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<blockquote data-quote="mikeawmids" data-source="post: 6469029" data-attributes="member: 6776411"><p>continued... (I've made a few changes to the stuff I posted last night, will maybe post the finalised document after I've play tested it). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>31: CALTROP HALL - The southern door into the passage is rigged with a bell that alerts the goblins in Area 32 if it is not disabled. DC.10 Wis/Perception to notice (or 10 against passive Perception if door is opened carefully), DC.5 Dexterity/Thieves Tools to disable. The room beyond is littered with iron caltrops. Moving through at half-speed avoids harm, normal movement (or dashing) causes a d20+0 attack roll (no bonus to AC for armour, shield or deflection - but +2 AC if wearing boots, so 10 + Dex mod + 2 if wearing boots), 1 damage [piercing] per 5ft travelled. Players can collect the (eight) caltrops.</p><p></p><p>32: DURBULUK GOBLIN GATE - Two goblins (p.166, MM) lurk beyond a 3” tall barricade (gaining ¾ cover, +5 AC and Dexterity saving throws), they pop up an throw javelins at the PCs if they are detected in Area 31. After first round, one goblin tries to escape to Area 33 and alert the four goblins there. PCs can vault the barricade with a DC.10 Strength/Athletics or Dexterity/Acrobatics roll, otherwise it takes half their movement.</p><p></p><p>33: THE PRACTISE RANGE - Four goblins (p.166, MM) - or five if they were joined by one from Area 34 - occupy this area, either throwing javelins at humanoid target dummies or indulging in foul goblin moonshine. Another low wall obstructs part of the room and the goblins will be behind this if alerted (see Area 32 for effects of the wall in combat). If half the goblins are killed, the rest retreat to Area 39.</p><p>Loot: One of the goblins carries a dwarves flask (half full of nasty goblin booze) worth 50 gold and the key to the cage containing Erky Timbers in Area 34.</p><p></p><p>AREA 34: GOBLIN STOCKADE - The goblins hold four prisoners here, three kobolds (p. 195, MM) chained to the floor (DC. 20 Strength to break with brute strength or AC. 19, HP. 5 to destroy) and a gnome (fighter 1/cleric 1) called Erky Timbers in a small, steel cage (DC.15 Dex/Thieves Tools to pick the lock, AC. 19, HP. 5 to break the lock). One of the goblins in Area 33 has the key. The kobolds just want to go home (but could maybe be convinced to fight if Meepo is with the party, DC. 20 Cha/Persuasion). If the PCs are defeated by the goblins, they are locked up here. Stats for Erky Timbers if he joins the party as an NPC are below.</p><p></p><p>AREA 35: TRAPPED CORRIDOOR - Passage is trapped with a hidden pit trap (DC.15 Wis/Perception to notice, or 15 against passive Perception - DC.10 Dex/Acrobatics to avoid taking 1d6 [bludgeoning] damage - can be spiked to disable). Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up). Searching the pit turns up a gold ring with an insert sapphire worth 25 gold. Making a lot of noise alerts the goblins stationed in Area 36.</p><p></p><p>AREA 36: GOBLIN BANDITS - Each of these rooms is a guard post occupied by six goblins (p. 166, MM).</p><p></p><p>AREA 37: TROPHY ROOM - Locked double wooden doors (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy). Floor of the trophy room is patchy with ice, moving at normal speed or higher requires Dexterity/Acrobatics to avoid falling prone on slippery surface. The goblins chained the white dragon wyrmling Calyrx (p.102, MM) here, but it has broken its bonds and trashed the place. The goblins are too scared to enter and subdue it. It does not want to be rescued and any attempt at diplomacy is at disadvantage if Meepo is with the group.</p><p>Loot: The wyrmling has made a nest in one corner of the room, containing a jade dragon figurine worth 20 gold, a crystal goblet worth 5 gold, 24 pieces of fine silverware worth 1 gold each (24 gold total) and a chain mail shirt. Finally, a bone scroll case contains a partially ruined map labelled Khundrukar (dwarves translation: Glitterhame) indicating a secret dwarves stronghold built by Durgeddin the Black. DC. 15 (or DC.5 for dwarves PCs) to know that Durgedin the Black was a legendary dwarves blacksmith who forged many magical weapons. An expedition to his forges would be very profitable (foreshadowing next adventure “Forge of Fury“). The scroll is worth 100 gold if sold to a dwarves community, this community may then hire then PCs to go to Glitterhame on their behalf.</p><p></p><p>38: GOBLIN THRU-WAY - Storeroom for goblin junk. Not much going on here.</p><p></p><p>39: DRAGON HAZE - Smoky torches create dim illumination throughout this chamber. Unless the goblins from Area 33 retreated here and alerted the guards in the adjacent guard room (Area 36), this area is unoccupied.</p><p></p><p>40: GOBLINVILLE - This is the living area for the Durbuluk goblin tribe. Noisy and smelly area, crude huts. There are almost 50 goblinoids living here, although only four goblins (p.166, MM) and three hobgoblins (p186, MM) are combatants. If an alert is raised, reinforcements are summoned from the adjacent guard room (Area 36). The area is pretty chaotic and sneaky groups should be able to get through the area undetected.</p><p></p><p>41: HALL OF THE GOBLIN CHIEF - Chief Durrn (a hobgoblin with fighter levels., see below) and his retainers lounge in this circular room. A hole in the floor descends 80ft to the grove level of the dungeon, thick vines climbs the sides of the pit, DC.5 Strength/Athletics to descend safely. The chief is accompanied by four goblins (p.166, MM), three hobgoblins (p.186, MM) and his advisor Grenl (a goblin with 1 cleric level, see below). If compelled, Durrn can reveal that Sir Brafford and Sharwyn were captured and sent down to Belak the Outcast in the grove level below, Talgen was killed here and his body is on the compost pile below (Area 42). The iron chest is not locked but is trapped with poison needles (DC.15 Wis/Perception to detect trap, DC. 15 Dex/Thieves Tools to disable - victim takes 1 damage [piercing] and 2d10 [poison] damage, then must roll DC.15 Constitution save or be poisoned [disadvantage on attack/ability rolls] for one hour).</p><p>Loot: Chief Durrn is wearing Talgen’s ring (worth 10 gold) and scale mail. The iron chest he was using as a footrest contains 230 gold, two onyx gems worth 30 gold each, two vials of antitoxin, Wizard spell scroll [Knock] and a Potion of Cat’s Grace (any non-combat Dexterity based roll has advantage for one hour, the drinker grows whiskers and has the strange urge to lick his/her own unmentionables).</p></blockquote><p></p>
[QUOTE="mikeawmids, post: 6469029, member: 6776411"] continued... (I've made a few changes to the stuff I posted last night, will maybe post the finalised document after I've play tested it). :D 31: CALTROP HALL - The southern door into the passage is rigged with a bell that alerts the goblins in Area 32 if it is not disabled. DC.10 Wis/Perception to notice (or 10 against passive Perception if door is opened carefully), DC.5 Dexterity/Thieves Tools to disable. The room beyond is littered with iron caltrops. Moving through at half-speed avoids harm, normal movement (or dashing) causes a d20+0 attack roll (no bonus to AC for armour, shield or deflection - but +2 AC if wearing boots, so 10 + Dex mod + 2 if wearing boots), 1 damage [piercing] per 5ft travelled. Players can collect the (eight) caltrops. 32: DURBULUK GOBLIN GATE - Two goblins (p.166, MM) lurk beyond a 3” tall barricade (gaining ¾ cover, +5 AC and Dexterity saving throws), they pop up an throw javelins at the PCs if they are detected in Area 31. After first round, one goblin tries to escape to Area 33 and alert the four goblins there. PCs can vault the barricade with a DC.10 Strength/Athletics or Dexterity/Acrobatics roll, otherwise it takes half their movement. 33: THE PRACTISE RANGE - Four goblins (p.166, MM) - or five if they were joined by one from Area 34 - occupy this area, either throwing javelins at humanoid target dummies or indulging in foul goblin moonshine. Another low wall obstructs part of the room and the goblins will be behind this if alerted (see Area 32 for effects of the wall in combat). If half the goblins are killed, the rest retreat to Area 39. Loot: One of the goblins carries a dwarves flask (half full of nasty goblin booze) worth 50 gold and the key to the cage containing Erky Timbers in Area 34. AREA 34: GOBLIN STOCKADE - The goblins hold four prisoners here, three kobolds (p. 195, MM) chained to the floor (DC. 20 Strength to break with brute strength or AC. 19, HP. 5 to destroy) and a gnome (fighter 1/cleric 1) called Erky Timbers in a small, steel cage (DC.15 Dex/Thieves Tools to pick the lock, AC. 19, HP. 5 to break the lock). One of the goblins in Area 33 has the key. The kobolds just want to go home (but could maybe be convinced to fight if Meepo is with the party, DC. 20 Cha/Persuasion). If the PCs are defeated by the goblins, they are locked up here. Stats for Erky Timbers if he joins the party as an NPC are below. AREA 35: TRAPPED CORRIDOOR - Passage is trapped with a hidden pit trap (DC.15 Wis/Perception to notice, or 15 against passive Perception - DC.10 Dex/Acrobatics to avoid taking 1d6 [bludgeoning] damage - can be spiked to disable). Jumping over DC.15 Str/Athletics or Dex/Acrobatics (advantage with a run up). Searching the pit turns up a gold ring with an insert sapphire worth 25 gold. Making a lot of noise alerts the goblins stationed in Area 36. AREA 36: GOBLIN BANDITS - Each of these rooms is a guard post occupied by six goblins (p. 166, MM). AREA 37: TROPHY ROOM - Locked double wooden doors (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy). Floor of the trophy room is patchy with ice, moving at normal speed or higher requires Dexterity/Acrobatics to avoid falling prone on slippery surface. The goblins chained the white dragon wyrmling Calyrx (p.102, MM) here, but it has broken its bonds and trashed the place. The goblins are too scared to enter and subdue it. It does not want to be rescued and any attempt at diplomacy is at disadvantage if Meepo is with the group. Loot: The wyrmling has made a nest in one corner of the room, containing a jade dragon figurine worth 20 gold, a crystal goblet worth 5 gold, 24 pieces of fine silverware worth 1 gold each (24 gold total) and a chain mail shirt. Finally, a bone scroll case contains a partially ruined map labelled Khundrukar (dwarves translation: Glitterhame) indicating a secret dwarves stronghold built by Durgeddin the Black. DC. 15 (or DC.5 for dwarves PCs) to know that Durgedin the Black was a legendary dwarves blacksmith who forged many magical weapons. An expedition to his forges would be very profitable (foreshadowing next adventure “Forge of Fury“). The scroll is worth 100 gold if sold to a dwarves community, this community may then hire then PCs to go to Glitterhame on their behalf. 38: GOBLIN THRU-WAY - Storeroom for goblin junk. Not much going on here. 39: DRAGON HAZE - Smoky torches create dim illumination throughout this chamber. Unless the goblins from Area 33 retreated here and alerted the guards in the adjacent guard room (Area 36), this area is unoccupied. 40: GOBLINVILLE - This is the living area for the Durbuluk goblin tribe. Noisy and smelly area, crude huts. There are almost 50 goblinoids living here, although only four goblins (p.166, MM) and three hobgoblins (p186, MM) are combatants. If an alert is raised, reinforcements are summoned from the adjacent guard room (Area 36). The area is pretty chaotic and sneaky groups should be able to get through the area undetected. 41: HALL OF THE GOBLIN CHIEF - Chief Durrn (a hobgoblin with fighter levels., see below) and his retainers lounge in this circular room. A hole in the floor descends 80ft to the grove level of the dungeon, thick vines climbs the sides of the pit, DC.5 Strength/Athletics to descend safely. The chief is accompanied by four goblins (p.166, MM), three hobgoblins (p.186, MM) and his advisor Grenl (a goblin with 1 cleric level, see below). If compelled, Durrn can reveal that Sir Brafford and Sharwyn were captured and sent down to Belak the Outcast in the grove level below, Talgen was killed here and his body is on the compost pile below (Area 42). The iron chest is not locked but is trapped with poison needles (DC.15 Wis/Perception to detect trap, DC. 15 Dex/Thieves Tools to disable - victim takes 1 damage [piercing] and 2d10 [poison] damage, then must roll DC.15 Constitution save or be poisoned [disadvantage on attack/ability rolls] for one hour). Loot: Chief Durrn is wearing Talgen’s ring (worth 10 gold) and scale mail. The iron chest he was using as a footrest contains 230 gold, two onyx gems worth 30 gold each, two vials of antitoxin, Wizard spell scroll [Knock] and a Potion of Cat’s Grace (any non-combat Dexterity based roll has advantage for one hour, the drinker grows whiskers and has the strange urge to lick his/her own unmentionables). [/QUOTE]
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