasting ability is Wisdom (spell save DC 12, spell attack bonus +4).
Spells usable once recharged by a short or long rest: Detect magic, Disguise Self (a Firbolg casting this spell can appear up to 3 feet shorter), Invisibility (self only).
Each spell usable once per long rest: Additional: Enlarge/Reduce (self only), Alter Self.
Actions
Great Sword. Melee weapon attack. +5 to attack roll. One opponent. Hit 11 (2d6+4) Slashing damage

Design Notes: Emulates the Firbolgs of AD&D. I have also designed feats that enable 5e Firbolg PCs to emulate AD&D Firbolgs. Defensive challenge 0.5. Offensive Challenge is trickier Enlarge/Reduce to Enlarge +1d4 so 13.5 damage per round assuming the spell is caast before combat starts. With or without Enlarge Offensive Challenge 1. Final Challenge 1.

Day 9. The dragons fly over the forested foothills of the mountains to the Northwest. In the early evening you spy a glade by a waterfall. The water falls over a cliff of sparkling crystal quartz into a clear blue pool of great depth. A tinkling clear brook of mountain water leaves the pool to cascade across the glade. Songbirds fill the trees around the glade with music and colour. The glade is a breathtakingly beautiful and protected from the winds by the cliff with a ready supply of water. A perfect campsite. If the PCs explore the pool it is 50ft deep with silvery fish hiding among bright green weeds. A perception 25 check will spot a thin cave opening hidden behind a dense bank of weeds and hard to spot among curves and angles of the rough pond wall. The opening is 30ft under water. Only a Small character or a slender elf could slip in. Swimming characters see the Enchant Pool ability of the nymph. An underwater search of the pool requires a DC20 investigation check to spot the opening. The opening leads to a narrow water filled tunnel 45ft long that emerges in a cave behind the cliff lit by light coming through the crystal and waterfall. Inside is a nymph. That evening when the night falls the PCs can see the waterfall glows with white light. Investigating will reveal the light emerges from within the quartz cliff. Peering closely, a slender figure blurred by the quartz can be seen moving about within, dancing, but any music is drowned out by the waterfall. If PCs ignore the light the night passes without incident. Curious PCs will eventually meet Elynlee the Nymph. She has recently moved into this cave and uses her spells to get into the cave. She will make pleasant conversation but she really wants only to be left alone to enjoy the glade and has no interest in dragons or their politics. She certainly has no interest in any of the PC humanoids attracted to her (barring a very good social check) but will ‘let them down easy’.
She casts Water Breathing or Meld into stone to reach her cave.
Nymph
Medium Neutral Fey
Armour Class 11
Hit points 22 (5d8)
Speed 30
STR 8 (-1), DEX 12 (+1), CON 10 (0), INT 16 (+3), WIS 16 (+3), CHA 28 (+9)
Saving Throws. DEX +3 WIS +5 CHA +11
Skills. Insight +5, Persuasion +11, Performance +11.
Senses. Passive perception 11.
Languages. Common, Sylvan.
Challenge. 1 (200xp)
Blinding Beauty. Unless she is thoroughly covered such as by a volumous robe and hood, or incapacitated, all creatures who begin their turn within 30 feet of the nymph and can see her must make a DC 19 Wisdom save or be Blinded. If the nymph is naked a failed save results in instant death as well. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the nymph until the start of its next turn, when it can avert its eyes again. If it looks at the nymph in the meantime, it must immediately make the save.
Blissful kiss. The nymph kisses a creature charmed by her or a willing creature. The target must make a DC 19 Wisdom saving throw against this magic, on a fail becoming Charmed and forget-ting all troubling or upsetting memories for 24 hours. The charmed target obeys the nymph's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this nymph’s kiss for the next 24 hours.
Calm beasts. All creatures with the Beast type within 100 feet of nymph who can see her must make a DC 19 Wisdom save against her magic, on a fail becoming charmed by her while within 100 feet of the nymph. The charmed creature cannot take hostile actions against any creature. If the target suffers any harm, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this nymph’s Calm Beasts power for the next 24 hours.
Enchanted Pool. If the nymph’s lair includes a small pond or pool then bathing in the pool grants a creature Advantage on all Charisma ability checks and saves for 24 hours.
Magic Resistance. The nymph has advantage on saving throws against magical effects including spells.
Innate Spellcasting. The nymph can innately cast Dimension Door once per day, requiring no material components.
Druidic tradition. Young nymphs are taught to revere nature and use this faith to cast spells similar to those of a druid. The adult nymph is a 7th level spellcaster. Wisdom is her spellcating ability for these spells and her save DC is 13 and spell attack bonus is +5.
Spells prepared
Cantrips known: Guidence, mending poison spray.
4 first level slots. Spells prepared: Animal friendship, charm person, cure wounds
3 second level slots. Spells prepared: Hold person, moonbeam, pass without trace.
3 third level slots. Call lightning, Water breathing, meld into stone.
1 fourth level slot. Confusion
Actions.
Graceful Unarmed strike. Melee weapon attack. +3 to attack roll. One opponent. Hit 2 (1+1 points DEX-based unarmed strike) bludgeoning damage.

Nymphs prefer to stay separated from the affairs of other beings and generally avoid being seen. If seen and any creature behaves in a hostile manner the nymph immediately uses Dimension Door to get away. Is she cannot lose the attackers or they lay siege to her home then she will use her Blinding Beauty and ranged spells to try to drive them off. Normal camping is tolerated but if the PCs wantonly vandalise the glade them she wont hold back using her blinding beauty and Call Lightning to kill the intruders.

Design notes. The kiss was modified a lot to run more smoothely and make use of the 5e conditions rules rather than just roleplaying selective memory loss.
Offensive Challenge: Call Lightning 3d10 (16.5) 5’ radius (1 target) so DP = 16.5 therefore challenge 2. Spell Save DC 13 is right. I don’t think her CHA based powers count (a Vampire’s Charm does not modify Challenge).
Defensive Challenge: hit points 22, AC 11+2 for AC CR1/8
Average, 1.

Day 10: about 6pm as the sun is getting low and the PCs are in need of a site to camp they spy a thick mass of silken webs covering part of the canopy. If the PCs investigate they find a thick mass of webs holding desiccated birds, bats and insects. Vague outlines of cart-horse sized cratures can be barely seen in the webs. Determined PCs who squirim through the webs find there are tunnels in the silk to accommodate large creatures but not wingspan for dragons to fly. A DEX DC 10 save is needed each round to avoid being restrained by the webs. Inside 8 giant spiders wait for the PCs to get stuck before ganging up on each restrained PC in turn. Whatever the PCs do that night at about 3am eight giant spiders try to sneak up on the camp, mob whoever is on watch then steal a kindred to eat later. These spiders might be the same spiders the PCs saw earlier or eight other spiders from this infested part of the forest. Either way the local birds and bats have learned to avoid the webs and the spiders are desperately hungry, hungry enough to try to steal from dragons, now that is desperate!
Day 11: As the PCs wake with the dawn and break camp they hear a harsh voice calling in a foreign language (the language is Goblin he is saying “we are mercenaries we will fight for you for a good price”). A few seconds later a bugbear wearing a bear skin cloak emerges from the bushes with his hands above his head, his morning star still on his belt and no javelins in his quiver. “Let’s incinerate this idiot bandit and be done with it” urges Fireclaw. If the PCs do not object Fireclaw breathes on the Bugbear Chief probably killing him. His 4 bugbear companions then make stealth checks to sneak away, they have full cover behind the undergrowth and so gain advantage.
If on the other hand the PCs object to Fireclaw’s suggestion she sulks but does not attack. The Bugbear chief ‘Grormug leader of the Badger Claws’ speaks only goblinoid. If communication can’t be achieved after a few minutes trying he grunts and retreats into the forest. If communication in Goblinoid is achieved then 4 more bugbears are called in and they offer to fight for the PCs for 2gp each per day paid in advance each morning plus a 1/20th share of any spoils to them as a group. If they can’t pay all 4 then they all quit. The bugbears are honourably fearless but secretly of course if the PCs ever seriously look like being beaten by an enemy the bugbears will switch sides in a heartbeat. They were travelling to Maelstrom where there is always mercenary work when they stumbled on the PCs. The rest of the day passes without incident.
Day 12 As they are packing up camp they hear horns blowing and the hooves beating against the forest floor. An elk (MM322) bursts into the clearing at full speed, if left alone exits the clearing at speed. Soon after eight Centaurs charge into the camp and rear to a halt obviously startled to see you. “Our apologies Dominates, we were hunting and did not expect you”. The centaurs, living so close to the important northern port of Maelstrom, are used to seeing foreign dragons in their land. They are not vassals but are staunch allies of Clan Seaspray. Once it becomes clear that violence isn’t going to happen the centaurs invite them to join the hunt. Tell the players that the forest canopy is too dense to see the lone elk from above they would have to give chase on foot. If the PCs accept the polite offer, run the hunt as a chase scene with the elk’s lead determined by how long the conversation went. If the PCs talked to the centaurs a long while, you might want to use a Survival roll to track DC12 first before the chase. Use the chase rules from the DMG252. The forest restricts visibility and line of sight to 30ft and the elk always has half cover from logs, stones and undergrowth. Use the Wilderness Chase Complications table.
Around noon, DM Special. Unknown to the PCs last night the Duergar of the Cult of Shadows (see notes for Shadows on Cards 9 and 10) emerged from caves benethe the forest and conducted a ritual at the caern of a giant fallen in some ancient battle. A giant skeleton rose up intent on bringing dragons low. Around noon the PCs see the head of the skeletal giant as it crashes through the forest towards Maelstrom. If after the fight they track the skeleton (DC10 survival) then after 6 hours they arrive at the busted apart caern and find burned foul incence and mystic runes drawn in blood. Another Survival Roll will find dwarven bootprints which they can follow to a narrow cave tunnel about 3ft round disappearing deep into the earth. This Encounter is a link to the ongoing events in the world and may foreshadow later adventures.
Frost Giant Skeleton
Huge undead, lawful evil
Armour Class 13 (armor scaps)
Hit points 102 (12d12+24)
Speed 40 ft.
STR 23 (+6), DEX 9 (-1), CON 15 (+2) INT 6 (-2) Wis 8 (-1) CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities Poison
Senses darkvision 60ft, passive perception
Languages cannot speak but understands Giant
Challenge 6 (2300xp)
Actions
Multiattack. The giant makes two greataxe attacks

Greataxe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeon-ing damage.

Design notes. Offensive Challenge 7, +10 to hit adds +3 =Challenge 10. Defensive 3. Final 6

By the afternoon you have reached the outlying farms surrounding Maelstrom. There is a stiff cold wind blowing from the north. As you pass over a herd of elk tended by elf shepards Fireclaw suggests flying down and stealing a elk each for dinner. “Who are they going to believe us or some shepherds, Dragonlord Windrider wont risk getting the Custodians off-side”. If the PCs go with the plan the shepherds run off as soon as they realize the dragons are hostile. The bull elk (MM322) charges and the rest flee.
Maelstrom
We can see from the map that Maelstom’s position would make it an important port for those few travelling to or from the arctic isles. It hugs the corner of a bay possibly for protection from the weather to the north. We know it is the capital of Topaz Clan Turalisjingoposs (Seaspray) and that the Dragonlord is Windrider, a female Wrym (Ancient Topaz Dragon). Clans Iskvorel (Sparkle) and Majyst are allies of Turalisjingoposs (Seaspray) and relations are strained with Thraekepesk (Tempest) over fishing rights. From this we can guess Maelstrom’s economy is partially supported by fishing. We know that topaz dragons build lairs with entrances below the waterline and are anti-social loners in attitude (CWA23) and care little about the affairs of other clans (CWA24). Topaz dragons favour gnomes over other races (CWA29) so the population is probably mostly gnomes or at least has gnomes in positions of authority. I’ve also considered what the regional effects given for topaz dragons in GDF might look like under the local weather conditions. That’s about all the canon information we have. What follows is an extrapolation of what the city might be like.
“Around six miles from Maelstrom the forest becomes cloaked in a thick stifling fog but here high above the coastal winds keep the air clear. Closer to the coast the wind becomes a gale. Soon a cold driving rain adds to your woes. The coast here is a tall cliff of of hexagonal columns of black basalt. In the bay a fishing fleet is working protected from numerous whirlpools further out to sea by a maze of reefs. A treacherous entry to a trading port. Eventually you see below the road to Maelstrom a long ramp cut into a cliff-face. A few carts traverse the ramp. Maelstrom itself sits on a natural platform of basalt maybe twenty yards above the choppy ocean. Spiraling down, the worst of the wind is blocked by the cliff. No dragons are in sight and there is only one building, a huge hall or warehouse, which could hold an adult or older dragon. This building sits at the end of the ramp road into the port from here three wide roads lead to another ramp in the basalt down to the wooden docks where three ships are at birth. The other streets are narrow lanes barely wide enough for two vassals to walk side by side. The only places to land are on these wider streets. The buildings roofs are built of planks presumably from the local forests and as you approach the ground you can see the walls are the same black basalt as the cliff. The town smells of the sea and fish guts.”
No one greets them when they land. Large dragons only have room to set down on the few wide roads, a clear space infront of the large warehouse, or by splashing into the sea. There are no drag-ons in sight and the only vassals braving the cold rain are hunched over loading and unloading carts from the docks. The three wider streets are lined with warehouses and buildings where the local seafood is, pickled, smoked, or salted before being sent out with merchants. The large build-ing doubles as a warehouse and accommodation for visitors. Knocking on the door will summon the caretaker a cantankerous old gnome called Billingswort. The Great Warehouse’s large doors could admit even an ancient red and its interior could sleep two such dragons, but currently much of the floor is covered in crates and barrels. There are pallets for humanoid visitors, a little firepit open kitchen, and a row of latrines. Billingswort gestures to these facilities “there you are” and then turns his back and wanders off. “We should roast him for his insolence” suggests Fireclaw.
The dragon lairs are unseen by the PCs because the entrances are underwater and spread sparcely along the shore. These lead up to air filled lava tubes or mined out chambers. Topaz dragons do not want visitors; in fact they don’t even like each other’s company. For the most part the vassals of Maelstrom rarely see their masters and only occasionally receive orders through gnome kindred. For the most part they dump tribute at traditional times and places into the waters of the bay and that is that. They do see dragon travelers fairly frequently, mostly amethysts coming and going from Glacianta.
The reefs are covered in weeds and limpets but if examined close-up are made of pure topaz. Try-ing to take a chunk of reef requires noisy hammer and chisel work and will bring down the wrath of a local dragon.
The reefs and whirlpools require ships to employ the local pilots to enter or leave the port safely.
1 encounter in Maelstrom at evening Visitor gnome vassal.
Orange shafts of light from outside indicate the long twilight of these northorn climes has set in when there is a jaunty knock on the door ‘rap-rap, rap rap rap, rap-rap’. Billingswort emerges from behind crates to hurry over and unbar the door. The small door opens and a short figure hussles in out of the driving sleet. Billingswort slams the door shut against the icy wind while the stranger hands Billingswort a flask then and shucks off a hooded floor-length seal-skin parka to reaveal a bright purple shirt of thin linen embroidered with fish picked out in bright silks and gold thread.
“Ah, Todmingle, how was your journey?”
“Ever more miserable as I approached this cold Io forsaken place. I see you have visitors again.” replies the newcomer but otherwise he does not acknowledge you.
Todmingle is a gnome from Clan deepwater (Topaz) in the Warm South-westrn shore of Exaurdon Island. He is captain of a ship moving preserved foods and beverages to add variety to the diets of the gnomes of Maelstrom. He also brings gems and treasures mostly acquired by the locals to be given as tribute to their topaz dragon masters. In return he brings back pickled herring, other preserved seafood, live elk for slaughter in the south, carved elk antler, scrimshaw treasures, and walrus ivory from Glacianta.
Left alone the two gnomes will retire to drink their bottle of heady red wine by the fire and swap news.
If the player’s talk to Todmingle and reveal their mission he is inclined to help them because they are dragons, they represent the Council, and Frost giants taking over Maelstrom will ruin his profitable business. He will risk crossing Maelstrom to help them but otherwise will keep his ship and sailors far away from danger. On a Persuasion DC20 roll he’ll do it for free otherwise he’ll demand 2000gp. The letter from Mykell gives the players the authority to commandeer his ship and pay him nothing. If they show the letter and demand a free ship he will comply but he wont be happy about it. He agrees to drop them at the village of Landfall directly across the strait. Elsewhere vassals might complain to a local ranking dragon who would then likely argue with the PCs. Here however he would be struggling to encounter a Topaz dragon to complain to.
Maelstrom Sea
The next morning the PCs set out by ship to cross the strait to Glacianta. At 2 miles an hour day and night makes 48 miles a day, near enough to one hex a day. It will take 5 days to make the crossing to Glacianta I’m assuming there will be a small port village, Landfall, at that obvious place for one. Captain Todmingle will drop them off and wait for them here.
Two checks per day at 1100-1400 and 2400-0200
Day 13 to 16 rough seas but no encounters
Day 17 Evening. The ship arrives at Landfall.
Glacianta
The map of the Io’s Blood Isles only shows the capitals of each clan. Presumably, many settle-ments, like Dwarftown in the second adventure, are not marked on the map. Other settlements like these are details referee must add to the setting. Glacianta is an arctic land that could not support a very large population. There are probably very settlements on the island. However, a small port and fishing town directly opposite Maelstrom for receiving cargo bound for the other ports and cities of Glacianta seems likely.
My Landfall may be named for the relief felt after setting foot of solid land after the rough seas of Maelstrom. This is a small port where goods from ports closer to the City of the Dawn, Frostwind, Foulsnow, and Cold Stream Junction are transferred to larger seaworthy vessels to cross the Mael-strom.
So what might it be like?
Sometimes dragon-rule is simply a lack of rule. Landfall rests in Clan Sisath (Sunlight) lands but the local Lord Dominor is an absent ruler and visitors from other Glacianta clans are major transi-ent minorities here. In other locations local vassals would have the stability and resources to rule themselves. Here though locals have little but fish and are outnumbered by rough sailors of all the the gem and White clans of Glacianta. The dragon masters of these visitors ignore the behaviour of their vassal sailors and the pleas of Landfall locals. The net result is a lawless town.
Vassals who come here to trade or crew trader’s ships are from clans whose dragons are hostile to each other. All this make Landfall an unruly place where only the bitter cold stops brawls from growing into large-scale rioting in the street.
Finally, after many days on rough seas a bleak black and white coast comes into view. Nestled in bay bordered by black basalt capped with snow is a rag-tag fleet of ships and boats flying the claw runes of Sisath, Srisiejir, Frixthraejing, and Corum. Beyond these you can make out a ramshackle town of local black stone and pine imported from across the strait. Captain Todmingle bellows the nessisary orders to furl the sails and drop anchor among a cluster of ships flying the Corum rune. “Here we are then Dominates. Glacianta; untamed, beautiful, and Io-forsaken cold. Good luck!” And with that he turns to inform his sailors that they will leave on the morrow, “there is cargo to haul and coin to be made once we are cross that damned strait. But make the best of this. Take the boats, go find ivory and furs but in fives mind you and back before dark. Landfall is nest of cutthroat rogues!”
When the PCs fly towards the town…
As you close on the town you see the single street of basalt and slushy snow is flanked by ram-shackle buildings. Some are little more than cairns of local rock with whale hide roofs, others are shacks of pine, and quite a few are old boats and ships hauled onto the land. Scruffy elf and gnome sailors and whalers shuffle through the cold in armed gangs of five or more, some sur-rounding wealthier looking folk, probably trading captains. Your sensative dragon senses detect traces of sour booze and lewd songs even at this height.
Despite the town’s lawless nature the PCs can stay there overnight unmolested, who would bother a group of dragons. They can find a old ship hauled out of the sea that the owner rents out the hold to visiting dragons for 5gp per dragon. Kindred and retainers stay free! Food for dragons is what-ever they can catch, probably a seal from the nearby colony. Kindred and half-dragons could eat in the rough establishments seving chowder and seal.
Clan vassals present in Landfall
There is no random encounter planned but if the PCs do something stupid like walk around in the dead of night alone and/or dead drunk then a group without a dragon might be accosted by a gang of elf sailors or even slavers from Frostwind.
Sisath (Sunlight) Crystal dragon ruled mostly elves
Srisiejir (Chillblood) White dragon ruled mostly elves*
Frixthraejing (Frostwind) White dragon ruled mostly elves*
Corum Amethyst dragon ruled mostly gnomes
*though white dragons prefer the company of elves to other long lived humanoids only those elves who the dragons believe to be loyal are not enslaved. Those with any freedoms are probably evil.

Glaciantan Sailor
Medium Neutral Evil Humanoid (Sea Elf).
Armour Class 12 (unarmoured)
Hit Points 11 (2d8+2)
Speed 30 ft. Swim 30 ft.
STR 12 (+1) DEX 14 (+2) CON 13 (+1) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
Saves Dexterity +4, Constitution +3
Senses darkvision 60 ft. passive perception 13
Skills Perception +3, Water vehicles +3, Survival +3
Languages Aquan, Common, Draconic, Elvish. Can communicate with any beast that has a swim speed.
Challenge ¼ (50xp)
Amphibious. The sailor can breath both air and water.
Fey Ancestry. Advantage on saving throws to avoid being charmed and cannot be put to sleep by magic.
Trance. The sailor does not sleep. Instead they meditate for four hours each day.
Actions
Belaying pin (club). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) bludg-eoning damage. Light
Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60, one target. Hit: 5 (1d6+1) piercing damage or if wielded with two hands 6 (1d8+1) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target . Hit: 7 (1d8+2) piercing damage. Two handed, loading.

Most food in Glacianta must taken from the sea and maritime trade in furs and ivory is a mainstay of the economy. Though the cold seas around Glacianta are too cold to live in sea elves still have the advantage here because of their knowledge of the sea, amphibious nature, and they need only four hours of rest. Fewer sea elves are needed to cover a ship’s watches than gnomes or dwarves. Furthermore, most dragons of Glacianta prefer the company of elves to that to gnomes and dwa-rves.

Rumours in Landfall
Four hours of downtime in seedy dives and 1sp per Investigation check.
DC 10. The elders of Clan Frostwind generally hand over tribute to Frost Giant raiders to avoid a fight. This tribute can include the occasional low status hatchlings.
DC 15. Clan Corum rarely sees any frost giant raiders and considers the giants to be an insignifi-cant annoyance rather than a true threat.
DC 20. Clan Frostwind has started sending raiding parties to Majyst lands again to kidnap and en-slave vassals.
Visit the dragons of Glacianta?
Players may decide to visit the dragons of Glacianta to get help and or information. The planned route takes them through Frost Wind. If they decide to talk with any of the other clans they will deviate from the planned route on the map and you will have to roll random encounters for their travels. Use the information in “Things to know…About the Dragons of Glacianta” to play through any meetings with local dragons.
Day 18 Leave Landfall. Assuming the PCs stick to the suggested route they leave the little port and fly over the coast. No Encounters this day
How long to get to Frost Wind? 600 miles from Landfall. At 88 miles a day make 6.8 say 7 days. Will arrive at Frostwind on day 25.
Day 19 no encounter.
Day 20 11pm. A ship of elves shelters in a small cove. The ship is within sight of the PCs and has beacon lanterns lit to see beyond the 60’ darkvision of elves. This is a ship of clan Frostwind trading small goods but also a military craft on patrol for ships of other Glacianta clans trespassing on their coast. Unaccompanied kindred are captured to be slaves. Dragons are treated with deference. The impoverished clan vassals can’t afford a proper warship, this is a longship carrying 40 Glacianta Sailors (see above). The ship departs at 7am.
Day 21-23 no encounters as they fly over the desolate icy coast.
Day 24 11am You see a pod of 19 dolphins herding a school of herring into the shallows below. These are a well travelled nomadic pod who are aware that gold and bronze dragons share their lawful good beliefs but topaz dragons are unfriendly and best avoided. They know little of more terrestrial dragon breeds and will be cautious around them. Any dragon group without a gold or bronze dragons or sea elves will see the bulk of the pod flee leaving behind an old male in case the dragons try to communicate. If the PCs figure out how to communicate, the dolphins only speak their own language, then the dolphins can confirm the location of the frost giant lair in a ice cave with one 100’ wide opening into the sea that a brave dolphin could swim up, (none have) and two other cave openings just above the waterline. Another large dry cave on the shoreline is home to a mated pair of remorhaz. They know the giants have two longships. This is the extent of their knowledge.

Dolphin, Classic
Medium Beast, Lawful Good.
Armour Class 12
Hit points 44 (8d8+8)
Speed 0 ft Swim 50 ft.
STR 16 (+3), DEX 15 (+2), CON 12 (+1), INT 11 (0), WIS 12 (+1), CHA 9 (-1).
Skills Perception +3
Senses Blindsight 120, Passive Perception 11+X
Languages Dolphin
Challenge 1 (200xp)
Echolocation. The dolphin cannot use blindsight while deafened.
Hold Breath. The dolphin can hold its breath for 30 minutes.
Keen Hearing. The dolphin has advantage on Wisdom (Perception) checks that rely on hearing.
ACTIONS
Ram Melee weapon attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d4+3) bludgeoning damage.

Dolphins as described in the AD&D era where intelligent creatures who often aid mariners in distress. Dolphins strive to make the seas safe for those who sail across the waters or dwell beneath the surface. They are enemies of the sahaugin, other evil marine races, and sharks. Dolphins might be oceanic nomads or live in settled communities who keep narwhals and swordfish as trained guard-beasts.
There are numerous species of dolphin, the attributes here are for those 4 to 7 feet long including the common coastal bottlenose dolphin.

Design notes: When creating the dolphin I had to choose whether to emulate the 2e dolphin or follow the lead of the 5e killer whale. In the 2e Monstrous Compendium whales and dolphins had human level intelligence and a society of their own. In 5e we only have the killer whale which is a beast with INT 3, the same as a dog. The Council of Wryms canon is no help, the word ‘dolphin’ appears on the random encounter tables cards and that’s it. I decided to go with the better story and emulate the smart lawful good dolphins published for the same edition as Council of Wryms.
Defensive Challenge ¼, DPR 6 +6 to hit Offensive Challenge 1. Final challenge 1.

Day 25 afternoon arrive at Frostwind the capital city of the White clan of the same name (Frixthraejing).
See the notes on Things to know…About the Dragons of Glacianta below in this document.
Day 26: It is about 75 miles from Frostwind to the giant’s lair, about 7 hours of flying with no encounters.
Last edited by Coronoides on Wed May 06, 2020 8:43 am, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Cromstar
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Re: Adventures converted to 5e SPOILERS

Post by Cromstar »

I strongly endorse the decision to use the more fleshed-out 2e version of the dolphin for a base...though I will also note that at least some of the dragons, if not ALL of them, probably consider dolphins a food source.

Also, you have "Senses Blightsight" which I think is a typo in your stat block for them.

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Coronoides
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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

Cromstar wrote:
Sun Mar 08, 2020 4:22 am
I strongly endorse the decision to use the more fleshed-out 2e version of the dolphin for a base...though I will also note that at least some of the dragons, if not ALL of them, probably consider dolphins a food source.

Also, you have "Senses Blightsight" which I think is a typo in your stat block for them.
Cheers. Typo fixed
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
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Re: Adventures converted to 5e SPOILERS

Post by Coronoides »

Oops wrong thread
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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