TEXT: UNDERMOUNTAIN ADVENTURES: 
  CRYPT OF YELDOON 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. 
  The adventurers recently banded together to answer a 
  summons 
  from 
  Galinda 
  Raventree 
  Amcathra, 
  a 
  noblewoman with ties to one Lord Yeldoon, her uncle. 
  An earthquake recently shook Waterdeep, and her long-
  lost uncle’s tomb was uncovered by adventurers 
  exploring Undermountain. After the adventurers made 
  known the discovery to the city at large, Galinda found 
  out about it, and hired them to explore the tomb and 
  retrieve any family heirlooms bearing the House 
  Amcathra emblem. The original adventurers hired on got 
  greedy and failed in their task, and were killed in the 
  tomb.  
   
  The player characters are hired as the second party to 
  explore the tomb, now with 2 tasks – find out what 
  happened to the first party that explored the tomb, and 
  attempt to recover any heirlooms belonging to House 
  Amcathra. 
   
  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.  
   
  When exploring the dungeon, any spots that have 
  mortared rubble that leads to passages off the map on 
  page 91 are considered blocked. Areas that lead off the 
  map are also blocked and unpassable. 
   
  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. 
   
  Adventure Introduction 
  Your group makes its way toward a forgotten back 
  alley in the grand city of Waterdeep, a metropolis of 
  wonder situated on the Sword Coast. You’re looking 
  for the Ghost Gate, supposedly a portal to the most 
  infamous dungeon in all of Faerun – Undermountain.  
   
  Just a short while ago, you were sitting in the 
  Amcathra villa, a beautiful estate located right on the 
  High Road in the quiet (and very wealthy) North 
  Ward of the city. You were responding to a summons 
  for adventurers by one Lady Galinda Raventree 
  Amcathra, a young mother of two and one of the most 
  prominent members of a noble house known for its 
  distinguished service to the city. 
   
  Lady Galinda informed you that recently there 
  had been a most unusual earth tremor in the city, 
  which was the cause of much commotion and 
  
  concern. However, it was a boon to her family, as she 
  heard rumor that a party of five adventurers had 
  uncovered her uncle Yeldoon’s lost tomb. Lord 
  Yeldoon was estranged from his brother Mourngrym 
  many years ago, and Lady Galinda hoped that 
  recovery of the rumored heirlooms in the crypt might 
  bring finality to her father-in-law’s unresolved past 
  with his brother.  
   
  Several weeks passed, and the adventurers 
  Galinda hired never returned. She feared either they 
  absconded with the heirlooms, or met an unfortunate 
  end in the depths of Undermountain’s second level. A 
  new call went out – one that you answered – and 
  you’ve been hired to find out what happened to the 
  first party, as well as recover any heirlooms you come 
  across. While curiosity motivated Galinda’s desire to 
  know what became of her previous employees, she 
  promised a handsome reward and the favor of her 
  house should you succeed in the latter mission. Of 
  course, the hope is that other treasures await you in 
  the depths that claim no owner save the creatures 
  you’ll slay to get them. 
   
  So, with a writ of entry to convince wary-eyed 
  watchmen, a seal of House Amcathra to aid in 
  identifying any heirlooms, and a map to a magical 
  gate, you wind your way through the streets and come 
  upon the glowing portal late at night. Step through, 
  and begin your quest! 
   
  Once all the characters are ready to begin, start the clock 
  and proceed to area 1 (page 90 in Expedition to 
  Undermountain).  
   
  The PCs have been informed that the portal through 
  the Ghost Gate to area 1 is two-way, but they only have a 
  few hours to conclude their business in the crypt before it 
  closes, not to open again for another month. 
   
  Encounter Adaptations 
   
  1. HELMWATCH (TACTICAL 3-1) 
  Changes from Adventure: The southwest pillar does not 
  have the secret compartment; rather, it is the northwest 
  pillar that has the compartment with the treasure. The 
  treasure found is also changed (see below). 
   
  TREASURE 
  The northwest pillar has a secret compartment near the 
  floor (Search DC 20) containing a healing belt (M110) 
  and brute gauntlets (M83). The helmed horrors each have 
  a masterwork greatsword (5 in total). 
   
  EXPERIENCE POINTS 
  360 per character for defeating each helmed horror (5) 
  100 per character for running away 
  Maximum of 1,800 per character  
   
  3. CHAMBER OF FLOATING PILLARS 
  Changes from Adventure: No changes. 
   
  TREASURE 
  None. 
   
  EXPERIENCE POINTS 
  6o per character for encountering the trap 
  Maximum of 60 per character 
   
  4. GRIMLOCK HAVEN (TACTICAL 3-2) 
  Changes from Adventure: The depression in the rubble 
  where the treasure is found is not in the southern part of 
  the chamber, but rather in the rubble in the western 
  passage at the northern end.  The treasure found is also 
  changed (see below). 
   
  TREASURE 
  A depression in the rubble in the northernmost western 
  passage (found on a successful DC 20 Search check) 
  contains the grimlock spawn’s treasure: 200 gp, a potion 
  of lesser vigor (S229), a scroll of resurgence (S174), and a 
  talisman of the disk (M188). 
   
  EXPERIENCE POINTS 
  60 per character for defeating each grimlock (4) 
  180 per character for defeating the shadow 
  Maximum of 420 per character 
   
  5. DWARVEN LABOR (TACTICAL 3-3) 
  Changes from Adventure: No changes. 
   
  TREASURE 
  The three dwarves each have a tanglefoot bag (P128) and 
  a potion of cure light wounds (P215). In addition, each 
  dwarf wears a suit of Medium-sized half-plate.   
   
  EXPERIENCE POINTS 
  30 per character for defeating each dwarf (3) 
  100 per character for successfully communicating with 
  the dwarves and learning about the dungeon 
  Maximum of 90 per character (or 100 per character) 
   
  6. WELL-TILED DROW (TACTICAL 3-4) 
  Changes from Adventure: Shift the trapped squares 
  around a bit, keeping the same number of squares. 
   
  TREASURE 
  The drow each carry 2 vials of drow sleep poison (D297), a 
  total of 8 vials in all.  
   
  EXPERIENCE POINTS 
  60 per character for defeating each drow warrior (4) 
  60 per character for defeating the spider swarm 
  Maximum of 300 per character 
   
  7. 
  CRAWLER 
  AND 
  THICKMIST 
  (TACTICAL 3-5) 
  Changes from Adventure: The tile that activates the 
  portal has a phrase in Dwarven carved on it that reads 
  “Hard work yields rewards”. The portal leads to a hidden 
  cache in Belkram’s Fall.  
  
   
  Once a character goes through the portal, they only 
  have one round to go back – emphasis should be made 
  that the portal appears to be closing quickly behind the 
  character, and they have little time to act. An item of 
  treasure (see below) can be grabbed as a move action. A 
  character can step back through the portal with a 5-foot 
  step. The character gets precisely one round of actions to 
  determine what they’re doing before the portal winks out. 
   
  There are no exits out of the hidden cache once the 
  portal closes, and it can only be activated once a week. 
  Only one character can enter the portal per week. A 
  character stuck on the other side is effectively out of the 
  game, but if that happens, the player can take their choice 
  of one item from the list below. 
   
  TREASURE 
  The room with the carrion crawler has a corpse which has 
  valuables near it: a scroll of analyze portal (U218), a 
  masterwork dagger with mithral inlay, and 75 gp. 
   
  The hidden cache contains the following items. Note 
  that since only one character may enter the portal, it is 
  impossible to get all of these items. The items are: 
  snakeblood tooth (M136), anklet of translocation (M71), 
  bracers of great collision (M80), brooch of shielding 
  (D250), and memento magica (1st-level spell) (M164). All 
  of the items in the hidden cache are marked with the 
  House Amcathra emblem. If any are returned to Galinda, 
  do not mark those items as obtained. 
   
  EXPERIENCE POINTS 
  270 per character for defeating the carrion crawler 
  Maximum of 270 per character 
   
  8. HUKURUS’S LAIR (TACTICAL 3-7) 
  Changes from Adventure: Some of the treasure has 
  changed (see below). 
   
  TREASURE 
  Hukurus possesses in its treasure hoard boots of 
  elvenkind (D250), an amulet of toxin delay (M70), and a 
  wand of benign transposition (10 charges) (S27). 
   
  EXPERIENCE POINTS 
  60 per character for defeating each grimlock (2) 
  270 per character for defeating Hukurus 
  250 per character for defeating/driving off Hukurus 
  (story award) 
  100 per character for negotiating passage with Hukurus 
  but not defeating it 
  Maximum of 640 per character  
   
  9. CRAWLER HATCHERY (TACTICAL 3-6) 
  Changes from Adventure: Some of the treasure has 
  changed (see below). 
   
  TREASURE 
  Buried in the mudpit is a suit of +1 studded leather armor 
  and a ring of feather falling (D232) (Search DC 25). Also, a 
  patch of poisoned mushrooms grows on a decomposed 
  corpse of an adventurer who carried a least crystal of 
  lifekeeping (M25) and wore brawler’s gauntlets (M82).  
   
  EXPERIENCE POINTS 
  270 per character for defeating the carrion crawler 
  Maximum of 270 per character 
   
  10. SLIMY SKELETONS (TACTICAL 3-8) 
  Changes from Adventure: A note is found in the 
  adventurer’s loot that is an official writ of business 
  allowing the doomed adventurers to explore the tomb, 
  should any city watch ask their business near the Ghost 
  Gate. It is sealed with the House Amcathra emblem, and 
  bears Lady Galinda’s signature. 
   
  TREASURE 
  The adventurer’s loot contains a masterwork longsword 
  and 200 gp. 
   
  EXPERIENCE POINTS 
  120 per character for defeating the cursed adventurers (3) 
  Maximum of 360 per character 
   
  11. 
  GUARDIANS 
  OF 
  THE 
  TOMB 
  (TACTICAL 3-9) 
  Changes from Adventure: The statues here bear some 
  resemblance to portraits the PCs saw at the Amcathra 
  villa. Some 0f the treasure has changed (see below). 
   
  TREASURE 
  In the northeast corner of the room is a pile of cast-off 
  equipment that includes a least crystal of illumination 
  (M64), 10 blessed bandages (M152), a least iron ward 
  diamond (M26), and a least crystal of return (M65).  
   
  EXPERIENCE POINTS 
  120 per character for defeating the divine guardian 
  zombie 
  120 per character for defeating the arcane guardian 
  zombie 
  Maximum of 240 per character 
   
  12. CRYPT CHAMBER (TACTICAL 3-10) 
  Changes from Adventure: Yeldoon’s relations he 
  references are his estranged brother Mourngrym 
  Amcathra and his nephew Regnet Amcathra. He does not 
  know of Galinda, since she only recently married into the 
  family. Some of the treasure has changed (see below). 
   
  TREASURE 
  The treasure that Yeldoon gives the PCs to give to his 
  relations is unchanged (+1 longsword, 1600 gp in fine 
  items, his family signet ring, and Yeldoon’s cursed 
  medallion), except Yeldoon’s cursed medallion does not 
  have any benefit when used to activate or manipulate 
  Halaster’s runestone. Do not mark these items as 
  obtained (or give the PCs the gold) if the characters are 
  giving them back to Yeldoon’s relations. 
  
   
  The treasure from the sarcophagus includes a cloak 
  of resistance +1 (D253), 3 +1 frost arrows (D224), bands of 
  blood rage (M202), and a least crystal of aquatic action 
  (M25). The PCs can only obtain these items by defeating 
  Yeldoon. 
   
  EXPERIENCE POINTS 
  180 per character for defeating Yeldoon’s body 
  180 per character for defeating Yeldoon’s spirit 
  360 per character for negotiating with Yeldoon to take 
  back his family heirlooms (story award) 
  Maximum of 360 per character 
   
  ADDITIONAL REWARDS 
  In addition to the rewards listed in each encounter above, 
  characters gain the following: 
  • 
  If the PCs found out the fate of the adventurers, 
  they each gain a story award of 200 experience 
  points 
  • 
  If the PCs returned at least one heirloom (either 
  from area 7 or area 12) to Galinda, they each gain 
  a story award of 500 experience points and earn 
  the Favor of House Amcathra certificate 
   
  After the Adventure 
  As time expires, the characters can assume to have made 
  it back to the portal to exit if they defeated the helmed 
  horrors that guard area 1. If they did not, then they’ll have 
  to make their way back to the room and evade them. 
  Otherwise, the characters eventually find another exit out 
  of Undermountain in the Hall of the Black Helm, 
  through a good portion of level 1, and back up the 
  Yawning Portal. In any case, characters that are alive 
  when time expires manage to escape the grasp of this 
  dangerous place. 
   
  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 (certificates 
  are supplied for these items so they can be applied to 
  another campaign’s character in addition to the 
  Undermountain Adventures character). 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 5520. This is only possible if the PCs finish 
  all encounters and return one or more heirlooms to 
  Galinda. 
   
  Gold is gained in area 4 (200 gp), area 7 (75 gp), area 
  10 (200 gp), and area 12 (1600 gp). This totals 2075 gp. 
  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 2500 gold.  
  
  Undermountain: Crypt of Yeldoon Treasure Chart 
  Use this sheet as a guide to determine what items the characters obtained and what items they applied to their Undermountain Adventures character. 
  Each player gets 2 picks if possible. 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 
  Healing belt 
  Tactical 3-1 
  750 
   
   
  Brute gauntlets 
  Tactical 3-1 
  500 
   
   
  Masterwork greatsword 
  Tactical 3-1 
  350 
   
   
  Masterwork greatsword 
  Tactical 3-1 
  350 
   
   
  Masterwork greatsword 
  Tactical 3-1 
  350 
   
   
  Masterwork greatsword 
  Tactical 3-1 
  350 
   
   
  Masterwork greatsword 
  Tactical 3-1 
  350 
   
   
  Potion of lesser vigor 
  Tactical 3-2 
  50 
   
   
  Scroll of resurgence 
  Tactical 3-2 
  25 
   
   
  Talisman of the disk 
  Tactical 3-2 
  500 
   
   
  Tanglefoot bag 
  Tactical 3-3 
  50 
   
   
  Tanglefoot bag 
  Tactical 3-3 
  50 
   
   
  Tanglefoot bag 
  Tactical 3-3 
  50 
   
   
  Potion of cure light wounds 
  Tactical 3-3 
  50 
   
   
  Potion of cure light wounds 
  Tactical 3-3 
  50 
   
   
  Potion of cure light wounds 
  Tactical 3-3 
  50 
   
   
  Medium-sized half-plate 
  Tactical 3-3 
  600 
   
   
  Medium-sized half-plate 
  Tactical 3-3 
  600 
   
   
  Medium-sized half-plate 
  Tactical 3-3 
  600 
   
   
  Drow sleep poison (2 vials) 
  Tactical 3-4 
  150 
   
   
  Drow sleep poison (2 vials) 
  Tactical 3-4 
  150 
   
   
  Drow sleep poison (2 vials) 
  Tactical 3-4 
  150 
   
   
  Drow sleep poison (2 vials) 
  Tactical 3-4 
  150 
   
   
  Scroll of analyze portal 
  Tactical 3-5 
  375 
   
   
  Masterwork dagger w/ inlay 
  Tactical 3-5 
  400 
   
   
  Snakeblood tooth 
  Tactical 3-5 
  1350 
   
   
  Anklet of translocation 
  Tactical 3-5 
  1400 
   
   
  Bracers of great collision 
  Tactical 3-5 
  1500 
   
   
  Brooch of shielding 
  Tactical 3-5 
  1500 
   
   
  Memento magica (1st-level) 
  Tactical 3-5 
  1500 
   
   
  +1 studded leather armor 
  Tactical 3-6 
  1175 
   
   
  Ring of feather falling 
  Tactical 3-6 
  2200 
   
   
  Least crystal of lifekeeping 
  Tactical 3-6 
  200 
   
   
  Brawler’s gauntlets 
  Tactical 3-6 
  1000 
   
   
  Boots of elvenkind 
  Tactical 3-7 
  2500 
   
   
  Amulet of toxin delay 
  Tactical 3-7 
  400 
   
   
  Wand of benign trans. (10 chgs.) 
  Tactical 3-7 
  75 
   
   
  Masterwork longsword 
  Tactical 3-8 
  315 
   
   
  Least crystal of illumination 
  Tactical 3-9 
  100 
   
   
  Blessed bandages (10) 
  Tactical 3-9 
  100 
   
   
  Least iron ward diamond 
  Tactical 3-9 
  500 
   
   
  Least crystal of return 
  Tactical 3-9 
  300 
   
   
  +1 longsword 
  Tactical 3-10 
  2315 
   
   
  Yeldoon’s cursed medallion 
  Tactical 3-10 
  Cannot sell 
   
   
  Cloak of resistance +1 
  Tactical 3-10 
  1000 
   
   
  +1 frost arrows (3) 
  Tactical 3-10 
  166 
   
   
  Bands of blood rage 
  Tactical 3-10 
  2600 
   
   
  Least crystal of aquatic action 
  Tactical 3-10 
  250 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/Undermountain/Crypt of Yeldoon General Play.pdf