The Black Wyrm of Brandonsford 5e Conversion Notes by FutureWolf - v1.0 Table of Contents 1. General Notes 1 2. The Town of Brandonsford 2 3. The Woods 3 4. Barrow Mound 6 5. Magic Items 7 6. Non-Combat XP Awards 7 1. General Notes ● The Black Wyrm of Brandonsford was originally written with the 1981 DnD Basic rules in mind. It adheres to an OSR design philosophy. I strongly recommend reading Principia Apocrypha, a free Primer for OSR. Adhering to the principles therein will improve your game, whether you are running 5e, OD&D or anything in-between. Also read the Quick Primer for Old School Gaming. ● As a result of this design philosophy, you will not see skill check DCs in this conversion. This is intentional. When a player asks to do something, like search for secret doors, instead of asking for a die roll ask them to describe how they do it. To quote the Principia Apocrypha: “Encourage players to interrogate the fiction of the environment ‘manually’, asking them to describe the manner in which they interact, rather than eliding their actions via a roll or assumed character ability. You can always grant them a roll for a discovery or insight if they give up.” With a few exceptions if the player describes their character doing the right thing, they should succeed unless it is a particularly difficult task. ● The eponymous Black Wyrm is not a dragon in the traditional DnD sense. It doesn’t have wings and is not particularly intelligent, being inspired more by Fafnir than by Smaug. Play the dragon accordingly - more like a greedy beast than a sly schemer. ● This conversion expects that the players will be at level 2 when they face the dragon and may achieve level 3 by killing or capturing it. If you are using XP leveling, there is a chart in section 6 of suggested XP awards for achieving objectives in addition to defeating monsters. If you are using milestone leveling, level the party up to 2 sometime before they face the dragon. ● Stat blocks are listed in the order in which they appear in the original module. ● Where a stat block from the Monster Manual can be used, it is noted simply as: Use “Wolf”, or whatever is the appropriate stat block. ● Treasure values are pretty high because this was originally written for a 1 gp = 1 xp system. For 5e it might be appropriate to cut them in half. I feel the prices in town are appropriate, however, and should remain. ● All magic items remain as written unless otherwise noted in section 5. Some are nerfed for balance. 2. The Town of Brandonsford STAT BLOCKS: Lady Hilda - medium human - CR 1/4 (50 XP) AC: 16 (chain shirt, shield), HP: 13 (2d8+4), Speed: 30 ft. STR +2 DEX +0 CON +2 INT +0 WIS +0 CHA +2 Senses: passive Perception 10 Actions: Longsword: +4 to hit, reach 5 ft., Hit: 6 (1d8 + 2) piercing dmg. Dagger: +4 to hit, reach 5 ft., Hit: 4 (1d4 + 2) piercing dmg. Malzazerick the Magnificent - medium human - CR 1/4 (50 XP) AC: 10 (unarmored), HP: 9 (2d8), Speed: 30 ft. STR +0 DEX +0 CON +2 INT +2 WIS +0 CHA +2 Saves: Int +4, Wis +2 Skills: Arcana +5, History +5, Senses: passive Perception 10 Special Traits: Spellcasting: Malzazerick’s spellcasting ability is Intelligence (DC 12). He can cast the following spells: Magic Missile (1/day), Charm Person (1/day) Actions: Dagger: +0 to hit, reach 5 ft., Hit: 2 (1d4) piercing dmg. “Drop Dead” Ned -medium human - CR 1/4 (50 XP) AC: 12 (leather), HP: 11 (2d8+2), Speed: 30 ft. STR +0 DEX +2 CON +1 INT +0 WIS +0 CHA -1 Saves: Dex +4 Skills: Stealth +4, Sleight of Hand +4, Senses: passive Perception 10 Actions: Silver Dagger: +4 to hit, reach 5 ft., Hit: 4 (1d4+2) piercing dmg. Shortbow: +4 to hit, ranged 80/320 ft., Hit: 5 (1d6 + 2) piercing dmg. Killer Wasp: Target must make a DC 11 Con save or be Prone and Restrained for 1d6+1 turns. Squints - small halfling - CR 1/4 (50 XP) AC: 12 (leather), HP: 11 (2d8-2), Speed: 30 ft. STR+1 DEX +1 CON -1 INT +2 WIS +0 CHA -1 Senses: passive Perception 10 Actions: Dagger: +3 to hit, reach 5 ft., Hit: 3 (1d4+1) piercing dmg. Sling: +3 to hit, ranged 30/120 ft., Hit: 3 (1d4 + 1) piercing dmg. Naggeneen, the Clurichaun- tiny fey - CR 1/4 (50 XP) AC: 14 (natural), HP: 22 (4d4 + 12), Speed: 30 ft. STR +1 DEX +1 CON +3 INT +0 WIS -1 CHA +3 Senses: Perception +1, Stealth +2, Senses: passive Perception 10 Special Traits: Innate Spellcasting: Naggeneen’s innate spellcasting ability is Charisma (DC 13). Naggeneen can cast the following spells at will: Fly, Invisibility, Minor Illusion Magic Resistance. Naggeneen has advantage on saving throws against spells and other magical effects. Actions: Unarmed attack: +3 to hit, reach 5 ft., Hit: 3 (1d4+1) bludgeoning dmg. OTHER NOTES: Warwick the Smith - for Warwick’s mithril chain shirt, I would omit the magic resistance property stated in the text. It’s a bit powerful for low-level 5e PCs. A mithril chain shirt +1 is plenty. Father William the Priest - services: Cure Wounds - 10 gp, Less Restoration - 40gp. Ingrid the Alchemist - as written the Mandrake Root Tea heals 1 HD over 4 hours - kind of useless considering the 5E rest system. Change to 1 HD over 1 hour, essentially a free HD during a short rest. 3. The Woods STAT BLOCKS: Wolves: Use “Wolf” Drunk Goblins: Use “Goblin” and add Poisoned condition (they have disadvantage on attack rolls and ability checks). Idiot Dragon Hunters: Use “Commoner” with piercing damage instead of bludgeoning. Dryad: Use “Dryad” Stirges: Use “Stirge” Sprites: Use “Sprite” Golden Fox- small beast- CR 0 (0 XP) AC: 16 (natural), HP: 3 (1d6), Speed: 40 ft. STR -4 DEX +3 CON +0 INT -3 WIS +0 CHA -1 Skills: Perception +3, Stealth +4, Survival +2 Senses: darkvision 30 ft., passive Perception: 15 Actions: Bite: +2 to hit, reach 5 ft., Hit: 1 piercing dmg Fae Hounds - medium fey - CR 1/4 (50 XP) AC: 15 (natural), HP: 16 (3d8+3), Speed: 40 ft. STR +1 DEX +2 CON +1 INT -1 WIS +1 CHA -2 Skills: Perception +3, Stealth +4, Senses: passive Perception 13 Special Traits: Keen Hearing and Smell: The Fae Hound has advantage on Perception checks that rely on hearing or smell. Pack Tactics: The Fae Hound has advantage on attack rolls against a creature if it has an ally within 5 ft. of the creature that isn't incapacitated. Actions: Bite: +4 to hit, reach 5 ft., Hit: 7 (2d4 + 2) piercing dmg. On a hit, the target must succeed on a DC 11 Str save or become prone Pompous Elvish Hunter - medium fey- CR 1/2 (100 XP) AC: 14 (Studded Leather), HP: 16 (3d8+3), Speed: 30 ft. STR +0 DEX +2 CON +1 INT +1 WIS +1 CHA +2 Skills: Nature +4, Perception +5, Stealth +6, Survival +5, Senses: passive Perception 15 Special Traits: Fey Ancestry: The Elvish Hunter has advantage on saves against being charmed, and magic can’t put the Elvish Hunter to sleep. Innate Spellcasting: The Elvish Hunter’s innate spellcasting ability is Intelligence (DC 11) and they can cast one of the following spells 1/day: Charm Person, Magic Missile, Shield, Sleep. Actions: Multiattack: The Elvish Hunter makes two attacks. Shortsword: +4 to hit, reach 5 ft., Hit: 5 (1d6+2) piercing dmg. Longbow: +4 to hit, ranged 150/600 ft., Hit: 6 (1d8 + 2) piercing dmg. Goblin Scavengers: Use “Goblin” The Dragon - large dragon - CR 3 (700 XP) AC: 17 (natural), HP: 52 (8d8 + 16), Speed: 30 ft. STR +3 DEX +0 CON +2 INT -3 WIS +1 CHA +1 Skills: Perception +4, Stealth +2, Senses: darkvision 60 ft, passive Perception 13 Damage Immunities: nonmagical bludgeoning, piercing, and slashing Special Traits: Vulnerability: Attacks against the Dragon’s eyes or mouth bypass its damage immunity. Such attack rolls are made at -6 and -4, respectively. If an eye is hit, the Dragon is Blind. Actions: Bite: +5 to hit, reach 5 ft., Hit: 7 (2d4 + 2) piercing dmg. On a hit, the target must succeed on a DC 12 Con save or lose 1d6 Str. A character brought to 0 Str is dead. Poison Breath (Recharge 5–6): The Dragon breathes sulfurous smoke in a 15-foot cone. Each creature in the cone takes 16 (3d10) poison damage (DC 12 Con save for half). Nixie- tiny fey - CR 0 (0 XP) AC: 12 (natural), HP: 3 (1d6), Speed: 10 ft., Swim: 30 ft STR -2 DEX +2 CON +1 INT +1 WIS +3 CHA +4 Senses: Perception +1, Stealth +2, Senses: passive Perception 13 Special Traits: Innate Spellcasting: A Nixie’s innate spellcasting ability is Charisma (DC 14). Nixies can cast Water Breathing 1/day. Ten nixies working together can cast Charm person 1/day. Actions: Tiny Trident: +2 to hit, reach 5 ft., Hit: 4 (1d4+2) piercing dmg. Leprechaun Fisherman - small fey - CR 1/4 (50 XP) AC: 11 (unarmored), HP: 22 (4d4 + 12), Speed: 30 ft. STR +1 DEX +1 CON +3 INT +0 WIS -1 CHA +3 Senses: Perception +1, Stealth +2, Senses: passive Perception 10 Special Traits: Innate Spellcasting: The Leprechaun’s innate spellcasting ability is Charisma (DC 13). It can cast the following spells at will: Invisibility, Minor Illusion Polymorph Object. The Leprechaun can change any nonliving, nonmagical object into a different nonliving, nonmagical object at will. The effect lasts until canceled by the Leprechaun or the spell Dispel Magic. Actions: Unarmed attack: +3 to hit, reach 5 ft., Hit: 3 (1d4+1) bludgeoning dmg River Troll - medium giant- CR 2 (450 XP) AC: 16 (natural), HP: 38 (5d8 + 15), Speed: 30 ft. STR +2 DEX +2 CON +3 INT -1 WIS +1 CHA -2 Skills: Perception +3, Stealth +4, Senses: passive Perception 13 Special Traits: Regeneration: The River Troll regenerates 5 hp at the start of its turn, unless it has taken fire or acid damage since its last turn. The River Troll permanently dies when it begins its turn with 0 hp and cannot regenerate. Actions: Multiattack: The River Troll makes two attacks. Claws: +4 to hit, reach 5 ft., Hit: 9 (2d6 + 2) slashing dmg. Goblins: Use “Goblin” Giant Beaver - medium beast- CR 1/4 (50 XP) AC: 11 (natural), HP: 13 (2d8 + 4), Speed: 30 ft., Swim: 30 ft STR +1 DEX +0 CON +2 INT -4 WIS +1 CHA -2 Skills: Perception +3, Stealth +4, Senses: passive Perception 13 Actions: Multiattack: The Giant Beaver makes two attacks. Bite: +4 to hit, reach 5 ft., Hit: 4 (1d6 + 1) piercing dmg. Faun: Use “Satyr” Giant - huge giant- CR 3 (700 XP) AC: 11 (natural), HP: 52 (8d8 + 16), Speed: 30 ft. STR +4 DEX -1 CON +3 INT -1 WIS -1 CHA -1 Senses: passive Perception 9 Actions: Multiattack: The Giant makes two attacks. Fist: +6 to hit, reach 5 ft., Hit: 13 (2d8 + 4) bludgeoning dmg. Brother Dirk: Use “Acolyte” Hogboon, the Goblin King: Use “Goblin Boss” OTHER NOTES: Faun’s Grove - Wine: If imbibed make DC 12 Con save, on failure become Unconscious and on success become Poisoned. Either effect lasts 1d10 hours. Giant’s House - Fireplace: If tipped make DC 12 Dex save, on failure take 1d10 fire damage and become Incapacitated until the end of your next turn. On success take half damage. 4. Barrow Mound STAT BLOCKS: Gray Ooze: Use “Gray Ooze” Sir Alfred - medium undead- CR 1/2 (100 XP) AC: 15 (rusted armor, shield), HP: 26 (4d8 + 8), Speed: 30 ft. STR +2 DEX +0 CON +2 INT -2 WIS -1 CHA -3 Senses: passive Perception 9 Damage Vulnerabilities: Bludgeoning Damage Immunities: Poison Condition Immunities: Exhaustion, Poisoned Actions: Longsword: +4 to hit, reach 5 ft., Hit: 6 (1d8 + 2) piercing dmg. Sir Wyllt’s Skull - tiny undead- CR 1/8 (25 XP) AC: 17 (natural), HP: 5 (2d4), Fly: 40 ft. (hover) STR -5 DEX +3 CON +2 INT +0 WIS +0 CHA +0 Senses: passive Perception 10 Damage Immunities: Poison Condition Immunities: Exhaustion, Poisoned Actions: Bite: +5 to hit, reach 5 ft., Hit: 7 (1d8 + 3) piercing dmg. Giant Rat: Use “Giant Rat” Giant Spider: Use “Giant Spider” Sir Myrddin’s Ghost - medium undead- CR 1/2 (100 XP) AC: 12 (natural), HP: 22 (5d8), Fly: 50 ft. (hover) STR -5 DEX +2 CON +0 INT +0 WIS +0 CHA +0 Senses: passive Perception 10, Darkvision 60 Ft. Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Damage Immunities: Necrotic, Poison Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Special Traits: Incorporeal: The Ghost can move through other creatures and objects at half speed. Actions: Energy Drain: +4 to hit, reach 5 ft., Hit: 5 (1d6 + 2) necrotic dmg. Target must make a DC 10 Con save or its max HP is reduced by the damage taken. HP is Restored on long rest. Call to Arms: +4 to hit, reach 5 ft., Hit: 6 (1d8 + 2) piercing dmg. The ghost commands a statue to charge a creature. After the attack it shatters and cannot be used again. Sir Wyllt’s Skeleton- medium undead- CR 1/2 (100 XP) AC: 15 (rusted armor, shield), HP: 17 (3d8 + 4), Speed: 30 ft. STR +2 DEX +0 CON +2 INT -2 WIS -1 CHA -3 Senses: passive Perception 9 Damage Vulnerabilities: Bludgeoning Damage Immunities: Poison Condition Immunities: Exhaustion, Poisoned Actions: Silver Axe of Sir Wyllt: +4 to hit, reach 5 ft., Hit: 11 (2d8 + 2) piercing dmg. Attacks made against clothed or armored targets are made at disadvantage. See section 5. I recommend removing the battleaxe’s ability to sever limbs, but you do you. OTHER NOTES: Area 3D - If the players look in the correct place for the secret door, let them find it with no roll. Area 6 - DC 12 Con save or 1d4 damage. 5. Magic Items Carmelo’s Jeweled Cutlass A magic scimitar, +1 to hit and +1 damage, or +1 to hit and +2 damage against lawful creatures. Lives of the Saints When any fey creature hears someone reading from the book, they must make a DC 14 Wis save or be Incapacitated until the reading stops. If they succeed on the save they are immune to this effect for 24 hours. Holy Sword of Sir Brandon A magic longsword, +1 to hit and +1 damage, or +1 to hit and +2 damage against evil creatures. Silver Axe of Sir Wyllt This is a tough one. I would go with - A magic battleaxe, does not harm constructs or nonliving objects. Attacks against creatures wearing clothing or armor must be made at disadvantage in order to target exposed flesh. On a successful hit the battleaxe does an extra die of damage (2d8 rather than 1d8). 6. Non-Combat XP Awards Objective 1st Level XP 2nd Level XP The Missing Booze 50 100 The Fairy Visitor 50 100 Obtain wine from Faun's Grove 50 100 Find Grimni's ghost and learn location of dragon's cave 75 150 Rescue Bro Dirk from the giant 100 200 Find the tomb of Sir Brandon 100 200 Capture the dragon 700 700