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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.

spire


The Conversion

Only the parts that need to be adjusted are listed here.

Contents


Referee Notes ↩

Coins

Time

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

8. Gelatinous Cube Lair

A gelatinous cube lairs in the eastern alcove of this room.

Treasure

11. Slitherrat Lair

Lair of 5 slitherrats.

Treasure

13. Oozanderthal Tanks

3 Oozanderthals inside the Egg-tanks (Armour 3, 4hp).

Egg-tank controls:

  1. Lightning strike (1/day) to someone in metal armour: d8 Electricity Damage ignoring Armour.
  2. Electric discharge for d6 Electricity Damage ignoring armour to all adjacent targets.
  3. Open/close the door to the room.
  4. Drain the tank to emerge from it on the next round.

14. Treasure Room

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

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.

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:

  1. Glowing sludge that creeps across the floor and then dies.
  2. 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
  3. A chunk of impure silver worth 3g, bulky.
  4. A cloak that will absorb 10 points of Electricity Damage before disintegrating.
  5. 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.
  6. 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

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

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:

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

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:

  1. gilded skull worth 2g, bulky
  2. a rotted leather bag containing 300s
  3. a wand of healing [3], "JAX" command word carved into the handle, usable by Healers only, restores d6 Ability Score Loss
  4. a scattering of 100s
  5. 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

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:

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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inktober2020-disgusting

  1. https://www.froggodgames.com/products/15831

  2. https://index.rpg.net/display-entry.phtml?editionid=13349

  3. https://index.rpg.net/display-entry.phtml?mainid=11907&editionid=21111

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