Balancing Encounters - Descent Into Avernus
Balancing Encounters - Descent Into Avernus
Author’s Note
This material was written with the goal of creating balanced encounters
in your Baldur’s Gate: Descent into Avernus campaign. But what
exactly does “balanced” mean? In this case, we mean it as seeking that
perfect middle ground between ease and difficulty, the sweet spot that
maximizes your players’ satisfaction with their experience at the table.
Ideally, it would include the danger of failure without dispiriting
frustration, yet also the hope of success without things feeling easy or
inconsequential.
Obviously, such a balance can be very subjective. Even two tables
with the same distribution of classes and character levels may differ
substantially in effectiveness. And of course, in situations where the
numbers on character sheets matter less than the unique aptitudes of
the actual players—such as an entirely social roleplaying encounter or
solving a perplexing riddle—even a document like this one can’t provide
much help. As a result, our focus here is on combat encounters and
other challenges that deal primarily with D&D rules mechanics.
For example, a DM could be running Baldur’s Gate: Descent into
Avernus and realize that maybe their seven-player group is a bit
stronger than the groups used in the original playtesting, or that their
three-player group is much weaker. In such situations, this document
can be used to assist with balancing such encounters—and guidance is
included for every encounter that players might face over the span of
the entire adventure! Also included are several appendices of bonus
content specific to this adventure, concerning the faction missions as
well as making the characters’ accumulated renown more meaningful in
the final battle.
The central structure used to balance encounters here is adapted and
expanded from that used in adventure modules published for the D&D
Adventurer’s League organized play campaign, but a full explanation is
given here, so no experience with AL is required to use this document.
The thematically appropriate encounter adjustments provided here are
equally useful in non-AL and AL-legal campaigns.
0
because a player character has an extremely
Adapting the powerful ability or magic item (which should be
Adventurer’s very unlikely at the beginning of a new
campaign, but becomes more likely as time goes
League Approach on, especially in Adventurer’s League where
characters are taken from table to table and DM
Running games for Adventurer’s League tables
to DM). Similarly, if you have a group of
gives one a deep appreciation for the “Adjusting
characters more focused on roleplaying or
this Encounter” guidance tables included for
investigation than combat optimization, you
each combat encounter in the campaign’s
may be obligated to weaken the opposition.
modules. They provide instant customization of
Given these needs, our adjustments here
the difficulty of an encounter for groups of
include even more options than those given in
varying sizes and levels. Even when the balance
the AL modules from which this method is
is not perfect, such guidance provides a starting
adapted.
point which makes it much easier to change
things on the fly.
Unfortunately, the otherwise-excellent WotC
hardcover adventures do not come with these
encounter edits, while standalone AL modules
do. This makes it a much easier process to run a
balanced session with one of these one-shot
adventures than with an ongoing hardcover
campaign.
This is especially important in a public
setting, like most AL games, where the goal
should be to accommodate as many people as
possible while still being able to run things well
if only a minimal number of players are
available.
In order to lend this same ease of adaptation
to hardcover campaigns like Baldur’s Gate:
Descent into Avernus, this document applies
the principles of these encounter edits—
extrapolated from AL’s system of codifying
Party Strength based on the levels and number
of characters—and applies them to all the
combat encounters in the hardcover.
Of course, no encounter adjustment provided
by someone not at your table can be perfectly
customized to your particular group. However,
just like in the Adventurer’s League modules,
these edits should give you a more accurate
starting point, as well as more options for
scaling up or down.
You may need to strengthen an encounter
1
Using this Book Average Party Level
In order to determine your Party Strength, you
As in D&D Adventurer’s League modules, this
need to know your group’s Average Party Level
document provides suggestions in making
(or APL for short). To determine this, add up
adjustments for smaller or larger groups,
the total levels of all the characters and divide
characters of higher or lower levels, and
the total by the number of characters (rounding
characters that are otherwise a bit more
.5 or greater up; rounding .4 or less down). The
powerful than the adventure is optimized for.
final number is the group’s APL.
Whether you are playing AL or not, remember
that you are not bound to these adjustments; Extreme Party Strengths
they’re here for your convenience.
Two of the Party Strengths included are only for
Party Strength use in certain extraordinary circumstances.
The Ultimate Party Strength is intended for
The encounter edits provided here use a system
members of a Very Very Strong party (7 player
of categories to assess the relative strength of a
characters who are more than one level above
party of characters at your table. From weakest
the Average Party Level for which the encounter
to strongest, the range of Party Strength
was designed) who hunger for a serious
categories is as follows: Feeble, Very Very Weak,
challenge.
Very Weak, Weak, Average, Strong, Very Strong,
Beware though, such dangers can lead to
Very Very Strong, and Ultimate.
death and players should be properly warned—
Party Strength is determined based on the
and in most of the D&D hardcover campaigns,
number of player characters in the party and on
there are many places where deadly threats are
the Average Party Level of all those characters.
already hiding around every corner. It is a good
Once these are determined they are compared
practice to directly ask your players if they agree
to the intended level the designers had in mind
to accept a much harder challenge before you
when creating that particular encounter.
use Ultimate Party Strength for any encounter.
Intended Levels for Baldur’s Conversely, the Feeble Party Strength is for
Gate: Descent into Avernus special situations where the challenge needs to
be much weaker than is normal for the
adventure’s intended level. This may be useful
for players completely new to D&D, or in games
where the DM—seeking to focus on other
elements—simply wants to spend as little time
on combat as possible.
The Feeble Party Strength is generally
balanced for a group much weaker than would
be legal for any Adventurer’s League table—for
example, a group of only one to two player
characters would likely use the Feeble Party
Strength unless their characters were of much
higher level than the one intended for that
encounter.
2
Using Party Strength in
Encounters
At the beginning of the notes on each chapter, a
guide is given for how to use the APL and
number of characters to determine the Party
Strength. Beyond knowing the APL, you are not
required to do the calculation yourself to use
this guide.
If you know the intended levels of encounters
and want to have a rough sense of what the
Party Strength will be as you move through
different chapters, you can use the rough
method below to determine this information.
However, the information at the start of each
chapter makes this process much easier and
more precise.
3
Chapter 1 Encounter Edits
Saving Time. If recommendations for scaling unlikely to occur given that the PCs should
an encounter are not included at all, it is mostly be just looking around for Tarina, and
suggested that you simply keep the encounter also because I think it’s fair at any level.
as is (as it’s not worth the time to scale it).
With Friends Like These:
4
Ultimate: One Swashbuckler (Lekard
“Dead-Eye” Cadavrus) (VGtM pg. 217) with
Part 2: Dungeon
99 HP and four Bandit Captains (MM pg. of the Dead Three
344)
Intended Level: 2nd
The intention here is to ensure the same level
of difficulty for each possible party. Calculate
your Party Strength for this chapter using the
following categories:
Feeble is two APL 1 player characters
Very Very Weak is three APL 1 player
characters
Very Weak is four APL 1 player
characters
Weak is five APL 1 player
characters
Average (the intended level) is
five APL 2 player characters
Strong is six APL 2
player characters
Very Strong is seven APL 2
player characters
Very Very Strong, is seven
APL 3 player characters
Ultimate is seven APL 4 player
characters
Further Guidance. If these notes do not
range high enough for your particular group,
use the highest Party Strength provided
as a basis for improvising.
I’d also recommend increasing the scale of
the area to around 10 ft. or so if you’re
running with 6-7 players (definitely with
7).
5
Very Weak: Two Night Blades (BG:DiA pg. Very Weak: Two Fists of Bane (Yignath
233) with 5 HP and Kazzira) (BG:DiA pg. 232)
Weak: Two Night Blades (BG:DiA pg. 233) Weak: Two Fists of Bane (Yignath and
Average: Three Night Blades (BG:DiA pg. Kazzira) (BG:DiA pg. 232) with 33 HP
233) Average: One Iron Consul (Yignath)
Strong: Five Night Blades (BG:DiA pg. 233) (BG:DiA pg. 232) and one Fist of Bane
(Kazzira) (BG:DiA pg. 232)
Very Strong: Five Night Blades (BG:DiA
pg. 233) with 16 HP Strong: One Iron Consul (Yignath)
(BG:DiA pg. 232) and two Fists of Bane
Very Very Strong: Seven Night Blades
(Kazzira and Mazura) (BG:DiA pg. 232)
(BG:DiA pg. 233) with 5 HP
Very Strong: One Iron Consul (Yignath)
Ultimate: Three Necromites of Myrkul
(BG:DiA pg. 232) with 64 HP and two Fists
(BG:DiA pg. 234) and four Night Blades
of Bane (Kazzira and Mazura) (BG:DiA pg.
(BG:DiA pg. 233)
232) with 33 HP
D10. Necromite’s Room: Very Very Strong: One Iron Consul
Feeble: One Necromite of Myrkul (Yignath) (BG:DiA pg. 232) and two Iron
(BG:DiA pg. 234) with 6 HP Consuls (Kazzira and Mazura) (BG:DiA pg.
Very Very Weak: One Necromite of 232) with 24 HP
Myrkul (BG:DiA pg. 234) with 19 HP Ultimate: One Iron Consul (Yignath)
Very Weak: Two Necromites of Myrkul (BG:DiA pg. 232) with 64 HP and three Iron
(BG:DiA pg. 234) with 6 HP Consuls (Kazzira, Lanlina, and Mazura)
(BG:DiA pg. 232)
Weak: Two Necromites of Myrkul
(BG:DiA pg. 234) D13. Morgue:
Average: Three Necromites of Myrkul Encounter Note. This is an incredibly deadly
(BG:DiA pg. 234) encounter for 2nd-level-characters (assuming
Strong: Four Necromites of Myrkul an average party). First off, I would have the
first 3rd-level-spell-slot be spent from beginning
(BG:DiA pg. 234) with 19 HP
to cast Animate Dead and second, I would
Very Strong: Three Skull Lashers of
highly recommend emphasizing that there’s
Myrkul (BG:DiA pg. 234)
someone distracted even before they enter the
Very Very Strong: Four Skull Lashers of room, that way they might take the hint to turn
Myrkul (BG:DiA pg. 234) the lights off and try and sneak.
Ultimate: One Master of Souls (BG:DiA Another possibility is that Flennis doesn’t
pg. 234) and two Skull Lashers of Myrkul want to harm her creations, and thus doesn’t
(BG:DiA pg. 234) with 16 HP cast AoE spells (FIREBALL) that could injure
her skeletal rodents (not even if they’re not in
D12. Bane’s Altar:
the area because of the instability of the
Feeble: One Fist of Bane (Yignath) foundation)
(BG:DiA pg. 232) Feeble: One Skull Lasher of Myrkul
Very Very Weak: Two Fists of Bane (Flennis) (BG:DiA pg. 234) who is out of
(Yignath and Kazzira) (BG:DiA pg. 232) with 3rd-level-spell-slots
11 HP
6
Very Very Weak: One Skull Laster of Very Very Weak: Two Zombies (MM pg.
Myrkul (Flennis) (BG:DiA pg. 234) with 48 316) with 33 HP
HP and one Swarm of Undead Insects Very Weak: Three Zombies (MM pg. 316)
(MM pg. 338, but undead, not beasts) with with 11 HP
33 HP
Weak: Three Zombies (MM pg. 316)
Very Weak: One Skull Lasher of Myrkul
Average: Six Zombies (MM pg. 316)
(Flennis) (BG:DiA pg. 234) and three
Swarms of Undead Rats (MM pg. 339, but Strong: Three Ghouls (MM pg. 148) with 11
undead, not beasts) HP
Weak: One Skull Lasher of Myrkul Very Strong: Three Ghouls (MM pg. 148)
(Flennis) (BG:DiA pg. 234) with 48 HP and Very Very Strong: Four Ghouls (MM pg.
one Swarm of Undead Insects (MM pg. 148)
338, but undead, not beasts), one Swarm of Ultimate: Six Ghouls (MM pg. 148) with 33
Undead Rats (MM pg. 339, but undead, not HP
beasts), and one Swarm of Undead Ravens
(MM pg. 339, but undead, not beasts) D25. Bane’s Rest:
Average: One Master of Souls (Flennis) Feeble: One Fist of Bane (BG:DiA pg. 232)
(BG:DiA pg. 234) and one Swarm of Very Very Weak: Two Fists of Bane
Undead Rats (MM pg. 339, but undead, not (BG:DiA pg. 232) with 11 HP
beasts) Very Weak: Two Fists of Bane (BG:DiA pg.
Strong: One Master of Souls (Flennis) 232)
(BG:DiA pg. 234) with 66 HP and two Weak: Two Fists of Bane (BG:DiA pg. 232)
Swarms of Undead Rats (MM pg. 339, but with 33 HP
undead, not beasts)
Average: Four Fists of Bane (BG:DiA pg.
Very Strong: One Master of Souls 232)
(Flennis) (BG:DiA pg. 234) with 66 HP, and
Strong: Six Fists of Bane (BG:DiA pg. 232)
three Swarms of Undead Insects (MM pg.
339, but undead, not beasts, and they Very Strong: Six Fists of Bane (BG:DiA pg.
appear to be rats) 232) with 33 HP
Very Very Strong: One Mage (Flennis) Very Very Strong: Three Iron Consuls
(MM pg. 347) and two Swarms of Undead (BG:DiA pg. 232) with 24 HP
Snakes (MM pg. 338, but undead, not Ultimate: Four Iron Consuls (BG:DiA pg.
beasts) 232)
Ultimate: One Mage (Flennis) (MM pg. D26. Bhaal’s Rest:
347) with 60 HP and three Swarms of
Encounter Note. No matter what stat-block
Undead Snakes (MM pg. 338, but undead,
the Reaper uses, they always have Disguise Self
not beasts)
1/day
D21. Zombie Crypt:
Feeble: One Night Blade (BG:DiA pg. 233)
Feeble: One Zombie (MM pg. 316) with 33 with 16 HP
HP Very Very Weak: One Fist of Bane
(BG:DiA pg. 232) with 33 HP
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Very Weak: One Skull Lasher of Myrkul D33. Covenant of the Dead Three:
(BG:DiA pg. 234) Encounter Note. This encounter is really
Weak: One Skull Lasher of Myrkul challenging (debatably on the level of Flennis),
(BG:DiA pg. 234) with 48 HP and honestly, you might want to note that the
Average: One Reaper of Bhaal (BG:DiA party doesn’t have to at this point kill the last
pg. 233) leader of the cult. Vaaz is rather broken for a
party of 2 -level-characters. I really hope your
Strong: One Reaper of Bhaal (BG:DiA pg.
character has the skeletons.
233) with 40 HP
Feeble: One Skull Lasher of Myrkul
Very Strong: One Master of Souls (BG:DiA
(Vaaz) (BG:DiA pg. 234) with 48 HP - You
pg. 234)
may want to change how you describe the
Very Very Strong: One Death’s Head of fight between him and Mortlock.
Bhaal (BG:DiA pg. 233)
Very Very Weak: One Reaper of Bhaal
Ultimate: One Death’s Head of Bhaal (Vaaz) (BG:DiA pg. 233) with 40 HP
(BG:DiA pg. 233) with 104 HP
Very Weak: One Master of Souls (Vaaz)
D28. Old Cellar: (BG:DiA pg. 234) with 24 HP - You may
Feeble: One Skeleton (MM pg. 272) want to change how you describe the fight
between him and Mortlock. You also will
Very Very Weak: Two Skeletons (MM pg.
not want to cast Fireball (do something
272) with 6 HP
else)
Very Weak: Two Skeletons (MM pg. 272)
Weak: One Master of Souls (Vaaz)
Weak: Two Skeletons (MM pg. 272) with (BG:DiA pg. 234) - You may want to change
19 HP how you describe the fight between him and
Average: Four Skeletons (MM pg. 272) Mortlock. You also will not want to cast
Strong: Six Skeletons (MM pg. 272) Fireball (upscale some other spell or
something).
Very Strong: One Warhorse Skeleton
(MM pg. 273) and five Skeletons (MM pg. Average: One Death’s Head of Bhaal
272) with 19 HP (Vaaz) (BG:DiA pg. 233)
Very Very Strong: Three Ghouls (MM pg. Strong: One Death’s Head of Bhaal
148) (Vaaz) (BG:DiA pg. 233) with 48 HP and two
Night Blades (BG:DiA pg. 233)
Ultimate: Four Ghouls (MM pg. 148)
Very Strong: One Death’s Head of Bhaal
D29. Mortlock Vanthumper: (Vaaz) (BG:DiA pg. 233) with 48 HP and
Encounter Note. Mortlock Vanthumper four Night Blades (BG:DiA pg. 233)
should most likely join up with the party. If he Very Very Strong: One Death’s Head of
does he functions roughly as a 5 -level- Bhaal (Vaaz) (BG:DiA pg. 233) with three
character. He will not be automatically included Reapers of Bhaal (BG:DiA pg. 233) with 40
in the encounter calculation because he is not HP
automatically assumed to join the party. If he
Ultimate: One Black Gauntlet of Bane
does, this may change what encounter strength
(Vaaz) (BG:DiA pg. 232) with four Iron
your group is.
Consuls (BG:DiA pg. 232)
8
Surprise! Dragon
Strong: One Cult Fanatic (Ultiss) (MM pg.
Cultists!:
345) and four Thugs (MM pg. 350) with
Feeble: One Acolyte (Ultiss) (MM pg. 342) scimitars instead of maces
and two Cultists (MM pg. 345) with 4 HP
Very Strong: One Cult Fanatic (Ultiss)
Very Very Weak: One Acolyte (Ultiss) (MM pg. 345) with 49 HP and five Thugs
(MM pg. 342) and four Cultists (MM pg. (MM pg. 350) with scimitars instead of
345) with 13 HP maces
Very Weak: One Spy (Ultiss) (MM pg. 349) Very Very Strong: Two Cult Fanatics
with 13 HP and two Cultists (MM pg. 345) (Ultiss and Nolis) (MM pg. 345) with 49 HP
Weak: One Spy (Ultiss) (MM pg. 349) and and four Spies (MM pg. 349) with 40 HP
three Cultists (MM pg. 345) Ultimate: One Warlock of the Archfey
Average: One Cult Fanatic (Ultiss) (MM (Ultiss) (VGtM pg. 219) and three Bandit
pg. 345) and four Cultists (MM pg. 345) Captains (MM pg. 344)
9
Part 3: Low Strong: Three Imps (MM pg. 76) with 6 HP
Very Strong: Three Imps (MM pg. 76)
Lantern & Very Very Strong: Four Imps (MM pg. 76)
Vanthumper Villa with 15 HP
Intended Level: 3rd Ultimate: Two Spined Devils (MM pg. 78)
with 33 HP perched at a nearby building
The intention here is to ensure the same level
who might be called by the four Imps (MM
of difficulty for each possible party. Calculate
pg. 76)
your Party Strength for this chapter using the
following categories: L6. Tavern Lounge:
Feeble is three APL 1 player characters Encounter Note. I’m including Amrik, but it
Very Very Weak is four APL 1 player should be noted that he tries to flee at any and
characters every opportunity.
Very Weak is five APL 1 player characters Feeble: Amrik Vanthampur flees
immediately, he doesn’t fight. Meanwhile,
Weak is five APL 2 player characters
the bodyguards consist of one Imp
Average (the intended level) is five APL 3 (Kasharra) (MM pg. 76) with 6 HP and one
player characters Thug (Vhaltus) (MM pg. 350) with 16 HP
Strong is six APL 3 player characters Very Very Weak: Amrik Vanthampur
Very Strong is seven APL 3 player flees immediately, he doesn’t fight.
characters Meanwhile, the bodyguards consist of one
Very Very Strong, is seven APL 4 player Imp (Kasharra) (MM pg. 76) with 6 HP and
characters one Spy (Vhaltus) (MM pg. 350) with 13 HP
Ultimate is seven APL 5 player characters Very Weak: Amrik Vanthampur flees
immediately, he doesn’t even fight.
Further Guidance. If these notes do not
Meanwhile, the bodyguards consist of one
range high enough for your particular group,
Imp (Kasharra) (MM pg. 76) and one Spy
use the highest Party Strength provided as a
(Vhaltus) (MM pg. 350)
basis for improvising.
Weak: One Bandit Captain (Amrik
Vanthampur) (MM pg. 344) with 32 HP and
Low Lantern the Smoke Bomb feature, one Imp
L1. Main Deck: (Kasharra) (MM pg. 76), and one Thug
(Vhaltus) (MM pg. 350)
Encounter Note. A reminder that these imps
don’t fight just yet. Average: One Amrik Vanthampur
(BG:DiA pg. 30), one Spined Devil
Feeble: One Imp (MM pg. 76) with 6 HP
(Kasharra) (MM pg. 78), and one Thug
Very Very Weak: One Imp (MM pg. 76) (Vhaltus) (MM pg. 350)
Very Weak: One Imp (MM pg. 76) with 15 Strong: One Amrik Vanthampur (BG:DiA
HP pg. 30) with 99 HP, one Bandit Captain
Weak: Two Imps (MM pg. 76) with 6 HP (Vhaltus) (MM pg. 344) with 97 HP, and
Average: Two Imps (MM pg. 76) one Spined Devil (Kasharra) (MM pg. 78)
with 33 HP
10
Very Strong: One Amrik Vanthampur Weak: Three squads of two Guards (MM
(BG:DiA pg. 30) with 99 HP, one Bearded pg. 347) and one roaming Guard (MM pg.
Devil (Kasharra) (MM pg. 70) with 78 HP 347) all of whom have 5 HP
who appears to simply be a normal human Average: Three squads of three Guards
but with a crazy amount of facial hair, and (MM pg. 347)
one Veteran (Vhaltus) (MM pg. 350) with
Strong: Three squads of three Guards (MM
87 HP
pg. 347) and two roaming Guards (MM pg.
Very Very Strong: One Master Thief 347)
(Amrik Vanthampur) (VGtM pg. 216) with
Very Strong: Three squads of four Guards
the Smoke Bomb action, one Bearded
(MM pg. 347)
Devil (Kasharra) (MM pg. 70) who appears
to simply be a normal human but with a Very Very Strong: Three squads of two
crazy amount of facial hair, and one Bandit Thugs (MM pg. 350) and one roaming Thug
Captain (Vhaltus) (MM pg. 344) (MM pg. 350) all of whom have 16 HP
Ultimate: One Master Thief (Amrik Ultimate: Three squads of three Thugs
Vanthampur) (VGtM pg. 216) with 126 HP (MM pg. 350) and two roaming Thugs (MM
and the Smoke Bomb action, one Barbed pg. 350)
Devil (Kasharra) (MM pg. 70) with 156 HP V3. Foyer:
who appears to simply be a normal human
Feeble: One Imp (MM pg. 76)
but with a lot of body hair (arms, legs,
etc…), and one Gladiator (Vhaltus) (MM Very Very Weak: One Imp (MM pg. 76)
pg. 346) with 165 HP with 15 HP
Reya Mantlemorn: Very Weak: Two Imps (MM pg. 76) with 6
HP
Encounter Note. Reya, if she joins the group,
Weak: Three Imps (MM pg. 76) with 6 HP
functions roughly as a 5 -level-character.
Again, she, like Mortlock is not automatically Average: Four Imps (MM pg. 76)
included, so when you scale you’ll have to Strong: Six Imps (MM pg. 76)
include her in the calculations.
Very Strong: Six Imps (MM pg. 76) with 15
Vanthampur Villa HP
V1. Yard: Very Very Strong: Nine Imps (MM pg. 76)
Encounter Note. I’m presuming that if the Ultimate: Six Bearded Devils (MM pg. 70)
guards hear combat, being outside it’ll reach with 78 HP who appear to simply be
them and they can all join in. household guards (two standing by each
door) with a lot of facial hair
Feeble: Three stationed Guards (MM pg.
347) with 5 HP V9. Dining Room:
Feeble: One Imp (MM pg. 76)
Very Very Weak: Three stationed Guards
(MM pg. 347) Very Very Weak: One Imp (MM pg. 76)
with 15 HP
Very Weak: Three stationed Guards (MM
pg. 347) and one roaming Guard (MM pg. Very Weak: Two Imps (MM pg. 76) with 6
347) all of whom have 5 HP HP
Weak: Two Imps (MM pg. 76) with 15 HP
11
Average: Three Imps (MM pg. 76) medium-sized (although its damage and HP
Strong: Four Imps (MM pg. 76) with 15 HP strangely remain unaltered)
Very Strong: Five Imps (MM pg. 76) with Very Strong: One Shield Guardian (MM
15 HP pg. 271) with 210 HP and is both unbound
and medium-sized (although its damage
Very Very Strong: Seven Imps (MM pg. 76)
and HP strangely remain unaltered [other
Ultimate: Five Bearded Devils (MM pg. than the above changes])
70) who appear to simply be household
Very Very Strong: One Stone Golem (MM
guards (two standing by each door and one
pg. 170) which is medium-sized (although
watching the windows [which you may want
its damage and HP strangely remain
to take into account if the heroes are
unaltered)
sneaking outside]) with a lot of facial hair
Ultimate: One Stone Golem (MM pg. 170)
V13. Thurstwell’s Bedroom:
with 255 HP and is medium-sized (although
Encounter Note. This encounter is only
its damage and HP strangely remain
slightly taxing, but only really to incredibly
unaltered [other than the above changes])
weak parties. Therefore I’m only providing
guidance if your party is Feeble. Any other V19. Tower Peak:
strength should be able to handle Thurstwell Encounter Note. The imps technically aren’t
and his minion. going to fight too much, but nevertheless, they
still should be present.
Feeble: One Imp (MM pg. 76) and one
Thurstwell Vanthampur (BG:DiA pg. 34) Feeble: One Imp (MM pg. 76) who dies in 1
who just cowers, and does not cast Sacred hit.
Flame. Very Very Weak: One Imp (MM
Very Very Weak - Ultimate: One pg. 76) with 6 HP
Imp (MM pg. 76) and one Very Weak: One Imp (MM pg. 76)
Thurstwell Vanthampur (BG:DiA Weak: Two Imps (MM pg. 76)
pg. 34) with 6 HP
V18. Duke’s Study: Average: Two Imps
Feeble: One Animated (MM pg. 76)
Armor (MM pg. 19) with 16 HP
Strong: Three Imps
Very Very Weak: One Animated (MM pg. 76) with 6 HP
Armor (MM pg. 19)
Very Strong: Three Imps (MM
Very Weak: One Animated Armor (MM pg. 76)
pg. 19) with 49 HP
Very Very Strong: Four Imps
Weak: One Helmed Horror (MM pg. (MM pg. 76) with 15 HP
183) with 32 HP
Ultimate: Two Spined
Average: One Helmed Horror (MM pg. Devils (MM pg. 78) waiting on the
183) top of the tower to attack if the four Imps
Strong: One Shield Guardian (MM (MM pg. 76) ever call out.
pg. 271) that is unbound and
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Part 4: Under the Strong: Five Spined Devils (MM pg. 78) in
two crates
Villa/Candlekeep Very Strong: Five Spined Devils (MM pg.
Intended Level: 4th 78) with 33 HP in two crates
The intention here is to ensure the same level Very Very Strong: Nine Spined Devils
of difficulty for each possible party. Calculate (MM pg. 78) in three crates
your Party Strength for this chapter using the Ultimate: Ten Spined Devils (MM pg. 78)
following categories: with 33 HP in four crates
Feeble is three APL 2 player characters V26. Temple of Zariel:
Very Very Weak is four APL 2 player Feeble: One Spined Devil (Odious) and
characters two Cultists (MM pg. 345)
Very Weak is five APL 2 player characters Very Very Weak: One Spined Devil
(Odious) (MM p. 78) with 33 HP and four
Weak is five APL 3 player characters
Cultists (MM pg. 345)
Average (the intended level) is five APL 4
Very Weak: One Bearded Devil (Odious)
player characters
(MM pg. 70) and four Cultists (MM p. 345)
Strong is six APL 4 player characters
Weak: One Bearded Devil (Odious) (MM
Very Strong is seven APL 4 player pg. 70) and two Cult Fanatics (MM pg. 345)
characters
Average: One Barbed Devil (Odious) (MM
Very Very Strong, is seven APL 5 player pg. 70) with four Cultists (MM pg. 345)
characters
Strong: One Barbed Devil (Odious) (MM
Ultimate is seven APL 6 player characters pg. 70), one Cult Fanatic (MM pg. 345), and
Further Guidance. If these notes do not five Cultists (MM pg. 345)
range high enough for your particular group, Very Strong: One Barbed Devil (Odious)
use the highest Party Strength provided as a (MM pg. 70) and four Cult Fanatics (MM
basis for improvising. pg. 345)
Also feel free to use some of the Cult of Zariel
Very Very Strong: One Chain Devil
blessings on Mordenkainen’s Tome of Foes pg.
(Odious) (MM pg. 72) with 120 HP, three
21
Cult Fanatics (MM pg. 345), and five
Under the Villa Cultists (MM pg. 345)
V20. Cellar: Ultimate: One Chain Devil (Odious) (MM
Feeble: One Spined Devil (MM pg. 78) pg. 72), four Cult Fanatics (MM pg. 345),
with 33 HP and six Cultists (MM pg. 345)
Very Very Weak: Two Spined Devils (MM V28. Secret Shrine:
pg. 78) with 11 HP Encounter Note. Something important to
Very Weak: Two Spined Devils (MM pg. note about this is that this is not written as a
78) boss fight, or if it is, whoever wrote it did so
Weak: Three Spined Devils (MM pg. 78) poorly. Thalamra stands very little chance of
with 11 HP being effective on her own (with an AC of 10,
even 78 HP won’t last you that long, and her
Average: Three Spined Devils (MM pg. 78)
13
damage output is sorta shut Very Strong: One
down once she’s forced into Warlock of the Great
melee). This should be Old One (Duke
something that you’re Thalamra Valthampur)
cognizant of, since as (VGtM pg. 220) with 136
written, the fight is HP
essentially of easy difficulty Very Very Strong:
(a minor expenditures of One Warlock of the
resources). If you want for Fiend (Duke Thalamra
it to be more climactic, I Valthampur) (VGtM pg.
recommend Thalamra 219) with 117 HP
joins in the fight in V26
Ultimate: One
(Temple of Zariel).
Warlock of the Fiend
Also, if you’re an especially
(Duke Thalamra
cruel (or clever) DM, you
Valthampur) (VGtM pg.
may have noticed that I
219) who instantly
have given to
summons a Bearded
Thalamra at the Strong -
Devil (MM pg. 70) to her
Very Strong level and there’s
aid
also a rather heavy alter present.
Should you decide to do this I recommend V29. Prison:
somewhere around 4d10 damage or so, half as Encounter Note. If Thoss is not in a form
much on a Successful DC 15 Dexterity saving that normally would use a belt, feel free to
throw (based on the spell save DC of a Warlock reskin it as something else (e.g. a sash, in a
of the Great Old One). claw, etc…). If Falaster Fisk joins the party he
functions roughly as a 3 -level-character. He’s
Feeble: One Cult Fanatic (Duke Thalamra
not automatically included in the encounter
Valthampur) (MM pg. 345) with 16 HP who
edits because the players might not find him
has already used up her 2nd-level spell slots
until the end of the dungeon.
Very Very Weak: One Cult Fanatic (Duke
Feeble: One Imp (Thoss) (MM pg. 76)
Thalamra Valthampur) (MM pg. 345) with
16 HP Very Very Weak: One Imp (Thoss) (MM
pg. 76) with 15 HP
Very Weak: One Cult Fanatic (Duke
Thalamra Valthampur) (MM pg. 345) Very Weak: One Spined Devil (Thoss)
(MM pg. 78) with 11 HP
Weak: One Duke Thalamra Valthampur
(BG:DiA pg. 38) with 39 HP Weak: One Bearded Devil (Thoss) (MM
pg. 70) with 26 HP
Average: One Duke Thalamra
Valthampur (BG:DiA pg. 38) Average: One Bearded Devil (Thoss) (MM
pg. 70)
Strong: One Warlock of the Great Old
One (Duke Thalamra Valthampur) (VGtM Strong: One Barbed Devil (Thoss) (MM
pg. 220) pg. 70)
Very Strong: Two Bearded Devils (Thoss
and Faran) (MM pg. 70) with 26 HP
14
Very Very Strong: Two Bearded Devils Journey to Candlekeep
(Thoss and Farna) (MM pg. 70) with 78 HP Knights of the Shield:
Ultimate: One Barbed Devil (Thoss) (MM Feeble: One Cambion (Kaddrus) (MM pg.
pg. 70) with 65 HP and one Bearded Devil 36)
(Farna) (MM pg. 70) Very Very Weak: One Incubus (Kaddrus)
V32. Connecting Tunnel: (MM pg. 285) and one Bandit Captain
Feeble: One Cult Fanatic (MM pg. 345) (Falar) (MM pg. 344)
with 16 HP Very Weak: One Incubus (Kaddrus) (MM
Very Very Weak: One Cult Fanatic (MM pg. 285) and two Spies (Falar and Zaroud
pg. 345) al’Ryshal) (MM pg. 349)
Very Weak: One Cult Fanatic (MM pg. Weak: One Cambion (Kaddrus) (MM pg.
345) with 49 HP 36) and two Veterans (Falar and Zaroud
al’Ryshal)
Weak: One Cult Fanatic (MM pg. 345) with
16 HP and two Cultists (MM pg. 345) Average: One Cambion (Kaddrus) (MM
pg. 36) and three Veterans (Falar, Zaroud
Average: Two Cult Fanatics (MM pg. 345)
al’Ryshal, and Nulra Blacksaddle) (MM pg.
Strong: Three Cult Fanatics (MM pg. 345) 350)
with 16 HP
Strong: One Cambion (Kaddrus) (MM pg.
Very Strong: Three Cult Fanatics (MM pg. 36) with 121 HP, one Illusionist (Zandan)
345)
(VGtM pg. 214), and four Veterans (Falar,
Very Very Strong: Three Illusionists Zaroud al’Ryshal, Rakta, and Nulra
(VGtM pg. 214) with 57 HP Blacksaddle) (MM pg. 350) with 87 HP
Ultimate: Three Warlocks of the Archfey Very Strong: Two Cambions (Kaddrus and
(VGtM pg. 219) with 24 HP Quintus) (MM pg. 36) disguised as a farmer
V33. Cultists’ Quarters: couple with 121 HP and four Veterans
Feeble: Three Cultists (MM pg. 345) (Zandan, Falar, Zaroud al’Ryshal, and Nulra
Blacksaddle) (MM pg. 350) with 87 HP
Very Very Weak: Four Cultists (MM pg.
345) Very Very Strong: Two Cambions
(Kaddrus and Quintus) (MM pg. 36)
Very Weak: Five Cultists (MM pg. 345)
disguised as a farmer couple with 44 HP and
Weak: Seven Cultists (MM pg. 345) with 5 five Gladiators (Zandan, Falar, Zaroud
HP al’Ryshal, Rakta, and Nulra Blacksaddle)
Average: Ten Cultists (MM pg. 345) (MM pg. 350)
Strong: Twelve Cultists (MM pg. 345) Ultimate: One Mage (Zandan) (MM pg.
Very Strong: Fourteen Cultists (MM pg. 347) using Alter Self (instead of Suggestion)
345) to appear to be a lanky farmhand with 60
HP, two Cambions (Kaddrus and Quintus)
Very Very Strong: One Cult Fanatic (MM
(MM pg. 36) disguised as a farmer couple,
pg. 345) and ten Cultists (MM pg. 345)
and five Gladiators (Falar, Zaroud
Ultimate: Two Cult Fanatics (MM pg. 345) al’Ryshal, Rakta, Nulra Blacksaddle, and
and six Cultists (MM pg. 345) Amin Farsan) (MM pg. 350)
15
Chapter 2 Encounter Edits
Saving Time. If recommendations for scaling Feeble: One Bearded Devil (Blass) (MM
an encounter are not included at all, it is pg. 70)
suggested that you simply keep the encounter
Very Very Weak: Two Spined Devils
as is (as it’s not worth the time to scale it).
(Blass and Nodd) (MM pg. 70)
Part 1: Arrival in Very Weak: Two Bearded Devils (Blass
Strong is five APL 6 player characters Encounter Note. Strovin and Kartra are not
able to effectively fight in combat, Velkora
Very Strong is five APL 7 player characters
functions as roughly a 1 -level-character
Very Very Strong, is six APL 7 player though.
characters
Cry for Help:
Ultimate is seven APL 7 player characters
Encounter Note. Orin/Faltrax obviously
Further Guidance. If these notes do not
could be more useful, but, wanting to be
range high enough for your particular group,
duplicitous, he doesn’t fight as effectively.
use the highest Party Strength provided as a
basis for improvising. Feeble: One Rutterkin (MToF pg. 136)
Very Very Weak: One Bulezau (MToF pg.
Unwelcome Party:
131) with 28 HP
Encounter Note. If you wish to include her,
Very Weak: One Bulezau (MToF pg. 131)
Harina functions as roughly a 0 -level-
character Weak: One Bulezau (MToF pg. 131) with 77
HP
16
Average: Two Bulezaus (MToF pg. 131) Very Strong: Ten Ghouls (MM pg. 148)
Strong: Two Bulezaus (MToF pg. 131) with Very Very Strong: Eleven Ghouls (MM pg.
77 HP 148) with 33 HP
Very Strong: Two Babaus (VGtM pg. 136) Ultimate: Thirteen Ghouls (MM pg. 148)
with 44 HP with 33 HP
Very Very Strong: Three Bulezaus (MToF Hateful Patrol:
pg. 131) with 77 HP
Feeble: One Spined Devil (MM pg. 78)
Ultimate: Four Bulezaus (MToF pg. 131) with 33 HP
Ghastly Meal: Very Very Weak: Two Spined Devils (MM
Encounter Note. Shorah does not function pg. 78) with 11 HP
as a combatant (for obvious reasons). Very Weak: Two Spined Devils (MM pg.
Feeble: Two Ghouls (MM pg. 148) 78)
Very Very Weak: Two Ghasts (MM pg. 148) Weak: Three Spined Devils (MM pg. 78)
with 18 HP with 11 HP
Very Weak: Two Ghasts (MM pg. 148) Average: One Merregon (MToF pg. 166)
and three Spined Devils (MM pg. 78)
Weak: One Ghast (MM pg. 148) and two
Ghouls (MM pg. 148) with 33 HP Strong: One Merregon (MToF pg. 166) and
four Spined Devils (MM pg. 78)
Average: Four Ghasts (MM pg. 148)
Very Strong: One Merregon (MToF pg.
Strong: Five Ghasts (MM pg. 148)
166) and five Spined Devils (MM pg. 78)
Very Strong: Six Ghasts (MM pg. 148)
Very Very Strong: One Merregon (MToF
Very Very Strong: Seven Ghasts (MM pg. pg. 166), two Bearded Devils (MM pg. 70),
148) and four Spined Devils (MM pg. 78)
Ultimate: Eight Ghasts (MM pg. 148) Ultimate: One Merregon (MToF pg. 166),
Ghoul Pack: two Bearded Devils (MM pg. 70), and six
Spined Devils (MM pg. 78)
Encounter Note. Presuming that the Ghoul
leader is wearing the +1 Studded, that should Narzugon Cavalier:
increase their AC to 15, not 13 (+1 Studded = 13 + Encounter Note. I am not going to decrease
2 DEX) the difficulty of this encounter because it is
Feeble: Two Ghouls (MM pg. 148) intended to be incredibly challenging. I will
Very Very Weak: One Ghast (MM pg. 148) increase it though.
with the +1 Studded Leather (AC 16) with 18 Feeble - Average: One Narzugon (MToF
HP and one Ghoul (MM pg. 148) pg. 167) and one Nightmare (MM pg. 235)
Very Weak: Three Ghouls (MM pg. 148) Strong: One Narzugon (MToF pg. 167)
with 11 HP with 165 HP and one Nightmare (MM pg.
Weak: Four Ghouls (MM pg. 148) with 33 235) with 102 HP
HP Very Strong: One Narzugon (MToF pg.
Average: Seven Ghouls (MM pg. 148) 167) riding one and leading two other
Nightmares (MM pg. 235)
Strong: Eight Ghouls (MM pg. 148)
17
Very Very Strong: Two Narzugon
(MToF pg. 167) with 60 HP riding two
and leading two other Nightmares
(MM pg. 235)
Ultimate: Two Narzugon (MToF pg.
167) riding two and leading two other
Nightmares (MM pg. 235)
Vrock Philosophy:
Encounter Note.
Feeble: One weakened Vrock (Spined
Devil [MM pg. 78])
Very Very Weak: One Bulezau (MToF
pg. 131) with 28 HP which has leaped up
atop a building instead of flying
Very Weak: One Bulezau (MToF pg.
131) which has leaped up atop a
building instead of flying
Weak: One Shadow Demon (MM
pg. 64)
Average: One Vrock (MM pg. 64)
Strong: One Vrock (MM pg. 64)
with 154 HP
Very Strong: One Glabrezu (MM pg.
58) with 90 HP who has cast Fly
Very Very Strong: One Glabrezu
(MM pg. 58) who has cast Fly
Ultimate: One Glabrezu (MM pg. 58)
with 225 HP who has cast Fly
Zombie Horde:
Encounter Note.
Feeble: Four Zombies (MM pg. 316) with 12 Strong: Twelve Zombies (MM pg. 316)
Hp Very Strong: Fourteen Zombies (MM pg.
Very Very Weak: Five Zombies (MM pg. 316) with 33 HP
316) with 12 HP Very Very Strong: Eight Ghouls (MM pg.
Very Weak: Six Zombies (MM pg. 316) with 148)
12 HP Ultimate: Nine Ghouls (MM pg. 148)
Weak: Eight Zombies (MM pg. 316) with 12
HP
Average: Twelve Zombies (MM pg. 316)
18
Torm’s Bridges Average (the intended level) is five APL 5
player characters
Infernal Force:
Strong is five APL 6 player characters
Feeble: Two Spined Devils (MM pg. 78)
Very Strong is five APL 7 player characters
Very Very Weak: Two Bearded Devils
Very Very Strong, is six APL 7 player
(MM pg. 70) with 24 HP
characters
Very Weak: Three Spined Devils (MM pg.
Ultimate is seven APL 7 player characters
78) with 11 HP
Further Guidance. If these notes do not
Weak: One Bearded Devil (MM pg. 70)
range high enough for your particular group,
and two Spined Devils (MM pg. 78) with 11
use the highest Party Strength provided as a
HP
basis for improvising.
Average: Two Bearded Devils (MM pg. 70)
and four Spined Devils (MM pg. 78) Approaching the High Hall:
Strong: One Barbed Devil (MM pg. 70) Feeble: Two Vargouilles (VGtM pg. 195)
with 156 HP and three Bearded Devils with 9 HP flying around on watch. This
(MM pg. 70) would normally decrease the Dexterity
(Stealth) DC down to their Passive Wisdom
Very Strong: One Barbed Devil (MM pg.
(Perception) 8, but we’ll say that due to
70) and four Bearded Devils (MM pg. 70)
their height, it stays the same.
Very Very Strong: One Chain Devil (MM
Very Very Weak: One Hell Hound (MM
pg. 72) and two Barbed Devils (MM pg. 70)
pg. 182) with 22 HP
with 156 HP
Very Weak: One Hell Hound (MM pg. 182)
Ultimate: One Chain Devil (MM pg. 72)
and three Barbed Devils (MM pg. 70) Weak: Three Vargouilles (VGtM pg. 195)
with 9 HP flying around on watch. This
Part 2: High Hall would normally decrease the Dexterity
(Stealth) DC down to their Passive Wisdom
Intended Level: 5th
(Perception) 8, but we’ll say that due to
The intention here is to ensure the same level of their height, it stays the same.
difficulty for each possible party. Calculate your
Average: Two Hell Hounds (MM pg. 182)
Party Strength for this chapter using the
following categories (note that APL means Strong: Two Hell Hounds (MM pg. 182)
Average Player Level and that Lulu should be with 67 HP
included in all of these encounters, Reya is not Very Strong: One Hell Hound (MM pg.
included, however, and she functions as a 5th- 182) and four Vargouilles (VGtM pg. 195)
level-character): Very Very Strong: Three Hell Hounds
Feeble is three APL 3 player character (MM pg. 182) with 67 HP
Very Very Weak is four APL 3 player Ultimate: Four Hell Hounds (MM pg. 182)
characters Cathedral Assault
Very Weak is five APL 3 player characters
Group 1 - Abishai and Cultists:
Weak is five APL 4 player characters
Encounter Note. Don’t forget that there are
Cultist of Zariel traits on pg. 21
19
Feeble: One White Abishai (Victuusa) Weak: One Bearded Devil (Dreb) (MM pg.
(MToF pg. 163) who is exhausted from the 70) with 78 HP and nine Giant Crabs (MM
assault and suffers from four layers of pg. 324)
exhaustion Average: One Barbed Devil (Dreb) (MM
Very Very Weak: One White Abishai pg. 70) and eight Giant Crabs (MM pg. 324)
(Victuusa) (MToF pg. 163) with 34 HP Strong: One Barbed Devil (Dreb) (MM pg.
Very Weak: One White Abishai (Victuusa) 70) and ten Giant Crabs (MM pg. 324)
(MToF pg. 163) Very Strong: One Barbed Devil (Dreb)
Weak: One White Abishai (Victuusa) (MM pg. 70), two Imps (MM pg. 76), and
(MToF pg. 163) with 98 HP eight Giant Crabs (MM pg. 324)
Average: One White Abishai (Victuusa) Very Very Strong: One Barbed Devil
(MToF pg. 163) and six Cultists (MM pg. (Dreb) (MM pg. 70) with 156 HP, two
345) Bearded Devil (MM pg. 70), and eight
Strong: One White Abishai (Victuusa) Giant Crabs (MM pg. 324)
(MToF pg. 163), two Cult Fanatics (MM pg. Ultimate: One Barbed Devil (Dreb) (MM
345) with 16 HP, and four Cultists (MM pg. pg. 70), three Bearded Devils (MM pg. 70),
345) and eight Giant Crabs (MM pg. 324)
Very Strong: One White Abishai Group 3 - Devilish Brigands:
(Victuusa) (MToF pg. 163), three Cult
Encounter Note. The edits on MToF pg. 21
Fanatics (MM pg. 345), and six Cultists
probably should not be used here because
(MM pg. 345)
although the captains are following a devil, that
Very Very Strong: One White Abishai devil is not an archdevil and cannot grant
(Victuusa) (MToF pg. 163) with 96 HP, two abilities.
Berserkers (MM pg. 344), two Cult
Feeble: One Imp (MM pg. 76) and five
Fanatics (MM pg. 345), and eight Cultists
Bandits (MM pg. 343)
(MM pg. 345)
Very Very Weak: One Imp (MM pg. 76)
Ultimate: One White Abishai (Victuusa)
and two Thugs (MM pg. 350) with 48 HP
(MToF pg. 163), two Veterans (MM pg.
344), three Cult Fanatics (MM pg. 345), Very Weak: One Imp (MM pg. 76) and
and eight Cultists (MM pg. 345) three Thugs (MM pg. 350) with 48 HP
Weak: One Spined Devil (MM pg. 78) and
Group 2 - Crab Attack:
two Spies (Brigands) (MM pg. 349)
Feeble: One Spined Devil (Dreb) (MM pg.
Average: One Spined Devil (MM pg. 78)
78) with 11 HP and three Giant Crabs (MM
and three Bandit Captains (Brigands) (MM
pg. 324)
pg. 344)
Very Very Weak: One Spined Devil (Dreb)
Strong: One Spined Devil (MM pg. 78) and
(MM pg. 78) with 33 HP and four Giant
four Bandit Captains (Brigands) (MM pg.
Crabs (MM pg. 324)
344)
Very Weak: One Bearded Devil (Dreb)
Very Strong: One Bearded Devil (MM pg.
(MM pg. 70) with 26 HP and five Giant
70) and four Bandit Captains (MM pg. 344)
Crabs (MM pg. 324)
with 97 HP
20
Part 3:
Grand
Cemetery
Intended Level: 6th
The intention here is to ensure
the same level of difficulty for
each possible party. Calculate
your Party Strength for this
chapter using the following
categories (note that APL means
Very Very Strong: One Barbed Devil (MM Average Player Level and that Lulu should be
pg. 70) with 156 HP and five Bandit included in all of these encounters, Reya is not
Captains (MM pg. 344) included, however, and she functions as a 5th-
Ultimate: One Barbed Devil (MM pg. 70) level-character):
and four Veterans (MM pg. 350) with 87 HP
Feeble is three APL 4 player characters
Group 4 - Hellish Hunters: Very Very Weak is three APL 5 player
Feeble: One Hell Hound (MM pg. 182) characters
with 67 HP sniffing out survivors on its own Very Weak is three APL 6 player characters
Very Very Weak: One Hell Hound (MM Weak is four APL 6 player characters
pg. 182) with 22 HP led by one Imp (MM pg.
Average (the intended level) is five APL 6
78)
player characters
Very Weak: One Hell Hound (MM pg. 182)
Strong is five APL 7 player characters
with 22 HP led by one Spined Devil (MM
pg. 78) Very Strong is five APL 8 player characters
Weak: One Merregon (MToF pg. 166) with Very Very Strong, is six APL 8 player
one Hell Hound (MM pg. 182) with 22 HP characters
Average: One Merregon (MToF pg. 166) Ultimate is seven APL 8 player characters
and two Hell Hounds (MM pg. 182) Further Guidance. If these notes do not
Strong: One Merregon (MToF pg. 166) range high enough for your particular group,
with 66 HP and three Hell Hounds (MM use the highest Party Strength provided as a
pg. 182) with 67 HP basis for improvising.
Very Strong: One Barbed Devil (MM pg. Exploring the Cemetery
70) with 156 HP and two Hell Hounds (MM Approaching the Chapel:
pg. 182) with 67 HP
Feeble: One Minotaur Skeleton (MM pg.
Very Very Strong: One Barbed Devil (MM
273)
pg. 70) and four Hell Hounds (MM pg. 182)
Very Very Weak: Two Minotaur
Ultimate: One Barbed Devil (MM pg. 70)
Skeletons (MM pg. 273)
and five Hell Hounds (MM pg. 182) with 67
HP
21
Very Weak: Two Minotaur Skeletons Ultimate: Three Sword Wraith Warriors
(MM pg. 273) with 100 HP (MToF pg. 241), three Specters (MM pg.
Weak: Three Minotaur Skeletons (MM 279), and four Shadows (MM pg. 269) with
pg. 273) with 33 HP 24 HP
Encounter Note. In terms of the fleeing Strong: Five Minotaur Skeletons (MM pg.
enemy, it is always a Specter, that way it can 273)
utilize the incorporeal movement ability. Also Very Strong: Six Minotaur Skeletons
some pillars may house multiple spirits. (MM pg. 273)
Feeble: One Specter (MM pg. 279) and two Very Very Strong: Seven Minotaur
Shadows (MM pg. 269) with 8 HP Skeletons (MM pg. 273)
Very Very Weak: Two Specters (MM pg. Ultimate: Eight Minotaur Skeletons (MM
279) with 33 HP and three Shadows (MM pg. 273)
pg. 269)
G4. Vestment Chamber - W/ Gideon:
Very Weak: Three Specters (MM pg. 279)
Encounter Note. I’m only going to scale the
and three Shadows (MM pg. 269)
actual possible encounter against the
Weak: Three Specters (MM pg. 279) and Mezzoloths + Gideon. The scorpion and the
four Shadows (MM pg. 269) with 8 HP dretches are not really that challenging by
Average: Four Specters (MM pg. 279) and comparison (especially with the assistance
four Shadows (MM pg. 269) provided by the yugoloths and Gideon). I’d also
Strong: Five Specters (MM pg. 279) and highly recommend emphasizing how they
five Shadows (MM pg. 269) might be able to speak with Gidoen, as
otherwise this encounter is pretty challenging.
Very Strong: Four Specters (MM pg. 279)
If a Mezzoloth is sent to accompany the party, it
and seven Shadows (MM pg. 269)
functions roughly as a 7 -level-character
Very Very Strong: Two Sword Wraith
Feeble: One Gideon Lightward (BG:DiA
Warriors (MToF pg. 241), four Specters
pg. 65)
(MM pg. 279) with 33 HP, and four
Shadows (MM pg. 269) with 24 HP Very Very Weak: One Gideon Lightward
(BG:DiA pg. 65) with 80 HP and one
Mezzoloth (MM pg. 313)
22
accompany the party, it functions roughly as a
7 -level-character
Feeble: One Mezzoloth (MM pg. 313) with
40 HP
Very Very Weak: One Dhergoloth (MToF
pg. 248)
Very Weak: One Canoloth (MToF pg. 247)
with 64 HP
Weak: Two Mezzoloths (MM pg. 313) with
40 HP
Average: Two Mezzoloths (MM pg. 313)
Strong: Two Mezzoloths (MM pg. 313)
with 110 HP
Very Strong: Two Dhergoloths (MToF pg.
248)
Very Very Strong: One Dhergoloth (MToF
Very Weak: One Gideon Lightward pg. 248) and two Mezzoloths (MM pg. 313)
(BG:DiA pg. 65) with 172 HP and one Ultimate: One Dhergoloth (MToF pg. 248)
Mezzoloth (MM pg. 313) with 70 HP and three Mezzoloths (MM pg.
Weak: One Gideon Lightward (BG:DiA pg. 313)
65) with 80 HP and two Mezzoloths (MM G5. Gideon’s Quarters:
pg. 313) with 40 HP
Feeble: One Mummy (Gideon Lightward)
Average: One Gideon Lightward (BG:DiA (MM pg. 228) with 29 HP
pg. 65) and two Mezzoloths (MM pg. 313)
Very Very Weak: One Mummy (Gideon
Strong: One Gideon Lightward (BG:DiA Lightward) (MM pg. 228) with 81 HP
pg. 65) and three Mezzoloths (MM pg. 313)
Very Weak: One Vampire Spawn (Gideon
with 40 HP
Lightward) (MM pg. 298) with 44 HP whose
Very Strong: One Gideon Lightward “Bite” is draining the life-force with his
(BG:DiA pg. 65) with 172 HP and four touch
Mezzoloths (MM pg. 313) with 40 HP
Weak: One Gideon Lightward (BG:DiA pg.
Very Very Strong: One Gideon Lightward 65) with 80 HP
(BG:DiA pg. 65) with 172 HP and four
Average: One Gideon Lightward (BG:DiA
Dhergloths (MToF pg. 248)
pg. 65)
Ultimate: One Gideon Lightward (BG:DiA
Strong: One Gideon Lightward (BG:DiA
pg. 65) with 172 HP and four Dhergloths
pg. 65) with 172 HP
(MToF pg. 248) with 168 HP
Very Strong: One Gideon Lightward
G4. Vestment Chamber - W/out
(BG:DiA pg. 65) who, if enganged in
Gideon:
combat, calls a Shadow (MM pg. 269) to his
Encounter Note. If a Mezzoloth is sent to assistance
23
Very Very Strong: One Gideon Lightward Feeble is three APL 3 player character
(BG:DiA pg. 65) who, if enganged in Very Very Weak is four APL 3 player
combat, calls two Specters (MM pg. 279) characters
with 33 HP to his assistance
Very Weak is five APL 3 player characters
Ultimate: One Gideon Lightward (BG:DiA
Weak is five APL 4 player characters
pg. 65) who, if engaged in combat, calls four
Specters MM pg. 279) with 33 HP to his Average (the intended level) is five APL 5
assistance. player characters
Strong is five APL 6 player characters
G12. Vault of Ascendance:
Very Strong is five APL 7 player characters
Feeble: One Minotaur (MM pg. 223) with
114 HP Very Very Strong, is six APL 7 player
characters
Very Very Weak: Two Minotaurs (MM pg.
223) Ultimate is seven APL 7 player characters
Very Weak: Two Minotaurs (MM pg. 223) Further Guidance. If these notes do not
with 114 HP range high enough for your particular group,
use the highest Party Strength provided as a
Weak: Three Minotaurs (MM pg. 223) with
basis for improvising.
38 HP
Average: Three Minotaurs (MM pg. 223) Battle of Elturel:
Strong: Four Minotaurs (MM pg. 223) Feeble: Four Spined Devils (MM pg. 78)
Very Strong: Four Minotaurs (MM pg. Very Very Weak: Seven Spined Devils
223) with 114 HP (MM pg. 78)
Very Very Strong: Six Minotaurs (MM pg. Very Weak: Eight Spined Devils (MM pg.
223) with 114 HP 78) with 33 HP
Ultimate: Seven Minotaurs (MM pg. 223) Weak: Ten Spined Devils (MM pg. 78)
with 38 HP with 33 HP
Average: Twelve Spined Devils (MM pg.
Part 4: Escaping 78)
the Siege Strong: Fourteen Spined Devils (MM pg.
78)
Intended Level: 6th
Very Strong: Fifteen Spined Devils (MM
The intention here is to ensure the same level of
pg. 78) with 11 HP
difficulty for each possible party. Calculate your
Very Very Strong: One Bone Devil (MM
Party Strength for this chapter using the
pg. 71) with 210 HP leading thirteen Spined
following categories (note that APL means
Devils (MM pg. 78) with 33 HP
Average Player Level and that Lulu should be
included in all of these encounters, Reya is not Ultimate: One Bone Devil (MM pg. 71)
included, however, and she functions as a 5th- with 210 HP leading fourteen Spined Devils
level-character): (MM pg. 78)
24
Chapter 3 Encounter Edits
Saving Time. If recommendations for scaling Very Weak: One Redcap (VGtM pg. 188)
an encounter are not included at all, it is and 1d2 more Redcaps (VGtM pg. 188)
suggested that you simply keep the encounter Weak: One Redcap (VGtM pg. 188) and 1d3
as is (as it’s not worth the time to scale it). more Redcaps (VGtM pg. 188)
25
Very Very Weak: One Wereboar
(Raggadragga) (MM pg. 209), two
Wererats
(Jibbs and
Oozywog)
(MM pg. 209) with
16 HP, and two
Jackalweres (Finnik and
Yeegha) (MM pg. 193)
Very Weak: One Wereboar
(Raggadragga) (MM pg. 209)
and four Wererats (Jibbs,
Oozywog, Finnik, and Yeegha) (MM pg.
209) with 16 HP
Weak: One Wereboar (Raggadragga) (MM
pg. 209) with 120 HP, two Werewolves
(Jibbs and Oozywog) (MM pg. 209), and
two Wererats (Finnik and Yeegha) (MM pg.
209)
Average: One Wereboar (Raggadragga)
(MM pg. 209) with 120 HP, two Wereboars 209), two
(Jibbs and Oozywog) (MM pg. 209), and two Werewolves
Wererats (Finnik and Yeegha) (MM pg. (Finnik, and Yeegha)
209) (MM pg. 211) with 87 HP,
Strong: One Wereboar (Raggadragga) and three Werewolves (MM pg.
(MM pg. 209) with 120 HP, two Wereboars 211) with 87 HP who are simply part of the
(Jibbs and Oozywog) (MM pg. 209),two crew, and can take the place of any
Werewolves (Finnik and Yeegha) (MM pg. creatures who perish
211), and one Werewolf (MM pg. 211) who is Ultimate: One Wereboar (Raggadragga)
simply part of the crew, and can take the (MM pg. 209) with 120 HP, two Wereboars
place of any creature who perishes (Jibbs, Oozywog) (MM pg. 209), two
Very Strong: One Wereboar Weretigers (Finnik and Yeegha) (MM pg.
(Raggadragga) (MM pg. 209) with 120 HP, 210), and three Weretigers (MM pg. 210)
two Wereboars (Jibbs, Oozywog) (MM pg. who are simply part of the crew, and can
209) two Wererats (Finnik, and Yeegha) take the place of any creatures who perish
(MM pg. 209) with 16 HP, and two Warlords of the Avernian
Wererats (MM pg. 209) who are simply Wastelands
part of the crew, and can take the place of
Encounter Note. I am assuming that the
any creatures who perish
“crews” make up the whole Creature Capacity
Very Very Strong: One Wereboar for each of the vehicles unless otherwise
(Raggadragga) (MM pg. 209) with 120 HP, specified. Also note that these encounters are
two Wereboars (Jibbs, Oozywog) (MM pg. for the most part... pretty hard.
26
Bitter Breath: pg. 186), and fourteen Hobgoblins (MM pg.
Encounter Note. Tormenter (4), Devil’s Ride 186) (seven and seven)
(1), and 2 Scavengers (8) Very Strong: One Horned Devil (Bitter
Feeble: One Horned Devil (Bitter Breath) Breath) (MM pg. 74) with 267 HP, one
(MM pg. 74) with 89 HP, one Hobgoblin Hobgoblin Warlord (High Graj Karkajuk)
Captain (High Graj Karkajuk) (MM pg. (MM pg. 187), two Hobgoblin Devastators
186), one Hobgoblin (MM pg. 186) with 16 (VGtM pg. 161), three Hobgoblin Captains
HP, and eight Hobgoblins (MM pg. 186) (MM pg. 186), six Hobgoblin Iron
(one and seven) (there is only one Shadows (VGtM pg. 161) (three and three),
scavenger) and eight Hobgoblins (MM pg. 186) (four
and four)
Very Very Weak: One Horned Devil
(Bitter Breath) (MM pg. 74) with 89 HP, one Very Very Strong: One Horned Devil
Hobgoblin Captain (High Graj Karkajuk) (Bitter Breath) (MM pg. 74), one Hobgoblin
(MM pg. 186), two Hobgobins (MM pg. Champion (High Graj Karkajuk) (VGtM pg.
186) with 16 HP, and eight Hobgoblins 212), two Hobgoblin Warlords (MM pg.
(MM pg. 186) (three, four, and four) 187), three Hobgoblin Devastators (VGtM
pg. 161), and twelve Hobgoblin Captains
Very Weak: One Horned Devil (Bitter
(MM pg. 186) (six and six)
Breath) (MM pg. 74) with 89 HP, one
Hobgoblin Devastator (High Graj Ultimate: One Horned Devil (Bitter
Karkajuk) (VGtM pg. 161), two Hobgoblin Breath) (MM pg. 74) with 267 HP, one
Captains (MM pg. 186), and ten Hobgoblin Champion (High Graj Karkajuk)
Hobgoblins (MM pg. 186) (two, four, and (VGtM pg. 212) with 214 HP, two
four) Hobgoblin Warlords (MM pg. 187), seven
Hobgoblin Devastators (VGtM pg. 161)
Weak: One Horned Devil (Bitter Breath)
with 67 HP (three, two, and two), and ten
(MM pg. 74) with 267 HP, one Hobgoblin
Hobgoblin Captains (MM pg. 186) (five
Warlord (High Graj Karkajuk) (MM pg. 187)
and five)
with 143 HP, two Hobgoblin Captains
(MM pg. 186) with 58 HP, and ten Feonor:
Hobgoblins (MM pg. 186) with 16 HP (two, Encounter Note. Demon Grinder (8) and 2
four, and four) Tormentors (4). Also I’m going to guess that the
Average: One Horned Devil (Bitter Crawling Claws are just grabbing on to the
Breath) (MM pg. 74), one Hobgoblin vehicle in some way, and to be honest, they’re
Warlord (High Graj Karkajuk) (MM pg. not really a challenge to level 5-9 characters.
187), two Hobgoblin Captains (MM pg. Feeble: One Necromancer (Feonor)
186), and seventeen Hobgoblins (MM pg. (VGtM pg. 217) with 33 HP, one Ghast (MM
186) (three, seven, and seven) pg. 148), and eight Ghouls (MM pg. 148)
Strong: One Horned Devil (Bitter Breath) Very Very Weak: One Necromancer
(MM pg. 74) with 267 HP, one Hobgoblin (Feonor) (VGtM pg. 217), four Ghouls (MM
Warlord (High Graj Karkajuk) (MM pg. pg. 148), and five Ghasts (MM pg. 148) with
187), two Hobgoblin Devastators (VGtM 54 HP
pg. 161), three Hobgoblin Captains (MM
Very Weak: One Necromancer (Feonor)
(VGtM pg. 217) with 99 HP, one Ghast (MM
27
pg. 148), four Wights (MM pg. 300) with 66 Very Very Weak: One Chain Devil
HP, and four Ghouls (MM pg. 148) with 33 (Princeps Kovik) (MM pg. 72) with 120 HP,
HP three Barbed Devils (MM pg. 70), and six
Weak: One Necromancer (Feonor) (VGtM Bearded Devils (MM pg. 70) with 78 HP
pg. 217), one Ghast (MM pg. 148), four (four, one, and one)
Mezzoloths (MM pg. 313), and four Ghouls Very Weak: One Chain Devil (Princeps
(MM pg. 148) Kovik) (MM pg. 72), four Barbed Devils
Average: One Archmage (Feonor) (MM pg. (MM pg. 70) with 65 HP, and six Bearded
342), one Ghast (MM pg. 148), four Devils (MM pg. 70) with 26 HP (four, one,
Mezzoloths (MM pg. 313), and four Ghouls and one)
(MM pg. 148) Weak: One Chain Devil (Princeps Kovik)
Strong: One Archmage (Feonor) (MM pg. (MM pg. 72), five Barbed Devils (MM pg.
342), one Bodak (VGtM pg. 127), four 70) (one and four), and eight Bearded
Mezzoloths (MM pg. 313), and four Wights Devils (MM pg. 70) (six, one, and one) with
(MM pg. 148) 78 HP
Very Strong: One Archmage (Feonor) Average: One Chain Devil (Princeps
(MM pg. 342) with 158 HP, one Sword Kovik) (MM pg. 72), four Barbed Devils
Wraith Commander (MToF pg. 241) with (MM pg. 70), and ten Bearded Devils (MM
180 HP, four Mezzloths (MM pg. 313) with pg. 70) (eight, one, and one)
110 HP, and four Sword Wraiths (MToF pg. Strong: One Chain Devil (Princeps Kovik)
241) (MM pg. 72), four Barbed Devils (MM pg.
Very Very Strong: One Archmage 70), and ten Merregons (MToF pg. 166)
(Feonor) (MM pg. 342) with 158 HP, one (eight, one, and one)
Sword Wraith Commander (MToF pg. Very Strong: One Chain Devil (Princeps
241) with 180 HP, six Mezzoloths (MM pg. Kovik) (MM pg. 72) with 120 HP, four
313), and six Sword Wraith Warriors Bearded Devils (MM pg. 70) with 78 HP,
(MToF pg. 241) and ten Barbed Devils (MM pg. 70) (eight,
Ultimate: One Archmage (Feonor) (MM one, and one)
pg. 342) with 158 HP, one Sword Wraith Very Very Strong: One Bone Devil
Commander (MToF pg. 241), six (Princeps Kovik) (MM pg. 72) with 210 HP,
Dhergoloths (MToF pg. 248) with 70 HP, four Chain Devils (MM pg. 72), and ten
and six Sword Wraith Warriors (MToF pg. Barbed Devils (MM pg. 70) (eight, one, and
241) one)
Princeps Kovik: Ultimate: One Bone Devil (Princeps
Kovik) (MM pg. 72) with 210 HP, six Barbed
Encounter Note. Demon Grinder (8),
Devils (MM pg. 70) (four, one, and one),
Tormentor (4), and 3 Devil’s Rides (1)
and eight Chain Devils (MM pg. 72)
Feeble: One Chain Devil (Princeps Kovik)
(MM pg. 72), two Barbed Devils (MM pg.
70) with 65 HP, and six Bearded Devils
(MM pg. 70) (four, one, and one)
28
Part 2: Haruman’s dependent Nightmare (MM pg. 235) mount
Very Very Weak: One Narzugon
Hill (Haruman) (MToF pg. 167) with 60 HP who
Intended Level: 7th rides on his dependent Nightmare (MM pg.
235) mount
The intention here is to ensure the same level of
difficulty for each possible party. Calculate your Very Weak: One Narzugon (Haruman)
Party Strength for this chapter using the (MToF pg. 167) who rides on his dependent
following categories (note that APL means Nightmare (MM pg. 235) mount
Average Player Level and that Lulu should be Weak: One Narzugon (Haruman) (MToF
included in all of these encounters): pg. 167) with 165 HP who rides on his
dependent Nightmare (MM pg. 235) mount
Feeble is three APL 5 player character
Average: One Narzugon (Haruman)
Very Very Weak is three APL 6 player
(MToF pg. 167) and one Nightmare (MM
characters
pg. 235)
Very Weak is three APL 7 player characters
Strong: One Narzugon (Haruman) (MToF
Weak is four APL 7 player characters pg. 167) with 165 HP and one Nightmare
Average (the intended level) is five APL 7 (MM pg.
player characters 235)
Strong is five APL 8 player characters
Very Strong is five APL 9 player characters
Very Very Strong, is six APL 9 player
characters
Ultimate is seven APL 9 player characters
Further Guidance. If these notes do not
range high enough for your particular group,
use the highest Party Strength provided as a
basis for improvising.
Haruman’s Arrival:
Encounter Note. This is an incredibly
dangerous encounter. However, note that the
Hellwasp is not going to actually attack the
characters unless they forcibly remove Lulu
from its grasp, instead opting to just flee back
to the nest. The wasp is present no matter
what the difficulty of the encounter is.
Feeble: One Champion (Haruman)
(VGtM pg. 212) with 214 HP who
appears to be a Narzugon and has
the Fiend type, who rides on his
29
Very Strong: One Narzugon (Haruman) N3. Hellwasp Larvae:
(MToF pg. 167) with 60 HP, one Nightmare
Feeble: Two Hellwasps (BG:DiA pg. 236)
(MM pg. 235), and two Merregons (MToF
with 26 HP
pg. 166) whom Haruman summons as a
Very Very Weak: Two Hellwasps (BG:DiA
bonus action when he gets within attacking
range to “Mete out Justice.” pg. 236)
Very Very Strong: One Narzugon Very Weak: Two Hellwasps (BG:DiA pg.
236) with 78 HP
(Haruman) (MToF pg. 167), one Nightmare
(MM pg. 235) with 102 HP, and four Barbed Weak: Three Hellwasps (BG:DiA pg. 236)
Devils (MM pg. 70) whom Haruman with 26 HP
summons as a bonus action when he gets Average: Three Hellwasps (BG:DiA pg.
within attacking range to “Mete out Justice.” 236)
Ultimate: One Narzugon (Haruman) Strong: Four Hellwasps (BG:DiA pg. 236)
(MToF pg. 167), one Nightmare (MM pg. with 26 HP
235) with 102 HP, and five Merregons
Very Strong: Four Hellwasps (BG:DiA pg.
(MToF pg. 166) whom Haruman summons
236)
as a bonus action when he gets within
attacking range to “Mete out Justice.” Very Very Strong: Six Hellwasps (BG:DiA
pg. 236)
Hellwasp Nest
Ultimate: Seven Hellwasps (BG:DiA pg.
N2. Drone Cells: 236) with 26 HP
Feeble: Two Hellwasps (BG:DiA pg. 236) N4. Larder:
with 26 HP
Feeble: One Hellwasp (BG:DiA pg. 236)
Very Very Weak: Two Hellwasps (BG:DiA
Very Very Weak: One Hellwasp (BG:DiA
pg. 236)
pg. 236) with 78 HP
Very Weak: Two Hellwasps (BG:DiA pg.
Very Weak: Two Hellwasps (BG:DiA pg.
236) with 78 HP
236) with 16 HP
Weak: Three Hellwasps (BG:DiA pg. 236)
Weak: Two Hellwasps (BG:DiA pg. 236)
with 26 HP
with 26 HP
Average: Three Hellwasps (BG:DiA pg.
Average: Two Hellwasps (BG:DiA pg. 236)
236)
Strong: Two Hellwasps (BG:DiA pg. 236)
Strong: Four Hellwasps (BG:DiA pg. 236)
with 78 HP
with 26 HP
Very Strong: Three Hellwasps (BG:DiA pg.
Very Strong: Four Hellwasps (BG:DiA pg.
236) with 26 HP
236)
Very Very Strong: Three Hellwasps
Very Very Strong: Six Hellwasps (BG:DiA
(BG:DiA pg. 236) with 78 HP
pg. 236)
Ultimate: Four Hellwasps (BG:DiA pg.
Ultimate: Seven Hellwasps (BG:DiA pg.
236)
236) with 26 HP
30
Path of
Feeble: Two Bearded Devils (MM pg. 70)
Very Very Weak: Two Bearded Devils
(MM pg. 70) with 78 HP
Demons Very Weak: Three Bearded Devils (MM
pg. 70) with 52 HP
Part 1: Spawning Weak: Three Bearded Devils (MM pg. 70)
Trees with 78 HP
Average: Four Bearded Devils (MM pg.
Intended Level: 8th 70)
The intention here is to ensure the same level of Strong: Five Bearded Devils (MM pg. 70)
difficulty for each possible party. Calculate your
Very Strong: Five Bearded Devils (MM pg.
Party Strength for this chapter using the
70) with 78 HP
following categories (note that APL means
Average Player Level and that Lulu should be Very Very Strong: Seven Bearded Devils
included in all of these encounters): (MM pg. 70) with 26 HP
Ultimate: Seven Bearded Devils (MM pg.
Feeble is three APL 6 player character
70) with 78 HP
Very Very Weak is three APL 7 player
characters Part 2: Tower of
Very Weak is three APL 8 player characters
Urm
Weak is four APL 8 player characters
Intended Level: 8th
Average (the intended level) is five APL 8
player characters The intention here is to ensure the same level of
difficulty for each possible party. Calculate your
Strong is five APL 9 player characters
Party Strength for this chapter using the
Very Strong is five APL 10 player characters following categories (note that APL means
Very Very Strong, is six APL 10 player Average Player Level and that Lulu should be
characters included in all of these encounters):
Ultimate is seven APL 10 player characters Feeble is three APL 6 player character
Further Guidance. If these notes do not Very Very Weak is three APL 7 player
range high enough for your particular group, characters
use the highest Party Strength provided as a
Very Weak is three APL 8 player characters
basis for improvising.
Weak is four APL 8 player characters
Devilish Work Crew:
Average (the intended level) is five APL 8
Encounter Note. I would recommend player characters
describing Krikendolt as holding back from the
Strong is five APL 9 player characters
fight, that way it’ll help clue the players in that
something’s up. Thus, I’ll be balancing for four Very Strong is five APL 10 player characters
devils, not five. If Krikendolt actually joins up Very Very Strong, is six APL 10 player
with the heroes, then he functions roughly as a characters
6 -level-character. Ultimate is seven APL 10 player characters
31
Further Guidance. If these notes do not Average Player Level and that Lulu should be
range high enough for your particular group, included in all of these encounters):
use the highest Party Strength provided as a
Feeble is three APL 6 player character
basis for improvising.
Very Very Weak is three APL 7 player
Nycaloth Kidnappers: characters
Encounter Note. This encounter does not Very Weak is three APL 8 player characters
have to happen in this part, so if the characters
Weak is four APL 8 player characters
are of a higher level, feel free to scale up or
down as you see fit. Also, note that if these Average (the intended level) is five APL 8
numbers are included in the initial description, player characters
so you may need to change the description of Strong is five APL 9 player characters
the tower depending on the number and type of Very Strong is five APL 10 player characters
monsters in this encounter.
Very Very Strong, is six APL 10 player
Feeble: Two Mezzoloths (MM pg. 313) characters
with 110 HP
Ultimate is seven APL 10 player characters
Very Very Weak: One Yagnoloth (MToF
Further Guidance. If these notes do not
pg. 252)
range high enough for your particular group,
Very Weak: Three Mezzoloths (MM pg. use the highest Party Strength provided as a
313) with 40 HP basis for improvising.
Weak: Two Nycaloths (MM pg. 314) with
Damming the Styx:
65 HP
Feeble: Three Spined Devils (MM pg. 78)
Average: Two Nycaloths (MM pg. 314)
Very Very Weak: Five Spined Devils (MM
Strong: Two Nycaloths (MM pg. 314) with
pg. 78)
182 HP
Very Weak: Six Spined Devils (MM pg. 78)
Very Strong: Two Yagnoloths (MToF pg.
252) Weak: Seven Spined Devils (MM pg. 78)
with 11 HP
Very Very Strong: Three Nycaloths (MM
pg. 314) Average: Eight Spined Devils (MM pg. 78)
Ultimate: One Arcanaloth (MM pg. 314 Strong: Nine Spined Devils (MM pg. 78)
who was promised information by Zariel) Very Strong: Ten Spined Devils (MM pg.
and two Nycaloths (MM pg. 314) 78) with 33 HP
32
The intention here is to ensure the same level of Weak: Seven Mummies (MM pg. 228) with
difficulty for each possible party. Calculate your 29 HP
Party Strength for this chapter using the Average: Eight Mummies (MM pg. 228)
following categories (note that APL means
Strong: Nine Mummies (MM pg. 228)
Average Player Level and that Lulu should be
included in all of these encounters): Very Strong: Seven Deathlocks (MToF pg.
128) with 54 HP
Feeble is three APL 7 player character
Very Very Strong: One Deathlock
Very Very Weak is three APL 8 player
Mastermind (MToF pg. 129) and seven
characters
Deathlocks (MToF pg. 128) with 54 HP
Very Weak is three APL 9 player characters
Ultimate: Two Deathlock Masterminds
Weak is four APL 9 player characters (MToF pg. 129) and six Deathlocks (MToF
Average (the intended level) is five APL 9 pg. 128)
player characters Olanthius Returns:
Strong is five APL 10 player characters Encounter Note. This is currently operating
Very Strong is five APL 11 player characters under the assumption that Olanthius is alone.
Very Very Strong, is six APL 11 player Realistically that will not be the case, but simply
characters add the appropriate number of specters. I must
note though, I won’t be scaling down the
Ultimate is seven APL 11 player characters
encounter because it’s intended to be
Further Guidance. If these notes do not challenging (although I would have Olanthius
range high enough for your particular group, fully enter any room, making an escape
use the highest Party Strength provided as a possible, given that if you block off the room,
basis for improvising. the PCs might presume the only way out is by
C2. Funerary Chambers: defeating Olanthius).
Encounter Note. This is normally a Feeble - Average: One Death Knight
noncombat encounter, but if required, the (Olanthius) (MM pg. 47)
number of Ghosts is equal to the number of Strong: One Death Knight (Olanthius)
players - 2. They don’t fight other than use their (MM pg. 47) with 247 HP
possession powers, hence why I’m not really Very Strong: One Death Knight
scaling anything. (Olanthius) (MM pg. 47) with 114 HP and a
One interesting change could be that each C2 Sword Wraith Commander (MToF pg.
area provides one piece of information. 241) lieutenant
Encouraging exploration (and also providing
Very Very Strong: One Death Knight
extra forces to Olanthius’ appearance).
(Olanthius) (MM pg. 47) with 114 HP and
C4. Warlocks’ Tomb: two Sword Wraith Commander (MToF pg.
Feeble: Four Mummies (MM pg. 228) 241) lieutenants
Very Very Weak: Five Mummies (MM pg. Ultimate: One Death Knight (Olanthius)
228) (MM pg. 47) and two Sword Wraith
Commander (MToF pg. 241) lieutenants
Very Weak: Six Mummies (MM pg. 228)
33
Part 8: Very Weak: One Chain Devil (Mazer)
(MM pg. 72) with 50 HP and two Hell
Kostchtchie’s Hounds (MM pg. 182) with 22 HP
34
Path of Devils
Strong: Four Banshees (MM pg. 23) with
29 HP
Very Strong: Four Banshees (MM pg. 23)
Part 2: Bone Very Very Strong: Two Ghosts (MM pg.
Brambles 147) and four Banshees (MM pg. 23)
Ultimate: Two Ghosts (MM pg. 147) with
Intended Level: 8th
67 HP and four Banshees (MM pg. 23) with
The intention here is to ensure the same level of 87 HP
difficulty for each possible party. Calculate your
B2. Dead Ends - Shambling Mounds:
Party Strength for this chapter using the
following categories (note that APL means Feeble: Two Shambling Mounds (MM pg.
Average Player Level and that Lulu should be 27) with 68 HP
included in all of these encounters): Very Very Weak: Two Shambling Mounds
Feeble is three APL 6 player character (MM pg. 270)
Very Very Weak is three APL 7 player Very Weak: Two Shambling Mounds
characters (MM pg. 270) with 204 HP
Very Weak is three APL 8 player characters Weak: Three Shambling Mounds (MM pg.
270) with 68 HP
Weak is four APL 8 player characters
Average: Three Shambling Mounds (MM
Average (the intended level) is five APL 8
pg. 270)
player characters
Strong: Three Shambling Mounds (MM
Strong is five APL 9 player characters
pg. 270) with 204 HP
Very Strong is five APL 10 player characters
Very Strong: Four Shambling Mounds
Very Very Strong, is six APL 10 player (MM pg. 270)
characters
Very Very Strong: One Corpse Flower
Ultimate is seven APL 10 player characters (MToF pg. 127) with 190 HP and four
Further Guidance. If these notes do not Shambling Mounds (MM pg. 270)
range high enough for your particular group, Ultimate: One Corpse Flower (MToF pg.
use the highest Party Strength provided as a 127) with 190 HP and five Shambling
basis for improvising. Mounds (MM pg. 270)
B2. Dead Ends - Dryad Spirits: Hold the Fort:
Feeble: Two Banshees (MM pg. 23) with 29 Feeble: One Shambling Mound (MM pg.
HP 270) and one Wraith (MM pg. 302) with 99
Very Very Weak: Two Banshees (MM pg. HP
23) Very Very Weak: One Shambling Mound
Very Weak: Two Banshees (MM pg. 23) (MM pg. 270) with 68 HP and two
with 87 HP Banshees (MM pg. 23) with 29 HP
Weak: Two Banshees (MM pg. 23) with 29 Very Weak: One Corpse Flower (MToF pg.
HP 127) with 190 HP and one Banshee (MM pg.
Average: Three Banshees (MM pg. 23) 23)
35
Weak: One Corpse Flower (MToF pg. 127) Ultimate is seven APL 11 player characters
and two Banshees (MM pg. 23) with 29 HP Further Guidance. If these notes do not
Average: One Treant (MM pg. 289) with range high enough for your particular group,
the edits on BG:DiA pg. 109 and two use the highest Party Strength provided as a
Banshees (MM pg. 23) basis for improvising.
Strong: One Treant (MM pg. 289) with the F2. Fire Giant Blacksmiths:
edits on BG:DiA pg. 109 and three
Encounter Note. I’d recommend that once a
Banshees (MM pg. 23)
suitable number of the party members are
Very Strong: One Treant (MM pg. 289) down, Bel can simply ask if they’re willing to
with the edits on BG:DiA pg. 109 and four parley. If not, the slaughter continues.
Banshees (MM pg. 23)
Feeble - Very Very Strong: Four Fire
Very Very Strong: One Treant (MM pg. Giants (MM pg. 154)
289) with the edits on BG:DiA pg. 109 and
Ultimate: Four Fire Giants (MM pg. 154)
72 HP, two Shambling Mounds (MM pg.
with 234 HP
270) with 68 HP and four Banshees (MM
pg. 23) with 29 HP Part 7: Sibriex
Ultimate: One Treant (MM pg. 289) with
Intended Level: 10th
the edits on BG:DiA pg. 109, two
Shambling Mounds (MM pg. 270) with The intention here is to ensure the same level of
204 HP, and four Banshees (MM pg. 23) difficulty for each possible party. Calculate your
Party Strength for this chapter using the
Part 6: Bel’s Forge following categories (note that APL means
Average Player Level and that Lulu should be
Intended Level: 9th
included in all of these encounters):
The intention here is to ensure the same level of
Feeble is three APL 8 player character
difficulty for each possible party. Calculate your
Party Strength for this chapter using the Very Very Weak is three APL 9 player
following categories (note that APL means characters
Average Player Level and that Lulu should be Very Weak is three APL 10 player
included in all of these encounters): characters
Feeble is three APL 7 player character Weak is four APL 10 player characters
Very Very Weak is three APL 8 player Average (the intended level) is five APL 10
characters player characters
Very Weak is three APL 9 player characters Strong is five APL 11 player characters
Weak is four APL 9 player characters Very Strong is five APL 12 player characters
Average (the intended level) is five APL 9 Very Very Strong, is six APL 12 player
player characters characters
Strong is five APL 10 player characters Ultimate is seven APL 12 player characters
Very Strong is five APL 11 player characters Further Guidance. If these notes do not
Very Very Strong, is six APL 11 player range high enough for your particular group,
characters use the highest Party Strength provided as a
36
basis for improvising. basis for improvising.
Releasing the Sibriex: Arrival at the Wreck:
Feeble - Very Strong: One Arcanaloth Feeble - Strong: Six Vrocks (MM pg. 64)
(Fetchtatter) (MM pg. 313) and two Chain who flee once three die
Devils (Shalok and Jank) (MM pg. 72) Very Strong: Seven Vrocks (MM pg. 64)
Very Very Strong: One Arcanaloth with 55 HP who flee once three die
(Fetchtatter) (MM pg. 313) with 156 HP and Very Very Strong: Eight Vrocks (MM pg.
four Chain Devils (Shalok, Jank, Rekor, and 64) with 154 HP who flee once four die
Fenner) (MM pg. 72)
Ultimate: Nine Vrocks (MM pg. 64) with
Ultimate: One Arcanaloth (Fetchtatter) 154 HP who flee once four die
(MM pg. 313) with 156 HP and five Chain
Devils (Shalok, Jank, Rekor, Fenner, and Soul Intake:
Branok) Feeble: One Hydra (MM pg. 190) with 90
HP and immunity to necrotic damage
Part 8: Wrecked Very Very Weak: One Hydra (MM pg. 190)
Flying Fortress with immunity to necrotic damage
Very Weak: Two Young Remorhaz (MM
Intended Level: 10th
pg. 258) with 46 HP and the edits on
The intention here is to ensure the same level of
BG:DiA pg. 119
difficulty for each possible party. Calculate your
Weak: One Remorhaz (MM pg. 258) with
Party Strength for this chapter using the
102 HP and the edits on BG:DiA pg. 119
following categories (note that APL means
Average Player Level and that Lulu should be Average: One Remorhaz (MM pg. 258)
included in all of these encounters): with the edits on BG:DiA pg. 119
Feeble is three APL 8 player character Strong: One Remorhaz (MM pg. 258) with
289 HP and the edits on BG:DiA pg. 119
Very Very Weak is three APL 9 player
characters Very Strong: One Purple Worm (MM pg.
255) with immunity to necrotic damage and
Very Weak is three APL 10 player
the poison damage is necrotic damage
characters
Very Very Strong: Two Remorhaz (MM
Weak is four APL 10 player characters
pg. 258) with the edits on BG:DiA pg. 119
Average (the intended level) is five APL 10
Ultimate: Two Remorhaz (MM pg. 258)
player characters
with 289 HP and the edits on BG:DiA pg. 119
Strong is five APL 11 player characters
W1. Bridge - Mad Maggie’s Force:
Very Strong is five APL 12 player characters
Encounter Note. Two Devil’s Rides (1) and
Very Very Strong, is six APL 12 player
one Tormentor (4). Plus possibly one Demon
characters
Grinder (12)
Ultimate is seven APL 12 player characters
Feeble - Average: One Flameskull
Further Guidance. If these notes do not (Barnabus) (MM pg. 134), two Kenku
range high enough for your particular group, (Chukka and Clonk) (MM pg. 194) with the
use the highest Party Strength provided as a
37
edits on BG:DiA pg. 83, and nine Madcaps Bitter Breath:
(VGtM pg. 188 and BG:DiA pg. 240) Encounter Note. Tormenter (4), Devil’s Ride
Strong: One Night Hag (Mad Maggie) (1), and 2 Scavengers (8)
driving a fixed Demon Grinder, one Feeble: One Horned Devil (Bitter Breath)
Flameskull (Barnabus) (MM pg. 134), two (MM pg. 74) with 89 HP, one Hobgoblin
Kenku (Chukka and Clonk) (MM pg. 194) Captain (High Graj Karkajuk) (MM pg.
with the edits on BG:DiA pg. 83, and nine 186), one Hobgoblin (MM pg. 186) with 16
Madcaps (VGtM pg. 188 and BG:DiA pg. 24) HP, and eight Hobgoblins (MM pg. 186)
(three and six) (one and seven) (there is only one
Very Strong: One Fiendish Flesh Golem scavenger)
(Mickey) (BG:DiA pg. 236) with 300 HP, one Very Very Weak: One Horned Devil
Night Hag (Mad Maggie) driving a fixed (Bitter Breath) (MM pg. 74) with 89 HP, one
Demon Grinder, one Flameskull (Barnabus) Hobgoblin Captain (High Graj Karkajuk)
(MM pg. 134), two Kenku (Chukka and (MM pg. 186), two Hobgobins (MM pg.
Clonk) (MM pg. 194) with the edits on 186) with 16 HP, and eight Hobgoblins
BG:DiA pg. 83, and seven Madcaps (VGtM (MM pg. 186) (three, four, and four)
pg. 188 and BG:DiA pg. 240) (three and four)
Very Weak: One Horned Devil (Bitter
Very Very Strong: One Fiendish Flesh Breath) (MM pg. 74) with 89 HP, one
Golem (Mickey) (BG:DiA pg. 236), one Hobgoblin Devastator (High Graj
Night Hag (Mad Maggie) driving a fixed Karkajuk) (VGtM pg. 161), two Hobgoblin
Demon Grinder, one Flameskull (Barnabus) Captains (MM pg. 186), and ten
(MM pg. 134), two Kenku (Chukka and Hobgoblins (MM pg. 186) (two, four, and
Clonk) (MM pg. 194) with the edits on four)
BG:DiA pg. 83, and eleven Madcaps (VGtM
Weak: One Horned Devil (Bitter Breath)
pg. 188 and BG:DiA pg. 240) (three and
(MM pg. 74) with 267 HP, one Hobgoblin
eight)
Warlord (High Graj Karkajuk) (MM pg. 187)
Ultimate: One Fiendish Flesh Golem with 143 HP, two Hobgoblin Captains
(Mickey) (BG:DiA pg. 236), one Night Hag (MM pg. 186) with 58 HP, and ten
(Mad Maggic) driving a fixed Demon Hobgoblins (MM pg. 186) with 16 HP (two,
Grinder with 165 HP, one Flamskull four, and four)
(Barnabus) (MM pg. 134), two Kenku
Average: One Horned Devil (Bitter
(Chukka and Clonk) (MM pg. 194) with the
Breath) (MM pg. 74), one Hobgoblin
edits on BG:DiA pg. 83, and thirteen
Warlord (High Graj Karkajuk) (MM pg.
Madcaps (VGtM pg. 188 and BG:DiA pg.
187), two Hobgoblin Captains (MM pg.
240) (three and ten) with 60 HP
186), and seventeen Hobgoblins (MM pg.
Warlords of the Avernian 186) (three, seven, and seven)
Wastelands
Strong: One Horned Devil (Bitter Breath)
Encounter Note. I am assuming that the (MM pg. 74) with 267 HP, one Hobgoblin
“crews” make up the whole Creature Capacity Warlord (High Graj Karkajuk) (MM pg.
for each of the vehicles unless otherwise 187), two Hobgoblin Devastators (VGtM
specified. Also note that these encounters are pg. 161), three Hobgoblin Captains (MM
for the most part... pretty hard.
38
pg. 186), and fourteen Hobgoblins (MM pg. (three, two, and two), and ten Hobgoblin
186) (seven and seven) Captains (MM pg. 186) (five and five)
Very Strong: One Horned Devil (Bitter Feonor:
Breath) (MM pg. 74) with 267 HP, one
Encounter Note. Demon Grinder (8) and 2
Hobgoblin Warlord (High Graj Karkajuk)
Tormentors (4). Also I’m going to guess that the
(MM pg. 187), two Hobgoblin Devastators
Crawling Claws are just grabbing on to the
(VGtM pg. 161), three Hobgoblin Captains
vehicle in some way, and to be honest, they’re
(MM pg. 186), six Hobgoblin Iron
not really a challenge to level 5-9 characters.
Shadows (VGtM pg. 161) (three and three),
and eight Hobgoblins (MM pg. 186) (four Feeble: One Necromancer (Feonor)
and four) (VGtM pg. 217) with 33 HP, one Ghast (MM
pg. 148), and eight Ghouls (MM pg. 148)
Very Very Strong: One Horned Devil
(Bitter Breath) (MM pg. 74), one Hobgoblin Very Very Weak: One Necromancer
Champion (High Graj Karkajuk) (VGtM pg. (Feonor) (VGtM pg. 217), four Ghouls (MM
212), two Hobgoblin Warlords (MM pg. pg. 148), and five Ghasts (MM pg. 148) with
187), three Hobgoblin Devastators (VGtM 54 HP
pg. 161), and twelve Hobgoblin Captains
(MM pg. 186) (six and six)
Ultimate: One Horned Devil (Bitter
Breath) (MM pg. 74) with 267 HP, one
Hobgoblin Champion (High Graj
Karkajuk) (VGtM
pg. 212) with 214
HP, two
Hobgoblin
Warlords (MM
pg. 187), seven
Hobgoblin
Devastators
(VGtM pg.
161) with
67 HP
39
Very Weak: One Necromancer (Feonor) 70) with 65 HP, and six Bearded Devils
(VGtM pg. 217) with 99 HP, one Ghast (MM (MM pg. 70) (four, one, and one)
pg. 148), four Wights (MM pg. 300) with 66 Very Very Weak: One Chain Devil
HP, and four Ghouls (MM pg. 148) with 33 (Princeps Kovik) (MM pg. 72) with 120 HP,
HP three Barbed Devils (MM pg. 70), and six
Weak: One Necromancer (Feonor) (VGtM Bearded Devils (MM pg. 70) with 78 HP
pg. 217), one Ghast (MM pg. 148), four (four, one, and one)
Mezzoloths (MM pg. 313), and four Ghouls Very Weak: One Chain Devil (Princeps
(MM pg. 148) Kovik) (MM pg. 72), four Barbed Devils
Average: One Archmage (Feonor) (MM pg. (MM pg. 70) with 65 HP, and six Bearded
342), one Ghast (MM pg. 148), four Devils (MM pg. 70) with 26 HP (four, one,
Mezzoloths (MM pg. 313), and four Ghouls and one)
(MM pg. 148) Weak: One Chain Devil (Princeps Kovik)
Strong: One Archmage (Feonor) (MM pg. (MM pg. 72), five Barbed Devils (MM pg.
342), one Bodak (VGtM pg. 127), four 70) (one and four), and eight Bearded
Mezzoloths (MM pg. 313), and four Wights Devils (MM pg. 70) (six, one, and one) with
(MM pg. 148) 78 HP
Very Strong: One Archmage (Feonor) Average: One Chain Devil (Princeps
(MM pg. 342) with 158 HP, one Sword Kovik) (MM pg. 72), four Barbed Devils
Wraith Commander (MToF pg. 241) with (MM pg. 70), and ten Bearded Devils (MM
180 HP, four Mezzloths (MM pg. 313) with pg. 70) (eight, one, and one)
110 HP, and four Sword Wraiths (MToF pg. Strong: One Chain Devil (Princeps Kovik)
241) (MM pg. 72), four Barbed Devils (MM pg.
Very Very Strong: One Archmage 70), and ten Merregons (MToF pg. 166)
(Feonor) (MM pg. 342) with 158 HP, one (eight, one, and one)
Sword Wraith Commander (MToF pg. Very Strong: One Chain Devil (Princeps
241) with 180 HP, six Mezzoloths (MM pg. Kovik) (MM pg. 72) with 120 HP, four
313), and six Sword Wraith Warriors Bearded Devils (MM pg. 70) with 78 HP,
(MToF pg. 241) and ten Barbed Devils (MM pg. 70) (eight,
Ultimate: One Archmage (Feonor) (MM one, and one)
pg. 342) with 158 HP, one Sword Wraith Very Very Strong: One Bone Devil
Commander (MToF pg. 241), six (Princeps Kovik) (MM pg. 72) with 210 HP,
Dhergoloths (MToF pg. 248) with 70 HP, four Chain Devils (MM pg. 72), and ten
and six Sword Wraith Warriors (MToF pg. Barbed Devils (MM pg. 70) (eight, one, and
241) one)
Princeps Kovik: Ultimate: One Bone Devil (Princeps
Encounter Note. Demon Grinder (8), Kovik) (MM pg. 72) with 210 HP, six Barbed
Tormentor (4), and 3 Devil’s Rides (1) Devils (MM pg. 70) (four, one, and one),
and eight Chain Devils (MM pg. 72)
Feeble: One Chain Devil (Princeps Kovik)
(MM pg. 72), two Barbed Devils (MM pg.
40
Other
efforts it’s possible for them to either A: Defeat
the Glabrezu or B: Rescue their friends
Feeble: One Barlgura (MM pg. 56)
Locations Very Very Weak: One Armanite (MToF
pg. 131) with 48 HP
Stygian Dock Very Weak: One Armanite (MToF pg. 131)
Intended Level: 9th (This is the average level Weak: One Glabrezu (MM pg. 58) with 90
when the heroes are out and about on either HP
path, so I’m basing it off of that) Average: One Glabrezu (MM pg. 58)
The intention here is to ensure the same level of Strong: One Hezrou (MM pg. 60) with 195
difficulty for each possible party. Calculate your HP
Party Strength for this chapter using the Very Strong: One Nalfeshnee (MM pg. 62)
following categories (note that APL means with 112 HP
Average Player Level and that Lulu should be
Very Very Strong: One Nalfeshnee (MM
included in all of these encounters):
pg. 62)
Feeble is three APL 7 player character Ultimate: One Nalfeshnee (MM pg. 62)
Very Very Weak is three APL 8 player with 256 HP
characters
Very Weak is three APL 9 player characters
Styx
Weak is four APL 9 player characters Watchtowers
Average (the intended level) is five APL 9 Intended Level: 9th (This is the average level
player characters when the heroes are out and about on either
Strong is five APL 10 player characters path, so I’m basing it off of that)
Very Strong is five APL 11 player characters The intention here is to ensure the same level of
Very Very Strong, is six APL 11 player difficulty for each possible party. Calculate your
characters Party Strength for this chapter using the
following categories (note that APL means
Ultimate is seven APL 11 player characters
Average Player Level and that Lulu should be
Further Guidance. If these notes do not included in all of these encounters):
range high enough for your particular group,
Feeble is three APL 7 player character
use the highest Party Strength provided as a
basis for improvising. Very Very Weak is three APL 8 player
characters
Demon Attack:
Very Weak is three APL 9 player characters
Encounter Note. This is intended that there
are some characters not in the bathysphere. If Weak is four APL 9 player characters
everyone were to go down in a five-person Average (the intended level) is five APL 9
party, that’d leave one person facing a Glabrezu. player characters
What’d I recommend is that the bathysphere Strong is five APL 10 player characters
has enough room so that three people are left
Very Strong is five APL 11 player characters
on the barge. That way if they concentrate their
41
Very Very Strong, is six APL 11 player Very Very Weak is three APL 8 player
characters characters
Ultimate is seven APL 11 player characters Very Weak is three APL 9 player characters
Further Guidance. If these notes do not Weak is four APL 9 player characters
range high enough for your particular group, Average (the intended level) is five APL 9
use the highest Party Strength provided as a player characters
basis for improvising.
Strong is five APL 10 player characters
T1. Ground Floor:
Very Strong is five APL 11 player characters
Encounter Note. This encounter is really Very Very Strong, is six APL 11 player
tough and you should make it clear from the characters
get-go that they shouldn’t be fighting these
Ultimate is seven APL 11 player characters
creatures. Sometimes the odds just are not in
their favor. This is applicable even with seven Further Guidance. If these notes do not
APL 11 characters. range high enough for your particular group,
use the highest Party Strength provided as a
T2. Second Floor:
basis for improvising.
Encounter Note. This is… also an incredibly
Infernal Pilgrim:
challenging fight, but regardless it is
theoretically beatable. So somehow if the heroes Feeble: One Chain Devil (Zartar) (MM pg.
are of a sufficient level and they dispose of the 72)
bearded devils and hell hounds they might Very Very Weak: One Chain Devil (Zartar)
stand a chance of facing these two. (MM pg. 72) with 120 HP
Feeble - Very Very Strong: One Amnizu Very Weak: One Chain Devil (Zartar) (MM
(MToF pg. 164) and one Chain Devil (MM pg. 72) and one Spined Devils (Narg) (MM
pg. 72) pg. 78)
Ultimate: One Amnizu (MToF pg. 164) Weak: One Chain Devil (Zartar) (MM pg.
with 297 HP and one Chain Devil (MM pg. 72) with 50 HP and two Spined Devils
72) (Narg and Yangor) (MM pg. 78)
42
and four Bearded Devils (MM pg. 70) with 9 player characters
24 HP Average (the intended level) is five APL 9
Ultimate: One Chain Devil (Zartar) (MM player characters
pg. 72) with 120 HP, two Barbed Devils Strong is five APL 10 player characters
(Narg and Yangor) (MM pg. 70), and four
Very Strong is five APL 11 player characters
Bearded Devils (MM pg. 70)
Very Very Strong, is six APL 11 player
Zariel’s Flying characters
43
Erinyes (Nariangela) (MM pg. 73) Average Player Level and that Lulu should be
Strong: One Bone Devil (Nariangela) (MM included in all of these encounters):
pg. 71) with 75 HP and two Spined Devils Feeble is three APL 7 player character
(MM pg. 78) flitting around acting as guards
Very Very Weak is three APL 8 player
Very Strong: One Bone Devil (Nariangela) characters
(MM pg. 71) and two Bearded Devils (MM
Very Weak is three APL 9 player characters
pg. 70) acting as guards
Weak is four APL 9 player characters
Very Very Strong: One Erinyes
(Nariangela) (MM pg. 73) and two Bearded Average (the intended level) is five APL 9
Devils (MM pg. 70) acting as guards player characters
Ultimate: One Erinyes (Nariangela) (MM Strong is five APL 10 player characters
pg. 73) and three Merregons (MM pg. 70) Very Strong is five APL 11 player characters
as her elite guards Very Very Strong, is six APL 11 player
Circling Devils: characters
Feeble - Very Very Strong: Three Bone Ultimate is seven APL 11 player characters
Devils (MM pg. 71) Further Guidance. If these notes do not
Ultimate: Three Bone Devils (MM pg. 71) range high enough for your particular group,
with 210 HP use the highest Party Strength provided as a
basis for improvising.
Poor Devil: Thavius Kreeg:
Smiler the Defiler:
Encounter Note. It’s quite confusing given
that it explains Thavius “poses no threat” but he Encounter Note. This is not really a combat
also has spells. This would mean that he is at encounter, and is more likely a roleplaying
least 150 ft. away (fireball) which… doesn’t make encounter. In the case that Smiler joins the
much sense. Therefore, one can argue that party his 168 hit points and damage resistance
Thavius actually is unable to use any of his make him a pretty powerful companion… at a
abilities while chained up. certain point it gets strange, but I think I would
Regardless, he does not pose a threat so no rate him somewhere around 16 -level.
encounter edits are needed. Regardless if your players want to fight him…
Feeble: Smiler just flees using his War
Roaming Machine
44
Chapter 4
Very Very Weak: Two Babau (VGtM pg.
136) with 55 HP
Very Weak: Three Bulezuas (MToF pg. 131)
Encounter Weak: Four Bulezaus (MToF pg. 131) with
28 HP
Saving Time. If recommendations for scaling Strong: Six Bulezaus (MToF pg. 131)
an encounter are not included at all, it is Very Strong: Four Babau (VGtM pg. 136)
suggested that you simply keep the encounter with 121 HP
as is (as it’s not worth the time to scale it). Very Very Strong: Eight Bulezaus (MToF
Feeble is three APL 9 player character Very Weak: Two Barlguras (MM pg. 56)
with 102 HP
Very Very Weak is three APL 10 player
characters Weak: One Barlgura (MM pg. 56) and two
Shadow Demons (MM pg. 64)
Very Weak is four APL 10 player characters
Average: Three Barlguras (MM pg. 56)
Weak is five APL 10 player characters
Strong: Two Barlguras (MM pg. 56) and
Average (the intended level) is five APL 11
three Shadow Demons (MM pg. 64)
player characters
Very Strong: Four Barlguras (MM pg. 56)
Strong is five APL 12 player characters
Very Very Strong: Six Barlguras (MM pg.
Very Strong is five APL 13 player characters
56)
Very Very Strong, is six APL 13 player
Ultimate: Six Barlguras (MM pg. 56) with
characters
102 HP
Ultimate is seven APL 13 player characters
S5. Food Fight:
Further Guidance. If these notes do not
Encounter Note. This is operating under the
range high enough for your particular group,
assumption that both Hezrous are fought. If
use the highest Party Strength provided as a
both Hezrous are left alive, this is a pretty easy
basis for improvising.
fight. The reduction can be to 30 for all of the
S3. Drowned Hag: monsters should they successfully hide, though.
Feeble: Three Rutterkin (MToF pg. 136) Feeble: Two Barlguras (MM pg. 56) who
have both injured each-other down to 34 HP
45
Very Very Weak: Two Barlguras (MM pg. Very Weak - Weak: One Crokek’toeck
56) (BG:DiA pg. 230) with 148 HP
Very Weak: Two Vrocks (MM pg. 64) Average: One Crokek’toeck (BG:DiA pg.
Weak: Two Hezrous (MM pg. 60) who 230)
have both injured each-other down to 68 Strong - Very Strong: One Crokek’toeck
HP (BG:DiA pg. 230) with 445 HP
Average: Two Hezrous (MM pg. 60) Very Very Strong: One Crokek’toeck
Strong: Two Hezrous (MM pg. 60) with 195 (BG:DiA pg. 230) who immediately
HP disgorges five Maw Demons (VGtM pg. 137)
Very Strong: Two Glabrezus (MM pg. 58) Ultimate: One Crokek’toeck (BG:DiA pg.
230) who immediately disgorges two
Very Very Strong: Two Nalfeshnee (MM
Barlguras (MM pg. 56)
pg. 62)
S11. Statue of Yeenoghu:
Ultimate: Two Nalfeshnee (MM pg. 62)
with 256 HP Feeble: One Vrock (MM pg. 64) and seven
Gnolls (MM pg. 163)
S6. Torture Chamber:
Very Very Weak: One Vrock (MM pg. 64)
Encounter Note. In his condition (or really
with 154 HP and nine Gnolls (MM pg. 163)
even in general to a party of this level), Alazub
alone is not strong enough to be considered an Very Weak: Two Vrocks (MM pg. 64) with
encounter. 55 HP and five Gnolls (MM pg. 163)
Feeble: Two Chasmes (MM pg. 57) with 42 Weak: Two Vrocks (MM pg. 64) with 154
HP HP and eight Gnolls (MM pg. 163)
Very Very Weak: Two Chasmes (MM pg. Average: Three Vrocks (MM pg. 64) and
57) six Gnolls (MM pg. 163)
Very Weak: Two Chasmes (MM pg. 57) Strong: Three Vrocks (MM pg. 64) and
with 126 HP nine Gnolls (MM pg. 163)
Weak: Three Chasmes (MM pg. 57) with 42 Very Strong: Three Vrocks (MM pg. 64)
HP and nine Gnoll Flesh Crawlers (VGtM pg.
154)
Average: Three Chasmes (MM pg. 57)
Very Very Strong: Four Vrocks (MM pg.
Strong: Four Chasmes (MM pg. 57)
64) and eight Gnoll Pack Lords (MM pg.
Very Strong: Four Chasmes (MM pg. 57) 163)
with 126 HP
Ultimate: Four Vrocks (MM pg. 64) with
Very Very Strong: Six Chasmes (MM pg. 154 HP and six Gnoll Fangs of Yeenoghu
57) (MM pg. 163) with 97 HP
Ultimate: Seven Chasmes (MM pg. 57)
S13. Cackling Gnolls:
S10. Crokek’toeck’s Prison:
Feeble: One Gnoll Pack Lord (Targ Nar)
Feeble - Very Very Weak: One Shoosuva (MM pg. 163) with 73 HP and ten Gnolls
(VGtM pg. 137) with 165 HP (MM pg. 163)
46
Very Very Weak: One Gnoll Fang of Weak: One Nalfeshnee (Trantolox) (MM
Yeenoghu (Targ Nar) (MM pg. 163) with pg. 62) with 112 HP and two Rutterkin
100 HP and seven Gnolls (MM pg. 163) (MToF pg. 136)
Very Weak: One Gnoll Fang of Yeenoghu Average: One Nalfeshnee (Trantolox)
(Targ Nar) (MM pg. 163) with 100 HP and (MM pg. 62) and three Bulezaus (MToF pg.
ten Gnolls (MM pg. 163) with 11 HP 131)
Weak: One Gnoll Fang of Yeenoghu (Targ Strong: One Nalfeshnee (Trantolox) (MM
Nar) (MM pg. 163) with 100 HP and thirteen pg. 62) and two Vrocks (MM pg. 64) with
Gnolls (MM pg. 163) with 33 HP 154 HP
Average: One Gnoll Fang of Yeenoghu Very Strong: One Nalfeshnee (Trantolox)
(Targ Nar) (MM pg. 163) with 100 HP and (MM pg. 62) and three Vrocks (MM pg. 64)
fifteen Gnolls (MM pg. 163) Very Very Strong: One Marilith
Strong: One Gnoll Fang of Yeenoghu (Trantolox) (MM pg. 61) and three
(Targ Nar) (MM pg. 163) with 100 HP, five Shoosuvas (VGtM pg. 137)
Gnoll Flesh Gnawers (VGtM pg. 154), and Ultimate: One Marilith (Trantolox) (MM
twelve Gnolls (MM pg. 163) pg. 61) with 270 HP and four Shoosuvas
Very Strong: One Gnoll Fang of (VGtM pg. 137)
Yeenoghu (Targ Nar) (MM pg. 163) with
100 HP, two Gnoll Pack Lords (MM pg. Part 3: Idyllglen
163), four Gnoll Flesh Gnawers (MM pg.
Intended Level: 12th
154), and eight Gnolls (MM pg. 163)
The intention here is to ensure the same level
Very Very Strong: One Gnoll Fang of
of difficulty for each possible party. Calculate
Yeenoghu (Tarag Nar) (MM pg. 163) with
your Party Strength for this chapter using the
100 HP, four Gnoll Pack Lords (MM pg.
following categories:
163), and fourteen Gnoll Flesh Gnawers
(MM pg. 154) Feeble is three APL 10 player character
Ultimate: One Flind (Tarag Nar) (VGtM Very Very Weak is three APL 11 player
pg. 153), two Gnoll Pack Lords (MM pg. characters
163) with 73 HP, and eleven Gnoll Flesh Very Weak is three APL 12 player characters
Gnawers (VGtM pg. 154) Weak is four APL 12 player characters
S14. Entrance to the Bleeding Average (the intended level) is five APL 12
Citadel: player characters
Feeble: One Nalfeshnee (Trantolox) (MM Strong is five APL 13 player characters
pg. 62) Very Strong is five APL 14 player characters
Very Very Weak: One Nalfeshnee Very Very Strong, is six APL 14 player
(Trantolox) (MM pg. 62) with 256 HP characters
Very Weak: One Nalfeshnee (Trantolox) Ultimate is seven APL 14 player characters
(MM pg. 62) with 112 HP and one Shadow
Further Guidance. If these notes do not
Demon (MM pg. 64)
range high enough for your particular group,
use the highest Party Strength provided as a
47
Weak: One
Shoosuva (VGtM pg.
137), one Giant
Hyena (MM pg.
326) with 67 HP,
four Gnolls (MM
pg. 163) with 33 HP,
and four Dretches
(MM pg. 57)
with 27 HP
Average:
One
Shoosuva
(VGtM pg.
137), one
Giant Hyena
(MM pg. 326), six
Gnolls (MM pg. 163), and
six Dretches (MM pg.
57)
48
Very Very Weak: One Wastrilith (MToF Average: Round 1 - One Barlgura (MM pg.
pg. 139) with 90 HP who simply transforms 56) and five Dretches (MM pg. 57). Round 2
into water instead of teleporting away - One Gnoll Pack Lord (MM pg. 163) and
Very Weak: One Nabassu (MToF pg. 135) six Gnolls (MM pg. 163). Round 3 - One
with 120 HP who vanishes into the shadows Vrock (MM pg. 64)
instead of teleporting away Strong: Round 1 - One Barlgura (MM pg.
Weak: One Marilith (Garoknul) (MM pg. 56) and five Maw Demons (VGtM pg. 137).
61) with 108 HP Round 2 - One Gnoll Pack Lord (MM pg.
163) and six Gnolls (MM pg. 163). Round 3 -
Average: One Marilith (Garoknul) (MM
One Vrock (MM pg. 64)
pg. 61)
Very Strong: Round 1 - One Barlgura (MM
Strong: One Nabassu (MToF pg. 135) with
pg. 56) and five Maw Demons (VGtM pg.
260 HP
137) with 49 HP. Round 2 - One Gnoll Pack
Very Strong: One Marilith (Garoknul) Lord (MM pg. 163) and six Gnolls (MM pg.
(MM pg. 61) with 270 HP 163). Round 3 - One Armanite (MToF pg.
Very Very Strong: One Balor (Garoknul) 131)
(MM pg. 55) with 378 HP Very Very Strong: Round 1 - One
Ultimate: One Molydeus (Garoknul) (MM Armanite (MToF pg. 131) and five Maw
pg. 55) with 304 HP Demons (VGtM pg. 137). Round 2 - One
Gnoll Fang of Yeenoghu (MM pg. 163) and
Event 5. Renewed Assault:
five Gnoll Flesh Crawlers (VGtM pg. 154).
Feeble: Round 1 - One Bulezau (MToF pg. Round 3 - One Shoosuva (VGtM pg. 137)
131) and three Dretches (MM pg. 57).
Ultimate: Round 1 - One Shoosuva (VGtM
Round 2 - One Gnoll Flesh Crawler (VGtM
pg. 137) with 55 HP and five Maw Demons
pg. 154) and four Gnolls (MM pg. 163).
(VGtM pg. 137). Round 2 - One Gnoll Fang
Round 3 - One Babau (VGtM pg. 136) with
of Yeenoghu (MM pg. 163) and five Gnoll
44 HP
Flesh Crawlers (VGtM pg. 154) with 11 HP.
Very Very Weak: Round 1 - One Bulezau Round 3 - One Glabrezu (MM pg. 58).
(MToF pg. 131) and four Dretches (MM pg.
Event 6. Yeenoghu:
57). Round 2 - One Gnoll Flesh Crawler
(VGtM pg. 154) and four Gnolls (MM pg. Feeble - Very Very Weak: One Yeenoghu
163). Round 3 - One Babau (VGtM pg. 136) (MToF pg. 155) with 207 HP
Very Weak: Round 1 - One Babau (VGtM Very Weak - Strong: One Yeenoghu
pg. 136) and three Dretches (MM pg. 57). (MToF pg. 155)
Round 2 - One Gnoll Pack Lord (MM pg. Very Strong - Very Very Strong: One
163) and four Gnolls (MM pg. 163). Round 3 Yeenoghu (MToF pg. 155) with 460 HP
- One Barlgura (MM pg. 56)
Ultimate: One Yeenoghu (MToF pg. 155)
Weak: Round 1 - One Barlgura (MM pg. and two Flinds (VGtM pg. 155)
56) and three Dretches (MM pg. 57). Round
2 - One Gnoll Pack Lord (MM pg. 163) with
73 HP and four Gnolls (MM pg. 163) with 33
HP. Round 3 - One Vrock (MM pg. 64)
49
Event 1: River’s Edge:
Chapter 5 Feeble: One Erinyes (MM pg. 73) who is
Encounter
“injured”
Very Very Weak: One Erinyes (MM pg. 73)
who is “injured” but actually has 216 HP
Edits Very Weak: Two Bone Devils (MM pg. 71)
with 75 HP
Saving Time. If recommendations for scaling
an encounter are not included at all, it is Weak: Two Bone Devils (MM pg. 71) who
suggested that you simply keep the encounter are “injured”
as is (as it’s not worth the time to scale it). Average: Two Horned Devils (MM pg. 74)
Part 1: Endgame in
with 125 HP
Strong: Two Horned Devils (MM pg. 74)
Elturel who are “injured”
Intended Level: 13th Very Strong: Two Erinyes (MM pg. 73)
who are “injured”
The intention here is to ensure the same level of
difficulty for each possible party. One important Very Very Strong: Three Bone Devils (MM
note is that these encounters are suitable for a pg. 71) who are “injured”
party of 4 characters, so that’s being taken into Ultimate: Three Erinyes (MM pg. 73) who
consideration. Calculate your Party Strength for are “injured”
this chapter using the following categories (note Event 2: Field of Flames - Hezrous:
that APL means Average Player Level and that
Lulu should be included in all of these Encounter Note. In the case that the type or
encounters): number of demon changes, just triple that
number and that’s how many Lucille faces.
Feeble is three APL 10 player character
Feeble: Two Barlguras (MM pg. 56) with
Very Very Weak is three APL 11 player 34 HP
characters
Very Very Weak: Two Vrocks (MM pg. 64)
Very Weak is three APL 12 player characters
Very Weak: Two Vrocks (MM pg. 64) with
Weak is three APL 13 player characters 154 HP
Average (the intended level) is four APL 13 Weak: Two Armanites (MToF pg. 131)
player characters
Average: Two Hezrous (MM pg. 60)
Strong is four APL 14 player characters
Strong: Two Hezrous (MM pg. 60) with
Very Strong is four APL 15 player characters 195 HP
Very Very Strong, is five APL 15 player Very Strong: Two Glabrezus (MM pg. 58)
characters
Very Very Strong: Two Glabrezus (MM
Ultimate is six APL 15 player characters pg. 58) with 225 HP
Further Guidance. If these notes do not Ultimate: Two Nalfeshnees (MM pg. 62)
range high enough for your particular group,
use the highest Party Strength provided as a Event 2: Field of Flames - Lucille:
basis for improvising. Encounter Note. This is an optional
50
encounter, it is by no means required. Therefore be careful.
I will not be making this encounter easier, as it Also, you may choose the school of thought
was the character’s decision to attack someone where one should not scale an extraordinarily
theoretically more powerful than them. powerful being up or down, which is fine, but
Feeble - Average: One Pit Fiend (Lucille) I’m including it regardless.
(MM pg. 77) with 175 HP, the Helm of Devil Feeble: One Zariel (MToF pg. 180) with
Command, and the Battle Standard of 200 HP, one legendary resistance, and she
Infernal Power. can only use one legendary action from her
Strong: One Pit Fiend (Lucille) (MM pg. battle (maybe increase it to two Balors?)
77) with 192 HP, the Helm of Devil Very Very Weak: One Zariel (MToF pg.
Command, and the Battle 180) with 290 HP, one legendary
Standard of Infernal Power resistance, and she can only use 2
Very Strong: One Pit legendary actions from her battle
Fiend (Lucille) (MM pg. (maybe increase it to two Balors?)
77) with the Helm of Devil Very Weak: One Zariel (MToF
Command and the Battle pg. 180) with 290 HP and two
Standard of Infernal Power legendary resistances
Very Very Strong: One remaining from her battle
Pit Fiend (Lucille) (MM Weak: One Zariel (MToF
pg. 77) with 408 HP, the pg. 180) with 375 HP and two
Helm of Devil Command, legendary resistances
and the Battle Standard of remaining from her battle
Infernal Power Average: One Zariel
Ultimate: One Pit Fiend (MToF pg. 180) with 450 HP
(Lucille) (MM pg. 77) with remaining from her battle
the Helm of Devil Command Strong: One Zariel (MToF pg.
and the Battle Standard of 180) with 530 HP remaining from
Infernal Power who uses the her battle
Helm in order to summon an
Very Strong: One Zariel
Ice Devil (MM pg. 75)
(MToF pg. 180)
Event 3: Showdown
Very Very Strong: One Zariel (MToF
with Zariel:
pg. 180) with 670 HP
Encounter Note. This is a rather confusing
Ultimate: One Zariel (MToF pg. 180) with
encounter, as it’s more a list of possible
670 HP and who calls a Pit Fiend (Lucille)
outcomes. Regardless, I’m assuming that the
(MM pg. 77) with the Helm of Devil
most likely scenario is that the characters
Command and the Battle Standard of
encounter Zariel after her battle with
Infernal Power, unless she has been killed, in
Yeenoghu’s Balor, so we’ll go with that. Unlike
which case, Zariel summons an Amnizu
the previous encounter, fighting could be a
(Thavius Kreeg) (MToF pg. 164) , unless he
character’s only recourse, so I’m including
has been killed, in which case, Zariel
downward scaling since it’s only fair.
summons an Ice Devil (MM pg. 75) to the
Regardless, this is an incredibly hard battle, so
battle.
51
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