TEXT:  
   Stan Shinn
  For Character Levels 1-3
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  C3
  The Lost Island
  of Castanamir
  
  C3 
  The 
  Lost 
  Island
  of 
  Castanamir
  Conversion Guide
  Introduction: In 1984, TSR published the module named “The Lost Island of Castanamir”
  with the module code “C3”. It was written by Ken Rolston and illustrated by Jeff Easley, and
  consisted of a 32 page booklet and cover folder containing maps. "The Lost Island of
  Castanamir" was the third of TSR'
  s competition series of tournament adventures. 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 1st– 3rd level characters
  STAN SHINN
  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.
   
  Stan Shinn
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  2
  
  C3: The Lost Island of Castanamir
  Introduction
  To use this conversion guide you will need a copy of “C3 The 
  Lost Island of Castanamir”, 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 and a summary of 
  Castanamir'
  s unusual home 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 '
  The Lost Island of Castanamir'
   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
  Five years ago an island mysteriously appeared in the sea. 
  Ships that attempted to investigate the island were wrecked 
  on invisible rocks or developed holes in the hulls. A magician
  that heard of the island conducted an investigation and was 
  certain the island belonged to Castanamir the Mad.
  Castanamir was an archmage, and hero of the Goblin 
  Wars, that became leader of the wizard'
  s guild and the ruling
  council. However he was stubborn and willful, and soon 
  became unpopular despite his fame. Feeling betrayed, he 
  retired to an island, where he built a sanctum in which he 
  could continue his research unbothered. His friends that still
  saw him occasionally reported that he was growing 
  eccentric and had fallen in with characters of an unsavory 
  reputation. One day his island simply vanished. Those who 
  knew him assumed he had warded the island to keep 
  intruders away.
  Castanamir was known to be a master of traditional 
  spellcasting as well as a skilled enchanter. By the time his 
  island disappeared, he was a rich man with an amazing 
  collection of arcane lore.
  Believing Castanamir to be dead, and that this accounts 
  for the reappearance of the island, the magician has hired 
  the adventurers to explore the island and bring back 
  whatever treasure and lore they can find. The magician has 
  promised the adventurers fully half of the treasure as 
  payment for the task.
  Finding a ship to go to the island, and finding the island 
  were easy tasks. The ship was anchored a safe distance away,
  and the adventurers took a dinghy to shore. Unfortunately 
  the dinghy was holed by an impact, leaving the adventurers 
  to swim to shore, with only the equipment on their backs. 
  When the adventurers looked back, the ship that brought 
  them there was sinking, with no cause immediately 
  apparent.
  The island was disappointing to say the least, being 
  mostly barren of all but rocks and short grass. Things looked
  desperate until one of the adventurers discovered a stone 
  door set in a shallow depression. When opened, a stairway 
  was revealed, leading down to another door made of an 
  unfamiliar material. With no other options, the adventurers 
  proceeded down.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “The Lost Island of Castanamir” into the 
  Forgotten Realms world of Faerûn.
  Castanamir'
  s island can be located virtually anywhere in 
  Faerûn. On the Sword coast, it could be located in the Sea of 
  Swords, approximately halfway between Waterdeep and the 
  Korinn Archipelago. For colder seas matching the original 
  module, it could be several days voyage northwest of 
  Neverwinter.
  In the Realms, Castanamir could have been a senior 
  member of the Watchful Order of Magists and Protectors in 
  Waterdeep until his decision to retire and go into seclusion. 
  The magician who hires the adventurers in this case is a 
  member of that order.
  Another possibility is Castanamir was secretly a member
  of the Arcane Brotherhood, and used the resources of that 
  organization to aid his personal research projects. In this 
  case, Castanamir'
  s withdraw was a tactical retreat to avoid 
  the wrath of that organization when they discovered he used
  them for his own ends. In this case, the magician that hires 
  the party is an ex-member of the brotherhood looking for 
  items or magical lore Castanamir took.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  The Lost 
  Island 
  of 
  Castanamir was originally a one-
  shot, tournament module for convention play. The 
  module has quite a lot of powerful 
  magic 
  items as 
  treasure, since they are intended to be used as payment 
  to the naranzim (pg. 
  22). Also, the adventure was never 
  intended to be part of an ongoing 
  campaign. The DM is 
  advised to use sound judgment in deciding whether to 
  award some of these magic items, or substitute 
  lesser 
  ones in their stead.
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  245) for 
  NPC reactions.
  •
  Know rules for throwing a lit flask 
  of 
  oil.
  •
  Know how to use perception 
  rules for noticing 
  traps, 
  secret 
  doors, and stealthed creatures.
  •
  Determine spell 
  tactics for spellcasters.
  •
  Become familiar with how the teleportals connect the 
  rooms together.
  •
  The challenges on the island vary wildly in difficulty. 
  Some encounters are not meant to be fights.
  Visuals
  Suggested visuals to create:
  •
  Prepare maps of each room, either sketched or printed, 
  for the players.
  •
  Print the picture of the gingwatzim 
  exhibit (pg. 
  10).
  •
  Print the picture of the library (pg. 
  12).
  Planned Encounters
  Living Quarters
  1A. Leprechauns (2), a DC 14 Intelligence (Investigation) 
  check will reveal the illusions.
  1B. Thugs (2).
  2. Hobgoblins (15), four are awake, the rest are asleep when 
  the party enters.
  3. Giant rats (20).
  4. Berserkers (2).
  5. Feral slasher (1), ogres (2).
  6. Characters who succeed at a DC 14 Intelligence 
  (Investigation) check will see through the illusions.
  7. Tim (1), Pakim (1), Graegzim (1).
  8c. Lizardfolk (2).
  9c. Disease - treat as sewer plague (DMG 
  pg. 
  257).
  9d. Heavy crossbows trap.
  Laboratories and Workrooms
  I. Bradvig. Books that are fire trapped or have explosive 
  runes inflict 2d10 fire damage to anyone touching them. This
  also destroys the book.
  II. Naranzim (1). Illusions can be seen through with a 
  successful DC 15 Intelligence (Investigation) check.
  IIIA. Giant wolverine (1).
  IIIB. Flesh golem (1).
  IV. Hippogriffs (2).
  V. Arriflex.
  VIA. Ghoul (1).
  VIIC. Iron Men (2).
  VIII. The items in this room are ready to be enchanted, but 
  do not function.
  IX. Pakim (3).
  Magic Items
  1. *Amulet (+1 to saving throws against spells)
  2. Amulet of the planes (replace with amulet that casts 
  teleportation circle once,
   to return adventurers home)
  3. **Arrow +1
  4. Arrows +1
  5. Belt of flying (make into a part of the room, not removable 
  without ruining it)
  6. **Boots of elvenkind
  7. Bracers of defense (replace with scroll of mage armor)
  8. **Bracers of defense
  9. **Chain mail +2 (downgrade to +1)
  10.*Charm (+1 to saving throws against spells)
  11.*Dagger +1
  12.*Dagger +2 (downgrade to +1)
  13.Dust of appearance (replace with dust of disappearance)
  14.Figurine of wondrous power: ebony fly
  15.Gloves of fire resistance (replace with potion of fire 
  resistance)
  16.**Javelin of piercing (replace with javelin +1)
  17.Javelin of lightning
  18.Longsword +1
  19.**Longsword +1
  20.Philter of love
  21.**Potion of clairaudience (replace with potion of 
  clairvoyance)
  22.**Potion of extra-healing (replace with potion of greater 
  healing)
  23.**Potion of healing
  24.Potion of animal control (replace with potion of animal 
  friendship)
  25.Potion of climbing
  26.Potion of diminution
  27.Potion of ESP (replace with potion of mind reading)
  28.Potion of extra-healing (replace with potion of greater 
  healing)
  29.Potion of fire resistance
  30.Potion of healing
  31.Potion of levitation (replace with potion of  flying)
  32.Potion of longevity
  33.Potion of speed
  34.Potion of water breathing
  35.*Quarterstaff +1
  36.*Quarterstaff +3 (downgrade to +1)
  37.Ring of free action
  38.**Ring of protection
  39.**Scroll of arcane lock, suggestion
  40.**Scroll of blindness,
   blur
  41.**Scroll of raise dead
  42.Scroll of cure wounds (2), protection from energy,
   sanctuary
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  4
  
  43.Scroll of invisibility, fly, tongues
  44.Scroll of protection from demons (replace with protection 
  from fiends)
  45.**Shield +1
  46.*Shortsword +2 (downgrade to +1)
  47.**Spear +1
  48.**Splint armor +2 (downgrade to +1)
  49.**Wand of fireballs (replace with wand of magic missiles)
  50.**Warhammer +2 (downgrade to +1)
  *The DM will want to consider whether to allow 
  Gingwatzim items.
  **These items are in the pool guarded by the Naranzim, 
  which the adventurers are not 
  likely 
  to 
  kill.
  Traps 
  •
  Heavy 
  Crossbows 
  Trap 
  (pg. 
  11): Triggered when someone
  breaks the tripwire just inside the door. DC 15 passive 
  Wisdom (Perception) check to spot the tripwire or DC 12 
  Wisdom (Perception) check if actively searching. DC 11 
  Intelligence (Investigation) check to determine how to 
  disarm, followed by a DC 13 Dexterity check using 
  thieves tools to disable it. The triggering creature suffers 
  4 attacks at +3 to hit, 1d10 piercing damage per hit.
  Monsters
  1. Arriflex: (See Special Creatures)
  2. Berserker: (MM 344, CR 2, 450 XP)
  3. Bradvig: (See Special Creatures)
  4. Feral 
  slasher: (as hook horror, MM 189, CR 3, 700 XP)
  5. Flesh 
  golem: (MM 169, CR 5, 1800 XP)
  6. Ghoul: (MM 148, CR 1, 200 XP)
  7. Giant rat: (MM 327, CR 1/8, 25 XP)
  8. Giant 
  wolverine: (as giant weasel, MM 329, CR 1/4, 50 
  XP)
  9. Graegzim: (See Special Creatures)
  10.Hippogriff: (MM 184, CR 1, 200 XP)
  11.Hobgoblin: (MM 186, CR 1/2, 100 XP)
  12.Iron 
  Man: (as animated armor, MM 19, CR 1, 200 XP)
  13.Leprechaun: (as pixie, MM 253, CR 1/4, 50 XP)
  14.Lizardfolk: (MM 204, CR 1/2, 100 XP)
  15.Naranzim: (See Special Creatures)
  16.Ogre: (MM 237, CR 2, 450 XP)
  17.Pakim: (See Special Creatures)
  18.Thug: (MM 350, CR 1/2, 100 XP)
  19.Tim: (See Special Creatures)
  Special Creatures
  Arriflex
  Medium 
  humanoid 
  (human),
   
  lawful 
  evil
  Armor 
  Class 11
  Hit 
  Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  13 (+1)
  17 (+3)
  11 (+0)
  10 (+0)
  Saving 
  Throws Int +6, Wis +3
  Skills Arcana +6, History +6
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Spellcasting. Arriflex is a 6th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). He knows the following spells:
  Cantrips (at will):
   fire bolt, light,
   mage hand,
   mending
  1st level (4 slots): identify,
   magic missile,
   unseen servant
  2nd level (3 slots): invisibility,
   knock, web
  3rd level (3 slots): fireball, Leomund'
  s tiny hut,
   tongues
  Actions
  Dagger +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Fire Bolt. Ranged Spell Attack:
   +6 to hit, range 120 ft., one 
  target. Hit:
   11 (2d10) fire damage.
  Bradvig
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 10
  Hit 
  Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (+0)
  10 (+0)
  17 (+3)
  12 (+1)
  10 (+0)
  Saving 
  Throws Int +5, Wis +3
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common
  Challenge 1 (200 XP)
  Spellcasting. Bradvig is a 4th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). He knows the following spells:
  Cantrips (at will):
   light, mage hand, mending,
   ray of frost
  1st level (4 slots): color spray,
   mage armor, sleep,
   unseen servant
  2nd level (3 slots): blindness,
   hold person,
   web
  Actions
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage.
  Ray of Frost. Ranged Spell Attack:
   +6 to hit, range 120 ft., one 
  target. Hit:
   4 (1d8) cold damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  5
  
  Eoluzim (Gingwatzim)
  Medium 
  aberration,
   
  neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 36 (8d8)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  10 (+0)
  6 (-2)
  8 (-1)
  16 (+3)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 2 (450 XP)
  Actions
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage.
  Graegzim (Gingwatzim)
  Small 
  aberration,
   
  neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 21 (6d6)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  10 (+0)
  3 (-4)
  6 (-2)
  14 (+2)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Actions
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 12 (3d6 + 2) necrotic damage.
  Maronzim (Gingwatzim)
  Medium 
  aberration,
   
  neutral 
  evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 54 (12d8)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  10 (+0)
  12 (+1)
  10 (+0)
  17 (+3)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 4 (1100 XP)
  Actions
  Multiattack. The maronzim makes two life drain attacks.
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage.
  Naranzim (Gingwatzim)
  Large 
  aberration,
   
  neutral 
  evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 88 (16d10)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  10 (+0)
  16 (+3)
  12 (+1)
  18 (+4)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 6 (2300 XP)
  Actions
  Multiattack. The naranzim makes two life drain attacks.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 21 (5d6 + 4) necrotic damage.
  Pakim (Gingwatzim)
  Small 
  aberration,
   
  neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 14 (4d6)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  10 (+0)
  3 (-4)
  6 (-2)
  12 (+1)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  6
  
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Life Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (2d6 + 1) necrotic damage.
  Tim (Gingwatzim)
  Small 
  aberration,
   
  neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 7 (2d6)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  10 (+0)
  1 (-5)
  6 (-2)
  10 (+0)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Life Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) necrotic damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  7
  
  C3 
  The 
  Lost 
  Island 
  of
  Castanamir 
  Reference 
  Sheet
  Planned 
  Encounters
  Living 
  Quarters
  1A. Leprechauns (2), a DC 14 Intelligence 
  (Investigation) check will reveal the illusions.
  1B. Thugs (2).
  2. Hobgoblins (15), four are awake, the rest are 
  asleep when the party enters.
  3. Giant rats (20).
  4. Berserkers (2).
  5. Feral slasher (1), ogres (2).
  6. Characters who succeed at a DC 14 
  Intelligence (Investigation) check will see 
  through the illusions.
  7. Tim (1), Pakim (1), Graegzim (1).
  8c. Lizardfolk (2).
  9c. Disease - treat as sewer plague (DMG 
  pg. 
  257).
  9d. Heavy crossbows trap.
  Laboratories 
  and 
  Workrooms
  I. Bradvig. Books that are fire trapped or have 
  explosive runes inflict 2d10 fire damage to 
  anyone touching them. This also destroys the 
  book.
  II. Naranzim (1). Illusions can be seen through 
  with a successful DC 15 Intelligence 
  (Investigation) check.
  IIIA. Giant wolverine (1).
  IIIB. Flesh golem (1).
  IV. Hippogriffs (2).
  V. Arriflex.
  VIA. Ghoul (1).
  VIIC. Iron Men (2).
  VIII. The items in this room are ready to be 
  enchanted, but do not function.
  IX. Pakim (3).
  Magic 
  Items
  1. *Amulet (+1 to saving throws against spells)
  2. Amulet of the planes (replace with amulet 
  that casts teleportation circle once, to return 
  adventurers home)
  3. **Arrow +1
  4. Arrows +1
  5. Belt of flying (make into a part of the room, 
  not removable without ruining it)
  6. **Boots of elvenkind
  7. Bracers of defense (replace with scroll of mage
  armor)
  8. **Bracers of defense
  9. **Chain mail +2 (downgrade to +1)
  10.*Charm (+1 to saving throws against spells)
  11.*Dagger +1
  12.*Dagger +2 (downgrade to +1)
  13.Dust of appearance (replace with dust of 
  disappearance)
  14.Figurine of wondrous power: ebony fly
  15.Gloves of fire resistance (replace with potion of
  fire resistance)
  16.**Javelin of piercing (replace with javelin +1)
  17.Javelin of lightning
  18.Longsword +1
  19.**Longsword +1
  20.Philter of love
  21.**Potion of clairaudience (replace with potion
  of clairvoyance)
  22.**Potion of extra-healing (replace with potion
  of greater healing)
  23.**Potion of healing
  24.Potion of animal control (replace with potion 
  of animal friendship)
  25.Potion of climbing
  26.Potion of diminution
  27.Potion of ESP (replace with potion of mind 
  reading)
  28.Potion of extra-healing (replace with potion of
  greater healing)
  29.Potion of fire resistance
  30.Potion of healing
  31.Potion of levitation (replace with potion of  
  flying)
  32.Potion of longevity
  33.Potion of speed
  34.Potion of water breathing
  35.*Quarterstaff +1
  36.*Quarterstaff +3 (downgrade to +1)
  37.Ring of free action
  38.**Ring of protection
  39.**Scroll of arcane lock, suggestion
  40.**Scroll of blindness,
   blur
  41.**Scroll of raise dead
  42.Scroll of cure wounds (2), protection from 
  energy, sanctuary
  43.Scroll of invisibility,
   fly,
   tongues
  44.Scroll of protection from demons (replace 
  with protection from fiends)
  45.**Shield +1
  46.*Shortsword +2 (downgrade to +1)
  47.**Spear +1
  48.**Splint armor +2 (downgrade to +1)
  49.**Wand of fireballs (replace with wand of 
  magic missiles)
  50.**Warhammer +2 (downgrade to +1)
  *The DM will want to consider whether to allow 
  Gingwatzim items.
  **These items are in the pool guarded by the 
  Naranzim, which the adventurers are not likely to
  kill.
  Traps 
  Heavy 
  Crossbows 
  Trap 
  (pg. 
  11): Triggered 
  when someone breaks the tripwire just inside 
  the door. DC 15 passive Wisdom (Perception) 
  check to spot the tripwire or DC 12 Wisdom 
  (Perception) check if actively searching. DC 11 
  Intelligence (Investigation) check to determine 
  how to disarm, followed by a DC 13 Dexterity 
  check using thieves tools to disable it. The 
  triggering creature suffers 4 attacks at +3 to 
  hit, 1d10 piercing damage per hit.
  Monsters
  1. Arriflex: (See Special Creatures)
  2. Berserker:
   (MM 344, CR 2, 450 XP)
  3. Bradvig: (See Special Creatures)
  4. Feral 
  slasher:
   (as hook horror, MM 189, CR 
  3, 700 XP)
  5. Flesh 
  golem: (MM 169, CR 5, 1800 XP)
  6. Ghoul: (MM 148, CR 1, 200 XP)
  7. Giant 
  rat: (MM 327, CR 1/8, 25 XP)
  8. Giant 
  wolverine:
   (as giant weasel, MM 329,
  CR 1/4, 50 XP)
  9. Graegzim: (See Special Creatures)
  10.Hippogriff:
   (MM 184, CR 1, 200 XP)
  11.Hobgoblin:
   (MM 186, CR 1/2, 100 XP)
  12.Iron 
  Man: (as animated armor, MM 19, CR 
  1, 200 XP)
  13.Leprechaun: (as pixie, MM 253, CR 1/4, 50 
  XP)
  14.Lizardfolk:
   (MM 204, CR 1/2, 100 XP)
  15.Naranzim: (See Special Creatures)
  16.Ogre: (MM 237, CR 2, 450 XP)
  17.Pakim:
   (See Special Creatures)
  18.Thug: (MM 350, CR 1/2, 100 XP)
  19.Tim: (See Special Creatures)
  Special 
  Creatures
  Arriflex
  Medium humanoid (human),
   lawful evil
  Armor 
  Class 11
  Hit 
  Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 12 (+1)13 (+1)17 (+3)11 (+0)10 (+0)
  Saving 
  Throws Int +6, Wis +3
  Skills Arcana +6, History +6
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Spellcasting. Arriflex is a 6th level spellcaster. 
  His spellcasting ability is Intelligence (spell 
  save DC 14, +6 to hit with spell attacks). He 
  knows the following spells:
  Cantrips (at will):
   fire bolt, light,
   mage hand,
   
  mending
  1st level (4 slots): identify,
   magic missile,
   unseen 
  servant
  2nd level (3 slots): invisibility,
   knock, web
  3rd level (3 slots): fireball, Leomund'
  s tiny hut,
   
  tongues
  Actions
  Dagger +1. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  Fire Bolt. Ranged Spell Attack: +6 to hit, range 
  120 ft., one target. Hit: 11 (2d10) fire damage.
  Bradvig
  Medium humanoid (human),
   neutral evil
  Armor 
  Class 10
  Hit 
  Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 10 (+0)10 (+0)17 (+3)12 (+1)10 (+0)
  Saving 
  Throws Int +5, Wis +3
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Spellcasting. Bradvig is a 4th level spellcaster. 
  His spellcasting ability is Intelligence (spell 
  save DC 13, +5 to hit with spell attacks). He 
  knows the following spells:
  Cantrips (at will):
   light, mage hand, mending,
   
  ray of frost
  1st level (4 slots): color spray,
   mage armor, sleep,
   
  unseen servant
  2nd level (3 slots): blindness,
   hold person,
   web
  Actions
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d4) piercing damage.
  Ray of Frost. Ranged Spell Attack: +6 to hit, 
  range 120 ft., one target. Hit: 4 (1d8) cold 
  damage.
  Eoluzim 
  (Gingwatzim)
  Medium aberration,
   neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 36 (8d8)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 10 (+0)10 (+0) 6 (-2) 8 (-1) 16 (+3)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  8
  
  Condition 
  Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 2 (450 XP)
  Actions
  Life Drain. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage.
  Graegzim 
  (Gingwatzim)
  Small aberration,
   neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 21 (6d6)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 10 (+0)10 (+0) 3 (-4) 6 (-2) 14 (+2)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Actions
  Life Drain. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 12 (3d6 + 2) necrotic 
  damage.
  Maronzim 
  (Gingwatzim)
  Medium aberration,
   neutral evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 54 (12d8)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 10 (+0)10 (+0)12 (+1)10 (+0)17 (+3)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 4 (1100 XP)
  Actions
  Multiattack. The maronzim makes two life 
  drain attacks.
  Life Drain. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage.
  Naranzim 
  (Gingwatzim)
  Large aberration, neutral evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 88 (16d10)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 10 (+0)10 (+0)16 (+3)12 (+1)18 (+4)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 6 (2300 XP)
  Actions
  Multiattack. The naranzim makes two life 
  drain attacks.
  Life Drain. Melee Weapon Attack: +7 to hit, reach
  10 ft., one target. Hit: 21 (5d6 + 4) necrotic 
  damage.
  Pakim 
  (Gingwatzim)
  Small aberration,
   neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 14 (4d6)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 10 (+0)10 (+0) 3 (-4) 6 (-2) 12 (+1)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Life Drain. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage.
  Tim 
  (Gingwatzim)
  Small aberration,
   neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 7 (2d6)
  Speed fly 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 10 (+0)10 (+0) 1 (-5) 6 (-2) 10 (+0)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Life Drain. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 3 (1d6) necrotic damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  C3 LOST ISLAND CONVERSION GUIDE
  9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - C3 The Lost Island of Castanamir.pdf