Professional Documents
Culture Documents
Chasm of The Strange - Level Adjustment Guide
Chasm of The Strange - Level Adjustment Guide
Chasm of The Strange - Level Adjustment Guide
2
Creatures by Difficulty
Level 1-3 Testing Lab
Replace strangers, ape, and scout with the
listed monsters and modifications.
In this version, the Strangers have started • 1 tribal warrior (replace Spear with Punch 6
to mentally and physically deteriorate due to (1d10+1) bludgeoning damage; reduce extra
their long imprisonment below the ground. force damage to 1d6)
Their weapons and technology are euqally • 1 cultist (with Giant Spider features)
worn out and are in “low power” mode to • 3 bandits (add Foreign World Durability
maintain functionality. feature; replace Light Crossbow with Low-
power Pistol 7 (2d6) radiant damage)
Descent Into Weirdness • Decrease Wyvern Sting to 7 (1d6+4) piercing
Replace the gricks with the listed monsters and damage plus 3 (1d6) poison damage
modifications.
• Reduce damage of all alien tech weapons by 1
• 1 giant centipede damage die
• 1 swarm of insects (centipedes)
Secret of the Strangers
• Reduce Complication rolls to 1d6.
Replace the stranger leader and strangers
with the listed monsters and modifications.
Vapor Exposure • 1 mantid-folk (MM pg. 288; with Low-power
Make the listed modifications to the table. Laser Rifle +4 to hit, 9 (2d8) radiant damage;
• Reduce Ogre-Arm and Acidic Eyes damage by add 1st-level spells from stranger leader’s
1d6 Advanced Tech feature)
• Phase Stealth reduces your max HP by half of • 4 bandits (add Foreign World Durability
your hit die value feature; replace Light Crossbow with Low-
power Pistol 7 (2d6) radiant damage)
• Hardened Exoskeleton grants 5 temp HP and
+1 AC
3
Level 5-8 Secret of the Strangers
Make the listed modifications.
• stranger leader (with Regeneration 10 which
In this version, the Strangers make use of is suppressed by cold/lightning damage; no
a couple small combat drones to keep out Recharge on Antimatter Rifle attack)
unwanted guests while they make the final • strangers gain the Advanced Tech feature from
repairs to their vessel. The rank-and-file stranger leader, but only have 1st-level (2/
Strangers are also carrying small defensive day): absorb elements, shield )
technologies, providing them with limited-
use shields.
Vapor Exposure
No changes necessary.
Stench of Death
Replace the cadaver crawler with 1 dark
delver (MM pg. 292) with the following
modifications.
• uses rotting corpse as bait, emerging from
the rock beneath when other creatures move
within 20 ft. the bait.
• Apply Static Field to umber hulk as described
Testing Lab
Replace the grimlock, ape, and scout with the
listed monsters and modifications.
• 1 deep dwarf (MM pg. 122; with wyvern Sting
Recharge 5-6)
• 1 deep mauler (MM pg. 256; replace Claw
with Fist attack)
• 1 bugbear (with Giant Spider features,
including Bite attack, which deals 12 (2d8+3)
piercing damage plus 9 (2d8) poison damage)
• strangers gain the Advanced Tech feature from
stranger leader, but only have 1st-level (2/
day): absorb elements, shield
4
Level 9-12 Secret of the Strangers
Make the listed modifications.
• stranger leader (with AC 16; Resistances: fire,
In this version, the mutation experiments bludgeon/piercing/slashing from nonmagical
of the Strangers have gone out of control! attacks; Regeneration 15 which is suppressed
The Stranger leader has used extractions to by cold/lightning damage; Advanced Tech 2nd-
level (3/day), 3rd-level (3/day) counterspell,
create new nanotechnology to create extra
elemental weapon, lightningbolt, 4th-level (2/
protection for itself and the underlings. day) confusion, greater invisibility; no Recharge
on Antimatter Rifle
Descent Into Weirdness • strangers start with 20 temp HP; gain the
Replace the gricks with the listed monsters and Advanced Tech feature from stranger leader;
modifications. Multiattack: three attacks
• 1 drone demon (MM pg. 57)
• 1 vulture demon (MM pg. 64)
• these are mutants affected by the radiation
• both creatures are Monstrosity type. Wreckage
• Increase Descending the Chasm DCs by 2 Replace +1 laser rifle with +2 laser rifle; 3
• Increase Complication rolls by 2d6 of each grenade
Vapor Exposure
Make the listed modifications to the table.
• If applicable, increase feature range by 10 ft.
and add 1 die of damage
Stench of Death
Replace the cadaver crawler with 1 grick
alpha with the following modifications.
• Static Field applies to the grick alpha’s tail and
tentacle attacks.
Testing Lab
Replace grimlock, ape, scout and spy with the
listed monsters and modifications.
• 1 ettercap (with wyvern Sting, no Recharge)
• 1 giant ape (with only 70 HP and modified
Fist)
• 1 wererat (with phase spider features and
actions)
• 1 knight
• strangers start with 20 temp HP; gain the
Advanced Tech feature from stranger leader;
Multiattack: three attacks
5
Level 13 - 16 Secret of the Strangers
Replace the stranger leader and strangers
with the listed monsters and modifications.
In this version, the Strangers have learned • 1 archmage (spells function as Advanced
to draw upon the magical energies of the Tech; add Antimatter Rifle attack, no Recharge)
Material plane to augment their technology. • 4 stranger leaders (add Regeneration 10
In turn, this allows them to control the native which is suppressed by cold/lightning damage;
magical creatures. add Multiattack: three attacks; remove
Antimatter Rifle)
Descent Into Weirdness
Replace the gricks with the listed monsters and
modifications. Wreckage
• 1 young blue dragon Replace +1 laser rifle with +2 antimatter
rifle; 3 of each grenade
• 1 young green dragon (describe with metallic
devices attached to their skulls).
• Increase Descending the Chasm DCs by 3
• Increase Complication rolls by 4d6
Vapor Exposure
Make the listed modifications to the table.
• If applicable, increase feature range by 10 ft.
and add 2 dice of damage.
Stench of Death
Replace the cadaver crawler with 1 behir with
the following modifications.
• Static Field applies to all of the behir’s attacks
except Swallow.
Testing Lab
Replace strangers, grimlock, ape, scout, and
spy with the listed monsters and modifications.
• 1 wyvern (change to Humanoid type; describe
as a humanoid with wyvern’s wings, talons,
sting, etc.)
• 1 giant ape (remove Rock attack; also may
deal extra force damage 1/day)
• 1 cambion (change to Humanoid type;
describe as humanoid with cybernetic
enhancements)
• 3 stranger leaders (add Regeneration 10
which is suppressed by cold/lightning damage;
add Multiattack: three attacks; remove
Antimatter Rifle)
• 1 gladiator
6
Level 17 - 20 Secret of the Strangers
Replace the stranger leader and strangers
with the listed monsters and modifications.
In this version, the Strangers are led by a • 1 death knight (modify Multiattack: three
fanatical warleader who will stop at nothing longsword attacks or two antimatter rifle
to subjugate this new world. . . or reduce all attacks; add +3 Antimatter Rifle Ranged
life to primordial compounds to be harvested. Weapon Attack +9 to hit, one or two targets
if they are adjacent to one another. On hit, 30
(6d8+3) necrotic damage)
Descent Into Weirdness
Replace the gricks with the listed monsters and • 4 stranger leaders (with AC 15; add
Regeneration 15 which is suppressed by
modifications.
cold/lightning damage; add Multiattack: four
• 2 rocs attacks; remove Antimatter Rifle)
• Increase Descending the Chasm DCs by 4
• Increase Complication rolls by 6d6
Wreckage
Replace +1 laser rifle with +3 laser rifle; 3
Vapor Exposure of each grenade
Make the listed modifications to the table.
• If applicable, increase feature range by 20 ft.
and add 3 dice of damage
Stench of Death
Replace the cadaver crawler with 1 purple
worm with the following modifications.
• Static Field deals 3d6 lightning damage, and
applies to the purple worm’s Tail Stinger
attack.
Testing Lab
Replace strangers, grimlock, ape, scout, and
spy with the listed monsters and modifications.
• 1 gray skin-shifter (MM pg. 277; with
wyvern’s Sting attack, no Recharge)
• 1 shrunken frost giant (remove Greatsword
and Rock attacks; add Fist attacks, but may deal
bonus force damage once per round)
• 1 assassin (with phase spider features and
Bite attack)
• 3 stranger leaders (with AC 15; add
Regeneration 15 which is suppressed by
cold/lightning damage; add Multiattack: four
attacks; remove Antimatter Rifle)
• 1 hobgoblin warlord