TEXT:  
   Conversion Guide by Mark 
  Stout
  For Character Levels 12-14
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  D1-2
  Descent into 
  the Depths of 
  the Earth
  
  D1-2 
  Descent 
  into 
  the
  Depths 
  of 
  the 
  Earth
  Conversion Guide
  Introduction: In 1981, TSR published the module named “Descent into the Depths of the
  Earth” with the module code “D1-2”. It was written by Gary Gygax and illustrated by David C.
  Sutherland III, David A. Trampier, Jim Roslof, Jeff Dee, Erol Otus, David S. La Force, and Bill
  Willingham. It consisted of a 32 page booklet and cover folder containing maps. This
  conversion guide allows DMs to run the original module with 5
  th Edition rules and provides a
  reference sheet for encounters.
  An adventure for six 12th – 14th 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.
   
  D1-2 DESCENT CONVERSION GUIDE
  1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  2
  
  D1-2: Descent into the Depths of the Earth
  Introduction
  To use this conversion guide you will need a copy of “D1-2 
  Descent into the Depths of the Earth”, 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  encounters provide a quick in-game 
  reference. Most creatures refer to stat blocks in the D&D 5e 
  Monster Manual. A few creatures have full stat blocks 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 '
  Descent into the Depths of the Earth'
   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
  This adventure can be used right after completing "G1-3 
  Against the Giants" or can be used stand alone. If used by 
  itself, the adventurers will need some reason to be pursuing 
  drow into the Underdark. Drow activity on the surface 
  involving ties to Elemental Evil is one suggested way. This 
  will tie into "D3 Vault of the Drow", as the adventurers 
  realize more is going on than just the machinations of the 
  Spider Queen.
  Regardless of the hook, the adventure begins with the 
  adventurers having possession of a map of the Underdark 
  presumably leading to the city of the drow responsible for 
  what was happening on the surface. The adventure is very 
  much a sandbox. The map is there to guide the adventurers, 
  but they are free to take what route they wish, branch off on 
  side jaunts, and in short do what they wish. There are a 
  series of set encounters along the way, from drow outposts 
  to the kou-toan temple. The rest is yours to fill in as you see 
  fit.
  Remember the ultimate goal for the adventurers is to get 
  to the drow city and do what needs to be done to stop the 
  drow from returning to the surface to try again. However 
  this module is simply concerned with the long leg of the 
  journey to the city, and introducing the adventurers to the 
  wonder and deadliness of the Underdark.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “Descent into the Depths of the Earth” 
  into the Forgotten Realms world of Faerûn.
  This adventure takes the adventurers from just below the
  surface to miles underground as they seek out the city of the 
  drow.  In Faerûn, it would be remiss to use any other drow 
  city than Menzoberranzan as the source of the raids. 
  Although the adventurers won'
  t discover the details until 
  they reach Menzoberranzan and start searching for leads, 
  for your edification the information is given here.
  House Druu'
  giir had long been one of the lesser ranked 
  nobles houses of Menzoberranzan, despite its prominence as
  the second largest mercantile house in the city (second only 
  to House Baenre), and being unusually blessed with males 
  talented in arcane magic. During the Silence of Lolth, the 
  clergy of the house had a crisis of faith, and turned to 
  Elemental Evil as a substitute. Lest they be found out and 
  annihilated, they kept up the facade and trappings of 
  worshiping the Spider Queen. The house has not only 
  successfully pulled off the ruse, but has risen in ranks 
  thanks to the power granted by Elemental Evil, and now 
  stands as the 10th house in the city.
  The ambition of House Druu'
  giir has grown with their 
  ranking, and recently the decision was made to establish 
  worship of Elemental Evil on the surface to attract more 
  followers and use them for the house'
  s benefit. The ultimate 
  goal is no less than breaking off from Menzoberranzan and 
  Lolth both, and starting a new drow city where Elemental 
  Evil is the official religion, and House Druu'
  giir will rule 
  unopposed.
  Unfortunately their efforts to organize Elemental Evil on
  the surface have met with defeat, and the giants they 
  organized (if this plot was used) to assist were broken and 
  scattered. The drow of House Druu'
  giir have fallen back to 
  the Underdark in the wake of these defeats, and retired to 
  the house to contemplate their next step. Little do they 
  realize that the same adventurers who have caused their 
  setbacks are now on their way to Menzoberranzan. 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  245) for 
  NPC reactions.
  •
  Know how to use perception 
  rules for noticing 
  traps, 
  secret 
  doors, and stealthed creatures.
  •
  Determine spell 
  tactics for spellcasters.
  •
  When the module text says one or more turns, a turn 
  refers to 10 
  minutes of in-game time.
  •
  Be familiar with travel times in the Underdark.
  •
  Know where the planned encounters will occur.
  •
  Convert drow 
  magic 
  weapon and armor 
  bonuses in the 
  following way. Old bonus/new bonus: +1 to +2/+1, +3 to 
  +4/+2, +5/+3.
  Visuals
  Suggested visuals to create:
  •
  Print or sketch a copy of the Players'
   Map.
  Random Encounters 
  Descent
  Primary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Drow patrol, male
  Giant slug
  Trolls (4), troglodytes (12)
  Ghasts (4)
  Rust monster
  Small merchant train
  Drow patrol, female
  Beholder
  Medium merchant train
  Giant fire beetles (5)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Shadows (8)
  Gas spore
  Gargoyles (12)
  Purple worm
  Yellow mold/green slime
  Bugbears (20), slaves (30)
  Large merchant train
  Illithid (2), wererats (4)
  Black pudding/gray ooze
  Drow patrol, mixed
  Secondary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Shriekers (6)
  Giant spiders (8)
  Drow patrol, mixed
  Small merchant train
  Giant fire beetles (10)
  Shadows (15)
  Giant slug
  Giant lizards (2)
  Bulette
  Piercers (12)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Rust monster
  Drow patrol, mixed
  Ghouls (12), ghasts (3)
  Bugbears (15), slaves (22)
  Purple worm
  Ropers (3)
  Medium merchant train
  Drow patrol, male
  Illithid (3), wererats (6)
  Violet fungi (4)
  Tertiary Passage
  Roll 
  1d20
  1
  2
  Darkmantles (10)
  Xorn (3)
  11
  12
  Vampire
  Illithid (4)
  3
  4
  5
  6
  7
  8
  9
  10
  Drow patrol, mixed
  Umber hulks (2)
  Jermlaine (25)
  Rust monster
  Piercers (12)
  Green slime
  Giant wolf spiders (15)
  Jermlaine (30)
  13
  14
  15
  16
  17
  18
  19
  20
  Small merchant train
  Piercers (12)
  Earth elementals (4)
  Lich
  Shambling mounds (4)
  Drow patrol, male
  Giant wolf spiders (15)
  Cloakers (4)
  Shrine
  Primary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Drow patrol, male
  Giant slug
  Kuo-toan party
  Ghouls (12), ghasts (3)
  Rust monster
  Small merchant train
  Drow patrol, female
  Giant snakes (2)
  Medium merchant train
  Trolls (4), troglodytes (12)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Shadows (8)
  Gas spore
  Gargoyles (12)
  Drow patrol, mixed
  Yellow mold/green slime
  Bugbears (20), slaves (30)
  Large merchant train
  Kuo-toan pilgrims
  Black pudding/gray ooze
  Drow patrol, mixed
  Secondary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Shriekers (6)
  Phase spiders (3)
  Drow patrol, mixed
  Small merchant train
  Giant fire beetles (3)
  Shadows (10)
  Kuo-toan war party
  Giant lizards (4)
  Bulette (2)
  Piercers (12)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Rust monster
  Drow patrol, mixed
  Ghouls (15), ghasts (4)
  Bugbears (18), slaves (24)
  Purple worm
  Ropers (4)
  Kuo-toan party
  Drow patrol, male
  Kuo-toan pilgrims
  Violet fungi (4)
  Tertiary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Darkmantles (12)
  Xorn (5)
  Drow patrol, mixed
  Umber hulks (4)
  Deep gnomes (8)
  Rust monster
  Piercers (20)
  Green slime
  Giant wolf spiders (20)
  Kuo-toan pilgrims
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Vampire
  Deep gnomes (8)
  Small merchant train
  Piercers (12)
  Giant slug
  Lich
  Shambling mounds (6)
  Drow patrol, male
  Kuo-toan war party
  Ropers (4)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  4
  
  Planned Encounters
  Descent
  Encounter Area D3
  Male 
  Contingent: Drow (12), Drow elite warrior (1), Drow 
  mage (1).
  Female 
  Contingent: Drow (10), Drow clerics (2), Drow 
  priestess (1).
  Encounter Area M12
  Illithid (4), Wererats (12).
  Troglodyte Caverns
  1B. Bugbears (3).
  1D. Drow (1).
  2. Piercers (14).
  4. Gargoyles (16).
  5. Purple worm (1).
  6. Drow (16), Drow elite warriors (4).
  7. Lich (1).
  8. Gargoyles (16).
  9. Giant lizards (6).
  10. Ghouls (32).
  11. Ghasts (4).
  12. Ghasts (2).
  13. Ghasts (4).
  14. Giant slug (1).
  15. Gynosphinx (2).
  16. Trolls (8).
  17. Trolls (9).
  18. Trolls (10).
  19. Bugbears (8).
  20. Bugbears (8).
  21. Bugbears (8).
  22. Bugbears (12).
  23. Bugbears (14).
  24. Bugbears (12).
  25. Bugbears (4).
  26. Bugbears (12).
  27. Bugbears (3).
  28. Troglodytes (36).
  29. Troglodytes (6).
  31. Shriekers (4), Violet fungi (4).
  32. Trolls (6).
  33. Trolls (6).
  34. Trolls (7).
  35. Trolls (7).
  36. Troglodytes (8).
  37. Troglodytes (8).
  38. Troglodytes (5).
  39. Wyverns (2).
  Shrine
  Encounter Area W27
  Kuo-toa monitor (1).
  Encounter Area A231
  Deep Gnomes (8).
  Kuo-toa Shrine
  A. Kuo-toa (4).
  B. Kuo-toa (# shown on map), Kuo-toa veteran (2).
  BF. Kuo-toa (18), Kuo-toa veteran (2).
  C. Kuo-toa (4).
  M. Kuo-toa monitor (2).
  W. Kuo-toa whips (3).
  5. Kuo-toa (8), Kuo-toa veterans (2).
  6. Kuo-toa (6), Kuo-toa veterans (3).
  7. Kuo-toa veterans (4), Kuo-toa assassins (2).
  6. Kuo-toa veterans (2), Kuo-toa archpriest (1).
  9. Kuo-toa (6), Kuo-toa veteran (2).
  12. Kuo-toa (6), Kuo-toa veterans (2).
  14. Kuo-toa (11).
  15. Kuo-toa (12), Kuo-toa veterans (2).
  17. Kuo-toa veterans (6).
  21. Kuo-toa (16).
  22. Kuo-toa captain (1), Kuo-toa lieutenant (2)
  23. Kuo-toa (5), Kuo-toa veterans (7).
  24. Kuo-toa (10), Kuo-toa veterans (6).
  27. Kuo-toa monitors (12).
  28. Secret trapdoor is noticed on a DC 18 passive Wisdom 
  (Perception) check, or a DC 15 Wisdom (Perception) check if 
  actively searching.
  29. The traps on Chest #1, #4, and #6 are noticed on a DC 20 
  passive Wisdom (Perception) check, or a DC 17 Wisdom 
  (Perception) check if actively searching. DC 15 Intelligence 
  (Investigation) check to determine how to disarm, followed 
  by a DC 15 Dexterity (thieves'
   tools) check to disable it. The 
  locks on all the chests can be opened with a DC 20 Dexterity 
  (thieves'
   tools) check.
  30. Kuo-toa (10).
  31. Kuo-toa (10).
  32. Kuo-toa (10).
  33. Kuo-toa whips (6).
  34. Kuo-toa whip (1).
  35. Drow elite warrior (1).
  Magic Items
  1. Alchemy jug
  2. Boots of speed
  3. Cleric scroll of cure wounds,
   find traps,
   lesser restoration 
  (x2),
   tongues,
   commune
  4. Cleric scroll of control water,
   greater restoration, true seeing
  5. Death lance (See Special Items)
  6. Druid scroll of cure wounds,
   conjure animals, locate creature
  7. Gauntlets of swimming and climbing (replace with gloves of
  swimming and climbing)
  8. Helm of underwater vision (replace with helm of telepathy)
  9. Lurker cloak (replace with cloak of the bat)
  10.Manual of Gainful Exercise
  11.Necklace of missiles (replace with necklace of fireballs)
  12.Potion of extra-healing (replace with potion of superior 
  healing)
  13.Potion of healing
  14.Potion of longevity
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  5
  
  15.Potion of plant control (replace with potion of animal 
  friendship)
  16.Potion of poison
  17.Potion of polymorph self (replace with potion of polymorph)
  18.Potion of water breathing
  19.Ring of invisibility
  20.Ring of protection
  21.Rope of entanglement
  22.Scroll of protection from demons (replace with scroll of 
  protection from fiends)
  23.Scroll of protection from undead
  24.Staff of striking
  25.Tome of understanding
  26.Wizard scroll of knock, tongues, globe of invulnerability,
   
  flesh to stone, wall of ice, symbol
  Monsters
  1. Assassin (MM 343, CR 8, 3900 XP).
  2. Beholder (MM 28, CR 13, 10000 XP).
  3. Black 
  Pudding (MM 241, CR 4, 1100 XP).
  4. Bugbear (MM 33, CR 1, 200 XP).
  5. Bulette (MM 34, CR 5, 1800 XP).
  6. Captain (See Special Creatures).
  7. Cloaker (MM 41, CR 8, 3900 XP).
  8. Commoner (MM 345, CR 0, 0-10 XP).
  9. Darkmantle (MM 46, CR 1/2, 100 XP).
  10.Drow (MM 128, CR 1/4, 50 XP).
  11.Drow 
  Cleric: As priest with Drow racial traits.
  12.Drow 
  Elite 
  Warrior (MM 128, CR 5, 1800 XP).
  13.Drow 
  Mage (MM 129, CR 7, 2900 XP).
  14.Drow 
  Merchant: As Drow.
  15.Drow 
  patrol, 
  female: Drow (8), Drow elite warrior (2), 
  Drow priestess (1).
  16.Drow 
  patrol, 
  male: Drow (10), Drow elite warrior (2), 
  Drow mage (1).
  17.Drow 
  patrol, 
  mixed: Drow (2), Drow elite warrior (1), and
  one of the following groups - 1) Bugbears (15); 2) Trolls (2),
  troglodytes (10); 3) Ghasts (4), ghouls (7).
  18.Drow 
  Priestess (MM 129, CR 8, 3900 XP).
  19.Earth 
  Elemental (MM 124, CR 5, 1800 XP).
  20.Gargoyle (MM 140, CR 2, 450 XP).
  21.Gas 
  Spore (MM 138, CR 1/2, 100 XP).
  22.Ghast (MM 148, CR 2, 450 XP).
  23.Ghoul (MM 148, CR 1, 200 XP).
  24.Giant 
  Fire 
  Beetle (MM 325, CR 0, 0-10 XP).
  25.Giant 
  Lizard (MM 326, CR 1/4, 50 XP).
  26.Giant 
  Slug (See Special Creatures).
  27.Giant 
  Spider (MM 328, CR 1, 200 XP).
  28.Giant 
  Wolf 
  Spider (MM 330, CR 1/4, 50 XP).
  29.Gladiator (MM 346, CR 5, 1800 XP).
  30.Gray 
  Ooze (MM 243, CR 1/2, 100 XP).
  31.Gynosphinx (MM 282, CR 11, 7200).
  32.Illithid 
  (Mind 
  Flayer) (MM 222, CR 7, 2900 XP).
  33.Jermlaine (See Special Creatures).
  34.Kuo-toa (MM 199, CR 1/4, 50 XP).
  35.Kuo-toa 
  Archpriest (MM 200, CR 6, 2300 XP).
  36.Kuo-toa 
  Assassin: (as assassin with kuo-toa racial traits).
  37.Kuo-toa 
  Captain: (as captain with kuo-toa racial traits).
  38.Kuo-toa 
  Lieutenant: (as gladiator with kuo-toa racial 
  traits).
  39.Kuo-toa 
  Monitor:
  (as variant whip, MM 198).
  40.Kuo-toa 
  Party: Kuo-toa (16), Kuo-toa whips (4), Kuo-toa 
  archpriest (1), Slaves (6).
  41.Kuo-toa 
  Pilgrims:
   Kuo-toa (20), Kuo-toa whips (5), Slaves 
  (12).
  42.Kuo-toa 
  Veteran:
   (as veteran with kuo-toa racial traits).
  43.Kuo-toa 
  War 
  Party:
   Kuo-toa (32) Kuo-toa veterans (6), 
  Kuo-toa whips (2), Kuo-toa monitors (2), Kuo-toa 
  archpriest (1), Slaves (12).
  44.Kuo-toa 
  Whip (MM 200, CR 1, 200 XP).
  45.Large 
  Merchant 
  Train: Drow merchant (6), Drow (12), 
  Drow elite warriors (2), Bugbears (16), Giant lizards (8), 
  Slaves (20).
  46.Lich (MM 202, CR 21, 33000 XP).
  47.Medium 
  Merchant 
  Train:
   Drow merchant (4), Drow (6), 
  Drow elite warriors (1), Bugbears (8), Giant lizards (4), 
  Slaves (12).
  48.Piercer (MM 252, CR 1/2, 100 XP).
  49.Priest (MM 348, CR 2, 450 XP).
  50.Purple 
  Worm (MM 255, CR 15, 13000 XP).
  51.Roper (MM 261, CR 5, 1800 XP).
  52.Rust 
  Monster (MM 262, CR 1/2, 100 XP).
  53.Shadow (MM 269, CR 1/2, 100 XP).
  54.Shambling 
  Mound (MM 270, CR 5, 1800 XP).
  55.Shrieker (MM 138, CR 0, 0-10 XP).
  56.Slave: As commoner.
  57.Small 
  Merchant 
  Train: Drow merchant (2), Drow (2), 
  Drow elite warrior (1), Bugbears (4), Giant lizards (2, 
  Slaves (6).
  58.Troglodyte (MM 290, CR 1/4, 50 XP).
  59.Troll (MM 291, CR 5, 1800 XP).
  60.Umber 
  Hulk (MM292, CR 5, 1800 XP).
  61.Vampire (MM 297, CR 13, 10000 XP).
  62.Veteran (MM 350, CR 3, 700).
  63.Violet 
  Fungus (MM 138, CR 1/4, 50 XP).
  64.Wererat (MM 209, CR 2, 450 XP).
  65.Wyvern (MM 303, CR 6, 2300 XP).
  66.Xorn (MM 304, CR 5, 1800 XP).
  Special Creatures
  Captain
  Medium 
  humanoid
  Armor 
  Class 20 (plate armor, shield)
  Hit 
  Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14(+2)
  16 (+3)
  10 (+0)
  10 (+0)
  12 (+1)
  Saving 
  Throws Str +7, Con +6
  Skills Perception +6
  Senses passive Perception 16
  Languages As species
  Challenge 6 (2300 XP)
  Action Surge (Recharges on a short rest). The captain can take 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  6
  
  one additional action on its turn.
  Indomitable (1/day). The captain may reroll a failed saving 
  throw.
  Actions
  Multiattack. The captain makes three melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit 
  on a 19-20.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. Scores a critical 
  hit on a 19-20.
  Kuo-toa Captain
  Medium humanoid (kuo-toa), neutral evil
  Armor 
  Class 17 (natural armor, shield)
  Hit 
  Points 105 (14d8 + 42)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  10 (+0)
  10 (+0)
  12 (+1)
  Saving 
  Throws Str +7, Con +6
  Skills Perception +6
  Senses darkvision 120 ft., passive Perception 16
  Languages Undercommon
  Challenge 6 (2300 XP)
  Action Surge (Recharges on a short rest). The captain can take 
  one additional action on its turn.
  Indomitable (1/day). The captain may reroll a failed saving 
  throw.
  Otherworldly Perception. The kuo-toa can sense the presence 
  of any creature within 30 feet of it that is invisible or on the 
  Ethereal Plane. It can pinpoint such a creature that is 
  moving.
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple. 
  Actions
  Multiattack. The captain makes three melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage. Scores a critical hit 
  on a 19-20.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. Scores a critical 
  hit on a 19-20.
  Giant Slug
  Huge monstrosity,
   unaligned
  Armor 
  Class 12 (natural armor)
  Hit 
  Points 147 (14d12 + 56)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  8 (-1)
  18 (+4)
  3 (-4)
  10 (+0)
  5 (-3)
  Damage 
  Resistances bludgeoning
  Damage 
  Immunities acid
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 6 (2300 XP)
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit:
   28 (4d10 + 6) piercing damage plus 10 (3d6) acid damage.
  Acid Spit. Ranged Weapon Attack: +5 to hit, range 60 ft., one 
  target. Hit:
   35 (10d6) acid damage.
  Jermlaine
  Tiny fey, neutral evil
  Armor 
  Class 14
  Hit 
  Points 1 (1d4 - 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  18 (+4)
  8 (-1)
  8 (-1)
  16 (+3)
  5 (-3)
  Skills Perception +5, Stealth +8
  Senses darkvision 120 ft., passive Perception 15
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Rat Speech Jermlaine can use speak with animals at will, but 
  can only talk to rats.
  Stealthy. Jermlaine have advantage on Dexterity (Stealth) 
  checks and can Hide as a bonus action.
  Actions
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit:
   1 piercing damage and target must make a DC 10 
  Constitution saving throw, taking 2d6 poison damage and 
  becoming poisoned for 1 minute on a failure, or half as much
  damage on a successful save.
  Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one 
  target. Hit:
   1 piercing damage and target must make a DC 10 
  Constitution saving throw, taking 2d6 poison damage and 
  becoming poisoned for 1 minute on a failure, or half as much
  damage on a successful save.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  7
  
  Special Items
  Death Lance
  Weapon (spear),
   rare (requires attunement)
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  The spear has 6 charges. You can expend 1 charge when 
  you hit a target to deal an extra 7 (2d6) necrotic damage. The 
  spear regains 1d6 charges daily at midnight.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  8
  
  D1-2 
  Descent 
  into 
  the 
  Depths
  Reference 
  Sheet
  Random 
  Encounters
  Descent
  Primary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Drow patrol, male
  Giant slug
  Trolls (4), 
  troglodytes (12)
  Ghasts (4)
  Rust monster
  Small merchant 
  train
  Drow patrol, 
  female
  Beholder
  Medium merchant 
  train
  Giant fire beetles 
  (5)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Shadows (8)
  Gas spore
  Gargoyles (12)
  Purple worm
  Yellow mold/green 
  slime
  Bugbears (20), 
  slaves (30)
  Large merchant 
  train
  Illithid (2), wererats
  (4)
  Black pudding/gray
  ooze
  Drow patrol, mixed
  Secondary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Shriekers (6)
  Giant spiders (8)
  Drow patrol, mixed
  Small merchant 
  train
  Giant fire beetles 
  (10)
  Shadows (15)
  Giant slug
  Giant lizards (2)
  Bulette
  Piercers (12)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Rust monster
  Drow patrol, mixed
  Ghouls (12), ghasts 
  (3)
  Bugbears (15), 
  slaves (22)
  Purple worm
  Ropers (3)
  Medium merchant 
  train
  Drow patrol, male
  Illithid (3), wererats
  (6)
  Violet fungi (4)
  Tertiary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Darkmantles (10)
  Xorn (3)
  Drow patrol, mixed
  Umber hulks (2)
  Jermlaine (25)
  Rust monster
  Piercers (12)
  Green slime
  Giant wolf spiders 
  (15)
  Jermlaine (30)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Vampire
  Illithid (4)
  Small merchant 
  train
  Piercers (12)
  Earth elementals 
  (4)
  Lich
  Shambling mounds
  (4)
  Drow patrol, male
  Giant wolf spiders 
  (15)
  Cloakers (4)
  Shrine
  Primary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Drow patrol, male
  Giant slug
  Kuo-toan party
  Ghouls (12), ghasts 
  (3)
  Rust monster
  Small merchant 
  train
  Drow patrol, 
  female
  Giant snakes (2)
  Medium merchant 
  11
  12
  13
  14
  15
  16
  17
  18
  19
  Shadows (8)
  Gas spore
  Gargoyles (12)
  Drow patrol, mixed
  Yellow mold/green 
  slime
  Bugbears (20), 
  slaves (30)
  Large merchant 
  train
  Kuo-toan pilgrims
  Black pudding/gray
  10
  train
  Trolls (4), 
  troglodytes (12)
  20
  ooze
  Drow patrol, mixed
  Secondary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Shriekers (6)
  Phase spiders (3)
  Drow patrol, mixed
  Small merchant 
  train
  Giant fire beetles 
  (3)
  Shadows (10)
  Kuo-toan war 
  party
  Giant lizards (4)
  Bulette (2)
  Piercers (12)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Rust monster
  Drow patrol, mixed
  Ghouls (15), ghasts 
  (4)
  Bugbears (18), 
  slaves (24)
  Purple worm
  Ropers (4)
  Kuo-toan party
  Drow patrol, male
  Kuo-toan pilgrims
  Violet fungi (4)
  Tertiary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Darkmantles (12)
  Xorn (5)
  Drow patrol, mixed
  Umber hulks (4)
  Deep gnomes (8)
  Rust monster
  Piercers (20)
  Green slime
  Giant wolf spiders 
  (20)
  Kuo-toan pilgrims
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Vampire
  Deep gnomes (8)
  Small merchant 
  train
  Piercers (12)
  Giant slug
  Lich
  Shambling mounds
  (6)
  Drow patrol, male
  Kuo-toan war party
  Ropers (4)
  Planned 
  Encounters
  Descent
  Encounter 
  Area 
  D3
  Male 
  Contingent: Drow (12), Drow elite 
  warrior (1), Drow mage (1).
  Female 
  Contingent:
   Drow (10), Drow clerics (2),
  Drow priestess (1).
  Encounter 
  Area 
  M12
  Illithid (2), Wererats (12).
  Troglodyte 
  Caverns
  1B. Bugbears (3).
  1D. Drow (1).
  2. Piercers (14).
  4. Gargoyles (16).
  5. Purple worm (1).
  6. Drow (16), Drow elite warriors (4).
  7. Lich (1).
  8. Gargoyles (16).
  9. Giant lizards (6).
  10. Ghouls (32).
  11. Ghasts (4).
  12. Ghasts (2).
  13. Ghasts (4).
  14. Giant slug (1).
  15. Gynosphinx (2).
  16. Trolls (8).
  17. Trolls (9).
  18. Trolls (10).
  19. Bugbears (8).
  20. Bugbears (8).
  21. Bugbears (8).
  22. Bugbears (12).
  23. Bugbears (14).
  24. Bugbears (10).
  25. Bugbears (4).
  26. Bugbears (12).
  27. Bugbears (3).
  28. Troglodytes (36).
  29. Troglodytes (6).
  31. Shriekers (4), Violet fungi (4).
  32. Trolls (6).
  33. Trolls (6).
  34. Trolls (7).
  35. Trolls (7).
  36. Troglodytes (8).
  37. Troglodytes (8).
  38. Troglodytes (5).
  39. Wyverns (2).
  Shrine
  Encounter 
  Area 
  W27
  Kuo-toa monitor (1).
  Encounter 
  Area 
  A231
  Deep Gnomes (8).
  Kuo-toa 
  Shrine
  A. Kuo-toa (4).
  B. Kuo-toa (# shown on map), Kuo-toa veteran 
  (2).
  BF. Kuo-toa (18), Kuo-toa veteran (2).
  C. Kuo-toa (4).
  M. Kuo-toa monitor (2).
  W. Kuo-toa whips (3).
  5. Kuo-toa (8), Kuo-toa veterans (2).
  6. Kuo-toa (6), Kuo-toa veterans (3).
  7. Kuo-toa veterans (4), Kuo-toa assassins (2).
  6. Kuo-toa veterans (2), Kuo-toa archpriest (1).
  9. Kuo-toa (4), Kuo-toa veteran (1).
  12. Kuo-toa (4), Kuo-toa veterans (2).
  14. Kuo-toa (11).
  15. Kuo-toa (12), Kuo-toa veterans (2).
  17. Kuo-toa veterans (6).
  21. Kuo-toa (16).
  22. Kuo-toa captain (1), Kuo-toa lieutenant (2)
  23. Kuo-toa (5), Kuo-toa veterans (7).
  24. Kuo-toa (10), Kuo-toa veterans (6).
  27. Kuo-toa monitors (12).
  28. Secret trapdoor is noticed on a DC 18 
  passive Wisdom (Perception) check, or a DC 15 
  Wisdom (Perception) check if actively 
  searching.
  29. The traps on Chest #1, #4, and #6 are 
  noticed on a DC 20 passive Wisdom 
  (Perception) check, or a DC 17 Wisdom 
  (Perception) check if actively searching. DC 15 
  Intelligence (Investigation) check to determine 
  how to disarm, followed by a DC 15 Dexterity 
  (thieves'
   tools) check to disable it. The locks on 
  all the chests can be opened with a DC 20 
  Dexterity (thieves'
   tools) check.
  30. Kuo-toa (10).
  31. Kuo-toa (10).
  32. Kuo-toa (10).
  33. Kuo-toa whips (6).
  34. Kuo-toa whip (1).
  35. Drow elite warrior (1).
  Magic 
  Items
  1. Alchemy jug
  2. Boots of speed
  3. Cleric scroll of cure wounds,
   find traps,
   lesser 
  restoration (x2),
   tongues, commune
  4. Cleric scroll of control water,
   greater 
  restoration, true seeing
  5. Death lance (See Special Items)
  6. Druid scroll of cure wounds,
   conjure animals, 
  locate creature
  7. Gauntlets of swimming and climbing (replace
  with gloves of swimming and climbing)
  8. Helm of underwater vision (replace with 
  helm of telepathy)
  9. Lurker cloak (replace with cloak of the bat)
  10.Manual of Gainful Exercise
  11.Necklace of missiles (replace with necklace of 
  fireballs)
  12.Potion of extra-healing (replace with potion of
  superior healing)
  13.Potion of healing
  14.Potion of longevity
  15.Potion of plant control (replace with potion of 
  animal friendship)
  16.Potion of poison
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  9
  
  17.Potion of polymorph self (replace with potion 
  of polymorph)
  18.Potion of water breathing
  19.Ring of invisibility
  20.Ring of protection
  21.Rope of entanglement
  22.Scroll of protection from demons (replace 
  with scroll of protection from fiends)
  23.Scroll of protection from undead
  24.Staff of striking
  25.Tome of understanding
  26.Wizard scroll of knock,
   tongues, globe of 
  invulnerability,
   flesh to stone, wall of ice, 
  symbol
  Monsters
  1. Assassin (MM 343, CR 8, 3900 XP).
  2. Beholder (MM 28, CR 13, 10000 XP).
  3. Black 
  Pudding (MM 241, CR 4, 1100 XP).
  4. Bugbear (MM 33, CR 1, 200 XP).
  5. Bulette (MM 34, CR 5, 1800 XP).
  6. Captain (See Special Creatures).
  7. Cloaker (MM 41, CR 8, 3900 XP).
  8. Commoner (MM 345, CR 0, 0-10 XP).
  9. Darkmantle (MM 46, CR 1/2, 100 XP).
  10.Drow (MM 128, CR 1/4, 50 XP).
  11.Drow 
  Cleric: As priest with Drow racial 
  traits.
  12.Drow 
  Elite 
  Warrior (MM 128, CR 5, 1800 
  XP).
  13.Drow 
  Mage (MM 129, CR 7, 2900 XP).
  14.Drow 
  Merchant: As Drow.
  15.Drow 
  patrol, 
  female: Drow (8), Drow elite 
  warrior (2), Drow priestess (1).
  16.Drow 
  patrol, 
  male: Drow (10), Drow elite 
  warrior (2), Drow mage (1).
  17.Drow 
  patrol, 
  mixed: Drow (2), Drow elite 
  warrior (1), and one of the following groups
  - 1) Bugbears (15); 2) Trolls (2), troglodytes 
  (10); 3) Ghasts (4), ghouls (7).
  18.Drow 
  Priestess (MM 129, CR 8, 3900 XP).
  19.Earth 
  Elemental (MM 124, CR 5, 1800 XP).
  20.Gargoyle (MM 140, CR 2, 450 XP).
  21.Gas 
  Spore (MM 138, CR 1/2, 100 XP).
  22.Ghast (MM 148, CR 2, 450 XP).
  23.Ghoul (MM 148, CR 1, 200 XP).
  24.Giant 
  Fire 
  Beetle (MM 325, CR 0, 0-10 XP).
  25.Giant 
  Lizard (MM 326, CR 1/4, 50 XP).
  26.Giant 
  Slug (See Special Creatures).
  27.Giant 
  Spider (MM 328, CR 1, 200 XP).
  28.Giant 
  Wolf 
  Spider (MM 330, CR 1/4, 50 XP).
  29.Gladiator (MM 346, CR 5, 1800 XP).
  30.Gray 
  Ooze (MM 243, CR 1/2, 100 XP).
  31.Gynosphinx (MM 282, CR 11, 7200).
  32.Illithid (Mind Flayer) (MM 222, CR 7, 2900 
  XP).
  33.Jermlaine (See Special Creatures).
  34.Kuo-toa (MM 199, CR 1/4, 50 XP).
  35.Kuo-toa 
  Archpriest (MM 200, CR 6, 2300 
  XP).
  36.Kuo-toa 
  Assassin: (as assassin with kuo-toa
  racial traits).
  37.Kuo-toa 
  Captain: (as captain with kuo-toa 
  racial traits).
  38.Kuo-toa 
  Lieutenant: (as gladiator with 
  kuo-toa racial traits).
  39.Kuo-toa 
  Monitor:(as variant whip, MM 
  198).
  40.Kuo-toa 
  Party: Kuo-toa (16), Kuo-toa whips 
  (4), Kuo-toa archpriest (1), Slaves (6).
  41.Kuo-toa 
  Pilgrims: Kuo-toa (20), Kuo-toa 
  whips (5), Slaves (12).
  42.Kuo-toa 
  Veteran: (as veteran with kuo-toa 
  racial traits).
  43.Kuo-toa 
  War 
  Party: Kuo-toa (32) Kuo-toa 
  veterans (6), Kuo-toa whips (2), Kuo-toa 
  monitors (2), Kuo-toa archpriest (1), Slaves 
  (12).
  44.Kuo-toa 
  Whip (MM 200, CR 1, 200 XP).
  45.Large 
  Merchant 
  Train: Drow merchant (6),
  Drow (12), Drow elite warriors (2), Bugbears
  (16), Giant lizards (8), Slaves (20).
  46.Lich (MM 202, CR 21, 33000 XP).
  47.Medium 
  Merchant 
  Train:
   Drow merchant 
  (4), Drow (6), Drow elite warriors (1), 
  Bugbears (8), Giant lizards (4), Slaves (12).
  48.Piercer (MM 252, CR 1/2, 100 XP).
  49.Priest (MM 348, CR 2, 450 XP).
  50.Purple 
  Worm (MM 255, CR 15, 13000 XP).
  51.Roper (MM 261, CR 5, 1800 XP).
  52.Rust 
  Monster (MM 262, CR 1/2, 100 XP).
  53.Shadow (MM 269, CR 1/2, 100 XP).
  54.Shambling 
  Mound (MM 270, CR 5, 1800 
  XP).
  55.Shrieker (MM 138, CR 0, 0-10 XP).
  56.Slave: As commoner.
  57.Small 
  Merchant 
  Train: Drow merchant (2),
  Drow (2), Drow elite warrior (1), Bugbears 
  (4), Giant lizards (2, Slaves (6).
  58.Troglodyte (MM 290, CR 1/4, 50 XP).
  59.Troll (MM 291, CR 5, 1800 XP).
  60.Umber 
  Hulk (MM292, CR 5, 1800 XP).
  61.Vampire (MM 297, CR 13, 10000 XP).
  62.Veteran (MM 350, CR 3, 700).
  63.Violet 
  Fungus (MM 138, CR 1/4, 50 XP).
  64.Wererat (MM 209, CR 2, 450 XP).
  65.Wyvern (MM 303, CR 6, 2300 XP).
  66.Xorn (MM 304, CR 5, 1800 XP).
  Special 
  Creatures
  Captain
  Medium humanoid
  Armor 
  Class 20 (plate armor, shield)
  Hit 
  Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)14(+2)16 (+3)10 (+0)10 (+0)12 (+1)
  Saving 
  Throws Str +7, Con +6
  Skills Perception +6
  Senses passive Perception 16
  Languages As species
  Challenge 6 (2300 XP)
  Action Surge (Recharges on a short rest). The 
  captain can take one additional action on its 
  turn.
  Indomitable (1/day). The captain may reroll a 
  failed saving throw.
  Actions
  Multiattack. The captain makes three melee or 
  ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing 
  damage. Scores a critical hit on a 19-20.
  Shortbow. Ranged Weapon Attack:
   +5 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. Scores a critical hit on a 19-
  20.
  Kuo-toa 
  Captain
  Medium humanoid (kuo-toa),
   neutral evil
  Armor 
  Class 17 (natural armor, shield)
  Hit 
  Points 105 (14d8 + 42)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)14 (+2)16 (+3)10 (+0)10 (+0)12 (+1)
  Saving 
  Throws Str +7, Con +6
  Skills Perception +6
  Senses darkvision 120 ft., passive Perception 16
  Languages Undercommon
  Challenge 6 (2300 XP)
  Action Surge (Recharges on a short rest). The 
  kuo-toa captain can take one additional action 
  on its turn.
  Indomitable (1/day). The kuo-toa captain may 
  reroll a failed saving throw.
  Otherworldly Perception. The kuo-toa captain 
  can sense the presence of any creature within 
  30 feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is 
  moving.
  Slippery. The kuo-toa captain has advantage on
  ability checks and saving throws made to 
  escape a grapple. 
  Actions
  Multiattack. The kuo-toa captain makes three 
  melee or ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing 
  damage. Scores a critical hit on a 19-20.
  Shortbow. Ranged Weapon Attack: +5 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. Scores a critical hit on a 19-
  20.
  Giant 
  Slug
  Huge monstrosity,
   unaligned
  Armor 
  Class 12 (natural armor)
  Hit 
  Points 147 (14d12 + 56)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 8 (-1) 18 (+4) 3 (-4) 10 (+0) 5 (-3)
  Damage 
  Resistances bludgeoning
  Damage 
  Immunities acid
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 6 (2300 XP)
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit:
   28 (4d10 + 6) piercing damage 
  plus 10 (3d6) acid damage.
  Acid Spit. Ranged Weapon Attack: +5 to hit, 
  range 60 ft., one target. Hit: 35 (10d6) acid 
  damage.
  Jermlaine
  Tiny fey, neutral evil
  Armor 
  Class 14
  Hit 
  Points 1 (1d4 - 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 18 (+4) 8 (-1) 8 (-1) 16 (+3) 5 (-3)
  Skills Perception +5, Stealth +8
  Senses darkvision 120 ft., passive Perception 15
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Rat Speech Jermlaine can use speak with 
  animals at will, but can only talk to rats.
  Stealthy. Jermlaine have advantage on 
  Dexterity (Stealth) checks and can Hide as a 
  bonus action.
  Actions
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit:
   1 piercing damage and target 
  must make a DC 10 Constitution saving throw, 
  taking 2d6 poison damage and becoming 
  poisoned for 1 minute on a failure, or half as 
  much damage on a successful save.
  Dart. Ranged Weapon Attack: +6 to hit, range 
  20/60 ft., one target. Hit: 1 piercing damage and
  target must make a DC 10 Constitution saving 
  throw, taking 2d6 poison damage and 
  becoming poisoned for 1 minute on a failure, 
  or half as much damage on a successful save.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D1-2 DESCENT CONVERSION GUIDE
  10
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - D1-2 Descent into the Depths of the Earth.pdf