Dungeons & Dragons 5th Edition Conversion Guide The Whispering Cairn Dungeon Issue #124

Sample file

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Wind Duke Glyphs: Subtract 5 from the Knowledge DC for information known

Whispering Cairn

1. Coward’s Rest Wisdom (Survival) DC 9 to notice wolf tracks. Intelligence (Knowledge) DC 10 to remember story of girl Wisdom (Perception) DC 10 to notice whittling shavings Wisdom (Perception) DC 5 to notice thin hollow tubes Wisdom (Perception) DC 5 to notice faint green light from the north

2. Transport Alcove Automatically notice shiny black shards Intelligence (Investigation) DC 5 to discover runes on frame Intelligence (Arcane) DC 5 to know the runes signify transportation

3. Collapsed Passage Nothing

4. Hall of Honor Nothing Sample file

5. Wolf Den Automatically find backpack Wisdom (Perception) DC 10 to find carved armband Wisdom (Perception) DC 15 to find marble finger in rubble

6. Gallery of Seven Lanterns Nothing

7. False Tomb Intelligence (Arcane) DC 15 to know the info about personal glyph Strength (Athletics) DC 10 to shift sarcophagus Sarcophagus trap: Burning Hands, 3d6 fire damage in a 15 ft. cone, DC 11 Dexterity saving throw for half damage, Wisdom (Perception) DC 21 to spot, Dexterity DC 21 to disable Blue: Strength (Athletics) or Dexterity (Acrobatics) DC 10 to climb chain Wisdom (Medicine) DC 10 to reveal crushed bones Wisdom (Perception) DC 10 to find pouch False elevator trap: 2d6 bludgeoning damage, Wisdom (Perception) DC 10 to spot, Dexterity DC 15 to disable

8. Passage of the Face Wisdom (Perception) DC 10 to notice scratch marks on the floor. Face in the darkness trap: hypnotic eyes DC 13 Wisdom saving throw or be paralyzed. Save at the end of your turn. DC 14 Strength saving throw to resist wind. DC 20 to spot, Dexterity DC 25 to disable

9. Architect’s Foyer Dexterity (Acrobatics) DC 20 to squeeze between arch and slab. Slab trap: DC 20 Strength (Athletics) check to move slab, DC 13 Constitution saving throw or be poisoned for 1 minute, save at the end of each turn. Wisdom (Perception) DC 10 to spot, Dexterity DC 15 to disable

10. Passage of Honor Nothing

11. Passage of Honor Wisdom (Perception) DC 10 to notice hidden catch. Wand of Unseen servant. This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the unseen servant spell from it. The wand regains 1d3 expended charges daily at dawn. Wand of shatter. This wand has 7 charges. While holding it, you can use an action to expend 2 or more of its charges to cast the shatter spell from it. For 2 charges, you cast the 2nd-­‐‑level version of the spell. You can increase the spell slot level by one for each additional charge you expend.Sample file The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Goggles of minute seeing = Eyes of minute seeing

12. Living Quarters Nothing.

13. Workshop Intelligence (Religion) DC 10 and 15 to recall information about gold symbol on egg.

14. Toilet Nothing.

15. Laborer’s Foyer Nothing.

16. Food Room/The Hive Wisdom (Perception) DC 10 to notice the bodies. Intelligence (History) DC 10 to identify symbol. Wisdom (Perception) DC 10 to notice mummified hand

17. Sleeping Quarters Nothing.

18. Tool Alcoves Nothing.

19. Submerged Showers Nothing.

20. Locker Room with Benches Nothing.

21. Other Locker Room with Benches Nothing.

22. Toilet Nothing.

23. Alastor’s Haunt Sample file Dexterity (Acrobatics) DC 10 to fight while on iron spheres or fall prone Hail of Iron Spheres Trap: +4 ranged attack, 1d4 bludgeoning damage, DC 16 Dexterity saving throw or fall off beam into iron spheres (1d3 bludgeoning damage). Wisdom (Perception) DC 15 to spot, Dexterity DC 15 to disable

24. Chamber of Sighs Nothing.

25. True Tomb Nothing. Intelligence (Arcane) DC 10 to identify spheres of annihilation. Circlet of Wisdom +2 = Circlet of Wisdom (gains Wisdom of 19)