ItDR conversion: Iron Keep (by Jason E Perdue)
The Source
The Lost Places: Iron Keep (by Jason E Perdue)1 was one of the adventures that were used to playtest Into the Dungeon: Revived.
The Conversion
Only the parts that need to be adjusted are listed here.
Contents
General Notes ↩
- Money:
- 1 gp = 1s
- 1 sp = 1p
- 10 cp = 1p
- Needle Traps: d12 DEX Loss; DEX Save to disarm without triggering.
Locations ↩
Main Floor ↩
105 Central Hall
Marked as 107 on the map.
106 Planning Room
- 4 sets of full armour (chainmail)
- 4 shields with the Iron Fist symbol (one is a shield of missile attraction). Anyone wielding one of these marked shields will not be attacked by the various monsters of the Keep unless directly ordered to do so by Abutar's Mummy.
107 Mess Hall
Marked as 105 on the map.
115 Barracks
Second Floor ↩
207 Dining Room
- First Course:
- Onion Soup: On a failed STR Save, the character gains d4hp permanently.
- Amber Wine: Cures any disease or blindness, neutralizes poison, restores any Ability Score Loss.
- Second Course:
- Tossed Salad: Random (d3) Ability Score rises by d2 points, and another lowers by d2 points. The same Ability Score can be affected. No score can be raised above 20 or lowered below 3.
- Main Course:
- Wheat Bread: On a successful WIL Save, the character becomes immune to the effects of starvation. On a failed Save, the character will forever need twice the normal amount of nourishment.
- Mushrooms in Wine Sauce: On a successful STR Save, the character gains +1 STR (up to 20). On a failed Save, the character drops unconscious from toadstool poisoning, losing d12 DEX.
- Red Wine: Causes magical drunkenness for 2d4 hours (Disadvantage on DEX Saves, Damage dice are Lowered).
- Final Course:
- Apple Streudal: On a failed WIL Save, the character gains the ability to cast Detect ThoughtsItDR, p.14 Spell once per week.
- Brandy: On a failed STR Save, the character becomes insubstantial and joins the feast forever as an additional guest.
210 Setting Chamber
- Liquor Bottles: On a failed STR Save, the character becomes drunk for d4 hours (Disadvantage on DEX Saves, Damage dice are Lowered).
Third Floor ↩
304 Watch Tower Stair
- Barbed Pit Trap: d4 Damage from barbs. A successful DEX Save is required to get free. A failed save results in d6 Damage, and the leg remains trapped.
307 Treasure Room
- Razor Trap:
- Latch side of the door: d8 Damage. On 8 Damage, the target must succeed on a DEX Save or lose a hand.
- Middle of the door: d12 Damage.
- Far side of the door: unharmed.
309-310 Armory
- Gas Trap: Once the odorless gas is released, it will instantly ignite if any flame is lit, dealing d12 Fire Damage in a medium area.
317 Tower
Marked as 316 on the map.
- Crumbling Floor: 2-in-10 chance to crumble. On a failed DEX Save, characters suffer d6 Damage from falling, plus extra d6 Damage from rubble that lands on them.
Monsters ↩
Abutar's Mummy
- STR 16, DEX 10, WIL 14, 18hp, Armour 1, d8 Fist, immune to non-magical attacks, Fire attacks are Enhanced.
All who are surprised by the Abutar must succeed on a WIL Save or be stunned on the next turn.
Critical Damage: infects a target with mummy rot. The target loses d4 STR and maximum HP right away and each following day until cured by removing the curse or a week of conventional healing.
Spells: (^ - signature spell, * - prepared spell)
- detect magic, daze, disrupt undead, magic hand, prestidigitation, ventriloquism
- animate rope, cause fear, enlarge/reduce, hypnotism, protection^, ray of enfeeblement+
- mirror image*, resist element^
- hold person*, vampiric touch^
- animate dead^, contagion*
- dominate person^, teleport*
Animated Armour
- STR 14, WIL 1, 6hp, Armour 2, 2d4 Slam or d8 sword, immune to mind control magic.
Bandit
- STR 12, 4hp, scimitar (d6), crossbow (d6).
Banshee
- STR 1, DEX 14, WIL 17, 13hp, d8 Touch, all weapon attacks except magical ones are Impaired.
- Horrifying Visage: WIL Save or run away in terror, gaining one Madness Level.
- Wail (1/day): All in the vicinity must succeed on a STR Save or drop to 0hp (no Critical Damage check).
Djinn
- STR 20, DEX 14, WIL 20, 14hp, Armour 2, scimitar (3d6), immune to Electricity
- At will: detect magic, shatter, whirlwind (STR Save to resist)
- 3/day each: create food and wine, tongues, fly
- 1/day each: minor creating, major creation, planar gate
Four-armed Skeleton
- DEX 14, WIL 5, Armour 1, 4hp, swords (2d8), piercing attacks are Impaired.
- When a skeleton would be killed by physical attacks, it is smashed into two separate pieces, at full STR but remaining at 0hp. Each half will continue to fight with a sword (d8).
Gargoyle
- STR 15, WIL 7, 7hp, Armour 2, 3d6 Bite and Claws, all weapon attacks except magical ones are Impaired.
Giant Scorpion
- STR 15, DEX 13, WIL 3, 7hp, Armour 1, 2d6 Claws or d8 Venomous Sting.
- Venomous Sting: if the sting reduces STR score, the target suffers d6 DEX Loss as well.
Giant Spider
- STR 14, DEX 16, WIL 4, 4hp, d6 Venomous Bite.
- Venomous Bite: if the bite reduces STR score, the target suffers d4 DEX Loss as well.
Hellhound
- DEX 12, 5hp, Armour 1, d6 Bite or Fire Breath, immune to Fire.
- Fire Breath: d4 Fire Damage in a small cone.
Mummy
- STR 16, DEX 8, 9hp, Armour 1, d8 Fist, immune to non-magical attacks, Fire attacks are Enhanced.
- All who are surprised by a Mummy must succeed on a WIL Save or be stunned on the next turn.
- Critical Damage: infects a target with mummy rot. The target loses d4 STR and maximum HP right away, and each following day until cured by removing the curse or a week of conventional healing.
Skeleton
- DEX 14, WIL 5, Armour 1, 4hp, sword (d8), short bow (d4), piercing attacks are Impaired.
Swarm of Rats
- WIL 3, 5hp, d4 Bites, all weapon attacks are Impaired.
Wererat
- DEX 15, WIL 8, 6hp, d4 Bite, shortsword (d6), hand crossbow (d4), all non-magical attacks (except silver) are Impaired.
Wraith
- STR 6, DEX 16, WIL 15, 9hp, incorporeal, all weapon attacks except magical ones are Impaired, sunlight sensitivity.
- Life Drain: The target must succeed on a STR Save or suffer d4 STR Loss.
Zombie
- STR 14, DEX 6, 3hp, d6 Fist, slow, once per Rest ignores the first instance of taken Critical Damage.
Magic Items ↩
Armor of Resistance
You can comfortably exist in hot environments, Fire Damage dice are Lowered.
Robe of the Archmagi
Armour 1, does not interfere with spellcasting. Once per your Level until Resting, gain Advantage on Saves against Spells and magical effects.
Shield of Missile Attraction
Ranged attacks against you are Impaired.
Curse: Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Shield of Protection
You can choose to ignore Magic Missile or Electricity Damage, but cannot act or move on your next turn.
Wand of Enemy Detection
Shows the direction to the nearest hostile creature in your vicinity.
Other Magic Items
- Weapons +1 = superior weapons.
- Ammunition +1 = Raises Damage die.
- Weapons +2 = magical weapons that ignore Armour.
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