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  Balancing Encounters – Waterdeep: Dragon Heist 
  By Tosh Le 
  Adapted for DM’s Guild publication by Jeremy Forbing 
  -Contents- 
   
  ―
  Author’s Note 
  This material was written with the goal of creating 
  balanced encounters in your Waterdeep: Dragon 
  Heist 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 includes 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 Waterdeep: 
  Dragon Heist 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. 
  
   
    
  1 
  Adapting The Adventurer’s League 
  Approach 
  Running games for Adventurer’s League tables gives 
  one a deep appreciation for the “Adjusting this 
  Encounter” guidance tables included for each 
  combat encounter in the campaign’s modules. They 
  provide instant customization of the difficulty of an 
  encounter for groups of varying sizes and levels. 
  Even when the balance is not perfect, such guidance 
  provides a starting 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 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 Waterdeep: Dragon Heist, 
  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 because 
  a player character has an extremely powerful ability 
  or magic item (which should be very unlikely at the 
  beginning of a new campaign, but becomes more 
  likely as time goes on, especially in Adventurer’s 
  League where characters are taken from table to 
  table and DM to DM). Similarly, if you have a group 
  of characters more focused on roleplaying or 
  investigation than combat optimization, you may be 
  obligated to weaken the opposition. Given these 
  needs, our adjustments here include even more 
  options than those given in the AL modules from 
  which this method is adapted. 
  How to use these Encounter Edits 
  As in D&D Adventurer’s League modules, this 
  document provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. Whether you are playing AL or not, 
  remember that you are not bound to these 
  adjustments; they’re here for your convenience. 
  Party Strength 
  The encounter edits provided here use a system of 
  categories to assess the relative strength of a party 
  of characters at your table. From weakest to 
  strongest, the range of Party Strength categories is 
  as follows: Feeble, Very Very Weak, Very Weak, 
  Weak, Average, Strong, Very Strong, Very Very Strong, 
  and Ultimate. 
   Party Strength is determined based on the number 
  of player characters in the party and on the Average 
  Party Level of all those characters. Once these are 
  determined they are compared to the intended level 
  the designers had in mind when creating that 
  particular encounter. 
  Intended Levels for Waterdeep: Dragon Heist 
  Average Party Level 
  In order to determine your Party Strength you need 
  to know your group’s Average Party Level (or APL for 
  short). To determine this, add up the total levels of 
  all the characters and divide the total by the number 
  of characters (rounding .5 or greater up; rounding .4 
  or less down). The final number is the group’s APL. 
  
   
    
  2 
  Extreme Party Strengths 
  Two of the Party Strengths included are only for use 
  in certain extraordinary circumstances. 
   The Ultimate Party Strengt is intended for 
  members of a Very Very Strong party (7 player 
  characters who are more than one level above the 
  Average Party Level for which the encounter was 
  designed) who hunger for a serious challenge.  
   Beware though, such dangers can lead to death 
  and players should be properly warned—and in 
  most of the D&D hardcover campaigns, there are 
  many places where deadly threats are already hiding 
  around every corner. It is a good practice to directly 
  ask your players if they agree to accept a much 
  harder challenge before you use Ultimate Party 
  Strength for any 
  encounter. 
   Conversely, the Feeble Party Strength is for 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 two player characters (which is not AL legal) 
  would likely use the Feeble Party Strength unless 
  their characters were of much higher level than the 
  one intended for that encounter. 
  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. 
  Rough Estimates of Ongoing Party Strength 
  
   
    
  3 
  ―
  Encounter Edits 
  Chapter 1: A Friend in Need 
  Intended Level: 1st 
  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 player characters (which is not legal 
  for Adventurer’s League tables) 
  • Very Very Weak is three APL 1 characters who 
  don’t want a challenge 
  • Very Weak is going to be 3 normal APL 1 player 
  characters 
  • Weak is 4 APL 1 player characters 
  • Average (the intended level) is five APL 1 player 
  characters 
  • Strong is going to be 6 APL 1 player characters 
  • Very Strong is seven APL 1 player characters 
  • Very Very Strong, is going to be seven APL 2 
  player characters 
  • Ultimate is going to be for those who want to take 
  on a bit of a challenge.  
  If you have a six player characters with an APL 
  higher than 1, increase the strength for every level 
  higher, i.e. a six person APL 2 party will be 
  considered a Very Strong party. If these notes do not 
  range high enough for your particular group, use the 
  highest Party Strength provided as a basis for 
  improvising. 
   If recommendations for scaling an encounter are 
  not included at all, it is suggested that you simply 
  keep the encounter as is. 
  Where to Start 
  Tavern Brawl: 
  • NOTE: The party is assisted by Yagra (a Thug [MM 
  pg. 350] with Half-Orc traits) who functions as 
  roughly a level 3 character 
  • Feeble: One Thug (MM pg. 350) 
  • Very Very Weak: One Thug (MM pg. 350) with 
  41/50 HP remaining 
  • Very Weak: One Thug (MM pg. 350) with 8 HP 
  remaining and a Bandit (MM pg. 343) 
  • Weak: Three Bandits (MM pg. 343) 
  • Average: Five Bandits (MM pg. 343), one of whom 
  is at 3 HP 
  • Strong: Five Bandits (MM pg. 343), one of whom 
  has 14/18 HP remaining 
  • Very Strong: Six Bandits (MM pg. 343), one of 
  whom is at 7 HP 
  Very Very Strong: One Thug (MM pg. 350) with 
  41/50 HP remaining and five Bandits (MM pg. 
  343) 
  • Ultimate: Three Thugs (MM pg. 350), one of 
  whom is at 8 HP 
  Troll and Friends: 
  • NOTE: The party is assisted by Durnan (W:DH pg. 
  203) who functions roughly as a 12th level 
  character 
  • Feeble - Weak: A Troll (MM pg. 291) with 44 HP 
  accompanied by a Stirge (MM pg. 284) - There are 
  7 stirges, but only 1 attacks, although the 
  adventurers do not know which one (make it the 
  last one they kill) 
  • Average: A Troll (MM pg. 291) with 44 HP 
  accompanied by three Stirges (MM pg. 284) 
  • Strong: A Troll (MM pg. 291) with 44 HP 
  accompanied by four Stirges (MM pg. 284) 
  • Very Strong: A Troll (MM pg. 291) with 44 HP 
  accompanied by five Stirges (MM pg. 284) 
  Very Very Strong: A Troll (MM pg. 291) with 
  84/120 HP accompanied by four Stirges (MM pg. 
  284) 
  • Ultimate: A Troll (MM pg. 291) with 21/84 HP 
  accompanied by six Stirges (MM pg. 284) 
  Zhentarim Hideout 
  Z1, Main Room: 
  NOTE: The Kenku try to catch the characters off-
  guard. Anyone with a passive wisdom (Perception) 
  lower than a 15 (or 13 is they have a -2 to ability 
  checks) is surprised from the Hidden Kenku. 
  • Feeble: Two Kenku (MM pg. 194) with 6 HP and a 
  -2 to all attack rolls, ability checks, damage rolls, 
  and saving throws 
  • Very Very Weak: Two Kenku (MM pg. 194) 
  • Very Weak: Three Kenku (MM pg. 194) with 6 HP 
  and a -2 to all attack rolls, ability checks, damage 
  rolls, and saving throws 
  • Weak: Three Kenku (MM pg. 194) 
  • Average: Four Kenku (MM pg. 194) 
  • Strong: Six Kenku (MM pg. 194) 
  • Very Strong: Six Kenku (MM pg. 194) with 24 HP 
  Very Very Strong: Ten Kenku (MM pg. 194) 
  • Ultimate: Thirteen Kenku (MM pg. 194) 
  Tracking Floon 
  Gazer Guard: 
  • Feeble - Very Weak: One Gazer (VGtM pg. 126) 
  with 6 HP and a -2 to all attack rolls, ability 
  checks, damage rolls, saving throws, and saving 
  throw DCs 
  
   
    
  4 
  • Weak: One Gazer with 9 HP (VGtM pg. 126) 
  • Average: One Gazer (VGtM pg. 126) 
  • Strong: Two Gazers (VGtM pg. 126) with 6 HP and 
  a -2 to all attack rolls, ability checks, damage rolls, 
  saving throws, and saving throw DCs 
  • Very Strong: Two Gazers (VGtM pg. 126) with 9 
  HP 
  Very Very Strong: Two Gazers (VGtM pg. 126) 
  with 18 HP 
  • Ultimate: Three Gazers (VGtM pg. 126) 
  Xanathar Guild Hideout 
  NOTE: Renaer, if he is present, functions roughly as 
  a 5th- or 6th-level character. I would recommend 
  considering that when you balance your encounters, 
  as I do not automatically include him in the 
  balancing for the fights. 
  Q2, Watch Posts: 
  • Feeble: One Goblin (MM pg. 166) with 4 HP, Q2B 
  is empty 
  • Very Very Weak: One Goblin (MM pg. 166) Q2B is 
  empty 
  • Very Weak: Two Goblins (MM pg. 166) with 4 HP 
  and a -2 to all attack rolls, ability checks, damage 
  rolls, and saving throws 
  • Weak: Two Goblins (MM pg. 166) with 4 HP 
  • Average: Two Goblins (MM pg. 166) 
  • Strong: Three Goblins (MM pg. 166) with 4 HP, 
  there are 2 in Q2A 
  • Very Strong: Three Goblins (MM pg. 166), there 
  are 2 in Q2A 
  Very Very Strong: Five Goblins (MM pg. 166) with 
  10 HP, there are 3 in Q2A 
  • Ultimate: One Goblin Boss (MM pg. 166) with 36 
  
   
    
  5 
  HP in Q2A who has a Shortbow (same attack as a 
  standard Goblin) and three Goblins (MM pg. 166), 
  one in Q2A and the others in Q2B 
  Q5, Sleeping Area: 
  NOTE: In all likelihood, the heroes did not kill 
  someone in the bar fight, so Krentz should 
  theoretically be here. 
  • Feeble: One Albino Dwarf Warrior (ToA pg. 21) 
  who looks like a Duergar named Zemk with 16 HP 
  and one Bandit (MM pg. 343) named Krentz 
  • Very Very Weak: One Albino Dwarf Warrior (ToA 
  pg. 210) who looks like a Duergar named Zemk 
  with 44 HP and one Bandit (MM pg. 343) named 
  Krentz with 18 HP 
  • Very Weak: One Duergar (MM pg. 122) named 
  Zemk with 13 HP and -2 to all attack rolls, ability 
  checks, damage rolls, and saving throws and one 
  Bandit (MM pg. 343) named Krentz with 5 HP and 
  -2 to all attack rolls, ability checks, damage rolls, 
  and saving throws 
  • Weak: One Duergar (MM pg. 122) named Zemk 
  with 13 HP and one Bandit (MM pg. 343) named 
  Krentz with 5 HP and -2 to all attack rolls, ability 
  checks, damage rolls, and saving throws 
  • Average: One Duergar (MM pg. 122) named Zemk 
  and one Bandit (MM pg. 343) named Krentz 
  • Strong: One Duergar (MM pg. 122) named Zemk 
  and two Bandits (MM pg. 343), one of whom is 
  named Krentz and has 18 HP 
  • Very Strong: One Duergar Xarron (MToF pg. 193) 
  named Zemk and one Bandit (MM pg. 343) named 
  Krentz 
  Very Very Strong: One Duergar Xarron (MToF pg. 
  193) named Zemk, one Thug (MM pg. 350) named 
  Krentz with 50 HP, and two Bandits (MM pg. 343) 
  • Ultimate: One Duergar Xarron (MToF pg. 193) 
  named Zemk, one Duergar (MM pg. 122), and 
  three Thugs (MM pg. 350), one of whom is named 
  Krentz 
  Q6, Lavatory: 
  • Feeble: One Oblex Spawn (MToF pg. 217) with 9 
  HP and a -2 to attack rolls, ability checks, damage 
  rolls, and saving throws 
  • Very Very Weak: One Oblex Spawn (MToF pg. 
  217) with 12 HP 
  • Very Weak: One Gray Ooze (MM pg. 243) with 11 
  HP and a -2 to attack rolls, ability checks, damage 
  rolls, and saving throws 
  • Weak: One Gray Ooze (MM pg. 243) with 12 HP 
  • Average: One Gray Ooze (MM pg. 243) 
  • Strong: Two Oblex Spawn (MToF pg. 217) with 22 
  HP 
  • Very Strong: Two Gray Oozes with 12 HP 
  Very Very Strong: Two Gray Oozes with 33 HP 
  • Ultimate: Three Gray Oozes 
  Q7, Boss Fight: 
  NOTE: Nihiloor should at this level be unbeatable for 
  the party. However, one might upgrade him 
  depending on the group’s strength, to ensure that he 
  is still an incredibly challenging encounter should 
  the player characters choose to face him. 
  • Feeble: Nihiloor takes the Intellect Devourer with 
  him, but Grum’Shar, an Apprentice Wizard 
  (VGtM pg. 209) with Half-Orc racial traits has the 
  assistance of a Gazer (VGtM pg. 126) 
  • Very Very Weak: Nihiloor takes the Intellect 
  Devourer with him, but Grum’Shar, an 
  Apprentice Wizard (VGtM pg. 209) with Half-Orc 
  Racial Traits and 16 HP, has the assistance of a 
  Gazer (VGtM pg. 126) with 26 HP 
  • Very Weak: An Intellect Devourer (MM pg. 191) 
  with 10 HP and a -2 to attack rolls, ability checks, 
  damage rolls, saving throws, and saving throw 
  DCs and an Apprentice Wizard (VGtM pg. 209) 
  named Grum’Shar with Half-Orc racial traits, 4 HP, 
  and a -2 to attack rolls, ability checks, damage 
  rolls, saving throws, and saving throw DCs 
  • Weak: An Intellect Devourer (MM pg. 191) with 
  10 HP and an Apprentice Wizard (VGtM pg. 209) 
  named Grum’Shar with Half-Orc racial traits, 4 HP, 
  and a -2 to attack rolls, ability checks, damage 
  rolls, saving throws, and saving throw DCs 
  • Average: An Intellect Devourer (MM pg. 191) and 
  an Apprentice Wizard (VGtM pg. 209) named 
  Grum’Shar with Half-Orc racial traits 
  • Strong: An Intellect Devourer (MM pg. 191), a 
  Gazer (VGtM pg. 126), and an Apprentice Wizard 
  (VGtM pg. 209) named Grum’Shar with Half-Orc 
  racial traits 
  • Very Strong: An Intellect Devourer (MM pg. 191) 
  with 30 HP, a Gazer (VGtM pg. 126), and an 
  Apprentice Wizard (VGtM pg. 209) named 
  Grum’Shar with Half-Orc racial traits and 16 HP 
  • Very Very Strong: An Intellect Devourer (MM pg. 
  191) with 30 HP and a +2 to all ability checks, 
  attack rolls, damage rolls, saving throws, and 
  saving throw DCs, a Thayan Apprentice (TftYP pg. 
  245) named Grum’Shar with Half-Orc racial traits 
  and 40 HP and a +2 to all ability checks, attack 
  rolls, damage rolls saving throws, and saving 
  throw DCs, and two Gazers (VGtM pg. 126) 
  • Ultimate: An Illusionist (VGtM pg. 214) named 
  Grum’Shar with Half-Orc racial traits, a Spectator 
  (MM pg. 30) with 19 HP and a -2 to all ability 
  checks, attack rolls, damage rolls, saving throws, 
  and saving throw DCs, an Intellect Devourer 
  (MM pg. 191), and four Orcs (MM pg. 246). 
  Nihiloor becomes an Alhoon 
  Q12, Hostel Cellar: 
  • Feeble: One Jackalwere (MM pg. 193) named 
  Roscoe Underbough who looks like a Wererat, 
  gaining the Halfling racial features with the 
  exception that he has 21 (4d6) HP 
  
   
    
  6 
  • Very Very Weak: One Jackalwere (MM pg. 193) 
  named Roscoe Underbough who looks like a 
  Wererat, gaining the Halfling racial features with 
  the exception that he has has 24 (6d6) HP 
  • Very Weak: One Wererat (MM pg. 209) named 
  Roscoe Underbough with Halfling racial features, 
  13 HP, and a -2 to attack rolls, ability checks, 
  damage rolls, saving throws, and saving throw 
  DCs 
  • Weak: One Wererat (MM pg. 209) named Roscoe 
  Underbough with Halfling racial features and 13 
  HP 
  • Average: One Wererat (MM pg. 209) named 
  Roscoe Underbough with Halfling racial 
  features 
  • Strong: One Wereboar (MM pg. 209) 
  named Roscoe Underbough who looks 
  like a wererat, gaining the Halfling 
  racial features with the exception 
  that he has 66 (12d6+24) HP. He 
  also uses a Warhammer in two 
  hands as opposed to a maul, 
  dealing 8 (1d10+3) bludgeoning 
  damage instead of 10 (2d6+3). 
  • Very Strong: Two Wererats, 
  one of whom is named Roscoe 
  Underbough, both have the 
  Halfling racial traits, 13 HP, 
  and -2 to attack rolls, 
  ability checks, damage 
  rolls, saving throws, and 
  saving throw DCs  
  Very Very Strong: Two 
  Wererats, one of 
  whom is named 
  Roscoe Underbough, 
  both have the 
  Halfling racial 
  traits, 40 HP, 
  and Roscoe has 
  a +2 to attack 
  rolls, ability 
  checks, 
  damage rolls, 
  saving throws, 
  and saving 
  throw DCs 
  • Ultimate: 
  Three Wererats, 
  one of whom is 
  named Roscoe 
  Underbough, all 
  have Halfling 
  racial features 
  Chapter 2: Trollskull Alley 
  Intended Level: 2nd 
  Encounter edits are not included for this chapter, 
  which contains a mix of social and exploration 
  encounters and assumes a focus on Faction 
  Missions, which are described in 
  their own special section, 
  Appendix A: Faction 
  Missions. 
  
   
    
  7 
  Chapter 3: Fireball 
  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 three player characters at APL 1 
  • Very Very Weak is three player characters at APL 
  2 
  • Very Weak is three player characters at APL 3 
  • Weak is four player characters at APL 3 
  • Average is five player characters at APL 3 
  • Strong is six player characters at APL 3 
  • Very Strong is six player characters at APL 4 
  • Very Very Strong is six player characters at APL 5 
  • Ultimate is only for those who want to take on a 
  serious challenge, or a group much stronger than 
  the intended level, such as seven player characters 
  at APL 5 
  If you have seven player characters at APL 3 or 
  higher, look at the entry for six player characters of 
  the same APL, then use the next higher Party 
  Stength above that one. 
   If you have seven player characters at APL 2 or 
  lower, use the Weak Party Strength. 
   If these notes do not scale high enough for your 
  group, use the highest Party Strength provided as a 
  basis for improvising. 
   If recommendations for scaling an encounter are 
  not included at all, it is suggested that you simply 
  keep the encounter as is. 
  Gralhund Villa 
  G2, Yard - Day: 
  • Feeble: One Acolyte (MM pg. 342) named Hurv 
  and two Mastiffs (MM pg. 332) 
  • Very Very Weak: One Acolyte (MM pg. 342) 
  named Hurv with 16 HP and three Mastiffs (MM 
  pg. 332) 
  • Very Weak: One Cult Fanatic (MM pg. 345) 
  named Hurv with 16 HP  
  • Weak: One Cult Fanatic (MM pg. 345) named 
  Hurv and one Mastiff (MM pg. 332) 
  • Average: One Cult Fanatic (MM pg. 345) named 
  Hurv and two Mastiffs (MM pg. 332) 
  • Strong: One Cult Fanatic (MM pg. 345) named 
  Hurv and two Death Dogs (MM pg. 321) who 
  originally look like standard dogs but when they 
  attack their head splits into two 
  • Very Strong: One Cult Fanatic (MM pg. 345) 
  named Hurv with 49 HP and two Death Dogs (MM 
  pg. 321) who originally look like standard dogs but 
  when they attack their head splits into two 
  Very Very Strong: One Cult Fanatic (MM pg. 
  345) named Hurv with 49 HP and a +2 to attack 
  rolls, ability checks, damage rolls, saving throws, 
  and saving throw DCs and two Shadow Mastiffs 
  (VGtM pg. 190) 
  • Ultimate: One Warlock of the Great Old One 
  (VGtM pg. 220) named Hurv and two Shadow 
  Mastiffs (VGtM pg. 190) 
  G2, Yard - Night: 
  • Feeble: One Shadow (MM pg. 269) with 24 HP 
  • Very Very Weak: One Shadow (MM pg. 269) with 
  24 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Weak: Two Shadows (MM pg. 269) 
  • Weak: Three Shadows (MM pg. 269) with 8 HP 
  and a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Average: Three Shadows (MM pg. 269) 
  • Strong: One Specter (MM pg. 279) with 40 HP 
  and two Shadows (MM pg. 269) 
  • Very Strong: One Specter (MM pg. 279) with 40 
  HP and three Shadows (MM pg. 269) 
  Very Very Strong: One Vampiric Mist (MToF pg. 
  246) with 16 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs and two Specters (MM pg. 279) 
  • Ultimate: One Ghost (MM pg. 147) with 22 HP 
  and two Vampiric Mists (MToF pg. 246) with 16 
  HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  G12, Family Library: 
  • Feeble: One Specter (MM pg. 279) with 33 HP 
  • Very Very Weak: One Specter (MM pg. 279) with 
  40 HP 
  • Very Weak: Two Specters (MM pg. 279) 
  • Weak: Two Specters (MM pg. 279) with 40 HP 
  • Average: Three Specters (MM pg. 279) 
  • Strong: Four Specters (MM pg. 279) with 33 HP 
  • Very Strong: Three Poltergeists (MM pg. 279) 
  with 33 HP 
  Very Very Strong: Four Poltergeists (MM pg. 
  279) 
  • Ultimate: Four Vampiric Mists (MToF pg. 246) 
  with 44 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  G15, Guest Suite: 
  • Feeble: Urstol Floxin is so wounded that he 
  functions only as a Spy (MM pg. 349) with 7 HP 
  and a -2 penalty to all attack rolls, ability checks, 
  damage rolls, and saving throws 
  • Very Very Weak: Urstol Floxin is so wounded that 
  he functions only as a Spy (MM pg. 349) with 48 
  HP 
  • Very Weak: One Assassin (MM pg. 343) with 25 
  HP, no poison, and a -2 to Attack Rolls, Ability 
  
   
    
  8 
  Checks, Damage Rolls, and Saving Throws named 
  Urstol Floxin 
  • Weak: One Assassin (MM pg. 343) with 25 HP and 
  no poison named Urstol Floxin 
  • Average: One Assassin (MM pg. 343) with 50 HP 
  and no poison named Urstol Floxin 
  • Strong: One Assassin (MM pg. 343) with no 
  poison and a -2 penalty to attack rolls, ability 
  checks, damage rolls, and saving throws named 
  Urstol Floxin 
  • Very Strong: One Master Thief (VGtM pg. 216) 
  with 126 HP and a +2 bonus to attack rolls, ability 
  checks, damage rolls, and saving throws named 
  Urstol Floxin 
  Very Very Strong: One Assassin (MM pg. 343) 
  with 50 HP and no poison named Urstol Floxin 
  accompanied by four Zhentarim Thugs (MM pg. 
  350) 
  • Ultimate: One Assassin (MM pg. 343) with 50 HP 
  and no poison named Urstol Floxin accompanied 
  by two Zhentarim Spies (MM pg. 349) 
   
  Chapter 4: Dragon Season 
  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 three player characters at APL 2 
  • Very Very Weak is three player characters at APL 
  3 
  • Very Weak is three player characters at APL 4 
  • Weak is four player characters at APL 4 
  • Average is five player characters at APL 4 
  • Strong is six player characters at APL 4 
  • Very Strong is seven player characters at APL 4 
  • Very Very Strong is seven player characters at 
  APL 5 
  • Ultimate is only for those who want to take on a 
  serious challenge, or a group much stronger than 
  the intended level, such as seven player characters 
  at APL 6 
   If you have four or more player characters at APL 
  3 or lower, look at the entry for the same number of 
  player characters at APL 4, then use the next lower 
  Party Stength below that one. For APL 1 or 2, use 
  the same process, but use the Party Strength that is 
  two below the APL 4 Party Strength for that same 
  number of characters. 
   If these notes do not scale high enough for your 
  group, use the highest Party Strength provided as a 
  basis for improvising. 
   If recommendations for scaling an encounter are 
  not included at all, it is suggested that you simply 
  keep the encounter as is. 
  Finding the Nimblewright 
  Caught at Last!: 
  • Feeble: One Nimblewright who functions as a suit 
  of Animated Armor (MM pg. 19) with 49 HP 
  • Very Very Weak: One Nimblewright who functions 
  as a Bandit Captain (MM pg. 344) with immunity 
  to poison damage and the exhausted, frightened, 
  petrified, and poisoned conditions 
  • Very Weak: One Nimblewright who functions as a 
  Bandit Captain (MM pg. 344) with 97 HP, 
  immunity to poison damage, and the exhausted, 
  frightened, petrified, and poisoned conditions 
  • Weak: One Nimblewright with 66 HP 
  • Average: One Nimblewright 
  • Strong: One Nimblewright who functions as a suit 
  of Strahd’s Animated Armor (CoS pg. 227) 
  • Very Strong: One Nimblewright who functions as 
  a Gladiator (MM pg. 346) with 165 HP, +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, and 
  Saving Throws, immunity to poison damage, and 
  the exhausted, frightened, petrified, and poisoned 
  conditions 
  Very Very Strong: One Nimblewright who 
  functions as a Shield Guardian (MM pg. 271) who 
  
   
    
  9 
  is medium sized (but the hit dice, and damage 
  rolls are unchanged), is without the Bound or 
  Spell Storing features and the Shield reaction, has 
  210 HP, and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Ultimate: One Nimblewright who functions as an 
  Assassin (MM pg. 343) with 117 HP, a +2 to 
  Attack Rolls Ability Checks, Damage Rolls, and 
  Saving Throws, immunity to poison damage, and 
  the exhausted, frightened, petrified, and poisoned 
  conditions. 
  Spring Encounter Chain 
  Mistshore: 
  • Feeble: One Noska Ur’gray and two Bandits (MM 
  pg. 343) (there is no second wave) 
  • Very Very Weak: One Noska Ur’gray and five 
  Bandits (MM pg. 343) (remove 1 from the first 
  wave and 6 from the second wave) 
  • Very Weak: One Noska Ur’gray and eight Bandits 
  (MM pg. 343) (remove four from the second wave) 
  • Weak: One Noska Ur’gray and ten Bandits (MM 
  pg. 343) (remove two from the second wave) 
  • Average: One Noska Ur’gray and twelve Bandits 
  (MM pg. 343) 
  • Strong: One Noska Ur’gray and fifteen Bandits 
  (MM pg. 343) (add two to the first wave and one to 
  the second) 
  • Very Strong: One Noska Ur’gray, four Thugs (MM 
  pg. 350) and seven Bandits (MM pg. 343) (the 
  Thugs are in the first wave while the Bandits are 
  the second) 
  Very Very Strong: One Veteran (MM pg. 350) 
  named Noska Ur’gray with Noska’s traits 
  (disability [which prevents him from weilding a 
  shortsword and a longsword, or a longsword in 
  two hands], darkvision, and dwarven resilience), 
  87 HP, and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws and eight 
  Thugs (MM pg. 350) (there are four Thugs in each 
  wave) 
  • Ultimate: One Veteran (MM pg. 350) named 
  Noska Ur’gray with Noska’s traits (disability [which 
  prevents him from weilding a shortsword and a 
  longsword, or a longsword in two hands], 
  darkvision, and dwarven resilience), four Bandits 
  (MM pg. 343) and eight Thugs (MM pg. 350) (the 
  Thugs act as the second wave while the Bandits 
  are the first) 
  Mausoleum: 
  • Feeble: One Duergar (MM pg. 122) with 39 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws 
  • Very Very Weak: Two Duergar (MM pg. 122) with 
  13 HP 
  • Very Weak: Two Duergar (MM pg. 122) 
  • Weak: Three Duergar (MM pg. 122) 
  • Average: Four Duergar (MM pg. 122) 
  • Strong: One Duergar Mind Master (MToF pg. 
  189), one Duergar Spy (TftYP pg. 234), and two 
  Duergar (MM pg. 122) 
  • Very Strong: One Duergar Mind Master (MToF pg. 
  189), one Duergar Spy (TftYP pg. 234), and three 
  Duergar (MM pg. 122) 
  Very Very Strong: One Duergar Mind Master 
  (MToF pg. 189), one Duergar Xarron (MToF pg. 
  193), two Duergar Spies (TftYP pg. 234), and two 
  Duergar Stone Guards (MToF pg. 191) with 44 HP 
  • Ultimate: One Duergar Mind Master (MToF pg. 
  189), one Duergar Spy (TftYP pg. 234), one 
  Duergar Stone Guard (MToF pg. 191), one 
  Duergar Xarron (MToF pg. 193), and four Duergar 
  (MM pg. 122) with 39 HP 
  Converted Cellar - B10, Old Tavern Cellar: 
  • Feeble: Four Skeletons (MM pg. 272) with 19 HP 
  • Very Very Weak: Six Skeletons (MM pg. 272) 
  • Very Weak: Six Skeletons (MM pg. 272) with 19 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Weak: Eight Skeletons (MM pg. 272) with 19 HP 
  • Average: Twelve Skeletons (MM pg. 272) 
  • Strong: Fifteen Skeletons (MM pg. 272) 
  • Very Strong: Seventeen Skeletons (MM pg. 272) 
  Very Very Strong: Ten Dread Warriors (TftYP pg. 
  233) with 45 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Ultimate: Twelve Dread Warriors (TftYP pg. 233) 
  Old Tower - Gazer Attack: 
  • Feeble: One Gazer (VGtM pg. 126) with 18 HP and 
  a +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Very Weak: Two Gazers (VGtM pg. 126) with 
  6/9 HP, having been previously injured carrying 
  out The Xanathar’s bidding and a -2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Very Weak: Two Gazers (VGtM pg. 126) with 6/9 
  HP, having been previously injured carrying out 
  The Xanathar’s bidding 
  • Weak: Two Gazers (VGtM pg. 126) with 18 HP 
  • Average: Three Gazers (VGtM pg. 126) 
  • Strong: Five Gazers (VGtM pg. 126) 
  • Very Strong: Five Gazers (VGtM pg. 126) with 18 
  HP 
  Very Very Strong: Two Spectators (MM pg. 30) 
  with 58 HP who enter up the stairs instead (since 
  they’re too big to fit through the slits) 
  • Ultimate: Two Spectators (MM pg. 30) with 58 HP 
  and a +2 to Ability Checks, Attack Rolls, Damage 
  Rolls, Saving Throws, and Saving Throw DCs who 
  enter up the stairs instead (since they’re too big to 
  fit through the slits) 
  
   
    
  10 
  Alley: 
  • Feeble: One Hobgoblin (MM pg. 186) and six 
  Kobolds (MM pg. 195) 
  • Very Very Weak: One Bugbear (MM pg. 33) and 
  five Kobolds (MM pg. 195) 
  • Very Weak: One Intellect Devourer (MM pg. 191) 
  with 10 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throws 
  DCs, and four Kobolds with 3 HP 
  • Weak: One Intellect Devourer (MM pg. 191) with 
  10 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs, one Bugbear (MM pg. 33), and four Kobolds 
  (MM pg. 195) 
  • Average: One Intellect Devourer (MM pg. 191), 
  one Bugbear (MM pg. 33), and eight Kobolds (MM 
  pg. 195) 
  • Strong: One Intellect Devourer (MM pg. 191), 
  three Bugbears (MM pg. 33) with 40 HP, and six 
  Kobolds (MM pg. 195) 
  • Very Strong: One Intellect Devourer (MM pg. 
  191), three Bugbears (MM pg. 33), and seven 
  Kobolds (MM pg. 195) with 3 HP and a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  Very Very Strong: One Intellect Devourer (MM 
  pg. 191), two Bugbear Chieftains (MM pg. 33), 
  and eleven Goblins (MM pg. 166) 
  • Ultimate: Two Bugbear Chieftains (MM pg. 33), 
  two Intellect Devourers (MM pg. 191), and six 
  Goblin Bosses (MM pg. 166) 
  Summer Encounter Chain 
  Converted Windmill: 
  • Feeble: One Cult Fanatic (Arn, who slew Seffia on 
  secret orders from Lord Cassalanter) (MM pg. 345) 
  with 16 HP 
  • Very Very Weak: One Cult Fanatic (Arn, who 
  slew Seffia on secret orders from Lord Cassalanter) 
  (MM pg. 345) 
  • Very Weak: Two Cult Fanatics (Arn & Seffia) with 
  16 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Weak: Two Cult Fanatics (Arn & Seffia) (MM pg. 
  345) with 16 HP 
  • Average: Two Cult Fanatics (Arn & Seffia) (MM pg. 
  345) 
  • Strong: Two Cult Fanatics (Arn & Seffia) (MM pg. 
  345) who also summoned two Nupperibos (MToF 
  pg. 168) in addition to the Spined Devils, but the 
  Nuppers stay behind. 
  • Very Strong: Two Cult Fanatics (Arn & Seffia) 
  (MM pg. 345) who also summoned two Imps (MM 
  pg. 76) in addition to the Spined Devils, but the 
  Imps stay behind. 
  Very Very Strong: Two Bearded Devils (MM pg. 
  70) with 78 HP summoned by Arn & Seffia to 
  defend them and two Cult Fanatics (Arn & Seffia) 
  (MM pg. 345) 
  • Ultimate: One Barbed Devil (MM pg. 70) with 156 
  HP summoned by Arn & Seffia to defend them and 
  two Cult Fanatics (Arn & Seffia) (MM pg. 345) 
  Rooftop Chase: 
  • Feeble: Two Imps (MM pg. 76) 
  • Very Very Weak: Two Imps (MM pg. 76) with 15 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Weak: Two Spined Devils (MM pg. 78) with 
  11 HP 
  • Weak: Three Spined Devils (MM pg. 78) with 11 
  HP 
  • Average: Three Spined Devils (MM pg. 78) 
  • Strong: Five Spined Devils (MM pg. 78) 
  • Very Strong: Five Spined Devils (MM pg. 78) with 
  30 HP 
  Very Very Strong: Three White Abishai (MToF pg. 
  163) with 40 HP 
  • Ultimate: Three White Abishai (MToF pg. 163) 
  Alley: 
  • Feeble: One Imp (MM pg. 76) with 15 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Very Weak: Two Imps (MM pg. 76) with 6 HP 
  and a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Weak: Two Imps (MM pg. 76) with 6 HP 
  • Weak: Two Imps (MM pg. 76) with 15 HP 
  • Average: Three Imps (MM pg. 76) 
  • Strong: Four Imps (MM pg. 76) with 15 HP 
  • Very Strong: Five Imps (MM pg. 76) 
  Very Very Strong: Five Spined Devils (MM pg. 
  78) 
  • Ultimate: Six Spined Devils (MM pg. 78) 
  Street Chase: 
  NOTE: If the characters encounter Willifort Crowelle 
  in a situation other than this, his stat block may 
  change depending on what’s going on. To facilitate 
  this, just describe him as utilizing his different 
  personas. I’m also not counting the Commoner 
  driver as a combatant in this scenario. 
  • Feeble: One Doppelganger (Willifort Crowelle) 
  (MM pg. 82) with with 26 HP 
  • Very Very Weak: One Doppelganger (Willifort 
  Crowelle) (MM pg. 82) 
  • Very Weak: One Spy (Willifort Crowelle) (MM pg. 
  349) with the Change Shape feature from the 
  Doppelganger (MM pg. 82) and one fiendish 
  Bandit Captain (MM pg. 344) with 32 HP which 
  looks like a bearded devil in its true form, but 
  functions as a Bandit Captain 
  • Weak: One Doppelganger (Willifort Crowelle) (MM 
  pg. 82) and one fiendish Thug (MM pg. 350) which 
  
   
    
  11 
  looks like a bearded devil in its true form, but 
  functions as a Thug 
  • Average: One Bearded Devil (MM pg. 70) and one 
  Doppelganger (Willifort Crowelle) (MM pg. 82) 
  • Strong: One Barbed Devil (MM pg. 70) dressed in 
  a guard-like uniform with spiky body hair and one 
  Doppelganger (Willifort Crowelle) (MM pg. 82) 
  • Very Strong: One Bearded Devil (MM pg. 70), one 
  Doppelganger (Willifort Crowelle) (MM pg. 82) and 
  three Imps (MM pg. 76) who follow along invisibly, 
  possibly harassing the heroes (allow for them to 
  grant disadvantage on an ability check through 
  creative measures [hurling flower-pots, dumping 
  water buckets, placing themselves in front of the 
  heroes to trip them, etc...) 
  • Very Very Strong: One Barbed Devil (MM pg. 70) 
  dressed in a guard-like uniform with spiky body 
  hair, one Doppelganger (Willifort Crowelle) (MM pg. 
  82) and three Spined Devils (MM pg. 78) who 
  harass the adventurers every other round with 
  assaults from the air up to four times before being 
  chased off by the griffon cavalry. 
  • Ultimate: One Barbed Devil (MM pg. 70) with 156 
  HP dressed in a guard-like uniform with spiky 
  body hair, one Doppelganger (Willifort Crowelle) 
  (MM pg. 82) and four Spined Devils (MM pg. 78) 
  who harass the adventurers every other round 
  with assaults from the air up to four times before 
  being chased off by the griffon cavalry. 
  Courthouse: 
  NOTE: This is not intended to be a defeatable 
  encounter. Willifort’s goal at this point is just to 
  have the characters’ items confiscated (specifically 
  the Stone of Golorr) and seized by him. However, 
  with stronger groups, it may be tempting to fight 
  their way out. Therefore these edits are solely for 
  those groups. 
  • Feeble - Average: Two Veterans (MM pg. 350) and 
  ten Guards (MM pg. 347) 
  • Strong: Three Veterans (MM pg. 350) and eleven 
  Guards (MM pg. 347) 
  • Very Strong: One Gladiator (MM pg. 346), two 
  Veterans (MM pg. 350), and seven Guards (MM pg. 
  347) 
  Very Very Strong: Two Gladiators (MM pg. 346) 
  and six Veterans (MM pg. 350) 
  • Ultimate: Two Gladiators (MM pg. 346) with 165 
  HP and eight Veterans (MM pg. 350) 
  Autumn Encounter Chain 
  Cellar Complex - Xanathar Guild: 
  NOTE: I’ll be dividing this up into a couple sections, 
  one of which is the Xanathar Guild, the other is the 
  Troglodyte area. I’m also assuming that Thorvin 
  straight up flees at the first sign of trouble. 
  • Feeble: One Duergar (Korgstod Uxgulm [who has 
  40 HP]) (MM pg. 122), one Gazer (VGtM pg. 126), 
  two Goblins (MM pg. 166), and two Kobolds (MM 
  pg. 195) 
  • Very Very Weak: One Duergar (Korgstod Uxgulm 
  [who has 40 HP]) (MM pg. 122), one Half-Ogre 
  (MM pg. 328), one Gazer (VGtM pg. 126), one 
  Goblin (MM pg. 166), and two Kobolds (MM pg. 
  195) 
  • Very Weak: One Duergar (Korgstrod Uxgulm [who 
  has 40 HP]) (MM pg. 122), one Half-Ogre (MM pg. 
  328), one Gazer (VGtM pg. 126), one Goblin (MM 
  pg. 166), and three Kobolds (MM pg. 195) 
  • Weak: One Half-Ogre (MM pg. 328), one Gazer 
  (VGtM pg. 126), one Goblin (MM pg. 166), three 
  Kobolds (MM pg. 195), and four Duergar (one of 
  whom is Korgstrod Uxgulm who has 40 HP) (MM 
  pg. 122) 
  • Average: One Half-Ogre (MM pg. 238), one Gazer 
  (VGtM pg. 126), two Goblins (MM pg. 166), three 
  Kobolds (MM pg. 195), and four Duergar (one of 
  whom is Korgstrod Uxgulm who has 40 HP) (MM 
  pg. 122) 
  • Strong: One Duergar Spy (Korgstrod Uxgulm [who 
  has 49 HP]) (TftYP pg. 234), one Ogre (MM pg. 
  237), one Gazer (VGtM pg. 126), two Goblins (MM 
  pg. 166), three Duergar (MM pg. 122), and three 
  Kobolds (MM pg. 195) 
  • Very Strong: One Ogre Chain Brute (MToF pg. 
  221), one Duergar Spy (Korgstrod Uxgulm [who 
  has 49 HP]) (TftYP pg. 234), one Gazer (VGtM pg. 
  126), two Goblins (MM pg. 166), three Duergar 
  (MM pg. 122), and three Winged Kobolds (MM pg. 
  195) 
  Very Very Strong: One Duergar Warlord 
  (Korgstrod Uxgulm) (MToF pg. 192), one Ogre 
  Chain Brute (MToF pg. 221), one Spectator (MM 
  pg. 30), two Duergar Stone Guard (MToF pg. 191), 
  two Goblin Bosses (MM pg. 166), and three 
  Kobold Dragonshields (VGtM pg. 165) 
  • Ultimate: One Duergar Warlord (Korgstrod 
  Uxgulm [with 110 HP]) (MToF pg. 192), one Guath 
  (VGtM pg. 125), one Ogre Chain Brute (MToF pg. 
  221), two Duergar Stone Guards (MToF pg. 191), 
  two Goblin Bosses (MM pg. 166), and three 
  Kobold Dragonshields (VGtM pg. 165) 
  Cellar Complex - Trogs: 
  • Feeble: Two Troglodytes (MM pg. 290) with 19 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Very Weak: Three Troglodytes (MM pg. 290) 
  with 6 HP 
  • Very Weak: Four Troglodytes (MM pg. 290) with 
  6 HP 
  • Weak: Five Troglodytes (MM pg. 290) with 19 HP 
  • Average: Seven Troglodytes (MM pg. 290) 
  • Strong: Ten Troglodytes (MM pg. 290) 
  • Very Strong: Ten Troglodytes (MM pg. 290) with 
  19 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  
   
    
  12 
  Very Very Strong: One Troglodyte Champion of 
  Laogzed (OotA pg. 229) with 88 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs, and seven 
  Troglodytes (MM pg. 290) 
  • Ultimate: Two Troglodyte Champions of 
  Laogzed (OotA pg. 229) with 35 HP and five 
  Troglodytes (MM pg. 290) 
  Old Tower: 
  NOTE: I would have Soluun (if he is the actual 
  Soluun) eventually cut his losses and retreat, having 
  enough self-preservation to flee if reduced to half-
  health. Also, Soluun might purposefully be going 
  easy on the characters, as he taunts and toys with 
  them, hence the variance in stat blocks. 
  • Feeble: One Spy (Soluun Xibrindas) (MM pg. 349) 
  with 40 HP, the Poisonous Pistol attack option (+5 
  to hit), the Gunslinger feature, and Drow racial 
  traits 
  • Very Very Weak: One Bandit Captain (Soluun 
  Xibrindas) (MM pg. 344) with 32 HP, the Poisonous 
  Pistol attack option (+5 to hit), the Gunslinger 
  feature, and Drow racial traits 
  • Very Weak: One Drow Gunslinger (Soluun 
  Xibrindas) (W:DH pg. 202) with 42 HP and a -2 
  penalty to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Weak: One Drow Gunslinger (Soluun Xibrindas) 
  (W:DH pg. 202) with 42 HP 
  • Average: One Drow Gunslinger (Soluun 
  Xibrindas) (W:DH pg. 202) 
  • Strong: One Drow Gunslinger (Soluun Xibrindas) 
  (W: DH pg. 202) with 126 HP and a +2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throws DCs 
  • Very Strong: One Shadow Dancer (Soluun 
  Xibrindas) (MToF pg. 225) with the Poisonous 
  Pistol attack option (+6 to hit), the Gunslinger 
  feature, and Drow racial traits. In addition, the 
  multiattack option allows for two shots with the 
  pistol and the attributes of the chain can be used 
  on their pistol. 
  Very Very Strong: One Shadow Dancer (Soluun 
  Xibrindas) (MToF pg. 225) with 106 HP, a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs, the Poisonous 
  Pistol attack option (+6 [+2] to hit), the Gunslinger 
  feature, and Drow racial traits. In addition, the 
  multiattack option allows for two shots with the 
  pistol and the attributes of the chain can be used 
  on their pistol. 
  • Ultimate: One Assassin (Soluun Xibrindas) (MM 
  pg. 343) with 117 HP, a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs, the Poisonous Pistol attack option (+6 
  [+2] to hit), the Gunslinger feature, and Drow racial 
  traits. In addition, the poison on the crossbow is 
  also present on the pistol. 
  Mistshore: 
  • Feeble: Two Spies (Fel'rekt Lafeen & Krebbyg 
  Masq'il'yr) (MM pg. 349) with 40 HP, the Poisonous 
  Pistol attack option (+5 to hit), the Gunslinger 
  feature, and Drow racial traits 
  • Very Very Weak: Two Bandit Captains (Fel'rekt 
  Lafeen & Krebbyg Masq'il'yr) (MM pg. 344)  with 32 
  HP, the Poisonous Pistol attack option (+5 to hit), 
  the Gunslinger feature, and Drow racial traits 
  • Very Weak: Two Bandit Captains (Fel'rekt Lafeen 
  & Krebbyg Masq'il'yr) (MM pg. 344) with the 
  Poisonous Pistol attack option (+5 to hit), the 
  Gunslinger feature, and Drow racial traits 
  • Weak: Two Drow Gunslingers (Fel'rekt Lafeen & 
  Krebbyg Masq'il'yr) (W:DH pg. 202) with 42 HP 
  each 
  • Average: Two Drow Gunslingers (Fel'rekt Lafeen 
  & Krebbyg Masq'il'yr) (W:DH pg. 202) 
  • Strong: Two Master Thieves (Fel'rekt Lafeen & 
  Krebbyg Masq'il'yr) (VGtM pg. 216) with the 
  Poisonous Pistol attack option (+7 to hit), the 
  Gunslinger feature, and Drow racial traits, 
  • Very Strong: Two Master Thieves (Fel'rekt Lafeen 
  & Krebbyg Masq'il'yr) (VGtM pg. 216) with 126 HP, 
  the Poisonous Pistol attack option (+7 to hit), the 
  Gunslinger feature, and Drow racial traits. 
  Very Very Strong: Two Assassins (Fel'rekt Lafeen 
  & Krebbyg Masq'il'yr) (MM pg. 343) with 117 HP, 
  the Poisonous Pistol attack option (+6 to hit), the 
  Gunslinger feature, and Drow racial traits. 
  • Ultimate: Two Assassins (Fel'rekt Lafeen & 
  Krebbyg Masq'il'yr) (MM pg. 343) with 117 HP, a 
  +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs the 
  Poisonous Pistol attack option (+6 [+2] to hit), the 
  Gunslinger feature, and Drow racial traits. In 
  addition, the poison on the crossbow is also 
  present on the pistol. 
  
   
    
  13 
  Converted Windmill: 
  • Feeble: One Bard (Kalain) (VGtM pg. 22 HP) with 
  25 HP and one Death Dog (MM pg. 321) 
  • Very Very Weak: One Bard (Kalain) (VGtM pg. 22 
  HP) and one Carrion Crawler (MM pg. 37) with 25 
  HP 
  • Very Weak: One Displacer Beast (MM pg. 81) 
  with 42 HP and one Bard (Kalain) (VGtM pg. 211) 
  with 22 HP 
  • Weak: One Displacer Beast (MM pg. 81) with 127 
  HP, one Bard (Kalain) (VGtM pg. 211), and four 
  Swarms of Rats (MM pg. 339) 
  • Average: One Displacer Beast (MM pg. 81), one 
  Bard (Kalain) (VGtM pg. 211), and six Swarms of 
  Rats (MM pg. 339) 
  • Strong: One Girallon (VGtM pg. 152), one Bard 
  (Kalain) (VGtM pg. 211), and six Swarms of 
  Insects (MM pg. 338) 
  • Very Strong: One Girallon (VGtM pg. 152), one 
  Bard (Kalain) (VGtM pg. 211), and four Swarms of 
  Poisonous Snakes (MM pg. 338) 
  Very Very Strong: One Chimera (MM pg. 39), one 
  Bard (Kalain) (VGtM pg. 211), and six Swarms of 
  Poisonous Snakes (MM pg. 338) 
  • Ultimate: One Howler (MToF pg. 210), one Bard 
  (Kalain) (VGtM pg. 211) with 66 HP, and six 
  Swarms of Poisonous Snakes (MM pg. 338) 
  Winter Encounter Chain 
  Alley: 
  • Feeble: Two Bugbears (MM pg. 33) with 13 HP 
  • Very Very Weak: One Bugbear (MM pg. 33) with 
  40 HP leading two Goblins (MM pg. 166) 
  • Very Weak: One Bugbear (MM pg. 33) leading four 
  Goblins (MM pg. 166) 
  • Weak: Three Bugbears (MM pg. 33) 
  • Average: Five Bugbears (MM pg. 33) 
  • Strong: One Bugbear Chief (MM pg. 33) with 97 
  HP leading four Bugbears (MM pg. 33) 
  • Very Strong: One Bugbear Chief (MM pg. 33) 
  with 97 HP leading five Bugbears (MM pg. 33) 
  Very Very Strong: Two Bugbear Chieftains (MM 
  pg. 33) with 97 HP leading six Bugbears (MM pg. 
  33) 
  • Ultimate: Three Bugbear Chieftains (MM pg. 33) 
  with 97 HP leading six Bugbears (MM pg. 33) 
  Rooftop & Street Chase: 
  NOTE: Vevette surrenders if there is any combat, 
  therefore I will not be editing these combats. 
  Mistshore: 
  NOTE: Agorn is going to try to flee, so he is not 
  included in this fight. 
  • Feeble: Eight Bandits (MM pg. 343) with 16 HP 
  • Very Very Weak: Ten Bandits (MM pg. 343) with 
  16 HP and a +2 to Ability Checks, Attack Rolls, 
  Damage Rolls, and Saving Throws 
  
   
    
  14 
  • Very Weak: Six Thugs (MM pg. 350) with 16 HP 
  and a -2 to Ability Checks, Attack Rolls, Damage 
  Rolls, and Saving Throws 
  • Weak: Six Thugs (MM pg. 350) with 48 HP 
  • Average: Nine Thugs (MM pg. 350) 
  • Strong: Eleven Thugs (MM pg. 350) 
  • Very Strong: Eight Dragonclaws (HotDQ pg. 89) 
  Very Very Strong: Seven Bandit Captains (MM 
  pg. 344) 
  • Ultimate: Eight Bandit Captains (MM pg. 344) 
  Old Tower: 
  • Feeble: One Priest (Amath Sercent) (MM pg. 348) 
  with a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Very Weak: One Priest (Amath Sercent) (MM 
  pg. 348) 
  • Very Weak: One Priest (Amath Sercent) (MM pg. 
  348) with 40 HP 
  • Weak: One Priest (Amath Sercent) (MM pg. 348) 
  and one Acolyte (MM pg. 342) 
  • Average: One Priest (Amath Sercent) (MM pg. 
  348) and four Acolytes (MM pg. 342) 
  • Strong: One Priest (Amath Sercent) (MM pg. 348) 
  and six Acolytes (MM pg. 342) with 13 HP 
  • Very Strong: One Priest (Amath Sercent) (MM pg. 
  348) with 40 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs and seven Acolytes (MM pg. 342) 
  Very Very Strong: One Talis the White (Amath 
  Sercent) (HotDQ pg. 93) with 29 HP who has spent 
  her three Death Wards on herself and her two 
  fellow Priests (MM pg. 348) 
  • Ultimate: One Talis the White (Amath Sercent) 
  (HotDQ pg. 93) with a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs who has spent her three Death Wards 
  on herself and two of three of her fellow Priests 
  (MM pg. 348) 
  Old Tower - Manshoon’s Simulacrum: 
  • Feeble: One Illusionist (VGtM pg. 214) 
  (Manshoon’s Simulacrum) 
  • Very Very Weak: One Illusionist (VGtM pg. 214) 
  (Manshoon’s Simulacrum) with 57 HP 
  • Very Weak: One Transmuter (VGtM pg. 218) 
  (Manshoon’s Simulacrum) with 20 HP 
  • Weak: One Manshoon’s Simulacrum (W:DH pg. 
  208-209) with 63 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Average: One Manshoon’s Simulacrum (W:DH pg. 
  208-209) 
  • Strong: One Manshoon’s Simulacrum (W:DH pg. 
  208-209) with 189 HP 
  • Very Strong: One Manshoon’s Simulacrum 
  (W:DH pg. 208-209) with 189 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  Very Very Strong: One Archmage (MM pg. 342) 
  (Manshoon’s Simulacrum) with a +2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Ultimate: One Archmage (MM pg. 343) 
  (Manshoon’s Simulacrum) with 146 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  Mausoleum: 
  NOTE: This encounter is not intended to be fought, 
  therefore I’m only scaling up. 
  • Average: One Treant (MM pg. 289) who animates 
  two trees (included in his challenge rating) 
  • Strong: One Treant (MM pg. 289) with 72 HP who 
  animates two trees (included in his challenge 
  rating) and one Wood Woad (VGtM pg. 198) who 
  assists as a guardian (and does not chase the 
  heroes) 
  • Very Strong: One Treant (MM pg. 289) who 
  animates two trees (included in his challenge 
  rating) and one Wood Woad (VGtM pg. 198) who 
  assists as a guardian (and does not chase the 
  heroes) 
  • Very Very Strong: One Treant (MM pg. 289) with 
  72 HP who animates two trees (included in his 
  challenge rating) and two Tree Blights (CoS pg. 
  230)  
  • Ultimate: One Treant (MM pg. 289) who animates 
  two trees (included in its challenge rating) and two 
  Corpse Flowers (MToF pg. 127) which cannot 
  animate the dead. 
  Vault of Dragons 
  V4, Hall of Moradin: 
  • Feeble: One Ochre Jelly (MM pg. 243) with 22 HP 
  • Very Very Weak: One Ochre Jelly (MM pg. 243) 
  • Very Weak: One Ochre Jelly (MM pg. 243) with 
  67 HP and a +2 to attack rolls, ability checks, 
  damage rolls, and saving throws 
  • Weak: One Black Pudding (MM pg. 241) with 42 
  HP 
  • Average: One Black Pudding (MM pg. 241) 
  • Strong: Two Black Puddings (MM pg. 241) with 
  42 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Very Strong: Two Black Puddings (MM pg. 241) 
  with 42 HP 
  Very Very Strong: Three Black Puddings (MM pg. 
  241) with 42 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, and Saving Throws 
  • Ultimate: One White Maw (TftYP pg. 248) 
  V9, Main Vault: 
  • Feeble - Very Strong: An Adult Gold Dragon (MM 
  pg. 114) named Aurinax 
  • Very Very Strong - Ultimate: Aurinax is an 
  Ancient Gold Dragon (MM pg. 113) 
  
   
    
  15 
  Leaving the Vault of Dragons with Xanathar, Noska is alive: 
  • Feeble: One Noska Ur’gray with 48 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, and 
  Saving Throws and three Gazers (VGtM pg. 126) 
  • Very Very Weak: One Noska Ur’gray with 48 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws, one Gazer (VGtM pg. 
  126) with 18 HP, and three Bugbears (MM pg. 33) 
  • Very Weak: One Noska Ur’gray with 48 HP and a 
  +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  and Saving Throws, one Gazer (VGtM pg. 126) 
  with 18 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs, and four Bugbears (MM pg. 33) 
  • Weak: One Noska Ur’gray, one Gazer (VGtM pg. 
  126), and five Bugbears (MM pg. 33) with 14 HP 
  • Average: One Noska Ur’gray, one Gazer (VGtM pg. 
  126), and six Bugbears (MM pg. 33) 
  • Strong: One Veteran (MM pg. 350) named Noska 
  Ur’gray with Noska’s traits (disability [which 
  prevents him from using a longsword and a 
  shortsword, or weilding a 
  longsword in two hands], 
  darkvision, and dwarven resilience), 
  two Gazers (VGtM pg. 126), and six 
  Bugbears (MM pg. 33) 
  • Very Strong: One Veteran (MM pg. 
  350) named Noska Ur’gray with 
  Noska’s traits (disability [which 
  prevents him from using a 
  longsword and a shortsword, or 
  weilding a longsword in two hands], 
  darkvision, and dwarven resileince), 
  a Spectator (MM pg. 30), and five 
  Bugbears (MM pg. 33) 
  Very Very Strong: One Gladiator 
  (MM pg. 346) named Noska Ur’gray 
  with Noska’s traits (disability 
  [which prevents him from wearing 
  a shield, dropping his AC to 14 and 
  removing his shield bash action 
  option, and gives him the following 
  attack option: Heavy Crossbow. 
  Ranged Weapon Attack: +5 to hit, 
  range 100/400 ft., one creature. 
  Hit: 7 {1d10+2} piercing damage.], 
  darkvision, and dwarven resilience), 
  a Gauth (VGtM pg. 125), and six 
  Bugbears (MM pg. 33) 
  • Ultimate: One Assassin (MM pg. 
  343) named Noska Ur’gray with 
  Noska’s traits (disability [which 
  switches his Light Crossbow to a 
  Heavy Crossbow, giving him a 
  range of 100/400 ft. and 8 
  {1d10+3} piercing damage instead 
  of 7 {1d8+3}], darkvision, and 
  dwarven resilience), a Gauth (VGtM 
  pg. 125), and four Bugbear Chieftains (MM pg. 
  33) 
   
  Leaving the Vault of Dragons with Xanathar, Noska is Dead: 
  NOTE: The difficulty of this battle is roughly 5x what 
  is considered deadly. If the player characters haven’t 
  been doing any of the faction missions this will 
  almost certainly result in player character death. 
  • Feeble: One Thayan Apprentice (TftYP pg. 245) 
  named Nar’l Xibrindas with his traits (Special 
  Equipment, Fey Ancestry, Inante Spellcasting, and 
  Sunlight Sensativity), one Grell (MM pg. 172), one 
  Bugbear (MM pg. 33), and one Gazer (VGtM pg. 
  126) 
  • Very Very Weak: One Illusionist (VGtM pg. 214) 
  named Nar’l Xibrindas with his traits (Special 
  Equipment, Fey Ancestry, Innate Spellcasting, and 
  Sunlight Sensativity), one Grell (MM pg. 172), one 
  Gazer (VGtM pg. 126), and four Bugbears (MM pg. 
  33) 
  • Very Weak: One Illusionist (VGtM pg. 214) 
  
   
    
  16 
  named Nar’l Xibrindas with his traits (Special 
  Equipment, Fey Ancestry, Innate Spellcasting, and 
  Sunlight Sensativity), one Grell (MM pg. 172), one 
  Gazer (VGtM pg. 126), and seven Bugbears (MM 
  pg. 33) 
  • Weak: One Enchanter (VGtM pg. 213) named 
  Nar’l Xibrindas with his traits (Special Equipment, 
  Fey Ancestry, Innate Spellcasting, and Sunlight 
  Sensativity), one Grell (MM pg. 172), one Gazer 
  (VGtM pg. 126), and six Bugbears (MM pg. 33) 
  • Average: One Nar’l Xibrindas, one Grell (MM pg. 
  172), one Gazer (VGtM pg. 126), and six Bugbears 
  (MM pg. 33) 
  • Strong: One Nar’l Xibrindas, one Grell (MM pg. 
  172), one Spectator (MM pg. 30), and four 
  Bugbear Chieftains (MM pg. 30) 
  • Very Strong: One Nar’l Xibrindas, one Grell (MM 
  pg. 172), one Spectator (MM pg. 30), and six 
  Bugbear Chieftains (MM pg. 30) 
  Very Very Strong: One Evoker (VGtM pg. 214) 
  named Nar’l Xibrindas with his traits (Special 
  Equipment, Fey Ancestry, Innate Spellcasting, and 
  Sunlight Sensitivity), one Grell (MM pg. 172), two 
  Gauths (VGtM pg. 125), and seven Bugbear 
  Chieftains (MM pg. 30) 
  • Ultimate: One Death Kiss (VGtM pg. 124), One 
  Evoker (VGtM pg. 214) named Nar’l Xibrindas 
  with his traits (Special Equipment, Fey Ancestry, 
  Innate Spellcasting, and Sunlight Sensitivity), one 
  Gauth (VGtM pg. 125), one Grell (MM pg. 172), 
  and seven Bugbear Chieftains (MM pg. 30) 
  Leaving the Vault of Dragons with the Cassalanters, Willifort 
  is Alive: 
  • Feeble: One Doppelganger (Willifort Crowelle) 
  (MM pg. 82) who had been injured throughout the 
  whole chaos, resulting in him only having 26 HP 
  and a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws, and four Cultists (MM 
  pg. 345) 
  • Very Very Weak: One Doppelganger (Willifort 
  Crowelle) (MM pg. 82) and one Cult Fanatic (MM 
  pg. 345) 
  • Very Weak: One Doppelganger (Willifort Crowelle) 
  (MM pg. 82) who had been injured throughout the 
  whole chaos, resulting in him only having 26 HP 
  and a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws, one Cult Fanatic (MM 
  pg. 345), and four Cultists (MM pg. 345) 
  • Weak: One Doppelganger (Willifort Crowelle) (MM 
  pg. 82), two Cult Fanatics (MM pg. 345), and four 
  Cultists (MM pg. 345) 
  • Average: One Doppelganger (Willifort Crowelle) 
  (MM pg. 82), three Cult Fanatics (MM pg. 345), 
  and three Cultists (MM pg. 345) 
  • Strong: One Doppelganger (Willifort Crowelle) 
  (MM pg. 82), three Cult Fanatics (MM pg. 345) 
  who, at the beginning of combat suddenly 
  summon two Spined Devils (MM pg. 78) with 30 
  HP, and four Cultists (MM pg. 345) 
  • Very Strong: One Doppelganger (Willifort 
  Crowelle) (MM pg. 82), two guard-like Bearded 
  Devils (MM pg. 70) with 78 HP, three Cult 
  Fanatics (MM pg. 345) and four Cultists (MM pg. 
  345) 
  Very Very Strong: One Doppelganger (Willifort 
  Crowelle) (MM pg. 82), three Barbed Devils (MM 
  pg. 70) dressed in a guard-like uniform with spiky 
  body-hair and four Cult Fanatics (MM pg. 345) 
  with 49 HP 
  • Ultimate: One Doppelganger (Willifort Crowelle) 
  (MM pg. 82), two Chain Devils (MM pg. 72) and 
  four Cult Fanatics (MM pg. 345) 
  Leaving the Vault of Dragons with the Cassalanters, Willifort 
  is Dead: 
  • Feeble: One Cult Fanatic (MM pg. 345) with 49 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Very Weak: One Cult Fanatic (MM pg. 345) 
  with 16 HP and three Cultists (MM pg. 345) 
  • Very Weak: One Cult Fanatic (MM pg. 345) and 
  five Cultists (MM pg. 345) 
  • Weak: Two Cult Fanatics (MM pg. 345) with 49 
  HP and four Cultists (MM pg. 345) 
  • Average: Three Cult Fanatics (MM pg. 345) and 
  three Cultists (MM pg. 345) 
  • Strong: Three Cult Fanatics (MM pg. 345) with 49 
  HP and seven Cultists (MM pg. 345) 
  • Very Strong: One guard-like Bearded Devil (MM 
  pg. 70), three Cult Fanatics (MM pg. 345) with 16 
  HP, and three Cultists (MM pg. 345) 
  Very Very Strong: Three guard-like Bearded 
  Devils (MM pg. 70) and five Cult Fanatics (MM pg. 
  345) 
  • Ultimate: Three guard-like Bearded Devils (MM 
  pg. 70) with 78 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs, four Cult Fanatics (MM pg. 345), and 
  seven Cultists (MM pg. 345) 
  Leaving the Vault of Dragons with Jarlaxle: 
  NOTE: This battle should not be winnable for any 
  group, therefore, I actually won’t be scaling it with 
  the idea that they should be able to win. However, 
  because they may have faction support, I’ll be 
  adding scaling in.  
  • Feeble: One Jarlaxle Baenrae (W:DH pg. 206) 
  with 61 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Very Weak: One Jarlaxle Baenrae (W:DH pg. 
  206) with 61 HP 
  • Very Weak: One Jarlaxle Baenrae (W:DH pg. 206) 
  • Weak: One Jarlaxle Baenrae (W:DH pg. 206) with 
  61 HP and two Drow Gunslingers (possibly 
  Fel'rekt Lafeen & Krebbyg Masq'il'yr) (W:DH pg. 
  202) 
  
   
    
  17 
  • Average: One Jarlaxle Baenrae (W:DH pg. 206) 
  and three Drow Gunslingers (possibly Soluun 
  Xibrindas, Fel'rekt Lafeen, & Krebbyg Masq'il'yr) 
  (W:DH pg. 202) 
  • Strong: One Jarlaxle Baenrae (W:DH pg. 206), 
  two Drow House Captains (MToF pg. 184), and 
  three Drow Gunslingers (possibly Soluun 
  Xibrindas, Fel'rekt Lafeen, & Krebbyg Masq'il'yr) 
  (W:DH pg. 202) 
  • Very Strong: One Jarlaxle Baenrae (W:DH pg. 
  206), one Drow Mage (MM pg. 129), two Drow 
  Elite Warriors (MM pg. 128), and three Drow 
  Gunslingers (possibly Soluun Xibrindas, Fel'rekt 
  Lafeen, & Krebbyg Masq'il'yr) (W:DH pg. 202) 
  Very Very Strong: One Jarlaxle Baenrae (W:DH 
  pg. 206), one Drow Assassin (MM pg. 343), two 
  Drow Arachnomancers (MToF pg. 182), two Drow 
  House Captains (MToF pg. 184), and three Drow 
  Gunslingers (possibly Soluun Xibrindas, Fel'rekt 
  Lafeen, & Krebbyg Masq'il'yr) (W:DH pg. 202) 
  • Ultimate: One Jarlaxle Baenrae (W:DH pg. 206), 
  one Drow Inquisitor (MToF pg. 184), two Drow 
  Arachnomancer (MToF pg. 182), two Drow 
  Shadowblades (MToF pg. 187), and three Drow 
  Gunslingers (possibly Soluun Xibrindas, Fel'rekt 
  Lafeen, & Krebbyg Masq'il'yr) (W:DH pg. 202) 
  Leaving the Vault of Dragons, Agorn and Vevette are Alive: 
  • Feeble: One Bandit Captain (Vevette Blackwater) 
  (MM pg. 344) with 32 HP, one Bard (Agorn Fuoco) 
  (VGtM pg. 211) with 22 HP, and one Thayan 
  Apprentice (Manshoon’s Simulacrum) (TftYP pg. 
  246), 
  • Very Very Weak: One Illusionist (Manshoon’s 
  Simulacrum) (VGtM pg. 214), one Swashbuckler 
  (Vevette Blackwater) (VGtM pg. 217) with 33 HP, 
  and one Bard (Agorn Fuoco) (VGtM pg. 211) with 
  22 HP 
  • Very Weak: One Illusionist (Manshoon’s 
  Simulacrum) (VGtM pg. 214) with 56 HP and a +2 
  to Ability Checks, Attack Rolls, Damage Rolls, 
  Saving Throws, and Saving Throw DCs, one 
  Swashbuckler (Vevette Blackwater) (VGtM pg. 
  217), and one Bard (Agorn Fuoco) (VGtM pg. 211) 
  with 66 HP and a +2 to Ability Checks, Attack 
  Rolls, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Weak: One Manshoon Simulacrum (W:DH pg. 
  208-209) with 63 HP, one Swashbuckler (Vevette 
  Blackwater) (VGtM pg. 217), one Bard (Agorn 
  Fuoco) (VGtM pg. 211) 
  • Average: One Manshoon Simulacrum (W:DH pg. 
  208-209), one Swashbuckler (Vevette Blackwater) 
  (VGtM pg. 217), one Bard (Agorn Fuoco) (VGtM pg. 
  211), and three Thugs (MM pg. 350) 
  • Strong: One Manshoon Simulacrum (W:DH pg. 
  208-209) with 189 HP, one Swashbuckler (Vevette 
  Blackwater) (VGtM pg. 217), one Bard (Agorn 
  Fuoco) (VGtM pg. 211), and five Spies (MM pg. 
  349) 
  • Very Strong: One Manshoon Simulacrum (W:DH 
  pg. 208-209), two Martial Arts Adepts (Havia 
  
   
    
  18 
  Quickknife and Mookie Plush) (VGtM pg. 216), one 
  Swashbuckler (Vevette Blackwater) (VGtM pg. 
  217), one Bard (Agorn Fuoco) (VGtM pg. 211), and 
  five Spies (MM pg. 349) 
  Very Very Strong: One Assassin (Urstol Floxin) 
  (MM pg. 343) with a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs, still injured from everything that’s 
  happened, one Manshoon Simulacrum (W:DH pg. 
  208-209), one Mage (Kaevja Cynavern) (MM pg. 
  347), two Martial Arts Adepts (Havia Quickknife 
  and Mookie Plush) (VGtM pg. 216), one 
  Swashbuckler (Vevette Blackwater) (VGtM pg. 
  217), one Bard (Agorn Fuoco) (VGtM pg. 211), and 
  four Spies (MM pg. 349) 
  • Ultimate: One Evoker (Manshoon Simulacrum) 
  (VGtM pg. 214) with 99 HP, one Assassin (Urstol 
  Floxin) (MM pg. 343), one Mage (Kaevja Cynavern) 
  (MM pg. 347), two Martial Arts Adepts (Havia 
  Quickknife and Mookie Plush) (VGtM pg. 216), one 
  Swashbuckler (Vevette Blackwater) (VGtM pg. 
  217), one Bard (Agorn Fuoco) (VGtM pg. 211), and 
  five Bandit Captains (MM pg. 344) 
  Leaving the Vault of Dragons, Vevette is Alive, Agorn is 
  Dead/Captured: 
  • Feeble: One Illusionist (Manshoon Simulacrum) 
  (VGtM pg. 214) with 57 HP and one Swashbuckler 
  (Vevette Blackwater) (VGtM pg. 217) 
  • Very Very Weak: One Transmuter (Manshoon 
  Simulacrum) (VGtM pg. 218) and one Spy (Vevette 
  Blackwater) (MM pg. 349) 
  • Very Weak: One Transmuter (Manshoon 
  Simulacrum) (VGtM pg. 218) with -4 (or 
  disadvantage) to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs, one Spy (Vevette Blackwater) (MM pg. 349), 
  and four Thugs (MM pg. 350) 
  • Weak: One Manshoon Simulacrum (W:DH pg. 
  208-209) with 63 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs, one Swashbuckler (Vevette 
  Blackwater) (VGtM pg. 217), and four Thugs (MM 
  pg. 350) 
  • Average: One Manshoon Simulacrum (W:DH pg. 
  208-209), one Swashbuckler (Vevette Blackwater) 
  (VGtM pg. 217), and four Thugs (MM pg. 350) 
  • Strong: One Manshoon Simulacrum (W:DH pg. 
  208-209) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs, one Swashbuckler (Vevette Blackwater) 
  (VGtM pg. 217), and five Bandit Captains (MM pg. 
  344) with 32 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Very Strong: One Manshoon Simulacrum (W:DH 
  pg. 208-209), one Swashbuckler (Vevette 
  Blackwater) (VGtM pg. 217), and five Bandit 
  Captains (MM pg. 344) 
  Very Very Strong: One Assassin (Urstol Floxin) 
  (MM pg. 343), one Manshoon Simulacrum (W:DH 
  pg. 208-209), one Mage (Kaevja Cynavern) (MM pg. 
  347), one Swashbuckler (Vevette Blackwater) 
  (VGtM pg. 217), two Martial Arts Adepts (Havia 
  Quickknife and Mookie Plush) (VGtM pg. 216), and 
  four Veterans (MM pg. 350) 
  • Ultimate: One Evoker (Manshoon Simulacrum)  
  (VGtM pg. 214), one Assassin (Urstol Floxin) (MM 
  pg. 343) with a -2 to Ability Checks, Attack Rolls, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs, one Mage (Kaevja Cynavern) (MM pg. 347) 
  with a -2 to Ability Checks, Attack Rolls, Damage 
  Rolls, Saving Throws, and Saving Throw DCs, one 
  Swashbuckler (Vevette Blackwater) (VGtM pg. 
  217), two Martial Arts Adepts (Havia Quickknife 
  and Mookie Plush) (VGtM pg. 216), and five 
  Veterans (MM pg. 350) with 29 HP and a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  Leaving the Vault of Dragons, Agorn is Alive, Vevette is 
  Dead/Captured: 
  • Feeble: One Illusionist (Manshoon Simulacrum) 
  (VGtM pg. 214) with 57 HP and a +2 to Ability 
  Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throw DCs and one Bard 
  (Agorn Fuoco) (VGtM pg. 211) with 66 HP and a +2 
  to Ability Checks, Attack Rolls, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Very Weak: One Illusionist (Manshoon 
  Simulacrum) (VGtM pg. 214), one Bard (Agorn 
  Fuoco) (VGtM pg. 211), and three Thugs (MM pg. 
  35) 
  • Very Weak: One Illusionist (Manshoon 
  Simulacrum) (VGtM pg. 214), one Bard (Agorn 
  Fuoco) (VGtM pg. 211), and five Thugs (MM pg. 
  350) with 16 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, and Saving Throws 
  • Weak: One Manshoon Simulacrum (W:DH pg. 
  208-209) and one Bard (Agorn Fuoco) (VGtM pg. 
  211) 
  • Average: One Manshoon Simulacrum (W:DH pg. 
  208-209), one Bard (Agorn Fuoco) (VGtM pg. 211), 
  and four Thugs (MM pg. 350) 
  • Strong: One Manshoon Simulacrum (W:DH pg. 
  208-209) with 189 HP, one Bard (Agorn Fuoco) 
  (VGtM pg. 211), and five Spies (MM pg. 349) 
  • Very Strong: One Manshoon Simulacrum (W:DH 
  pg. 208-209), one Bard (Agorn Fuoco) (VGtM pg. 
  211), two Martial Arts Adepts (Havia Quickknife 
  and Mookie Plush) (VGtM pg. 216), and four Spies 
  (MM pg. 349) 
  Very Very Strong: One Assassin (Urstol Floxin) 
  (MM pg. 343) with 39 HP and a -2 to Ability 
  Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throw DCs, one Manshoon 
  Simulacrum (W:DH pg. 208-209), one Mage 
  (Kaevja Cynavern) (MM pg. 347) with a -4 (or 
  disadvantage) to Ability Checks, Attack Rolls, 
  Damage Rolls, Saving Throws, and Saving Throw 
  
   
    
  19 
  DCs, one Bard (Agorn Fuoco) (VGtM pg. 211), two 
  Martial Arts Adepts (Havia Quickknife and 
  Mookie Plush) (VGtM pg. 216), and five Spies (MM 
  pg. 349) 
  • Ultimate: One Evoker (Manshoon Simulacrum) 
  (VGtM pg. 214) with 99 HP and a +2 to Ability 
  Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throws DCs, one Assassin 
  (Urstol Floxin) (MM pg. 343), one Mage (Kaevja 
  Cynavern) (MM pg. 347), one Bard (Agorn Fuoco) 
  (VGtM pg. 211), two Martial Arts Adepts (Havia 
  Quickknife and Mookie Plush) (VGtM pg. 216), and 
  five Spies (MM pg. 349) with 13 HP and a -2 to 
  Ability Checks, Attack Rolls, Damage Rolls, and 
  Saving Throws 
  Leaving the Vault of Dragons, Both 
  Agorn & Vevette are Dead/Captured: 
  • Feeble: One Manshoon 
  Simulacrum (W:DH pg. 208-
  209) with 63 HP and a -2 to 
  Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, 
  and Saving Throw DCs 
  • Very Very Weak: One 
  Manshoon Simulacrum (W:DH 
  pg. 208-209) with a -2 to Attack 
  Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Very Weak: One Manshoon 
  Simulacrum (W:DH pg. 208-
  209) 
  • Weak: One Manshoon 
  Simulacrum (W:DH pg. 208-
  209) with a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, 
  Saving Throws, and Saving 
  Throw DCs and two Thugs (MM 
  pg. 350) 
  • Average: One Manshoon 
  Simulacrum (W:DH pg. 208-
  209) and five Thugs (MM pg. 
  350) 
  • Strong: One Manshoon 
  Simulacrum (W:DH pg. 208-
  209) with 189 HP and a +2 to 
  Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, 
  and Saving Throw DCs, two 
  Martial Arts Adepts (Havia 
  Quickknife and Mookie Plush) 
  (VGtM pg. 216) 
  • Very Strong: One Manshoon 
  Simulacrum (W:DH pg. 208-
  209), two Martial Arts Adepts 
  (Havia Quickknife and Mookie 
  Plush) (VGtM pg. 216) with 75 
  HP and a +2 to Ability Checks, 
  Attack Rolls, Damage Rolls, Saving Throws, and 
  Saving Throw DCs, and five Thugs (MM pg. 350) 
  Very Very Strong: One Evoker (Manshoon 
  Simulacrum) (VGtM pg. 214), one Assassin (Urstol 
  Floxin) (MM pg. 343), one Mage (Kaevja Cynavern) 
  (MM pg. 347), two Martial Arts Adepts (Havia 
  Quickknife and Mookie Plush) (VGtM pg. 216), and 
  five Thugs (MM pg. 350) 
  • Ultimate: One Evoker (Manshoon Simulacrum) 
  (VGtM pg. 214), one Assassin (Urstol Floxin) (MM 
  pg. 343), one Mage (Kaevja Cynavern) (MM pg. 
  347), two Martial Arts Adepts (Havia Quickknife 
  and Mookie Plush) (VGtM pg. 216) and six Spies  
  (MM pg. 349) 
  
   
    
  20 
  Chapter 5: Spring Madness 
  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 three player characters at APL 3 
  • Very Very Weak is four player characters at APL 3  
  • Very Weak is five player characters at APL 5 
  • Weak is five player characters at APL 4 
  • Average is five player characters at APL 5 
  • Strong is five player characters at APL 6 
  • Very Strong is five player characters at APL 7 
  • Very Very Strong is six player characters at APL 6 
  • Ultimate is only for those who want to take on a 
  serious challenge, or a group much stronger than 
  the intended level, such as seven player characters 
  at APL 7 
  If the exact number and APL of characters you have 
  is not listed (which should not be the case if you 
  have five player characters), look at the entry that 
  specifies the same number of player characters you 
  have regardless of APL. From there, raise or lower 
  the Party Strength a number of times equal to the 
  difference between your APL and the APL listed for 
  the entry with the same number of player characters. 
   If these notes do not scale high enough for your 
  group, use the highest Party Strength provided as a 
  basis for improvising. 
   If recommendations for scaling an encounter are 
  not included at all, it is suggested that you simply 
  keep the encounter as is. 
  Xanathar’s Lair 
  • NOTE: If the group is entering on behalf of Bregan 
  D’aerthe, the four Drow function as four 1st level 
  characters, essentially they should be a 1-2 
  difficulty level boost. If the group is entering with 
  Jalester Silvermane, then he functions as a level 
  6 character. If the group is entering with Yagra 
  Stonefist, then she functions as a level 3 
  character. 
  X3, Beholder Zombie Guard: 
  • Feeble: One Spectator (MM pg. 30) with 60 HP 
  • Very Very Weak: One Spectator (MM pg. 30) with 
  60 HP and a +2 to Ability Checks, Attack Rolls, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Weak: One Beholder Zombie (MM pg. 316) 
  with 47 HP 
  • Weak: One Spectator (MM pg. 30) and four Gas 
  Spores (MM pg. 138) 
  • Average: One Beholder Zombie (MM pg. 316) and 
  four Gas Spores (MM pg. 138) 
  • Strong: One Gauth (VGtM pg. 125) and four Gas 
  Spores (MM pg. 138) 
  • Very Strong: One Beholder Zombie (MM pg. 316) 
  with 140 HP and six Gas Spores (MM pg. 138) 
  Very Very Strong: One Death Kiss (VGtM pg. 
  124) with 85 HP and four Gas Spores (MM pg. 
  138) 
  • Ultimate: One Death Kiss (VGtM pg. 124) and 
  four Gas Spores (MM pg. 138) 
  X17, Promenade 
  • Feeble: One Gladiator (MM pg. 346) (Ahmaergo) 
  with mountain dwarvish traits, 66 HP, and a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, and 
  Saving Throws 
  • Very Very Weak: One Veteran (MM pg. 350) 
  (Ahmaergo) with mountain dwarvish traits, 87 HP, 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws 
  • Very Weak: One Gladiator (MM pg. 346) 
  (Ahmaergo) with mountain dwarvish traits and a -
  2 to Attack Rolls, Ability Checks, Damage Rolls, 
  and Saving Throws 
  • Weak: One Champion (VGtM pg. 212) (Ahmaergo) 
  with mountain dwarvish traits, 71 HP, and a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, and 
  Saving Throws 
  • Average: One Champion (VGtM pg. 212) 
  (Ahmaergo) with mountain dwarvish traits 
  • Strong: One Champion (VGtM pg. 212) 
  (Ahmaergo) with mountain dwarvish traits and 
  214 HP 
  • Very Strong: One Champion (VGtM pg. 212) 
  (Ahmaergo) with mountain dwarvish traits, 214 HP, 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws 
  Very Very Strong: One Champion (VGtM pg. 212) 
  (Ahmaergo) with mountain dwarvish traits and 
  four Bugbear (MM pg. 33) guards 
  • Ultimate: One Champion (VGtM pg. 212) 
  (Ahmaergo) with mountain dwarvish traits and 
  214 HP and five Bugbear (MM pg. 33) guards 
  X18, Audience Chamber (Xanathar is Not Present): 
  • Feeble: One Thayan Apprentice (TftYP pg. 245) 
  (Nar’l Xibrindas) with Drow racial traits and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs and one 
  Gazer (VGtM pg. 126) with 18 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Very Very Weak: One Thayan Apprentice (TftYP 
  pg. 245) (Nar’l Xibrindas) with Drow racial traits 
  and two Gazers (VGtM pg. 126)  
  • Very Weak: One Illusionist (VGtM pg. 214) (Nar’l 
  Xibrindas) with Drow racial traits and 19 HP and 
  two Gazers (VGtM pg. 126) 
  • Weak: One Enchanter (VGtM pg. 213) (Nar’l 
  Xibrindas) with Drow racial traits, 20 HP, and a -2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs, and one 
  Grell (MM pg. 172) 
  • Average: One Drow Mage (MM pg. 129) (Nar’l 
  Xibrindas) with one Grell (MM pg. 172) 
  
   
    
  21 
  • Strong: One Drow Mage (MM pg. 129) (Nar’l 
  Xibrindas) with one Mindwitness (VGtM pg. 176) 
  with a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: One Drow Mage (MM pg. 129) (Nar’l 
  Xibrindas) with one Guath (VGtM pg. 125) 
  Very Very Strong: One Drow Mage (MM pg. 129) 
  (Nar’l Xibrindas) with two Mindwitnesses (VGtM 
  pg. 176) 
  • Ultimate: One Drow Mage (MM pg. 129) (Nar’l 
  Xibrindas) with two Guaths (VGtM pg. 125) 
  X19, Xanathar’s Sanctum: 
  • Feeble - Very Strong: One Beholder (in lair) (MM 
  pg. 28) (Xanathar) with the special equipment 
  described on W:DH pg. 220 and one Cultist (MM 
  pg. 343) (Ott Steeltoes) with the changes described 
  on W:DH pg. 214 
  Very Very Strong: One Beholder (in lair) (MM pg. 
  28) (Xanathar) with the special equipment 
  described on W:DH pg. 220, one Cultist (MM pg. 
  343) (Ott Steeltoes) with the changes described on 
  W:DH pg. 214, and three Gauths (VGtM pg. 125) 
  who Xanathar summons at the beginning of the 
  second round 
  • Ultimate: One Beholder (in lair) (MM pg. 28) 
  (Xanathar) with 266 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs, the special equipment 
  described on W:DH pg. 220, one Cultist (MM pg. 
  343) (Ott Steeltoes) with the changes described on 
  W:DH pg. 214, and three Mindwitnesses (VGtM 
  pg. 176) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  X23, Antechamber of Madness: 
  • Feeble: Three Kuo-Toa (MM pg. 199) with 9 HP 
  • Very Very Weak: Three Kuo-Toa (MM pg. 199) 
  • Very Weak: Four Kuo-Toa (MM pg. 199) 
  • Weak: One Kuo-Toa Whip (MM pg. 200) with 32 
  HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs, and three Kuo-Toa (MM pg. 199) with 27 HP 
  • Average: One Kuo-Toa 
  Whip (MM pg. 
  200) and six 
  Kuo-Toa (MM 
  pg. 199) 
  
   
    
  22 
  • Strong: Two Kuo-Toa Whips (MM pg. 200) with 
  97 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs and four Kuo-Toa (MM pg. 199) with 27 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws and Saving Throw DCs 
  • Very Strong: Two Kuo-Toa Whips (MM pg. 200) 
  and six Kuo-Toa (MM pg. 199) 
  Very Very Strong: One Kuo-Toa Monitor (MM pg. 
  198) and seven Kuo-Toa (MM pg. 199) 
  • Ultimate: One Kuo-Toa Monitor (MM pg. 198), 
  two Kuo-Toa Whips (MM pg. 200) with 32 HP, and 
  four Kuo-Toa (MM pg. 199) with 9 HP 
  X24, Extraction Chamber: 
  • Feeble: Nihiloor leads a Mindwitness (VGtM pg. 
  176) with 38 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs then departs unless the adventurers 
  actively oppose him. 
  • Very Very Weak: Nihiloor leads a Mindwitness 
  (VGtM pg. 176) with a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs then departs unless the adventurers 
  actively oppose him. 
  • Very Weak: One Mind Flyaer (MM pg. 222) 
  (Nihiloor) with 35 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Weak: One Mind Flayer (MM pg. 222) (Nihiloor) 
  • Average: One Mind Flayer (MM pg. 222) (Nihiloor) 
  and one Intellect Devourer (MM pg. 191) 
  • Strong: One Mind Flayer (MM pg. 222) (Nihiloor) 
  with 106 HP and one Intellect Devourer (MM pg. 
  191) with 30 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Very Strong: One Ulitharid (VGtM pg. 175) 
  (Nihiloor) with 190 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  Very Very Strong: One Ulitharid (VGtM pg. 175) 
  (Nihiloor) with 190 HP who leads a Mindwitness 
  (VGtM pg. 176) with 112 HP and a +2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Ultimate: One Alhoon (VGtM pg. 172) (Nihiloor) 
  exiled from his clan for practitcioning arcane 
  magic who found his way into the Xanathar Guild 
  with 176 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs leading a Mindwitness (VGtM pg. 176) 
  with a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  X26, Devourer Spawning Pool - No Prior Confrontation: 
  • Feeble - Very Strong: One Mind Flayer (MM pg. 
  222) (Nihiloor) and four Intellect Devourers (MM 
  pg. 191) 
  Very Very Strong: One Alhoon (VGtM pg. 172) 
  (Nihiloor) exiled from his clan for practicioning 
  arcane magic who found his way into the 
  Xanathar Guild with six Intellect Devourers (MM 
  pg. 191) 
  • Ultimate: One Alhoon (VGtM pg. 172) (Nihiloor) 
  exiled from his clan for practicioning arcane magic 
  who found his way into the Xanathar Guild with 
  176 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs and six Intellect Devourers (MM pg. 191) 
  X26, Devourer Spawning Pool - Nihiloor and His ID Pet are Slain: 
  • Feeble: One Intellect Devourer (MM pg. 191) 
  • Very Very Weak: One Intellect Devourer (MM pg. 
  191) with 30 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Very Weak: Two Intellect Devourers (MM pg. 
  191) with 10 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throws DCs 
  • Weak: Two Intellect Devourers (MM pg. 191) 
  • Average: Three Intellect Devourers (MM pg. 191) 
  • Strong: Three Intellect Devouers (MM pg. 191) 
  with a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: Four Intellect Devourers (MM pg. 
  191) with 30 HP 
  Very Very Strong: Six Intellect Devourers (MM 
  pg. 191) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Ultimate: Seven Intellect Devourers (MM pg. 
  191) with 10 HP 
  X33, Crypt of Xanathars Past: 
  • Feeble - Very Strong: One Beholder (in lair) (MM 
  pg. 28) (Xanathar) 
  Very Very Strong: One Beholder (in lair) (MM pg. 
  28) (Xanathar) who summons two Spectators (MM 
  pg. 30) at the beginning of the second and third 
  rounds 
  • Ultimate: One Beholder (in lair) (MM pg. 28) 
  (Xanathar) with 266 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs and who summons two 
  Spectators (MM pg. 30) at the beginning of the 
  second round 
  
   
    
  23 
  Chapter 6: Hell of a Summer 
  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 three player characters at 
  APL 3 
  • Very Very Weak is four player 
  characters at APL 3  
  • Very Weak is five player characters at 
  APL 5 
  • Weak is five player characters at APL 
  4 
  • Average is five player characters at 
  APL 5 
  • Strong is five player characters at 
  APL 6 
  • Very Strong is five player 
  characters at APL 7 
  • Very Very Strong is 
  six player characters 
  at APL 6 
  • Ultimate is only for 
  those who want to 
  take on a serious 
  challenge, or a group much 
  stronger than the intended 
  level, such as seven player 
  characters at APL 7 
  If the exact number and 
  APL of characters you 
  have is not listed 
  (which should not be 
  the case if you have 
  five player characters), 
  look at the entry that 
  specifies the same 
  number of player 
  characters you have 
  regardless of APL. From 
  there, raise or lower 
  the Party Strength a 
  number of times equal 
  to the difference 
  between your APL and 
  the APL listed for the 
  entry with the same number of player 
  characters. 
   If these notes do not scale high enough 
  for your group, use the highest Party 
  Strength provided as a basis for 
  improvising. 
   If recommendations for scaling an 
  encounter are not included at all, it is 
  suggested that you simply keep the 
  encounter as is. 
  
   
    
  24 
  Facing the Cassalanters 
  Should the heroes encounter the Cassalanters, use 
  the following edits: 
  Victoro Cassalanter: 
  • Feeble: One Kuo-Toa Archpriest (Victoro 
  Cassalanter) (MM pg. 200) with 48 HP, a -2 to 
  Ability Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throw DCs, and no 
  Amphibious, Otherworldly Perception, Slippery, or 
  Sunlight Sensativity. In addition, it has Victoro’s 
  standard special equipment section which 
  increases its AC to 16. 
  • Very Very Weak: One Drow Priestess of Lolth 
  (Victoro Cassalanter) (MM pg. 129) with 35 HP, a -
  2 to Ability Checks, Attack Rolls, Damage Rolls, 
  Saving Throws, and Saving Throw DCs, and no 
  Innate Spellcasting or Sunlight Sensitivity. In 
  addition, her Summon Demon trait is replaced 
  with Summon Devil which is like Summon Demon 
  but summons an Orthon (MToF pg. 169) instead 
  and Victoro’s standard special equipment section. 
  • Very Weak: One Victoro Cassalanter (W:DH pg. 
  218) with 48 HP and a -2 to Ability Checks, Attack 
  Rolls, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Weak: One Victoro Cassalanter (W:DH pg. 218) 
  with a -2 to Ability Checks, Attack Rolls, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Average: One Victoro Cassalanter (W:DH pg. 
  218) 
  • Strong: One Victoro Cassalanter (W:DH pg. 218) 
  with 145 HP 
  • Very Strong: One Victoro Cassalanter (W:DH pg. 
  218) with 145 HP and a +2 to Ability Checks, 
  Attack Rolls, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  Very Very Strong: One Victoro Cassalanter 
  (W:DH pg. 218) guarded by two Bearded Devils 
  (MM pg. 70) who appear to protect him in a puff of 
  brimstone. 
  • Ultimate: One Victoro Cassalanter (W:DH pg. 
  218) guarded by four Bearded Devils (MM pg. 70) 
  who appear to protect him in a puff of brimstone 
  Ammalia Cassalanter: 
  • Feeble: One Thayan Apprentice (Ammalia 
  Cassalanter) (TftYP pg. 245) with a -2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Very Very Weak: One Illusionist (Ammalia 
  Cassalanter) (VGtM pg. 214) with a -2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Very Weak: One Ammalia Cassalanter (W:DH 
  pg. ) with 22 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Weak: One Ammalia Cassalanter (W:DH pg. 193) 
  with a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Average: One Ammalia Cassalanter (W:DH pg. 
  193) 
  • Strong - Very Strong: One Ammalia Cassalanter 
  (W:DH pg. 193) with 67 HP 
  Very Very Strong: One Diviner (Ammalia 
  Cassalanter) (VGtM pg. 213) with 100 HP 
  • Ultimate: One Ammalia Cassalanter (W:DH pg. 
  193) with three Imps (MM pg. 76) 
  Cassalanter Villa 
  C2, Garden Mudroom: 
  NOTE: If the characters recruit Esvele Rosznar she 
  fights as a 7th level character 
  C10, Kitchen: 
  • Feeble: Three Animated Knives (MM pg. 20) with 
  8 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Very Very Weak: Three Animated Knives (MM pg. 
  20) 
  • Very Weak: Four Animated Knives (MM pg. 20) 
  • Weak: Six Animated Knives (MM pg. 20) 
  • Average: Ten Animated Knives (MM pg. 20) 
  • Strong: Ten Animated Knives (MM pg. 20) with 
  25 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Very Strong: Eleven Animated Knives (MM pg. 
  20) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  Very Very Strong: One Animated Table (TftYP pg. 
  230) and nine Flying Swords (MM pg. 20) with 25 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Ultimate: One Animated Table (TftYP pg. 230) 
  and ten Flying Swords (MM pg. 20) 
  C15, Banquet Hall: 
  NOTE: If “Bonnie” assists the heroes in combat, she 
  functions as a level four character 
  C20, Linen Closet: 
  NOTE: You may want to make the Rugs medium 
  sized so that they fit better in the room, in that case, 
  their hit dice will be 27 (6d8), I’ll include 
  parenthetical hit points in the case that you choose 
  to do this. 
  • Feeble: One Rug of Smothering (MM pg. 20) with 
  16 (13) HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Very Weak: One Rug of Smothering (MM pg. 
  20) with 16 (13) HP 
  • Very Weak: One Rug of Smothering (MM pg. 20) 
  • Weak: One Rug of Smothering (MM pg. 20) with 
  49 (40) HP and a +2 to Attack Rolls, Ability Checks, 
  
   
    
  25 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: Two Rugs of Smothering (MM pg. 20) 
  • Strong: Two Rugs of Smothering (MM pg. 20) 
  with a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: Two Rugs of Smothering (MM pg. 
  20) with 49 (40) HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  Very Very Strong: Three Rugs of Smothering 
  (MM pg. 20) with a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Ultimate: Four Rugs of Smothering (MM pg. 20) 
  C24, Osvaldo’s Prison - Average: 
  • Feeble - Very Very Weak: One Chain Devil 
  (Osvaldo Cassalanter) (MM pg. 72) with 50 HP and 
  a -2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Weak: One Chain Devil (Osvaldo 
  Cassalanter) (MM pg. 72) with 50 HP and one Imp 
  (MM pg. 76) 
  • Weak: One Chain Devil (Osvaldo Cassalanter) 
  (MM pg. 72) with 50 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs and two Imps (MM pg. 76) 
  • Average: One Chain Devil (Osvaldo Cassalanter) 
  (MM pg. 72) and two Imps (MM pg. 76) 
  • Strong: One Chain Devil (Osvaldo Cassalanter) 
  (MM pg. 72) with 120 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs and three Imps (MM pg. 76) 
  • Very Strong: One Chain Devil (Osvaldo 
  Cassalanter) (MM pg. 72) and six Imps (MM pg. 
  76) with 15 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  Very Very Strong: One Chain Devil (Osvaldo 
  Cassalanter) (MM pg. 72) with 120 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs, three Bearded 
  Devils (MM pg. 70) who appear in a puff of 
  brimstone if Osvaldo should be harmed, and five 
  Imps (MM pg. 76) 
  • Ultimate: One Chain Devil (Osvaldo Cassalanter) 
  (MM pg. 72), three Bearded Devils (MM pg. 70) 
  who appaear in a puff of brimstone if Osvaldo 
  should be harmed, and seven Imps (MM pg. 76) 
  C25, Butterfly Garden: 
  NOTE: It is assumed that Ammalia’s imps are away 
  conducting missions and scouting (unless they are 
  present in this encounter). 
  Temple of Asmodeus 
  A4, Family Crypt: 
  • Feeble: One Ghost (Caladorn Cassalanter) (MM pg. 
  147) with 22 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Very Very Weak: One Ghost (Caladorn 
  Cassalanter) (MM pg. 147) 
  • Very Weak: One Ghost (Caladorn Cassalanter) 
  (MM pg. 147) with a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  
   
    
  26 
  • Weak: One Ghost (Caladorn Cassalanter) (MM pg. 
  147) and two Specters (MM pg. 279) with 11 HP 
  • Average: One Ghost (Caladorn Cassalanter) (MM 
  pg. 147) and three Specters (MM pg. 279) 
  • Strong: One Ghost (Caladorn Cassalanter) (MM 
  pg. 147) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs and four Specters (MM pg. 279) 
  • Very Strong: One Ghost (Caladorn Cassalanter) 
  (MM pg. 147) and three Poltergeists (MM pg. 279) 
  Very Very Strong: One Wraith (Caladorn 
  Cassalanter) (MM pg. 302) with a +2 to Ability 
  Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throw DCs and three 
  Sword Wraith Warriors (MToF pg. 241) 
  • Ultimate: One Sword Wraith Commander 
  (Caladorn Cassalanter) (MToF pg. 241 and four 
  Specters (MM pg. 279) 
  Chapter 7: Maestro’s Fall 
  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 three player characters at APL 3 
  • Very Very Weak is four player characters at 
  APL 3  
  • Very Weak is five player characters at APL 5 
  • Weak is five player characters at APL 4 
  • Average is five player characters at APL 5 
  • Strong is five player characters at APL 6 
  • Very Strong is five player characters at APL 7 
  • Very Very Strong is six player characters at 
  APL 6 
  • Ultimate is only for those who want to take on 
  a serious challenge, or a group much stronger 
  than the intended level, such as seven player 
  characters at APL 7 
  If the exact number and APL of characters you 
  have is not listed (which should not be the case if 
  you have five player characters), look at the entry 
  that specifies the same number of player 
  characters you have regardless of APL. From there, 
  raise or lower the Party Strength a number of 
  times equal to the difference between your APL 
  and the APL listed for the entry with the same 
  number of player characters. 
   If these notes do not scale high enough for your 
  group, use the highest Party Strength provided as 
  a basis for improvising. 
   If recommendations for scaling an encounter are 
  not included at all, it is suggested that you simply 
  keep the encounter as is. 
  Facing Jarlaxle Baenrae 
  Should the heroes encounter Jarlaxle Baenrae, 
  use the following edits. 
  Jarlaxle Baenrae: 
  • Feeble: One Drow Elite Warrior (MM pg. 128) 
  (Jarlaxle Baenrae) with Jarlaxle’s special 
  equipment, a 106 HP, and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Very Very Weak: One Drow House Captain 
  (MToF pg. 184) (Jarlaxle Baenrae) with Jarlaxle’s 
  special equipment and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  
   
    
  27 
  • Very Weak: One Drow House Captain (MToF pg. 
  184) (Jarlaxle Baenrae) with Jarlaxle’s special 
  equipment 
  • Weak: One Jarlaxle Baenrae (W:DH pg. 206) with 
  61 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: One Jarlaxle Baenrae (W:DH pg. 206) 
  • Strong: One Jarlaxle Baenrae (W:DH pg. 206) 
  with 184 HP 
  • Very Strong: One Jarlaxle Baenrae (W:DH pg. 
  206) with 184 HP and a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  Very Very Strong: One Jarlaxle Baenrae (W:DH 
  pg. 206) who summons two Drow Elite Warriors 
  (MM pg. 128) with a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Ultimate: One Jarlaxle Baenrae (W:DH pg. 206) 
  who summons two Drow Mages (MM pg. 129) 
  Areas of the Ships 
  J1, Main Deck: 
  • Feeble: One Thug (MM pg. 350) with Drow racial 
  traits and five Drow (MM pg. 128) 
  • Very Very Weak: One Drow Elite Warrior (MM pg. 
  128) with 35 HP and a -2 to all Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Very Weak: One Bandit Captain (MM pg. 344) 
  with Drow racial traits and three Drow (MM pg. 
  128) 
  • Weak: One Drow Elite Warrior (MM pg. 128) 
  • Average: One Drow Elite Warrior (MM pg. 128) 
  and three Drow (MM pg. 128) 
  • Strong: One Drow Elite Warrior (MM pg. 128) 
  with 106 HP and five Drow (MM pg. 128) 
  • Very Strong: One Drow Elite Warrior (MM pg. 
  128) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs and six Drow (MM pg. 128) 
  Very Very Strong: Two Drow Elite Warriors (MM 
  pg. 128) with -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs and five Drow (MM pg. 128) 
  • Ultimate: Two Drow Elite Warriors (MM pg. 128) 
  and eight Drow (MM pg. 128) 
  J3, Mates’ Cabin: 
  • Feeble: One Drow Elite Warrior (MM pg. 128) 
  with a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Very Weak: One Drow Elite Warrior (MM pg. 
  128) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Weak: One Drow Elite Warrior (MM pg. 128) 
  • Weak: One Drow Elite Warrior (MM pg. 128) with 
  106 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: Two Drow Elite Warriors (MM pg. 128) 
  • Strong: Two Drow Elite Warriors (MM pg. 128) 
  with a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: One Drow Mage (MM pg. 129) and 
  one Drow Elite Warrior (MM pg. 128) with 106 HP 
  Very Very Strong: Two Drow House Captains 
  (MToF pg. 184) 
  • Ultimate: Two Drow Shadowblades (MToF pg. 
  187) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  J10, Captain’s Cabin: 
  • Feeble: One Enchanter (VGtM pg. 213) with Drow 
  racial traits and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs with an inactive Nimblewright awaiting 
  repairs 
  • Very Very Weak: One Thayan Apprentice (TftYP 
  pg. 245) with Drow racial traits and one 
  Nimblewright (W:DH pg. 212) with 24 HP and a -2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Weak: One Illusionist (VGtM pg. 214) with 
  Drow racial traits and one Nimblewright (W:DH 
  pg. 212) with 24 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Weak: One Illusionist (VGtM pg. 214) with Drow 
  racial traits and one Nimblewright (W:DH pg. 212) 
  • Average: One Drow Mage (MM pg. 129) and one 
  Nimblewright (W:DH pg. 212) 
  • Strong: One Diviner (MM pg. 129) with Drow 
  racial traits and one Nimblewright (W:DH pg. 212) 
  • Very Strong: One Evoker (VGtM pg. 214) if 
  aboard the H__lraiser, one Necromancer (VGtM pg. 
  217) if aboard the Heartbreaker, or one Abjurer 
  (VGtM pg. 209) if aboard the Eyecatcher all of 
  whom have Drow racial traits and are 
  accompanied by one Nimblewright (W:DH pg. 
  212) 
  Very Very Strong: One Drow Mage (MM pg. 129) 
  and one Nimblewright (W:DH pg. 212). A  Drow 
  Elite Warrior (MM pg. 128) arrives at the 
  beginning of the second and third round at the 
  behest of the Mage 
  • Ultimate: One Drow Mage (MM pg. 129) with 67 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs and one Nimblewright (W:DH pg. 212). A 
  Drow Elite Warrior (MM pg. 129) arrives at the 
  beginning of the second and third round at the 
  behest of the Mage. 
  
   
    
  28 
  J17, Lower Cargo Hold (Eyecatcher): 
  • Feeble: One Giant Spider (MM pg. 328) with 39 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Very Weak: Two Giant Spiders (MM pg. 328) 
  with 13 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Weak: Two Giant Spiders (MM pg. 328) with 
  a -2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Weak: Two Giant Spiders (MM pg. 328) with 39 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: Four Giant Spiders (MM pg. 328) 
  • Strong: Four Giant Spiders (MM pg. 328) with 39 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Strong: Five Giant Spiders (MM pg. 328) 
  with 39 HP 
  Very Very Strong: Three Phase Spiders (MM pg. 
  334) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Ultimate: Three Phase Spiders (MM pg. 334) 
  J23, Gunslingers’ Hold: 
  • Feeble: One Drow Gunslinger (W:DH pg. 201) 
  with 42 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Very Weak: One Drow 
  Gunslinger (W:DH pg. 201) 
  with 42 HP 
  • Very Weak: One Drow 
  Gunslinger (W:DH pg. 201) 
  with a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, 
  Saving Throws, and Saving 
  Throw DCs 
  • Weak: One Drow 
  Gunslinger (W:DH pg. 201) 
  with 126 HP and a +2 to 
  Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, 
  and Saving Throw DCs 
  • Average: Two Drow 
  Gunslingers (W:DH pg. 201) 
  • Strong: Two Drow 
  Gunslingers (W:DH pg. 201) 
  with a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, 
  Saving Throws, and Saving 
  Throw DCs 
  • Very Strong: Three Drow 
  Gunslingers (W:DH pg. 201) 
  with 42 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: Four Drow Gunslingers (W:DH 
  pg. 201) with 126 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Ultimate: Two Drow House Captains (MToF pg. 
  184) 
  J31, Training Area: 
  • Feeble: Two Animated Armors (MM pg. 19) with 
  16 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Very Very Weak: Two Animated Armors (MM pg. 
  19) with 16 HP 
  • Very Weak: Two Animated Armors (MM pg. 19) 
  • Weak: Three Animated Armors (MM pg. 19) with 
  16 HP 
  • Average: Five Animated Armors (MM pg. 19) 
  • Strong: Six Animated Armors (MM pg. 19) 
  • Very Strong: Six Animated Armors (MM pg. 19) 
  with a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  Very Very Strong: Seven Animated Armors (MM 
  pg. 19) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Ultimate: Three Helmed Horrors (MM pg. 183) 
  with 32 HP 
  U7b, Command Center: 
  • Feeble: One Drow Elite Warrior (MM pg. 128) 
  with a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  
   
    
  29 
  • Very Very Weak: One Drow Elite Warrior (MM pg. 
  128) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Weak: One Drow Elite Warrior (MM pg. 128) 
  • Weak: One Drow Elite Warrior (MM pg. 128) with 
  106 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: Two Drow Elite Warriors (MM pg. 128) 
  • Strong: Two Drow Elite Warriors (MM pg. 128) 
  with a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: One Drow Mage (MM pg. 129) and 
  one Drow Elite Warrior (MM pg. 128) with 106 HP 
  Very Very Strong: Two Drow House Captains 
  (MToF pg. 184) 
  • Ultimate: Two Drow Shadowblades (MToF pg. 
  187) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Chapter 8: Winter Wizardry 
  Analysis: My intention is to ensure the same level of 
  difficulty for each possibility of a party. If my notes 
  do not go high enough, feel free to improvise. At any 
  rate 
  • Feeble is 3 level 3 
  • Very Very Weak is 4 level 3 player characters 
  • Very Weak is going to be level 3s 
  • Weak is level 4s 
  the norm (as I would assume) is 5 level 5s 
  • Strong is going to be level 6s 
  • Very Strong is level 7s 
  • Very Very Strong, is going to be 6 level 7s 
  • Ultimate is going to be for those who want to take 
  on a bit of a challenge, or you have a group of 7 
  level 7s. 
  If you have an APL higher than 1 increase the 
  strength for every level higher, i.e. a 6 person APL 5 
  party will be considered a Very Strong party. Finally, 
  if I do not include recommendations to scaling do 
  not scale and just keep the encounter as is. 
  Kolat Towers 
  K2, Dining Room: 
  • Feeble: One Spy (MM pg. 349) (Sidra Romeir) with 
  40 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Very Very Weak: One Spy (MM pg. 349) (Sidra 
  Romeir) with 13 HP and two Bandits (MM pg. 343) 
  • Very Weak: One Spy (MM pg. 349) (Sidra Romeir) 
  and three Bandits (MM pg. 343) 
  • Weak: One Spy (MM pg. 349) (Sidra Romeir) with 
  40 HP and two Thugs (MM pg. 350) with 48 HP 
  • Average: One Veteran (MM pg. 350) (Sidra 
  Romeir) and two Thugs (MM pg. 350) 
  • Strong: One Veteran (MM pg. 350) (Sidra Romeir) 
  and two Spies (MM pg. 343) 
  • Very Strong: One Veteran (MM pg. 350) (Sidra 
  Romeir) with 87 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, and Saving Throws 
  and two Spies (MM pg. 343) 
  Very Very Strong: One Master Thief (VGtM pg. 
  216) with a -2 to Attack Rolls, Ability Checks 
  Damage Rolls, and Saving Throws and two Spies 
  (MM pg. 343) 
  • Ultimate: One Master Thief (VGtM pg. 216) and 
  two Spies (MM pg. 343) with 40 HP 
  K3, Kitchen: 
  • Feeble: One Thayan Apprentice (Manafret 
  Cherryport) (TftYP pg. 245) 
  • Very Very Weak: One Illusionist (Manafret 
  Cherryport) (VGtM pg. 214) with a -2 to Ability 
  Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Very Weak: One Illusionist (Manafret Cherryport) 
  (VGtM pg. 214) 
  • Weak: One Mage (MM pg. 347) (Manafret 
  Cherryport) with the edits on W:DH pg. 149 with 
  15 HP and a -2 to Ability Checks, Attack Rolls, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: One Mage (MM pg. 347) (Manafret 
  Cherryport) with the edits on W:DH pg. 149 
  • Strong: One Mage (MM pg. 347) (Manafret 
  Cherryport) with the edits on W:DH pg. 149 with 
  46 HP 
  • Very Strong: One Mage (MM pg. 347) (Manafret 
  Cherryport) with the edits on W:DH pg. 149 with 
  46 HP and +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: One Diviner (Manafret 
  Cherryport) (VGtM pg. 213) with 100 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Ultimate: One Evoker (Manafret Cherryport) 
  (VGtM pg. 214) with 99 HP and a +2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  K4, Musty Library: 
  • Feeble: One Gargoyle (MM pg. 140) with 26 HP 
  and a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, and Saving Throws 
  • Very Very Weak: One Gargoyle (MM pg. 140) with 
  a -2 to Attack Rolls, Ability Checks, Damage Rolls, 
  and Saving Throws 
  • Very Weak: One Gargoyle (MM pg. 140) 
  • Weak: One Gargoyle (MM pg. 140) with 78 and a 
  +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  and Saving Throws 
  • Average: Two Gargoyles (MM pg. 140) 
  
   
    
  30 
  • Strong: Two Gargoyles (MM pg. 140) with a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, and 
  Saving Throws 
  • Very Strong: Two Gargoyles (MM pg. 140) with 78 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  Very Very Strong: Three Gargoyles (MM pg. 140) 
  with 78 HP 
  • Ultimate: Four Gargoyles (MM pg. 140) 
  K13, Holding Cell: 
  Lady Gondafrey counts as a level 4 character should 
  the player characters choose to bring her along. 
  K15, Summoning Chamber: 
  • Feeble: One Rutterkin (MToF pg. 136) with 20 HP 
  • Very Very Weak: One Rutterkin (MToF pg. 136) 
  • Very Weak: One Bulezau (MToF pg. 131) with a -2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Weak: One Barlgura (MM pg. 56) with 34 HP and 
  a -2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Average: One Barlgura (MM pg. 56) 
  • Strong: One Barlgura (MM pg. 56) with 102 HP 
  • Very Strong: One Vrock (MM pg. 64) 
  Very Very Strong: One Hezrou (MM pg. 60) with 
  a +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Ultimate: One Glabrezu (MM pg. 58) with 225 HP 
  K17, Flesh Golem: 
  • Feeble - Very Very Weak: One Animated Armor 
  (MM pg. 19) with 49 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, and Saving Throws 
  • Very Weak: One Stone Defender (MToF pg. 126) 
  with 28 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws 
  • Weak: One Stone Defender (MToF pg. 126) with 
  28 HP 
  • Average: One Flesh Golem (MM pg. 169) 
  • Strong: One Flesh Golem (MM pg. 169) with 132 
  HP 
  • Very Strong: One Strahd’s Animated Armor 
  (CoS pg. 227) 
  Very Very Strong: One unbound Shield 
  Guardian (MM pg. 271) with 210 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Ultimate: One Clay Golem (MM pg. 168) with 196 
  HP 
  K18, Arcane Rune: 
  • Feeble: One Gibbering Mouther (MM pg. 157) 
  with 36 HP 
  • Very Very Weak: One Gibbering Mouther (MM pg. 
  157) 
  • Very Weak: One Red Slaad (MM pg. 276) with 46 
  HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Weak: One Red Slaad (MM pg. 276) with a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Average: One Red Slaad (MM pg. 276) 
  • Strong: One Red Slaad (MM pg. 276) with 136 HP 
  • Very Strong: One Gray Slaad (MM pg. 277) with 
  68 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: One Green Slaad (MM pg. 277) 
  with a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Ultimate: One Gray Slaad (MM pg. 277) with 187 
  HP 
  K22, Teleportation Circle: 
  • Feeble - Very Very Weak: One Spectator (MM pg. 
  30) with 19 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Very Weak: One Spectator (MM pg. 30) and a -2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Weak: One Spectator (MM pg. 30) 
  • Average: One Spectator (MM pg. 30) and four 
  Flying Snakes (MM pg. 322) 
  • Strong: One Spectator (MM pg. 30) with 59 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs and 
  four Flying Snakes (MM pg. 322) 
  
   
    
  31 
  • Very Strong: One Spectator (MM pg. 30) with 59 
  HP and six Flying Snakes (MM pg. 322) 
  Very Very Strong: One Mindwitness (VGtM pg. 
  176) and two Flying Snakes (MM pg. 322) 
  • Ultimate: One Gauth (VGtM pg. 125) with a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs and four Flying 
  Snakes (MM pg. 322) 
  Extradimensional Sanctum 
  E3, Guard Station: 
  • Feeble: One Enchanter (VGtM pg. 213) (Kaevja 
  Cynavern) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Very Very Weak: One Mage (MM pg. 347) (Kaevja 
  Cynavern) with a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs who has already used her 5th-level spell slot 
  • Very Weak: One Mage (MM pg. 347) (Kaevja 
  Cynavern) 
  • Weak: One Earth Elemental (MM pg. 124) with 
  72 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws summoned by 
  one Illusionist (VGtM pg. 214) (Kaevja Cynavern) 
  • Average: One Mage (MM pg. 347) (Kaevja 
  Cynavern) and one Earth Elemental (MM pg. 124) 
  that she summons 
  • Strong: One Mage (MM pg. 347) (Kaevja 
  Cynavern) with a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs who summons an Earth Elemental (MM pg. 
  124) with 180 HP and +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, and Saving Throws 
  • Very Strong: One Diviner (VGtM pg. 213) (Kaevja 
  Cynavern) with 100 HP who summons one Earth 
  Elemental (MM pg. 124) 
  Very Very Strong: One Necromancer (VGtM pg. 
  217) (Kaevja Cynavern) who summons an Earth 
  Elemental (MM pg. 124) and, either when the 
  Elemental dies or when she is reduced to 30 HP or 
  less, uses her next action to animate four 
  Specters (MM pg. 279) 
  • Ultimate: One Necromancer (VGtM pg. 217) 
  (Kaevja Cynavern) who summons an Earth 
  Elemental (MM pg. 124) and as her next action 
  summons three Vampiric Mists (MToF pg. 246) 
  E5, Laboratory: 
  • Feeble: One Swashbuckler (VGtM pg. 217) (Urstol 
  Floxin) with 30 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, and Saving Throws 
  • Very Weak: One Master Thief (VGtM pg. 216) 
  (Urstol Floxin) with 30 HP 
  • Weak: One Assassin (MM pg. 343) (Urstol Floxin) 
  with 39 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: One Assassin (MM pg. 343) (Urstol 
  Floxin) 
  • Strong: One Assassin (MM pg. 343) (Urstol Floxin) 
  with 117 HP 
  • Very Strong: One Assassin (MM pg. 343) (Urstol 
  Floxin) with 117 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  Very Very Strong: One Assassin (MM pg. 343) 
  (Urstol Floxin) with a +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs and one Gladiator (MM pg. 346) 
  • Ultimate: One Assassin (MM pg. 343) (Urstol 
  Floxin) with 117 HP and a +2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs and one Gladiator (MM pg. 
  346) with 165 HP 
  E7, Manshoon’s Simulacrum: 
  • Feeble: One Illusionist (VGtM pg. 214) 
  (Manshoon’s Simulacrum) 
  • Very Very Weak: One Illusionist (VGtM pg. 214) 
  (Manshoon’s Simulacrum) with 57 HP 
  • Very Weak: One Transmuter (VGtM pg. 218) 
  (Manshoon’s Simulacrum) with 20 HP 
  • Weak: One Manshoon’s Simulacrum (W:DH pg. 
  208-209) with 63 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Average: One Manshoon’s Simulacrum (W:DH pg. 
  208-209) 
  • Strong: One Manshoon’s Simulacrum (W:DH pg. 
  208-209) with 189 HP 
  • Very Strong: One Manshoon’s Simulacrum 
  (W:DH pg. 208-209) with 189 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  Very Very Strong: One Archmage (MM pg. 342) 
  (Manshoon’s Simulacrum) with a +2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Ultimate: One Archmage (MM pg. 343) 
  (Manshoon’s Simulacrum) with 146 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  E8, Reading Room: 
  NOTE: In the case that Agorn or Vevette have been 
  disposed of, remove their respective stat block from 
  this encounter. 
  • Feeble: One Bard (VGtM pg. 211) (Agorn Fuoco) 
  with 24 HP, Vevette is off conducting Zhent 
  business 
  • Very Very Weak: One Bard (VGtM pg. 211) (Agorn 
  Fuoco), Vevette is off conducting Zhent business 
  • Very Weak: One Bard (VGtM pg. 211) (Agorn 
  Fuoco) with 24 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, and Saving Throws and 
  one Spy (MM pg. 349) (Vevette Blackwater) with 13 
  HP and a -2 to Attack Rolls, Ability Checks, 
  
   
    
  32 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Weak: One Bard (VGtM pg. 211) (Agorn Fuoco) 
  with 24 HP and one Spy (MM pg. 349) (Vevette 
  Blackwater) 
  • Average: One Swashbuckler (VGtM pg. 217) 
  (Vevette Blackwater) and one Bard (VGtM pg. 211) 
  (Agorn Fuoco) 
  • Strong: One Swashbuckler (VGtM pg. 217) 
  (Vevette Blackwater) and one Windharrow (PotA 
  pg. 192) (Agorn Fuoco) 
  • Very Strong: One Swashbuckler (VGtM pg. 217) 
  (Vevette Blackwater) with 99 HP and one 
  Windharrow (PotA pg. 192) (Agorn Fuoco) with 83 
  HP 
  Very Very Strong: One Master Thief (VGtM pg. 
  216) (Vevette Blackwater) and one Windharrow 
  (PotA pg. 192) (Agorn Fuoco) with 83 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Ultimate: One Master Thief (VGtM pg. 216) 
  (Vevette Blackwater) with 90 HP and one 
  Windharrow (PotA pg. 192) (Agorn Fuoco) 
  E10, Audience Chamber: 
  • Feeble: One Martial Arts Adept (VGtM pg. 216) 
  (Mookie Plush) with the edits described on W:DH 
  pg. 160 except with 24 HP and a -2 to Attack Rolls, 
  Ability Checks, Damage Rolls, Saving Throws, and 
  Saving Throw DCs 
  • Very Very Weak: One Martial Arts Adept (VGtM 
  pg. 216) (Havia Quickknife) with the edits 
  described on W:DH pg. 160 except with 24 HP 
  • Very Weak: One Martial Arts Adept (VGtM pg. 
  216) (Mookie Plush) with the edits described on 
  W:DH pg. 160 
  • Weak: One Martial Arts Adept (VGtM pg. 216) 
  (Havia Quickknife) with the edits described on 
  W:DH pg. 160 except with 73 HP and a +2 to 
  Attack Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Average: Two Martial Arts Adepts (VGtM pg. 216) 
  (Havia Quickknife and Mookie Plush) with the 
  edits described on W:DH pg. 160 
  • Strong: Two Martial Arts Adepts (VGtM pg. 216) 
  (Havia Quickknife and Mookie Plush) with the 
  edits described on W:DH pg. 160 except they have 
  a +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Strong: Two Martial Arts Adepts (VGtM pg. 
  216) (Havia Quickknife and Mookie Plush) with the 
  edits described on W:DH pg. 160 except they have 
  73 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: Two Hellenraes (PotA pg. 198) 
  (Havia Quickknife and Mookie Plush) with the 
  edits described on W:DH pg. 160 except they have 
  66 HP 
  • Ultimate: Two Hellenraes (PotA pg. 198) (Havia 
  Quickknife and Mookie Plush) with the edits 
  described on W:DH pg. 160 except they have 96 
  HP and 45 ft. of movement 
  E12, Manshoon’s Quarters: 
  • Feeble: One Transmuter (VGtM pg. 213) with 
  Manshoon’s special equipment 
  • Very Very Weak: One Mage (MM pg. 347) with 
  Manshoon’s special equipment 
  • Very Weak: One Diviner (VGtM pg. 213) with 
  Manshoon’s special equipment but a -2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Weak: One Diviner (VGtM pg. 213) with 
  Manshoon’s special equipment 
  • Average: One Manshoon (W:DH pg. 209) 
  • Strong: One Manshoon (W:DH pg. 209) with 193 
  HP 
  • Very Strong: One Manshoon (W:DH pg. 209) with 
  193 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: One Manshoon (W:DH pg. 
  209) with an Incubbus and a Succubus (MM pg. 
  285) as his servants who are awaiting his orders 
  on the Ethereal plane 
  • Ultimate: One Manshoon (W:DH pg. 209) with 
  two Planar Bound Invisible Stalker (MM pg. 139) 
  servants  
   
  
   
    
  33 
  Appendix A: Faction Missions 
  ―
  2nd Level Missions 
  Emerald Enclave Mission: 
  NOTE: This applies to each instance of encountering 
  a Scarecrow, i.e. if two Scarecrows show up on a 
  specific night, treat each instance as two 
  Scarecrows. 
  • Weak: One Scarecrow (MM pg. 268) with 18 HP 
  • Average: One Scarecrow (MM pg. 268) 
  • Strong: One Scarecrow (MM pg. 268) with 54 HP 
  • Very Strong: One Scarecrow (MM pg. 268) with 
  54 HP and +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: Two Scarecrows (MM pg. 268) 
  • Ultimate: Three Scarecrows (MM pg. 268) with 18 
  HP 
  Lords’ Alliance Mission: 
  • NOTE: The adventurers would have the assistance 
  of the two Guards (MM pg. 347) who are 
  equivalent to 1st level adventurers 
  • Very Weak: One Giant Spider (MM pg. 328) 
  • Weak: Two Rust Monsters (MM pg. 262) 
  • Average: One Carrion Crawler (MM pg. 37) 
  • Strong: Three 
  Swarms of 
  Rats 
  (MM pg. 339) with 36 HP 
  • Very Strong: Two Giant Spiders (MM pg. 328) 
  with 13 HP 
  Very Very Strong: Three Swarms of Insects (MM 
  pg. 338) 
  • Ultimate: Seven Swarms of Rats (MM pg. 339) 
  Order of the Gauntlet Mission: 
  NOTE: Not wanting to be sentenced to death for 
  killing someone, the Thugs will aim to knock out, 
  fine with a tenday in the jail and a couple cure 
  wounds worth of damages. 
  • Very Weak: Three Thugs (MM pg. 350) with 16 HP 
  and a -2 to attack rolls, ability checks, damage 
  rolls, and saving throws 
  • Weak: Three Thugs (MM pg. 350) 
  • Average: Four Thugs (MM pg. 350) 
  • Strong: Two Bandit Captains (MM pg. 344) 
  • Very Strong: Two Bandit Captains (MM pg. 344) 
  with 97 HP 
  Very Very Strong: Eight Thugs (MM pg. 350) 
  • Ultimate: Four Bandit Captains (MM pg. 344) 
  Zhentarim Mission: 
  • Very 
  Weak: 
  One Drow 
  
   
    
  34 
  Gunslinger (W:DH pg. 202) named Soluun 
  Xinbrindas with 42/84 HP, and a -2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Weak: One Drow Gunslinger (W:DH pg. 202) 
  named Soluun Xinbrindas with 42/84 HP, having 
  been injured by a previous murder who was 
  stronger than Soluun expected 
  • Average: One Drow Gunslinger (W:DH pg. 202) 
  named Soluun Xibrindas 
  • Strong: One Drow Gunslinger (W:DH pg. 202) 
  named Soluun Xibrindas with 105 HP 
  • Very Strong: One Drow Gunslinger (W:DH pg. 
  202) named Soluun Xibrindas with 105 HP and a 
  +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  Very Very Strong: One Drow Gunslinger (W:DH 
  pg. 202) named Soluun Xibrindas with 105 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs, and 
  three Spies (MM pg. 349) who are the protege of 
  Soluun Xibrindas with Drow racial traits 
  • Ultimate: One Master Thief (VGtM pg. 216) 
  named Soluun Xibrindas with the Poisonous Pistol 
  attack option (+7 to hit), the Gunslinger feature, 
  and Drow racial traits, and four Spies (MM pg. 
  349) who are the protege of Soluun Xibrindas with 
  Drow racial traits. 
  3rd Level Missions 
  Emerald Enclave Mission: 
  • Very Very Weak: Three Skeletons (MM pg. 272) 
  with 6 HP and a -2 to all Attack Rolls, Ability 
  Checks, Damage Rolls, and Saving Throws 
  • Very Weak: Four Skeletons (MM pg. 272) with 7 
  HP 
  • Weak: Five Skeletons (MM pg. 272) 
  • Average: Six Skeletons (MM pg. 272) 
  • Strong: Seven Skeletons (MM pg. 272) 
  • Very Strong: Eight Skeletons (MM pg. 272) 
  Very Very Strong: Six Skeletons (MM pg. 272), 
  four of which are riding Warhorse Skeletons (MM 
  pg. 273) 
  • Ultimate: Six Skeletons (MM pg. 272), four of 
  which are riding Warhorse Skeletons (MM pg. 
  273) and are accompanied by an amalgamation of 
  bones (use the Minotaur Skeleton stat block [MM 
  pg. 273]) 
  Harper Mission: 
  • Very Very Weak: One Slaad Tadpole (MM pg. 
  276) which I would describe as a fledgeling Gazer 
  that cannot really fly other than hovering off the 
  ground and only has premature eyestalks (and 
  thus can only bite) 
  • Very Weak: One Slaad Tadpole (MM pg. 276) with 
  15 HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws, which I would 
  describe as a fledgeling Gazer that cannot really fly 
  other than hovering off the ground and only has 
  premature eyestalks (and thus can only bite) 
  • Weak: One Gazer (VGtM pg. 126) with 5 HP and a 
  -2 penalty to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Average: One Gazer (VGtM pg. 126) 
  • Strong: One Gazer (VGtM pg. 126) with 15 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: One Intellect Devourer (MM pg. 
  191) with 11 HP and a -2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  Very Very Strong: One Spectator (MM pg. 30) 
  • Ultimate: One Mindwitness (VGtM pg. 176) with 
  37 HP 
  Lord’s Alliance Mission: 
  • Very Very Weak: A Bandit Captain (MM pg. 344) 
  named Harko 
  • Very Weak: A Bandit Captain (MM pg. 344) 
  named Harko with 97 HP and a +2 to all Attack 
  Rolls, Ability Checks, Damage Rolls, and Saving 
  Throws 
  • Weak: A Bandit Captain (MM pg. 344) named 
  Harko with 32 HP and a -2 to all Attack Rolls, 
  Ability Checks, Damage Rolls, and Saving Throws 
  and two Kenku (MM pg. 194) 
  • Average: A Bandit Captain (MM pg. 344) named 
  Harko and two Kenku (MM pg. 194) 
  • Strong: A Bandit Captain (MM pg. 344) named 
  Harko and four Kenku Thugs (MM pg. 194) with 
  the Kenku racial features (VGtM pg. 111) 
  • Very Strong: A Veteran (MM pg. 350) named 
  Harko with only Studded Leather armor (reducing 
  his AC to 13) and two Kenku Bandit Captains 
  (MM pg. 344) with the Kenku racial features 
  (VGtM pg. 111) 
  Very Very Strong: A Veteran (MM pg. 350) 
  named Harko and two Kenku Bandit Captains 
  (MM pg. 344) with the Kenku racial features 
  (VGtM pg. 111) 
  • Ultimate: A Gladiator (MM pg. 346) named Harko 
  and two Kenku Veterans (MM pg. 344) with the 
  Kenku racial features (VGtM pg. 111) and 78 HP 
  4th Level Missions 
  Bregan D’aerthe - Night 1: 
  • Feeble: Six Goblins (MM pg. 166) 
  • Very Very Weak: Seven Goblins (MM pg. 166)  
  • Very Weak: Two Hobgoblin Iron Shadows (VGtM 
  pg. 162) 
  • Weak: Five Bugbears (MM pg. 33) 
  • Average: Six Bugbears (MM pg. 33) 
  • Strong: One Bugbear Chief (MM pg. 33) with 100 
  HP and a +2 to attack rolls, ability checks, damage 
  rolls, and saving throws with five Bugbears (MM 
  pg. 33) 
  
   
    
  35 
  • Very Strong: Two Bugbear Chieftains (MM pg. 
  33) and four Bugbears (MM pg. 33) 
  Very Very Strong: One Hobgoblin Warlord (MM 
  pg. 187) and three Hobgoblin Captains (MM pg. 
  186) 
  • Ultimate: One Hobgoblin Warlord (MM pg. 187), 
  one Hobgoblin Devastator (VGtM pg. 161) with a 
  -2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs, and three 
  Hobgoblin Captains 
  Bregan D’aerthe - Night 3: 
  • Feeble: One Spectator (MM pg. 30) with 19 HP 
  • Very Very Weak: One Spectator (MM pg. 30) 
  • Very Weak: One Beholder Zombie (MM pg. 316) 
  with 46 HP and a -2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Weak: One Beholder Zombie (MM pg. 316) with 
  46 HP 
  • Average: One Beholder Zombie (MM pg. 316) 
  • Strong: Two Spectators (MM pg. 30) with 60 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Strong: One Beholder Zombie (MM pg. 316) 
  with 46 HP and two Gazers (VGtM pg. 126) 
  Very Very Strong: One Beholder Zombie (MM pg. 
  316) and two Spectators (MM pg. 30) with 59 HP 
  • Ultimate: One Gauth (VGtM pg. 125) with 99 HP 
  and two Spectators (MM pg. 30) 
  Order of the Gauntlet: 
  • Feeble: One Wererat (MM pg. 209) with 49 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Very Very Weak: Two Wererats (MM pg. 209) 
  • Very Weak: Two Wererats (MM pg. 209) with 49 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Weak: Three Wererats (MM pg. 209) with 16 HP 
  and a -2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  • Average: Three Wererats (MM pg. 209) 
  • Strong: Four Wererats (MM pg. 209) with 49 HP 
  • Very Strong: Four Wererats (MM pg. 209) with 49 
  HP and a +2 to Attack Rolls, Ability Checks, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  Very Very Strong: Five Wereboars (MM pg. 209) 
  who look like wererats, and are lawful evil, gaining 
  the Halfling racial features with the exception that 
  they have 66 (12d6+24) HP. They also use a 
  Warhammer in two hands as opposed to a maul, 
  dealing 8 (1d10+3) bludgeoning damage instead of 
  10 (2d6+3). 
  • Ultimate: Five Werebears (MM pg. 208) who look 
  like wererats, and are lawful evil, gaining the 
  Halfling racial features with the exception that 
  they have 117 (18d6+54) HP. They also use a 
  Battleaxe in two hands as opposed to a greataxe, 
  dealing 9 (1d10+4) bludgeoning damage instead of 
  11 (1d12+4). 
  Lord’s Alliance: 
  • Feeble: One Enchanter (VGtM pg. 213) named 
  Esloon Bezant with 20 HP 
  • Very Very Weak: One Illusionist (VGtM pg. 214) 
  named Esloon Bezant and five Thug (MM pg. 350) 
  • Very Weak: One Illusionist (VGtM pg. 214) 
  named Esloon Bezant and six Thugs (MM pg. 350) 
  • Weak: One Mage (MM pg. 347) named Esloon 
  Bezant with 20 HP and two Thugs (MM pg. 350) 
  • Average: One Mage (MM pg. 347) named Esloon 
  Bezant with four Thugs (MM pg. 350) 
  • Strong: One Mage (MM pg. 347) named Esloon 
  Bezant and four Bandit Captains (MM pg. 344) 
  • Very Strong: One Mage (MM pg. 347) named 
  Esloon Bezant and four Veterans (MM pg. 350) 
  Very Very Strong: One Diviner (VGtM pg. 213) 
  named Esloon Bezant and four Gladiators (MM pg. 
  346) 
  • Ultimate: One Necromancer (VGtM pg. 217) 
  named Esloon Bezant and five Gladiators (MM pg. 
  346) 
  5th Level Missions 
  Emerald Enclave: 
  • Feeble: One Grell (MM pg. 172) with 30 HP and a 
  -2 to Ability Checks, Attack Rolls, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Very Weak: One Grell (MM pg. 172) with 30 
  HP 
  • Very Weak: One Grell (MM pg. 172) 
  • Weak: One Grell (MM pg. 172) with 82 HP and a 
  +2 to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Average: Two Grells (MM pg. 172) 
  • Strong: Two Grells (MM pg. 172) with 82 HP 
  • Very Strong: Two Grells (MM pg. 172) with 82 HP 
  and a +2 to Attack Rolls, Ability Checks, Damage 
  Rolls, Saving Throws, and Saving Throw DCs 
  Very Very Strong: Three Grells (MM pg. 172) with 
  82 HP 
  • Ultimate: Four Grells (MM pg. 172) 
  Order of the Gauntlet: 
  NOTE: Savra is also present and functions as 
  roughly a level 5 character. 
  • Feeble: Two Spined Devils (MM pg. 78) with a -2 
  to Ability Checks, Attacks Rolls, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Very Very Weak: Two Spined Devils (MM pg. 78) 
  • Very Weak: Two Spined Devils (MM pg. 78) with 
  33 HP 
  • Weak: Three Spined Devils (MM pg. 78) 
  • Average: Five Spined Devils (MM pg. 78) 
  
   
    
  36 
  • Strong: Six Spined Devils (MM pg. 78) 
  • Very Strong: Six Spined Devils (MM pg. 78) with 
  33 HP 
  Very Very Strong: Six Spined Devils (MM pg. 78) 
  with 33 HP and a +2 to Ability Checks, Attack 
  Rolls, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  • Ultimate: Seven Spined Devils (MM pg. 78) 
  Zhentarim: 
  • Feeble: One Thayan Apprentice (Skeemo 
  Weirdbottle) (TftYP pg. 245) 
  • Very Very Weak: One Illusionist (Skeemo 
  Weirdbottle) (VGtM pg. 214) with a -2 to Ability 
  Checks, Attack Rolls, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  • Very Weak: One Illusionist (Skeemo Weirdbottle) 
  (VGtM pg. 214) 
  • Weak: One Skeemo Weirdbottle (W:DH pg. 200) 
  with 36 HP and a -2 to Ability Checks, Attack Rolls, 
  Damage Rolls, Saving Throws, and Saving Throw 
  DCs 
  • Average: One Skeemo Weirdbottle (W:DH pg. 
  200) 
  • Strong: One Skeemo Weirdbottle (W:DH pg. 200) 
  with 98 HP 
  • Very Strong: One Skeemo Weirdbottle (W:DH pg. 
  200) with 98 HP and +2 to Attack Rolls, Ability 
  Checks, Damage Rolls, Saving Throws, and Saving 
  Throw DCs 
  Very Very Strong: One Diviner (Skeemo 
  Weirdbottle) (VGtM pg. 213) with 100 HP and a +2 
  to Attack Rolls, Ability Checks, Damage Rolls, 
  Saving Throws, and Saving Throw DCs 
  • Ultimate: One Evoker (Skeemo Weirdbottle) 
  (VGtM pg. 214) with 99 HP and a +2 to Attack 
  Rolls, Ability Checks, Damage Rolls, Saving 
  Throws, and Saving Throw DCs 
  
   
    
  37 
  Appendix B: Improved Faction 
  Reinforcements 
  ―
  Due to the fact that the assistance offered by the 
  various factions varies widely in terms of power level, 
  this Appendix attempts to make things a bit more 
  even, depending on what missions the heroes have 
  completed by this point. In order to determine the 
  degree of assistance gained by members of a given 
  faction, take the renown possessed by the character 
  with the highest renown score and look at the 
  appropriate number in each section. 
   If the character has the Safe Haven feature of the 
  Faction Agent background, then that character 
  gains the assistance of their own faction only (it is 
  worth noting that theoretically such a character 
  should have higher renown). If they have another 
  background feature, the character instead chooses 
  whatever faction’s assistance that they want. 
   Something interesting that you could offer the 
  players would be the ability to play any 
  reinforcements that they bring. This can help 
  prevent the players from feeling too overshadowed 
  by the NPCs. 
  Bregan D’aerthe  
  (Assuming Jarlaxle is not the main antagonist) 
  • 0 Renown: Jarlaxle will send one lieutenant 
  (Soluun), but he only helps if the characters offer 
  up the gold and the dragonstaff to Jarlaxle. 
  • 1 Renown: Jarlaxle will send two of his 
  lieutenants (Fel’rekt & Krebbyg), but they only 
  help if the characters offer up the gold and the 
  dragonstaff to Jarlaxle 
  • 2 Renown: Jarlaxle will send his lieutenants, but 
  they only help if the characters offer up the gold 
  and the dragonstaff to Jarlaxle 
  • 3 Renown: Jarlaxle will arrive, but only helps if 
  the characters offer him the gold and the 
  dragonstaff, otherwise he simply hangs back. 
  • 4 Renown: Jarlaxle arrives with his lieutenants 
  (as described in the book), but only helps if the 
  characters offer him the gold and the dragonstaff, 
  otherwise he simply hangs back. 
  • 5 Renown: Jarlaxle arrives with his lieutenants 
  (as described in the book), but only helps if the 
  characters offer him the gold and the dragonstaff, 
  otherwise he’ll let one of his lieutenants (Soluun) 
  fight while he hangs back. 
  • 6+ Renown:: Jarlaxle arrives with his lieutenants 
  (as described in the book), but only helps if the 
  characters offer him the gold and the dragonstaff, 
  otherwise he’ll let his lieutenants fight while he 
  hangs back. 
  Harpers 
  • 0 Renown: Threestrings arrives, Renaer also 
  arrives if he is not present. 
  • 1 Renown: One swashbuckler arrives, Renaer also 
  arrives if he is not present. Bonnie arrives instead 
  of the swashbuckler if she and her doppelganger 
  party have not been run out of town. 
  • 2 Renown: A swashbuckler and Threestrings 
  arrive, Renaer also arrives if he is not present. 
  Bonnie arrives instead of the swashbuckler if she 
  and her doppelganger party have not been run out 
  of town. 
  • 3 Renown: Mirt arrives, Renaer also arrives if he 
  is not present. 
  • 4 Renown: Mirt arrives with a swashbuckler and 
  Threestrings, Renaer also arrives if he is not 
  present. Bonnie arrives instead of the 
  swashbuckler if she and her doppelganger party 
  have not been run out of town. 
  • 5 Renown: Mirt arrives with two swashbucklers 
  and Threestrings, Renaer also arrives if he is not 
  present (the characters should not be penalized for 
  thinking ahead). Bonnie arrives instead of the 
  swashbuckler if she and her doppelganger party 
  have not been run out of town. 
  • 6+ Renown:: Mirt arrives with a swashbuckler, 
  Threestrings, and Durnan in a reunion party, 
  Renaer also arrives if he is not present. Bonnie 
  arrives instead of the swashbuckler if she and her 
  doppelganger party have not been run out of town. 
  Emerald Enclave 
  • 0 Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting cure wounds every round 
  • 1 Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting cure wounds with a 2nd level spell slot 
  every round 
  • 2 Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting mass healing word every round 
  • 3 Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting mass healing word with a 4th level spell 
  slot every round 
  • 4 Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting mass cure wounds every round 
  • 5 Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting mass cure wounds with a 6th level spell 
  slot every round 
  • 6+ Renown: Jeryth arrives and acts as an 
  Archdruid who can be neither harmed nor seen, 
  casting mass cure wounds with a 7th level spell 
  slot every round 
  
   
    
  38 
  Force Gray 
  • 0 Renown: Meloon emerges and fights alongside 
  the characters as described in the book. However, 
  unless The Xanathar is the main antagonist, 
  Meloon has just returned from a mission and is 
  injured so that he only has 35 HP and 
  disadvantage on Attack Rolls, Ability Checks, 
  Damage Rolls, and Saving Throws. 
  • 1 Renown: Meloon emerges and fights alongside 
  the characters as described in the book. However, 
  unless The Xanathar is the main antagonist, 
  Meloon has just returned from a mission and is 
  injured so that he only has 71 HP and a -2 to 
  Attack Rolls, Ability Checks, Damage Rolls, and 
  Saving Throws. 
  • 2 Renown: Meloon emerges and fights alongside 
  the characters as described in the book. 
  • 3 Renown: Meloon emerges and fights alongside 
  the characters as described in the book, with the 
  exception that Azuredge realizes the severity of the 
  situation and for one of Meloon’s attacks every 
  round, grants its abilities (if the Xanathar is the 
  primary antagonist, once per round Azuredge will 
  actually attack The Xanathar’s allies, trying to use 
  all of its abilities). 
  • 4 Renown: If the adventurers uncovered 
  something wrong with Meloon, he is healed 
  by Vajra and he fights alongside the 
  characters with all of the powers of Azuredge, 
  otherwise this functions as described under 
  3 Renown. 
  • 5 Renown: Meloon has been saved by 
  Vajra, and he fights alongside the characters 
  with all of the powers of Azuredge. In 
  addition, he has drunk from a potion of fire 
  giant strength increasing his Strength to 25 
  and a potion of heroism granting him 10 
  temporary hit points, and the effects of the 
  bless spell. 
  • 6+ Renown: Vajra teleports in, however, 
  she appears having used all of her 8th-9th 
  level spell slots defending the city. In 
  addition, if Manshoon is the villain, Vajra 
  realizes what’s going on and begins using the 
  Blackstaff to try and dispel the magic of the 
  simulacrum. 
  Lord’s Alliance 
  • 0 Renown: Jalester Silvermane is present. 
  • 1 Renown: Jalester Silvermane is present, 
  along with a retinue of two Veterans from the 
  city watch. If the Cassalanters are the 
  villains, both of the Veterans are on their 
  payroll and join the enemy team. 
  • 2 Renown: Jalester Silvermane is present, 
  along with a retinue of three Veterans from 
  the city watch. If the Cassalanters are the 
  villains, two of the Veterans are on their 
  payroll and join the enemy team. 
  • 3 Renown: Jalester Silvermane is present, along 
  with a retinue of four Veterans from the city watch. 
  If the Cassalanters are the villains, three of the 
  Veterans are on their payroll and join the enemy 
  team. 
  • 4 Renown: Jalester Silvermane is present, along 
  with a retinue of five Veterans from the city watch. 
  If the Cassalanters are the villains, four of the 
  Veterans are on their payroll and join the enemy 
  team. 
  • 5 Renown: Jalester Silvermane is present, along 
  with a retinue of six Veterans from the city watch. 
  If the Cassalanters are the villains, four of the 
  Veterans are on their payroll and join the enemy 
  team. 
  • 6+ Renown:: Lareal Silverhand is present, 
  however she appears having used all of her 7th-
  9th spell slots defending the city. Lareal instantly 
  shuts down Jarlaxle if he is the main antagonist, 
  and if he happens to be present forces him to help 
  out. If Xanathar is the main antagonist, Laeral 
  sends him a message to call off the heist, which he 
  complies with, fearing her retribution. The 
  Manshoon simulacrum will enter having to 
  concentrate on alter self so that he does not give 
  up his identity to the Open Lord. 
  
   
    
  39 
  Order of the Gauntlet 
  • 0 Renown: Savra Belabranta arrives, but she has 
  been injured having just completed a mission, so 
  she only has 26 HP and a -2 to all Ability Checks, 
  Attack Rolls, Damage Rolls, and Saving Throws 
  • 1 Renown: Savra Belabranta arrives 
  • 2 Renown: Savra Belabranta arrives, but she 
  drinks a potion of speed as her first action (which 
  Manshoon’s simulacrum [if present] is more than 
  happy to dispel) 
  • 3 Renown: Savra Belabranta arrives, but she has 
  drunk a potion of hill giant strength and a potion of 
  heroism before this fight. In addition, she drinks a 
  potion of speed as her first action (which 
  Manshoon’s simulacrum [if present] is more than 
  happy to dispel) 
  • 4 Renown: Hlam arrives, but he has been dealing 
  with other threats, and he woke up on the wrong 
  side of the bed this morning. Therefore he only has 
  no Legendary Actions, he cannot use Quivering 
  Palm, and he has already used Wholeness of Body. 
  • 5 Renown: Hlam arrives 
  • 6+ Renown:: Hlam and Savra Belabranta arrive, 
  Savra has been magically enhanced as described 
  in 3. 
  Zhentarim 
  NOTE: By the end of the battle, if the number of 
  remaining Doom Raiders is equal to or greater than 
  the remaining player characters, the Doom Raiders 
  demand that they receive the treasure. 
  • 0 Renown: Skeemo Weirdbottle 
  arrives, however he defects to 
  Manshoon if he is the main 
  antagonist. 
  • 1 Renown: If she hasn’t been 
  slain, Istrid Horn arrives, 
  otherwise Ziraj the Hunter comes. 
  If Manshoon is the main 
  antagonist, Skeemo Weirdbottle 
  also shows up and defect to 
  Manshoon. 
  • 2 Renown: Tashlyn Yafeera 
  arrives. If Manshoon is the main 
  antagonist, Skeemo Weirdbottle 
  also shows up and defect to 
  Manshoon. 
  • 3 Renown: If she hasn’t 
  been slain, Istrid Horn 
  arrives, otherwise Ziraj 
  the Hunter comes. 
  Skeemo Weirdbottle also 
  arrives (if he hasn’t been 
  slain) and if Manshoon 
  is the main antagonist, he 
  defects to Manshoon. 
  • 4 Renown: If she hasn’t 
  been slain, Istrid Horn arrives 
  with Ziraj the Hunter. If she 
  has been slain treat this as 4.  
  • 5 Renown: If she hasn’t been slain, Istrid Horn 
  arrives with Tashlyn Yafeera. If Istrid has been 
  slain, Ziraj the Hunter arrives instead. If 
  Manshoon is the main antagonist, Skeemo 
  Weirdbottle also shows up and defects to 
  Manshoon. 
  • 6 Renown: If she hasn’t been slain, Istrid Horn 
  arrives with Ziraj the Hunter and Tashlyn Yafeera. 
  If she has the other two still show up. Skeemo 
  Weirdbottle also arrives (if he hasn’t been slain) 
  and if Manshoon is the main antagonist, he 
  defects to Manshoon. 
  • 7 Renown: If she hasn’t been slain, Istrid Horn 
  arrives with Ziraj the Hunter and Tashlyn Yafeera. 
  If she has the other two still show up, Skeemo 
  Weirdbottle also arrives (if he hasn’t been slain). If 
  Manshoon is the main antagonist, he defects to 
  Manshoon. They have all drunk potions of heroism. 
  • 8+ Renown: If she hasn’t been slain, Istrid Horn 
  arrives with Ziraj the Hunter and Tashlyn Yafeera. 
  If she has the other two still show up. Skeemo 
  Weirdbottle also arrives (if he hasn’t been slain) 
  and if Manshoon is the main antagonist, he 
  defects to Manshoon. They have all drunk potions 
  of heroism, and spend their first actions drinking 
  potions of speed.  
  
   
   
    
   
   
  40 
  Copyright Notice 
  This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such 
  material is used with permission under the 
  Community Content Agreement for Dungeon 
  Masters Guild. 
   All other original material in this work is copyright 
  2019 by Tosh Le and Jeremy Forbing and published 
  under the Community Content Agreement for 
  Dungeon Masters Guild. 
  Support Tosh Le, the original creator of these 
  encounter edits, via Patreon at: 
  https://www.patreon.com/zingbobco000 
   
   
  If you enjoy this product, please check out these 
  and other bestselling DM's Guild titles by co-
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Balancing Encounters, Waterdeep Dragon Heist.pdf