ItDR conversion: The Spire of Iron and Crystal (by Matthew J. Finch)
The Source
The Spire of Iron and Crystal (by Matthew J. Finch)1,2,3 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
Referee Notes ↩
Coins
- 1 gp = 1s
- 1 sp or 10 cp = 1p
Time
- 1 turn = 10 minutes
- 1 round = 1 minute
Lightning damage
Anyone moving past the top of one of the walls will be instantly struck by an electrical arc for d6 Electricity Damage ignoring Armour, or d8 if wearing metal armour.
Egg-Tanks
Armour 3, 4hp, weighs 100 pounds, protects from electricity if not smashed open.
Glow-Geodes
Perfectly round crystalline rocks about the size of golf balls with what appears to be a flickering blue light shining through the stone. Cannot be broken open. Used as raw material for various machines in the Spire.
Top Level ↩
Wandering Monsters
Every 10 minutes spent in the maze of open-ceiling tunnels has a 1-in-6 chance of encountering a wandering monster.
d4 | Random Encounter |
---|---|
1 | d4 giant fire beetles |
2 | 2d6 giant worker ants |
3 | d4 lightning lampreys |
4 | 1 slitherrat |
Locations
2. Teleport Chamber
6 Fossil Skeletons are in the chamber.
Treasure
- 2 potions of lightning resistance (Lowers Electricity Damage dice for d6 × 10 minutes)
- rusty sword with a gem worth d4g in the pommel
- scrolls of Arcane Sight and Knock
- rotted belt pouches containing a total of 50s and 120p
- rotted backpack in a corner containing 150s
8. Gelatinous Cube Lair
A gelatinous cube lairs in the eastern alcove of this room.
Treasure
- 2 swords (d6/d8)
- magical sword (d8/d10)
- 4 head-sized chunks of quartz, bulky, one of which bears written carvings (see the original module)
- potion of flying (as per Fly Spell, d6 × 10 minutes)ItDR, p.15
- ancient helmet
11. Slitherrat Lair
Lair of 5 slitherrats.
Treasure
- 100 pounds of worthless mineral chunks
- 3 glow-geodes
- a chunk of impure silver worth 20s, bulky
- a dagger inscribed with archaic language (needs a spell to decipher) (cursed dagger: d4 Damage; when used, the user will be compelled to use it instead of better weapons until the magic is DispelledItDR, p.11 (treat as 4th Circle Persistent Spell) or Break Enchantment is cast upon it.
- 20 gems worth 1g each
- potion of flying (as per Fly Spell; dilluted so works only for 3d6 minutes)ItDR, p.15
13. Oozanderthal Tanks
3 Oozanderthals inside the Egg-tanks (Armour 3, 4hp
).
Egg-tank controls:
- Lightning strike (1/day) to someone in metal armour: d8 Electricity Damage ignoring Armour.
- Electric discharge for d6 Electricity Damage ignoring armour to all adjacent targets.
- Open/close the door to the room.
- Drain the tank to emerge from it on the next round.
14. Treasure Room
- 4 health potions (restore d6 STR Loss)ItDR, p.21
- mace (d6, 1h)
- shield (+1 Armour)
- pair of dark lenses
- ivory wand of Fly [2] with a tiny pair of wings carved into the handleItDR, p.15
- bag of holding (bigger on the inside: 10×5×3 feet, 1000 lb limit, always weighs 50 lb if not empty)
15. Slitherrat Lair
3 slitherrats.
17. Technician's Lair
1 Korog Technician with 2 oozanderthal servants.
19. Crystalline Tree
A crystalline tree grows here.
Treasure
There are 12 gems of various types at the base of the tree, worth 1g each.
20. Treasure Room
The tree has 10 glass globes attached, each containing a selection of four 50s gems (20g worth of gems in total).
21. Treasure Room
A large stylized gilded statue of a woolly mammoth. The tusks are made of ivory, and tiny patterns are carved into them. The statue weighs 250 pounds and is worth 25g.
The tusks can be broken off, reducing the value of the statue to 3d6g. Each tusk is worth 3g on its own.
Second Level ↩
Wandering Monsters
Every 10 minutes spent moving has a 3-in-6 chance of encountering a wandering monster. While searching a room, the chance is only a 1-in-6.
d4 | Random Encounter |
---|---|
1 | d6 giant fire beetles |
2 | 2d8 giant worker ants |
3 | d6 lightning lampreys |
4 | d2 slitherrats |
Locations
26. Ochre Jelly Lair
An ochre jelly lives in this room.
29. Treasure Storage Room One
Treasure
- scrolls of Knock, Detect Secret Doors, and Fireball
30. Lightning Bladder's Lair
A lightning bladder lives in this chamber.
31. Treasure Storage Room Two
A fossilized skeleton will not animate unless someone remains in the room for 10 or more minutes.
Treasure
Both chests are trapped and release poison gas when opened. Everyone in the room must succeed on a STR Save or suffer d6 DEX Loss. Each chest weighs 50 pounds.
- First chest contains a single gem worth 5g.
- Second chest contains 450s.
34. Main Oozanderthal Lair
13 oozanderthals live in this room.
36. Grate and Access to Level 3
The blobs of liquid lightning do d10 Electricity Damage ignoring Armour.
37. Cockatrice Machine Room
This room contains a cockatrice, which is not immune to Electricity and cannot leave its chamber.
39. Oozanderthal Lair
This room contains 5 oozanderthals.
43. Pillar-Machine Room
If the characters linger in this room to play with the machine, the phase spider from Area 44 will come quietly to investigate the noises.
There are 4 glow-geodes on the floor.
The Machine
Roll d6 to determine what the glow-geode is transformed into:
- Glowing sludge that creeps across the floor and then dies.
- Different item each time: a) 1st time: magical mace (d8, 1h) b) 2nd time: magical sword (d8/d10) c) 3rd time: wand of Fireball [4]ItDR, p.15 d) 4th and subsequent times: nothing
- A chunk of impure silver worth 3g, bulky.
- A cloak that will absorb 10 points of Electricity Damage before disintegrating.
- A telescoping rod of an unknown metal, about the width of a finger, that can be extended to 5 feet in length. If extended and held vertically, it will suck in lightning in a radius of 10 feet, allowing people to move safely within the "shielded" area. The effect lasts for 30 minutes, and then the rod is destroyed by the lightning.
- A chunk of crystal with what appears to be a small, living octopus inside. It does nothing, and if the crystal is cracked open, the octopoid will die from exposure to the air.
44. Phase Spider Lair
A phase spider makes its lair in this room and will come to investigate any noises from Area 43.
Treasure
- 4 glow-geodes
- 200s
- gem worth 1g
- richly embroidered cloak worth 50s
- 3 health potions (restore d6 STR Loss)
46. Chamber of the Luhuloi
Inside the pool is a dangerous monster with tentacles laden with golden bracelets. The total value of the gold bracelets is 5d12g.
Third Level ↩
Wandering Monsters
Every 10 minutes spent in the third level has a 1-in-6 chance of attracting a wandering monster.
d4 | Random Encounter |
---|---|
1 | d8 giant fire beetles |
2 | 2d6 giant worker ants and 1d2 giant warrior ants |
3 | d8 lightning lampreys |
4 | d3 slitherrats |
Locations
47. Chute-Access from Area 25
A young blue dragon lairs here.
Treasure
- 3 glow-geodes
- 600s
- bones of slitherrats, lightning lampreys, and oozanderthals
- gilded lamp worth 1g
- ruby worth 250s
- a chunk of silver worth 50s, bulky
52. Room of Damaged Crystalline Golems
This room contains three crystalline golems, each of them very badly damaged.
Treasure
A large chest of smoky non-transparent quartz (worth 10g, weights 100 pounds) contains:
- a bag of 350s
- a bag with 3 gems worth 1g each
- a bag with a golden orb studded with gems worth 15g
53. Machine Room
There are three small transparent windows in the machine, a blue lever, and a red lever. Two of the windows contain numbers (currently "1" and "2"), and the third shows runes which resemble the letters "ZHA".
Every time the blue lever is pulled, roll a d4 for each of the number dials and consult the table below. The machine will not make a potion until there is a glow-geode in the machine and the red lever is pulled.
d4 | d4 | Potion | Runes |
---|---|---|---|
1 | 1 | potion of flying | KTHI |
1 | 2 | deadly poison | ZHA |
1 | 3 | health potion | OAN |
1 | 4 | potion of lightning resistance | ATO |
2 | 1 | health potion | OAN |
2 | 2 | deadly poison | ZHA |
2 | 3 | health potion | OAN |
2 | 4 | potion of bull's strength | LIN |
3 | 1 | potion of lightning resistance | ATO |
3 | 2 | deadly poison | ZHA |
3 | 3 | health potion | OAN |
3 | 4 | potion of haste (10m) | MAR |
4 | 1 | inert liquid | IOCTI |
4 | 2 | deadly poison | ZHA |
4 | 3 | health potion | OAN |
4 | 4 | MACHINE BREAKS | ZHA |
- Deadly poison: d6 STR Loss prompting a Critical Damage Save if consumed. On a failed Save, the consumer dies. When applied to a suitable weapon or a set of projectiles, Critical Damage Saves from it are made at Disadvantage until the next Rest.ItDR, p.21
- Health Potion: restore d6 STR Loss.ItDR, p.21
- Inert Liquid: no effect.
- Potion of Bull's Strength: as per Bull's Strength Spell, d6 × 10 minutes.ItDR, p.14
- Potion of Flying: as per Fly Spell, d6 × 10 minutes.ItDR, p.15
- Potion of Haste: as per Haste Spell, d6 × 10 minutes.ItDR, p.15
- Potion of Lightning Resistance: Lowers Electricity Damage dice for d6 × 10 minutes.
54. Hidden Treasure Room
Treasure
Buried beneath hundreds of crystallized pre-humanoid sculls are several items of treasure. It will take 50 minutes to gather all of the treasure together, with the "find" for each turn being as follows:
- gilded skull worth 2g, bulky
- a rotted leather bag containing 300s
- a wand of healing [3], "JAX" command word carved into the handle, usable by Healers only, restores d6 Ability Score Loss
- a scattering of 100s
- a scattering of 10s
55. Gelatinous Triangle Lair
This room contains 4 gelatinous triangles.
58. Korog Technician's Hideout
This room contains another Korog technician, this one is wounded (STR 8) by a trap.
Treasure
The technician carries 50s in a belt pouch.
59. Tengu Camp
This is a temporary encampment of a nomadic bunch of 15 tengus.
Treasure
- 14 empty wine bottles
- 50-pound bag of seeds, bulky
- 20 sleeping darts
- 150p
- 2 full wine bottles
- 1 glow-geode
- 10ft pole
- a scroll containing a Spell that transforms the scroll-parchment into a mouse when read aloud
61. Crystal Cutter Storage Area
Crystal Cutter
Charge [4] (fully charged).
The recharging cabinet can be used to restore 2 points of charge at the cost of consuming a glow-geode.
The cutter cuts through 10 feet of crystal with each charge or can inflict d8 Damage to a creature within its 10 feet reach. Crystalline creatures take d12 Damage instead.
62. Second Machine Room
If a non-magical weapon is placed into the machine, and a glow-geode is rolled into the funnel, the machine will enchant the weapon Raising its Damage die and making it magical.
Fourth Level ↩
Wandering Monsters
No wandering monsters here.
Locations
71. Living Quarters of the Slain Minions
Treasure
Inspection of the bone-piles will turn up 10 pieces of jewellery worth 1g each.
72. Treasure Basin
Smashing the stone basin requires a mace, hammer, or similar instrument and takes about 40 minutes. The noise will certainly attract Iomnogoron (Area 74), who will approach over the top of the wall and attack with spells, retreating again if it seems prudent.
Treasure
The basin contains:
- staff of Invisibility [4] which is also a magical quarterstaff (d8, 2h)ItDR, p.14
- talisman of Disrupt Undead which is also a Mystic's FocusItDR, p.12
- magical longsword (d8/d10, d12 versus oozes and slimes, able to damage creatures normally immune to sharp weapons)
- scroll of dragon breath resistance (Lowers dragon breath Damage dice for 100 minutes)
73. Mesh Treasure-Basket Room
The mesh sphere is electrified.
Treasure
The basket contains a treasure chest with 500s inside.
74. Lair of Iomnogoron
The hulk of Iomnogoron is behind the curtain, where it will prepare for combat or cast spells to begin the battle, depending on what the players do.
Monsters ↩
Giant Fire Beetle
STR 12, WIL 3, 2hp, Armour 1, d6 Bite, light-glands.
Light-glands: glow a bluish colour.
If removed, continue to give off light for d6 days, shedding light in a 10-foot radius.
Giant Worker Ant
STR 14, DEX 12, WIL 3, 3hp, Armour 1, d6 Bite.
Mottled blue and white.
Giant Warrior Ant
STR 14, 4hp, Armour 1, d6 Venomous Bite.
Venomous Bite: if the bite reduces STR score, the target suffers d6 DEX Loss as well.
Lightning Lamprey
STR 15, DEX 14, WIL 4, 2hp, d6 Electrical Bite ignoring Armour, slow flight, immune to Electricity.
Slitherrat
STR 16, DEX 16, WIL 4, 5hp, d8 Crystal Bite (magical), burrows at half-speed, slides through crystal at double speed.
Fossil Skeleton
DEX 14, 4hp, archaic martial weapon (d8), piercing attacks are Impaired.
Gelatinous Cube
STR 16, DEX 3, WIL 3, 5hp, Armour 2, d6 Paralyzing Touch, immune to Cold and Electricity.
Paralyzing Touch: the target must succeed on a DEX Save or become Restrained for an hour for the cube to devour.
Oozanderthal
STR 18, DEX 9, WIL 9, 5hp, 2d4 Slime-covered Claws, immune to Electricity.
Slime-covered Claws: if the claw reduces STR Score, slime causes seizures Stunning the target for the next turn.
Korog Technician
STR 14, WIL 14, 5hp, Armour 1, weapon (d8), wand of stun [3].
Tall almost-human, head is long and almost like that of an evil-looking horse.
Wand of stun: all creatures inside a large cone must pass a WIL Save or be stunned for the next turn.
Crystalline Tree
STR 20, DEX 7, WIL 14, 9hp, Armour 2, up to 8d6 Roots, only attacks at the base deal damage, moves through stone and crystal.
Roots: (one root per target) when rolling 6+ Damage, the target is Restrained until a successful STR or DEX Save.
Ochre Jelly
STR 12, DEX 3, 6hp, d8 Acid Strike, immune to Electricity, Electricity Damage will divide the creature (both parts will have half the remaining STR and full HP), Acid attacks are Impaired.
Lightning Bladder
DEX 5, WIL 7, 6hp, d6 Acid Touch, slow, immune to Electricity, poison, and mind control magic.
Lightning Charges: when Bladder takes Damage to its STR score from a non-blunt weapon, a hole is pierced in its membrane. Every such hole will emit a lightning charge on each subsequent round, dealing d8 Electricity Damage ignoring Armour to a randomly determined opponent.
Cockatrice
STR 6, DEX 12, 6hp, d6 Bite, flight.
Critical Damage: the target is petrified.
Phase Spider
STR 12, DEX 15, WIL 7, 6hp, Armour 1, d6 Bite, dimension phasing.
Critical Damage: the target must succeed on a STR Save or die. On a successful Save, the target is reduced to 0 DEX.
Dimension Phasing: can shift out of phase with their surroundings, only to come back into phase later for an attack. While out of phase, the spider cannot be damaged by non-magical weapons, magical attacks are Impaired.
Pool Monster
STR 20, DEX 13, 10hp, Armour 1, 4d6 Tentacles, slow.
Tentacles: when rolling 6+ Damage, the target is Restrained until a successful STR or DEX Save.
Young Blue Dragon
STR 18, DEX 14, 14hp, Armour 2, 2d6 Claws, d8 Bite, Lightning Blast, flight, burrow, immune to Electricity.
Lightning Blast (3/day): d8 Electricity Damage to all in line ignoring Armour.
Crystalline Golems
Armless Crystalline Golem
STR 16, DEX 12, 9hp, Armour 3, d10 Fist, slow, immune to Electricity and Fire, shatters on taking Critical Damage, magical attacks are Impaired.
Bashed-Up Crystalline Golem
STR 8, DEX 12, 9hp, Armour 3, 2d10 Fists, slow, immune to Electricity and Fire, shatters on taking Critical Damage, magical attacks are Impaired.
Headless Crystalline Golem
STR 16, DEX 12, 9hp, Armour 3, 2d4 Fists, slow, blinded, immune to Electricity and Fire, shatters on taking Critical Damage, magical attacks are Impaired.
Gelatinous Triangle
STR 8, DEX 3, WIL 3, 3hp, Armour 2, d6 Paralyzing Touch, immune to Cold and Electricity.
Paralyzing Touch: the target must succeed on a DEX Save or become Restrained for an hour for the triangle to devour.
Tengu
DEX 17, WIL 7, 3hp, d4 Claws, 2d4 Claws, d6 Beak, sleeping darts, mimicry, detect magic, dispel magic (at Disadvantage), immune to mind control magic.
Sleeping Darts: succeed on a STR Save or fall asleep for d6 × 10 minutes.
Iomnogoron
STR 18, DEX 8, WIL 16, 12hp, Armour 2, 2d8 Tentacles and Spellcasting, immune to Electricity and mind control magic.
A desiccated, almost skeletal creature encased in a huge pillar-like glob of transparent ooze, dependent upon it for his almost immortal lifespan. The creature is no longer sane but is cunning and still evidences a dangerous intelligence.
Iomnogoron can cast Spells at the same time his outer ooze attacks with its two tentacles. Unlike Mystics, Iomnogoron can cast spells a stated amount of times per day without spending HP or WIL:
- Cantrips:
- detect magic (at will)
- 1st Circle:
- charm person (3/day)
- sleep (1/day)
- 2nd Circle:
- invisibility (1/day)
- mirror image (1/day)
- web (1/day)
- 3rd Circle:
- fireball (1/day)
- haste/slow (1/day)
- see invisibility (1/day)
- 4th Circle:
- confusion (2/day)
- 5th Circle:
- feeblemind (1/day)
- teleport (1/day)
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