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I2 Tomb of the Lizard King Conversion Guide Introduction: In 1982, TSR published the module named “Tomb of the Lizard King” with the module code “I2” , I for Intermediate level adventures. It was written by Mark Acres, and illustrated by Jeff Easley, and Harry Quinn. It consisted of a 32 page booklet and folding cover with maps. This conversion guide allows DMs to run the original module with 5 th Edition rules and provides a reference sheet for encounters and traps. A 30+ hour adventure for 5 th – 9 th level characters by CHRISTOPHER WALZAK DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Stan Shinn and published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. I2 TOMB OF LIZARD KING CONVERSION GUIDE 2 Sample file

Transcript of I2 Tomb of the Lizard King - DMs Guildwatermark.dmsguild.com/pdf_previews/198301-sample.pdf · To...

I2 Tomb of the Lizard King

Conversion Guide

Introduction: In 1982, TSR published the module named “Tomb of the Lizard King” withthe module code “I2” , I for Intermediate level adventures. It was written by Mark Acres, andillustrated by Jeff Easley, and Harry Quinn. It consisted of a 32 page booklet and folding coverwith maps. This conversion guide allows DMs to run the original module with 5 th

Editionrules and provides a reference sheet for encounters and traps.

A 30+ hour adventure for 5th– 9th level characters

by CHRISTOPHER WALZAK

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Stan Shinn and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. I2 TOMB OF LIZARD KING CONVERSION GUIDE 2

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I2: Tomb of the Lizard King

IntroductionTo use this conversion guide you will need a copy of “I2 Tomb of the Lizard King”, originally available in hard-copy and now for sale in Digital format at www.dndclassics.com.

This document gives GMs advice to convert the module to the latest 5th Edition rules and guidance on preparing the adventure. A list of random encounters and a summary of treasure to provide a quick in-game reference. Most creatures refer to stat blocks in the D&D 5e Monster Manual.Sakatha, the climactic monster, has a full stat block in the Special Creatures section at the end of this conversion guide.

Page listings may refer to abbreviations: MM (Monster Manual), CR (Challenge rating), and DMG (Dungeon Master Guide). All other page number refer to the locations in the original 'Tomb of the Lizard King” module. Key text is in bold for easy scanning. Magic items are noted in italics.

Find more information about this and other early editionconversions at www.classicmodulestoday. com.

Reference SheetFor convenience, there is a Reference Sheet at the end of this document which summarizes the key information you'll need during the game onto one concise sheet. You can print this onto a single, double-sided page (perhaps on colored cardstock) as a handy tool that you can use alongside a hard copy of the module. After reading this document, all you'll need to run the game is the original module, the Monster Manual, the Reference Sheet, and optionally any notes or visuals you've prepared.

Adventure SummaryRuthless Bandits and Brigands have halted trade between the land of Eor and its neighbors. The military forces sent bythe Count Eor: John Brunis to eliminate these cutthroats have mysteriously vanished. Even worse an ancient evil is once more abroad in the land.

The story takes place with the Count of Eor narrowly escaping an assassination attempt and then selecting the players to find out who is behind the interruption of trade, as well as the whereabouts of soldiers the Count sent. Eventually the journey takes the characters through the swamp to the Tomb of the Lizard King.

The Book Of Vile Darkness is present in Sakatha’s dungeon in use by his minion Mordrin. This can be a goal for a faction either to sequester and prevent it from falling into other evil hands or to obtain it for their own evil purposes. The Zhentarim are one such faction.

Converting to the RealmsThis brief guide outlines a few thematic changes and additions to bring “Tomb of the Lizard King” into the Forgotten Realms world of Faerûn.

John Brunis’s ancestor, the first Count of Eor was a member of The Hillsfar Nobility before his adventuring daysmade him experienced in the ways of the sword and seen him acquire a land and title from a deed that a relative had bequeath the family. In his first years of ruler-ship he sired sons and secured his linage. A dark threat appeared near his home, striking out from the swamps just to the south of his lands. He fought the Lizardfolk hoards and defeated a LizardKing by the name of Sakatha, whilst falling to the Lizard King’s Trident himself. Through a pact with dark powers Sakatha rose from his death reborn as a Vampiric Lizard King and continued his plot to corrupt and destroy the world of men.

Option 1 (DR 1208)For the purposes of this conversion, consider placing Eor

in the Far flug south of Halruaa, on the north edge of Akhkaur swamp north west of Halgard. Before the Lizardfolk kingdom of Kethid, Sakatha assailed the land Eor from the Akhkaur Swamp. Brigands cut off the trade route to Halgard forcing Count John Brunis to send his loyal men to investigate. When they did not return John Brunis put out a call to adventuring types to get to the bottom of his missing men and loss of trade.

Option 2 (DR 1372)For the purposes of this conversion, consider placing Eor

east of the Farsea Swamp, and Sakatha’s Tomb is in the Farsea swamp itself. Since the destruction of Tilverton the area north of the Farsea swamp is rife with bandits and a good number are either directly or indirectly in the service of Sakatha, drawn to his power and influence over mortal men.

Option 3 (DR 1484)For the purposes of this conversion, consider placing Eor

Between Nesemé and Silverymoon south of Mithral Hall. Both John Brunis Count of Eor and Harthos Zymorven a knight and lord of Zymorven Hall a former adventurer, haveboth experienced a trade interruption with themselves and surrounding towns(Nesemé, Silverymoon). Brigands have beset the Rauvin Road and John Brunis has sent his loyal men to investigate to no avail. With little resources left and irate merchants demanding a safe road, the Count of Eor hires adventures to Investigate the whereabouts of his men.

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DM NotesSpecial rules and tactics to brush up on prior to the game:• Leverage Conversation Reaction table (DMG 245) for

NPC reactions.• Know that in the 1st edition Combat Round was 1 minute,

and a Turn was 10 minutes• Know how to use Perception rules for numerous traps

and secret doors, as well as the use of Investigation for detecting illusions.

• Determine spell tactics for spellcasters.• Know rules if throwing a lit Flask of Oil.• Use of Scrying spell and effects.• Know the poison rules.

VisualsSuggested visuals to create:• Sketch/Image of Count’s Courtyard and Audience

Chamber.• Visual for The Great Bridge• Sketch/Image/Visual of Ancient Temple p.13.• The Inn’s(if needed).• Sketch of Sakatha's lair p.29

Random EncountersThe Journey to Waycombe

Roll 1d101. Boar, Wild w/men (5)2. Giant Ants (20)3. Refugees (25)4. Stragglers (4)5. Hill Giants (3)

6. Ogres(5)7. Wolves (15)8. Lizard Men (12)9. Old Man10. Clerics (4)

The Great Southern Swamp

Roll 1d81. Giant Frog (6)2. Hobgoblins (20)3. Snake (Constrictor)4. Giant Toad (7)

5. Giant Lizard (7)6. Catoblepas (as Basilisk)7. Trolls (2)8. Ghouls (17)

Dungeon Level 1

Roll 1d101. Lizard Men (5)2. Brigands (10)3. Clerics (6)4. Trolls (3)5. Wolves (8)

6. Bats (45)7. Wights (4)8. Demon (TYPE I) Vrock 9. Jackalweres (4)10. Bugbears (6)

Planned EncountersPalace of the Count of Eor

1. Count John Brunis, Jorlon High Priest 2. Mordrin, High priest

The Journey to Waycombe

1. Innkeeper, William Brightboy, Pluck the Minstrel 2. Lizard Men (20)3. Barto Trume (Charmed by Sakatha)

The Village of Waycombe

1. Innkeeper, Busby2. Stephen DeManis3. Brigands (2), Very Old Black Dragon, Aulicus

The Great Southern Swamp

1. Brigands (10)2. Water Weirds (3), Very Old Black Dragon, Aulicus (50%

asleep)3. Very Old Black Dragon, Aulicus (50% Asleep)

Dungeon Level 1

1. Heavy Swordsmen (5), Polearm men (5), Spearmen (5), Bowmen (5), Heavy Swordsmen Leader, Polearm Leader, Spearmen Leader, Bowmen Leander, Lieutenant, Gormundel2. Brigands (10)3. Gormundel (alone)4. Captain(Trident of Warning), Guards (6) 3 have Longswords +15. Shambling Mound6. 22. Cleric, Almar (ally of Mordrin)7. Cleric,(ally of Mordrin)8. Cleric,(ally of Mordrin)9. Cleric,(ally of Mordrin)10. Cleric,(ally of Mordrin)11. 28. Cleric, Patriarch Ul-Lon (ally of Mordrin)

Tomb Levels

1. Wights (16)2. Lizardfolk (10)3. Lizardfolk (50)4. Ape, Hell Hound (3), Lizard King (illusions, DC20 Dispell)5. Hill Giant (4),Lizardfolk (10), Lizard King (illusions)6. Priest (Mordrin), Priest (Ogmond), Priest (Thalon),

Lizardfolk (12)7. Vampire Spawn (Bride of Sakatha: Skiahis)

Magic Items1. Dust of Disappearance (NPC Mordrin p.5)2. Clerical Scroll of protection from evil, 10’ radius (replace

with Protection from Evil and Good. NPC Achmar p.7)3. Potion of Polymorph Self (suggest replacing with Potion

of Water Breathing. Water Weird pool p.14)4. Potion of Dragon Control (suggest replacing with Potion

of Invulnerability. Aulicus Dragon Horde p.14)5. Potion of Fire Resistance (replace with Potion of Resistance,

Fire. Aulicus Dragon Horde p.14)6. Flail +1 (Aulicus Dragon Horde p.14)7. Plate Mail +1 (replace with Armor, +1 plate, Aulicus

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