ItDR conversion: Solomon’s Screaming Tomb (by Joseph Robert Lewis)
The Source
Solomon’s Screaming Tomb (by Joseph Robert Lewis)1,2 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
Abandoned Oasis ↩
Salt Viper
STR 4, DEX 18, WIL 4, 1hp, d6 Venomous Bite.
Venomous Bite: if the bite reduces STR score, the target suffers d6 DEX Loss as well.
Venomous Spit: pass a DEX Save or suffer d4 DEX Loss.
Snare Grass
STR 15, DEX 13, WIL 8, 3hp, d4 Lash.
Lash: pass a DEX Save or be knocked prone and Restrained, taking d6 Acid Damage on each subsequent turn until a successful STR or DEX Save.
Howling Dunes ↩
1. Dunes
Succeed on a DEX Save or slip and tumble down a steep dune, taking d6 Damage.
2. Heat
Succeed on a STR Save or take d6 Damage from the desert heat.
3. Screaming
Succeed on a WIL Save or suffer 1 WIL Loss from constant screaming.
4. Dune Ray
A dune ray that bursts from the sand, sailing through the air. Succeed on a DEX Save to evade it, or suffer d6 Damage from the collision.
5. Sabercat Ambush
Venak Leg Trap
STR 15, WIL 8, 5hp, d6 Chomp.
Chomp: pass a DEX Save or the Leg Trap latches to your leg, halving the movement and taking d8 Acid Damage each subsequent turn. While attached, all attacks against it are Enhanced. The Leg Trap cannot be removed, only destroyed. You suffer half of the damage dealt to the Leg Trap.
Sabercat
STR 19, DEX 15, 15hp, Armour 2, 2d6 Claws, d8 Bite.
Obsidian Burst: all adjacent creatures must succeed on a DEX Save or take d8 Damage when the Sabercat shakes its mane, hurling obsidian shards in every direction.
Outside the Tomb ↩
Soldier
STR 17, DEX 13, WIL 13, 11hp, Armour 2 (light + shield), scimitar (2d6), Swashbuckler, Proven Warrior.
Master Azzan Wadi
STR 9, DEX 13, 8hp, Expert Mystic.
Spell Tome (^ - signature spell, * - prepared spell):
C: flare, light/douse, magic hand, prestidigitation
1: animate rope*, endure elements^, comprehend languages, magic missile*, shield^
2: arcane sight, locate object
3: blink^, haste/slow*
Tomb, West Side (Door)
Magically sealed. Requires Knock Spell or a successful Dispel (WIL Save vs. 2nd Circle Spell). Afterwards, the door can be physically pushed (combined STR score of 18). Alternately, the door can be broken down with 100 points of magical Damage.
Tomb of Solomon III ↩
Inside the tomb, the screams are so loud that all stealth-related rolls have Advantage, but hearing is difficult.
2. Warriors' Vault ↩
Pillars
10 hp, Armour 6
If the pillar is broken, then ceiling tiles fall on all adjacent, dealing d12 Damage.
Sarcophagi
Opening the closed sarcophagus requires a combined STR score of 15.
Doorway
The second step is trapped. On close inspection, the character will notice a pressure plate. Disarming requires a successful DEX Save to not trigger the trap in the process. If triggered, all adjacent creatures will be poisoned, gaining Disadvantage on all Saves until Healed.
Skeleton Warrior
STR 13, DEX 15, WIL 6, 8hp, Armour 3 (only against piercing attacks, Armour 1 otherwise (shield)), scimitar (d6), Swashbuckler.
Shield Shove: pass a STR Save or be knocked prone. Standing back up will count as a move.
Shield Wall: fighting side by side, Skeleton warriors have +1 Armour.
Ichor Warrior
STR 13, DEX 17, 13hp, Armour 2, scimitar (d6), Swashbuckler, Acid attacks are Enhanced, Fire, Cold, Poison, and bludgeoning attacks are Impaired.
Searing Embrace: pass a DEX Save or be Restrained and take d8 Acid Damage now and on each subsequent turn until a successful STR or DEX Save.
Treasure: golden scale mail (Armour 1), 2.5g cost; golden scimitar (d6), 1g cost.
3. Bloody Solarium ↩
Ghuul
STR 15, DEX 12, 8hp, 2d6 Claws, d8 Bite, non-magical attacks are Impaired.
Howl: all creatures that can hear must succeed on a STR Save or be deafened until Rest, as blood runs from their ears.
Layla Crest
STR 13, DEX 17, WIL 14, 7hp, Armour 1 (light), two daggers (2d6), whip (d4), Skilled (burgling, stealth), Swashbuckler.
Treasure: 19s, 9 sapphires worth 50s each.
4. Spidersilk Library ↩
Webs
Highly flammable. If burned, they are consumed quickly, filling the room with noxious smoke that deals d6 Poison Damage.
Solomon's Jade Necklace
Wearing this necklace grants Advantage on WIL Saves related to persuasion.
Curse: You must always speak the truth or suffer d4 WIL Loss. The necklace can only be removed by using a Remove Curse Spell.
Value: 3g 50s
Scrolls
- 6 × Acid Arrow (2nd Circle)
- 3 × Speak with Dead (2nd Circle)
- 3 × False Life (2nd Circle)
- 1 × Remove Curse (4th Circle)
- 1 × Permutation (5th Circle)
Silk Sniper
STR 12, DEX 15, WIL 7, 2hp, d6 Venomous Bite.
Venomous Bite: if the bite reduces STR score, the target suffers d4 DEX Loss as well.
Hard Silk Spit: pass a DEX Save or take d8 Damage to the leg, halving your movement until Rest.
Glass Weaver
STR 14, DEX 17, WIL 9, 5hp, Armour 1, d6 Venomous Bite.
Venomous Bite: if the bite reduces STR score, the target suffers d6 DEX Loss as well.
Glass Silk Spray: all targets in a small cone must succeed on a DEX Save or take d6 Damage and be Blinded until Rest.
Empress Spider
STR 16, DEX 14, 6hp, Armour 2, d8 Bite.
Venomous Bite: if the bite reduces STR score, the target suffers d8 DEX Loss as well.
Imperial Infection (1/day): pass a STR Save or grow six black spider eyes on your forehead, reducing your vision to 5 feet. The effect lasts until the Empress dies.
Eight Eye Stare (1/day): all nearby targets must succeed on a WIL Save or become charmed, protecting the Empress and attacking her enemies until a successful WIL Save.
5. Solomon's Vault ↩
Pillar
Pulling the gold collar out of the column requires a combined STR score of 18. The pillar and ceiling will collapse dealing 2d12 Damage to every creature in the chamber.
Collar of Humility
When placed around a creature's neck, the creature's WIL becomes 3 and it can no longer speak or understand any language, behaving like a dog.
Value: 10g
Sarcophagus
Lifting the lid requires a combined STR score of 20.
Regalia of Solomon III
When worn together, grants Armour 2 and Advantage on all WIL Saves. Counts as Full Armour, making running, swimming, hiding, etc. very difficult, imposing Disadvantage on appropriate Saves.
Worn separately, the breastplate is Armour 1, and other items provide no benefits.
Value: 50g, including:
- Breastplate: 15g
- Crown: 15g
- Bracers: 2 × 5g
- Scepter: 10g
Aaron's Wedding Ring
When worn, grants Advantage on WIL Saves related to conversations, and Disadvantage on all STR Saves. The ring can only be removed by using a Remove Curse Spell.
Value: 2.5g
6. Chilly Cave ↩
Uriel's Dagger "Shadow"
This obsidian stiletto dims all lights at a medium distance by half and grants Advantage to all Saves related to stealth.
Hidden Property: If used in combat, the blade shatters and all benefits are lost.
Value: 3.5g
Underwater Passages
While underwater, a creature must succeed on a STR Save or take d6 Cold Damage.
7. Watery Grave ↩
Ice Leech Swarm
STR 12, DEX 17, WIL 5, 12hp, Armour 1, d6 Bite, all weapon attacks are Impaired.
Leech: if the bite reduces STR score, the swarm restores the same amount of STR.
Swarm: the swarm can occupy another creature's space, dealing d4 Cold Damage at the start of the creature's turn.
Uriel's Thieves' Tools
These refined lock picks grant Advantage to DEX Saves on opening locks and disarming traps.
Value: 6g
Uriel's Uncanny Candle
This enchanted candle sheds dim blue light at a close distance, but will only stay lit as long as it is held in a living creature's hand. It gives off no heat, requires no air to burn (will burn under water), and will never consume itself. It can only be snuffed by letting go of it.
The creature holding the candle hears a deep, gravelly voice chanting continuously, imposing Disadvantage on all WIL Saves.
Value: 4g
Uriel's Complaining Compass
This scratched wooden compass never points to anything, but when open, it speaks with the voice of your least favorite parent, complaining about the user's clothes, friends, and relationships. If there are no hostile creatures in the vicinity, then the voice speaks loudly, otherwise it whispers.
Value: 1.5g
8. Black Well ↩
Ichor
Any creature nearby must succeed on a DEX Save or be knocked prone, Restrained, Blinded, deafened and suffocating, taking d8 Acid Damage each turn until passing a successful STR Save to break free.
Holding Breath is possible for STR/5 turns (round up). Turns spent on strenuous tasks count for two. Afterwards take d6 Damage per turn not breathing.
ItDR, p.333
Devilish Arm
STR 16, DEX 13, WIL 14, 5hp, Armour 1, d8 Blind Swipe, d6 Blind Thrash (all adjacent targets), immune to Fire.
Master Barnabas
STR 9, DEX 14, WIL 15, 9hp, Barnabas's Radiant Rod, Master Mystic.
Spell Tome (^ - signature spell, * - prepared spell):
C: acid splash, daze, detect magic, light/douse, magic hand, prestidigitation.
1: disguise self, gust of wind, hypnotism*, identify, magic missile^, shield
2: acid arrow^, shatter*
3: lightning bolt^, sleet storm*
4: bestow curse*, confusion^
5: blight*, cone of cold^
Barnabas's Radiant Rod
This curved copper rod is set with sapphires, emeralds, and a jagged purple crystal that glows faintly. It grants Advantage on WIL Saves against magic and Impairs incoming Damage from Spells.
Once per day, you can say the word "Refulgent" and the purple crystal will flash. All creatures in a medium radius must succeed on a WIL Save or be Stunned for the next turn. The effect ends prematurely if the target is touched or harmed in any way.
Value: 30g
9. Amber Prison ↩
Kerakuul
STR 18, DEX 14, WIL 14, 10 hp, Armour 2, d10 Claw, immune to Fire and Poison, all non-magical and Cold attacks are Impaired, immobile unless freed from the crack in the floor.
Fang Spray: all within a short cone take d8 Damage.
Ichor Splatter: all within a short cone take d6 Acid Damage now and d4 STR Loss (affected by Armour) at the end of the next turn unless washed off.
Deal with the Devil
The Blessing of Kerakuul:
- +2 STR (up to 20)
- Advantage on Critical Damage Saves
- Fire, Cold, and Poison attacks are Impaired
- can see in the dark as if it were dim light
- read and speak infernal tongue
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