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d20™ System Conversion of:

“FRQ1 Haunted Halls of Eveningstar”


An ESD copy of the above product can be obtained from: http://store.yahoo.com/svgames-store/tsr9354esd.html
This material was converted by: Mike Robilotti (mijero@si.rr.com) and is hosted at EN World in compliance with Wizards of the
Coast, Inc. ESD Conversion Agreement v1.0.

Dungeon Features
Unless noted, rooms and passages in the Halls are carved from solid rock (hardness 8, 540 hp/10 ft sq section, break DC 50).
Walls, floors, and ceilings are smooth-finished (Climb DC 25). Halls measure 10 feet wide and 9 feet high. Every room and
passage has an empty, soot-blackened stone torch holder projecting from the wall next to each door. Most doors are of smooth,
close-fitting stone (hardness 8, 60 hp, break DC 28), pivoting smoothly on socket hinges. Most have pull-rings and locks, but
aren’t locked, and lack bar brackets or bars. Secret doors are discovered with a successful Search check (DC 20).

Conversion Notes
This conversion includes all the mechanics, creatures and NPCs needed to play this adventure using the third edition D&D rules.
It does not convert treasure amounts to conform to the new rules system. As such, the treasure given in most (if not all) of the
encounters is not balanced for the given encounter level. Feel free to omit or substitute any treasure item you feel is unbalancing.

Wandering Monsters
While wandering monsters are mentioned in some encounter descriptions, there are no wandering monster tables included in the
original adventure. The DM is encouraged to make up his or her own tables or use the tables included in the DUNGEON MASTER’S
GUIDE or the Forgotten Realms Dungeon Master’s Screen.

Ground Level Dungeon Key


1. Owlbear Lair.

Creatures (EL 4): Owlbear, hp 47; Monster Manual p. 148.

2. Entry Doors. No changes.

3. Forechamber. Barred rusted gates: hardness 10, 60 hp. Lift DC 25, break DC 28.

4. Guardquarters. No changes.

5. Privy. The creature hiding here is a hunting spider, and as such has a faster movement rate (40 ft.) than web-spinning spiders.

Creatures (EL 1): Medium-size monstrous spider, hp 11; Monster Manual p. 210

6. Guardquarters.

Creatures (EL 4): Green slime: See the Dungeon Master’s Guide p. 117.

7. Privy.
Creatures (EL ½): Lock Lurker, hp 4. The lock lurker will attack anything stuck into the fingerhole (fingers, swords, etc.).

Lock Lurker: CR ½; Fine aberration; HD 1d8; hp 4; Init +2; Spd 10 ft.; AC 21 (touch 20, flat-footed 19); Atk +5 melee (1d4-

3 plus poison, stinger), +0 melee (1d2-3, bite); Face/Reach ½ ft. by ½ ft./0 ft.; SA Poison; SQ Darkvision 60 ft.; AL N; SV

Fort +0, Ref +2, Will +2; Str 4, Dex 15, Con 10, Int 6, Wis 11, Cha 3

Skills & Feats: Hide +20, Listen +7, Spot +5; Alertness
Poison (Ex): Stinger, Fort save (DC 11), initial effect paralysis for 1d4 rounds; secondary damage paralysis for 1d6 hours
and then slow as the spell for 1d2 rounds.

8. Welcoming Trap.

Traps (EL 4+): Electricity touch trap: CR 3; no attack roll necessary (3d6); Reflex save (DC 14) for half damage; Search
(DC 26); Disable Device (DC 25).
Lightning blast trap: CR 2; 5-foot wide, 10-foot long blast (2d6); Reflex save (DC 13) avoids; Search (DC
25); Disable Device (DC 25)

Notes: A Reflex save is required of anyone within 5 feet of the lightning blast’s path to avoid damage. If a bolt strikes the
bronze doors when a PC is touching them a Reflex save (DC 13) is required to avoid taking full damage (2d6).

9. Red Chamber.

Creatures (EL 4): Estrel (Wiz4).

Estrel: Female human Wiz4; CR 4; Medium-size humanoid (human); HD 4d4+8; hp 18; Init + 4; Spd 30 ft.; AC 14 (touch 14,
flat-footed 10); Atk +3 melee (1d3+1 subdual, unarmed); SQ Summon familiar; AL CG; SV Fort +3, Ref +5, Will +6, Str 13,
Dex 18, Con 14, Int 17, Wis 11, Cha 17
Skills & Feats: Alchemy +7, Concentration +9, Knowledge (arcana) +10, Knowledge (Cormyr local) +8, Scry +8,
Spellcraft +10; Brew Potion, Combat Casting, Iron Will, Scribe Scroll.
Spells Prepared (4/4/3; base DC = 13 + spell level): No spells prepared.
Possessions: None.

Treasure: The distinctive wooden-hilted dagger is a masterwork weapon.

10. Treasury.

Trap (EL 2): Spear trap: CR 2; +12 ranged (1d8/x3); Search (DC 20); Disable Device (DC 20). PC’s should be considered
flat-footed unless aware of the trap.

11. Guest Bedchamber. One of the vials in the niche contains a potion of spider climb, the other contains holy water. The seams
in the northwest corner of the floor are concealed by a permanent image (Will save [DC 16] if interacted with).

Creatures (EL 1/3): Crawling claw, hp 5; MONSTER COMPENDIUM: Monsters of Faerûn page 29.

12. Throne Room. Search (DC 15) to find the gold key.
Creatures (EL 4): Mimic, hp 52; Monster Manual p. 135.

Myth Drannan Painting (EL 0 or 2): The painting weighs as much as two tower shields and possesses damage resistance
20/+2. Since the painting is set into the wall, PCs will have to chip away at the stone to remove it (27 hp damage to the wall
surrounding the painting will be enough to remove it). Dispel magic spells have the listed effects – with the exception that if
the painting explodes it forces all PCs (and items they’re carrying) within 20 feet to make a Reflex save (DC 20) for half the
listed damage. If the painting does explode, award the PC’s experience for a CR 2 encounter.

13. Audience Chamber: Search (DC 15) to find the ring of shocking grasp (see Appendix I).

14. Crypt. PCs descending the stairs must make a Balance check (DC 10). Anyone failing the check by more than 5 falls down
the stairs and suffers 1d6 per 10 feet fallen. Additionally, all fragile items worn or carried must make Reflex saves (DC = damage
sustained from the fall) or break.
A Search check (DC 20) will notice the “trip step”. A PC that fails to notice the trip step must succeed at a Reflex save (DC
20). If the PC fails the save he or she has tripped and fallen to the bottom of the stairs where he or she will be impaled by the
blades set at the bottom of the stairs.
A successful Open Lock check (DC 20) will pick the lock on the door at the bottom of the stairs.

Trap (EL 1): Blade Trap: CR 1; +10 melee (1d4 blades for 1d4+1 damage per successful hit); Reflex save (DC 20) avoids;
Search (DC 20); Disable Device (n/a).
Creatures (EL 4): Stirge, hp 5; Monster Manual p. 173
Medium-size Skeleton, hp 6 (see below)

Mummy, hp 42; Monster Manual p. 138

Ad Hoc Experience Award: Because of the advanced abilities of the skeleton, award 50% more experience for defeating it.

Medium-Size Skeleton: CR 1/3; Medium-size undead; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 13 (touch 11, flat-footed 12);

Atk +0 melee (1d4, 2 claws); SQ Undead, immunities, turning immunity, fast healing 3; AL N; SV Fort +0, Ref +1, Will +2;

Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack internal organs, they take only half damage from
piercing or slashing weapons.
Turning Immunity (Su): Due to the nature of the ancient spells that created this skeleton it cannot be turned or dispelled.
Fast Healing (Ex): This skeleton regains 3 hit points per round.

Treasure: The skeleton’s manual of stealthy pilfering converts roughly over to a manual of quickness of action. For more
information on the manual of stealthy pilfering, consult the AD&D 2nd Edition Dungeon Master’s Guide.

15. The Undercrypt: PCs in the tunnel are only able to use Small-sized and smaller weapons (and wands) effectively.

16. Rivior’s Study. Search (DC 15) to find the coin inside the belt; Search (DC 20) to find the treasure contained in the corpse’s
right boot.
Trap (EL 4): Explosive runes: CR 4; no attack roll necessary (6d6); Those next to the runes get no save, those up to 10 ft.
away get a Reflex save (DC 20) for half damage; Search (DC 28); Disable Device (DC 28).

Treasure: The libram of silver magic has no equivalent in Third Edition D&D, and does not convert over very well. Omit or
substitute it for something else. For more information on the libram, consult the AD&D 2nd Edition Dungeon Master’s
Guide.

17. Lord’s Bedchamber (EL 2):

Creatures (EL 2): Miior (Wiz2).

Miior: Female human Wiz2; CR 2; Medium-size humanoid (human); HD 2d4+6; hp 11; Init +3; Spd 30 ft.; AC 14 (touch 13,
flat-footed 11); Atk +3 melee (1d3+2 subdual, unarmed); SQ Summon familiar; AL CG; SV Fort +3, Ref +3, Will +5, Str 14,
Dex 17, Con 16, Int 17, Wis 10, Cha 16
Skills & Feats: Alchemy +6, Concentration +8, Knowledge (arcana) +8, Ride (horse) +4, Scry +8, Spellcraft +8; Combat
Casting, Iron Will, Scribe Scroll.
Spells Prepared (4/3; base DC = 13 + spell level); 0 – arcane mark, daze, detect magic, read magic; 1st – charm person,
shocking grasp (x2)
Possessions: Bracers of armor +1, boots of elvenkind.

18. Armory.

Treasure: A magestar. See Appendix I.

19. Feast Hall. If the spears and shield on the wall are touched or moved, they may fall on a PC.

Trap (EL 1): Falling Shields and Spears: CR 1; no attack roll necessary (1d4+1); Reflex save (DC 15) avoids; Search (n/a);
Disable Device (n/a)
Creatures (EL ½): Stirge, hp 5; Monster Manual p. 173

20. Hall of Statues. A successful Search check (DC 20) on the stone pillar (statue “O”) will reveal the storage niche containing
the necklace of mystic eidolons.

Creatures (EL 3): Doppelganger, hp 22; Monster Manual p.60.

Treasure: The necklace of mystic eidolons (see Appendix I).

21. Kobold Guardroom: Each kobold is as listed in the Monster Manual except each has a buckler (AC 16) and a hand crossbow
(at –4 “to hit” due to lack of Exotic Weapon Proficiency) with a dozen bolts coated with drow sleep poison (see Monster Manual p.
86 for a description of drow sleep poison). When firing from behind the firing ports, each kobold has nine-tenths cover (+10 to
AC, +4 bonus to Reflex saves [PHB p. 133]).

Creatures (EL 1+): Kobolds (8), hp 2 each. Monster Manual p. 123.

22. Ready Room. No changes.

23. Kobold Shaft. No changes.

24. Ambush Elbow. A successful Search check (DC 20) will notice the tripwires stretched across the secret door and corridor.

Trap (EL 3): Crossbow trap: CR 3; 3 bolts +10 ranged (1d10/19-20, heavy crossbow bolt); Search (DC 20); Disable Device
(DC 20). Select targets at random in the 10 ft. x 20 ft. diagonal passageway if the trap is sprung.
25. Chamber of the Chain. No changes.

26. Plungefall.

Trap (EL 1): Collapsing Floor Trap: CR 1; no attack roll necessary (2d6); Reflex save (DC 20) avoids; Search (DC 20);
Disable Device (n/a)
Creatures (EL 4): Green slime: See the Dungeon Master’s Guide p. 117.

27. Bathing Chamber:

Creatures (EL 5): Ju-ju zombies (2), hp 20, 17

Ju-ju Zombies (2): CR 3; Medium-size undead; HD 2d12+3; hp 20, 15; Init +4; Spd 30 ft.; AC 14 (touch 10, flat-footed 14);
Atk +4 melee (1d6+3, slam); SQ Undead, +4 turn resistance, damage reduction 10/+1, fire resistance, immunities, darkvision
60 ft.; AL NE; SV Fort +0, Ref +0, Will +3; Str 17, Dex 11, Con --, Int 4, Wis 10, Cha 1
Skills & Feats: Climb +8, Jump +6, Listen +3, Spot +2; Alertness, Dodge, Improved Initiative, Toughness
Weapon Immunities: Piercing and blunt weapons do half-damage to ju-ju zombies.
Immunities (Ex): Immune to cold and electricity attacks.
Fire Resistance (Ex): Ju-ju zombies take half damage from all fire effects. If a save is allowed for half damage, ju-ju
zombies take no damage on a successful save.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from massive damage.

Treasure: Substitute a +1 heavy mace for the +1 horseman’s mace.

28. Room of the Fallen Giant. The phosphorescent mold growing on the walls, ceiling, and table illuminates a 5 ft. radius. A
Search check (DC 20) will uncover bits of rag and the boots of the north. As the PCs are digging through the stone rubble make
Listen checks every third round for wandering monsters.

Treasure: Change the +2 spear, giant slayer to a +2 giant bane longspear. Boots of the north have been renamed boots of the
winterlands in Third Edition. See the DMG p. 211 for a description.

29. Forgotten Gear: No changes.

30. Battle Chamber:

Creatures (EL 0): Grey grubs (1d6+20), hp 1 each. They will crawl up a PCs arm until they find a patch of uncovered,
hairless skin (usually on the face or neck). Once they do, they will “bestow a cold, clammy kiss, then drop off.” Once the
grubs are on a PC’s face or neck the character loses any Dex bonus to AC (as if the PC were grappled) vs. the grub’s “kiss.”

Grey Grubs (1d6+20): CR 0; Fine vermin; HD ¼d8; hp 1; Init +1; Spd 5 ft.; AC 19 (touch 19, flat-footed 18); Atk +4 melee
(no damage); Face/Reach ½ ft. by ½ ft./0 ft.; SQ Vermin, tremorsense; AL N; SV Fort +2, Ref +0, Will +0; Str 2, Dex 12, Con
10, Int --, Wis 10, Cha 1
Skills: Jump +3, Hide +19
Tremorsense (Ex): Grey grubs can automatically sense the location of anything within 20 feet in that is in contact with the
ground.
Vermin: Immune to all mind-influencing effects.

Treasure: Rod of flailing (DMG p. 197), +2 throwing axe.

31. Many-Pillared Hall:

Traps (EL 6): Blink Trap: CR 3; no attack roll necessary (4d6); Reflex save (DC 20) avoids; Search (DC 28); Disable Device
(DC 28).
Falling Block Trap: CR 5; +15 melee (6d6); Search (DC 20), Disable Device (DC 25). Note: Can strike all
characters in three adjacent squares (15 ft. sq.), and teleports all metal touching the stone to room #3.
Note: The image of “Ruuthreene” is a programmed image cast by an 11th-level Wizard (for dispelling purposes).

32. Cellar:

Trap (EL 1): Sleep Gas Trap: CR 1; no attack roll necessary (see note below); Fortitude save (DC 15) avoids; Search (DC
21); Disable Device (DC 25). Note: Trap releases oil of taggit fumes in a 20 ft. radius out from the chest in all directions
(see Poison, DMG pages 79-80)

Note: The rope is unknotted (Climb [DC 15]). Use the percentages given to see if the rope leading up the shaft breaks,
checking every 30 ft.

Upper Level
Ascending PCs wishing to remain silent must make Move Silently checks for each round of climbing to avoid making a noise that

may alert the kobolds. Climbing PCs will first face hurled rocks and dropped bags of gathered lock lurkers (detailed in Appendix

II)). A PC who is hit suffers damage and must make a Climb check (DC 15) or fall down the shaft, taking falling damage (see the

Climb skill, PHB pg. 65).

Persistent PC attacks will force the kobolds to escape by any of the three routes and return for revenge later.

Appendix I: Magical Items of Eveningstar


Ring of Shocking Grasp: A silver ring made to resemble a circular lightning bolt. A successful touch attack when the ring is

activated causes 1d8+1 electricity damage.

Caster level: 1st; Prerequisites: Forge Ring, shocking grasp; Market Price: 1,800 gp.

Lantern Ring: This plain, brass ring emits a single globe of light similar to a dancing lights spell for a total of 1 minute, 1/day.
The minute can be broken up any way the wearer wants (with the minimum time being 1 round). The globe moves in response to
the wearer’s silent will. By “burning” all of the ring’s magical energy at once, the wearer can create a beacon. In doing, the ring
projects a brilliant shaft of white light (equal to full, bright noonday sunlight) extending vertically from the ring-hand up into the
sky. The light lasts 2 hours. After the two hours, the ring becomes a plain, non-magical brass ring. The ring cannot be recharged.
Caster Level: 1st; Prerequisites: Forge Ring, dancing lights; Market Price: 900 gp

Magestar
These devices appear as many-spined, silvery metal globes. When touched, they glow and levitate, floating beside the creature
touching them, looking very much like will-o’-wisps. Spells cast at a magestar (the magestar must be the target of the spell) are
absorbed and give the device 1 hp per spell level (a fireball sucked into a magestar gives it 3 hp and negates the effect of the
fireball). Active magics are not cancelled if a magestar enters the area.
At the owner’s mental bidding (or automatically if he collapses or falls unconscious), the device moves to touch him and

passes absorbed hit points to him as healing energy.

If any creature able to cast spells or possessing spell-like natural powers touches a magestar, “ownership” of the device passes
to that creature. Only creatures with such powers can use a magestar. Ownership can change once per round if a magestar is
touched repeatedly. A creature can “own” only one magestar at a time.
Magestars have energy limits which vary unpredictably from one to another. A starved one shrinks, grows dim, then vanishes;
an overloaded one explodes (4d6 blast damage to all within 20 feet; Reflex save [DC 20] for half damage).
Caster Level: 11th; Prerequisites: Craft Wondrous Item, contingency; Market Price: 12,000 gp/spell level limit.
Necklace of Mystic Eidolons
These necklaces vary in appearance, but to the wearer, they always appear as plain metal chains adorned with 5 pyramid-shaped,
points-down rock pendants. If one pendant is twisted off and touched with a drop of the user’s blood, a projected image of the user
is created (as the spell simulacrum) and the user permanently loses 1 hp instantly.
A mage can cast one spell through his image (the image becomes the spell’s source). The image then vanishes as it takes
effect.
If no blood touches a detached pendant within one minute, it dwindles away and is lost. Pendants vanish when used. The
necklace can never be recharged.
Caster Level: 13th; Prerequisites: Craft Wondrous Item, simulacrum; Market Price: 53,250 gp

Appendix II: New Monsters


Ju-ju Zombie

The Ju-ju zombie template used in this conversion can be downloaded for free from Scott Greene’s Creature Catalog:

http://www.enworld.org/cc/converted/template/juju_zombie.htm

Lock Lurker

Fine Aberration
Hit Dice: 1d8 (4 hp)
Initiative: + 2 (Dex)
Speed: 10 ft.
AC: 21 (+2 Dex, +8 size, +1 natural)
Attacks: Sting +5 melee, bite +0 melee
Damage: Sting 1d4-3, bite 1d2-3
Face/Reach: ½ ft. by ½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 4, Dex 15, Con 10, Int 6, Wis 11, Cha 3
Skills: Hide +20, Listen +7, Spot +5
Feats: Alertness
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: -

Poison (Ex): Stinger, Fortitude save (DC 11); initial effect paralysis for 1d4 rounds; secondary damage paralysis for 1d6 hours and
then slow as the spell for 1d2 rounds.

Grey Grub

Fine Vermin
Hit Dice: ¼d8 (1 hp)
Initiative: + 1 (Dex)
Speed: 5 ft.
AC: 19 (+1 Dex, +8 size)
Attacks: +4 melee
Damage: None
Face/Reach: ½ ft. by ½ ft./0 ft.
Special Attacks: None
Special Qualities: Vermin, tremorsense
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 2, Dex 12, Con 10, Int --, Wis 10, Cha 1
Skills: Hide +19, Jump +3
Climate/Terrain: Any land and underground
Organization: Swarm (5-20)
Challenge Rating: 0
Treasure: None
Alignment: Always neutral
Advancement: -

Tremorsense (Ex): Grey grubs can automatically sense the location of anything within 20 feet in that is in contact with the
ground.
Vermin: Immune to all mind-influencing effects

FRQ1 Haunted Halls of Eveningstar, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20
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owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
FRQ1 Haunted Halls of Eveningstar, © 1992 Wizards of the Coast, Inc.
d20™ System Conversion of FRQ1 Haunted Halls of Eveningstar, ©2002 Mike Robilotti.

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