Conversion Guide by Steven Bruso For Character Levels 7-10 Classic Modules Today A D&D 5th Edition Conversion of the Early Edition Adventure Module Classic Adventure Module Conversion TSR 9519 Undermountain: The Lost Level
Undermountain: The Lost Level Conversion Guide Introduction: In 1996, TSR released the module named “Undermountain: The Lost Level” with the product code “TSR 9519.” It was the first adventure for the newly-conceived product line called The Dungeon Crawl Series. Written by Steven Schend, the module aimed to elaborate on the massive dungeons of Undermountain, while simultaneously revivifying the dungeoncrawl adventure genre. “The Lost Level” consisted of a 38 page dungeon-crawl with adventure hooks set in the lower depths of Undermountain. The adventure was imagined as a high-risk, high-reward story that aimed to keep pressure on the heroes with steep consequences for failure. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. A 5+ hour adventure for 7th –10th level characters by STEVEN BRUSO DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 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 2017 by Steven Bruso and published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. LOST LEVEL CONVERSION GUIDE 1
Lost Level Conversion Guide Introduction To use this conversion guide you will need a copy of “Undermountain: The Lost Level”, originally available in hardcopy and now for sale in Digital format at www.dndclassics.com. This document gives GMs advice to convert the module to the latest 5th Edition rules and guidance on preparing the adventure. A list of random encounters are provided for different areas. Most creatures refer to stat blocks in the D&D 5e Monster Manual. Some foes have full stat blocks in the Special Creatures section at the end of this conversion guide. Page listings may refer to abbreviations: PHB (Player's Handbook), MM (Monster Manual), DMG (Dungeon Master Guide), Volo's Guide to Monsters (VGM), Tales from the Yawning Portal (TYP), Tomb of Annihilation (ToA), Xanathar's Guide to Everything (XGE), Waterdeep: Dungeon of the Mad Mage (WDMM), and CR (Challenge Rating). All other page number refer to the locations in the original The Lost Level module. Key text is in bold for easy scanning. Magic items are noted in italics. Note: magic items in 5th Edition have a rarity rating to ensure game balance. In this conversion, I have kept the original items when possible, but I have added the rarity in parentheses after each item for the GM's reference. See DMG 38 and 135 for magic item rarity and suitable character level before running the adventure, and make adjustments according to your judgment. Find more information about this and other early edition conversions at www.classicmodulestoday.com. Reference Sheet This guide is broken into three parts, corresponding to the magic items, traps and hazards, and monsters in the dungeon. For convenience, there is a Reference Sheet at the end of this document which summarizes the key information you'll need during the game onto one concise sheet. You can print these onto a single, double-sided page (perhaps on colored cardstock) as a handy tool that you can use alongside a hard copy of the module. After reading this document, all you'll need to run the game is the original module, the Monster Manual, the Reference Sheet, and optionally any notes or visuals you've prepared. Adventure Summary This is a sandbox adventure, which means that it is entirely up to you as the DM how you want to introduce it, what parts you want to use, and what you want your PCs to know. See the following sections of the adventure to determine how you would like to use the adventure and how you want to introduce it to your PCs: “Hidden Stories,” “Ways In and Out,” and “Rumors of Undermountain.” GM Notes Below are special rules and tactics to brush up on prior to the game. Dungeon Features of Undermountain (see Notes on the Lost Level in the adventure for fuller details): • Door locks and secret doors are difficult to pick and detect (consider DC 15 or higher) • Dwarf-built temples and tomb doors resist magic like knock spells. Consider having spellcasters expend a higher spell slot to open them, or perhaps have them make an Arcana check DC 15 following the spell to see if it works. • Teleportation and teleportation-like spells do not function within Undermountain. • Scrying spells and locating spells do not function within Undermountain. • Summoning spells and items from outside Undermountain do not function normally. • Most surfaces (walls, floors, ceilings) radiate intense magic. • Some areas (as noted in the adventure) are magicdead, and no magic of any kind will function. Gates work per the spell (PHB 244), but have special rules or limitations within Undermountain: • Some gates work continuously; some must be triggered with a specific item or condition; others work periodically according to some unknown criteria (or randomly). • Gates are nearly indestructible, and attempts to disintegrate them can cause the gate's behavior to go haywire, or cause a magical explosion dealing 9d6 force damage in a 60ft radius (DM's choice). • DM can decide if gates have certain safeguards as described in the module to prevent them from operating under certain conditions, or if they are guarded by certain monsters or traps. Game Mechanics to Review: • Leverage Conversation Reaction table (DMG 245) for NPC/monster reactions. • Know how to use perception rules for numerous traps and secret doors. • Determine spell tactics for Magi and Clerics. Not for resale. Permission granted to print or photocopy this document for personal use only. LOST LEVEL CONVERSION GUIDE 2
Lost Level Conversion Guide Random Encounters The adventure does not provide a random encounter table, as the adventure builds in monster summoning spells set by Halaster himself, which the PCs may trigger. Read through the adventure, and if you decide you'd like a random encounter table, you might create one of your own devising, based on the dungeon ecology. Alternatively, DMs not wishing to develop their own random encounter tables, should consider consulting the ones listed in XGE (92-112) for inspiration. Further Adventures The Lost Level is best thought of as a sandbox-type of adventure, with many opportunities to run it in varying ways. For suggestions to introduce, expand, or integrate Undermountain into your campaign, see “Rumors of Undermountain.” Upon exiting the dungeon through one of the gates in Room 30, some of these offer tie-in opportunities to existing 5E D&D adventures: • Gate A could lead to the Princes of the Apocalypse adventure, dropping them somewhere near Red Larch • Gates G, I, M, O, S could lead to Waterdeep: Dragon Heist or inspire them to track down Halaster in Waterdeep: Dungeon of the Mad Mage • Gate U could lead to Storm King's Thunder • Gate V and X could lead to Out of the Abyss. Magic Items 8. Bandaerl's healing charms (uncommon; treat as a consumable item that provides protection vs. poison like the periapt of proof against poison, but also provides the stabilizing effect of Periapt of Wound Closure). 9C. ioun stone of fortitude (very rare); Two spellbooks containing: continual flame, color spray, detect magic, arcane lock, identify, magic missile, shield, fog cloud, knock, mislead, fear, Bigby's hand, stinking cloud, glyph of warding, fly, gust of wind, hold monster, darkvision, lightning bolt, illusory script, wall of fire, charm person, magic weapon, arcane eye, cloudkill, fabricate, stone shape. 9D. mace +1 (uncommon), spear of giant slaying (rare), frostbrand shortsword (very rare), hand axe +2 of throwing (very rare, treat throwing mechanics per dwarven thrower), dust of sneezing and choking (uncommon), ring of three wishes (legendary), ring of x-ray vision (rare), boots of levitation (rare), belt of dwarvenkind (rare), candle of invocation (very rare), necklace of adaptation (uncommon), diadem of Lady Armatha (very rare: treat as headband of intellect that also allows the wearer to cast detect magic per wand of magic detection. The item has charges identical to the wand), blades of Namar Khem (legendary: treat as a longsword and a shortsword +2; when used together by the same character, they each instead act as +2 defenders), and staff of Argus Dumatheir (very rare, treat as a quarterstaff of giant slaying that also confers resistance to fire damage to the wielder). 10. Tome of Clear Thought (very rare), ring of jumping (uncommon), ring of water walking (uncommon), gauntlets of ogre power (uncommon). 11A. Potions of greater healing (uncommon). 16. Mithral baldrics, x4 (uncommon: confer ability to read, write, and speak Dwarven). 17. Bandaerl's amulets re-enchanted with one time ability to gate wearer to the temple from anywhere in the realms; Dumathoin's Wrath (legendary: treat as warhammer that functions as a holy avenger, and has throwing properties per dwarven thrower). 20. Ring of regeneration (very rare) 22. eversmoking bottle (uncommon). 24J. Ring of telekinesis (very rare). 27. Potion of healing (common), potion of greater healing (uncommon), potion of vitality (very rare), elixir of health (rare). 28. Ring of spell storing (rare; has shocking grasp in it); bracers of defense (rare), winged boots (uncommon), Dhusarra's ring (legendary: treat as a ring with three charges that will allow the wearer to teleport, per the spell. This ring works within Undermountain, and it allows the wearer to use the gates as described in the module. The ring gains 1 charge at dawn), scarab of protection (legendary). 28D. Spellbook containing: detect magic, enlarge/reduce, arcane lock, sleep, blur, blindness/deafness, mirror image, blink, fireball; gloves of swimming and climbing (uncommon), robe of eyes (rare), bag of holding (uncommon). Not for resale. Permission granted to print or photocopy this document for personal use only. LOST LEVEL CONVERSION GUIDE 3
Lost Level Conversion Guide 28E. Ring of sustenance (rare, requires attunement: wearer does not require food or water to live), ring of feather falling (rare), dagger +2 (rare), three Rings of Dhusarra (see 28 above), plate mail +1 (rare), scimitar of speed (very rare). 29. banded mail +2 (very rare), longsword +3 (very rare), scale mail +3 (legendary), scimitar +1 (uncommon), potion of mind reading (rare), scroll of protection from good and evil (common), scroll of greater restoration (rare), wand of secret door and trap detection (uncommon: treat mechanically as wand of magic detection, but it reveals secret doors or traps within the detection radius), wand of frost (uncommon: treat as wand of magic missiles, but it casts ray of frost), ring of three wishes (legendary), spellbook with DM's choice of spells (consider placing ones the party might need). Traps & Hazards 3. Collapsing Stairs: they collapse slowly, but if a PC stays on the stairs as they rise to the ceiling, they risk harm. On the last round of the collapse, PCs need to make DC 15 Dex save to leap out of danger, or take 22 (4d10) bludgeoning damage as they are crushed. PCs who fail the save are pinned between the collapsed stairs and the ceiling, and will need to succeed at a DC 15 Athletics or Acrobatics check to wriggle free the next round. 4. Portcullis: treat closing portcullises as Falling Portcullis traps (XGE 114) if the PCs are at risk of harm. 6. Brazier Hazard: if the brazier is attacked or manipulated by the PCs, treat it and each of the torches in the room as a Fiery Blast trap (XGE 114); since it is a recurring effect from multiple locations once triggered, each location must be disabled. 7. Don't Touch the Exhibit: if anyone disturbs the armor of weapons in their exhibits, treat each instance as a Fiery Blast Trap (XGE 114), except that it casts faerie fire (PHB 239). Since each display is trapped in this way, each will have to be dealt with individually, if triggered. 9. Altar Hazard: a PC kneeling at Bandaerl's altar triggers a Glyph of Warding (PHB 245-246; DC 15 Investigation to detect) that targets the PC with flesh to stone (DC 15 Con saving throw); a PC who sits on the throne is similarly subjected to a Glyph of Warding containing enlarge/reduce (DC 15 Investigation to spot, DC 15 saving throw to avoid) which will reduce the PC's stature to that of a dwarf. If the PC did not speak Dumathoin's name first, the PC has his or her senses transferred to the figurine identified in the module. The only way to break free of this effect is to remove curse, or have Bandaerl remove the effect. If the PC wishes to break free of the helm and gauntlets clamping down, a DC 17 Strength saving throw is required. 9C. Wizard-Locked Chest: the chest is secured with Arcane Lock (PHB 215; DC 25 to pick with tools); opening the chest without the password triggers the spell trap, which casts circle of death (PHB 221; DC 16 save). 9D. Secret Door: the doorway is secured with Arcane Lock (PHB 215; DC 30 to pick with tools). If PCs cross the threshold, they trigger symbol: death (PHB 280), unless they spot the rune (DC 17 Investigation). The room is protected against magical travel by forbiddance (PHB 243); TripleLocked Chest: three successful lock pick checks are required (DC 15; DC 17; DC 20) to open the chest, and the chest is trapped with sleeping dust (treat mechanics as Poison Needle (DMG 123); treat the poison as Essence of Ether (DMG 258), so that failure on a save renders the PC unconscious); False Bottom of Triple-Locked Chest: the false-bottom has a spring-loaded dose of dust of sneezing and choking (see DMG 166) ready for the unwary. A Perception DC 15 reveals a small triggering mechanism, and a DC 15 Investigation reveals a safety catch that can be used to safely bypass the trap. 10. Icy Hazard: treat as slippery ice (DMG 110). 12D. Animated Weapon Hazard: if an unworthy donation is made or a disingenuous prayer uttered, have flying swords (MM 20) come to life and attack the PCs (DMs choice for number); Sharp Hair and Beards: treat the hair and beards of the statues as razorvine, for determining damage (DMG 110). 12 E. Combination Lock: if an incorrect sequence is used to attempt opening the door, treat the door as affected by an Arcane Lock spell (PHB 215; DC to open becomes 25); Portcullis: if PCs are close by to the closing portcullis, use Falling Portcullis trap (XGE 114) to determine difficulty of avoidance and consequences of failure (if desired, have armor and weapons come to life (see MM 19-20) to attack and add tension); Maegar's Crypt: treat as Scything Blade trap (XGE 115). 13. Stairway Battle: treat the stairway as difficult terrain; at the end of each round, PCs who have engaged in melee must make a DC 10 Dexterity (Acrobatics) check or fall prone. 15A. Spear Traps: treat as Crossbow Trap (XGE 114) with modifications: trigger is a pressure plate rather than a tripwire; one attack. These traps continually reset unless they are disabled.. 15C. Hallway Trap: treat as Path of Blades (XGE 118). 15E. Threshold Hazard: if the PCs do not have Bandaerl with them and are attempting to open the tomb themselves, they must open the locks in the correct sequence or trigger a lethal trap, but the trap is not identified in the module. Use a suitably lethal trap of your own choice, or adapt the Poisoned Tempest Trap (XGE 120-121), changing descriptive elements as necessary. 19. Spent Trap: treat the trap as a Poisoned Needle Trap (DMG 123), but with no perceptible consequences when the trap goes off, to keep PCs on their toes. 20E. Webbed Halway: treat as webs (DMG 105). 24. Fire Trap: treat as glyph of warding: explosive runes (PHB 245-246). 26. Mirrored Room: treat mirrors as objects resistant to nonmagical damage, if the PCs choose to attack them; treat attacks with ranged weapons as though they were targeting a creature protected by mirror image (PHB 260), and a Not for resale. Permission granted to print or photocopy this document for personal use only. LOST LEVEL CONVERSION GUIDE 4
Lost Level Conversion Guide missed shot will hit a mirror instead; treat movement as difficult terrain; Greased Floor: treat floors at the X as affected by a grease spell (PHB 246). 27. Magic Dead Zone: see GM notes above; Saw Hallway trap: treat as Path of Blades (XGE 118). 28. Inner Door Trap: treat mechanics as Poison Needle Trap (DMG 123), but the poison is Essence of Ether (DMG 258) so that failure on a save renders the PC unconscious; PCs in a 15 ft radius of the door need to make the save. 28B. Darkness: treat the area at the top of the stars as affected by a permanent darkness spell (PHB 230); Spear Traps: treat mechanics as Crossbow Trap (XGE 114). 28C. Dagger Volleys: treat this as a Readied action by Dhusarra to pull the lever, and upon doing so, treat the to-hit rolls per Crossbow Trap (XGE 114), reducing damage to 1d4s. Monsters & NPCs 1. Carrion crawlers: treat as carrion crawlers (MM 37, CR 2 (450xp each)). 4. Ettins: treat as ettins (MM 132, CR 4 (1,100xp each)); Mithral Statues: treat as iron golem (MM 170, CR 16 (15,000xp)). 5. Crawling Claws: treat as crawling claws (MM 44, CR 0 (10xp each)); Rust Monsters: treat as rust monsters (MM 262, CR ½ (100xp each)). 7. Iron Golems: treat as iron golems (MM 170, CR 16 (15,00xp each)). 10. Crawling Claws: treat as crawling claws (MM 44, CR 0 (10xp each)); Johanna: treat as mage (MM 347, CR 6 (2,300xp)) with half-elf traits (see PHB 39). 12A-C. Wandering Monsters: DM's choice. See Xanathar's tables for inspiration, especially 106-109. 12E. Mithral Statues: treat as iron golem (MM 170, CR 16 (15,000xp)). 13. Behir: treat as behir (MM 25, CR 11 (7,200xp)). 15D. Hoaron: treat as frost giant (MM 155, CR8 (3,900xp)); Kronag: treat as hill giant (MM 155, CR 5 (1,800xp)). 16. Bandaerl: treat as lich (MM 202, CR 21 (33,000xp)) with dwarf traits (PHB 20). 17. Bandaerl: (see above). 18. DM's choice to develop. Module suggestions include Jermaline: treat as darkling (VGM 134, CR 1/2 (100xp each)); Myconids: treat as myconid sprout (MM 230, CR 0 (10xp each)), myconid adult (MM 232, CR ½ (100xp each)), myconid sovereign (MM 232, CR 2 (450xp each)); Vegepygmies: treat as vegepygmy (VGM 196, CR 1/4 (50xp each)), vegepygmy chief (VGM 197, CR 2 (450xp each)), thorny (VGM 197, CR 1 (200xp each)). 23. Two-headed Troll: treat as troll (MM 291, CR 5 (1,800xp)) with the ettin's traits (two headed and wakeful: see MM 132). 24H. Lineus: treat as priest (MM 348, CR 2 (450xp)). 26. Will o' Wisp: treat as will-o-wisp (MM 301, CR 2 (450xp)). 27. Manticore: treat as manticore (MM 213, CR 3 (700xp)). 28A. Nomos: treat as vampire spawn (MM 298, CR 5 (1,800xp)); Dhusarra: treat as vampire (MM 297, CR 13 (10,000xp)). 29. Death Kiss Beholder: treat as death kiss (VGM 124, CR 10 (5,900xp)); death tyrant: treat as death tyrant (MM 29, CR 14 (11,500xp)); Nagus: treat as beholder (MM 28, CR 14 (11,500xp)) with lair abilities. 30G. Guards: treat as guard (MM 347, CR 1/8 (25xp each)); priestesses: treat as priest (MM 348, CR 2 (450xp each)). 30K. Proprietor: treat as noble (MM 348, CR 1/8 (25xp). 30M. Nobles: as noble (MM 348, CR 1/8 (25xp each). 30Q. Loviatar faithful: treat as cultists (MM 345, CR 1/8 (25xp each)). 30R. Purple Dragons: treat as knights (MM 347, CR 3, (700xp each)). 30U. Remorhaz: treat as remorhaz (MM 258, CR 11 (7,200xp each)). 30Y. Random Monsters: DMs choice. Not for resale. Permission granted to print or photocopy this document for personal use only. LOST LEVEL CONVERSION GUIDE 5
Undermountain: Lost Level Reference Sheet Random Encounters The adventure does not provide a random encounter table, as the adventure builds in monster summoning spells set by Halaster himself, which the PCs may trigger. Read through the adventure, and if you decide you'd like a random encounter table, you might create one of your own devising, based on the dungeon ecology. Alternatively, DMs not wishing to develop their own random encounter tables, should consider consulting the ones listed in XGE (92-112) for inspiration. Magic Items 8. Bandaerl's healing charms (uncommon; treat as a consumable item that provides protection vs. poison like the periapt of proof against poison, but also provides the stabilizing effect of Periapt of Wound Closure). 9C. ioun stone of fortitude (very rare); Two spellbooks containing: continual flame, color spray, detect magic, arcane lock, identify, magic missile, shield, fog cloud, knock, mislead, fear, Bigby's hand, stinking cloud, glyph of warding, fly, gust of wind, hold monster, darkvision, lightning bolt, illusory script, wall of fire, charm person, magic weapon, arcane eye, cloudkill, fabricate, stone shape. 9D. mace +1 (uncommon), spear of giant slaying (rare), frostbrand shortsword (very rare), hand axe +2 of throwing (very rare, treat throwing mechanics per dwarven thrower), dust of sneezing and choking (uncommon), ring of three wishes (legendary), ring of x-ray vision (rare), boots of levitation (rare), belt of dwarvenkind (rare), candle of invocation (very rare), necklace of adaptation (uncommon), diadem of Lady Armatha (very rare: treat as headband of intellect that also allows the wearer to cast detect magic per wand of magic detection. The item has charges identical to the wand), blades of Namar Khem (legendary: treat as a longsword and a shortsword +2; when used together by the same character, they each instead act as +2 defenders), and staff of Argus Dumatheir (very rare, treat as a quarterstaff of giant slaying that also confers resistance to fire damage to the wielder). 10. Tome of Clear Thought (very rare), ring of jumping (uncommon), ring of water walking (uncommon), gauntlets of ogre power (uncommon). 11A. Potions of greater healing (uncommon). 16. Mithral baldrics, x4 (uncommon: confer ability to read, write, and speak Dwarven). 17. Bandaerl's amulets re-enchanted with one time ability to gate wearer to the temple from anywhere in the realms; Dumathoin's Wrath (legendary: treat as warhammer that functions as a holy avenger, and has throwing properties per dwarven thrower). 20. Ring of regeneration (very rare) 22. eversmoking bottle (uncommon). 24J. Ring of telekinesis (very rare). 27. Potion of healing (common), potion of greater healing (uncommon), potion of vitality (very rare), elixir of health (rare). 28. Ring of spell storing (rare; has shocking grasp in it); bracers of defense (rare), winged boots (uncommon), Dhusarra's ring (legendary: treat as a ring with three charges that will allow the wearer to teleport, per the spell. This ring works within Undermountain, and it allows the wearer to use the gates as described in the module. The ring gains 1 charge at dawn), scarab of protection (legendary). 28D. Spellbook containing: detect magic, enlarge/ reduce, arcane lock, sleep, blur, blindness/deafness, mirror image, blink, fireball; gloves of swimming and climbing (uncommon), robe of eyes (rare), bag of holding (uncommon). 28E. Ring of sustenance (rare, requires attunement: wearer does not require food or water to live), ring of feather falling (rare), dagger +2 (rare), three Rings of Dhusarra (see 28 above), plate mail +1 (rare), scimitar of speed (very rare). 29. banded mail +2 (very rare), longsword +3 (very rare), scale mail +3 (legendary), scimitar +1 (uncommon), potion of mind reading (rare), scroll of protection from good and evil (common), scroll of greater restoration (rare), wand of secret door and trap detection (uncommon: treat mechanically as wand of magic detection, but it reveals secret doors or traps within the detection radius), wand of frost (uncommon: treat as wand of magic missiles, but it casts ray of frost), ring of three wishes (legendary), spellbook with DM's choice of spells (consider placing ones the party might need). Traps 3. Collapsing Stairs: they collapse slowly, but if a PC stays on the stairs as they rise to the ceiling, they risk harm. On the last round of the collapse, PCs need to make DC 15 Dex save to leap out of danger, or take 22 (4d10) bludgeoning damage as they are crushed. PCs who fail the save are pinned between the collapsed stairs and the ceiling, and will need to succeed at a DC 15 Athletics or Acrobatics check to wriggle free the next round. 4. Portcullis: treat closing portcullises as Falling Portcullis traps (XGE 114) if the PCs are at risk of harm. 6. Brazier Hazard: if the brazier is attacked or manipulated by the PCs, treat it and each of the torches in the room as a Fiery Blast trap (XGE 114); since it is a recurring effect from multiple locations once triggered, each location must be disabled. 7. Don't Touch the Exhibit: if anyone disturbs the armor of weapons in their exhibits, treat each instance as a Fiery Blast Trap (XGE 114), except that it casts faerie fire (PHB 239). Since each display is trapped in this way, each will have to be dealt with individually, if triggered. 9. Altar Hazard: a PC kneeling at Bandaerl's altar triggers a Glyph of Warding (PHB 245-246; DC 15 Investigation to detect) that targets the PC with flesh to stone (DC 15 Con saving throw); a PC who sits on the throne is similarly subjected to a Glyph of Warding containing enlarge/reduce (DC 15 Investigation to spot, DC 15 saving throw to avoid) which will reduce the PC's stature to that of a dwarf. If the PC did not speak Dumathoin's name first, the PC has his or her senses transferred to the figurine identified in the module. The only way to break free of this effect is to remove curse, or have Bandaerl remove the effect. If the PC wishes to break free of the helm and gauntlets clamping down, a DC 17 Strength saving throw is required. 9C. Wizard-Locked Chest: the chest is secured with Arcane Lock (PHB 215; DC 25 to pick with tools); opening the chest without the password triggers the spell trap, which casts circle of death (PHB 221; DC 16 save). 9D. Secret Door: the doorway is secured with Arcane Lock (PHB 215; DC 30 to pick with tools). If PCs cross the threshold, they trigger symbol: death (PHB 280), unless they spot the rune (DC 17 Investigation). The room is protected against magical travel by forbiddance (PHB 243); Triple-Locked Chest: three successful lock pick checks are required (DC 15; DC 17; DC 20) to open the chest, and the chest is trapped with sleeping dust (treat mechanics as Poison Needle (DMG 123); treat the poison as Essence of Ether (DMG 258), so that failure on a save renders the PC unconscious); False Bottom of Triple-Locked Chest: the false-bottom has a spring-loaded dose of dust of sneezing and choking (see DMG 166) ready for the unwary. A Perception DC 15 reveals a small triggering mechanism, and a DC 15 Investigation reveals a safety catch that can be used to safely bypass the trap. 10. Icy Hazard: treat as slippery ice (DMG 110). 12D. Animated Weapon Hazard: if an unworthy donation is made or a disingenuous prayer uttered, have flying swords (MM 20) come to life and attack the PCs (DMs choice for number); Sharp Hair and Beards: treat the hair and beards of the statues as razorvine, for determining damage (DMG 110). 12 E. Combination Lock: if an incorrect sequence is used to attempt opening the door, treat the door as affected by an Arcane Lock spell (PHB 215; DC to open becomes 25); Portcullis: if PCs are close by to the closing portcullis, use Falling Portcullis trap (XGE 114) to determine difficulty of avoidance and consequences of failure (if desired, have armor and weapons come to life (see MM 19-20) to attack and add tension); Maegar's Crypt: treat as Scything Blade trap (XGE 115). 13. Stairway Battle: treat the stairway as difficult terrain; at the end of each round, PCs who have engaged in melee must make a DC 10 Dexterity (Acrobatics) check or fall prone. 15A. Spear Traps: treat as Crossbow Trap (XGE 114) with modifications: trigger is a pressure plate rather than a tripwire; one attack. These traps continually reset unless they are disabled. 15C. Hallway Trap: treat as Path of Blades (XGE 118). 15E. Threshold Hazard: if the PCs do not have Bandaerl with them and are attempting to open the tomb themselves, they must open the locks in the correct sequence or trigger a lethal trap, but the trap is not identified in the module. Use a suitably lethal trap of your own choice, or adapt the Poisoned Tempest Trap (XGE 120-121), changing descriptive elements as necessary. 19. Spent Trap: treat the trap as a Poisoned Needle Trap (DMG 123), but with no perceptible consequences when the trap goes off, to keep PCs on their toes. 20E. Webbed Halway: treat as webs (DMG 105). 24. Fire Trap: treat as glyph of warding: explosive runes (PHB 245-246). 26. Mirrored Room: treat mirrors as objects resistant to nonmagical damage, if the PCs choose to attack them; treat attacks with ranged weapons as though they were targeting a creature protected by mirror image (PHB 260), and a missed shot will hit a mirror instead; treat movement as difficult terrain; Greased Floor: treat floors at the X as affected by a grease spell (PHB 246). 27. Magic Dead Zone: see GM notes above; Saw Hallway trap: treat as Path of Blades (XGE 118). 28. Inner Door Trap: treat mechanics as Poison
Needle Trap (DMG 123), but the poison is Essence of Ether (DMG 258) so that failure on a save renders the PC unconscious; PCs in a 15 ft radius of the door need to make the save. 28B. Darkness: treat the area at the top of the stars as affected by a permanent darkness spell (PHB 230); Spear Traps: treat mechanics as Crossbow Trap (XGE 114). 28C. Dagger Volleys: treat this as a Readied action by Dhusarra to pull the lever, and upon doing so, treat the to-hit rolls per Crossbow Trap (XGE 114), reducing damage to 1d4s. Monsters/NPCs 1. Carrion crawlers: treat as carrion crawlers (MM 37, CR 2 (450xp each)). 4. Ettins: treat as ettins (MM 132, CR 4 (1,100xp each)); Mithral Statues: treat as iron golem (MM 170, CR 16 (15,000xp)). 5. Crawling Claws: treat as crawling claws (MM 44, CR 0 (10xp each)); Rust Monsters: treat as rust monsters (MM 262, CR ½ (100xp each)). 7. Iron Golems: treat as iron golems (MM 170, CR 16 (15,00xp each)). 10. Crawling Claws: treat as crawling claws (MM 44, CR 0 (10xp each)); Johanna: treat as mage (MM 347, CR 6 (2,300xp)) with half-elf traits (see PHB 39). 12A-C. Wandering Monsters: DM's choice. See Xanathar's tables for inspiration, especially 106-109. 12E. Mithral Statues: treat as iron golem (MM 170, CR 16 (15,000xp)). 13. Behir: treat as behir (MM 25, CR 11 (7,200xp)). 15D. Hoaron: treat as frost giant (MM 155, CR8 (3,900xp)); Kronag: treat as hill giant (MM 155, CR 5 (1,800xp)). 16. Bandaerl: treat as lich (MM 202, CR 21 (33,000xp)) with dwarf traits (PHB 20). 17. Bandaerl: (see above). 18. DM's choice to develop. Module suggestions include Jermaline: treat as darkling (VGM 134, CR 1/2 (100xp each)); Myconids: treat as myconid sprout (MM 230, CR 0 (10xp each)), myconid adult (MM 232, CR ½ (100xp each)), myconid sovereign (MM 232, CR 2 (450xp each)); Vegepygmies: treat as vegepygmy (VGM 196, CR 1/4 (50xp each)), vegepygmy chief (VGM 197, CR 2 (450xp each)), thorny (VGM 197, CR 1 (200xp each)). 23. Two-headed Troll: treat as troll (MM 291, CR 5 (1,800xp)) with the ettin's traits (two headed and wakeful: see MM 132). 24H. Lineus: treat as priest (MM 348, CR 2 (450xp)). 26. Will o' Wisp: treat as will-o-wisp (MM 301, CR 2 (450xp)). 27. Manticore: treat as manticore (MM 213, CR 3 (700xp)). 28A. Nomos: treat as vampire spawn (MM 298, CR 5 (1,800xp)); Dhusarra: treat as vampire (MM 297, CR 13 (10,000xp)). 29. Death Kiss Beholder: treat as death kiss (VGM 124, CR 10 (5,900xp)); death tyrant: treat as death tyrant (MM 29, CR 14 (11,500xp)); Nagus: treat as beholder (MM 28, CR 14 (11,500xp)) with lair abilities. 30G. Guards: treat as guard (MM 347, CR 1/8 (25xp each)); priestesses: treat as priest (MM 348, CR 2 (450xp each)). 30K. Proprietor: treat as noble (MM 348, CR 1/8 (25xp). 30M. Nobles: as noble (MM 348, CR 1/8 (25xp each). 30Q. Loviatar faithful: treat as cultists (MM 345, CR 1/8 (25xp each)). 30R. Purple Dragons: treat as knights (MM 347, CR 3, (700xp each)). 30U. Remorhaz: treat as remorhaz (MM 258, CR 11 (7,200xp each)). 30Y. Random Monsters: DMs choice.