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Dragonlances in Faerûn

DL1 Dragons of Despair

Conversion Module in 5th Edition and Forgotten Realms


By Jason ‘Vodkard’ Eastman

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


Dragonlances in Faerûn
DL1: Dragons of Despair

Conversion Guide for 5th Edition and Forgotten Realms

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

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

by Jason ‘Vodkard’ Eastman

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinct ive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

All other original material in this work is copyright 2018 by Jason Eastman and published under the Community Content Agreement for Dungeon Masters Guild.

2
Not for resale. Permission granted to print or photocopy this document for personal use only. Dragons of Despair Conversion Guide
DL1: Dragons of Despair
Riverwind from a ravaged tribe, who carry the Blue
About this Guide Crystal Staff. Through adventuring, they discover that
they must take the Blue Crystal Staff to Xak Tsaroth, a
To use this conversion guide, you will need a copy of
sunken, underground city, where they will face a
“DL1 Dragons of Despair”, originally available in
black dragon at the end of the module.
paperback and now for sale in Digital format at
www.dmsguild.com.
This document gives GMs guidance to convert the Converting to Forgotten
module to the latest 5th Edition rules. This document
also converts the Dragonlance world of Krynn into Realms
the Forgotten Realms world of Faerûn. This section outlines how to faithfully bring 'DL1
A list of NPCs and monsters provide a quick in-game Dragons of Despair' into the Forgotten Realms world
reference. All creatures have a fully custom-made stat of Faerûn. Places, items, gods, and more were
block to better fit the module. Draconians, Gully modified throughout this module to match the
Dwarves, and Spectral Minions have full stat blocks in Forgotten Realms campaign.
the Unique NPCs section. Pre-Generated Heroes that Chronologically, this takes place around -6700 DR. It
came with the original module also have updated has been 1000 years since dragons were wiped out by
stats as well. the djinn noble Calim. Many people currently don’t
All NPC and monster stats refer to a similar creature believe in dragons. Elves, Dwarves, and humans have
in the Monster Manual in the form (MM 420). The spread out across the lands. False gods have also
page number is provided for quick access. appeared recently.
A full list of Random Encounters is provided as well.
For location, this module takes place in the
This included the chance of encounter, which and
southwestern region of Faerûn near Wealdath.
how many wandering monsters there are, and how
Replaced location names throughout this document
often to check for these encounters.
include: Solace becomes Esmeltaran. Haven becomes
Also contained is a full list of unique and magical
Zazesspur, Crystalmir Lake becomes Lake Esmel, The
items used in this module. This includes a description
Darken Woods become Wealdath. The Qualinesti
and a conversion into 5E and Forgotten Realms when
Woods become the Darromari, Gateway becomes
necessary.
Athkalta, Que-Teh becomes Riatavin, Que-Kiri
Most importantly though, this module goes through
becomes Saradush, Que-Shu becomes Mintar, and
every event and encounter, in the order of the original
Xak Tsaroth resides in Thornwood.
module, that needs adjustment into 5E and Forgotten
Realms for ease of use. For the Forgotten Realms setting, use the gold coin
Also, with your purchase comes a Fantasy Grounds system. The conversion is 1 steel piece = 1 gold piece.
Conversion Module that includes everything in this Also, gold piece weight (gpw) is converted as such: 10
conversion guide. The Fantasy Grounds module also gpw = 1 lb.
includes new races, new classes, a new background, Some races need to be altered as well. Use Lightfoot
and much more. All that is needed is to paste the Halflings in place of Kenders. Wood and High elves
copyrighted story into the Fantasy Grounds module take the place of Qualinesti and Sylvanesti elves
from a digital copy of the original module. respectively. For this specific module, only Wood
This module was successfully played tested on elves are available for play. Replace Gully Dwaves
Fantasy Grounds at Gateway Games in Mesa, AZ. A with Deep Gnomes (Svirfneblin). Treat Draconians as
special thanks goes to my players who were there the emergence of Lizardfolk (from the Monster
from beginning to end: Manual), who have not been seen until now. Treat
• Elizabeth E. Spectral Minions as Specters from the Monster
• Allison F. Manual (MM 279).
• Lanessa H.
• David J.
• Chris V.

Adventure Summary
Your party has returned from a five-year venture,
after they had fruitlessly searched for clerical magic
and the gods of old. The party meets Goldmoon and
3
Not for resale. Permission granted to print or photocopy this document for personal use only. Dragons of Despair Conversion Guide
Converting the Gods Overland Map of Faerûn
Another important factor in infusing the module Included in this guide, on the last page, is an
with Forgotten Realms lore is converting the old overland map of the South Western area of Faerûn
gods of Krynn into the gods of Faerûn. Throughout where this adventure takes place.
this module, certain gods of Krynn are mentioned
and some play a major part of the story. Specifically
use Tamara in place of Mishakal, Bahamut in place of
Paladine, and Tiamat in place of Takhisis. Please
refer to the following table for a full list of
suggestions:

Krynn Faerûn
Branchala Corellon Larethian
Habbakuk Lathander
Kiri-Jolith Tyr
Majere Ilmater
Mishakal Tamara
Paladine Bahamut
Solinari Mystra
Chislev Silvanas
Gilean Oghma
Lunitari Sehanine Moonbow
Reorx Moradin
Shinare Leira
Sirrion Gond
Zivilyn Mielikki
Chemosh Myrkul
Hiddukel Cyric
Morgion Talona
Nuitari Velsharoon
Sargonnas Bane
Takhisis Tiamat
Zeboim Talos

Not for resale. Permission granted to print or photocopy this document for personal use only. Dragons of Despair Conversion
Guide 4
Unique and Magical Items • Brightblade: Sturm’s favored weapon. Treat as a
Greatsword +1.
1. Arrow, +1 • Disks of Tamara: Legendary (Requires
2. Blue Crystal Staff (See Unique Items) Attunement). Anyone of Lawful or Neutral Good
3. Brightblade may examine the plates. All others take 4d6
4. Cloak of Invisibility electrical damage. Any magic user who reads
5. Dagger, +3 these and worships one of the following gods of
6. Disks of Tamara (See Unique Items) good, may receive their spells.
7. Gloves of Swimming and Climbing • Hoopak: Common. Melee or Ranged Weapon
8. Greatsword, +3 Attack: reach 5 ft. or range 30/120 ft., one target.
9. Handaxe, +1 Hit: (1d6) bludgeoning damage. The hoopak is a
10. Hoopak, +2 (See Unique Items) combination of a small quarterstaff and a sling
11. Hunting Knife, +1 attached on the top. It is favored by halflings.
12. Leather Armor, +2 • Medallion of Faith: Rare (Requires Attunement).
13. Longsword, +1 This medallion is worn by people who worship
14. Longsword, +2 the true gods. The medallions magically duplicate
15. Medallion of Faith (See Unique Items) when someone professes faith in the old good
16. Ring of Darkness (See Unique Items) gods. The new medallion shows the symbol of the
17. Scroll of Lightning Bolt professed god. This medallion has no other
18. Shield, +1 magical properties.
19. Sling,+1 • Ring of Darkness: Rare (Requires Attunement).
20. Spellbook (Contains the following spells: Arcane This ring grants the wearer the ability to cast a 15'
Lock, Knock, Invisibility) radius globe of shadow as though they possess
21. Staff of Magius (See Unique Items) the spell Darkness, allowing the user to cast it per
spells known per day.
Unique Item Description • Staff of Magius: Legendary (Requires Attunement).
This staff is used as a Quarterstaff +1. The staff has
• Blue Crystal Staff: Legendary (Requires
Attunement). This staff is used as a Quarterstaff, the following spells, each of which can be used
+1. Must be Lawful Good to wield the staff or else 1/day: Light, Feather Fall.
take 4d6 lightning damage. The staff has 20
charges and regains 1 charge/day. The staff
knows the following spells: Command (2), Cure
Wounds (2), Calm Emotions (4), Continual Flame
(4), Lesser Restoration (4), Remove Curse (6), Mass
Cure Wounds (10), Raise Dead (10), Greater
Restoration (10), Resurrection (14), Teleport (15),
and Deflect Dragon Breath (10).
Deflect Dragon Breath allows the damage you
take from the breath attack to be reduced by 1d10
+ your Dex mod + your level.
When this staff hits with a melee attack, you can
expend up to 3 charges. For each charge used, the
target takes an extra 1d6 force damage.

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Guide 5
Playable NPCs 8. Deep Gnome (Svirfneblin): Treat as Bandit (MM 343;
AL NG; MV 20 ft.; AC 15; HP 16 (3d6+6); #AT 1 or 2;
Substitute MM stats with custom stats below. ATK +4; DMG (1d8+2) or (1d4+2)/(1d4+2); CR ½
1. Hugon Barker, the Halfling: Treat as Assassin (MM (100 XP)) Knows the following spells: nondetection
343, Halfling Rogue (lvl 3); AL CG; MV 25 ft.; AC 14; HP (self only), blindness/deafness, blur, disguise self
18; #AT 1; ATK+4; DMG (1d6+2); CR ¼; (50 XP))
9. Dryad: Dryad (MM 121; AL N; MV 30 ft.; AC 11; HP 22
2. Nightshade the Refugee: Treat as Tribal Warrior (5d8); #AT 1; ATK +2; DMG (1d4); CR 1 (200 XP))
(MM 350, Human Fighter (lvl 4); AL LG; MV 30 ft.; AC Knows the following spells: entangle, goodberry,
13; HP 21; #AT 1; ATK +5; DMG (1d4+3); CR ½; (100 barkskin, pass without trace, shillelagh
XP))
10. Elf: Treat as Drow (MM 128; AL LG; MV 30 ft.; AC 14;
3. Raven-eye, Mintar Warrior: Treat as Tribal Warrior HP 22 (2d8+14); #AT 1; ATK +4; DMG (1d8+3) or
(MM 350, Fighter (lvl 2); AL CG; MV 30 ft.; AC 11; HP (1d6+3); CR ¼ (50 XP))
16; #AT 1; ATK +4; DMG (1d6+2); CR ¼; (50 XP))
11. Farmer: Treat as Commoner (MM 345; AL var; MV 30
4. Sunstar, Mintar Survivor: Treat as Tribal Warrior ft.; AC 9; HP 20 (2d8+12); #AT 1; ATK +4; DMG
(MM 350, Fighter (lvl 2); AL CG; MV 30 ft.; AC 12; HP (1d6+3); CR ¼ (50 XP))
16; #AT 1; ATK +2; DMG (1d6); CR 1/8 (25 XP))
12. Fewmaster Toede (Hobgoblin Lord): Treat as
Hobgoblin Captain (MM 186; AL LE; MV 30 ft.; AC 16;
Monsters and NPCs HP 42; #AT 1; ATK +5; DMG (1d6+3); CR 3 (700 XP))

Substitute MM stats with custom stats below. 13. Forestmaster Unicorn: Unicorn (MM 294; AL CG; MV
1. Baaz Draconian: Treat as Lizardfolk (MM 204; AL LE; 60 ft.; AC 13; HP 112 (10d10+62); #AT 3; ATK +8;
MV 15/35/45 ft.; AC 15; HP 22 (4d8+4); #AT 1 or 2; DMG (1d8+2)/(1d8+2)/(1d20+3); CR 5 (1800 XP))
ATK +4; DMG (1d8+3) or (1d4+1)/(1d4+1); CR 1 (200 14. Guardian Spectral Minion: Treat as Specter (MM
XP)) 279; AL CG; MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 1;
2. Black Dragon Hatchling: Treat as Black Dragon ATK: +5; DMG (1d8+4); CR 1 (200 XP))
Wyrmling (MM 88; AL CE; MV 30/60 ft.; AC 16; HP 12 15. Guardleader: Treat as Guard (MM 347; AL CG; MV 30
(3d6); #AT 3; ATK +7; DMG ft.; AC 15; HP 52 (5d8+32); #AT 1; ATK +7; DMG
(1d4+2)/(1d4+2)/(3d6+2); Acid Breath; CR 2 (450 (1d8+6); CR 2 (450 XP))
XP))
16. Gully Dwarf: Treat as Bandit (MM 343; AL CN; MV 30
3. Bozak Draconian A: Treat as Lizardfolk Shaman (MM ft.; AC 11; HP 20 (2d8+12); #AT 1 or 2; ATK +4; DMG
205; AL LE;MV 15/35/45 ft.;AC 16; HP 42 (4d8+26); (1d4+1)/(1d4+1) or (1d6+3); CR ¼ (50 XP))
#AT 1 or 2; ATK +6; DMG (1d8+5) or
17. Highseeker Councilor: Treat as Noble (MM 348; AL
(1d4+2)/(1d4+2); CR 2 (450 XP)) Knows the following
CG; MV 30 ft.; AC 9; HP 52 (5d8+32); #AT 1; ATK +7;
spells: Shield, Magic Missile, Sleep, Darkness, Web
DMG (1d8+6); CR2 (450 XP))
4. Bozak Draconian B: Treat as Lizardfolk Shaman (MM
18. Hobgoblin: Hobgoblin (MM 186; AL LE; MV 30 ft.; AC
205; AL LE;MV 15/35/45 ft.;AC 16; HP 42 (4d8+26);
18; HP 11 (2d8+2); #AT 1; ATK +5; DMG (1d8+1); CR
#AT 1 or 2; ATK +6; DMG (1d8+5) or
½ (100 XP))
(1d4+2)/(1d4+2); CR 2 (450 XP)) Knows the following
spells: Shield, Magic Missile, Charm Person, Mirror 19. Holy Guard: Treat as Guard (MM 347; AL CG; MV 30
Image, Invisibility ft.; AC 16; HP 42 (4d8+26); #AT 1; ATK +6; DMG
(1d6+5); CR 2 (450 XP))
5. Bozak Leader: Treat as Lizardfolk (MM 204; AL LE;
MV 15/35/45 ft.; AC 14; HP 42 (2d8+26); #AT 1 or 2; 20. Huge Spider: Treat as Giant Spider (MM328; AL N;
ATK +6; DMG (1d8+5) or (1d4+2)/(1d4+2); CR 1 (200 MV 30 ft.; AC 14; HP 26 (4d10+4); #AT 1; ATK +5;
XP)) Knows the following spells: Charm Person, Magic DMG (1d8+3) + poison; CR 1 (200 XP))
Missile, Shield, Darkness, Web 21. Khisanth (Onyx), an ancient, huge black dragon:
6. Centaur: Centaur (MM 88; AL CG; MV 50 ft.; AC 13; HP Treat as Adult Black Dragon (MM 88; AL CE; MV 40/80
45 (6d10+12); #AT 2; ATK +6; DMG (1d6+3)/(1d6+2); ft.; AC 15; HP 132; #AT 3; ATK +7; DMG
CR 2 (450 XP)) (1d4+2)/(1d4+2)/(3d6+2); CR 5 (1800 XP)) Knows
the following spells: Charm Person, Magic Missile,
7. City Guard: Treat as Guard (MM 347; AL var; MV 30
Shocking Grasp, Sleep
ft.; AC 11; HP 20 (2d8+12); #AT 1; ATK +4; DMG
(1d6+3); CR ¼ (50 XP)) 22. Master of the Highseekers: Treat as Noble (MM 348;
AL CG; MV 30 ft.; AC 9; HP 74 (7d8+46); #AT 1; ATK
+7; DMG (1d8+6); CR 2 (450 XP))

Not for resale. Permission granted to print or photocopy this document for personal use only. Dragons of Despair Conversion
Guide 6
23. Otik Sandath (Innkeeper): Treat as Commoner (MM 2. Black Dragon Hatchling: Treat as Black Dragon
345; AL LN; MV 30 ft.; AC 11; HP 10 (1d8+6); #AT 1; Wyrmling (MM 88; AL CE; MV 30/60 ft.; AC 16; HP 12
ATK +3; DMG (1d4+2); CR 1/8 (25 XP)) (3d6); #AT 3; ATK +7; DMG (1d4+2/(1d4+2)/(3d6+2);
24. Pegasus: Pegasus (MM 250; AL CG; MV 60/90 ft.; AC Acid Breath; CR 2 (450))
12; HP 46 (4d10+26); #AT 3; ATK +6; DMG 3. Bozak Draconian A: Treat as Lizardfolk Shaman (MM
(1d4+1)/(1d8+2)/(1d8+2); CR 2 (450 XP)) 205; AL LE; MV 15/35/45 ft.; AC 16; HP 42 (4d8+26);
25. Phudge Highbulp, King of the Svirfneblin: Treat as #AT 1 or 2; ATK +6; DMG (1d4+2)/(1d4+2) or
Bandit Captain (MM 344; AL CN; MV 20 ft.; AC 14; HP (1d8+5); CR 2 (450 XP)) Knows the following spells:
18 (2d6+12); #AT 1 or 2; ATK +4; DMG Shield, Magic Missile, Sleep, Darkness, Web
(1d4+1)/(1d4+1) or (1d6+3); CR ¼ (50 XP)) Knows 4. Bozak Draconian B: Treat as Lizardfolk Shaman (MM
the following spells: nondetection (self only), 205; AL LE; MV 15/35/45 ft.; AC 16; HP 42 (4d8+26);
blindness/deafness, blur, disguise self #AT 1 or 2; ATK +6; DMG (1d4+2)/(1d4+2) or
26. Poisonous Snake: Poisonous Snake (MM 334; AL N; (1d8+5); CR 2 (450 XP)) Knows the following spells:
MV 30 ft.; AC 13; HP 16 (2d4+12); #AT 1; ATK +5; Shield, Magic Missile, Charm Person, Mirror Image,
DMG (1d4+3) + poison; CR ½ (100 XP)) Invisibility

27. Refugee: Treat as Commoner (MM 345; AL var; MV 30 5. Brownie: Treat as Commoner (MM 345; AL LG; MV 25
ft.; AC 10; HP 20 (2d8+12); #AT 1; ATK +4; DMG ft.; AC 17; HP 9 (1d6+6); #AT 1; ATK +3; DMG (1d4+2);
(1d4+3); CR ¼ (50 XP)) CR ½ (100 XP)) Knows the following spells: dancing
lights, mending, prestidigitation, lesser confusion,
28. Sage Spectral Minion: Treat as Specter (MM 279; AL dimension door, mirror image
CN; MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 0; DMG nil;
6. Catoblepas: Treat as Basilisk (MM 24; AL N; MV 30 ft.;
CR 1/8 (25 XP))
AC 12; HP 68 (6d10+38); #AT 1; ATK +7; DMG
29. Spectral Minion A: Treat as Specter (MM 279; AL CE; (1d6+6); Death Ray; CR 4 (1100 XP))
MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 1; ATK: +5;
7. Elf: Treat as Drow (MM 128; AL LG; MV 30 ft.; AC 14;
DMG (1d8+4); CR ½ (100 XP))
HP 22 (2d8+14); #AT 1; ATK +4; DMG (1d8+3); CR ¼
30. Spectral Minion B: Treat as Specter (MM 279; AL CE; (50 XP))
MV 75 ft.; AC 16; HP 28 (3d8+16); #AT 0; DMG nil; CR
1/8 (25 XP)) 8. Giant Boar: Giant Boar (MM 323; AL N; MV 40 ft.; AC
11; HP 81 (7d10+46); #AT 1; ATK +7; DMG (3d6+6);
31. Tamara, Goddess of Life: Treat as Djinni (MM 144; CR 2 (450 XP))
AL LG; MV 40/120 ft.; AC 22; HP 355; #AT 1; ATK +12;
9. Giant Eagle: Giant Eagle (MM 324; AL N; MV 10/80 ft.;
DMG (4d6+7); CR 16 (15000)) Knows the following
AC 11; HP 46 (4d10+26); #AT 3; ATK +6; DMG
spells: detect evil and good, invisibility (self only), blade
(1d6+2)/(1d6+2)/(2d6+1); CR 1 (200 XP))
barrier, dispel evil and good, flame strike, raise dead,
commune, control weather, insect plague 10. Griffon: Griffon (MM 174; AL LN; MV 30/80 ft.; AC 14;
HP 81 (7d10+46); #AT 2; ATK +7; DMG
32. Tika Waylan (Barmaid): Treat as Commoner (MM
(1d4+3)/(1d4+3); CR 2 (450 XP))
345; AL NG; MV 30 ft.; AC 9; HP 28 (3d8+16); #AT 1;
ATK +5; DMG (1d6+4); CR ½ (100 XP)) 11. Huge Spider: Treat as Giant Spider (MM328; AL N;
MV 30 ft.; AC 15; HP 24 (2d10+14); #AT 1; ATK +4;
33. Townsperson: Treat as Commoner (MM 345; AL var;
DMG (1d6+3) + poison; CR ½ (100 XP))
MV 30 ft.; AC 11; HP 10 (1d8+6); #AT 1; ATK +3; DMG
(1d4+2); CR 1/8 (25 XP)) 12. Khisanth (Onyx), an ancient, huge black dragon:
Treat as Adult Black Dragon (MM 88; AL CE; MV 40/80
34. White Stag: Treat as Giant Elk (MM 325; AL LG; MV 50
ft.; AC 15; HP 132; #AT 3; ATK +7; DMG
ft.; AC 20; HP 112 (10d10+62); #AT 3; ATK +8; DMG
(1d4+2)/(1d4+2)/(3d6+2); CR 5 (1800 XP)) Knows
(1d12+3)/(1d6+2)/(1d6+2); CR 5 (1800 XP))
the following spells: Charm Person, Magic Missile,
Shocking Grasp, Sleep
Wandering Monsters 13. Ogre: Ogre (MM 237; AL CE; MV 40 ft.; AC 13; HP 47
(4d10+27); #AT 1; ATK +6; DMG (1d10+5); CR 1 (200
Substitute MM stats with custom stats below.
XP))
1. Baaz Draconian: Treat as Lizardfolk (MM 204; AL LE; 14. Plainsmen: Treat as Commoner (MM 345; AL CG; MV
MV 15/35/45 ft.; AC 15; HP 28 (3d8+16); #AT 1 or 2; 30 ft.; AC 12; HP 20 (2d8+12); #AT 1; ATK +4; DMG
ATK +5; DMG (1d4+2)/(1d4+2) or (1d8+4); CR 1 (200 (1d6+3); CR ¼ (50 XP))
XP))
15. Poisonous Snake: Poisonous Snake (MM 334; AL N;
MV 30 ft.; AC 13; HP 34 (4d4+26); #AT 1; ATK +6;
DMG (1d4+5) + poison; CR 1 (200 XP))

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Guide 7
5. 1 White Stag 11. 1d12 Huge Spiders
6. 2d4 Giant Eagles 12. 2d6 Ogres
16. Satyr: Satyr (MM 267; AL N; MV 40 ft.; AC 12; HP 52
(5d8+32); #AT 1; ATK +7; DMG (2d4+6); CR 2 (450 Forest – roll of 1 on 1d10
XP))
Roll 1d12. Check 6 times per day.
17. Seeker Guard: Treat as Guard (MM 347; AL CG; MV 30 1. 1d4 Elves 7. 4d4 Wild Dogs
ft.; AC 14; HP 42 (4d8+26); #AT 1; ATK +6; DMG 2. 2d10 Townsmen 8. 1d10 Baaz Draconians
(1d6+5); CR 1 (200 XP)) 3. 1d6 Seeker Guards 9. 1d8 Bozak Draconians A
18. Sprite: Sprite (MM 283; AL NG; MV 10/40 ft.; AC 14; 4. 1 White Stag 10. 1d12 Huge Spiders
HP 8 (1d4+6); #AT 1; ATK +3; DMG (1d4+2); CR ¼ (50 5. 2d4 Giant Eagles 11. 2d6 Ogres
XP)) 6. 1d4 Giant Boars 12. 2d6 Wraiths
19. Sylph: Treat as Pixie (MM 253; AL NG; MV 10/30 ft.;
AC 9; HP 22 (3d4+16); #AT 0; DMG nil; CR 0 (10 XP))
Knows the following spells: confusion, dancing lights, Hills/Mtns. - roll of 1 on 1d10
detect evil and good, detect thoughts, dispel magic, Roll 1d12. Check 4 times per day.
entangle, fly, phantasmal force, polymorph, sleep 1. 1 White Stag 7. 1d12 Huge Spiders
20. Townsperson: Treat as Commoner (MM 345; AL var; 2. 2d4 Giant Eagles 8. 2d6 Ogres
MV 30 ft.; AC 11; HP 10 (1d8+6); #AT 1; ATK +3; DMG 3. 1d4 Giant Boars 9. 2d6 Wraiths
(1d4+2); CR 1/8 (25 XP)) 4. 4d4 Wild Dogs 10. 2d4 Trolls
5. 1d10 Baaz Draconians 11. 1d4 Will-o-wisps
21. Treant: Treant (MM 289; AL CG; MV 30 ft.; AC 16; HP
6. 1d8 Bozak Draconians A 12. 1d6 Poisonous Snakes
138 (12d12+60); #AT 2; ATK +8; DMG
(4d6+7)/(4d6+7); CR 6 (2300 XP))
22. Troll: Troll (MM 291; AL CE; MV 30 ft.; AC 13; HP 74 Marsh – roll of 1 on 1d10
(6d10+44); #AT 3; ATK +7; DMG
(1d4+2)/(1d4+2)/(2d6+2); CR 3 (700 XP)) Roll 1d12. Check 8 times per day.
1. 1d12 Huge Spiders 7. 1 Huge, Ancient Black
23. White Stag: Treat as Giant Elk (MM 325; AL LG; MV 50
2. 2d6 Ogres Dragon (Khisanth)
ft.; AC 20; HP 112 (10d10+62); #AT 3; ATK +8; DMG
3. 2d6 Wraiths 8. 1d10 Bozak Draconians B
(1d12+3)/(1d6+2)/(1d6+2); CR 5 (1800 XP))
4. 2d4 Trolls 9. 1 Catoblepas
24. Wild Dog: Treat as Wolf (MM 341; AL N; MV 40 ft.; AC 5. 1d4 Will-o-wisps 10. 1d10 Hatchling Black
13; HP 10 (1d6+7); #AT 1; ATK +3; DMG (1d4+2); CR 6. 1d6 Poisonous Snakes Dragons
¼ (50 XP)) 11. 1d6 Poisonous Snakes
25. Will-o'-Wisp: Will-o'-Wisp (MM 301; AL CE; MV 50 12. 2d6 Wraiths
ft.; AC 23; HP 76 (9d4+58); #AT 1; ATK +8; DMG
(2d8+7); CR 5 (1800 XP))
26. Wraith: Wraith (MM 302; AL LE; MV 60 ft.; AC 13; HP Ruins – roll of 1 on 1d10
55 (5d8+35); #AT 1; ATK +7; DMG (1d6+6) + life Roll 1d12. Check once every 3 turns.
drain; CR 2 (450 XP)) 1. 1d10 Baaz Draconians 7. 1d4 Will-o-wisps
2. 1d8 Bozak Draconians A 8. 1d6 Poisonous Snakes
Random Encounters 3. 1d12 Huge Spiders 9. 1 Huge, Ancient Black
4. 2d6 Ogres Dragon (Khisanth)
Use creatures from the Wandering Monsters Table 10. 1d10 Bozak Draconians B
5. 2d6 Wraiths
6. 2d4 Trolls 11. 1 Catoblepas
Towns – roll of 1 on 1d10 12. 1d10 Hatchling Black
Dragons
Roll 1d6. Check once every 3 turns
1. 3d10 Townsmen 4. 1d4 Elves Wealdath – roll of 1-2 on 1d6
2. 1d6+6 Baaz Draconians 5. 2d10 Townsmen Roll 2d4. Check 6 times per day.
3. 1d10 Plainsmen 6. 1d6 Seeker Guards 2. 1d12 Griffons 6. 1 Brownie
Plains – roll of 1 on 1d10 3. 1d20 Treants 7. 10d10 Sprites
4. 2d4 Satyrs 8. 1 Sylph
Roll 1d12. Check 4 times per day. 5. 1d12 Centaurs
1. 1d10 Plainsmen 7. 1d4 Giant Boars
2. 1d4 Elves 8. 4d4 Wild Dogs
3. 2d10 Townsmen 9. 1d10 Baaz Draconians
4. 1d6 Seeker Guards 10. 1d8 Bozak Draconians A

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Guide 8
Special Creatures
Baaz Draconians Bozak Draconians
Medium humanoid (lizardfolk), lawful evil Medium humanoid (lizardfolk), lawful evil
Armor Class 14 or 15 (natural armor, shield) Armor Class 16 (natural armor, shield)
Hit Points 20 (2d8+12) or 28 (3d8+16) Hit Points 42 (4d8 + 26)
Speed walk 15 ft., run 35 ft., glide 45 ft. Speed walk 15 ft., run 35 ft., glide 45 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (-1)
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4, Survival +5 Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 13 Senses passive Perception 14
Languages Draconic, Common Languages Draconic, Common
Challenge ½ (100 XP) Challenge 1 (200 XP)
Traits Traits
Stone Death. On death, this creature turns to stone Exploding Death. Upon death, the draconian's
then crumbles apart within 1d4 rounds. If it died bones explode, dealing 1d6 damage to all creatures
from a melee weapon, make a DC 13 Dexterity within a 10' radius.
saving throw or the weapon will be stuck in the Actions
stone until it crumbles. Multiattack. The Draconian makes two melee
Actions attacks, one with bite and one with claws.
Multiattack. The Draconian makes two melee Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
attacks, one with bite and one with claws. target. Hit: 4 (1d4 + 2) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
target. Hit: 3 (1d4 + 1) or 4 (1d4 + 2) piercing one target. Hit: 5 (1d4 + 3) slashing damage.
damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., ft., one target. Hit: 9 (1d8 + 5) slashing damage.
one target. Hit: 4 (1d4 + 2) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Known spells: magic missile, shield, sleep, darkness,
ft., one target. Hit: 7 (1d8 + 3) or 8 (1d8 + 4) slashing web, charm person, invisibility, mirror image
damage.

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Guide 9
Svirfneblin (Deep Gnomes) Spectral Minions
Medium humanoid (gnome), chaotic neutral Medium undead, varied alignment
Armor Class 11 Armor Class 16
Hit Points 20 (2d8 + 12) Hit Points 28 (3d8+16)
Speed 30 ft. Speed 75 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 7 (-2) 12 (+1) 7 (-2) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Skills Perception +1, Stealth +5, Survival +5 Magic Resistance Advantage on saving throws
Senses passive Perception 11 against magic.
Languages Common, Gullytalk Senses passive Perception 10
Challenge ¼ (50 XP) Languages understands all languages it knew in life
Actions Challenge 1/8 (25 XP) or ½ (100 XP)
Multiattack. The Aghar makes two bite attacks. Traits
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Initiative Bonus. Because of their speed, spectral
target. Hit: 3 (1d4 + 1) piercing damage. minions have a +1 on initiative rolls.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Spirit Weapon. A spectral minion must have died
ft., one target. Hit: 6 (1d6 + 3) slashing damage. holding a weapon to do combat damage. Unless
otherwise noted, only 50% of them have weapons.
Known spells: nondetection (self only), Actions
blindness/deafness, blur, disguise self Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage.

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Guide 10
Pre-Generated Heroes Caramon
Human, Lawful Good
Class/Level Fighter 6
Flint Fireforge Armor Class 16
Dwarf, Neutral Good Hit Points 58
Class/Level Fighter 4 Speed 30 ft.
Armor Class 14
STR DEX CON INT WIS CHA
Hit Points 49
18 (+4) 11 (+0) 17 (+3) 12 (+1) 10 (+0) 15 (+2)
Speed 25 ft.
Senses passive Perception 10
STR DEX CON INT WIS CHA
Languages Common
16 (+3) 10 (+0) 18 (+4) 7 (-2) 12 (+1) 13 (+1)
Equipment
Senses passive Perception 11
Languages Common, Dwarvish Ring mail armor, shield, longsword, spear, dagger,
pack
Equipment
Actions
Studded leather armor, shield, 2 handaxe, dagger,
pack Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: (1d8 + 4) slashing damage.
Actions
Spear. Melee or Ranged Weapon Attack: +7 to hit,
Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., reach 5 ft. or range 20/60 ft., one target. Hit: (1d6 +
one target. Hit: (1d6 + 3) slashing damage. 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack. +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 3) Dagger. Melee or Ranged Weapon Attack. +7 to hit,
piercing damage. reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 +
4) piercing damage.
Tasslehoff Burrfoot Raistlin
Halfling, Neutral
Human, Neutral
Class/Level Rogue 4
Class/Level Wizard 3
Armor Class 16
Armor Class 13
Hit Points 31
Hit Points 14
Speed 25 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 11 (+0)
10 (+0) 16 (+3) 10 (+0) 17 (+3) 14 (+2) 10 (+0)
Senses passive Perception 13
Senses passive Perception 12
Languages Common, Halfling
Languages Common, Elvish
Equipment
Equipment
Leather armor, shield, hoopak, sling bullets (20)
dagger, pack Staff of Magius, pack
Actions
Actions
Hoopak. Melee or Ranged Weapon Attack: +5 to hit, Staff of Magius. Melee Weapon Attack: +3 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: (1d6 + reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning
3) bludgeoning damage. damage.

Dagger. Melee or Ranged Weapon Attack. +5 to hit, Known Spells: Fire Bolt, Prestidigitation, Shocking
reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + Grasp, Burning Hands, Charm Person, Comprehend
3) piercing damage. Languages, Detect Magic, Magic Missile, Sleep,
Tenser's Floating Disk, Darkness, Invisibility, Mirror
Image, See Invisibility, Web

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Guide 11
Goldmoon Sturm Brightblade
Human, Lawful Good Human, Lawful Good
Class/Level Cleric 5 Class/Level Fighter 6
Armor Class 13 Armor Class 16
Hit Points 33 Hit Points 58
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 17 (+3) 17 (+3) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 12 (+1)
Senses passive Perception 13 Senses passive Perception 10
Languages Common, Dwarvish, Elvish Languages Common, Elven
Equipment Equipment
Blue Crystal Staff, leather armor, sling, sling bullets Chain mail armor, Brightblade, dagger, pack
(20), pack Actions
Actions
Brightblade. Melee Weapon Attack: +7 to hit, reach 5
Blue Crystal Staff. Melee Weapon Attack: +6 to hit, ft., one target. Hit: (2d6 + 4) slashing damage.
reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning
damage. Dagger. Melee or Ranged Weapon Attack. +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 +
Sling. Ranged Weapon Attack: +5 to hit, range 20/60 3) piercing damage.
ft., one target. Hit: (1d4 + 2) piercing damage.
Tanis
Riverwind Half-Elf, Neutral Good
Human, Lawful Good Class/Level Fighter 5
Class/Level Barbarian 1 / Ranger 4 Armor Class 15
Armor Class 16 Hit Points 39
Hit Points 40 Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 15 (+2)
18 (+4) 16 (+3) 13 (+1) 13 (+1) 14 (+2) 13 (+1) Senses passive Perception 14
Senses passive Perception 15 Languages Common, Elvish, Dwarvish
Languages Common, Elvish, Dwarvish Equipment
Equipment
Leather armor +1, longsword +1, shortbow, 20
Leather armor, shield, longsword +1, shortbow, 20 arrows, 2 daggers, pack
arrows, hunting knife (dagger), pack Actions
Actions
Longsword +1. Melee Weapon Attack: +7 to hit,
Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing
reach 5 ft., one target. Hit: (1d8 + 5) slashing damage.
damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range
Shortbow. Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: (1d6 + 3) piercing
150/300 ft., one target. Hit: (1d6 + 3) piercing damage.
damage.
Dagger. Melee or Ranged Weapon Attack. +6 to hit,
Hunting Knife. Melee or Ranged Weapon Attack. +7 reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 +
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3) piercing damage.
(1d4 + 4) piercing damage.

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Guide 12
06. Monster Encounter: 11 Baaz Draconians (CR 6,
Story Guide 2200 xp)
---------------
The next two sections (Events, Encounters) go Original: 20% chance
through the original module in order. Many sections Converted: roll of 17-20 on 1d20
from the original module had to be converted in
some way or another. They are labeled as the 07. Parcel: Gemstones (Aquamarine). 500 gp each
corresponding number in the original module. These ----------------
sections go over: 5th Edition Changes, Forgotten Original: 500 gpv
Realms changes, Monster Encounters, NPCs, Parcels, Converted: 500 gp
Random Encounters, Random Parcels, Secret Doors, ---------------
Spells, Tips, and Wandering Monsters Krynn: Que-Shu
Faerûn: Mintar
Chapter 1 08. Original: 20% chance
Events Converted: DC 18 Perception check
-----------------
01. Monster Encounter: 10 Hobgoblins (CR 5, 1700
xp) Original: 60% of the time
Converted: DC 16 Perception check
NPC: Fewmaster Toede

02. Tip: Print a copy of the Song of Goldmoon from 09. NPC: 1d20+10 Farmers
----------------
the original module to give to the players.
Original: 20% of the time
04. Tip: Print a copy of the Canticle of the Dragon Converted: Toll of 17-20 on a 1d20
from the end of the original module to give to the
13. Original: 15% of the time
players.
Converted: roll of 18-20 on a 1d20
----------------
Encounters Original: 30% of the time
01. Krynn: Solace Converted: roll of 15-20 on a 1d20
Faerûn: Esmeltaran -----------------
Original: 70% of the time
01a. NPC: Otik Sandath (Innkeeper) Converted: roll of 7-20 on a 1d20
NPC: Tika Waylan (Barmaid) -----------------
NPC: 5 Townspeople Original: 20% of the time
Converted: roll of 17-20 on a 1d20
02. Krynn: Crystalmir Lake ------------------
Faerûn: Lake Esmel NPC: 2d20 Refugees

04. Monster Encounter: 8 Baaz Draconians (CR 5, 14. Original: 15% of the time
1600 xp) Converted: roll of 18-20 on a 1d20
--------------- ----------------
Original: 30% chance Original: 30% of the time
Converted: roll of 15-20 on 1d20 Converted: roll of 15-20 on a 1d20
-----------------
05. NPC: White Stag Original: 70% of the time
--------------- Converted: roll of 7-20 on a 1d20
Orinigal: 30% chance -----------------
Converted: roll of 15-20 on 1d20 Original: 20% of the time
--------------- Converted: roll of 17-20 on a 1d20
Original: chance increases to 80% ------------------
Converted: roll of 5-20 on 1d20 NPC: 2d20 Refugees

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Guide 13
15. Original: 15% of the time 17b. Original: Lightning Bolt for 4d6 damage
Converted: Use the rules for the spell:
Converted: roll of 18-20 on a 1d20 Lightning Bolt
---------------- -------------------
Original: 30% of the time NPC: 100 Holy Guardians
Converted: roll of 15-20 on a 1d20 NPC: Master of the Highseekers
-----------------
NPC: 8 Highseeker Councilors
Original: 70% of the time
Converted: roll of 7-20 on a 1d20
----------------- 18. Original: make a strength check
Original: 20% of the time Converted: DC 15 Strength saving throw
Converted: roll of 17-20 on a 1d20
--------------------
------------------
NPC: 2d20 Refugees Original: check their strength again
Converted: DC 15 Strength saving throw
16. Original: 10% chance per turn
Converted: roll of 19-20 on a 1d20
19. Monster Encounter: 15 Elves (CR 4, 750 xp)
-------------------
Original: 25% chance per game hour --------------------
Converted: roll of 16-20 on a 1d20 Krynn: Qualinesti Elflands
------------------- Faerûn: Darromari Forest
Original: 50% of the time
Converted: roll of 11-20 on a 1d20
------------------- 20. Original: check both strength and dexterity
Original: 30% chance Converted: DC 10 Strength and Dexterity saving
Converted: DC 12 Persuasion or Intimidation throw
check
-------------------
22. Monster Encounter: 12 Spectral Minions (CR 7,
NPC: 2d20 Refugees
NPC: 1 Guardleader
NPC: 10 Holy Guards

17. Original: 5% of the refugees


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

17a. NPC: 2d20 Refugees

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Guide 14
2400 xp) -
Original: 20% chance
23. Monster Encounter: 8 Centaurs (CR 8, 3600xp) Converted: DC 17 Survival check

24. Wandering Monster: 1d6 Dryads 36. Original: 15% chance


Converted: DC 18 Intelligence check
25. Original: 15% chance each turn --------------------
Converted: roll of 18-20 on a 1d20 Krynn: Que-Shu
------------------ Faerûn: Mintar
Original: check his dexterity
Converted: DC 15 Dexterity saving throw 38. Monster Encounter: 3 Baaz Draconians (CR 3,
------------------- 700 xp)
NPC: 1d10 Pegasi NPC: Nightshade the Refugee

26. NPC: Forestmaster Unicorn 39. Monster Encounter: 4 Draconians (CR 4, 800
xp)
--------------------
-----------------
Original: constitution check
Wandering Monster: 1d10+10 Baaz
Converted: DC 15 Constitution saving throw
Draconians
----------------
Random Encounter: Wealdath
40. Wandering Monster: 1d10+10 Baaz
Draconians
28. Krynn: Gateway
Faerûn: Athkatla 41. Original: 50% chance
Converted: DC 11 Survival check
30. Original: 50% chance -------------------
Converted: DC 11 Survival check Original: 30% chance
---------------- Converted: DC 15 Survival check
Krynn: Que-The
Faerûn: Riatavin 42. Original: 15% chance
Converted: roll of 18-20 on a 1d20
31. Original: 30% chance -------------------
Converted: DC 15 Survival check Random Encounter: Marsh

32. Original: 80% of the time 43. Monster Encounter: 2 Baaz Draconians, 1
Converted: DC 5 Persuasion check Bozak Draconian B, 6 Hobgoblins (CR 5, 1450 xp)
------------------- --------------------
NPC: 10 City Guards Wandering Monster: 1d10+10 Baaz Footmen
-------------------
Krynn: Que-Kiri Chapter 2
Faerûn: Saradush

35. Original: 80% of the time


Converted: DC 5 Persuasion check-----------------

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Guide 15
44a. Original: 1 in 6 chance Hatchlings (CR 6, 2250 xp)
Converted: roll of 18-20 on a 1d20
------------------- 44j. Original: 15% base chance
Original: 20% chance Converted: DC 16 History check
Converted: DC 17 Survival check
44k. Original: weighing 15,000 gpw
44b. Random Encounter: Swamp Converted: weighing 1,500 lbs.
-------------------
44c. Original: check their dexterity at -5 Spell: Use the spell Darkness for rules on the
Converted: DC 10 Dexterity check dragon’s spell/ring
------------------- -------------------
Random Encounter: Marsh Monster Encounter: Khisanth (CR 7, 2900 xp)

44d. Original: save at -2 Chapter 3


Converted: DC 13 Dexterity saving throw 46a. Original: 25,000 gpw each
------------------- Converted: 2,500 lbs. each
Monster Encounter: 6 Bozak Draconians A
(CR 7, 2700 xp)
46b. NPC: Tamara, Goddess of Life

44e. Monster Encounter: 2 Baaz Draconian Guards


46d. Monster Encounter: 3 Baaz Draconians (CR 3,
(CR 2, 400 xp)
600 xp)
------------------
44f. Original: 30% chance to fall
Parcel: Scroll of Lightning Bolt
Converted: Roll of 15-20 on a 1d20
46e. NPC: 5 Deep Gnomes (Svirfneblin)
-------------------
Original: 10% chance each daylight hour
47a. Original: more than 500 gpw
Converted: Roll of 19-20 on a 1d20
Converted: more than 50 lbs.
-------------------
------------------
Original: increase to 30% each hour
Original: 65% chance
Converted: Roll of 15-20 on a 1d20
Converted: DC 16 Dexterity saving throw
-------------------
Original: check his dexterity
47b. NPC: 30 Deep Gnomes (Svirfneblin)
Converted: DC 15 Dexterity saving throw
-------------------
47c. Monster Encounter 1: 2 Baaz Draconian
Original: successful bend bars/lift gates Overseers (CR 2, 400 xp)
Converted: DC 15 Strength check ------------------
------------------- Monster Encounter 2: 6 Baaz Draconians (CR
Monster Encounter: 7 Baaz Draconians, Bozak
Draconian B (CR 6, 1850 xp)

44h. Monster Encounter: 6 Black Dragon

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Guide 16
5, 1200 xp) Spectral Minions (CR 3, 625 xp)

47e. Original: 1,000 gpw 57b. Original: 30% chance to read


Converted: 1,000 gp Converted: DC 15 Intelligence check
-------------------
Parcel: 5 Gems (Emerald), 1,000 gp each 59b. Monster Encounter: 10 Poisonous Snakes (CR
4, 1000 xp)
47g. Monster Encounter: Guardian Spectral Minion
(CR 1, 200 xp) Chapter 4
-------------------
62. Spell: Dimension Door
Parcel: 6 Longswords +1
63. Original: check both strength and dexterity
48. Original: check dexterity, adding 8
Converted: DC 15 Strength and Dexterity saving
Converted: DC 18 Dexterity saving throw throw
-------------------
NPC: 5 Deep Gnomes (Svirfneblin) 64. Original: good chance, 60%
Converted: DC 9 Insight check
51a. Monster Encounter: Huge Spider (CR 1, 200
xp)
64a. Original: 30% chance
Converted: DC 15 Survival check
51c. Monster Encounter: 3 Spectral Minion Cooks
(CR 3, 600 xp)
64c. Monster Encounter: 5 Baaz Draconians (CR 4,
1000 xp)
51d. Monster Encounter: 20 Spectral Minion B (CR
3, 500 xp)
64d. Monster Encounter: Bozak Draconian A (CR 2,
450 xp)
54b. Monster Encounter: Sage Spectral Minion (CR
1/8, 25 xp)
64g. Monster Encounter: 15 Baaz Draconians (CR
8, 3000 xp)
--------------------
55. Original: make a strength check at -5
Original: check his dexterity
Converted: DC 10 Strength saving throw
Converted: DC 15 Stealth check
--------------------
Original: 1,500 gpw
64h. Monster Encounter: 3 Baaz Draconians (CR 3,
Converted: 150 lbs. 600 xp)

56. Original: pass two dexterity checks 65a. Monster Encounter: 3 Bozak Draconians (CR
Converted: make two DC 15 Dexterity saving 5, 1400 xp)
throws NPC: Hugon Barker, the Halfling
NPC: 8 Deep Gnomes (Svirfneblin)
65b. Parcel: 12 Arrows +1, Bow, 3 Longswords +1
57a. Monster Encounter: 1 Clerk and 3 Guardian
66. Monster Encounter 1: Baaz Draconian (CR 1,

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Guide 17
200 xp) DC 12 Investigation or Perception check
--------------------
Monster Encounter 2: 8 Baaz Draconians (CR 5, 68m. NPC: Phudge Highbulp , King of the Svirfneblin
1600 xp) NPC: 4 Deep Gnomes (Svirfneblin)
-------------------
NPC: 15 Deep Gnomes (Svirfneblin) 69b. Original: add the strengths
Converted: DC 15 Strength check
67. Monster Encounter: Bozak Leader (CR 8, 3350 -----------------
xp)
Original: Check the floor
NPC: 7 Deep Gnomes (Svirfneblin)
Converted: DC 15 passive Wisdom check, or
DC 12 Investigation or Perception check
67a. Original: check their dexterity twice ------------------
Converted: DC 15 Dexterity saving throw Random Encounter: Ruins

67b. NPC: Sunstar, Mintar Survivor 70c. Monster Encounter: 2 Bozak Draconians A (CR
4, 900 xp)
68c. NPC: 15 Deep Gnomes (Svirfneblin)
------------------- 70d. Original: 30% chance
Original: move silently Converted: DC 15 Investigation check
Converted: DC 15 Stealth check ------------------
Random Parcel: Dagger +3, Gloves of
68f. NPC: 3 Deep Gnomes (Svirfneblin) Swimming and Climbing, Spellbook (See Unique
Items), Shield +1

68h. Monster Encounter: Bozak Draconian A (CR 2,


450 xp) 70g. NPC: Raven-Eye, Mintar Warrior
NPC: 2 Deep Gnomes (Svirfneblin)
70h. Monster Encounter: Bozak Draconian B (CR 2,
450 xp)
68i. Original: 70% chance
Converted: DC 15 Dexterity saving throw
70i. Original: weighing 500 gpw each
--------------------
Converted: 50 lbs. each
NPC: 8 Deep Gnomes (Svirfneblin)

70j. Trap: DC 15 passive Wisdom check, or DC 12


68j. NPC: 8 Deep Gnomes (Svirfneblin)
Investigation or Perception check

68k. Secret Door: DC 15 passive Wisdom check, or


70k. Original: 15% chance per turn
DC 12 Investigation or Perception check
Converted: DC4 Dexterity saving throw
------------------
68l. Secret Door: DC 15 passive Wisdom check, or
Monster Encounter: Khisanth (CR 5, 1800 xp)
------------------
Parcel: 1000 PP, Clock of Invisibility, Disks of
Tamara, 56 Gems (Jade, 200 gp each), Medallion of

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Guide 18
faith, Ring of Darkness (See Unique Items) praises, dislikes, and errors to:

Number of Sessions Email: vodkard.rockhard@gmail.com


Session 1: Introductions. Start Chapter 1 and play Facebook: @therealVodkard
until Encounter 26.
Instagram: @dragonlancesinfaerun
Session 2: Start with Encounter 27 and play Chapter
Twitter: @Vodkard
2, Encounter 44j.
Session 3: Start at Encounter 44k and play until you
finish all of Chapter 3. Thank you for your support.
Session 4: Start with Encounter 60 and play until
Encounter 68m.
Session 5: Play until you finish the module.

My Contact
I’d love to hear from you. Email me any comments,

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Guide 19
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Guide 20
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Guide 21