TEXT: UNDERMOUNTAIN ADVENTURES: 
  BELKRAM’S TOMB ADAPTATION 
   
  Preparing for Play 
  This is an adaptation document for Undermountain 
  Adventures, a new RPGA™ Dungeons & Dragons® mini-
  campaign. If you are reading this document, you should 
  be planning on being the Dungeon Master (DM) for this 
  particular adventure. If you are planning on playing, you 
  should stop reading this now, and give this document to 
  the DM. Reading beyond this point makes you ineligible 
  to play the adventure as part of an RPGA-sanctioned 
  event. 
   
  To run this adventure, you’ll need a Player’s 
  Handbook v.3.5, Dungeon Master’s Guide v.3.5, Monster 
  Manual v.3.5, and the Expedition to Undermountain 
  adventure (in addition to this document). You also may 
  want to use official D&D Miniatures to represent various 
  monsters and NPCs the players will encounter 
  throughout their exploration.  
   
  You’ll need a group of 4-6 players to play through 
  this adventure. The players can either use pregenerated 
  characters available on our website at www.rpga.com, or 
  they can create their own characters using the guidelines 
  presented in the Undermountain Adventures Character 
  Creation Guide, also available on the RPGA website. 
   
  Players and DMs gain rewards for sanctioned RPGA 
  play if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure and reporting 
  it is worth four (4) points. 
   
  Adventure Background 
  This adventure takes place in the dungeon below 
  Waterdeep, a great city along the Sword Coast in Faerun. 
  After a drow house attempted to gain control of 
  Spiderhaven (a hamlet in Undermountain near the River 
  Sargauth), the Lords of Waterdeep sent adventurers in to 
  help find a way around a blockade the drow had 
  constructed to keep others out. The adventurers’ success 
  brought the forces of Waterdeep to bear against the drow, 
  and they were driven out of Spiderhaven, leaving the 
  Waterdhavian forces in control. 
   
  The adventurers were either directly involved in 
  scouting a way around the blockade (which means the 
  player participated in The River Sargauth), or they were 
  present with the forces that retook Spiderhaven. Either 
  way, they find themselves in Spiderhaven, approached by 
  Gyudd, a dwarf motivated by visions to reclaim his 
  birthright in Belkram’s Fall, an old dwarven citadel in a 
  massive lava tube near the hamlet. 
   
  In the last adventure, The Citadel, the characters 
  explored the upper and middle levels of Belkram’s Fall in 
  search of the object of Gyudd’s dream: a black crown with 
  a blood-red gem inset. Having battled their way past the 
  denizens of the ruined citadel and smashing through 
  corrupted dwarves, the characters find themselves on the 
  lowest level of Belkram’s Fall – the tomb. 
   
  Important Information 
  This is a timed adventure. You should read the 
  introductory text, ensure the players are ready to begin, 
  and then start the clock ticking. The players have 4 hours 
  to get as far as they can in the dungeon. Even if you have 
  more time to play, do not give the players more than the 
  allotted time to ensure a fair experience for all. Keep in 
  mind that you’ll also be doing numerous calculations at 
  the end of the adventure – adding up the PCs’ gold, XP, 
  and recording which items the players want to keep.  
   
  Players should attempt to come to an amicable 
  solution as to who gets what items at the end of the 
  adventure; either they can all agree on who gets what, or 
  you can have them roll off to choose. If they roll off, every 
  player should roll a d20. The high roll picks their first 
  item, second highest picks second, and so on. If there are 
  enough items for second picks, then the lowest roll 
  should pick first on the second item, second-lowest picks 
  second, and so on. This method must be followed if the 
  players cannot decide on items without disputes. 
   
  There are a number of abbreviations after an item 
  listed below. These denote the book and page number of 
  the item’s description. “M” is Magic Item Compendium, 
  “D” is Dungeon Master’s Guide v.3.5, “P” is Player’s 
  Handbook v.3.5, and “S” is Spell Compendium.  
   
  Make certain to follow the notes below for each area, 
  as they provide important changes to the material in the 
  adventure. Run the adventure directly from the book, 
  flipping to the tactical encounters when necessary and 
  using the notes in Encounter Adaptations to make the 
  changes indicated. 
   
  Teleportation Magic/Psionics 
  Undermountain is protected by Halaster's teleport cage 
  (see the Appendix in Expedition to Undermountain). 
  Essentially, 
  any 
  time 
  anyone 
  uses 
  conjuration 
  (teleportation) magic, teleportation psionics, or abilities 
  that teleport (like dimension hop, dimension door, etc), 
  they are randomly teleported somewhere else in 
  Undermountain. Once a character does so, they are 
  removed from the game, but are not considered dead.  
   
  Scrying 
  Undermountain is also protected by Halaster's scrying 
  cage 
  (see 
  the 
  Appendix 
  in 
  Expedition 
  to 
  Undermountain), which prevents divination (scrying) 
  magic and psionics from functioning. Any time a 
  
  character uses scrying magic, psionics, or items, the 
  attempt automatically fails. 
   
  Dying in Undermountain 
  If a character dies in Undermountain, it could negate the 
  player's chance of receiving some rewards at the end of 
  the session. If the character's body in is possession of the 
  other PCs at the conclusion of the adventure (or in the 
  same encounter area when time is called), it is assumed 
  the other PCs brought back the body. If the party agrees, 
  and they have the money, they can spend 5450 gold to get 
  a raise dead spell cast on the character. The character does 
  not lose a level as normal; rather, they retain their level, 
  have a -1 to all d20 rolls from this point forward, and lose 
  their highest level spell, slot, or a number of power points 
  equal to the base cost of the highest level power they can 
  use. They are then awarded XP, gold, and items as normal, 
  and when/if the character obtains 5th level, the penalties 
  for dying are then removed. 
   
  Characters that die in Undermountain and are not 
  retrieved are permanently dead. The only reward that the 
  player can take is a group reward (if any), such as a favor. 
   
  Adventure Introduction 
  Read the following text, which serves as both an 
  introduction to new players and a summary for those who 
  have played the other adventures: 
   
  About a tenday ago, the hamlet of Spiderhaven, deep 
  in the dark caverns of Undermountain, was set free of 
  its merciless overlords, the drow of House Tanor’Thal. 
  A force sent by the Lords of Waterdeep now occupies 
  the community, planning its withdrawal to the 
  surface within a few days.  
   
  You found yourselves there, either as part of the 
  scouting force that gave the Waterdhavians the 
  information they needed to take down the drow, or as 
  part of the main force that pushed the small house of 
  dark elves back further into the endless depths. 
   
  A few days ago, you were visited by a devout 
  dwarf named Gyudd. He explained to you that he was 
  an heir to the lost throne of Clan Melairkyn, a direct 
  descendant of its last ruler, King Melair IV. He told 
  you of strange dreams he was having of late – dreams 
  of a plain black crown bearing a blood-red gem. They 
  became more frequent and more vivid as he traveled 
  closer to Belkram’s Fall, his old clan’s fallen ancestral 
  home. He has taken these dreams to mean that 
  obtaining the crown is the key to resurrecting his 
  clan and possibly rebuilding the lost citadel in 
  Belkram’s Fall. 
   
  After verifying his lineage with some of the 
  heralds in the occupying force, you ran into Gyudd 
  again this morning. He was resolute that today was 
  the day that his quest for the crown was to be 
  undertaken, but his duties with the troops prevented 
  him from leaving Spiderhaven. Thus, he has asked 
  you to seek your fortunes in Belkram’s Fall and 
  retrieve for him the crown in his dreams.  
   
  After entering the massive lava tube and 
  surviving harrowing encounters with a colony of grell 
  in the guard stations toward the top of Belkram’s Fall, 
  you descended on a rope-and-pulley platform to the 
  level where the ruins of the ancient dwarven citadel 
  once stood. There, you took on the remaining foul 
  undead denizens of the ruins.  
   
  After some searching, you found a way further 
  down the lava tube, only to find your journey 
  interrupted by a skeletal scaffold placed there by 
  corrupt dwarves worshipping the evil god Abbathor. 
  Having defeated them, you continued your descent 
  down to the bottom of Belkram’s Fall. You enter the 
  dwarf temple, a grand affair with the holy symbols of 
  the dwarves carved all about you. You manage to 
  unlock the lift that carries you down further, to the 
  depths of the Tomb of the Melairkyn Clan. 
   
  Once all the characters are ready to begin, start the clock 
  and proceed to the read-aloud text at the beginning of the 
  section titled “T1. Statuary” (page 141 in Expedition to 
  Undermountain).  
   
  Encounter Adaptations 
   
  T1. STATUARY (TACTICAL 4-12) 
  Changes from Adventure: The characters must fight the 
  dwarf ancestor, as Gyudd is not present. The secret door is 
  not located where it is positioned on the map; rather, it is 
  located just south of the dwarf statue to the west. 
   
  Some of the treasure has changed (see below). 
   
  TREASURE 
  The dwarf ancestor wields a +1 greataxe. When defeated, 
  it shatters into rubble. If this rubble is searched (either 
  with a DC 20 Search check or detect magic), three earth 
  elemental gems can be found.  
   
  EXPERIENCE POINTS 
  450 per character for defeating the dwarf ancestor 
  Maximum of 450 per character 
   
  T2. THE GRAND STAIR (TACTICAL 4-12) 
  Changes from Adventure: No changes. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  200 per character for encountering the pit and pendulum 
  trap 
  Maximum of 200 per character 
   
  T3. THE FOYER 
  Changes from Adventure: The hidden panel in the 
  center of the secret door has only two key holes – one for 
  the key found in T6, and the other for the key found in 
  T10.  
   
  
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  200 per character for finding the keys and unlocking the 
  secret door (story award) 
  Maximum of 200 per character 
   
  T5. IT’S ALL CLEAR (TACTICAL 4-13) 
  Changes from Adventure: Treasure has been added to 
  this encounter (see below). 
   
  TREASURE 
  A DC 15 Search check in the remains of the gelatinous 
  cube reveals a pair of gauntlets of giantfelling (M103. If 
  the Search check exceeded the DC by 5 or more, a ring of 
  four winds (M124) is also found. 
   
  EXPERIENCE POINTS 
  200 per character for defeating the gelatinous cube 
  Maximum of 200 per character  
   
  T6. SLIMED AGAIN   
  Changes from Adventure: No changes. 
   
  TREASURE 
  None.  
   
  EXPERIENCE POINTS 
  450 per character for encountering the green slime 
  Maximum of 450 per character 
   
  T7. LEERING GUARDIANS 
  Changes from Adventure: No changes. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  150 per character for encountering the spell turret 
  Maximum of 150 per character 
   
  T8. 
  PURIFICATION 
  CHAMBER 
  (TACTICAL 4-14) 
  Changes from Adventure: The characters must fight the 
  xorn, as Gyudd is not present. When the xorn appears in 
  the chamber, you may vary its starting location. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  450 per character for defeating the xorn 
  Maximum of 450 per character 
   
  T9. HALL OF ALCOVES 
  Changes from Adventure: Some of the treasure has 
  changed (see below). 
   
  TREASURE 
  Instead of the treasure listed, there is a pair of gloves of 
  the starry sky  (M204) here. 
   
  EXPERIENCE POINTS 
  None. 
   
  T10. GUARDIANS TRUE (TACTICAL 4-15) 
  Changes from Adventure: No changes. 
   
  TREASURE 
  None.  
   
  EXPERIENCE POINTS 
  200 per character for defeating each gargoyle (2) 
  Maximum of 400 per character 
   
  T11. LEERING GUARDIANS 
  Changes from Adventure: No changes. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  150 per character for encountering the spell turret 
  Maximum of 150 per character 
   
  T12. 
  PURIFICATION 
  CHAMBER 
  (TACTICAL 4-14) 
  Changes from Adventure: The characters must fight the 
  xorn, as Gyudd is not present. When the xorn appears in 
  the chamber, you may vary its starting location. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  450 per character for defeating the xorn 
  Maximum of 450 per character 
   
  T13. PORTAL PASSAGE (TACTICAL 4-16) 
  Changes from Adventure: If a character uses the portal 
  to return to the guard station, the adventure is over for 
  that character.  
   
  If Pheelix the portal drake’s attitude is changed to 
  helpful, he accompanies the party throughout the 
  remainder of the adventure, and will aid them as 
  necessary. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  300 per character for either defeating the portal drake or 
  befriending him (attitude changed to friendly or helpful) 
  Maximum of 300 per character 
   
  T14. HALL OF ALCOVES 
  
  Changes from Adventure: Some of the treasure has 
  changed (see below). 
   
  TREASURE 
  Instead of the treasure listed, there is a badge of valor 
  (M208) here. 
   
  EXPERIENCE POINTS 
  None. 
   
  T15. BELKRAM’S TOMB (TACTICAL 4-17) 
  Changes from Adventure: Some of the treasure has 
  changed (see below). 
   
  TREASURE 
  Belkram has on his person a +3 mithral breastplate, a +2 
  flaming maul, a cloak of Charisma +2, a belt of giant 
  strength +4, a periapt of Wisdom +4, and the Crown 
  Adamant. In addition, inside the sarcophagus is found a 
  scroll of remove curse, barbs of retribution (M203), a 
  blood claw choker (M203), and a retributive amulet 
  (M121).  
   
  If a character decides to keep the Crown Adamant, it 
  only functions as the nonlegacy item (see Expedition to 
  Undermountain, page 214). Of course, no one in the 
  group receives the Favor of Clan Melairkyn if the Crown 
  Adamant is kept or sold. 
   
  EXPERIENCE POINTS 
  900 per character for defeating Belkram  
  300 per character for defeating the fiendish dire wolf 
  300 per character for putting Belkram to final rest (story 
  award) 
  Maximum of 1500 per character 
   
  BOTTOM OF THE SHAFT 
  This encounter does not take place. The adventure is over 
  once time has expired, the party can go no further, or 
  they have completed the quest and recovered the Crown 
  Adamant.  
   
  ADDITIONAL REWARDS 
  In addition to the rewards listed in each encounter above, 
  characters that return the Crown Adamant to Gyudd earn 
  a story award of 1000 experience points. In addition, 
  characters receive the Favor of Clan Melairkyn 
  certificate. 
   
  After the Adventure 
  Characters that finish the adventure in possession of the 
  Crown Adamant have completed their quest, and are able 
  to return it to Gyudd. If they do so, he thanks them 
  profusely for restoring his rightful title as ruler of his lost 
  clan. Award the characters the Favor of Clan Melairkyn.  
   
  Once the adventure is finished (or time has expired), 
  total up the experience points and gold pieces gained. 
  Items obtained are divided up however the group sees fit; 
  each player cannot take more than 2 items. All remaining 
  items are sold for half their value, add that amount to the 
  gold pieces the party gained, and divide it by the number 
  of characters in the party. Inform the players to record 
  gold gained and items gained on their character sheets.  
   
  The maximum XP that can be earned in this 
  adventure is 5900. This is only possible if the PCs finish 
  all encounters and return the Crown Adamant to Gyudd. 
   
  Make sure to divide up this gold by the number of 
  characters in the group. 
   
  Players may spend any gold they received on any 
  item they would like from the approved source list (see 
  the Undermountain Adventures Character Creation 
  Guide). They may not purchase any item worth more 
  than 6000 gold.  
  
  Undermountain: Belkram’s Tomb Treasure Chart 
  Check all items obtained in the obtained column. Each player may only receive a maximum of 2 items. Items taken are applied to the player’s 
  Undermountain Adventures character. Items obtained but not taken by any players are sold for half their value in gold; the gold is then split up amongst 
  the party to apply towards their Undermountain Adventures character. 
   
  Item Name 
  Location 
  GP Value 
  Obtained?
  Player Receiving 
  +1 greataxe 
  Tactical 4-12 
  2320 
   
   
  Earth elemental gem 
  Tactical 4-12 
  2250 
   
   
  Earth elemental gem 
  Tactical 4-12 
  2250 
   
   
  Earth elemental gem 
  Tactical 4-12 
  2250 
   
   
  Gauntlets of giantfelling 
  Tactical 4-13 
  2000 
   
   
  Ring of four winds 
  Tactical 4-13 
  2000 
   
   
  Gloves of the starry sky 
  T9 
  1100 
   
   
  Badge of valor 
  T14 
  1200 
   
   
  +3 mithral breastplate 
  Tactical 4-17 
  13,200 
   
  +2 flaming maul 
  Tactical 4-17 
  18,350 
   
  Cloak of Charisma +2 
  Tactical 4-17 
  4000 
   
   
  Belt of giant strength +4 
  Tactical 4-17 
  16,000 
   
  Periapt of Wisdom +4 
  Tactical 4-17 
  16,000 
   
  Crown Adamant 
  Tactical 4-17 
  5000 
   
   
  Scroll of remove curse 
  Tactical 4-17 
  375 
   
   
  Barbs of retribution 
  Tactical 4-17 
  4500 
   
   
  Blood claw choker 
  Tactical 4-17 
  12,000 
   
  Retributive amulet 
  Tactical 4-17 
  9000 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/Undermountain/Belkram's Tomb General Play.pdf