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Dungeons & Dragons: Age of Worms Adventure Path Conversion Guide
Dungeons & Dragons: Age of Worms Adventure Path Conversion Guide
5th Edition
Age of Worms Adventure Path
Conversion Guide
The Whispering Cairn
Dungeon Issue #124
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Content Agreement for Dungeon Masters Guild.
Wind Duke Glyphs: Subtract 5 from the Knowledge DC for information known
Whispering Cairn
1. Coward’s Rest
Wisdom (Survival) DC 9 to notice wolf tracks.
Intelligence (Knowledge) DC 10 to remember story of girl
Wisdom (Perception) DC 10 to notice whittling shavings
Wisdom (Perception) DC 5 to notice thin hollow tubes
Wisdom (Perception) DC 5 to notice faint green light from the north
2. Transport Alcove
Automatically notice shiny black shards
Intelligence (Investigation) DC 5 to discover runes on frame
Intelligence (Arcane) DC 5 to know the runes signify transportation
3. Collapsed Passage
Nothing
4. Hall of Honor
Nothing
5. Wolf Den
Automatically find backpack
Wisdom (Perception) DC 10 to find carved armband
Wisdom (Perception) DC 15 to find marble finger in rubble
7. False Tomb
Intelligence (Arcane) DC 15 to know the info about personal glyph
Strength (Athletics) DC 10 to shift sarcophagus
Sarcophagus trap: Burning Hands, 3d6 fire damage in a 15 ft. cone, DC 11 Dexterity saving throw for half damage,
Wisdom (Perception) DC 21 to spot, Dexterity DC 21 to disable
Blue: Strength (Athletics) or Dexterity (Acrobatics) DC 10 to climb chain
Wisdom (Medicine) DC 10 to reveal crushed bones
Wisdom (Perception) DC 10 to find pouch
False elevator trap: 2d6 bludgeoning damage, Wisdom (Perception) DC 10 to spot, Dexterity DC 15 to disable
9. Architect’s Foyer
Dexterity (Acrobatics) DC 20 to squeeze between arch and slab.
Slab trap: DC 20 Strength (Athletics) check to move slab, DC 13 Constitution saving throw or be poisoned for 1 minute,
save at the end of each turn. Wisdom (Perception) DC 10 to spot, Dexterity DC 15 to disable
13. Workshop
Intelligence (Religion) DC 10 and 15 to recall information about gold symbol on egg.
14. Toilet
Nothing.
22. Toilet
Nothing.
3. Abandoned Office
Strength check DC 10 opens door
4. Cenobitic Chambers
Intelligence (Investigation) DC 15 finds the pouch
5. Feasting Hall
Wisdom (Perception) DC 10 to notice movement
6. Kitchen
Nothing
7. Pantry
Nothing
8. Storage Closet
Nothing
9. Bedchamber
Nothing
10. Closet
Nothing
Bonus Actions
Choke. Deal 1d6 bludgeoning damage to a
grappled target
Fold Fold Fold Fold
Giant Bombardier
Elemental, Earth Beetle Guardian of the Vail Elemental, Water
Small elemental, neutral Medium beast, neutral Medium construct, unaligned Small elemental, neutral
Armor Class 15 (natural) Armor Class 14 (natural) Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 23 (3d6 + 9) Hit Points 24 (3d8 + 6) Hit Points 38 (5d8 + 10) Hit Points 20 (3d6 + 6)
Speed 30 ft., burrow 30 ft. Speed 30 ft. Speed 30 ft. Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA CON DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 10(+0) 16(+3) 5(-3) 10(+0) 5(-3) 13(+1) 10(+0) 14(+2) 5(-3) 10(+0) 9(-1) 14(+2) 12(+1) 14(+2) 1(-5) 3(-4) 1(-5) 14(+2) 14(+2) 14(+2) 5(-3) 10(+0) 8(-1)
Damage Vulnerability thunder Senses darkvision 60 ft., passive Perception Damage Immunities Poison, psychic Damage Immunities poison
Damage Immunities poison 10 Condition Immunities blinded, charmed, Condition Immunities exhaustion, grappled,
Condition Immunities exhaustion, Languages - deafened, frightened, paralyzed, petrified, paralyzed, petrified, poisoned, prone,
paralyzed, petrified, poisoned, unconscious Challenge 2 (450 XP) poisoned restrained, unconscious
Senses darkvision 60ft., tremorsense 60 ft., Senses blindsight 60ft. (blind beyond this Senses darkvision 60ft., passive Perception
passive Perception 10 Actions radius), passive perception 6 10
Languages Terran Bite. Melee Weapon Attack: +3 to hit, reach Languages - Languages Aquan
Challenge 1 (200 XP) 5 ft., one target. Hit: 4 (1d6+1) piercing Challenge 1/2 (100 XP) Challenge 1 (200 XP)
damage plus 2 (1d4) acid damage
Earth Glide. The elemental can burrow Antimagic Susceptibility The animated Water Form. The elemental can enter a
through nonmagical, unworked earth and Acid Spray (Recharge 6). The beetle object is incapacitated while in the area of an hostile creature’s space and stop there. It
stone. While doing so, the elemental doesn’t exhales acid in a 15 ft. cone. Each creature antimagic field. If targeted by dispel magic, can move through a space as narrow as 1
disturb the material it moves through. in that area must make a DC 12 Dexterity the object must succeed on a Constitution inch wide without squeezing.
saving throw, taking 6 (2d6) acid damage. saving throw against the caster’s spell save
Actions DC or fall unconscious for 1 minute. Freeze. If the elemental takes cold damage,
Slam. Melee Weapon Attack: +4 to hit, reach it partially freezes; its speed is reduced by 20
5ft., one target. Hit: 6 (1d8 + 2) bludgeoning False Appearance. While the object remains feet until the end of its next turn.
damage motionless, it is indistinguishable from a
normal object of its type. Actions
Slam. Melee Weapon Attack: +4 to hit, reach
Actions 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning
Multiattack. The object makes two melee damage.
attacks.
Possessions
3 gp, potion of mage armor, potion of cure
wounds, potion of jump
Fold Fold Fold Fold
Filge, Deranged
Necromancer (Wiz 3)
Tomb Mote Skeleton Zombie Medium humanoid (human), n. evil
Tiny undead, chaotic evil Medium undead, lawful evil Medium undead, neutral evil Armor Class 13 (15 with mage
Armor Class 13 Armor Class 13 (armor scraps) Armor Class 8 armor)
Hit Points 16 (3d4 + 6) Hit Points 13 (2d8 + 4) Hit Points 22 (3d8 + 9) Hit Points 20 (3d6 + 6)
Speed 20 ft., swim 20 ft. Speed 30 ft. Speed 20 ft. Speed 30 ft.
STR DEX DEX DEX DEX CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8(-1) 17(+3) 14 (+2) 14 (+2) 6 (−2) 14(+2) 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3) 8(-1) 14 (+2) 13(+1) 15 (+2) 12 (+1) 10 (+0)
Damage Immunities poison Damage Vulnerabilities bludgeoning Saving Throws Wis +0 Saves Int +4, Wis +3
Condition Immunities charmed, exhaustion, Damage Immunities poison Damage Immunities poison Skills Arcana +4, Religion +4
poisoned Condition Immunities exhaustion, poisoned Condition Immunities poisoned Senses passive perception 11
Senses darkvision 60ft., passive perception Senses darkvision 60 ft., passive Perception Senses darkvision 60 ft., passive Perception Languages Common, Elvish, Abyssal
12 9 8 Challenge 2 (200 XP)
Languages Understands common and Languages understands all languages it Languages understands the languages it
abyssal knew in life but can’t speak knew in life but can’t speak Spellcasting. Spellcasting ability is
Challenge 1 (200 XP) Challenge 1/4 (50 XP) Challenge 1/4 (50 XP) Intelligence (spell save DC 12, +4 attack).
Has the following spells prepared:
Disease. Creature struck by a tome mote’s Actions Undead Fortitude. If damage reduces the Cantrips (at will): chill touch, ray of frost,
bite attack must make a DC 12 Constitution Shortsword. Melee Weapon Attack: +4 to zombie to 0 hit points, it must make a shocking grasp, true strike
saving throw or be infected with corpse bloat. hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Constitution saving throw with a DC of 5 + 1st level (4): false life, mage armor, magic
The skin of a diseased victim turns a hue of piercing damage. the damage taken, unless the damage is missile
green, bloats and is warm to the touch. radiant or from a critical hit. On a success, 2nd level (2): ray of enfeeblement, hold
Incubation time is 1d3 days and deals 1d6 Shortbow. Ranged Weapon Attack: +4 to hit, the zombie drops to 1 hit point instead. person
points of Strength damage. range 80/320 ft., one target. Hit: 5 (1d6 + 2) Grim Harvest. Once per turn when you kill
piercing damage. Actions one or more creatures with a spell of 1st level
Quickness. A tomb mote is very quick. It Slam. Melee Weapon Attack: +3 to hit, reach or higher, you regain hit points equal to twice
can take an extra attack or move action 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning the spell’s level or three times its level if the
during its turn each round. damage. spell belongs to the School of Necromancy.
Not effective against constructs or undead.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach Actions
5ft., one target. Hit: 4 (1d4-1) piercing Dagger. Melee Weapon Attack: +1 to hit,
damage plus disease. reach 10ft., one target. Hit: 2 (1d4 - 1)
slashing damage
Possessions
Syringe: potion of false life, potion greater
healing, potion of healing, amulet of natural
armor +1
Fold Fold Fold Fold
Undead Fortitude. If damage reduces the Undead Fortitude. If damage reduces the
zombie to 0 hit points, it must make a zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is the damage taken, unless the damage is
radiant or from a critical hit. On a success, radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead. the zombie drops to 1 hit point instead.
Actions Actions
Slam. Melee Weapon Attack: +4 to hit, Multiattack. The zombie makes one claw
reach 5 ft., one target. Hit: 5 (1d6 + 2) and one bite attack.
bludgeoning damage.
Claw. Melee Weapon Attack: +4 to hit, reach
Morningstar. Melee Weapon Attack: +4 to 5 ft., one target. Hit: 4 (1d4 + 2) piercing
hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) damage.
piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.