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Chapter 1 - A Friend in Need

The document provides encounter adjustments for various chapters of Waterdeep: Dragon Heist for parties of different strengths, scaling monsters and NPCs up or down based on the number of players and their experience levels. It includes encounter details and adjustments for chapters 1-3 of the adventure.

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Juli Albea
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0% found this document useful (0 votes)
63 views6 pages

Chapter 1 - A Friend in Need

The document provides encounter adjustments for various chapters of Waterdeep: Dragon Heist for parties of different strengths, scaling monsters and NPCs up or down based on the number of players and their experience levels. It includes encounter details and adjustments for chapters 1-3 of the adventure.

Uploaded by

Juli Albea
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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D&D Waterdeep: Dragon Hsadareereist - Chapter 1:

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A Friend in Need
Patreon - If you’d like to support it
Note: Some of these encounters feature monsters that are not intended to be defeated.
Nevertheless, I will scale these encounters so that the fact that they’re not intended to be defeated
remains consistent across levels and player count.

Chapter 2 Encounter Edits


Chapter 3 Encounter Edits
Chapter 4 Encounter Edits
Chapter 5-8 Encounter Edits

Encounter Edits:
Foreword: Why am I doing this you ask? Well, hardcovers do not come with encounter edits.
AL modules do. This inherently makes AL modules more balanced than hardcover modules and
given the inherent nature of Adventurers League, the goal should be toto be able to accommodate
as many or as few people as possible. As a result,result I will makewill be making edits
depending on the party strength. If a PC has an extremely powerful ability/magic item (which,
given that this is chapter 1 of a new mod, should be highly unlikely, but you never know), or if
you’re in a party that wants to RP more than kill everything feel free to move down or up as
needed. Given that, I will be going one degree over, in the case of a Very Very Strong party (7
players, 1 above the APL) who want a serious challenge. I have made the VVV strong mode.
Beware though, such dangers can lead to death and we should properly warn playersplayers
should be properly warned (especially in an adventure like this, where deathly threats are around
every corner). Conversely, I will also gowill also be going one degree lower, if you’re running
with a table of players who are new to D&D (non-AL one-shot), or if the players want to play a
serious ROLEplaying game at the expense of combat.rcc"ccccccccccccccccccccccccccccccc
'''x x


expense of combat.

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
Very Very Very Weak (VVV Weak) is 2 players who don’t want a challenge, which should be
limited to a non-AL game
Very Very Weak is 3 players who don’t want a challenge
Very Weak is going to be 3 players
Weak is 4 players
the norm (as I would assume) is 5 level 1s
Strong is going to be 6 players
Very Strong is 7 players
Very Very Strong, is going to be 7 level 2s
Very Very Very (VVV) Strong is going to be for those who want to take on a bit of a challenge.
If you have an APL higher than 1 increase the strength for every level higher, i.e. a 6 person APL
2 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.
In addition, the party should level up to level two by the end of the first chapter, level three by
the end of the second, most likely level four by the end of the third chapter, and they should tier
out by the end of the fourth. I will assume that all theall of the villains’ lairs are for level five
characters. I shall balance my guideMy guide shrall be balanced as such.

Template:
VVV Weak:
Very Very Weak:
Very Weak:
Weak:
Normal:
Strong:
Very Strong:
Very Very Strong:
VVV Strong:

Where to Start
Tavern Brawl:
NOTE: Yagra (a Thug [MM pg. 350] with Half-Orc traits) who functions as roughly a level 3
character assists The partyThe party is assisted by Yagra (a Thug [MM pg. 350] with Half-Orc
traits) who functions as roughly a level 3 character
VVV Weak: 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)
Normal: 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)T
VVV Strong: 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 level 12
character
VVV Weak - 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)
Normal: 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)
VVV Strong: 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 if they have a -2 to ability checks) is surprised from the
Hidden Kenku.
VVV Weak: 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)
Normal: 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)
VVV Strong: Thirteen Kenku (MM pg. 194)

Tracking Floon
Gazer Guard:
VVV Weak - 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
Weak: One Gazer with 9 HP (VGtM pg. 126)
Normal: 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
VVV Strong: Three Gazers (VGtM pg. 126)

Xanathar Guild Hideout


NOTE: Renaer, if he is present, functions roughly as a level 5-6 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:


VVV Weak: 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
Normal: 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
VVV Strong: One Goblin Boss (MM pg. 166) with 36 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. Additionally, a reminder that the Duergar Xarron’s flame lance is an
alchemical creation that they maintain and thur Rex s is only a lance in the hand of anyone else.
VVV Weak: 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
Normal: 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)
VVV Strong: 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:
VVV Weak: 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
Normal: 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
VVV Strong: Three Gray Oozes

Q7, Boss Fight:


NOTE: Nihiloor should at this level be unbeatable for the party. However, I may upgrade him
depending on the group’s strength to ensure that he is still an incredibly challenging encounter
should the players choose to face him.
VVV Weak: 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
Normal: 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)
VVV Strong: 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:


VVV 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 21 (4d6) HP
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 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
Normal: 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.
VVV Strong: Three Wererats, one of whom is named Roscoe Underbough, all have Halfling
racial features.

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