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Conversion Notes - Sunless Citadel for D&D5
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<blockquote data-quote="mikeawmids" data-source="post: 6469060" data-attributes="member: 6776411"><p>AREA 42: COMPOST HEAP - Cavern at the bottom of the shaft dimly illuminated by prosperous fungi growing on walls, this is true of the whole level. A large compost heap breaks the fall of anyone falling down the shaft (no damage). Two robed figures are turning the compost with pitchforks, these turn out to be skeletons (p.272, MM).</p><p></p><p>AREA 43: THE GREAT HUNTER - This is the lair of Balsag the Hunter (bugbear, p. 33, MM) and his two “hounds” (giant rats, p.327, MM) called Grip and Fang.</p><p>Loot: Weapons on the rack include two spears, six javelins, one longsword, one battleaxe. Searching the rat’s nest uncovers 29 silver & 27 gold among the droppings.</p><p></p><p>AREA 44: RIFT - Earth tremors have collapsed this tunnel and left a narrow rift to Area 47 [f]. It is pretty narrow in place and requires a Dex/Acrobatics check to get through (advantage with light armour or disadvantage with heavy armour) without getting stuck and having to turn back.</p><p></p><p>AREA 45 - Not used in this conversion.</p><p></p><p>AREA 46 - Not used in this conversion.</p><p></p><p>AREA 47: BELAK’S GOBLIN COMMON - The main thru-way is empty, but making lots of noise will draw the goblins (p.166, MM) from areas a-f from their respective chores. Tables in the thr-way are covered with fungi/herbs, mortars and pestles, etc. DC.15 Int/Nature identifies some of the herbs as having curative properties (2d4+2 HP when applied to a wound). All of the plants look pale and sun-starved. There are six rooms leading off the thru-way, labelled a - f.</p><p>A - Pallets for sixteen goblins, two are occupied by sleeping goblins.</p><p>B - Two barefooted goblins are stomping roots into pulp to make nasty goblin moonshine. Two gallon casks of the loathsome stuff are stacked nearby.</p><p>C - Two goblins repairing dirty goblin armour as best they can.</p><p>D - Two goblin (doctors?) monitor the health of a giant rat strapped to a table. The rat is afflicted with weird, fruit-like tumours and barky skin. The elixir that caused this is nearby, drinking it requires a DC.15 Constitution save or the victim is effected in the same way (Charisma score drops by 1, disadvantage on Charisma rolls (except Intimidate) unless growths are hidden, permanently effected by Barkskin spell [AC cannot be lower than 16] - Charisma drops by a further 1 point every month/adventure, if reduced to Charisma 0, the victim turns into a Vine Blight (p.32, MM).</p><p>E - Extra weapon storage contains 5 short swords and thirty javelins</p><p>F - Empty room, earth tremors have opened a rift into Area 44. It is pretty narrow in place and requires a Dex/Acrobatics check to get through (advantage with light armour or disadvantage with heavy armour) without getting stuck and having to turn back.</p><p></p><p>AREA 48: GALLERY - Two long chambers where Belak is trying to grow surface plants under the dim light of the glowing fungus. Both areas are supervised by a single bugbear gardener (p. 33, MM) wielding a scythe (1d10 [slashing] damage, two hands required). Combat could attract the goblins from Area 49, but not the skeletons.</p><p></p><p>AREA 49: ARBORETUM - There are four of these chambers adjacent to Area 48.</p><p>A & C - Four goblins (p.166, MM) harvest glowing fungus to be processed in Area 47.</p><p>B & D - Three hooded skeletons (p.272, MM) turn composite with pitchforks.</p><p></p><p>AREA 50: ASHARDALON’S SHRINE - Chamber dominated by statue of a large dragon. Two Shadows (p.269,m MM) lurks in the statue’s shadow and attacks anyone approaching the statue. Standing in the redstone circle and reading the Draconic runes causes the dragon to bless the person, granting them Draconic Inspiration d6 (as per the Bard ability) to use within the next 24 hours.</p><p>Loot: A loose stone in the wall behind the statue (DC.15 Wisdom/Perception to locate) yields 34 gold and two bottles of Alchemist’s Fire.</p><p></p><p>AREA 51: DRAGON LIBRARY - Searching the ruined library (DC.20 Wisdom/Perception, reduce by 5 for every hour spent searching) yields two Wizard spell scrolls [cantrips Acid Splash & Minor Illusion] and a book of Draconic Lore bound in dragon hide, worth 150 gold. Reading the book grants the reader Favored Enemy [Dragon], as per the Hunter class. This is a one-time bonus and does not increase with level as the class ability does.</p><p></p><p>AREA 52: UNDERPASS - Steps go down, steps go up.</p><p></p><p>AREA 53: NATURE’S LORE - Locked room (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy), Belak has the only key. Lots of assorted druid crap. Besides the actual loot, one book titled “Treasures of the Fire Lords” is trapped (DC.20 Int/Arcana or 20 against passive Perception to notice, opening book causes a jet of flame to shoot out 15ft, 4d6 [fire] damage or half that with a DC.15 Dex save).</p><p>Loot: DC.15 Wis/Perception to find two Druid spell scrolls [Entangle & Protection from Poison]. There is also a tome in druidic (Belak’s personal journal) that grants x2 Proficiency bonus on Int/Nature to any druid that reads it.</p><p></p><p>AREA 54: GROVE GATE - Four goblins (p.166, MM) sort through piles of twigs and sticks. The area opens into a much larger cavern (Area 55).</p><p></p><p>AREA 55: 10 Twig Blights (p.32, MM) are rooted around this room. The party initially encounter 1d4, 2 more arrive every round thereafter until all 10 are involved.</p><p></p><p>AREA 56: GULTHIAS TREE - A tree of evil grows amidst crumbling ruins. Encountered here are: Belak the Outcast (use stats for Druid, p.346, MM), his giant frog familiar Kulket (p.325, MM), Sir Brafford (use stats for Knight, p. 347, MM) and Sharwyn (use stats for Acolyte, p.342, MM) - plus any twig blights the PCs did not kill in Area 55.</p><p>Both Sir Brafford and Sharwyn have been “accepted” by the Gulthias tree and are permanently effected by the Barkskin spell (C cannot be lower than 16). Initially, only Sir Brafford, Kulket and the Twig Blights attack in melee, Belak and Sharwyn hold back to cast spells unless the Gulthias Tree is targeted, in which case Belak immediately goes on the offensive against the culprit. The Gulthias tree is unable to defend itself (AC. 15, HP. 27) and destroying it destroys Sir Brafford & Sharwyn and causes any remaining Twig Blights to turn on Belak. However, destroying the tree also destroys the magical fruit growing from it (like a tumour), which could be plucked and taken back to Braffburg to heal Lord Byron. The white fruit can be cut into 4 slices, eating it acts like the Heal spell. The black fruit can also be cut into 4 slices, eating one causes 7d6 [poison] damage, or half on DC.15 Constitution roll.</p><p></p><p>Now I just need to look at statting up the unusual monsters that I cannot replicate using the MM.</p></blockquote><p></p>
[QUOTE="mikeawmids, post: 6469060, member: 6776411"] AREA 42: COMPOST HEAP - Cavern at the bottom of the shaft dimly illuminated by prosperous fungi growing on walls, this is true of the whole level. A large compost heap breaks the fall of anyone falling down the shaft (no damage). Two robed figures are turning the compost with pitchforks, these turn out to be skeletons (p.272, MM). AREA 43: THE GREAT HUNTER - This is the lair of Balsag the Hunter (bugbear, p. 33, MM) and his two “hounds” (giant rats, p.327, MM) called Grip and Fang. Loot: Weapons on the rack include two spears, six javelins, one longsword, one battleaxe. Searching the rat’s nest uncovers 29 silver & 27 gold among the droppings. AREA 44: RIFT - Earth tremors have collapsed this tunnel and left a narrow rift to Area 47 [f]. It is pretty narrow in place and requires a Dex/Acrobatics check to get through (advantage with light armour or disadvantage with heavy armour) without getting stuck and having to turn back. AREA 45 - Not used in this conversion. AREA 46 - Not used in this conversion. AREA 47: BELAK’S GOBLIN COMMON - The main thru-way is empty, but making lots of noise will draw the goblins (p.166, MM) from areas a-f from their respective chores. Tables in the thr-way are covered with fungi/herbs, mortars and pestles, etc. DC.15 Int/Nature identifies some of the herbs as having curative properties (2d4+2 HP when applied to a wound). All of the plants look pale and sun-starved. There are six rooms leading off the thru-way, labelled a - f. A - Pallets for sixteen goblins, two are occupied by sleeping goblins. B - Two barefooted goblins are stomping roots into pulp to make nasty goblin moonshine. Two gallon casks of the loathsome stuff are stacked nearby. C - Two goblins repairing dirty goblin armour as best they can. D - Two goblin (doctors?) monitor the health of a giant rat strapped to a table. The rat is afflicted with weird, fruit-like tumours and barky skin. The elixir that caused this is nearby, drinking it requires a DC.15 Constitution save or the victim is effected in the same way (Charisma score drops by 1, disadvantage on Charisma rolls (except Intimidate) unless growths are hidden, permanently effected by Barkskin spell [AC cannot be lower than 16] - Charisma drops by a further 1 point every month/adventure, if reduced to Charisma 0, the victim turns into a Vine Blight (p.32, MM). E - Extra weapon storage contains 5 short swords and thirty javelins F - Empty room, earth tremors have opened a rift into Area 44. It is pretty narrow in place and requires a Dex/Acrobatics check to get through (advantage with light armour or disadvantage with heavy armour) without getting stuck and having to turn back. AREA 48: GALLERY - Two long chambers where Belak is trying to grow surface plants under the dim light of the glowing fungus. Both areas are supervised by a single bugbear gardener (p. 33, MM) wielding a scythe (1d10 [slashing] damage, two hands required). Combat could attract the goblins from Area 49, but not the skeletons. AREA 49: ARBORETUM - There are four of these chambers adjacent to Area 48. A & C - Four goblins (p.166, MM) harvest glowing fungus to be processed in Area 47. B & D - Three hooded skeletons (p.272, MM) turn composite with pitchforks. AREA 50: ASHARDALON’S SHRINE - Chamber dominated by statue of a large dragon. Two Shadows (p.269,m MM) lurks in the statue’s shadow and attacks anyone approaching the statue. Standing in the redstone circle and reading the Draconic runes causes the dragon to bless the person, granting them Draconic Inspiration d6 (as per the Bard ability) to use within the next 24 hours. Loot: A loose stone in the wall behind the statue (DC.15 Wisdom/Perception to locate) yields 34 gold and two bottles of Alchemist’s Fire. AREA 51: DRAGON LIBRARY - Searching the ruined library (DC.20 Wisdom/Perception, reduce by 5 for every hour spent searching) yields two Wizard spell scrolls [cantrips Acid Splash & Minor Illusion] and a book of Draconic Lore bound in dragon hide, worth 150 gold. Reading the book grants the reader Favored Enemy [Dragon], as per the Hunter class. This is a one-time bonus and does not increase with level as the class ability does. AREA 52: UNDERPASS - Steps go down, steps go up. AREA 53: NATURE’S LORE - Locked room (DC. 15 Dex/Thieves Tools to unlock, DC.15 to break down - or AC. 15, HP. 12 to destroy), Belak has the only key. Lots of assorted druid crap. Besides the actual loot, one book titled “Treasures of the Fire Lords” is trapped (DC.20 Int/Arcana or 20 against passive Perception to notice, opening book causes a jet of flame to shoot out 15ft, 4d6 [fire] damage or half that with a DC.15 Dex save). Loot: DC.15 Wis/Perception to find two Druid spell scrolls [Entangle & Protection from Poison]. There is also a tome in druidic (Belak’s personal journal) that grants x2 Proficiency bonus on Int/Nature to any druid that reads it. AREA 54: GROVE GATE - Four goblins (p.166, MM) sort through piles of twigs and sticks. The area opens into a much larger cavern (Area 55). AREA 55: 10 Twig Blights (p.32, MM) are rooted around this room. The party initially encounter 1d4, 2 more arrive every round thereafter until all 10 are involved. AREA 56: GULTHIAS TREE - A tree of evil grows amidst crumbling ruins. Encountered here are: Belak the Outcast (use stats for Druid, p.346, MM), his giant frog familiar Kulket (p.325, MM), Sir Brafford (use stats for Knight, p. 347, MM) and Sharwyn (use stats for Acolyte, p.342, MM) - plus any twig blights the PCs did not kill in Area 55. Both Sir Brafford and Sharwyn have been “accepted” by the Gulthias tree and are permanently effected by the Barkskin spell (C cannot be lower than 16). Initially, only Sir Brafford, Kulket and the Twig Blights attack in melee, Belak and Sharwyn hold back to cast spells unless the Gulthias Tree is targeted, in which case Belak immediately goes on the offensive against the culprit. The Gulthias tree is unable to defend itself (AC. 15, HP. 27) and destroying it destroys Sir Brafford & Sharwyn and causes any remaining Twig Blights to turn on Belak. However, destroying the tree also destroys the magical fruit growing from it (like a tumour), which could be plucked and taken back to Braffburg to heal Lord Byron. The white fruit can be cut into 4 slices, eating it acts like the Heal spell. The black fruit can also be cut into 4 slices, eating one causes 7d6 [poison] damage, or half on DC.15 Constitution roll. Now I just need to look at statting up the unusual monsters that I cannot replicate using the MM. [/QUOTE]
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