ItDR conversion: The Seethers in Darkness (by Kevin Ross)
The Source
The Seethers in Darkness (by Kevin Ross) from the "Jeweled Thrones of the Earth"1,2 adventure collection for the Conan 2d20 system3,4 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
Introduction ↩
Ahmin Seleni hires the party as guides and bodyguards, paying each 2g for a week of travel.
The Devouring Storm
During the sandstorm, each character must succeed on a WIL Save to successfully control their mount. On fail, the mount panics and runs away, while the character takes d4 Damage from the fall.
Anyone caught in the storm without a mount must succeed on a STR Save to reach the shelter. On a failed Save, the character takes d4 Damage from the stinging winds and choking sand and grit. The failed Save must be repeated until the character successfully reaches the shelter. Critical Damage results in the character being smothered and buried in the sands and nearly suffocating before clawing their way free once the storm passes.
Those who reach the shelter of the nearby boulders must succeed on another WIL Save to secure their mounts, lest they bolt away after their riders have dismounted.
The characters notice that Ahmin Seleni abandons his camel when he reaches the clump of boulders he fled toward, but the raging storm prevents them from following their employer immediately.
The City Beneath the Sands ↩
📝 NOTE: The map in the adventure lacks most of the marks required to run the adventure successfully. Thankfully, it was fixed by the valiant effort of Seth Skorkowsky5, as explained in his review of this module.6 This map is presented below:
Dimensions:
- Passages: 6-7 ft high and barely that wide.
- Galleries ("east-west" corridors): about 400 or 600 ft long.
- Crypts ("north-south" corridors): about 200 ft long.
The Galleries:
- Entries: 5 ft high, 2.5 ft wide.
- Chambers: from 20 sq. ft to hundreds of sq. ft.
The Crypts:
- Niches: 10 ft long, 3 ft high, and 3 ft deep.
- Over 90% of niches contain saurian corpses.
- A given saurian skeleton is armed or decorated as per 1-4 entry on the Finds table.
- When passing into a new crypts section, the party must succeed on a Group WIL Save.ItDR, p.28 On a failed Group Save, each character that failed the roll, must roll a d6. Every result of 1-2 indicates that the equivalent number of saurian skeletons are animated and chase after the group.
- Repeatedly burning the skeletons results in a choking smoke that fills the passages. The characters must succeed on a STR Save each subsequent hour or take d4 Damage. Rest is prohibited until the choking miasma dissipates within about an hour of not starting new fires.
Finds
The 'X's shown on the map are suggested places for "Finds".
d20 | Effect |
---|---|
1‑4 | A single degenerate saurian skeleton, long-dead and inanimate (for the time being). 3-in-6 chance of having a corroded spear or short sword. 1-in-10 chance having a piece of jewellery: (d6) 1-2: a fine weirdly-carved silver ring (1g), 3-4: a silver brooch with emeralds (1g), 5-6: a pair of engraved copper bracelets (1g for both). |
5‑6 | As above, d6+1 remains. |
7‑8 | As above, 2d6+2 remains, all armed with a spear or short sword. |
9‑10 | As entry 5-6, but molesting the skeletons unleashes two beetle swarms per each skeleton. |
11‑13 | A pile of bones, broken and split as if gnawed upon. |
14 | A section of the wall is pitted with finger-sized holes. Once the characters pass by it, one beetle swarm per character pours forth to devour the living. |
15 | A section of floor collapses. Anyone failing a DEX Save plunges into the abyss, taking d8 Damage and finding themselves trapped in the crypt. |
16‑17 | A section of the ceiling collapses. Anyone failing a DEX Save takes d8 Damage, reduced by Armour. |
18 | 2d6+2 degenerate saurian skeletons, each armed or decorated as per entry 1-4, but one figure wears a bronze short sword with a jewel worth 2g in the pommel. |
19‑20 | (Crypt passage only.) A degenerate saurian spirit leaves its tomb and confronts the intruders. |
Temple Square
Dimensions:
- The temple square: about 600 x 600 ft.
- The Floor is 70 ft below the corridor level.
- The temple: 100 x 100 ft and 40ft high, on top of 20 ft high stairs.
- South-west corner: The only entrance — a 12 x 8 ft doorway.
Skeletons:
- Dozens of dead skeletons crouch, bowed as if in prayer, armed as per entry 1-4 on the Finds table.
- As the characters approach the temple, they must succeed in a Group WIL Save.ItDR, p.28 On a failed Group Save, each character that failed the roll must roll a d6. Every result of 1-2 indicates that the equivalent number of saurian skeletons are animated and will come after the group within 2d6 x 10 minutes. On a result of 6, the character gains 1 Madness level.ItDR, p.29
Pedestals:
- Nine 20 ft high pedestals, each topped with a 20 ft tall stone statue of some terrible creature.
- The northwestern corner ceiling has caved in, and three statues are toppled and shattered across the floor. The search reveals a 1g value in small precious stones.
- Any lightly-armoured character can climb onto one of the five statues that remain standing. A successful DEX Save is required to secure each of the two 1g stones per statue. A failed Save indicates the jewel is damaged, halving its value. A roll of 20 indicates the fragile stone is shattered, and the character falls, incurring d8 Damage.
Temple:
- The cave horror is hiding on the roof, attacking the party seconds later. When reduced to 0hp, it retreats to the roof to shriek loudly, summoning another Cave Horror which arrives the next round. Then both fight to the death.
- On the roof is a nest of bones and tattered bat corpses containing three hairy, leathery watermelon-sized sacks: the eggs of the cave horrors.
Deeper into the Temple
Skeletons:
- 40 dead saurians bowed in eternal prayer, just like those outside.
- Once again, the characters must succeed on a Group WIL Save.ItDR, p.28 On a failed Group Save, each character that failed the roll must roll a d6. Every result of 1-2 indicates that the equivalent number of saurian skeletons are animated and will come after the group within three rounds. On a result of 6, the character gains 1 Madness level.ItDR, p.29
Statue:
- A central statue of two gigantic twined serpents lies fallen and shattered.
- The statues' eyes are three (one is missing) large fist-sized yellowish gems worth 3g each.
- DEX Save is required to remove each eye successfully, otherwise the gem is destroyed.
The Eye of Sephet
- The Eye has WIL 14. Any WIL Save made by the carrier can be made using the Eye's WIL instead.
- No unintelligent reptilian creature will attack the wielder unless provoked.
- Intelligent reptilian creatures always attack a non-serpent person who carries the Eye, if they know about it.
- If mental contact with the Eye is made, the wielder may enter into a pact with the Eye:
- The wielder has Advantage on all WIL Saves.
- The wielder can gain Advantage on any Save by suffering d4 WIL Loss.
- The Eye demands a sacrifice of wealth, worship, and life each month, starting with 1g, 1 WIL (or one new cultist), and 1 STR (or one blood sacrifice).
- Each month all demands increase by 2 (3, 5, 7, and so on).
- After the third sacrifice, the wielder cannot part with The Eye willingly, unless succeeding on a WIL Save with Disadvantage.
The Crypt of Kings
Dimensions:
- 70 ft down the stairway.
- 50 sq. ft room that is 30ft high.
- The three walls without stairs are set with 14 niches each, 6 ft wide and deep, and 10 ft high. The niches are set in two tiers — seven at ground level, seven more 15 ft above the floor.
Niches:
- Each niche contains a standing saurian king skeleton. Adorned in corroded metal armour, their bony claws clutch battleaxes, broadswords, and spears.
- The party must succeed on a Group WIL Save.ItDR, p.28 On a failed Group Save, each character that failed the roll must roll a d6. Every result of 1-2 indicates that the equivalent number of king skeletons are animated and will come after the group within two rounds. On a result of 6, the character gains 1 Madness level.ItDR, p.29
- At least one saurian king skeleton animates within 3 rounds.
- If any skeleton is touched, it will animate immediately, gaining one free Claw attack at the thief.
- Burning the skeletons will fill the air with poisonous fumes. Each round after the characters must succeed on a STR Save or suffer d4 Damage from the fumes.
Escape:
- Once at least one king skeleton is slain, one of the other creatures in the upper level of crypts begins a chant, soon picked up by the other saurian kings, though none move unless tampered with. Within a few rounds, the entire temple murmurs with the chant as the city begins to collapse.
- As the group flees, rocks and debris will fall every 2d6 x 100 ft, and the characters must succeed on a DEX Save or take d6 Damage (reduced by Armour). On a result of 6, the character loses the heaviest treasure carried.
Monsters ↩
Ahmin Seleni
STR 12, 15hp, Armour 1 (light), scimitar (d6),
venom staff (d8, 2h, d4 DEX Loss (affected by armour)),
d4 Venomous Bite (d6 DEX Loss), immune to poison,
can attack with a weapon and Bite at once while in true form.
Illusory appearance: can reveal his true form at will,
causing a Madness check to all spectators.
Beetle Swarm
4hp, Armour 1, d6 Bites, non-Blast attacks are Impaired.
Death in hundreds or thousands of glistening, black carapaces moving like angry oil.
Degenerate Saurian Skeleton
STR 13, 6hp, Armour 1 (corroded bronze breastplate),
short sword or spear (d6), d4 Claws, d6 Jaws,
can perform all attacks simultaneously if standing still,
piercing attacks are Impaired, Fire attacks are Enhanced.
Saurian Spirit
4hp, 2d8 Icy Talons, Shriek, non-magical attacks are Impaired.
Icy Talons: the attack targets WIL instead of STR. On a failed Critical Damage WIL Save,
the victim is possessed attempting to kill any living being present by physically attacking them.
If the possessed is restrained, the spirit emerges to attack another target.
Shriek: STR Save or the target stunned for the next turn, gaining 1 Madness level.
Cave Horror
STR 17, DEX 12, 8hp, 2d8 Talons or d10 Bite, can crawl along walls and ceilings,
naturally blind, heightened sense of hearing and smell.
Grapple: pass a DEX Save or be Restrained and take d10 Damage now
and each subsequent turn until a successful STR or DEX Save.
Screech: all around must pass a STR Save or be stunned for the next turn.
Saurian King Skeleton
STR 15, 10hp, Armour 1 (corroded bronze ceremonial breastplate),
broad sword, spear, or battleaxe (d8), d4 Claws, d6 Jaws,
can perform all attacks simultaneously if standing still,
piercing attacks are Impaired, Fire attacks are Enhanced.
Wrathful Glare: WIL Save or the target stunned for the next turn.
Jewellery: amulets and armbands worth a total of d4g.
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