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Running “The Veiled Vaults of the Onyx Queen” in Shadowdark.

After my recent article on “My Top 5 Shadowdark Gauntlets,” I kept digging through some DCC funnels I had recently acquired and decided to run “The Veiled Vaults of the Onyx Queen.” It just so happened that a group of friends I used to play D&D with had some interest in playing a game of Shadowdark, and it seemed like the perfect adventure for me to run for them. So I thought I might as well post my conversion notes again to use with your DCC module.

I also went through the process of converting the maps from the adventure to something that would work in a VTT. Note: the module isn’t 100% precise with its measurements, so some creative liberties were taken, though my files should work for the purposes of play.

Download VTT Maps

Converting to “The Veiled Vaults of the Onyx Queen” to Shadowdark

Power Level

I run the adventure like a Shadowdark Gauntlet, with each player controlling only one character at a time, unlike DCC, where they all can act. DCC characters at level 0 also tend to be a smidge beefier than Shadowdark. This is entirely optional, but I like to make level 0 characters a little stronger than recommended and lean in on the damage, which feels a little more epic, in my opinion.

This leaves us with two available approaches:

  1. Use hit die + CON modifier for character HP at level 0 instead of just the CON modifier

  2. Remove roughly 4ish HP from all of the enemies and weaken the traps some

My goal is to let the characters take a hit or two without dying immediately. In most cases, even with the higher HP, the characters will still die, so the first option is my preference. I let the character re-roll HP at level 1 and choose the higher option. That’s optional, but it helps make level 1 feel like the character has progressed, even though we gave them a little more HP at the start.

Basic Gear

In addition to awarding basic gear from Shadowdark’s starting gear table (page 33), I like to stick 2 or 3 torches in the starting area for the characters to find. This is important because Shadowdark’s torch rules are not accounted for in a DCC module.

Conversion Guide

Area 1-1

  • DC 10 Luck check = DC 10 Charisma

  • Death Cultist of Mordiggian
    AC 11, HP 3, ATK claw +0 (1d4) or bite +0 (1d3), MV near
    S 0, D +1, C 0, I -1, W 0, Ch -1, AL C, LV 1
    Sun sensitivity. Each round a cultist is exposed to direct sunlight, inflicts 1 point of damage as its flesh bubbles and sears under its rays.
    Can be turned like undead.

  • Untrained DC 8 Intelligence check = DC 14 Intelligence check, award advantage if the character’s background is Cult Initiate, Wizard's Apprentice, Herbalist, Acolyte, or Chirurgeon.

  • If a character searches the bodies, roll on the starting gear table (page 33) to determine what items they may have on them.

Area 1-3

  • Will save = Wisdom check

Area 1-5

  • DC 6 Agility check = DC 8 Dexterity check

  • Death Cultist of Mordiggian (Type 2)
    AC 11, HP 5, ATK claw +0 (1d4) or bite +0 (1d3), MV near
    S 0, D +1, C 0, I -1, W 0, Ch -1, AL C, LV 1
    Sun sensitivity. Each round, a cultist is exposed to direct sunlight, inflicting 1 point of damage as its flesh bubbles and sears under its rays.
    Can be turned like undead.

Area 1-6

  • Sacristy Search Table: Use the Wisdom modifier in place of luck

Area 1-7

  • If a character searches the victims, roll on the starting gear table (page 33) to determine what items they may have on them.

Area 1-10

  • DC 13 Will save = DC 13 Intelligence check

  • Tomb Moss Effect Table: Use the Wisdom modifier in place of luck

  • Tomb Moss
    AC
    5, HP 2 per 5' square, ATK pollen cloud (1d3), MV none
    S 0, D 0, C 0, I 0, W 0, Ch 0, AL N, LV 1
    Dies if exposed to sunlight.
    Pollen cloud. DC 13 Intelligence check, or sleep for 1 round, Roll on Tomb Moss Effect Table

  • DC 11 Fort save = DC 11 Constitution check

  • Object values: Rotted sack with precious stones = 50gp, silver-bladed dagger = 15gp

Area 1-13

  • Silver funeral plaque (30gp) = 5gp

Area 1-14

  • Untrained DC 7 Intelligence check = DC 12 Intelligence check, award advantage if the character’s background is Cult Initiate, Wizard's Apprentice, Acolyte, Soldier, Scholar, or Noble.

  • Separating the glass: can only be accomplished by Urchin, Thieves’ Guild, and Jeweler backgrounds.

  • Object values: Silver diadem = 30gp, pearl prayer beads = 10gp

  • White prayer book = Priest’s scroll of Protection from Evil and a scroll of Restoration, they are not consumed on failure

Area 1-15

  • Untrained DC 7 Intelligence check = DC 12 Intelligence check, award advantage if the character’s background is Acolyte, Soldier, Minstrel, Scholar, or Noble.

  • Silver funeral plaque (30gp) = 5gp

  • Philosopher King’s Grimoire = Wizard’s scroll of Magic Missile, and a scroll of Burning Hands, they are not consumed on failure

  • Philosopher King Alphabet Table
    Most monsters here can be run almost as-is, but you may wish to remove multi-attack, as most of the monsters are lethal enough without it. If the creatures need to make a save, I would make a quick judgment call of how proficient the monster is in that area and range it from -1 to +1. You will also need to decide how you would like to handle the curses and transformations. I would replace any with a d6 poison trap that I didn’t feel fit in my campaign.

Area 1-16

  • DC 5 Intelligence check = DC 10 Intelligence check

Area 1-17

  • Devourer
    AC
    12, HP 14, ATK bite +3 (1d4), claw +2 (1d3), or vomit MV near
    S +2, D +2, C 0, I +1, W 0, Ch -2, AL C, LV 1
    Vomit. Double close cube, DC 10 Dexterity to avoid or 1d3 damage.

Area 1-18

  • DC 15 Strength check = DC 14 Strength check with a magical weapon

  • Ignore magical lock picking unless the characters have the Owl’s Talon

Area 1-19

  • DC 10 Fort save = DC 18 Constitution save for half damage

  • The Aegis of Mercy needs to be adapted, because its light ability is game-breaking in Shadowdark

  • The Aegis of Mercy
    +1 shield
    Communication. The shield can communicate telepathically to lawful characters within far.
    Allows the wielder to cast Protection from Evil, once per day.
    Grants advantage to the wielder when casting Turn Undead.

Area 1-20

  • Untrained DC 7 Intelligence check = DC 12 Intelligence check, award advantage if the character’s background is Cult Initiate, Wizard's Apprentice, Acolyte, Soldier, Scholar, or Noble.

  • I changed a combined Strength score of 100 to 40, with a max of 4 characters who can attempt to lift the lid at once. I retained the doubled score for use of a tool as well.

  • Silver funeral plaque (30gp) = 5gp

  • King Relgarr the Cruel (Skeleton)
    AC
    14, HP 11, ATK claw +2 (1d3), or Conquest +3 (1d10) MV near
    S +2, D +2, C +1, I 0, W 0, Ch -2, AL C, LV 2

  • Conquest (+1 bastard sword, chaotic aligned)
    Cleave.
    Every time an enemy is slain with this sword, the wielder immediately gains another attack but cannot move. If no enemies are in range, the wielder is compelled to attack a nearby ally instead.

Area 1-21

  • DC 3 Intelligence check = DC 6 Intelligence check

  • Make The Owl’s Talon free to carry and usable in place of thieves’ tools, works on magical locks.

Area 1-22

  • DC 8 Luck check = DC 10 Intelligence check

  • Untrained DC 7 Intelligence check = DC 12 Intelligence check, award advantage if the character’s background is Cult Initiate, Wizard's Apprentice, Acolyte, Soldier, Scholar, or Noble.

  • DC 15 Luck check = DC 15 Wisdom check

  • Silver funeral plaque (30gp) = 5gp

Area 2-1

  • Acolytes of Un-death
    AC
    8, HP 8, ATK bite +2 (1d3) MV near
    S +2, D -2, C +1, I 0, W 0, Ch -2, AL C, LV 1
    Can be turned like undead.

Area 2-3

  • Onyx Jubilee Combat Matrix
    Round 3: DC 8 Will save = DC 12 Wisdom check
    Round 4: DC 10 Ref save = DC 14 Dexterity check, DC 10 Fort save = DC 14 Constitution check
    Round 5: Luck check = DC 16 Charisma check, DC 14 dexterity check to avoid

  • Death Cultist of Mordiggian
    AC 11, HP 3, ATK claw +0 (1d4) or bite +0 (1d3), MV near
    S 0, D +1, C 0, I -1, W 0, Ch -1, AL C, LV 1
    Sun sensitivity. Each round a cultist is exposed to direct sunlight, inflicts 1 point of damage as its flesh bubbles and sears under its rays.
    Can be turned like undead.

  • Hierophant of Mordiggian
    AC
    12, HP 7, ATK claw +1 (1d3) or bite +1 (1d3 + paralyzation), MV near
    S +1, D +2, C 0, I -1, W 0, Ch -1, AL C, LV 1
    Paralyzation. DC 12 Constitution check or paralyzation for 1d3 hours, does not effect elves.

  • Queen Yoros
    AC
    11, HP 10, ATK jeweled scepter -1 (1d4-1) or necrotic touch +0 (1d6 + necrotic touch), MV near
    S -2, D +1, C 0, I +3, W 0, Ch -1, AL C, LV 2
    Necrotic touch. When used deals 1 damage to Queen Yoros.

  • Avatar of Mordiggian
    AC
    14, HP 55, ATK tentacle +4 (1d8) or bite +1 (1d3 + paralyzation), MV near
    S +4, D 0, C 0, I +2, W +1, Ch -1, AL C, LV 3
    Tentacles can reach anywhere in the undercroft.
    Jeweled scepter is worth 50gp.

Read On.

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