Dungeons & Dragons: The Shackled City Adventure Path Conversion Guide
Dungeons & Dragons: The Shackled City Adventure Path Conversion Guide
Dungeons & Dragons: The Shackled City Adventure Path Conversion Guide
5th Edition
The Shackled City Adventure Path
Conversion Guide
The Demonskar Legacy
Dungeon Issue #104
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THE CAULDRON TAX RIOT
Dexterity saving throw DC 10 to avoid nonlethal damage from rioters if doing anything else but defending or moving with
crowd.
Constitution saving throw DC 10 cast a spell in crowd.
Dexterity saving throw DC 11 to halve damage from crowd if attacked. Gain advantage if fully defending that round.
Charisma (Persuasion) DC 20 or Charisma (Intimidation) DC 25 to direct crowd
Wisdom (Perception) DC 20 to realize that things are going to turn ugly
Wand of Cure Wounds. This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend one charge to cast cure wounds. Each additional
charge increases the casting level by 1.
WINGS OF JUSTICE
Nothing
THE ROUND CAVERN
Nothing
V1. LANDING
Dexterity (Acrobatics) DC 12 to avoid slipping.
Constitution saving throw DC 12 to avoid being poisoned by the smell. Save at the end of each of your turns.
V4. BALCONY
Operate Wench Strength DC 15
V8. HALLWAY
Nothing
V10. SMITHY
DC 10 Dexterity saving throw to avoid catching on fire near furnace
Iron Chest: Damage threshold 10, HP: 60, break Strength DC 23, Open Combination Lock Dexterity DC 30
Alchemist Fire Trap: 18 (6d6) fire damage in 10 ft. radius, DC 15 Dexterity for half, Wisdom (Perception) DC 25 to spot,
Dexterity DC 25 to disable
Wand of Cure Wounds. This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend one charge to cast cure wounds. Each additional
charge increases the casting level by 1.
Wand of Dispel Magic. This wand has 3 charges for the following properties. It regains 1d3 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells.
While holding the wand, you can use an action to expend one charge to cast dispel magic. Each additional charge
increases the casting level by 1.
+1 arrow deflection light metal shield = arrow catching shield
Wand of lighting = wand of lightning bolt
Potion of cats grace = Potion of enhance ability (Dexterity)
Potion of protection from elements (electricity) = Potion of resistance (lightning)
Divine Scroll = Pick three spells that you wish your characters to have
V11. FOUNTAIN
Dexterity DC 15 halves the damage taken if the globes are destroyed
City Watch Private (Ftr 2) City Watch Fighter (Ftr 2) Maavu Arlintal
Medium humanoid (human), LN or Medium humanoid (half orc), LN or City Watch Lt. Medium humanoid (human), CG
LE LE Medium humanoid (human) LN Armor Class 15 (breastplate and
Armor Class 15 (breastplate) Armor Class 15 (breastplate) Armor Class 17 (splint) buckler)
Hit Points 20 (2d10 + 4) Hit Points 20 (2d10 + 4) Hit Points 58 (9d8 + 18) Hit Points 65 (10d8+10)
Speed 30 ft. Speed 30 ft. Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 11(+0) 11(+0) 13 (+1) 15(+2) 12 (+1) 14 (+2)
Saves Str +5, Con +4 Saves Str +5, Con +4 Skills Athletics +5, Perception +2 Saves Wis +4, Con +4
Skills Intimidation +2, Survival +2, Athletics Skills Intimidation +4, Survival +2, Athletics Senses passive Perception 12 Skills Knowledge +5, Arcane +5, Perception
+5, Animal Handling +2 +5, Animal Handling +2 Languages Common, Orcish +4, Animal Handling +4
Senses passive Perception 10 Senses darkvision 60 ft., passive Perception Challenge 3 (700 XP) Senses passive Perception 14
Languages Common, orcish 10 Languages common, terran
Challenge 1 (200 XP) Languages Common, orcish Actions Challenge 6 (2,300 XP)
Challenge 1 (200 XP) Multiattack. The lieutenant makes two
longsword attacks. If it has a shortsword Spellcasting. 4th level spellcaster.
Protection. When a creature you can see Relentless Endurance. When you are drawn, it can also make a shortsword attack. Spellcasting ability is Intelligence (spell save
attacks a target other than you that is within 5 reduced to 0 hit points but not killed outright, DC 13, +5 attack). Has the following spells
feet of you, you can use your reaction to you can drop to 1 hp instead. Longsword. Melee Weapon Attack: +5 to hit, prepared:
impose disadvantage on the attack roll. You reach 5 ft., one target. Hit: 7 (1d8 + 3) Cantrips (at will): mending, mage hand,
must be wielding a shield. Savage Attacks. When you score a critical slashing damage, or 8 (1d10 + 3) slashing message, shocking grasp
hit with a melee weapon attack, you can roll damage if used with two hands. 1st level (4):, mage armor, shield, spider
Action Surge (1/day) one of the weapon’s damage dice one climb, identify
additional time and add it to the damage. Shortsword. Melee Weapon Attack: +5 to 2nd level (3):, see invisibility, ray of
Actions hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) enfeeblement
Halberd. Melee Weapon Attack: +5 to hit, Protection. When a creature you can see piercing damage.
reach 10 ft., one creature. Hit: 8 (1d10 + 3) attacks a target other than you that is within 5
slashing damage. feet of you, you can use your reaction to Heavy Crossbow. Ranged Weapon Attack: Actions
Shortbow. Ranged Weapon Attack: +4 to hit, impose disadvantage on the attack roll. You +3 to hit, range 100/400 ft., one target. Hit: 6 Dagger. Melee Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 5 (1d6 + 2) must be wielding a shield. (1d10 + 1) piercing damage. reach 5 ft., one target. Hit: 2 (1d4) piercing
piercing damage. damage.
Action Surge (1/day) Possessions
Bonus Actions 2x potions of cure wounds, potion of Possessions
Second Wind. Gain 1d10 + 2 hit points Actions sanctuary Bag of Holding (with food and wine for 3
Halberd. Melee Weapon Attack: +5 to hit, days), 2x potion of gaseous form, potion of
Possessions reach 10 ft., one creature. Hit: 8 (1d10 + 3) hiding (gain advantage on Stealth checks for
20 arrows slashing damage. 1 hour), scroll of longstrider, 45 gp, 5x 100gp
Shortbow. Ranged Weapon Attack: +4 to hit, pearls
range 80/320 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Bonus Actions
Second Wind. Gain 1d10 + 2 hit points
Possessions
20 arrows
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