Converting the Burning Plague

As an experiment while planning my upcoming Fifth Edition game, I decided to convert the first free module Wizards of the Coast produced for their website in the Third Edition era, The Burning Plague. (I couldn't find a still viable link on the official Wizards site where you can download it, but you can find a copy with a short jaunt through Google.)

Except for the lack of true disease rules, I found the conversion to be very easy. In all, it probably took me about a half hour to refigure the encounters using Fifth Edition's somewhat obtuse encounter design system. I'm actually a little concerned that the adventure could be something of a killer dungeon. Here are the brief notes I came up with.

The Burning Plague

Updating from 3rd Edition to 5th Edition, for 4-6 1st-level characters

The Plague

Anyone coming into contact with a monster or item that has been noted as contagious must make an immediate DC 10 Constitution save or become infected. After the first 24 hours, an infected creature is poisoned. Every 24 hours thereafter, the infected creature makes another DC 10 Constitution save. If the creature fails a second save, they are poisoned and have disadvantage on saving throws. If the creature fails a third save, their Constitution drops to 1, and they will die in 24 hours unless cured. If an infected creature succeeds on three saves, they are cured.

Area 2

Thunderstone Trap: Everyone within 10’ must make a DC 15 Constitution save or be deafened for 1 hour. The trap can be found with a DC 15 Wisdom (Perception) check, disarmed with a DC 15 Dexterity check with thieves’ tools. If the PCs successfully disarm the trap, they can take the thunderstone, which can be thrown as a ranged weapon for the listed effect.

Area 3

Creatures: 6 kobolds. If the PCs were noisy and the kobolds heard them, two kobolds retreat to area 4 to set up an ambush.

Area 4

Creatures: Giant weasel; swarm of rats: plus any kobolds who retreated here.

Trap: Flour cloud. Fills an area 40’ by 10’ with flour. Any creature in that area or attacking a target in that area has disadvantage on attack rolls.

Area 5

Trap: The first creature to cross the pit area must make a DC 15 Dexterity save or fall 20’ for 2d6 bludgeoning damage. The trap can be spotted by a DC 15 Wisdom (Perception) check, disarmed with a DC 15 Dexterity check with thieves’ tools.

Creatures: M’dok (use the Acolyte stats, but increase hit points to 24 and add light sensitivity from the Kobold); 4 kobolds.

Area 6

Creatures: 4 zombies (2 human and 2 kobold)

Area 7

Creatures: Jakk Tornclaw (use the Priest stats, plus the Aggressive trait from the Orc)

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