TEXT:  
   Conversion Guide by Mark Stout
  For Character Levels 7-10
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  S4
  The Lost
  Caverns of
  Tsojcanth
  
  S4 
  The 
  Lost 
  Caverns 
  of
  Tsojcanth
  Conversion Guide
  Introduction: In 1982, TSR published the module named “The Lost Caverns of Tsojcanth” with
  the module code “S4”. It was written by Gary Gygax, and illustrated by Jim Holloway, Erol
  Otus, Jeff Easley, and Stephen D. Sullivan. It consisted of two 32 page booklets. The first dealt
  with the wilderness trek to find the caverns, as well as the caverns themselves. The second
  detailed new monsters and magical items not previously published.  In 2004,  for the 30th
  anniversary of the Dungeons & Dragons game, Dungeon magazine ranked this module the
  22nd greatest adventure of all time. This conversion guide allows DMs to run the original
  module with 5
  th Edition rules and provides a reference sheet for encounters.
  A 20+ hour adventure for 7th– 10th level characters
  by MARK STOUT
  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 Mark Stout 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.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 2
  
  S4: The Lost Caverns of Tsojcanth
  Introduction
  To use this conversion guide you will need a copy of “S4 The 
  Lost Caverns of Tsojcanth”, originally available in hard-copy 
  and now for sale in Digital format at www.dndclassics.com. 
  This document gives DMs advice to convert the module 
  to the latest 5th Edition rules and guidance on preparing the 
  adventure. A list of random encounters provide a quick in-
  game reference. Most creatures refer to stat blocks in the 
  D&D 5e Monster Manual. Drelnza, the climactic foe, 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 '
  The Lost Caverns of Tsojcanth'
   module. Key text is 
  in bold for easy scanning. Magic items are noted in italics.
  Find more information about this and other early edition
  conversions at www.classicmodulestoday.
   
   com.
  Reference Sheet
  For 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 Summary
  The characters are contacted by agents representing the 
  ruler of a kingdom. That ruler is convinced that enough 
  information has been found to locate the lair of Iggwilv, an 
  archmage who was known for binding demons to her 
  service to plunder nearby lands in her name. She met her 
  end when she attempted to enslave the demon lord Graz'
  zt, 
  and failed. Her lair resided in the so-called caverns of 
  Tsojcanth, now believed to be located in the high mountains 
  not far from the kingdom. The caverns are known in lore as 
  being a planar nexus, where the walls between the planes 
  are especially thin, allowing creatures to pass into the prime,
  as well as making summoning less difficult.
  Among the treasures Iggwilv owned was the powerful 
  artifact known as Daoud'
  s Wondrous Lanthorn. While it'
  s 
  true powers are unknown, it was among the items of power 
  she wielded, and was never recovered. The characters are 
  tasked with finding the location of the caverns, recovering 
  the lanthorn and any other treasures they may find, and 
  returning to the ruler.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “The Lost Caverns of Tsojcanth” into the 
  Forgotten Realms world of Faerûn.
  The Western Heartlands of the Realms stretch from 
  Baldur'
  s Gate in the west to Cormyr in the east. Towards the 
  eastern side lies the city of Iriaebor, ruled over by Lord Bron. 
  Agents of Lord Bron have recently obtained information 
  leading them to believe the caverns of Tsojcanth are located 
  in the Sunset Mountains northeast of the city.
  Alternately, the characters could be recruited by High 
  Lord Dhelt of Elturel, or the Harpers in Berdusk.
  The caverns are located in the southern half of the 
  Sunset Mountains, approximately midway north-south. The 
  mountains are known to be home to dwarves, gnolls, ogres, 
  giants, and dragons.
  Iggwilv came to power in her home country of Thay 
  approximately 700 years ago. Forsaking the ambitions of her
  fellow Red Wizards, she dropped the mantle and trappings of
  that organization and struck out to make her own legacy.
  Skilled and learned in the art of summoning and binding
  extraplanar creatures, particularly denizens of the Abyss, 
  she sought out a place where she could carve out a seat of 
  power and rule. Her research lead her to discover the legend 
  of the planar nexus in the caverns of Tsojcanth, and she 
  spent years searching for the caverns before discovering 
  them deep in the peaks of the Sunset Mountains.
  Moving into the caverns, she found them already 
  inhabited by creatures from a multitude of planes. She 
  killed, drove out, subjugated, or struck bargains with the 
  creatures there and proceeded to make the caverns her own. 
  Over the years she summoned and bound demons and 
  elementals to her will, using them to gather the local gnolls, 
  ogres, and giants together into an army. Her army swept 
  through the lands to the west of the mountains, bringing 
  back supplies, treasure, and slaves. For over 40 years Iggwilv 
  was the scourge of the western heartlands.
  Her arrogance led to her eventual downfall, as she 
  attempted to bind more powerful demons to her service. She
  attempted to bind the demon lord Graz'
  zt, having discovered 
  his true name, but severely underestimated his power. He 
  broke her binding and protective circle and slew her. Upon 
  her death, all creatures she bound were free. Some returned 
  to their home planes, while others rampaged until stopped. 
  Slaves and former loyalists alike took what they could find 
  of Iggwilv'
  s treasures and fled from the caverns.
  Stories circulated for generations about the caverns and 
  many fortune hunters searched for the caverns in vain. 
  Eventually even the location of the mountains where the 
  caverns lay was forgotten, leaving the only clues remaining 
  in a few old tomes of lore.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  The journey to the caverns will be days to weeks long 
  over difficult terrain. The characters will be provided 
  with two 
  weeks of food 
  and 
  drink, two 
  mules to carry 
  the provisions and equipment, and mounts for each 
  character. If the supplies run out, the characters must 
  spend time hunting or foraging, or face starvation.
  •
  If the characters spend a day not traveling, they may use 
  the Survival or Nature skill to collect enough food and 
  water for two days.
  •
  Mounts traveling on the trails may graze in the morning 
  and evening and stay fed. Mounts off the trails must 
  spend every third day feeding or begin to starve.
  •
  Use the Fatigue 
  rules if the characters travel more than 
  ten 
  hours a day or have nothing to eat or drink. Use the 
  rules for their mounts if they don'
  t feed them!
  •
  Know how to use perception 
  rules for finding 
  traps 
  and 
  secret 
  doors, as well as noticing creatures using stealth.
  Visuals
  Suggested visuals to create:
  •
  Handout for the Player'
  s 
  Wilderness 
   
  Map.
  •
  Handout for the scrap 
  of 
  doggerel given to them by the 
  agents of the ruler (pg. 3).
  •
  Handout for the journal 
  page the hermit holds (pg. 7).
  •
  Handout for the Graven 
  Glyphs (pg. 18).
  •
  Handout for the inscription on the Great 
  Iron 
  Doors 
  (pg. 27).
  Random Wilderness 
  Encounters
  Roll 
  1d20 
  at 
  the 
  marked 
  location 
  on 
  the 
  map.
  Roll
  Encounter
  1
  Border Patrol
  2
  Avalanche
  3
  Rockslide
  4
  Bears
  5
  Gnoll Raiding Band
  6
  Eagle Eyrie
  7
  Mountain Tribesmen
  8
  Gray-furred Giant Snake
  9
  Goblin Band
  10
  Hill Giants
  11
  Wolf Pack
  12
  Mountain Dwarf Band
  13
  The Hermit
  14
  Troll Cave
  15
  Wyvern Roost
  16
  Hobgoblin War Party
  17
  Ogre Den
  18
  Elven Warder Band
  19
  Blue Dragon
  20
  Stone Giants'
   Playground
  1. 
  Border 
  Patrol: All humans, use 2 veterans (MM 350, CR 3, 
  700 XP), 1 priest (MM 348, CR 2, 450 XP), 18 bandits (MM 343, 
  CR 1/8, 25 XP).
  2. 
  Avalanche: 
  DC 13 Dexterity saving throw to avoid getting 
  hit. Failure means 8d10 bludgeoning damage from rocks.
  3. 
  Rockslide: DC 12 Dexterity or Climbing check to cross. 
  Failure means 4d10 bludgeoning damage from shifting 
  rocks.
  4. 
  Bears: Use 4 cave bears (Polar bear variant, MM 334, CR 2, 
  450 XP)..
  5. 
  Gnoll 
  Raiding 
  Band: Use 1 gnoll Fang of Yeenoghu (MM 
  163, CR 4, 1100 XP), 2 gnoll pack lords (MM 163, CR 2, 450 XP),
  40 gnolls (MM 163, CR 1/2, 100 XP)..
  6. 
  Eagle 
  Eyrie: Use 6 giant eagles (MM 324, CR 2, 200 XP).
  7. 
  Mountain 
  Tribesmen: Use 1 veteran (MM 350, CR 3, 700 
  XP), 1 druid (MM 346, CR 2, 450 XP), 4 berserkers (MM 344, 
  CR 2, 450 XP), 25 tribal warriors (MM 350, CR 1/8, 25 XP)
  8. 
  Gray-furred 
  Giant 
  Snake: Use 1 giant poisonous snake 
  (MM 327, CR 1/4, 50 XP).
  9. 
  Goblin 
  Band: Use 5 goblin bosses (MM 166, CR 1, 200 XP), 
  65 goblins (MM 166, CR 1/4, 50 XP).
  10. 
  Hill 
  Giants: Use 4 hill giants (MM 155, CR 5, 1800 XP).
  11. 
  Wolf 
  Pack: Use 2 werewolves (MM 211, CR 3, 700 XP), 2 
  winter wolves (MM 340, CR 3, 700 XP), 14 wolves (MM 341, 
  CR 1/4, 50 XP).
  12. 
  Mountain 
  Dwarf 
  Band: All dwarves, use 3 veterans (MM 
  350, CR 3, 700 XP), 1 priest (MM 348, CR 2, 450 XP), 10 scouts 
  (MM 349, CR 1/2, 100 XP), 90 guards (armed with battle axe 
  and spear, MM 347, CR 1/8, 25 XP).
  13. 
  The 
  Hermit: Use commoner (No special power, MM 345, 
  CR 0, 0-10 XP).
  14. 
  Troll 
  Cave: Use 4 trolls (MM 291, CR 5, 1800 XP).
  15. 
  Wyvern 
  Roost: Use 2 wyverns (MM 303, CR 6, 2300 XP).
  16. 
  Hobgoblin 
  War 
  Party: Use 1 hobgoblin warlord (MM 187, 
  CR 6, 2300 XP), 3 hobgoblin captains (MM 186, CR 3, 700 XP), 
  50 hobgoblins (MM 186, CR 1/2, 100 XP).
  17. 
  Ogre 
  Den: Use 12 ogres (MM 237, CR 2, 450 XP).
  18. 
  Elven 
  Warder 
  Band: All elves, use 1 bandit captain 
  (armed with longsword and dagger, MM 344, CR 2, 450 XP), 2
  veterans (MM 350, CR 3, 700 XP), 1 mage (MM 347, CR 6, 2300
  XP), 1 priest (MM 348, CR 2, 450 XP), 20 scouts (MM 349, CR 
  1/2, 100 XP), 50 guards (MM 347, CR 1/8, 25 XP).
  19. 
  Blue 
  Dragon: Use 1 young blue dragon (MM 91, CR 9, 
  5000 XP).
  20. 
  Stone 
  Giants'
   
  Playground: Use 2 stone giants (MM 156, 
  CR 7, 2900 XP).
  Magic Items
  1. Arrows +1
  2. Bag of Holding
  3. Battle axe +2
  4. Bolts +2
  5. Boots of Elvenkind
  6. Boots of Levitation
  7. Bracers of Defense
  8. Brooch of Shielding
  9. Cleric scroll of cure wounds,
   dispel magic,
   remove curse, 
  tongues, heal
  10.Cleric scroll of protection from energy, remove curse,
   raise 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 4
  
  dead,
   heal
  11.Cloak of elvenkind
  12.Crossbow of Speed (replace with heavy crossbow +2)
  13.Cursed broadsword +1 (replace with bastard sword +1)
  14.Dagger +2 Longtooth (replace with short sword +2)
  15.Javelin of lightning
  16.Keoghtom'
  s ointment
  17.Lens of detection (replace with eyes of minute seeing)
  18.Mithral chainmail
  19.Necklace of missiles (1 bead)
  20.Periapt of proof against poison
  21.Plate armor +2
  22.Potion of clairaudience (replace with potion of clairvoyance)
  23.Potion of diminution
  24.Potion of extra healing (replace with potion of greater 
  healing)
  25.Potion of flying
  26.Potion of green dragon control (replace with potion of 
  invulnerability)
  27.Potion of healing (replace with common variety)
  28.Potion of heroism
  29.Potion of levitation (replace with potion of climbing)
  30.Potion of poison
  31.Potion of rainbow hues (replace with potion of invisibility)
  32.Potion of vitality
  33.Potion of water breathing
  34.Ring of protection +1
  35.Ring of warmth
  36.Rope of entanglement
  37.Scale mail +2
  38.Scroll of protection from elementals
  39.Serpentine owl
  40.Shield +1
  41.Spear +2
  42.Splint armor +2
  43.Wand of magic missiles
  44.Wings of flying
  45.Wizard scroll of slow, flesh to stone, arcane gate
  46.Wizard scroll of illusory script, magic mouth, phantasmal 
  force, conjure elemental
  47.Wizard scroll of darkness, fly, cloudkill
  Traps 
  •
  Animated 
  Mouth 
  Trap 
  (pg. 
  13): The animated mouths 
  have gems inside and speak to the characters. A 
  character attempting to grab a gem out of a mouth must 
  succeed at a DC 14 Dexterity saving throw or be bitten 
  for 2d10 bludgeoning damage. The mouths cannot be 
  disarmed, but asking the mouth to open wide or stick 
  out its tongue will allow the character to take the gem 
  without getting bitten.
  •
  Green 
  Slime 
  Hazard 
  (pg. 
  15): Six green slime colonies 
  live on the ceiling of this cave. Each character walking 
  into the room triggers one to drop on them. The slime 
  attacks at +6 to hit, and does 2d6 acid damage. The 
  damage continues automatically each round until the 
  slime is burnt or scraped off. Scraping takes two rounds. 
  Burning takes only one round, but inflicts 1d8 fire 
  damage on the character. A character reduced to zero hit
  points by the slime is dissolved and becomes a new 
  green slime.
  •
  Massive 
  Bat 
  Swarm 
  Hazard 
  (pg. 
  15-16): If the characters 
  enter this area with a light source, the bats swarm in a 
  frenzy. All non-magical light sources are put out, and 
  each character suffers one attack per round at +7 to hit, 
  dealing 2d6 slashing damage. The swarm lasts for 1d6 
  minutes after all light sources are out. There are 
  thousands of bats in the area, and are too numerous to 
  kill off even with area effect spells. Walking through the 
  area with no light source does not trigger a swarm.
  Monsters by Location
  Lesser Caverns
  2. Streaked 
  Cave: 20 stirges (MM 284, CR 1/8, 25 XP).
  3. 
  Slate 
  Chambers: Clay golem (MM 168, CR 9, 5000 XP).
  4. 
  Guano-Covered 
  Cave: 8 mobats (use Shadow demon (MM 
  64, CR 4, 1100 XP)).
  5. 
  Littered 
  Cave: 10 darkmantles (MM 46, CR 1/2, 100 XP).
  6. 
  Grotto: 7 pech (use Duergar (MM 122, CR 1, 200 XP)).
  7. 
  Fungi 
  Cavern: 5 giant crickets (use Giant Fire Beetle (MM 
  325, CR 0, 0-10 XP)).
  9. 
  Stinking 
  Cave: 4 trolls (MM 291, CR 5, 1800 XP).
  11. 
  Long 
  Gallery: 16 cave morays (as carrion crawler, but 
  remove tentacle attack, bite attack is +5 to hit, with 
  advantage if lunging out of hole, bite inflicts 2d6+2 piercing 
  damage(MM 37, CR 2, 450 XP).
  12. 
  Large 
  Cave: 2 formorians (MM 136, CR 8, 3900 XP).
  14. 
  Underground 
  Lake: Giant snapping turtle (as young 
  green dragon, 1 bite attack only(MM 94, CR 8, 3900 XP).
  15. 
  Cul-De-Sac: 8 cockatrices (MM 42, CR 1/2, 100 XP).
  16. 
  Rainbow 
  Cavern: Chossos the gorgimera (as chimera, but
  AC 17, 144 hit points, horn damage increases to 2d12+4, gains 
  gorgon head and petrify breath (MM 39 & 171, CR 6, 2300 
  XP).
  18. 
  Richly 
  Furnished 
  Cave: 2 dao (MM 143, CR 11, 7200 XP).
  20. 
  Black 
  Water: 14 aquatic ghasts (as ghasts but add swim 
  speed of 30 feet and water breathing(MM 148, CR 2, 450 XP).
  21. 
  Cave 
  of 
  Crystals: 3 xorn (MM 304, CR 5, 1800 XP).
  22. 
  Pool 
  Cavern: Antipathy spell, DC  15 Wisdom saving 
  throw to overcome; 1 marid (MM 146, CR 11, 7200 XP).
  Greater Caverns
  1. 
  Small 
  Cave: 30 troglodytes (MM 290, CR 1/4, 50 XP).
  2. 
  Cavern 
  of 
  Corpses: Death slaad (MM 278, CR 10, 5900 XP).
  3. 
  Great 
  Gallery 
  Cavern: Behir (MM 25, CR 11, 7200 XP).
  4. 
  Gallery 
  Cavern: 12 gargoyles (MM 140, CR 2, 450 XP).
  5. 
  Uneven-Floored 
  Cavern: 2 umber hulks (MM292, CR 5, 
  1800 XP).
  6. 
  Small 
  Gallery: Giant lizard (MM 326, CR 1/4, 50 XP).
  7. 
  Smooth 
  Cavern: 5 gas spores (MM 138, CR 1/2, 100 XP).
  8. 
  Cavern 
  of 
  Stalagmites: 4 barlgura (MM 56, CR 5, 1800 XP).
  9.1. 
  The 
  Dark 
  Labyrinth: 6 minotaurs (MM 223, CR 3, 700 
  XP).
  9.2. 
  The 
  Armored 
  Automatons: 4 helmed horrors (MM 183, 
  CR 4, 1100 XP).
  9.3. 
  Canyon 
  of 
   
  the 
  Centaurs: 6 centaurs (MM 38, CR 2, 450 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 5
  
  XP).
  10. 
  Jagged 
  Cavern: 3 chasme (MM 57, CR 6, 2300 XP).
  11. 
  Cave 
  of 
  the 
  Skull: trapper (use rug of smothering (MM 20,
  CR 2, 450 XP)).
  12. 
  Pillared 
  Cavern: 4 ropers (MM 261, CR 5, 1800 XP).
  13. 
  Large 
  Cavern 
  of 
  Rotting 
  Fungi: 3 shambling mounds 
  (MM 270, CR 5, 1800 XP).
  14. 
  Large 
  Irregular 
  Cavern: 2 rhinoceros beetles (as 
  triceratops, but AC 16 (MM 80, CR 5, 1800 XP), tough hill 
  giant (as hill giant but AC 16, 157 hit points (MM 155, CR 5, 
  1800 XP).
  15. 
  Fungi 
  Cave: 8 shriekers (MM 138, CR 0, 0-10 XP).
  16. 
  Great 
  Cavern: Dracolisk (as young black dragon, plus 
  basilisk petrify ability (MM 88 & 24, CR 8, 3900 XP).
  18. 
  Grotto 
  of 
  the 
  Demon 
  Idol: Stone golem (MM 170, CR 10, 
  5900 XP); illusion can be seen through with a DC 15 
  Intelligence (Investigation) check.
  Special Creatures
  Drelnza
  Medium 
  undead,
   
  chaotic 
  evil
  Armor 
  Class 20 (plate armor +2)
  Hit 
  Points 144 (17d8+68)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4)
  17 (+3)
  15 (+2)
  18 (+4)
  Saving 
  Throws Dex +9, Wis +7, Con +9
  Skills Perception +7
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Abyssal
  Challenge 13 (10000 XP)
  Misty 
  Escape, 
  Regeneration, 
  Spider 
  Climb, 
  Vampire 
  Weaknesses: Per standard vampire (MM 297).
  Actions
  Multiattack. Drelnza makes two attacks, one of which may 
  be a bite.
  Nulledge, bastard sword. Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.
  Bite, Unarmed Strike, Charm: Per vampire (MM 297).
  Legendary Actions
  Drelnza can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used
  at a time and only at the end of another creature’
  s turn. 
  Drelnza regains spent legendary actions at the start of her 
  turn.
  Move. Drelnza moves up to her speed without provoking 
  opportunity attacks.
  Sword Strike. Drelnza makes one sword attack.
  Special Items
  Daoud'
  s 
  Wondrous 
  Lanthorn
  Wondrous item, artifact (requires attunement)
  The person attuned to the lanthorn gains the following 
  benefits and drawbacks.
  •
  Immunity to blindness and disease.
  •
  Resistance to radiant damage.
  •
  Any magical darkness within 60 feet is automatically 
  dispelled. 
  •
  All lights sources within 30 feet of the attuned are 
  extinguished automatically, even if they are permanent, 
  except for the lanthorn. 
  •
  The attuned becomes paranoid (as a form of indefinite 
  madness, DMG pg. 260) over the first month of being 
  attuned to the lanthorn. The character becomes 
  convinced that everyone else covets the lanthorn, and 
  will do anything to take it, including killing the wielder. 
  The character will not let anyone else handle the 
  lanthorn, and will become violent if pressed on the 
  matter. Being separated from the lanthorn will not cure 
  the paranoia, only justify it in the mind of the character.
  The lanthorn is found with 4 crystal lenses, and 4 
  gemstone lenses, one each of diamond, emerald, ruby, and 
  topaz. Fitting the crystal and gem lenses allow the attuned to
  invoke different powers.
  The lanthorn is powered by crushed gemstones, and 
  when found is fueled for 100 years of normal use. Using 
  special powers takes away years of use. If the lanthorn runs 
  completely out of fuel and is extinguished, the attuned is 
  instantly reduced to zero hit points and must make a DC 10 
  Constitution saving throw or die.
  The lanthorn sheds bright light in a 60 foot radius and 
  dim light for an additional 60 feet. If the crystal lenses are 
  fitted, anyone taking a long rest within 30 feet of the 
  lanthorn has all diseases and poisons removed from them.
  All lens powers impose disadvantage on saving throws to
  resist their effects.
  Lesser 
  Lens 
  Powers
  All lesser powers have a range 60 feet and affect one target. 
  Use of the power spends the listed years in fuel.
  •
  Ruby - Hold Monster, 5 years.
  •
  Emerald - Haste, 5 years.
  •
  Diamond - Color spray, 2 years.
  •
  Sapphire - Fear, 5 years.
  •
  Amethyst - Phantasmal killer, 5 years.
  •
  Jacinth - Flame strike, 5 years.
  Greater 
  Lens 
  Powers
  •
  Any 4 gems plus lenses - Confusion 30 ft radius, 10 
  years.
  •
  All 7 gems plus lenses - Prismatic spray, 50 years.
  •
  All 7 gems in a certain order - Prismatic sphere, 50 
  years.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 6
  
  Demonomican 
  of 
  Iggwilv
  Wondrous item, legendary
  The Demonomican of Iggwilv is a large tome filled with 
  her personal research on the summoning and binding of 
  demons.
  While not an artifact, the book is enchanted with 
  protection magic to ensure it never falls into the hands of 
  those who would destroy it. The book is immune to damage 
  from acid, cold, fire, lightning, and thunder. It is resistant to 
  all other  damage types. It is considered to have an AC of 15, 
  and 35 hit points.
  The book is also enchanted with a beacon that attracts 
  demonic allies of Iggwilv when not in her possession. Once a
  month, at random, a glabrezu will be summoned to the book
  to claim it. It will attempt to take the book, attacking anyone 
  who tries to stop it. After a year, if the owner is still alive, the 
  attacks cease. If the glabrezu claims the book, it takes it back
  to the Abyss with it.
  The book contains the true names of many demons of 
  various types, including the demon lord Graz'
  zt. It also 
  contains the following spells: Antipathy/Sympathy, 
  Banishment, Contact Other Plane, Dominate Monster, Gate, 
  Geas, Imprisonment, Magic Circle, and Plane Shift.
  Prison 
  of 
  Zagig
  Wondrous item, legendary (requires attunement by a sorcerer,
   
  warlock,
   or wizard)
  The prison appears to be a small, ornate bird cage. It does
  not detect as magic at all, although spells like Identify and 
  Legend Lore will state what it is.
  The prison is enchanted with anti-magic and anti-
  detection spells that cannot be broken. No magic, divine or 
  arcane, can affect the prison or anyone trapped inside. Also 
  no magic can be wielded by the creature trapped inside, no 
  mater how powerful. Neither the cage nor the trapped 
  creature can be located by any form of detection spell or 
  ability.
  The prison can only be used and opened by the person 
  attuned to it. Even then, the person must know the 
  commands to operate the prison, although they are written 
  within the Demonomican of Iggwilv.
  Knowing the commands and being attuned allows the 
  wielder to speak the true name of one target while opening 
  the prison door. The target must make a DC 16 Wisdom 
  saving throw or shrink to 3 inches in height and be sucked 
  into the prison. The prison can contain only one prisoner at 
  a time. While inside the prison, the prisoner requires no 
  food, water, or even air, and does not age.
  To release a prisoner, the wielder needs only to open the 
  door and will the prisoner free.
  Nulledge
  Weapon (bastard sword), legendary (requires attunement by a 
  creature of chaotic evil alignment)
  Nulledge confers a +2 bonus to attack and damage rolls.
  Destroyer of Good. Nulledge'
  s purpose is to destroy those 
  of good alignment. It continuously detects good, as well as 
  invisibility, pointing the wielder to those it wants to slay. 
  Nulledge can cast the fly spell once per day, and maintains 
  concentration so the wielder doesn'
  t have to.
  Sentience. Nulledge is a sentient chaotic evil weapon with
  an Intelligence of 15, Wisdom of 12, and Charisma of 17. It 
  has hearing and darkvision out to 60 feet.
  The weapon can speak and read Common, Abyssal, and 
  Infernal, and communicate telepathically with its wielder.
  Personality. Nulledge communicates in a tone of 
  impatience, as if it desires to be constantly in action. It 
  wants to slay every living good creature in the multiverse 
  and will not stop until that goal is achieved.
  If the wielder wants to talk to or bargain with a good 
  creature, it causes a conflict with Nulledge. Usually the 
  weapon will attempt to control the wielder and slay the good
  creature regardless of the wielder'
  s wishes.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE 7
  
  S4 
  The 
  Lost 
  Caverns 
  Reference 
  Sheet
  Random 
  Encounters
  Roll 
  1d20 
  at 
  the 
  marked 
  location 
  on 
  the 
  map.
  Roll
  Encounter
  1
  Border Patrol
  2
  Avalanche
  3
  Rockslide
  4
  Bears
  5
  Gnoll Raiding Band
  6
  Eagle Eyrie
  7
  Mountain Tribesmen
  8
  Gray-furred Giant Snake
  9
  Goblin Band
  10
  Hill Giants
  11
  Wolf Pack
  12
  Mountain Dwarf Band
  13
  The Hermit
  14
  Troll Cave
  15
  Wyvern Roost
  16
  Hobgoblin War Party
  17
  Ogre Den
  18
  Elven Warder Band
  19
  Blue Dragon
  20
  Stone Giants'
   Playground
  Magic 
  Items
  1. Arrows +1
  2. Bag of Holding
  3. Battle axe +2
  4. Bolts +2
  5. Boots of Elvenkind
  6. Boots of Levitation
  7. Bracers of Defense
  8. Brooch of Shielding
  9. Cleric scroll of cure wounds, dispel magic, 
  remove curse, tongues,
   heal
  10.Cleric scroll of protection from energy, remove
  curse, raise dead,
   heal
  11.Cloak of elvenkind
  12.Crossbow of Speed (replace with heavy 
  crossbow +2)
  13.Cursed broadsword +1 (replace with bastard 
  sword +1)
  14.Dagger +2 Longtooth (replace with short 
  sword +2)
  15.Javelin of lightning
  16.Keoghtom'
  s ointment
  17.Lens of detection (replace with eyes of minute 
  seeing)
  18.Mithral chainmail
  19.Necklace of missiles (1 bead)
  20.Periapt of proof against poison
  21.Plate armor +2
  22.Potion of clairaudience (replace with potion of
  clairvoyance)
  23.Potion of diminution
  24.Potion of extra healing (replace with potion of
  greater healing)
  25.Potion of flying
  26.Potion of green dragon control (replace with 
  potion of invulnerability)
  27.Potion of healing (replace with common 
  variety)
  28.Potion of heroism
  29.Potion of levitation (replace with potion of 
  climbing)
  30.Potion of poison
  31.Potion of rainbow hues (replace with potion of
  invisibility)
  32.Potion of vitality
  33.Potion of water breathing
  34.Ring of protection +1
  35.Ring of warmth
  36.Rope of entanglement
  37.Scale mail +2
  38.Scroll of protection from elementals
  39.Serpentine owl
  40.Shield +1
  41.Spear +2
  42.Splint armor +2
  43.Wand of magic missiles
  44.Wings of flying
  45.Wizard scroll of slow,
   flesh to stone,
   arcane 
  gate
  46.Wizard scroll of illusory script, magic mouth,
   
  phantasmal force, conjure elemental
  47.Wizard scroll of darkness,
   fly,
   cloudkill
  Traps 
  •
  Animated 
  Mouth 
  Trap 
  (pg. 
  13): The 
  animated mouths have gems inside and 
  speak to the characters. A character 
  attempting to grab a gem out of a mouth 
  must succeed at a DC 14 Dexterity saving 
  throw or be bitten for 2d10 bludgeoning 
  damage. The mouths cannot be disarmed, 
  but asking the mouth to open wide or stick
  out its tongue will allow the character to 
  take the gem without getting bitten.
  •
  Green 
  Slime 
  Hazard 
  (pg. 
  15): Six green 
  slime colonies live on the ceiling of this 
  cave. Each character walking into the 
  room triggers one to drop on them. The 
  slime attacks at +6 to hit, and does 2d6 acid
  damage. The damage continues 
  automatically each round until the slime is
  burnt or scraped off. Scraping takes two 
  rounds. Burning takes only one round, but 
  inflicts 1d8 fire damage on the character. A
  character reduced to zero hit points by the 
  slime is dissolved and becomes a new 
  green slime.
  •
  Massive 
  Bat 
  Swarm 
  Hazard 
  (pg. 
  15-16): If 
  the characters enter this area with a light 
  source, the bats swarm in a frenzy. All non-
  magical light sources are put out, and each 
  character suffers one attack per round at 
  +7 to hit, dealing 2d6 slashing damage. The
  swarm lasts for 1d6 minutes after all light 
  sources are out. There are thousands of 
  bats in the area, and are too numerous to 
  kill off even with area effect spells. 
  Walking through the area with no light 
  source does not trigger a swarm.
  Monsters 
  by 
  Location
  Random 
  Encounters
  1. Border 
  Patrol: All humans, use 2 veterans 
  (MM 350, CR 3, 700 XP), 1 priest (MM 348, 
  CR 2, 450 XP), 18 bandits (MM 343, CR 1/8, 
  25 XP).
  2. Avalanche:
   DC 13 Dexterity saving throw 
  to avoid getting hit. Failure means 8d10 
  bludgeoning damage from rocks.
  3. Rockslide: DC 12 Dexterity or Climbing 
  check to cross. Failure means 4d10 
  bludgeoning damage from shifting rocks.
  4. Bears:
   Use 4 cave bears (Polar bear variant, 
  MM 334, CR 2, 450 XP)..
  5. Gnoll 
  Raiding 
  Band: Use 1 gnoll Fang of 
  Yeenoghu (MM 163, CR 4, 1100 XP), 2 gnoll 
  pack lords (MM 163, CR 2, 450 XP), 40 
  gnolls (MM 163, CR 1/2, 100 XP)..
  6. Eagle 
  Eyrie: Use 6 giant eagles (MM 324, 
  CR 2, 200 XP).
  7. Mountain 
  Tribesmen:
   Use 1 veteran (MM 
  350, CR 3, 700 XP), 1 druid (MM 346, CR 2, 
  450 XP), 4 berserkers (MM 344, CR 2, 450 
  XP), 25 tribal warriors (MM 350, CR 1/8, 25 
  XP)
  8. Gray-furred 
  Giant 
  Snake: Use 1 giant 
  poisonous snake (MM 327, CR 1/4, 50 XP).
  9. Goblin 
  Band: Use 5 goblin bosses (MM 166, 
  CR 1, 200 XP), 65 goblins (MM 166, CR 1/4, 
  50 XP).
  10.Hill 
  Giants: Use 4 hill giants (MM 155, CR 5,
  1800 XP).
  11.Wolf 
  Pack: Use 2 werewolves (MM 211, CR 
  3, 700 XP), 2 winter wolves (MM 340, CR 3, 
  700 XP), 14 wolves (MM 341, CR 1/4, 50 XP).
  12.Mountain 
  Dwarf 
  Band:
   All dwarves, use 3 
  veterans (MM 350, CR 3, 700 XP), 1 priest 
  (MM 348, CR 2, 450 XP), 10 scouts (MM 349,
  CR 1/2, 100 XP), 90 guards (armed with 
  battle axe and spear, MM 347, CR 1/8, 25 
  XP).
  13.The 
  Hermit: Use commoner (No special 
  power, MM 345, CR 0, 0-10 XP).
  14.Troll 
  Cave:
   Use 4 trolls (MM 291, CR 5, 1800 
  XP).
  15.Wyvern 
  Roost: Use 2 wyverns (MM 303, CR
  6, 2300 XP).
  16.Hobgoblin 
  War 
  Party: Use 1 hobgoblin 
  warlord (MM 187, CR 6, 2300 XP), 3 
  hobgoblin captains (MM 186, CR 3, 700 XP),
  50 hobgoblins (MM 186, CR 1/2, 100 XP).
  17.Ogre 
  Den: Use 12 ogres (MM 237, CR 2, 450 
  XP).
  18.Elven 
  Warder 
  Band: All elves, use 1 bandit 
  captain (armed with longsword and 
  dagger, MM 344, CR 2, 450 XP), 2 veterans 
  (MM 350, CR 3, 700 XP), 1 mage (MM 347, 
  CR 6, 2300 XP), 1 priest (MM 348, CR 2, 450 
  XP), 20 scouts (MM 349, CR 1/2, 100 XP), 50 
  guards (MM 347, CR 1/8, 25 XP).
  19.Blue 
  Dragon: Use 1 young blue dragon 
  (MM 91, CR 9, 5000 XP).
  20.Stone 
  Giants'
   
  Playground:
   Use 2 stone 
  giants (MM 156, CR 7, 2900 XP).
  Lesser 
  Caverns
  2. 
  Streaked 
  Cave: 20 stirges (MM 284, CR 1/8, 25
  XP).
  3. 
  Slate 
  Chambers: Clay golem (MM 168, CR 9, 
  5000 XP).
  4. 
  Guano-Covered 
  Cave:
   8 mobats (use Shadow 
  demon (MM 64, CR 4, 1100 XP)).
  5. 
  Littered 
  Cave: 10 darkmantles (MM 46, CR 
  1/2, 100 XP).
  6. 
  Grotto: 7 pech (use Duergar (MM 122, CR 1, 
  200 XP)).
  7. 
  Fungi 
  Cavern: 5 giant crickets (use Giant Fire
  Beetle (MM 325, CR 0, 0-10 XP)).
  9. 
  Stinking 
  Cave: 4 trolls (MM 291, CR 5, 1800 
  XP).
  11. 
  Long 
  Gallery: 16 cave morays (as carrion 
  crawler, but remove tentacle attack, bite attack
  is +5 to hit, with advantage if lunging out of 
  hole, bite inflicts 2d6+2 piercing damage(MM 
  37, CR 2, 450 XP).
  12. 
  Large 
  Cave:
   2 formorians (MM 136, CR 8, 
  3900 XP).
  14. 
  Underground 
  Lake:
   Giant snapping turtle 
  (as young green dragon, 1 bite attack only(MM 
  94, CR 8, 3900 XP).
  15. 
  Cul-De-Sac:
   8 cockatrices (MM 42, CR 1/2, 
  100 XP).
  16. 
  Rainbow 
  Cavern: Chossos the gorgimera (as
  chimera, but AC 17, 144 hit points, horn 
  damage increases to 2d12+4, gains gorgon head
  and petrify breath (MM 39 & 171, CR 6, 2300 
  XP).
  18. 
  Richly 
  Furnished 
  Cave:
   2 dao (MM 143, CR 
  11, 7200 XP).
  20. 
  Black 
  Water: 14 aquatic ghasts (as ghasts 
  but add swim speed of 30 feet and water 
  breathing(MM 148, CR 2, 450 XP).
  21. 
  Cave 
  of 
  Crystals: 3 xorn (MM 304, CR 5, 
  1800 XP).
  22. 
  Pool 
  Cavern: Antipathy spell, DC  15 
  Wisdom saving throw to overcome; 1 marid 
  (MM 146, CR 11, 7200 XP).
  Greater 
  Caverns
  1. 
  Small 
  Cave:
   30 troglodytes (MM 290, CR 1/4, 
  50 XP).
  2. 
  Cavern 
  of 
  Corpses:
   Death slaad (MM 278, CR 
  10, 5900 XP).
  3. 
  Great 
  Gallery 
  Cavern:
   Behir (MM 25, CR 11, 
  7200 XP).
  4. 
  Gallery 
  Cavern:
   12 gargoyles (MM 140, CR 2, 
  450 XP).
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE
  8
  
  5. 
  Uneven-Floored 
  Cavern: 2 umber hulks 
  (MM292, CR 5, 1800 XP).
  6. 
  Small 
  Gallery: Giant lizard (MM 326, CR 1/4, 
  50 XP).
  7. 
  Smooth 
  Cavern: 5 gas spores (MM 138, CR 
  1/2, 100 XP).
  8. 
  Cavern 
  of 
  Stalagmites: 4 barlgura (MM 56, 
  CR 5, 1800 XP).
  9.1. 
  The 
  Dark 
  Labyrinth: 6 minotaurs (MM 
  223, CR 3, 700 XP).
  9.2. 
  The 
  Armored 
  Automatons: 4 helmed 
  horrors (MM 183, CR 4, 1100 XP).
  9.3. 
  Canyon 
  of 
   
  the 
  Centaurs: 6 centaurs (MM 
  38, CR 2, 450 XP).
  10. 
  Jagged 
  Cavern: 3 chasme (MM 57, CR 6, 
  2300 XP).
  11. 
  Cave 
  of 
  the 
  Skull: trapper (use rug of 
  smothering (MM 20, CR 2, 450 XP)).
  12. 
  Pillared 
  Cavern: 4 ropers (MM 261, CR 5, 
  1800 XP).
  13. 
  Large 
  Cavern 
  of 
  Rotting 
  Fungi:
   3 shambling
  mounds (MM 270, CR 5, 1800 XP).
  14. 
  Large 
  Irregular 
  Cavern: 2 rhinoceros 
  beetles (as triceratops, but AC 16 (MM 80, CR 5, 
  1800 XP), tough hill giant (as hill giant but AC 
  16, 157 hit points (MM 155, CR 5, 1800 XP).
  15. 
  Fungi 
  Cave: 8 shriekers (MM 138, CR 0, 0-10 
  XP).
  16. 
  Great 
  Cavern:
   Dracolisk (as young black 
  dragon, plus basilisk petrify ability (MM 88 & 
  24, CR 8, 3900 XP).
  18. 
  Grotto 
  of 
  the 
  Demon 
  Idol: Stone golem 
  (MM 170, CR 10, 5900 XP); illusion can be seen 
  through with a DC 15 Intelligence 
  (Investigation) check.
  Special 
  Creatures
  Drelnza
  Medium undead,
   chaotic evil
  Armor 
  Class 20 (plate armor +2)
  Hit 
  Points 144 (17d8+68)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)
  Saving 
  Throws Dex +9, Wis +7, Con +9
  Skills Perception +7
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Abyssal
  Challenge 13 (10000 XP)
  Misty Escape, Regeneration, Spider Climb, 
  Vampire Weaknesses: Per standard vampire 
  (MM 297).
  Actions
  Multiattack. Drelnza makes two attacks, one of
  which may be a bite.
  Nulledge, bastard sword. Melee Weapon Attack: 
  +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6)
  slashing damage.
  Bite, Unarmed Strike, Charm: Per vampire (MM
  297).
  Legendary 
  Actions
  Drelnza can take 3 legendary actions, choosing
  from the options below. Only one legendary 
  action option can be used at a time and only at 
  the end of another creature’
  s turn. Drelnza 
  regains spent legendary actions at the start of 
  her turn.
  Move. Drelnza moves up to her speed without 
  provoking opportunity attacks.
  Sword Strike. Drelnza makes one sword attack.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  S4 THE LOST CAVERNS CONVERSION GUIDE
  9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - S4 The Lost Caverns of Tsojcanth.pdf