4E - Adventure - Conversion - The Sunless Citadel

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This is a conversion of the WotC adventure The Sunless Citadel to 4th edition. Only the elements necessary for converting the adventure are to be included here.
The adventure is converted assuming 5 PCs of 1st level.

0. Dark Ravine

  • Replace the search check with a Perception skill check (DC 15)
  • Use an Athletics (Climb) skill check (DC 8) to traverse the knotted rope or an Athletics (Climb) skill check (DC 15) to traverse the weathered hand and foot holds. In either case those who fail the check by 5 or more fall 20 feet take 2d10 hit points of damage and fall prone at the base of the first cliff. They are then promptly attacked by the dire rats in Encounter 1 below.

1. Ledge

  • Replace combat with 5 Dire Rats (500 xp and EL 1 for a party of 5).
  • Anyone who falls off the ledge takes 8d10 points of damage and falls prone (erm, likely dead) at the base of the cliff.
  • Replace the search check for the footprints with a Perception skill check (DC 13)
  • A Nature skill check (DC 15) reveals the ring of stone and its purpose, and all of its secrets.

2. Switchback Stairs

  • Running on the stairs requires an Acrobatics (Balance) Skill check (DC 15) when the PC attempts to traverse a switchback.
  • PCs who take 8 or more damage while on the stairs must also make an Acrobatics (Balance)skill check (DC 10) to avoid falling off.
  • PCs who fall take 6d10, 4d10, or 2d10 points of damage, depending on if they fall at the 1st, 2nd, or 3rd (final) switchback.

Fortress Level

3. Crumbled Courtyard

  • Replace the Balance check with an Acrobatics (Balance) skill check (DC 15)
  • Replace the Climb check with an Athletics (Climb) skill check (DC 15)
  • Allow PCs to make an opposed Perception skill check to notice any dire rats attracted by the noise.
  • Replace the Trapdoor Pit with a False-Floor Pit Trap (DMG)

4. Tower Shell

  • Perception skill check (DC 16) to notice the secret door leading to Area 5. Elves no longer get an automatic check.
  • Poison Needle Trap

5. Secret Pocket

  • Replace combat with 1 Skeletons and 2 decrepit skeletons (500 xp and EL 1 for a party of 5 when considered with traps in area 4 and 8, and adjusted for time lapse between events).

6. Old Approach

  • Eliminate the Dire Rat
  • Given the level of the PCs the only way to open the door is to retrieve the key in Area 21.

7. Gallery of Forlorn Notes

  • No changes necessary

8. Pressure Plate

9. The Dragon’s Riddle

  • No changes necessary

10. Honor Guard

  • Replace the search and wilderness lore checks with a Perception skill check (DC 10) to notice the tracks and determine the general kind of track.
  • Replace the wilderness lore check with a Perception skill check (DC 20)
  • A Perception check (DC 20) reveals the secret door in the south wall
  • The pit is a Wide Pit with Spikes Obstacle
  • Jot is a Quasit. He uses his poison and cause fear to knock PCs back into the pit. (500 xp EL 1 with trap)
  • Use opposed Perception and Stealth checks to see if either is surprised.

11. Secret Room

  • No changes necessary

12. Tomb of the Failed Dragonpriest

  • See the appendix for the Dragonpriest Troll stat block.
  • Treasure in the sarcophagus is as follows

13. Empty

  • No changes necessary

14. Enchanted Water Cache

  • Replace the search check with a Perception skill check (DC 15)

15. Flew the Coop

  • Replace the search check with a Perception skill check (DC 15)

16. Kobold Bounders

  • Waiting on conversion

17. Dragon Chow

  • Remove cave rat encounter entirely

18. Prisoners of War

  • Replace the Open Lock check with a Thievery (Open Lock) skill check (DC 20)
  • Waiting on conversion

19. Hall of Dragons

  • Waiting on conversion

20. Kobold Colony

  • Waiting on conversion

21. The Dragon Throne

  • Waiting on conversion

22. Larder

  • No changes necessary

23. Underdark Access

  • Remove kobold bounders encounter entirely

24. Trapped Access

  • Remove hidden pit trap entirely
  • Replace the Open Lock check with a Thievery (Open Lock) skill check (DC 20)

25. Desolate

  • Replace Wilderness Lore skill check with a Perception skill check (DC 10) to notice the rat tracks.
  • Replace Wilderness Lore skill check with a Perception skill check (DC 18) to notice the 4 humanoid tracks.

26. Dry Fountain

  • Replace Wilderness Lore skill check with a Perception skill check (DC 10) to notice the rat tracks.
  • Replace Wilderness Lore skill check with a Perception skill check (DC 18) to notice the 4 humanoid tracks.
  • Waiting on conversion

27. Sanctuary

  • Waiting on conversion

28. Infested Cells

  • Waiting on conversion

29. Old Traps

  • Waiting on conversion

30. Mama Rat

  • Waiting on conversion

31. Caltrop Hall

  • Waiting on conversion

32. Goblin Gate

  • Waiting on conversion

33. Practice Room

  • Waiting on conversion

34. Goblin Stockade

  • Waiting on conversion

35. Trapped Corridor

  • Waiting on conversion

36. Goblin Bandits

  • Waiting on conversion

37. Trophy Room

  • Waiting on conversion

38. Goblin Through-Way

  • No changes necessary

39. Dragon Haze

  • No changes necessary

40. Goblinville

  • Waiting on conversion

41. Hall of the Goblin Chief

  • Waiting on conversion

Grove Level

42. Compost Central

  • Waiting on conversion

43. The Great Hunter

  • Waiting on conversion

44. Rift

  • No changes necessary

45. Rift Node

  • Waiting on conversion

46. Old Shrine

  • No changes necessary

47. Belak's Goblin Common

  • Waiting on conversion

48. Gallery

  • Waiting on conversion

49. Arboretum

  • Waiting on conversion

50. Ashardalon's Shrine

  • Waiting on conversion

51. Dragon Library

  • Waiting on conversion

52. Underpass

  • No changes necessary

53. Nature's Lore

  • Waiting on conversion

54. Grove Gate

  • Waiting on conversion

55. Twilight Grove

  • Waiting on conversion

56. The Gulthias Tree

  • Waiting on conversion