Somewhere under a lost and lonely hill of grim and fore­

boding aspect lies a labyrinthine crypt. It is filled with
terrible traps and not a few strange and ferocious monsters
to slay the unwary. It is filled with rich treasures both
precious and magical , but in addition to the aforemen­
tioned guardians, there is said to be a demilich who still
wards his final haunt. (Be warned that tales told have it
that this being possesses powers which make him nearly
undefeatable!)
Accounts relate that it is quite unlikely that any adven­
turers will ever find the chamber where the demilich
Acererak lingers, for the passages and rooms of the tomb
are fraught with terrible traps, poison gases, and magical
protections. Furthermore, the demilich has so well hidden
his lair that even those who avoid the pitfalls will not be
likely to locate their true goal. So only large and well­
prepared parties of the bravest and strongest should even
consider the attempt, and if they do locate the tomb, they
must be prepared to fail. . . .
HORROR NEVER DIES
The text above, penned by Gary Gygax, heralded Tomb of
Horrors' assault on an unsuspecting hobby in 1978. One of
a handful of now-classic adventure modules published in
the earliest days of the ADVANCED DUNGEONS & DRAG­
ONS@ game, The Tomb made its first appearance three
years before as the official D&D®tournament adventure
at the Origins I gaming convention. It used the original
DUNGEONS & DRAGONS® rules, published in 1974. In the
time since, the adventure has become a legend in gaming
circles-loved by some, vilified by others, and indelibly
burned into the memories of every player and DM who set
their imaginations loose vvithin it.
In 1998, the original adventure became the centerpiece
for (and was reprinted as part of) the legendary Return to
the Tomb ofHorrors boxed set for 2nd Edition AD&D®. At
the height of3rd Edition's popularity, Return author Bruce
R. Cordell updated the adventure as a free release.
Now, the most legendary dungeon crawl in gaming
history has been updated for 4th Edition D&D rules. In
keeping with the spirit of the new edition, the challenges
herein might prove more calculated and consistent than
those of the original adventure. Be warned, however, that
the challenges can be just as deadly. Characters who sur­
vive the adventure should attain 11th level and will have
begun to make a name for themselves as they cross from
the heroic to the paragon tier.
THE WORLD OF THE TOMB
Gary Gygax's World ofGreyhawk® campaign provided the
setting for the original Tomb of Horrors, which suggested
a number of possible locations for the tomb. Return to the
Tomb of Horrors set the legendary dungeon in the Great
Swamp of the remote county ofSunndi-and expanded on
the scope of Acererak's evil.
Evil humanoids and undead, drawn to the site of the
tomb, founded a settlement called the City of Skulls, or
Skull City. Priests and necromancers of the Bleak Acad­
emy-a sinister cabal dedicated to the worship ofAcererak
as a deity-lead the city. Skull City played a part in the
Acererak lore in Open Grave. Robert]. Schwalb further
updated Skull City for 4th Edition in "The Legacy ofAcer­
erak" (Dra8on #371).
Place the Tomb of Horrors wherever you like in your
campaign world. This adventure follows Schwalb's lead
by placing the tomb at the center of the City of Skulls
and granting the Bleak Academy control of access to the
tomb; this adventure also sets the backstory of the new 4th
Edition Tomb of Horrors super-adventure, scheduled to
release in July 2010.
CRED1TS
Gary Gygax Cole Meier
Original Design Graphic DeSigner
Scott Fitzgerald Gray Justin Sweet
4th Edition Design Cover Illustrator
Rodney Thompson David C. Sutherland III
Developer David A. Trampier
Interior Illustrators
Miranda Horner
Editor Jason Engle
Cartographer
Chris Tulach
Organized Play Content Developer Joe Yochum
Production Manager
Matthew Stevens
Art Director
Ihis 4th Eoition updot e makes use of material frum "The Legacy uf Acer­
erak" (Draaon # 371). Open Grave, ond the v.3.5 Tomb ofHorrors update.
& DRAGONS, ADVANCE D DU NGEONS & DK AGONS, D&D, AD & D,
d20. d 20 System, 'Vizards of t he Coast. Player's Handbook, Dilngeon Master's
GUIde, Monster Manllal , ami all other "Vizards of the COHs t product names
and their res pective logos are trademarks oCt he Coas t LLC in
the U. S.A. and other countries. All "Vi zards characters and the distinctive
likenesses thereuf are propert), of Wi zards of the Coast LLC. This material
is protected LInder the copyright laws oft he United States of America. Any
reproducti on or unauthorized use of the material or artwork contained
herein is prohibit ed withoLlt the express writt en permission of Wi zards of
the Coa st LLC. Anysimilarity to actual people, organi zations. places. or
event s included herein is purely coincidental. Printed in the U.S.A. ©20 10
vVi zards orthe Coast LLC
Ages past, a human magic-user/cleric of surpassing evil took
the steps necessary to preserve his life force beyond the
centuries he had already lived, and this creature became
the lich Acererak. Over the scores ofyears that followed, the
Iich dwelled with hordes ofghastly servants in the gloomy
stone ha lis of the very hill where the tomb is. Eventually,
even the undead life force of Acererak began to wane, so for
the next eight decades, the lich's servants labored to create
the Tomb of Horrors. Then Acererak destroyed all of his
slaves and servitors, magically hid the entrance to his halls,
and went to hi s final haunt while his soul roamed strange
planes unknown to even the wisest of sages.
ACERERAK'S PLOTS
The truth behind the creation of the Tomb of Horrors is
even more insidious than the legends that lure adventur­
ers to the tomb. Centuries ago, Acererak built the tomb
to serve as an alta r: In it , countless heroes would sacrifice
themselves for his purposes. Each group of adventurers
destroyed by the tomb generated spiritual energy, which
the demilich siphoned to a hidden phylactery in prepara­
tion for turning himselfinto a deity.
A generation ago, a group of heroes shattered Acererak's
plans by dea ling him a near-fatal setback. The Bleak Acad­
emy, known at the time as the Black Academy, received its
current name because of the failure of the demilich's plots.
The masters of the academy believe that Acererak will
return, primarily because the Tomb of Horrors continues
to draw adventurers to their doom and to provide Acer­
erak with spiritual energy. After each new wave of heroes
perishes in the tomb, the forces that have kept the complex
standing for centuries slowly and inexorably repair the
damage done to it.
In fact , the demilich has hatched new plots even more
ambitious than hi s previous ones-plots unknown even to
the masters of the Bleak Academy. The Tomb of Horrors
super-adventure reveals the full scope of those plots-and
reveals Acererak's fate.
QUEST XP
Two major quests define the characters' incursion into the
Tomb of Horrors.
Major Quest (2,000 XP): Avoid being mi sled by a
false Acererak (area 14), and locate the magically warded
secret door that offers access to the rest of the tomb.
Major Quest (2,500 XP): Destroy the
Acererak construct.
INTERIOR FEATURES
Illumination: Unless otherwise indicated, the interior
of the tomb is dark.
Ceilings, Floors, and Walls: Ceilings in passage­
ways and smaller chambers vary from 10 to 15 feet
high unless othervvise indicated. Passages and rooms
are granit e or marbl e unless otherwise indicated. Except
in crawlspaces and in area 18, ceilings, floors, and walls
are smooth.
Interior Doors (Visible): Doors are iron-banded oak
unless otherwise indicated. Characters must force doors
open unless otherwise indicated.
Iron-Banded Oak Door: 2 inches thick: AC 5, Reflex 5,
Fortitude 10,20 hit pOints. Strength DC 21 to open.
Secret Doors: Secret doors typically look like the sur­
rounding walls. Unless otherwise indicated, a character
can detect a secret door with a DC 16 Perception check
and can open a secret door with a DC 16 Strength or
Thievery check.
Treasure: Powerful magic protects some of the tomb's
treasure, exacting Acererak's revenge on those who chal­
lenge him. Such treasure becomes worthless if removed
from the tomb, but no check or power reveals thi s property
while the treasure i.s in the tomb. See areas 9 and 29.
This adventure presents specific magic items in its trea­
sure parcels; however, unless otherwise indicated, you
can repl ace any magic item with an item of the same level
from your players' wish lists. Magic items from sources
other than the Player's Handbook reference the source, or
you can find them in the D&D Compendium. The abbrevi­
ation AV refers to Adventurer's Vault; AV2 is Adventurer's
Vault 2; and DMA09 is Dra80n Ma8azine Annual 2009.
ENTERING THE TOMB
This adventure as sumes that the characters have jour­
neyed to Skull City and have prepared to enter the tomb
by way of the Bleak Academy, as described in "Legacy of
Acererak" (Dra8on #371). When the tomb was an isolated
ruin, adventurers had to find its entrance from among
false and trap-guarded portals. Because the Bleak Acad­
emy now encases those entrances, a silent escort brings
the characters to the tomb.
1. MOSAIC HALL
At the entrance to the tomb, the characters gain their first
glimpse ofAcererak's nightmarish masterpiece. See the
illustration on the inside front cover.
Thefirst li8ht brou8ht to bear on the corridor ahead reveals a
flare ofcolor undimmed by the passa8e oftime. The walls and
the ceilin8 20feet overhead are smooth plasterfrescos illus­
trated with interior and exterior scenes. Herds ofcows 8raze
in openfields. A wooded copse conceals wolves on the prowl.
Slaves ofvarious humanoid and monstrous races 80 about
their labors under the whips offiends and other cruel creatures.
Certain of thefrescoes create the illusion ofan interior
space. A wizard's workroom is 8ual'ded by two jackal­
headed humanoids. A library stands filled with many books
and scrolls. A torture chamber holds a barred door behind
which some fiendish creature lurks.
The floor of the corridor is an equally colorful mosaic of
stone, set with a distinct 2foot-wide path ofred tiles snakin8
its way south.
IA. FRESCO OF THE
WIZARDLY WORKROOM
The characters' progress down the mosaic hall is hindered
by pit traps (see below). However, the first trap (marked
"T" on the map) is uniquely dangerous.
Bronze Chest Pit Trap Level 7 Elite Warder
Trap XP 600
Two jackal-headed humanoids appear to hold a real bronze chest
juttin8 out from the wall.
Trap: This 30-foot-deep pit is a deadlier version of the poison-
spikes pit traps that fill this long corridor.
Perception
• DC 16: The top of the bronze chest features a hidden catch.
• DC 23: A character adjacent to a square can determine
whether that square is part of the pit trap.
Trigger
If the catch is pressed, the lid of the chest swings down to
reveal an empty interior. However, any character that probes
the chest discovers an invisible lever attached to the bottom.
The trap attacks when a creature pulls the invisible lever.
Attack
Immediate Reaction Melee 1
Target: Each creature in one of the trap's squares.
Attack: +10 vs. Reflex
Hit: The target drops into the pit, takes Sd1 0 + 2 damage and
ongoing 5 poison damage (save ends), and falls prone.
Miss: The target moves to any safe square adjacent to the
triggering square.
Effect: The false floor opens and the pit is no longer hidden.
After 24 hours open, a pit trap in the tomb magically closes
and resets itself.
Countermeasures
• The character who pulled the lever can make a DC 17
Acrobatics check to grab the chest, gaining a +2 bonus to
Reflex against the trap's attack.
• See "Countermeasures" for the poison-spikes pit trap, but
add 2 to the DCs of all checks to trigger or disable the trap.
Treasure: Any character who falls into the pit or
makes a DC 16 Perception check finds 6 gems (50 gp
each) at the bottom of the pit.
lB. DANGEROUS PATH
The characters' progress down the corridor depends on
how qUickly they determine how the pit traps protecting
this area work.
Poison-Spikes Pit Trap Level 7 Warder
T ~ p XP)OO
The floor suddenly collapses to reveal a deadly spiked pit below.
Trap: A 2-by-2 section of the floor hides a 1 O-foot-deep pit
lined with poisoned spikes.
Perception
• DC 16: A character adjacent to a square can determine
whether that square is part of a pit trap.
Additional Skill: Athletics
• DC 23: A character can strike the floor hard in his or her
square to sound it. With a successful check, the character
determines the location of all adjacent pit trap squares.
A check made in a square of a pit trap triggers the trap,
which gains a +2 bonus to its attack roll against the character
making this check.
Trigger
The trap attacks when a creature moves from one of the
trap's 4 squares into another of the trap's squares.
Attack
Immediate Reaction Melee 1
Target: Each creature in one of the trap's squares.
Attack: +10 vs. Reflex
Hit: The target drops into the pit, takes 2d1 0 + 1 damage and
ongOing 5 poison damage (save ends), and falls prone.
Miss: The target moves to any safe square adjacent to the
triggering square.
Effect: The false floor opens and the pit is no longer hidden.
After 24 hours open, a pit trap in the tomb magically closes
and resets itself.
Countermeasures
• A character adjacent to a trapped square can safely
trigger the trap with a DC 23 Athletics or Thievery check
(s ta ndard action).
• A character on a trapped square can disable the trap with
a DC 23 Thievery check (standard action, trained only). The
floor becomes safe to cross for 24 hours, after which the
pit trap resets. If this check fails by 5 or more, the character
triggers the trap. The trap gains a +2 bonus to its attack roll
against that character.
• A character can jump over the pit with a running start
by making a DC 11 Athletics check (DC 21 without a
running start).
• A character can climb into or out of the pit with a DC 16
Athletics check. The spiked floor of the pit can be safely
crossed at half speed.
r
These traps activate only when a character moves from
one trapped square to another, making it possible for a
character to stand on the trap without reali zing it.
Secret Door: A one-way secret door at the bottom of the
southernmost pit can be detected from thi s side (DC 23
Perception check). However, it can be opened only from
the crawlspace leading from area 2.
Ie. THE TORMENTOR
The fresco of the torture chamber shows an iron door con­
fining a demon from which torture victims cower in fear.
If the plaster and lath of the fresco is broken (three DC 16
Strength checks), a door leading to area 3 is revealed.
ID. ACERERAK'S MESSAGE
Observant characters (DC 10 Perception check) and
those who have studied the path from the entrance to this
point notice faint runes set into the mosaic floor. As they wind
their way from north to south, the runes spell out a message.
ACERERAK CONGRATULATES YOU ON YOUR
POWERS OF OBSERVATION. SO MAKE OF THIS
WHATEVER YOU WISH, FOR YOU WILL BE MINE IN
THE END NO MATTER WHAT!
Go back to the tormentor or throuah the arch, and the
second areat hall you'll discover.Shunareen ifyou can, but
your march.
Two pits alona the way will be found
to lead to a fortuitousfall, so
check th e wall. These keys and
those are most important of
all , and beware oftrem­
blina hands and what
will mauL Ifyou find
the false, you find
the true and into
the columned hall
you'll come, and
there the throne
that's key and
keyed .
The iron men of
visaae arim do
more than meets
the viewer's eye.
You've left and left
niaht's aood color is for those ofareat valor. If shades of red
stand for blood the wise will not need sacrifice auaht
but a loop ofmaaical metal-you're well alona
is teleported to area 6. A character
passing through off the path
is teleported back to
the north end of the
mosaic hall.
IE. MISTY ARCHWAY
The red mosaic path splits at the end of the hall. To the
east stands a mist-filled archway whose magical controls
the characters must decipher.
Teleport Archway Magical Location
A stone archway set into th e wall is completely obscured with
swirlin8 white mist.
Magical Location: This teleport arch sends characters deeper
into the tomb.
Arcana
• DC 25 (trained only): This archway is imbued with powerful
teleportation magic.
Effect: The luminous mist cannot be seen through with any
vision or power. Whenever a creature moves adjacent to the
arch, three of its stones begin to glow-bright yellow at lower
left; blue at the top; and orange at the lower right .
Arcana
• DC 23: Safely working the arch involves touching its glowing
stones in a particular order that the characters must guess.
• DC 23 (trained only): This archway is imbued with powerful
teleportation magic.
Effect: If the stones are pressed in the sequence yellow,
blue, orange, the mist disappears. The characters can see a
smooth-walled stone chamber, and the mosaic path ends at
the far wall.
A character who enters the archway while it is clouded is
teleported to area 2 (see page 5). If the arch is passed through
after pressing the glowing stones in the proper sequence, a
character who steps through on the path
and found my Tomb
and now your soul
will die.
stone face is imbued with
horizontally or vertically, controlling
deadly arcane power.
the trapdoor in the ceiling and a
Trigger
deadly pit trap beneath the floor.
Any creature that enters the
Perception
Devourer's mouth is subject
• DC 11: A S·foot-diameter
to attack.
trapdoor sits in the center of the
Attack
ceiling, but no force or magic
Opportunity Action
will open it.
Melee 0
• DC 16: The stone of the floor
Target: One creature
seems newer than the walls
Attack: +17 vs. Fortitude
and ceiling.
Hit: 3d6 + 6 damage, and the
Arcana
target is stunned (save ends).
• DC 23 (trained only): Magic
Miss: 2d6 damage.
imbues the walls, floors, and ceiling
Special: A creature reduced
of this room, and the magic is
to 0 hit points by this
connected to the three levers.
location's damage is
Thievery
destroyed, reduced to a pile
• DC 23: The levers are designed to
of fine gray dust.
be operated in concert, all pushed
Effect: A creature starts its
in one direction or the other.
turn within the mouth,
Effect
takes 10 damage. Creatures
Only the act of moving all three
outside the mouth do
levers together has any result.
not have line of sight to a
Moving all three straight up
creature that has entered
at the same time opens the
the mouth.
ceiling trapdoor. Pushing them
Countermeasures
simultaneously down causes the
• A creature can leave
magica I effect that creates the
the mouth by making a
floor to end, dropping all creatures
DC 23 Endurance check
in the room to the bottom of a
(standard action).
1~ O - f o o t deep pit. Creatures take
• A creature that cannot leave
1Od1 0 damage and fall prone
the mouth can be pulled out
amid the skeletal remains and
by a character adjacent to
ruined gear of adventurers who
the Devourer. The character
previously passed this way.
locates the unseen creature
The smooth walls of the pit
by touch by making a DC
can be climbed with a DC 16
IF. THE DEVOURER
Carved of sickly green stone, this great devil's face is the
last sight many would-be heroes ever see. The faithful of
the Bleak Academy call this icon of Acererak's evil "the
Devourer," a name familiar to characters who have spent
any time in Skull City.
The Devourer Cursed Location
The mouth of the areat ween devil is an impenetrable dead·
black haze.
Cursed location: This darkness is a void that destroys all it touches.
Arcana
• DC 28 (trained only): This
16 Perception check (minor
action) and takes 10 damage. The character pulls the creature
out with a DC 16 Strength check (standard action).
2. FORSAKEN PRISON
Characters teleported from area IE are trapped in this
small cell.
This miserable cubicle is 10feet on a side and appears to
have no exit. Three foot·lona iron levers jut out from the
south wall.
Forsaken Prison Level 8
Puzzle XP JSO
The three levers must control the hidden exit to this place, but
they offer no hint as to their operation.
Puzzle: Each lever moves
Athletics check. However, the stone floor (now the ceiling)
forms again in 1 minute. An adjacent character can disrupt
the magic of the floor beneath him or her with three DC 23
Arcana checks.
The ceiling route is a crawlspace 5 feet in diameter. Where
it turns east, a stone plug in the ceiling can be detected
only with a DC 23 Athletics check made to sound the
stone of the passage. It can be pushed LIp (Strength DC
16) to reveal an access to area 7. The craWlspace leads to
a magic one·way door that opens into the bottom of the
southernmost pit in the mosaic hall (see page 1):
Encounter Level 10 (2,500 XP)
SETUP
1 lesser gargoyle mauler (G)
VVhen any door lead ing to this room is opened, it frees
a dread guardian from temporal stasis.
Even as the door opens, a shriek erupts from beyond it.
An enormous four-armed8ar80yle rears up, preparin8
to attack.
A single character at the door can make an opposed Dex­
terity check to slam it shut before the gargoyle attacks.
However, the creature cl aws its way through the door in
Id6 rounds.
TACTlCS
The gargoyle mauler retreats to the ceiling to put it out of
range of melee attacks, then executes a flying strike on its
next turn.
If the characters nee, the gargoyle pursues them into
any area of the tomb.
"Look low and hi8hfor gold, to hear a tale untold. The arch­
way at the end, and on your way you'll wend. - A."
Lesser Gargoyle Mauler (G) Level 10 Solo Lurker
large elemental humanoid (earth) XP 1,')00
Initiative +15 Senses Perception +7; darkvision
HP 428; Bloodied 214
AC 24; Fortitude 23, Reflex 23, Will 21
Immune petrification
Speed 6, fly 8 (hover)
CD Claw (standard; at-will )
+15 vs. AC; 4d6 + 4 damage.
+Mauling Claws (standard; at-will)
The mauler makes four claw attacks. If two attacks hit the same
target, the target is dazed (save ends). If all four attacks hit the
same target, the target instead takes ongOing 5 damage and is
dazed (save ends both).
+Flying Strike (standard; recharge [8J [IT or after using stone form)
The gargoyle flies 8 squares, making claw attacks against up to
four targets during this movement. On a hit, a target also takes
ongOing 5 damage and slides 3 squares.
Stone Form (standard; at-will)
The gargoyle mauler becomes a statue and gains resist 15 to all
damage, regeneration 5, and tremorsense 10. It loses all other
senses and can take no actions in stone form other than reverting
to its normal form (a minor action).
Alignment Chaotic evil languages Primordial
Str 23 (+11) Dex n (+11) Wis 14 (+7)
Con 19 (+9) Int 13 (+6) Cha 18 (+9)
FEATURES OF THE AREA
Ceiling: The ceiling is 20 feet high.
Illumination: None.
Grasping Rubble: The rubbl e strewn across the
noor is the remains of previous gargoyles, slain and sum­
moned again by Acererak's magic countless times. Any
creature except the gargoyle that starts its
turn in rubble is subject to an attack:
+13 vs. Renex; 4d6 + 6 damage and
the creature is slowed until the
end of its turn.
Empty Rooms:
The rooms to the
south cont ain only
grasping rubble.
Treasure: Around
the gargoyle's neck is
a collar studded with
blue quartz (worth 250
gp). Hidden within the
leather bands of the
collar (DC 15 Per­
ception to find) is
a slip of parchment
scribed with magi­
cal runes (DC 17
Arcana to decipher).
Encounter Level 9 (2 , 000 XP)
A normal door connects the gargoyle's lair (area 3) with
the first room in this area. (The characters cannot enter
this area from area 5; see page 8.)
The chamber beyond the door is 10feet on a side and empty
of everythinB but dust and Wit.
Passing through this area involves a skill challenge that
takes the party through a succession of sec ret doors. The
skill challenge is time sensitive and is treated somewhat
like a combat encounter. Characters roll initiative as
normal. However, they can act in any order as long as each
character takes only his or her normal allotment of actions
for each round . On initiati ve count 0, characters in any
part of the gauntlet are subject to an attack by the magic
trap that fills the area.
Start the encounter when the first character steps
through the door from area 3.
GAUNTLET OF DOORS
These empty rooms are divided by a series ofsecret doors.
Setup: Each room contains a secret door that requires
a minimum of three standard actions to detect and open.
Each of the rooms that make up this gauntlet ofsecret
doors is protected by a magical bolt trap (see the statistics
block). Characters who take too long to open a door are
targeted by the trap.
Level: 9 (XP 2,000).
Complexity: 5 (special).
Primary Skills: Athletics, Thi every.
Athletics, Thievery (DC 17, standard action): By testing
or investigating the physical setup of the door, the char­
acter intuits the operation of one of its (wo mechanisms
(see the table).
Perception (DC 12, standard action):The character detects
the location of the secret door, after which characters can
attempt to determine the workings ofits two mechanisms.
Secondary Skills: Insight.
In sight (DC 17, standard action): The character gai ns a
hint of the operation of the secret door by second-guessing
its design. With a successful check. the next Athl etics or
Thievery check made in the challenge gains a +2 bonus.
Success and Failure: This skill challenge has no over­
all success or failure. Instead, the challenge ends when the
characters successfully identify, open, and pass through all
the secret doors within the area. Failure in the challenge
is marked by the number of attacks the magiC trap gets
agai nst the characters.
It takes one pr imary skill check to locate a secret door,
followed by two prima ry checks to identify both of the
door's opening mechanisms. vVhen the characters identify
the second mechanism, they open the door, after which
the characters can use move actions to move into the next
area. The trap attacks on initiative count 0, but it ignores
a room whose door has been opened for the first time
during that round. The characters can avoid the trap if
they move into a new room in the gauntlet each round.
Special: If the characters gain only one successful
primary check for a door, they determine its init ial mecha­
nism (see the table). With this knowledge, a character can
attempt to guess the door's second mechanism as a standard
action. If a character guesses successfully, the door opens.
The door in area G of the gauntlet is also a trap. If the
characters aCcidentally drop the door on themselves, it stays
open. However, the magical bolt trap attacks as normal.
Magical Bolt Trap Level 10 Blaster
~ ~ ~ -
With a pulse ofwhite 1i8ht, bolts of arcane force lance out from
the walls and ceilin8'
Trap: Each round on initiative count 0, the trap fires a barrage
of magical force missiles that attack one target.
Perception
This trap cannot be detected with Perception.
Additional Skill: Arcana
• DC 25 (trained only): The character detects a pul se of arcane
energy building in the walls of the room.
Trigger
The trap activates when a creature enters any room in the
gauntlet, then attacks each round on initiative count O.
Attack
Standard Action Ranged special
Target: One creature in any part of the gauntlet. The trap
ignores creatures in a room whose door has been opened for
the first time during that round.
Attack: +15 vs. Will
Hit: 4d8 + 2 force damage.
GAUNTlET OF DOORS
Door Mechanism 1 Mechanism 1
A. Hidden catch at top Pulls down
B. Thin handholds at edges Pivots centrally
C. Hidden catch at bottom Pulls inward and up
D. Faint ridge at bottom Slides up
E. Faint seam down the middle Double panels pull inward
F. Hidden catch at right Slides left
G. 7 hidden studs Press all and door opens;
press 1 and 7, door falls
inward, dealing 3d6
damage to all creatures
in the room and
knocking them prone
I
Magic Spear Trap Level 7 Blaster
5. GREAT HALL OF SPHERES
Trap XP 300
This broad hall is similar to the tomb entrance, its floor
As the door opens, a 81owin8 spear erupts from the blank wall
set with inlaid tiles and the walls and ceiling covered with
painted frescos.
Strange glyphs, symbols, andfaces are set within two ranks
of humanoid and monstrous figures standing along both
walls. Eachfi[)ure appears to hold a colored sphere. A mist­
filled archway opens up at the south end ofthe hall.
A DC 17 Arcana or Religi on check determines that the
glyphs are purely decorative.
Most of the 3 ·foot·diameter spheres are painted onto
the plaster walls. However, six spheres are illusions that
conceal openings behind them . A creature can detect
an illusory sphere only by touch. Creatures cannot see
through it, and any object passes through it. A creature
must thrust its head into a sphere to see what lies beyond it.
The creatures and spheres along the west and east walls
are as indicated on the tables, running from north to south.
WEST WAll
Key Description
Go A naga holds a gold sphere above its head.
The sphere is an illusion covering a S-foot­
diameter crawlspace leading to area 6.
0 A mummy holds an orange sphere at waist
height. The sphere is an illusion covering
a spear trap (see the statistics block). Any
creature putting an object or a part of its
body through the sphere triggers the trap.
Pu A purple sphere held at the feet of
a minotaur.
Br A lamia holds a bronze sphere at waist
height. The sphere is an illusion covering
a spear trap (see above).
G A gray sphere sits on the shoulder of
an owlbear.
BB A sahuagin holds a bright blue sphere at
its feet .
W A white sphere is held above the head of
a red slaad.
T A satyr holds a turquoise sphere at
its shoulder.
Sc A mind f1ayer holds a scarlet sphere
waist high.
PG A medusa has a pale green sphere at
its feet.
behind it.
Trap: From a plain stone wall, a magically summoned spear
launches itself at a Single target.
Perception
This trap cannot be detected with Perception.
Additional Skill: Arcana
• DC 23 (trained only): A pulse of magic betrays the presence
of the trap.
Trigger
The trap attacks when a character reveals or touches the
section of wall it occupies.
Attack
Immediate Reaction Ranged 5
Target: The nearest creature
Attack: +10 vs. Reflex
Hit: 3d8 damage, and ongoing 5 damage (save ends).
Miss: Ongoing 5 damage (save ends).
Effect:
The spear fades to mist and disappears.
Countermeasures
• A character adjacent to the trap can disable the trap with a
DC 16 Arcana or Thievery check. The trap resets after 1 hour.
EAST WAll
Key Description
PB A werewolf holds a pale blue sphere at
shoulder height.
Si A silver sphere is held at the feet
of a four-armed gargoyle. The sphere
is an illusion covering the secret one-
way door exiting from area 4. The
secret door mechanism is obvious but
cannot be opened from this side.
Gr Aareen sphere is held high above the
head of an armored giant.
Y A warden in hawk-headed guardian form
holds a yellow sphere at shoulder height.
Pi A yuan·ti holds a pink sphere above
its head.
BI A black sphere sits at the feet of a hydra.
The sphere is an illusion covering a
5-foot-diameter crawlspace leading
to area 9.
PV A pale violet sphere is held on the
shoulder of 'a kuo-toa.
YB A white-bearded human wizard holds
a yellow-brown sphere at its feet.
R A red sphere is held waist high by a
skeleton. The sphere is an illusion
covering a 5-foot­diameter crawlspace
leading to area 7.
A succubus holds an indiao sphere high
above its head.
SA. CURSED ARCHWAY
This arch is identical to the arch at area 1E. However, this
location has a more nefarious purpose.
-
Cursed Archway Cursed location
The swirling white mist within the archway hides whatever
lies beyond it.
Cursed Location: This archway steals a character's gear to
strike a blow against the characters' morale.
Arcana or Thievery
• DC 28 (trained only); The mists of this archway are imbued
with a powerful magical curse.
Effect
Whenever a creature moves adjacent to the arch, three of its
stones begin to glow-dull olive green on the lower left; russet
brown at the top; and a sickly citron yellow at lower right.
No matter which stones are pressed and in what order, the
archway remains clouded and veiled with a haze that cannot
be seen through with any vision or power. Any character that
steps through the arch has all his or her clothing and gear
teleported to the crypt at area 32, while the character (now
nude) is teleported to the tomb entrance at area 1.
"CRUEL, BUT MOST
ENTERTA1N1NG ..."
For many players of the original Tomb of Horrors, this cursed
archway was a fate worse than death. Raising a character is
difficult but not impossible. However, nothing can restore a
career's worth of magic gear stolen in a heartbeat.
The quest to retrieve precious magic gives characters
great incentive to return to the tomb.
However, you can modifY the effect
of this archway (and similar magi­
cal locations in the dungeon)
so that a character makes
a saving throw for each
of his or magic items
of level 5 or higher.
With a successful
save, a character's
heroic bond with an
item's enchantment
interferes with Acer­
erak's ancient
magic, and
the item
is retained.
6. THREE-ARMED STATUE
At the end of the 5·foot·diameter crawlspace, a small
chamber opens up.
Aside from rubble on thefloor, the only other thina you see
in this chamber is an Bjoot tall statue of a four·armed aar·
Boyle. One of its arms has been broken off, and it rests on the
floor at its feet.
Statue's Sacrifice Level 10
PUZlle XP 500
The statue's hands are outstretched, as if waiting fo r some
offering.
Puzzle: Sacrificing gems in the statue's three attached hands
calls forth a powerful magic item.
Perception
• DC 18; Each of the statue's three intact hands is carved with
an indentation, as if some object is meant to be placed there.
The fourth has no such concavity.
• DC 26: The rubble and debris surrounding the statue
contains traces of diamond dust.
Arcana or Thievery
• DC 26 (trained only): Both the statue and its broken arm are
imbued with powerful magic.
• DC 30 (trained only); Activating the statue's magiC requires
a series of repeated actions.
Effect
If three gems are placed within the statue's outstretched
hands, the stony digits close and crush them to powder.
After dumping the dust on the floor, they return to their
normal positions.
This process must be repeated three times, destroying nine
gems. If one or more gems are then placed in the statue's
hands, they are not crushed, but the statue appears to speak
(by way of a Magic Mouth ritual);
"Your sacrifice was not in vain. Look to the fourth to find
your 8ain."
If the characters successfully solve the puzzle,
an invisible aem ofseeina appears in the palm of
the statue's broken arm. Characters can feel for
the gem in the statue's fourth hand, and it appears
when touched.
Gem of Seeing Level 12
When you look throu8h it, this fiat· polished ova! diamond reveals
thinas unseen.
Wondrous Item 13,000 gp
Power (At-Will): Standard Action. You hold the gem
before one of your eyes. You can see invisible creatures
and objects within 10 squares of you.
The 8em of seein8 can be used only twelve times.
After the twelfth use, the gem shatters and is
replaced with 2,600 gp worth of residuum.
Encounter Level 5-12 (3,900 XP)
SETUP
When the party enters the crawlway hidden by the red
sphere in area 5 (page 8), they come to an apparent d ead
end after 40 fee t of rough passage. A DC 13 Perception
check notes the secret door at the end.
Opening the secret door causes the e nd of the tunnel
to collapse. The character opening the door must make a
DC 13 Acrobatics check or drop 10 feet into area 7, taking
damage as normal. The other characters can descend safely.
"Vithin this otherwise empty chamber, three closed chests
are set across the stone floor.
Three Chests Encounter Setup
Each chest is 4 feet lona, 2 feet wide, and 3 feet hiah. The first
chest alearns aold. 111e second is untarnished silver. The third is
oak bound with thick bronze bands.
Encounter Setup: Each of these three chests contains potent
magic that triggers an individual part of the overall encounter.
Arcana
• DC 16 (trained only): A character can detect magic within
all three chests, but he or she gains no specific information as
to its nature.
Perception
• DC 13: The precious-metal chests are only poor-quality
gold and silver plate over iron. All three chests are magically
affixed to the floor and cannot be budged.
Thievery
• DC 18 (trained only): The chests are not locked or trapped.
(The magic trap mechanism is wholly inside each trapped
chest and cannot be identified from outside.)
Effect
• A character can open a chest easily. A chest also opens
magically if it is:
• Caught within the area of an arcane or divine area
attack power.
• Targeted by a weapon attack.
• Struck by a creature under the effect of forced movement.
Each of the chests triggers an encounter when opened. Taken
individually, each encounter represents a minor challenge
for a party of the characters'level. However, each encounter
creates the chance that any remaining ch ests will also be
opened. The range oflevels in the encounter information
above depends


on
whether the char­
acters take on
each challenge
individually or
THE GOLD CHEST
Opening this chest summons a horde of poisonous snakes
that fight until destroyed .
A pulse ofareen li8ht erupts as the chest opens, and a
swarm ofhissin8 Vipers pours forth.
Horde Vipers Level 10 Minion Soldier
Small natural beast (reptile) XP 125 each
Initiative +12 Senses Perception +5; low-light vision
Death Rattle (Fear) aura 1; any enemy within the aura takes a
-1 penalty to attack rolls.
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 11, Reflex 14, Will 11
Resist 15 pOison
Speed 4 , climb 4
CD Bite (standard; at-will) • Poison
+16 vs . Reflex; ongoing 8 poison damage (save ends). If the
target is already taking ongoing poison damage from a horde
viper's attack, the ongoing damage increases by 1.
Alignment Unaligned Languages -
Str 13 (+6) Dex 10 (+10) Wis 10 (+5)
Con 17 (+8) Int 1 (+1) Cha 18 (+9)
TACTICS
The vipers stay close to any closed chests, hoping that an
area arcane or divine attack opens them. They focus their
attacks on slow-moving foes.
THE SILVER CHEST
When this c hest is opened, a deadly magic trap is activated.
Force Dart Fusillade Level 10 Elite Blaster
Trap XP 1,000
A pulse ofshadow erupts as the chest is opened, and the air
around you is filled with a barra[Je of black darts.
Trap: Each round on its initiative, the trap fires a barrage of
force darts throughout the area.
Perception
This trap cannot be detected with Perception.
Initiative + 1 0
Trigger
When the silver chest is opened, the trap rolls initiative and
attacks.
Attack
Standard Action Ranged 1 0
Target: The creature that opened the chest and each ally in range
Attack: + 1 5 vs. Reflex
Hit: 4d6 + 1 force damage and the target is pushed 1 squares
from the chest.
Countermeasures
A character adjacent to the chest can disable the trap
with two DC 26 Arcana or Thievery checks (standard action,
trained only).
A character who moves more than 3 squares on his or her
. most recent turn gains a + 1 bonus to Reflex against the
trap's attack.
all at once.
THE OAKEN CHEST
This chest summons a skeletal guardian that lashes out
against the nearest characters.
With a burst of white liaht, an enormous skeletal fiaure
erupts from the oaken chest, its twin scimitars la shinB out.
Skeleton Blade Guardian Level 12 Elite Brute
large natural animate (undeild) XP , ,400
Initiative +13 Senses Perception +10; dark vision
HP 292; Bloodied 146
AC 24; Fortitude 23, Reflex 26, Will 23
Immune disease, poison
Saving Throws +2
Speed 6
Action Points 1
CD Scimitar (sta ndard; at-will)'" Weapon
Reach 2; +15 vs. AC; 3d1 0 + 6 damage.
+Preemptive Slash (immediate interrupt. when the blade
guardian is targeted by a melee attack; at-will)
The blade guardian makes a scimitar attack against the trigger­
ing attacker. If the attack hits. the triggering attacker also
takes a -2 penalty to the triggering attack roll.
. ~ Rain of Steel (standard; recharge [DJ)
Close burst 3; +13 vs. Reflex; 3d1 0 + 6 damage. and the blade
guardian slides the target 2 squares.
Retaliating Blades
A creature that makes an opportunity attack against the blade
guardian takes 2d6 damage.
Alignment Evil languages -
Str 18 (+10) Dex 24 (+13) Wis 19 (+10)
Con 16 (+9) Int5(+3) Cha 8 (+5)
TACTICS
The skeleton blade guardian takes on the strongest-looking
melee combatants. laying into those foes with scimitar and
preemptive slash attacks. It reserves rain of steel until it can
attempt to drive foes into any unopened chests.
DEVELOPMENT
All the summoned creatures here remain indefinitely if
they are not destroyed. If the characters flee this area. the
blade guardian pursues them but the asps do not.
FEATURES OF THE AREA
Ceiling: The ceiling is 20 feet high.
Illumination: None.
Chests: Each chest provides cover to a Medium or
smaller creature crouching or prone behind it. It takes 1
extra square of movement or a DC 13 Athletics check to
hop over a chest.
Rubble: These areas ofloose scree are difficult ter ·
rain. A character who runs. charges. or is forced to move
through rubbl e must make a DC 13 Acrobatics check or
fall prone at the end of that movement.
Treasure: The gold and oaken chests are empty,
but the silver chest holds a watcher's sianet magic ring
(DMA09 46) in a clear crys tal box (wort h 150 gp). (If
none of the characters has come into possession ofa
magic ring in the heroic tier, do not replace thi s ring with
another magic item. The party needs a magiC ring to open
the secret door at area 9c.)
vVith 10 minutes work. the characters can strip the
plating from the gold and silver chests. Though poor qual­
ity. it is worth 70 gp and 30 gpo respectively. if sold.
II
8. DEAD END
A 5-foot-diameter crawlspace lies beyond the illusionary
black sphere in area 5.
The tunnel turns twice but maintains a southward course.
Then suddenly, around a last bend, it stops dead at a blank
wall of stone.
It takes two DC 23 Perception checks to locate the door, or
one DC 18 Perception check by a character who can see
invisible objects. It takes two DC 13 Thievery or Strength
checks to open it.
9. CHAPEL OF EVIL
A mosaic path like the one at the tomb entrance runs from
the secret door to pass between two rows ofareat wooden
pews. The walls are painted with scenes ofeveryday rural
life. However, the fi8ures depicted there have rottin8flesh
and skeletal limbs, their features eaten away by worms.
A DC 26 Arcana or Religion check (trained only) indicates
that powerful magic fills this area, and that its arcane
essence is inextricably consecrated to good. (However, see
"The Blue Altar," below).
A wooden railin8 divides this chapel, the mosaic path leadin8
throu8h it to a tiered dais set with a wooden chair, a pair of
brass candelabra, and two lar8e ceramic urns. Atop the dais,
a stone altar 810ws an opalescent blue. The symbols ofPelor,
Avandra, Moradin, and Bahamut are enaraved on itsfront.
To the west of the altar, a stone archway is filled with
810win8 oran8e mist. A humanoid skeleton in badly rusted
black chain mail lies on the floor, pointin8 toward it.
The candelabra and the empty urns are as worthless as
everything else in this false temple ofgood. DeSigned to
confuse Acererak's foes , this area is as deadly as any other
part of the tomb.
WOODEN PEWS
Each of these benches features a hinged seat that reveals a
storage space underneath it.
Treasure: The back pair of pews each contain 2,000
sp. The next pair each hold 1,400 gp and 3,500 sp. The
next pews each hold 2,100 gpo Part of this treasure is pro­
tected by Acererak's magiC. If removed from the tomb, all
of it turns to worthless low-quality copper and tin except
for 400 gpo
A DC 18 Perception or Thievery check on anyone of
these pews determines that it is not trapped-unlike the
front pair of pews.
-­ ---­
Weakness Gas Trap level 8 Blaster
Trap XP 350
As the seat ofthe pew is lifted, a cloud ofacrid aas fills the air.
Trap: Each of the front pews in the chapel of evil is trapped.
Perception
This trap cannot be detected with Perception.
Additional Skill: Thievery
• DC 16 (trained only): The lid of this pew is a subtly hidden
trap, ready to trigger if opened.
Trigger
The trap attacks when the lid of the pew is opened. Each trap
triggers separately.
Attack
Standard Action Close burst 4
Target: Each creature in burst
Attack: +11 vs. Fortitude
Hit: 4d8 poison damage.
Miss: 1 d8 poison damage.
Effect
1 round after the trap attacks, the gas spreads to a close burst
8 that completely fills the area. The trap makes a second
attack with a -2 penalty to the attack roll. The gas then
dissipates harmlessly.
Aftereffect
The next time the target rolls initiative in a combat
encounter, it becomes weakened (save ends). The target
takes a -1 penalty to this saving throw for each time it has
been hit by this attack. The target gains a +1 bonus to the
saving throw for each extended rest it has taken since last
being hit by this attack.
A character remains unaware of this aftereffect until he or she
starts the next combat encounter.
Countermeasures
• A character gains a +2 bonus to Fortitude against the trap's
next attack with a DC 16 Endurance check (standard action).
• The magical weakness gas is absorbed through the lungs
and the skin. However, a character holding his or her breath
gains a +5 bonus to Endurance checks made to resist the
effects of the gas.
9A. BLUE ALTAR
A DC 30 Arcana or Religion check (trained only, made
adjacent to tbe altar) reveals that tbe aura of good detect­
able earlier in the cbapel is wbolly false, masked by the
altar's powerful magic.
lightning Blast Altar Level 8 Blaster
Trap XP 350
A bolt of lightning erupts from the altar to blast any creatures
standing before it.
Trap: The altar glows with pulSing power that waits for the
touch of a living creature.
Perception
This trap cannot be detected with Perception.
Additional Skills: Arcana or Thievery
• DC 24 (trained only): The glowing altar is a deadly magic trap.
Trigger
If touched by a living creature, the altar sends a pulse of
lightning up the aisle between the pews, from the altar to the
north wall.
Attack
Immediate Reaction Close blast special
Target: Each creature in the aisle between the pews
Attack: +11 vs. Reflex
Hit: 3d8 + 4 lightning damage, and ongoing 5 lightning
damage (save ends).
Miss: Half damage.
Effect
In the aftermath of the attack, the altar glows a fiery purple.
Secondary Trigger
If the altar is touched by any object or creature, the trap makes
another attack.
Immediate Reaction Close blast 5
Target: Each creature in blast
Attack: +11 vs. Reflex
Hit: Sd8 + 5 fire damage.
Miss: Half damage.
Effect
The altar is destroyed, but reforms in 1 week.
Countermeasures
• A character adjacent to the trap can disrupt the altar's
power with a DC 16 Arcana, Religion, or Thievery check
(standard action). With each successful check, the trap takes
a -2 penalty to attack rolls if subsequently triggered. Three
successful checks disable the trap for 24 hours. However, a
check that fails by 5 or more triggers the trap.
9B. ORANGE ARCHWAY
This third archway is even more diabolical than those
previously seen.
Cursed Archway Cursed Location
The skeleton sprawled across the floor points toward the arch-but
was the fiaure tryina to reach it or to warn others away?
Cursed location: A character who steps t hrough the arch
emerges the next round as a screaming berserker of the
opposite sex (no doubt giving her or his companions pause).
Arcana or Thievery
• DC 26 (trained only): The mists of this archway are imbued
with a powerful magical curse.
Effect
The luminous orange mist within the arch cannot be seen
through with any vision or power. Unlike with the archways at
area 1 E and area SA, the stones of this cursed arch do not glow.
Any character passing through the portal ent ers the small
room beyond. The portal has different effects depending on
how many times a creature enters it. (Exiting the portal each
time has no additional effect .)
First Time
The first time a character enters the portal, he or she is
subjected to two powerful effects.
• The character's sex is changed to its opposite. All her or his
armor and clothing is magically modified as necessary.
• The character flies into a murderous rage (save ends; the
character takes a -2 penalty to the saving throw). While in
a murderous rage, the character makes a basic attack or a
charge against the nearest creature. This is a charm effect.
Arcana
• DC 26 (trained only): Once the rage ends, a character can
determine that the sex of the changed character can be
restored only by a combination of a Remove Affliction ritual
and the character entering the archway again. However, the
precise conditions are not revealed.
Second Time
The character takes 1d6 damage. A Remove Affliction can now
reverse the character's sex back to normal.
Third Time
The character's sex (and all her or his clothing and armor) is
reversed back to normal. However, the character's clothing and
gear are teleported to the crypt at area 32 while the character
(now nude) is teleported to the tomb entrance at area 1.
9C. RING PORTAL
A search of the templ e reveals a small down-sloping slot in
the wall to the southeast .
Ring Portal Level 9
PU12le XP 400
Above the small slot, a circle has been carefully scribed in the
stone wall.
Puzzle: The characters must sacrifice a magic ring to activate
a secret door.
Perception
• DC 17: A character notices the small slot in the wall.
Thievery
• DC 17 (trained only): The slot is the mechanism for a hidden
mechanical portal within the wall, but no hint is given of how
to activate it.
Effect
The slot is the size of a coin, a flat gem, or a ring. Any item
placed into the slot falls through and lands unseen on the
other side of the 2 -foot-thick wall.
A magic ring fed into the slot activates the portal:
With a grinding sound, the wall suddenly begins to drop. An
immense wedge-shaped block of stone sinks slowly into the
floor, revealing a passageway beyond it.
The ring and all other objects deposited into the slot are
crushed and destroyed beneath the sinking stone.
The portal's counterweight controls allow it to be raised or
lowered easily from the other side.
10. THREE PITS
Beyond the ring portal, a night ofsteps leads to a ser ies of
pit traps and a n important secret door. After forcing a door
open as normal, a pit trap triggers if the charac ters move
ahead without checking the floor. See the pOison spikes pit
trap on page 3.
The routine of working past these three pits makes it
likely that the party ignores the third pit by the time they
receive it. At the bottom of that pit, a poorly concealed
secret door (DC 10 Perception) leads to the last section of
thi s first half of the tomb.
11. PERILOUS HALL
This long hallway conceals one of the Tomb of Horrors'
deadliest traps.
At the end ofthis long corridor stands a broad door heavily
bound with iron bands and locks. As you approach. YOlL hear the
sound offar-offmusic and happy singing cominafrom beyond.
Six heavy locks are built into the door. all rusted shut. A
DC 25 Arcana check (trained only) reveals that powerful
magic also bars the door. which cannot be picked. forced.
or opened with the Knock ritual. It must be attacked and
destroyed with melee weapons or powers that specifically
target objects: AC 4. Reflex 4. Fortitude 12.80 hit points.
As the door collapses inward. sounds of confusion come
from the darkness beyond, as of numerous creatures flee­
ina into the distance. Beyond the door stands another lana
passaaeway with walls ofsmooth white alabaster, its floor a
hiahly polished smoke-aray marble. The faint alow oftorch­
light can be seen recedina ahead ofyou.
The destruction of the door triggers an auditory and visual
illusion that creates the appearance of the tunnel run­
ning off into darkness. However, when the first character
passes more than 30 feet from the doorway. the magically
counterweighted passageway suddenly lurches to slope
steeply down from the doorway. At the end of the passage.
a planar vent opens up to the Elemental Chaos. All charac­
ters north of the door are caught in the trap-not just those
who trigger it.
Elemental Vent Level 10 Elite Obstacle
Trilp XP 1.000
Ashimmerin8 elemental8ate opens up to a vast pit offtames and
molten lava. ready to consume anythin8 that fails into it.
Trap: The elemental vent occupies an area 2 squares on a side.
Creatures within 10 squares of the vent are blasted by its
intense heat.
Perception
This trap cannot be detected with Perception.
Additional Skill: Arcana
• DC 30 (trained only): Powerful planar magic can be detected
at the location of the elemental vent before it erupts.
Trigger
The elemental vent attacks any creature that starts its turn
within 10 squares of it.
Attack
Opportunity Action Ranged
Target: The triggering creature
Attack: +12 vs. Fortitude; for every 2 squares closer the target is to
the elemental vent, the trap gains a +1 bonus to the attack roll.
Hit: 2d1 0 + 5 fire damage. and the target takes ongoing 5 fire
damage and is dazed (save ends both).
Each Failed Saving Throw: The ongoing fire damage dealt by
~ the trap increases by 5.
0; Miss: 1 d1 0 fire damage. and the target is dazed until the end
of its next tu rn.
Special
If a creature enters the elemental vent. the vent automatically
hits with its next attack against that creature. even if the
creature has left the vent by the time that attack is made.
Any creature slain by the elemental vent is wholly consumed.
its body and gear destroyed.
Countermeasures
• A character gains a +2 bonus to Fortitude against the trap's
next attack with a DC 18 Endurance check (minor action) .
• A character can avoid the elemental vent by moving away
from it. However. the slanting passageway makes this
difficult, especially for characters dazed by the trap's effects.
See the skill challenge.
PERILOUS HALL
As th e corridor lurches downward, a blast offire erupts at
its end-a deadly elemental vent toward which you slide.
Setup: The magic of the corridor dumps the characters
toward a deadly elemental vent. Scrambling up and away
from the trap is a skill challenge.
Level: 9 (XP 1.200).
Complexity: 3 (special).
Primary Skills: Acrobatics, Athletics.
Acrobatics or Athletics (DC 17, move action): The char­
acter fights his or her way back up the slanting corridor.
A successful check allows the character to move at half
speed. On a fail ed check, the character slides 2 squares
toward the bottom of the corridor and the elemental vent.
Acrobatics (DC 17, standard action): A character with a
grappling hook and rope at hand can throw it to the top of
the corridor and secure it on the remains of the door. See
"Special," below.
Secondary Skills: Acrobat ics, Arcana, Athletics.
Acrobatics or Athletics (DC 12, standard action): The
character helps an adjacent character climb. A successful
check grants one character adjacent to the character a +2
bonus to hi s or her next primary skill check in the chal­
lenge. On a failed check, both characters slide 2 squares
toward the bottom of the corridor and the element al vent.
Arcana (DC 12, minor action): The character attempts
to disrupt the magic controlling the movement of the
corridor. With a successful Arcana check, the character
grants a +2 bonus to the next primary skill check made in
the challenge.
Special: A rope, whether tossed down and anchored by
characters beyond the door or affi xed to the door with a
grappling hook, grants a +2 bonus to primary checks made
in the challenge.
The same magic that turns the corridor north of the door
into a deadly trap negates teleportation effects and any
flying ability granted by an arcane, divine. or psioniC power.
Success and Failure: This skill challenge has no over­
all success or failure. Each character trapped in the corridor
must make as many successful checks as necessary to clam­
ber up and out of danger. Failure in the challenge is marked
by the number of characters slain by the trap.
12. WARDED DOOR
The corridor south of area lO's third pit ends in a false
crypt (see the next page) designed to make characters
believe they have bes ted the legendary Tomb of Horrors.
The rea l entrance to the rest of the tomb is hidden behind
a secret door at the top of the stairs.
Warded Door Level 10
Puzzle XP 500
Asecret door stands at the top ofthe stairs, but poweiful maBie
wards aBainst its openinB'
Puzzle: The characters must work out the mechanism of this
secret door to gain access to the second half of the tomb.
Perception
• DC 18: A character detects the secret door, but cannot
determine its opening mechanism.
Arcana
• DC 26 (trained only; two checks): The character identifies
the powerful magic wards holding the door shut. A character
who can see invisible objects needs to make only one
successful check.
• DC 30 (trained only; after the wards have been successfully
identified): The door can be opened only after being targeted
by a dispel maBie spell or a Remove Affliction ritual.
Athletics or Thievery
• DC 18 (after dispel maBic or Remove Affliction; two checks):
The character opens the door.
The characters earn the major quest XP for the first half of
the adventure when they open thi s route to the second
(and far more dangerous) half of the tomb.
13. CORRIDOR OF FEAR
Two flight s ofstairs lead to a mist-filled corridor below.
Afaint haze han8s in the air, obscurin8 the corridor beyond
20feet from the stairs. Faint in the haze, you see a dosed door.
It takes three DC 18 Athl etics or Thievery checks to open
the door to area 14. However, before the characters can
open the door, they must contend with the magically gen­
erated fear gas that fill s this corridor.
Fear Gas Level 8 Obstacle
Hazard XP 350
A risina dread fill s you as you advance f arther down the corl'idOI:
Trap: This hazard fills area 13.
Perception
No check is necessary to notice the gas.
Arcana or Thievery
• DC 14 (trained only): The air here is tainted by a potent
magical toxin.
Trigger
The hazard attacks when a creature starts its turn in any of its squares.
Attack
Opportunity Action Melee 1
Target: Creature in a hazard square
Attack: + 11 vs . Fortitude
Hit: The target moves up the stairs and flees the area at a run
(save ends). The character chooses to run toward area 10 or
area 11 (or area 15 if the secret door at area 12 is open). The
OM determines what checks are made to navigate pits and
other hazards as long as the character is moving.
Countermeasures
• A character gains a + 2 bonus to Fortitude against the trap's
next attack with a DC 16 Endurance check (standard action).
• The magical fear gas is absorbed through the lungs and the
skin. However, a character holding his or her breath gains a +5
bonus to Endurance checks made to resist the effects of the gas .
• Once the door to area 14 is opened, the gas dissipates
in 1d4 rounds. If the door is closed, the gas
builds up again in 1 round.
Encounter Level 12 (3,600 XP)
SETUP
False Acererak (A)
Beyond the door, the characters descend into an area that
they a re meant to believe marks the end of the adventure.
A dark stairwell filled with webs descends to a narrow stone
chamber beyond. At the foot of the stairs, a faint aolden
liahtalows.
The thick webs block any movement down the stairs. A
DC 18 Athletics check or 6 points of fire damage clears 1
square ofwebs.
The aleam ofaolden liaht comes from a heavy mace inlaid
with silver that lies at the foot of the stairs. Beyond it spreads
a crypt filled with rottina and decayed furnishinas. Aaleam·
ina aolden couch stands at its center. From it, a skeletal
fiaure with a crown on its head slowly rises.
Acererak has created a lich construct to distract and defend
against those who seek him. As it attacks, it shollts out in a
booming voice that emanates from the whole of the chamber:
"Who dares to disturb the rest ofAcererak? It is your death
you havefound!"
If the mace is picked up, it flares with the brightness of
a torch and informs its wielde r that it is a +3 disruptina
mace (DMA09 31; see the statistics block). Though very
real, thi s weapon has been planted here by Acererak (see
"Tactics," below).
+3 Disrupting Mace Level 13
Created in ancient days by priests of r ei or, this weapon is the bane
of undead evel)r.,vhere.
Weapon 17,000 gp
Enhancement: Attack rolls and damage rolls
Critical: + 3d6 radiant damage, or +3dl 0 radiant damage
against undead
Property: This weapon can be used as a holy symbol. It adds
its enhancement bonus to attack rolls and damage rolls, and
attacks can be augmented by this weapon's power when
it is used as an implement. You do not gain your weapon
proficiency to an attack roll when using a disrupting weapon
as an implement.
Power (Daily .. Radiant): Free Action. TriBBer: You hit an
undead creature with this weapon. Effect: The attack deals
3dlO extra radiant damage.
False Acererak (A) Level 14 Elite Controller
Medium natural humanoid, Ilch construct (undead) XI' 2,000
Initiative +11 Senses Perception +7; darkvision
Necromantic Aura (Necrotic) aura 5; any living creature that enters
or starts its turn within the aura takes 5 necrotic damage.
HP 286; Bloodied 143
Regeneration 10 (if the lich construct takes radiant damage, regen­
eration doesn't function on its next turn)
AC 28; Fortitude 27, Reflex 25, Will 25
Immune disease, poison; Resist 10 necrotic
Saving Throws +2
Speed 6
Action Points 1
@ lightning Bolt (standard; at-will) + lightning
Ranged Sight; does not provoke opportunity attacks; +19 vs. Reflex;
4d8 + 6 lightning damage.
::r Pulse lightning (standard; at-will)
The lich construct makes 1i8htnin8 bolt attacks at two different crea­
tures. If an attack hits, the target also falls prone.
~ : - Shadowstorm (standard; recharge iZllTIJ )+ Necrotic, Psychic,
Zone
Area burst 2 within 20; + 19 vs. Fortitude; 4d8 + 6 necrotic and psy­
chic damage. The burst creates a zone that lasts until the end of
the lich construct's next turn. The zone is heavily obscured for all
creatures except the lich construct. Any creature that starts its
turn within the zone takes 10 necrotic and psychiC damage.
Sustain Minor: The zone persists.
Bound to the Tomb
When the lich construct is reduced to 0 hit pOints, its body and pos­
sessions crumble into dust, but it is not destroyed. It reappears in
10 days within the area in which it was killed.
Alignment Evil languages Abyssal, Common
Str 14 (+9) Dex 18 (+11) Wis 11 (+7)
Con 23 (+13) Int10(+7) Cha18(+11)
I
TACTICS
The close quar ters and difficult terrai n of this area are
designed to create a difficult encounter for characters
who normally depend on movement in combat. The lich
construct builds on this by layi ng down a shadowstorm,
sustaining that power and striking with pulse liahtnina as it
ignores the concealment that hinders its foes. The construct
pursues characters if they flee, trusting the narrow confines
of the nearby corridors to grant it further tact ical advantage.
Though the lich construct fights to the best of its ability,
it acts under a powerful charm effect tied to the golden
mace. Uhit by the mace, the creature makes a roaring
bellow as the weapon appears to stagger it. (Roll dice
and shake your head as if the weapon has some as-yet
unknown property dealing potent damage to Acererak).
DEVELOPMENT
The false Acererak shrieks as it dies, disappearing in
a cloud of dust that leaves only its crown behind. The
characters have 2 rounds to investigate the room (see
"Treasure," below). Then read the following:
With a dull rumblina, the room starts to shake. Stones rain
down from the ceilina as a areat arindina sounds out within
the walls, seemina to warn of an imminent collapse.
Magic brings the ceiling of the false crypt down in a cloud
of dust and rubble 1 round after the characters flee. (If the
characters don't flee, the collapse deals 2d10 damage to
anyone remaining in area 14.) \iVhether the party runs out
or pokes around the rubble in the aftermath, ask them if
they thought it was too hard a dungeon ....
1$ THAT 1T?
Until the secret door at area 11 has been detected and
opened, the players might assume that this point in the
adventure marks the end of the Tomb of Horrors. If the
relative ease ofthe combat with "Acererak" doesn't inspire
them to keep exploring, they hopefully remember that
relatively few of the clues in the demilich's message (page
4) have so far come to pass. Additionally, something as
simple as a Consult Mystic Sages ritual can confirm that
the demilich has not been destroyed.
FEATURES OF THE AREA
Ceiling: The ceiling is 15 feet high.
Illumination: None.
Detritus: Rubble and rotting furniture make thi s
entire area difficult terrai n.
Treasure: The characters have only a limited time to
search this area, during which time they fInd a jade coffer,
the false Acererak's crown, and a fine leather bag. (Savvy
players might wonder why this item hasn't rotted away
with the rest of the room's contents. Let them wonder.)
The jade coffer is worth 600 gp and contains 5 potions
of healina· The jeweled crown is a circlet of mental
onslauaht (AV 139) once the lich is destroyed. The leather
bag holds 450 gp, 28 gems (50 gp each), and ritual scrolls
(level 13 or lower) worth a total of 2,600 gpo (Raise Dead
and Remove Affliction should be among them.)
The gold-plated couch survives the collapse. It weighs 1,000
pounds, but four or more characters can squeeze it through
the dungeon's crawlspaces. It can be sold for 1,500 gpo
Crown of Fear Level 13 Elite Blaster
Trap 1,600 XP
The jeweled crown worn by the lich pulses with on unholy
black liaht.
Trap: Each round, the crown flares to instill fear in those
around it.
Additional Skills: Arcana or Religion
DC 20 (minor action): The crown is the source of the lich
construct's aura of fear, but it is susceptible to attack.
Initiative +17
Trigger
The trap attacks on the initiative of the creature that wears it .
Attack
Standard Action Close burst 10
Target: Two creatures in range
Attack: +17 vS. Will
Hit: 4d8 + 5 psychic damage, and the target is pushed 1
square and dazed (save ends).
Countermeasures
• The crown can be targeted separately from its wearer
by divine, arcane, or psionic powers. The crown uses the
wearer's defenses. If hit, the crown ignores the power's
normal damage and effect but takes a -2 cumulative penalty
to attack rolls. If the crown is hit five times, the trap is
disabled until the end of the encounter.
• The trap is permanently disabled if the lich construct is
destroyed, but the crown retains some of its magic. See
"Treasure" under "Features of the Area."
Encou nt er Level 9 (2,400 XP)
SETUP
3 vat oozes
The former function of this area is clear when the charac­
ters gain their first look through the door.
This ruined chamber was once a laboratory, and dusty jars
still clutter the shelves that line its walls. The j100r is strewn
with rubble and dust, workbenches and tables covered with
clay pots and urns, and bones and skulls. Three huge vats
stand to the south.
3 Vat Oozes Level 9 Elite Brute
Large natural bea5t (blind. ooze) XP 800 each
Initiative +8 Senses Perception +6; blindsight 10, tremors­
ense 10
HP 240; Bloodied 120
AC 21; Fortitude 22, Reflex 21 , Will 19
Immune gaze; Resist 5 acid
Saving Throws +2
Speed 4; climb 4
Action Points 1
CD Slam (standard; at-will ) • Acid
Reach 2; +12 vs. AC; 2d12 + 3 acid damage, and the target is dazed
until the end of its next turn.
+Pseudopod Strike (standard; at-will)
The vat ooze makes two slam attacks against two different creatures.
Ifboth attacks hit , each attack deals 1d12 extra damage.
< ~ Foul Spew (when first bloodied and again when the vat ooze drops
to 0 hit pOints) + Acid
Close burst 5; +10 vs. Fortitude; 2d12 + 3 acid damage, and the
target is stunned until the start of its next turn.
Liquid Body
Avat ooze ignores difficult terrain and does not provoke opportunity
attacks by moving.
Alignment Unaligned languages -
Str 15 (+6) Dex 18 (+8) Wis 15 (+6)
Con 20 (+9) Int 1 (-l)Cha 1 (-1)
_.-r---,
Three Vats Encounter Setup
Each of the va ts is filled with murky liquid whose IIndisturbed sur·
face 81eams in the li8ht.
Encounter Setup: These three vats conceal important treasure
and a deadly menace.
Arcana
+ DC 25: Magic in all three vats prevents their contents from
evaporating.
• DC 30: The third vat is also imbued with more powerful
magic, but its function is unknown.
Perception
+ DC 12: At the bottom of the third vat lies a golden skeleton
key (see "The First Key," below).
+ DC 1 7: An apparently identical key lies at the bottom of the
second vat.
The First Vat: The first vat holds only a 3 -foot depth of
murky water.
The Second Vat: This contains a slow-acting acid that deals 5
ongOing acid damage starting the third round after contact
(save ends). A character who tests the acid by immersing
an object in it likely concludes that it is harmless unless the
object is watched for 3 rounds or more.
The Third Vat: The liquid in this vat is a trio of deadly oozes
in magical suspension. They attack if they or the vat are
disturbed in any way.
A character can enter the vat to retrieve the key, or can
hook the key with an object of sllitable length and a DC
17 Dexterity check. However, the acid utterly destroys any
mundane object (including the clothing of a creature that
enters the vat) within 1 minute of immersion. Magic items
are immune to this effect.
TACTICS
The oozes flow mindlessly toward the nearest creat ures,
ignoring the difficult terrain of the rubbl e and the vats as
they lash out with pseudopod strike.
THE FIRST KEY
The golden skeleton key shows no sign of aBe but is cut in
half alona its axis. Another mirror-image key would lock to
this piece to make a whole.
The two keys are two halves of the same key, both magical
and impervious to harm. Joined together, the two halves
fuse to form the First Key. See area 31 for det ails.
FEATURES OF THE AREA
Ceiling: The ceiling is 15 feet high.
Illumination: None.
Vats: The three vats are affixed to the floor and cannot
be moved. Each vat is 7 feet in diameter and 4 feet high.
The interior of a vat is diffi cult terrain. Hopping into or out
of a vat costs 1 additional squa re of movement.
Ritual Supplies: The jars, pots, and urns scattered
throughout the room contain inactive alchemical reagents,
rotting unguents, and dried ointments. A DC 17 Religion
check connects these to the dark rituals by which a lich is
created (the lich construct in area 14 was made here).
16. PIT SPIKE BARRAGE
As the characters descend the stairs, they find the way
forward blocked.
Beyond the corner, a IOfoot deep pit completely fills 30feet
of passaaeway ahead. Its floor is a mass ofwide-set rusted
iron spikes.
Cli mbing down into the pit (a DC 17 Athletics check) and
walking through the wide-set spikes is easy enough. How­
ever, the last 2 squares of the pit hold a deadly trap.
Pit Spike Barrage Level 10 Elite Blaster
Trap XP 1.000
The rusted iron spikes set across the floor of the pit suddenly
launch upward in a deadly barrage.
Trap: The two easternmost squares of the pit are a magic trap
that attacks with a volley of spikes.
Perception
This trap cannot be detected with Perception.
Additional Skill: Arcana
• DC 25 (trained only): The last 5 feet of the pit are a
magic trap.
• DC 30 (trained only): A powerful enchantment at the
midpoint of the pit negates teleportation and any flying
ability granted by an arcane, divine, or psionic power. Any
creature that teleports or flie s across the pit ends its turn and
drops into a trapped square, triggering the trap.
Additional Skill: Thievery
• DC 17: As Arcana DC 25.
Trigger
Whenever a character moves into a trapped square, the
tra p attacks.
Attack
Opportunity Action Ranged 5
Target: The triggering creature and all other creatures in,
above, or adjacent to a trapped square
Attack: +13 vs. Refl ex
Hit: 3d6 damage, and the target is stunned until the end of
its next turn. The target must make a saving throw or be
knocked prone into the pit, landing on the spikes and taking
1d1 0 damage. A target falling prone on the edge of the pit
must make a saving throw or tumble into the pit, taking
2d10 damage and triggering the trap.
Miss: Half damage.
Effect
The fired spikes dissolve into black mist, and new spikes
appear in the floor.
Countermeasures
• A character can jump the pit with a DC 31 Athletics check
(running start only). On a failed check, a character falls prone
in the pit, taking 3d1 0 damage. If the character's check result
determines that he or she lands in one of the squares of the
trap, the trap attacks.
• A Medium character standing in the pit adjacent to the area
of the trap can make two successive checks (DC 25 and DC
17 Athletics) to jump over the trap and grab the edge of the
wall above, then climb up and out. If either check is failed, the
character falls in one of the squares of the trap, which attacks.
• A character can climb the wall in or above the pit with
a DC 17 Athl etics check. If a character attempts to climb
horizontally above the entire length of the pit, ma ke checks
as appropriate. Only one check is necessary to climb above
and over the trapped squares. On a failed check, a character
falls prone in the pit, taking 2d1 0 damage. If the character
falls in one of the squares of the trap, it attacks.
• A character can attempt to cross the pit on a rope, but the
corridor offers nowhere to anchor it. Two characters on
opposite sides of the pit can anchor a rope for a character
to clamber across. Each anchoring character makes a DC
12 Athletics check; the climbing character makes a DC 17
Athl etics check. If any character fails a check, the climbing
character falls prone in the pit , taking 2d 10 damage. If the
character falls in one of the squares of the trap, it attacks.
Encounter Level 11 (Variable)
SETUP
Once a sort of fine lounge or funeral chamber, this area
has been thoroughly ransacked.
The remains ofrottinB sofas and thronelike chairs stand
amonB upturned tables, broken braziers, and chipped and
dented vases and urns. Only the plain tapestries han8inB
upon the east and west walls appear to have been spared a
rouBh 100tinB. These feature weed.wown rocks and ween
and Bolden scenes of undersea life.
The hidden dangers of this room are quiescent until some·
one disturbs them. However, the characters are unlikely
to remain here long without doing so. Each round starting
2 rounds after the first character enters, a violent magical
churning shakes the area. Each creature in the chamber
must make a DC 19 Acrobatics check or slide Id4 squares
in a random direc tion. (Once combat begins, this occurs
on initiative count 0.)
DEADLY TAPESTRIES
Each square of tapestry lining the walls is a magically
treated creation of green slime and brown mold. A tapes·
try can be handled safely with a DC 19 Dexterity check.
On a failed check, or if a tapestry is roughly jostled (as by
a character sliding into it), it transforms into a green slime
horror and attacks.
A green slime dealt any amollnt of cold, fire, or lightning
damage is transformed into brown mold that fills one of
the green slime's squares.
TACTICS
The green slime horrors throw themselves at the nearest
combatants until the first character is successfully attacked
by enBulf All other slimes then target that foe for a quick kill.
DEVELOPMENT
The characters cannot detect the secret door out of this
area until its tapestry is safely handled or transformed.
"
FEATURES OF THE AREA
Ceiling: The ceiling is 20 feet high.
Illumination: None.
Rotting Furnishings: The debris here makes thi s
entire chamber difficult terrain.
Treasure: Platinum coins and gems are scattered
among the detritus. A DC 13 Perception check (a standard
action) allows a character to scoop up 3 PP or 2 gems (100
gp each). The characters can claim a total ofl5 PP and 10
gems in this way.
Green Slime HOl'l'ors Level 7 Lurker
Large nawral beast (blind, ooze) XP 300 each
Initiative +10 Senses Perception +5; blindsight 10, tremors·
ense 10
HP 67; Bloodied 33
AC 21; Fortitude 20, Reflex 19, Will 18
Immune gaze; Resist 5 acid; Vulnerable 5 fire, 5 radiant
Speed 4, climb 4
CD Engulf (standard; at·will) • Acid
+1°vs. Reflex; 1 d1 0+ 4 acid damage, and the target is engulfed (save
ends). Whil e engulfed, the target takes ongOing 5 acid damage
and is restrained. While a target is engulfed, attacks that target
the green slime deal half damage to the slime and half damage to
the engulfed creature. While it has a creature engulfed, the slime
can make attacks only against the engulfed creature.
Rapid Dissolution
Agreen slime's attacks deal 1 d6 extra acid damage to a creature that
is taking ongOing acid damage.
Alignment Unaligned Languages-
Skills Stealth +11
Str 14 (+5) Dex 16 (+6) Wis 14 (+5)
Con 19 (+7) Int 3 (-l)Cha 1 (-2)
Brown Mold Level 7 Obstacle
Hazard XP 300
The air grows noticeably cooler as you approach a patch of
dark mold.
Hazard: A patch of brown mold drains heat from its
surrounding area, crippling creatures with deadly cold.
Perception
No check is necessary to notice the mold. In addition, the area
within 30 feet of brown mold is noticeably cool.
Additional Skill: Dungeoneering
• DC 19: The character recognizes the brown mold.
Trigger
The hazard attacks when any creature enters or starts its turn
in its square or any square adjacent to it.
Attack. Cold
Opportunity Action Melee 1
Target: The triggering creature
Attack: +10 vs. Fortitude
Hit: 2d8 cold damage, and ongoing 5 cold damage (save ends).
Miss: Half damage.
Special
If a square of mold is targeted by or within the area of an
attack that deals fire damage, all adjacent squares become
brown mold if they are not already.
Countermeasures
• A square of brown mold is destroyed if targeted by an attack
that deals cold damage.
II
FEATURES OF THE AREA
Ceiling: The ceiling is 30 feet high in the center of the
Encounter Level 9 (2,300 XP)
SETUP
1 cavern siren (S)
Acererak has bound a cavern siren to this place with a
povverful charm.
The corridor's walls offinished stone Bive way to the rouBh
rock of a natural chamber. Silvery mist shot throuBh with
delicate streamers ofBold fills the air ahead.
The siren appears to the first character to pass more than
10 feet into the area.
From out ofthe mists steps a reBal human female. As she
prepares to attack, her voice rinBs out like music: "ForBive
me . ..."
TACTICS
The siren uses prison oftears as often as possible to avoid
the penalty for concealment in the mists. It uses its voice of
compulsion until prison oftears recharges.
ACERERAK'S CURSE
The siren fiBhts with all its strenBth, but its heart is not in
this battle.
Setup: In addition to the siren's initial words, any
[nsight check suggests that the creature is under some sort
of compulsion forcing it to fight.
Level: 8 (XP 700).
Complexity: 2 (requires 6 successes before 3 failures).
Primary Skills: Bluff. Diplomacy, Intimidate.
Bluff, Diplomacy, or Intimidate (DC 17, standard
action): The character attempts to cajole or threaten the
siren. All skills are equally effective, but a character
cannot make both Diplomacy and Intimidate checks in
the challenge.
Special: A character that fails a check in the challenge
makes a charge attack or a basic attack against its nearest
ally as a free action, then ends its turn. This is a charm effect.
Success: If the characters earn 6 successes in the chal­
lenge, they break Acererak's control of the siren.
Failure: lfthe characters have 3 failures in the chal­
lenge, the siren gains a +1 bonus to attack rolls and a +2
bonus to all defenses until the end of the encounter.
DEVELOPMENT
If the characters succeed on the skill challenge, the siren
breaks off hostilities, whispering thanks as it vanishes
into the mist. Award full XP for the creature if it
has not been bloodied; halfXP otherwise.
\
,\
,.
\ ,.
I
I
chamber and 10 feet high along the walls.
Illumination: The mist sheds dim light throughout
the area.
Silver and Gold Mist: The flowing mist grants con·
cealment to all creatures in the cavern. In addition, any
creature except the siren that starts its turn in the mist
must make a DC 17 Endurance check or be dazed (save
ends). A creature that makes a sllccessful check is no
longer affected by the mist.
Grotto: A stone-vvalled grotto in the center of the
cavern is the siren's lair. These rough stone walls are
blocking terrain.
Treasure: A search of the chamber turns up two
ragged leather packs in the siren's grotto. The first holds
] ,000 sp, 600 gpo and 10 pp. The second contains level 12
bracers ofrespite (All 115). Though they appear worthless,
both packs are handy haversacks.
Cavern Siren (S) Level 13 Elite Controller
Medlulll fey humanoid XP 1.600
Initiative +10 Senses Perception +13
Siren's Song aura 1; any enemy that enters the aura or starts its turn
there is dazed until the end of its next turn.
HP 262; Bloodied 131
AC 27; Fortitude 24, Reflex 24. Will 28
Immune charm
Saving Throws +2
Speed 8 (earth walk)
Action Points 1
6) Voice of Compulsion (standard; at-will) • Psychic
+17 vs. Will; 4d8 + 5 psychic damage.
~ : - Prison of Tears (standard; recharge iZHU] ). Psychic
Area burst 1 within 10; targets one creature; +17 vs . Reflex; 4d8 +
5 psychic damage, and the target takes ongoing 5 damage and is
stunned (save ends both).
Cavern Walk (move; at·will). Teleportation
The cavern siren can teleport 8 squares jf it begins and ends that
movement on unworked rock or stone.
Alignment Unaligned Languages Common, Elven
Skills Bluff + 17. InSight +13, Stealth +15
Str 16 (+9) Dex 18 (+10) Wis 14 (+8)
Con 19 (+10) Int 11 (+6) Cha 22 (+12)
A solid stone wall
19. TRUE FALSE DOOR
behind a fa Ise
door conceals a secret door (Per·
ception DC 17). Just beyond
the secret door is a secret
trapdoor in the corridor
floor (Perception DC 25).
A flight of rough stairs
leads down to a 5 ·foot­
diameter crawlspace and
area 22.
Encounter Level 10 (2,800 XP)
SETUP
The corridor from the true false door leads to a dead-end
night of stairs leading up- and a deadly hazard.
This heavy stone door is hinaed to openfrom either side,
its surface battered and cracked. The stone floors here are
stained a disquietina red-black.
All three doors in this area are identical , allowing the jug­
gernaut (see below) to pass in both directions. Opening the
first set of doors tri ggers two effect s.
Stone Juggernaut Level 16 Elite Obstacle
Hazard XP 2.800
The rumblintJ construct advances, then suddenly retreats, chartin8
an erratic course alontJ the corridor.
Hazard: This hazard fills a space 2 squares on a side, and
moves back and forth along the corridors north of area 19.
Characters must move past the juggernaut to advance.
Perception
No check is necessary to notice the juggernaut.
Trigger
The juggernaut is activated when the door to area 20 is opened.
It then attacks whenever a creature moves into its space.
Attack
Opportunity Action Melee 1
Target: The triggering creature
Attack: +21 vs. Reflex
Hit: Ongoing 1 5 damage (save ends). The target cannot
save against this ongoing damage while it is within the
juggernaut's space.
Each Failed Saving Throw: The ongoing damage increases by 5.
Effect
Each round on initiative count 0, roll a d6. On a result of 3 or
lower, the juggernaut rolls 2d4 squares ahead (south or west).
On a result of 4 or more, it rolls 2d4 squares back toward area
21 (north or east). The juggernaut completely fills the width
and height of the corridor, magically flexing to turn corners.
Countermeasures
• A character adjacent to the juggernaut can leap over its
crushing wheels and scramble across to the other side with a
DC 31 Athletics or Acrobatics check as part of a move action.
If the check fails by 5 or lower, the character stays in place. If
the check fails by more than 5, the character falls under the
juggernaut 's deadly rollers and triggers an attack.
• A character attempting to fly past the construct must make
an Acrobatics or Athletics check as above, but gains a +5
bonus to the check.
• The juggernaut can be teleported past, as normal.
• A character adjacent to the juggernaut can attempt to direct
its movement with a DC 22 Arcana or Thievery check. With
a successful check, a character adds or subtracts 1 to the
construct's next d6 roll, increasing the chances that it retreats
along the corridor in one direction or the other.
• A character who moves south of area 19 or into the dead­
end stairs cannot be attacked by the juggernaut.
Sleep Gas Environment Effect
A sudden torpor comes over you as a sweet scent wafts thl'ou8h
the air.
Environment Effect: A pulse of sl eep gas drops unwitting
victims in advance of the juggernaut's approach.
Trigger
The door to area 20 is opened
Attack
Opportunity Action Area special
Target: Each creature north of area 19
Attack: +14 vs. Fortitude
Hit: The target is dazed and slowed (save ends both).
First Failed Saving Throw: The target falls prone and is
stunned instead of dazed.
Second Failed Saving Throw: The target is unconscious
instead of stunned and also takes a - 2 penalty to saving
throws (save ends).
A great magical construct known as a stone juggernaut
leaves area 21 at the same time, moving as indi cated in the
statistics block. Although thi s is not a combat encounter.
lise initiative and a battle map to track movement.
From ahead comes a duH rumblina. Burstina throuah the
swinaina stone doors, a massive construct fill s the corridor
as it advances on heavy bloodstained wheels.
21. JUGGERNAUT ROOM
This dusty, bloodstained chamber houses the juggernaut
encountered in area 20.
22. ADAMANTINE DOOR
Another corridor and a wondrous door lies beyond the
narrow crawlspace.
An enormous door fills the corridor from floor to ce i/ina,
aleamina with the dull sheen of adamantine.
Adamantine Door Level 10
Puzzle XP SO()
Th e door has no handle or vi sible lock-only three slots at wai st
hei8ht, each 3 inch es wide by 1 inch hi8h.
Puzzle: The presentation of weapons opens this magic door.
Arcana
• DC 26 (trained only): Powerful magic seals this door and
makes it impervious to damage or theft .
• DC 30 (trained only): Identical objects fed into the three
slots activate the magic that opens the door.
Effect
The door can be opened only if three sword blades are placed
simultaneously into the three slots. (Panicked characters
might assume that this door destroys items used to open it,
as with the portal of area 9C. However, the swords can be
. \ removed even as the door swings open.)
After S minutes, the door swings shut in 1 round with an echoing
clang. It cannot othel'\'Vise be budged or blocked, and it cannot
be opened again from the other side. This section of the tomb
can be exited only through the phase doors at area 30.
23. PILLARED THRONE ROOM
The ceilina of this huae chamber is supported by scores of
massive columns, each carved ofcolorful paste! stone. A
aentle breeze blows throuah the room.
Pillars of Levitation Environment Effect
The muted colors of the pillars reflect liaht with a stranad),
sinister cast.
Environment Effect: The pillars of the throne room are imbued
with powerful levitation magic.
Arcana
• DC 26 (trained only): Each of the 3·foot ·diameter pillars
radiates powerful levitation magic.
Effect
Any creature that comes into contact with a pillar floats
upward to bounce along the ceiling 30 feet above (save e nds;
the creature takes a -S pe nalty to this saving throw). When
the effect ends, the creature falls for 3d1 0 damage.
While this levitation is in effect, a creature has no control over
its movement. The magical breeze in this area is drawn into
the mouths of the devil faces to the northwest and northeast
(see below). A levitating creature drifts at a rate of 4 squares
per round toward one face or the other.
Countermeasures
• Magic imbued into the columns and the ceiling gives
the stone an icy slickness onto which characters cannot
grab. However, a floating character can loop a rope around
a column to stop his or her movement with a DC 18
Acrobatics check (standard action).
• A character on the floor can toss a rope up to a floating
character with a DC 13 Acrobatics check. The floating
character makes the same check to grab the rope , stopping
his or her movement.
23A. GREEN DEVIL
JlIst below the ceilina, the wall is set with a mosaic ofaareen
devil. This appears to be exactly the same as that first seen
in the entrance hall to the tomb.
Any creature floating within 5 fe et of this face's gaping
maw is sucked in and tel eported nude to area IF, and spat
out from the green devil's mouth. The character's gear is
teleported to area 32.
23B. BLUE DEVIL
Except for its color, thi s face is identi cal to the green devil ,
above. Any character floating within 5 fe et of its mouth is
drawn in and tel eported to area 27.
23C. CHARRED REMAINS
In the farthest corner of the chamber, the charred remains of
a ha![dozen adventurers circle a hU8e, alowina oranae aem.
This cursed magic gem plays on the desperation of charac­
ters trapped in this part of the tomb.
Cursed Wishing Gem Magic Relic
The 8em's unearthl), linht pulses with a slow and sinister air.
Magic Relic: This cursed gem destroys those who attempt
to use it.
Arcana
• DC 25 (trained only): This powerful magic gem allows a
creature to make a single wish for anything it desires.
• DC 30 (trained only): The gem's curse twists any wish
made through it.
Effect
No matter what is desired by the character daring to touch
it and wish, a reverse or perversion will bring doom to that
character and all named in the wish. The gem then begins to
pulse with a red glow and explodes 1 round later.
Standard Action Close burst 3
Attack: +18 vs. Reflex
Hit: 5dl 0 damage, and ongoing 10 damage (save ends).
Aftereffect: Ongoing 5 damage (save ends)
Miss: 3dl 0 damage, and ongoing 5 damage (save ends).
Effect: The gem remains as a noisome mass of stinking purple
mold that reforms as the gem in one week.
CAREFUL WHAT YOU W1SH FOR
i
Wish magic was a popular part of older editions of the
DUNGEONS & DRAGONS game-not just for the power it offered
players, but for the fun a OM could have twisting wishes
in amusing ways. This gem takes that concept to its worst
level. A character who wishes Acererak destroyed will be
teleported alone to the de milich's crypt (area 32) to do the
job. A character who wishes for a +5 holy aven8er will have
it delivered in the form of an animated weapon that fights
to the death. For those foolish or desperate enough to use
this gem, feel free to pull out all the stops.
23D. EBONY DAIS AND
!
I
SILVER THRONE
The stark blackness of this huae dais contrasts with the
pastel shades of the rest of the hall. Atop the dais rests an
obsidian throne inlaid with silver and ivory skulls. A aold
crown and a scepter of80ld and silver rest upon the throne.
Keyed to the scepter, the throne marks the hidden
entrance out of this area.
The front of the throne is set with a replica of the crown
inlaid in silver. If the silver end of the scepter touched to
it, the throne sinks and reveals a 5-foot-wide passageway
leading south (see area 28) . The throne cannot be moved
again by any means.
Golden Crown and Scepter Magic Relics
The crown upon the throne is solid gold and set with white
diamonds. The scepter is crafted of a Silver-gold alloy, with
a golden ball at one end and a silver knob at the other.
Magic Relics: The crown and scepter allow the characters to
pass beyond this hall and into area 28. However, characters
using them must be wary.
Arcana
• DC 26 (trained only): The crown and the scepter have
distinct powers and properties, and are inextricably linked.
• DC 30 (trained only): Once put on, the crown cannot be
removed without touching the correct end of the scepter to
it. However, no clue is given as to which end of the scepter is
the correct one.
Effect
A creature wearing the crown is immune to the effect of the
pillars of levitation and can see within the darkened hall as
if in normal daylight. However, that creature is blinded while
outside area 23. A character who wears the crown knows that
it cannot be removed without touching the scepter to its top.
If the golden ball of the scepter is touched to the golden
crown, the wearer can lift it safely from his or her head. If the
silver end is touched to the crown, the wearer takes ongOing
20 damage (save ends) but the crown falls free.
Both of these items are bound to this area. A character
Wielding either the crown or the scepter cannot move
beyond the doors at area 22 or area 28.
24. E MPTY CHAMBER
This door is identi cal to the door to area 25.
This door is smooth stone with a brass pull at its center. As
you approach, it shimmers with a faint blue liaht.
\ IVhen the door is touched, the blue glow flares brighter.
Inside the chamber is nothing but dust.
Encounter Level 9 (2,000 XP)
SETUP
1 mummy crypt master
As the characters approach, this stone door glows blue
like that of area 24 (previous page). However, this cham­
ber is not empty.
A larae wooden sarcophaaus rests upon a low stone table
at the center of this small room. Various broken and looted
chests, urns, and coffers are scattered about the area.
Inside the sar cophagus are the mummified remains of a
human, it s tattered wrappings partially undone. A huge
amethyst is barely visible in the corpse's left eye socket
(Perception DC 18). This gem radi ates dark magic (Arcana
DC 30, tra ined only). Ifit is removed, the remains animate
as a mummy crypt master.
Mummy Crypt Master Level 9 Solo Brute
. \ Medium humanoid (undead) XP 1.000
Initiative +7 Senses Perception +11; darkvision
Despair (Fear) aura 5; enemies within the aura take a -2 penalty to
attack rolls against the mummy crypt master.
HP 400; Bloodied 200
Regeneration 10 (if the crypt master takes radiant damage, regen­
eration doesn't function on its next turn)
AC 23; Fortitude 23, Reflex 21 , Will 20
Immune disease, poison; Resist 5 fire while not bloodied', 10 necrotic
Saving Throws +5
Speed 5
Action Points 2
CD Rotting Slam (standard; at-will) • Disease, Necrotic
+14 vs. AC; 4d8 + 1 necrotic damage, and the target is exposed to
level 8 mummy rot (see Monster Manual, page 192).
+Double Attack (standard; at-will)
The mummy crypt master makes two rottin8 slam attacks. If both
attacks hit the same target, the target is exposed to level 13
mummy rot instead of level 8 mummy rot.
+Stunning Strike (minor l / round; at-will) • Fear
+12 vs. Will; 4d8 + 1 damage, and the target slides 3 squares and is
stunned until the end of its next turn.
Crypt Shroud (standard; recharge r;:;J lIT) • Necrotic
Area burst 2 within 10; +12 vs. Fortitude; 3d8 + 9 necrotic damage,
and the target is weakened (save ends).
Mummy's Curse (when reduced to 0 hit points) • Disease
Close burst 10; targets enemies; +12 vs. Will; the target contracts
level 8 mummy rot.
Unholy Aid (immediate interrupt, when the crypt master suffers an
effect that a save can end; recharge TIl)
The crypt master automatically saves against the triggering effect.
Alignment Unaligned languages Common
Str 18 (+8) Dex 17 (+7) Wls 14 (+6)
Can 20 (+9) Int 8 (+3) Cha 15 (+6)
'The mummy crypt master 's wrappings are imbued with
resistance magic that overcomes its normal vulnerability to fire.
TACTICS
The 1TI1lInmy crypt master opens with stunnina strike, forc­
ing the nearest character out the door and pushing the
fight into the Wide-open space of the pilla red hall.
Once in the open, the creat ure spends it s action points to
lise double atrack, stunnina strike, and cr,"pr shroud ill the
same round s. It lIses stunnina strike to slide characters into
the pillars and levitate them out of the fight. Ifa character
tri es the same approach, the crypt master's unholy aid a nd
bonus to sa\' i ng throws quickly bring it back to the ground.
The crypt master does not pursue if the characters flee
the pillared hall.
FEATURES OF THE A REA
Ceiling: The ceiling is 20 feet high in the crypt and 30
fe et high in the pillared hall.
Illumination: None.
Sarcophagus: This stone sarcophagus is blocking terrain.
Pillars: See "Pillar Throne Room," page 24.
Treasure: The huge amethyst is worth 500 gp, but any
creature ca rrying it takes a -2 penalty to saving throws
because of it s curse. A Remove Affliction ritual (see Play­
er's Handbook, page 311) negates this effect.
Inside the sar cophagus, three level 4 potions ofresis­
tance (fire) are hidden within the mummy's di scarded
wrappings. (Similar potions are what bestowed the crea­
ture's fire resistance.)
Encounter Level 9 (2,000 XP)
SETUP
The characters can enter this area from the pillared hall
(area 23), or after being teleported to area 27 by the blue
devil in the hall. Both doors into this area are identical,
and both are similar to the doors to areas 24 and 25.
Set with an iron pull rina , this stone door alows a faint lilac
color as you approach.
When either door is touched, the glow pulses to a bright
and coruscating purple with tinges of sickly green. The
view beyond both doors is the same.
A small, bare chamber has another door on the opposite
wall. Pairs ofswords crossed behind shields hana here- three
such sets are on each ofthe side walls, with two sets j1ankina
each of the doors.
TACTICS
This trap encounter requires you to track movement only if
the characters flee. However, you need to track hit points
and defenses for each shield and weapon set, and attack
and damage modifiers for the trap as a whole.
The trap continues to attack targets anyvvhere in area
23, area 26, or area 27, regardless of where or how those
targets move. If the doors to area 26 are shut, a shield and
weapon set teleports through them. However, area 24 and
area 25 can be llsed to hide from the trap, or the charac­
ters can flee to area 28 if the secret door has been opened.
If the mummy crypt master encounter (area 25) spills
into area 26 while the trap is active. the trap attacks the
mummy as well as the characters.
Animated Arms and Armor level 9 Solo Obstacle
Trap XP 2.000
Shields and weapons fly off the walls of their own accord, batter­
in8 and slashin8 a deathly swath throu8h any creatures within
the area.
Trap: When any creature crosses the threshold of the room,
the weapons and shields here fly off the walls and attack.
Perception
This trap cannot be detected with Perception.
Additional Skill: Arcana
• DC 25 (trained only): The shields and weapons are imbued
with powerful magic that animates them to attack.
Trigger
• Each creature that enters area 26 triggers the trap and
becomes a target.
Attack
Standard Action Melee special
Target: The triggering creature
Attack: + 1 2 vs. AC (see "Special); two attacks
Hit: 4d8 damage. If both attacks hit, the target is dazed until
the end of its next turn.
Miss: Half damage.
Effect
Whenever another creature becomes a target of the trap,
another shield and weapon set flies off the wall to attack that
creature. The trap gains a + 1 bonus to attack rolls, damage
rolls, and all defenses (see below), to a maximum of +8 if
eight creatures are engaged by all eight weapon and shield
sets. A creature cannot be targeted by more than one set.
Special
The attack modifier above assumes that the triggering creature
enters the room from area 23. If the triggering creature
enters from area 27, the trap starts the encounter at its
maximum +20 vs. AC, with a +8 bonus to damage rolls and a
+8 bonus to all defenses.
Countermeasures
• A character gains a + 2 bonus to AC against the trap's next
attack with a DC 17 Acrobatics, Arcana, or Athletics check
(minor action).
• An individual shield and weapon set can be attacked to
destroy it: AC 8, Reflex 8, Fortitude 8; 30 hit points (but
see "Effect ," above). If a set is destroyed, the trap's bonus to
attack rolls, damage rolls, and all defenses is reduced by 1.
The target is no longer attacked unless he or she triggers the
trap again by leaving, then entering area 26.
• Each time a creature is reduced
to 0 hit points or fewer by the
trap, the shield and weapon set
attacking that creature flies back
to the wall. The trap's bonus to
attack rolls, damage rolls, and all
defenses is reduced by 1.
~ ' - ~ - - . - ----- - --- -
• If the trap goes 5 rounds
without making an attack roll
because it has no targets, all
shield and weapon sets return to
area 26. The trap resets until such
time as another creature enters
area 26.
• Only after all shield and
weapon sets are destroyed is it
possible to safely pass through
area 26.
21 CHAMBER OF
HOPELESSNESS
Creatures teleported here from the blue devil in area 23
face a grim fate.
This small chamber is strewn with numerous skeletons and it
isfoul with the scent of rot. A smallfountain spills water into
a basin and drains away through side holes along the floor.
Inglowingl etters, aarim warning is set along one wall:
"You who dared to violate my tomb now pay the price.
Stay here and die slowly ofstarvation, or open and enter the
door to your south where certain but quick death awaits."
The water is dr inkable and can prolong the lives and suf·
fering of those trapped here. The only exit from the room
is the door to the south. However, if any creature enters
area 26 from here, the deadly trap in that chamber attacks
that creature at full strength (see the previous page).
TREASURE
The scattered gear of the adventurers who died here
amounts to 350 gp, 500 sp, 10 gems (20 gp each), and a
level 10 potion of clarity (AV 188). It takes 10 minutes to
thoroughly sea rch the room.
28: MITHRAL GATES
Once the throne has been opened (see area 23D), the
narrow passage behind it leads south.
A wide landing opens up ahead, its walls and ceiling of
untarnished silver and copper inlaid with ivory. A rising
staircase is carved of multicolored semipreciolls stone, and
two massive mithralgates stand dosed above i t. Upon the
fourth step is a large, cylindrical bronze key.
The bronze key is the Second Key (see area 31). A power·
ful magical effect means that any creature attempting to
touch the key mus t make a DC 18 Arcana check or be
unable to come wit hin 2 feet of it for 24 hours.
Mithral Gates Level 10
Puzzle XP 500
Where the mithral8ates meet, a hemispherical cavity wi th a hole
at its center is set at waist hei8ht.
Puzzle: The characters must open these gates to move farther
into the tomb, but doing so improperly can be dangerous.
Perception
• DC 18: The hol e in the concavity is clearly a keyhole, but the
lock cannot be pi cked.
Effect: If the Second Key is inserted into the keyhole, the
creature doing so takes 1 d1 0 lightning damage. A creature
trying the First Key in the hole takes 2d1 0 lightning damage.
Arcana
• DC 26 (trained only): Powerful magic seals these doors and
makes them impervious to damage or theft .
• DC 30 (trained only): The keyhole is false. Magic is the only
thing that can open these gates.
Effect
The real key to these great gates is the scepter from area
230. The golden ball is an almost perfect fit for the cavity. If
the ball is placed within the cavity, the mithral gates swing
Silently open. If the silver knob is instead touched to the
doors, the scepter's wielder is teleported and spat out nude
from the devil 's mouth at area 1 F. The character's gear is
teleported to area 32, while the crown and scepter teleport
back to the throne at area 230.
Encounter Level 11 (Variable)
SETUP
Acererak has constructed another false crypt to dissuade
treasure-seekers from further exploration.
A ceilina of untarnished silver rises above the polished stone
floor of this imposina chamber, its ivory walls inlaid with
aold. Two iron chests stand to either side ofa aranite sar­
cophaaus araven with ancient alyphs. A thin stream of smoke
risesfrom a 1arae brass urn set with filiareed aold. In allfour
corners stand 9foot-tall statues offierce demonic warriors
cast in black iron, and their dread weapons are raised.
The only exit from this area is hidden beneath one of the
iron statues. However, moving any statue or touching the
urn summons this area's guardians.
EFREET SMOKE URN
The urn shudders as a humanoid form bursts from the top­
an efreet warrior-slave, howlin[J in murderous ra[Je.
Setup: Each round on initiative count 0, the brass
urn summons two efreet urn slaves that appear in unoc­
cupi ed spaces in the chamber. The urn summons efreets
until disabled.
Level: 11 (XP 1,800).
Complexity: 3 (requires 8 successes before 3 failures).
Primary Skills: Arcana, Athletics, Thievery.
Arcana (DC 18, standard action): The character di s­
rupts the urn's summoning magic. In addition to gaining a
success in the challenge, the next time the urn summons
efreets , only one appears.
Athletics (DC 26, standard action):The character can
hinder the urn's power by smashing it with brute force. On a
failed check, each efreet in the chamber gains a +2 bonus to
attack rolls and damage rolls until the end ofits next turn.
Thievery (DC 18, standard action): The character
attempts to di srupt the urn's summoning mechanism.
Once the characters have 7 successes, they can make only
Thievery checks in the challenge.
Success: The urn cracks and collapses to shards as any
surviving efreets vanish. The summoning energy fading
from the urn restores each character as ifhe or she had
taken an extended rest.
Failure: The urn summons four efreets and resets itself.
The characters must attempt the skill challenge again .
Efreet Urn Slaves Level 12 Minion Artillery
Large elemental humanoid (fire) XP 175 each
Initiative +11 Senses Perception +9
H P 1; a missed attack never damages a minion.
AC 14; Fortitude 14, Reflex 15, Will 13
Immune fire
Speed 6, fly 8 (hover)
CD Fiery Slam (standard; at-will). Fire
Reach 1; +15 vs. Reflex; 11 fire damage (save ends).
- . l ~ . Fire Bolt (standard; at-will). Fire
Area burst 1 within 10; +16 vs. Fortitude; ongOing 5 fire damage
(s ave ends). Each Failed Savina Throw: The ongOing fire damage
increases by 5.
Slave's Rage (immediate interrupt, when the urn slave is damaged by
an attack; encounter) • Fire
The urn slave takes no damage from the attack, and it gains a +1
bonus to attack rolls and damage rolls until the end of its next
turn.
Alignment Evil languages Primordial
Str 18 (+10) Dex 11 (+11) Wis 16 (+9)
Con 16 (+9) Int 11 (+7) Cha 11 (+6)
TACTICS
The urn slaves mob the nearest opponents initially, know­
ing that their slave's ra[Je protects them from initial attack.
An urn slave then breaks away fr om other slaves to avoid
area at tacks.
The efreets do not pursue characters out of this cham·
ber, but they remain here ready to fight if the characters
leave and then retur n.
FEATURES OF THE AREA
Ceiling: The ceiling is 30 feet high.
Illumination: None.
Brass Urn: The smoke issues from a vent where the
urn's brass stopper has been sealed with gold. Touching
the urn starts the skill challenge.
Any efreet fighting adjacent to the urn gains a +2 bonus
to attack rolls, damage rolls, and all defenses.
Sarcophagus: The granite sarcophagus is set into the
floor and immovable. It takes a DC 13 Athletics check
to jump onto or over the sarcophagus as part of a move
action. The sarcophagus provides cover.
The ancient glyphs can be read as "ACERE­
RAK" with a DC 18 Arcana or Religion check.
It takes three simultaneous DC 18 Strength
checks to lift the lid, revealing bones, ruined
jewelry, a broken staff, and a shattered skull.
A DC 26 Arcana check identifies an epic
tier staff ofpower, drained and ruined. Acer­
erak hopes intruders conclude he is likewise
destroyed, even as his magic traps have some­
how survived him.
Iron Statues: Any creature fighting adja­
cent to a statue takes a -2 penalty to attack
rolls. This is a fear effect.
The characters can move the massive stat­
ues only by making four simultaneous DC 18
Strength checks. Moving any statue activates
the skill challenge. If the statue in the north­
west corner is moved, it reveals a ring pull that
raises a small plug of stone. A narrow chute
drops 10 feet down to the corridor to the west.
Iron Chests: Each of these 3-foot-by-3­
foot-by-5-foot chests is set into the stone floor
and immovable. Both show marks of prying
and battering. It takes an extra move action to
hop up onto a chest. A chest provides cover.
It takes two DC 18 Thievery checks (trained
only) to open each chest. On each failed check,
a poison needle in the lock makes an attack:
+13 vs. Fortitude; ongoing 5 poison damage
(save ends).
Treasure: The eastern chest holds 250
gems (10 gp each); the other contains 2,800
gpo If removed from the dungeon, these
become worthl ess glass and low-quality
copper, respectively.
I
,
,
I
30. PHASE DOOR
Two portals here let characters pass through to the corri ­
dors to the sOllth. The doors cannot be detected from the
corridor side.
31. EMPTY CRYPT
The characters' travails in the tomb have finaJly led
them to Acererak's resting place. However, entering the
demilich's crypt involves a deadly challenge.
\. ..
".,,' 'I .
...
\. . f: . . "
: "
Empty Crypt Level 10
Puzzle XP SOD
A sin81e hidden keyhole stands at the center of this blank
stone wall.
Puzzle: A pair of magically warded portals marks the entrance
to Acererak's crypt.
Arcana
• DC 26: Magic pulses within this blank stone wall.
Perception
• DC 18: A chip of stone in the wall flakes away to reveal a metal ·
lined keyhole.
Effect
• If the First Key is inserted into the keyhole, the wall descends to
expose area 32.
With a rumbl e, the entire wall sinks into thefloor, revea/ina a burial
vault whose arched ceilina rises 25 feet overhead. The room is empty of
everythina but dust.
Arcana
• DC 26 (trained only): The floor of this empty vault pulses with
arcane power.
Perception
• DC 18: Another hidden keyhole is revealed beneath a thin layer of
painted plaster in the center of the room.
Effect
A character who inse rts the First Key into the keyhole is blown 20
feet into the air, takes 2d6 necrotic and radiant damage, then takes
falling damage as normal. The Second Key can be inserted safely
into the keyhole.
Arcana or Thievery
• DC 18: The character must turn the key more than once to
activate the magic within the floor.
\ ~
Effect
If the character turns the key three times to the right in succession,
j
the floor of area 32 splits along its midway point and begins to rise
slowly. The true crypt (see the next page) is beneath this empty
chamber, moving up from below to fill it.
Turning the second key heralds the appearance ofAcer ·
e rak's true cry pt-and puts the cha racters in grave peril.
Hidden Vault Level 13 Elite Blaster
Trilp XP 1.600
,I
The slowly risin8f1oor suddenly slams upward at hi8h speed,
crushin8 anyone on it a8ainst the cei!in8 above.
Trap: The hidden chamber below this one slams up to fill this area.
Perception
This trap cannot be detected with Perception.
Trigger
Once the floor begins to rise, each character in area 32 has
one action with which to leave.
Attack
Free Action Melee
Target: All creatures in area 32
Attack: +1 8 vs. Reflex
Hit: OngOing 20 damage and the target is stunned (save ends).
Miss: Ongoing 10 damage and the target is dazed (save ends)
Effect
The target falls prone and is trapped between the risen floor
(the ceiling of the new chamber) and the old ceiling above.
A character cannot make saving throws against ongOing
damage dealt by this trap until he or she is freed from it .
Countermeasures
• A trapped character escapes from the trap with two DC 26
Athletics checks (standard action). A character not stunned
by the trap can make these checks, as can characters outside
the trap and at the height of the ceiling. (A character who
cannot fly can make a DC 26 Athletics check to climb to the
height of the arched ceiling 20 feet above.) A character who
escapes from the trap falls 20 feet to the floor.
: - - : = = - ~
~ ; ~ ~


1-......... ....e;.... u!:&O!: ...e.0.4: L· e..... 4....:.... ,"' - 0 X -- ...C O n...:t r:.- .. 5-0 - ...... p )............ round at the start of the construct's turn, roll a d6.
j
i
i
, !
I
SETUP
Acererak Construct (A)
\"'hen the true crypt has risen from beneath the f1oor,
area 32 is filled with a sealed mithral vault that separates
it from area 31 once more.
A new wall of8leamin8 mithral stands where the old wall
sunk down. A door is set in the wall, and an inset rin8
han8s at its center.
A DC 18 Strength check allows a character to pull the
heavy door open. Beyond is the crypt ofAcererak and the
final challenge of the tomb.
Treasure: Treasure scattered across the f100r of the
crypt is the first thing the characters see. This includes
the follOWing:
• All items from any characters teleported nude within
the tomb.
·50 small gems (10 gp each).
• 4 large gems (200 gp each).
• Potions or elixirs oflevellO or lower, worth a total of
1,700 gpo
• A +3 rod offirst blood.
• A + 3 banishin8 spellblade lon8sword (AV2 ] 6).
A stone dais on the far side of the chamber holds a jeweled
skull that sits amid bone shards and dust. Its eyes are blood­
red rubies, and its teeth are set with diamonds.
The Acererak construct takes the form of a jeweled skull sit­
ting in the dust of the demilich's bones. If the treasure in the
crypt is touched, or if the characters linger here for 5 rounds,
the construct becomes aware of their presence and attacks.
On thefar side of the crypt, dust swirls as the jeweled skull
rises into the air. Slowly, it turns from side to side, apprais­
ing you as it prepares to attack.
CLOSE QUARTERS
Remembering the fight with the lich construct in area 14,
the characters are likely to qUickly assess the challenge of
fighting in the close confines of the crypt. However, Acer­
erak's magiC makes this fight a different kind of challenge.
On a result of 4-6, the construct, the characters, and any
other creatures are teleported from their current location
to some other area of the tomb. Roll another d6 and con-
suit the table.
d6 location·
Chamber of Three Chests (area 7)
2 Chapel of Evil (area 9)
3 Chamber of Mists (area 18)
4 Pillared Throne Room (area 23)
5 False Treasure Chamber (area 29)
6 Crypt (area 32)
• If the die roll indicates that the combatants are teleported
to the same area they are currently in, roll again.
After each teleportation, the Acererak construct appears in
midair in a square ofits choice in the rough center of the
new area. The characters appear in random unoccupied
squares vvithin the chamber. (Have each player drop a d20
onto the center of the battlemap. Whichever square the die
is nearest to the center of when it stops is the character's
starting place.) The construct then makes an attack against
each creature within the area as a free action: +16 vs. Ref1ex;
the construct slides the target 1 square and knocks it prone.
Summoned creatures, companions, familiars, and so on
are teleported with the characters. Conjurations and zones
end when the characters teleport away from an area.
This teleportation effect ends when the Acererak construct
is first bloodied. From that point on, the combat finishes
within the area in which the combatants last teleported.
Acererak Construct Level 13 Solo Artillery
Tiny natural animate (homunculus. undead) XP 4.000
Initiative +9 Senses Perception + 13; darkvision
Intruding Terror (Fear) aura 1; enemies within the aura take a -1
penalty to attack rolls.
HP 600; Bloodied 300
AC 18; Fortitude 19. Refle" 16, Will 15
Immune disease, poison, sleep; Resist 1 0 necrotic, 10 psychic;
Vulnerable 5 radiant
Saving Throws +5
Speed fly 10 (hover)
Action Points 2
@ Shadow Ray (standard; at·will) + Necrotic
Ranged 10; +18 vs. Reflex; 2d8 + 6 necrotic damage.
::r Twin Rays (standard; at·will)
The Acererak construct makes two shadow ray attacks.
::r Drain Soul (standard; recharge ~ li.Ij)
Ranged 5; does not provoke opportunity attacks; ...18 vs. Fortitude;
the target is dazed and restrained (save ends both). First Failed
Savina Throw: The target is instead stunned and restrained (save
ends both). Second Failed Savina Throw: The target dies, and its
soul is trapped in one of the Acererak construct's soulaems until
the construct is destroyed; see also consume soul and the "Fate of
Drained Souls" sidebar.
< ~ Soul Shriveling Pulse (immediate reaction, when a creature fails a
saving throw against drain soul; at·will) + Fear, Necrotic
Close burst 5; +18 vs. Will; 2d6 + 4 necrotic damage, and the target
takes a -1 penalty to saving throws (save ends).
Guard Area
An Acererak construct can use its drain soul power against any crea·
ture in the crypt (area 32), even if the power hasn't recharged.
Consume Soul (minor; expends a trapped soul; recharge [l]) +
Healing
The Acererak construct regains 150 hit points.
Soul Gems
The Acererak construct's four soulaems can each hold the soul of One
of its victims. At the beginning of the encounter, the soulaems are
empty.
Alignment Evil languages -
Str 14(+8) De" 17 (+9) Wis 14(+8)
Con 18(+10) Int 12 (+7)
TACTICS
The Acererak construct uses drain soul
as often as it can, staying in the thick of
combat to maximize its soulshrive!ina
pulse. It makes twin ray attacks while it
waits for drain soul to recharge.
Acererak created this area's magi·
cal teleport effect to throw would·be
tomb raiders off guard and to take a
final revenge against characters who
have made it this far by avoiding the
tomb's deadlier traps. The Acererak
construct knows the tomb and takes
full advantage ofits features and
effects. For example, in the chamber
of three chests, it attempts to slide
characters into any unopened chests.
In the pillared throne room, it
moves characters into the pillars to
levitate them out of the fight.
DEVELOPMENT
The destruction of the demilich earns the characters the
major quest XP for this second hal f of the adventure.
Treasure: In addition to the treasure noted above, the
destruction of the Acererak construct leaves the skull's
gems. Its two ruby eyes are worth 1,450 gp each; the six
diamonds that were its teeth are worth 250 gp each. (Four
of these diamonds are soul gems; see the sidebar for the
fate of souls trapped in them.)
FATE OF DRA1NED SOULS
When a victim of the drain soul attack fails its second saving
throw, the victim's soul is trapped in one of the construct's
skull's gems. The soul's former body crumbles into dust at
the end of the creature's next turn. If the skull is destroyed,
each creature trapped in a gem is targeted by an attack:
+18 vs. Will; the soul is destroyed. On a miss, the soul
remains intact but is trapped in a gem. If a target's soul
remains intact within a gem, then the gem glows with a
faint inner light and reveals an image of a tiny figure inside
it. Characters can use this gem as part of the Raise Dead
ritual, reducing the component cost by half. Characters can
bring back a target whose soul is destroyed by the Raise
Dead ritual.
FEATURES OF THE AREA
Ceiling: The ceilings are arched and are 20 feet high
in the middle. They are 10 feet high along the walls.
Illumination: None.
Treasure Piles: Areas of piled treasure are
difficult terrain.
Dais: The stone dais is 3 feet
Cha 21 (+11)
__~ ~ ~ ; ~ ; ~ ~ ; ~ ~ high and provides
cover. It takes 1
extra square of
movement to hop
up on the dais.
BEYOND THE TOMB
This ends the expedition to the Tomb of Horrors. vVe hope
you and your players will havefound it excitina, challena­
in8, and rewardina.
One way or another, the Tomb of Horrors marks your
campaign's progression into the paragon tier. If the Acere­
rak construct has fallen to the characters' bravery, word of
this accomplishment qUickly spreads from Skull City into
the wider world. However, even if the heroes ultimately
failed at their quest to break Acererak's power, they might
have gained a sense of purpose even more valuable in the
long term.
In the heroic tier, conflicts and adventure hooks are
frequently local and small-scale. However, to succeed in
the paragon tier and beyond, characters must learn that
defeating evil such as Acererak's is the task of a lifetime,
not simply of a Single adventure. Those who survive the
tomb will be stronger because of it-driven by the memory
of the companions lost and the challenges faced there.
Whatever its outcome, this adventure can play into the
development of your campaign. Regardless of the party's
success, the leaders of the Bleak Academy maintain faith
in their lord and his unknowable plans as long as the tomb
still physically stands. However, for the sheer temerity of
having survived it, the characters might find themselves
targeted by necromancers, assassins, vampires, and intel­
ligent undead that seek to complete the sacrifice their
master has been denied.
Beyond the Bleak Academy, who knows what fresh plots
you might be inspired to hatch on Acererak's behalf? The
demilich's ultimate goals are revealed in the upcoming
Tomb ofHorrors super· adventure, but in your campaign,
that ad venture can bu ild on the outcome of this one. A
different generation of heroes can take up the final fight
against Acererak, but they will know the names of the
heroes who came before them-the characters who braved
the peril of this Tomb of Horrors and set the stage for that
final showdown.
i
i
, !
I
AUTHOR'S NOTE
As clever players will gather from a reading of the Legend
of the Tomb, this dungeon has more tricks and traps than
it has monsters to fight. THIS IS A THINKING PERSON'S
MODULE, AND IF YOUR GROUP IS A HACK AND SLAY
GATHERING, THEY WILL BE Ul\lHAPPYl
Tomb of Horrors had been around for a while when we first
played it, but its dark reputation had passed us by. We
were an isolated enclave of high-school gamers, mainlining
AD&D in our small corner of the Canadian hinterland with
no lifeline to the rest of the hobby. We knew Gary Gygax's
twisted imagination, of course, from Hommlet and Bar­
rier Peaks and the meat-grinder that was the giants-drow
series. Though we all DMed in a kind of chaotic rotation,
it was Dave who'd run most of the Gygax canon, and who
prepped the tomb for us that night in 1981. As a result, we
were pretty sure we knew what we were in for.
On Dave's face as we started, I remember a smile I'd
never seen before. . . .
We were ready, though. We were savvy. We were the
"thinking persons" that Gygax spoke of in the module's
introduction-the slacker core of our high school's geek
elite. We were methodical. We were paranoid as all hell.
We were confident .
And we died. Badly. Over and over and over again.
The body count in that first session was beyond com­
prehension. My character was one of the few survivors,
swearing oaths of vengeance with all the rest as we bank­
rupted ourselves paying for group-rate resurrections-and
then went back for more.
Success came slowly, built on perseverance and blind
luck and sheer "Do nothing; touch nothingl" terror. Victory
and the destruction ofthe demilich came finally in the form
of one of those tedious campaign stories you really don't
want to hear. But the larger point is that for those of us
who kept coming back to it, the tomb was a challenge like
nothing we'd ever played before.
This was an adventure in which it wasn't enough for your
character to be the best at what he or she did. To survive
the tomb, you-the player, the person behind the character
sheet-had to be even better.
This adventure isn't a new work based on or inspired by the
original. This is Tomb ofHorrors-sharpened, not blunted, by
the 4th Edition rules. There are some changes, to be sure.
Those who know the original will hopefully find at least a
few surprises herein. But the heart of this updating of Gary
Gygax's masterwork is the raw ingenuity and sense of ever­
impending doom that made the original Tomb what it was.
Your players already know how good their characters are.
Now they get to find out how little that matters.
-Scott Fitzgerald Gray

Somewhere under a lost and lonely hill of grim and fore­ boding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical , but in addition to the aforemen­ tioned guardians, there is said to be a demilich who still wards his final haunt. (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable!) Accounts relate that it is quite unlikely that any adven­ turers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well­ prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the tomb, they must be prepared to fail. . . .

THE WORLD OF THE TOMB
Gary Gygax's World ofGreyhawk® campaign provided the setting for the original Tomb ofHorrors, which suggested a number of possible locations for the tomb. Return to the Tomb of Horrors set the legendary dungeon in the Great Swamp of the remote county ofSunndi-and expanded on the scope of Acererak's evil. Evil humanoids and undead, drawn to the site of the tomb, founded a settlement called the City of Skulls, or Skull City. Priests and necromancers of the Bleak Acad­ emy-a sinister cabal dedicated to the worship ofAcererak as a deity-lead the city. Skull City played a part in the Acererak lore in Open Grave. Robert]. Schwalb further updated Skull City for 4th Edition in "The Legacy ofAcer­ erak " (Dra8on #371). Place the Tomb of Horrors wherever you like in your campaign world. This adventure follows Schwalb's lead by placing the tomb at the center of the City of Skulls and granting the Bleak Academy control of access to the tomb; this adventure also sets the backstory of the new 4th Edition Tomb ofHorrors super-adventure, scheduled to release in July 2010.

HORROR NEVER DIES
The text above, penned by Gary Gygax, heralded Tomb of Horrors' assault on an unsuspecting hobby in 1978. One of a handful of now-classic adventure modules published in the earliest days of the ADVANCED DUNGEONS & DRAG­ ONS@game, The Tomb made its first appearance three years before as the official D&D®tournament adventure at the Origins I gaming convention. It used the original DUNGEONS & DRAGONS® rules, published in 1974. In the time since, the adventure has become a legend in gaming circles-loved by some, vilified by others, and indelibly burned into the memories of every player and DM who set their imaginations loose vvithin it. In 1998, the original adventure became the centerpiece for (and was reprinted as part of) the legendary Return to the Tomb ofHorrors boxed set for 2nd Edition AD&D®. At the height of3rd Edition's popularity, Return author Bruce R. Cordell updated the adventure as a free release. Now, the most legendary dungeon crawl in gaming history has been updated for 4th Edition D&D rules. In keeping with the spirit of the new edition, the challenges herein might prove more calculated and consistent than those of the original adventure. Be warned, however, that the challenges can be just as deadly. Characters who sur­ vive the adventure should attain 11th level and will have begun to make a name for themselves as they cross from the heroic to the paragon tier.

CRED1TS
Gary Gygax Original Design Scott Fitzgerald Gray 4th Edition Design Rodney Thompson Developer Miranda Horner Editor Chris Tulach Organized Play Content Developer Matthew Stevens Art Director Cole Meier Graphic DeSigner Justin Sweet Cover Illustrator David C. Sutherland III David A. Trampier Interior Illustrators Jason Engle Cartographer Joe Yochum Production Manager

Ihis 4th Eoition updote makes use of mate rial frum "The Legacy uf Acer­ erak" (Draaon # 371). Open Grave, ond the v.3.5 Tomb ofHorrors update.
D U N~EONS & DRAGO NS, ADVAN CE D DU NGEONS & DK AGONS, D&D, AD & D,

d20 . d 20 System , 'Vizards of t he Coast. Player's Handbook, Dilngeon Master's GUIde, Monster Manllal, ami all other "Vizard s of the COHst product names and their res pective logos are trad e marks of\~' izard s oCt he Coas t LLC in the U. S.A. a nd other countries. All "Vi za rds charac ters and the distinctive likenesses thereuf a re prope rt), of Wi zards of the Coast LLC. This material is protected LInder the copy right laws oft he United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibit ed withoLlt the express writte n pe rmission of Wi zard s of the Coa st LLC. Anysimilarity to actual people, organi zations. places. or event s included herein is purely coincidenta l. Printed in the U.S.A. ©20 10 vVizards orthe Coa st LLC

INTERIOR FEATURES
Illumination: Unless otherwise indicated, the interior of the tomb is dark. Ceilings, Floors, and Walls: Ceilings in passage­ ways and smaller chambers vary from 10 to 15 feet high unless othervvise indicated . Passages and rooms are granite or marble unless otherwise indicated. Except in crawlspaces and in area 18, ceilings, floors, and walls are smooth. Interior Doors (Visible): Doors are iron-banded oak unless otherwise indicated. Characters must force doors open unless otherwise indicated. Iron-Banded Oak Door: 2 inches thick: AC 5, Reflex 5, Fortitude 10,20 hit pOints. Strength DC 21 to open. Secret Doors: Secret doors typically look like the sur­ rounding walls. Unless otherwise indicated, a character can detect a secret door with a DC 16 Perception check and can open a secret door with a DC 16 Strength or Thievery check. Treasure: Powerful magic protects some of the tomb's treasure, exacting Acererak's revenge on those who chal­ lenge him. Such treasure becomes worthless if removed from the tomb, but no check or power reveals this property while the treasure i.s in the tomb. See areas 9 and 29. This adventure presents specific magic items in its trea­ sure parcels; however, unless otherwise indicated , you can replace any magic item with an item of the same level from your players' wish lists. Magic items from sources other than the Player's Handbook reference the source, or you can find them in the D&D Compendium . The abbrevi­ ation AV refers to Adventurer's Vault; AV2 is Adventurer's Vault 2; and DMA09 is Dra80n Ma8azine Annual 2009.

Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores ofyears that followed, the Iich dwelled with hordes ofghastly servants in the gloomy stone ha lis of the very hill where the tomb is. Eventually, even the undead life force of Acererak began to wane, so for the next eight decades, the lich's servants labored to create the Tomb of Horrors. Then Ace rerak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt while his soul roamed strange planes unknown to even the wisest of sages.

ACERERAK'S PLOTS
The truth behind the creation of the Tomb of Horrors is even more insidious than the legends that lure adventur­ ers to the tomb. Centuries ago, Acererak built the tomb to serve as an alta r: In it , countless heroes would sacrifice themselves for his purposes. Each group of adventurers destroyed by the tomb generated spiritual energy, which the demilich siphoned to a hidden phylactery in prepara­ tion for turning himselfinto a deity. A generation ago, a group of heroes shattered Acererak's plans by dea ling him a near-fatal setback. The Bleak Acad­ emy, known at the time as the Black Academy, received its current name because of the failure of the demilich 's plots. The masters of the academy believe that Acererak will return, prima rily because the Tomb of Horrors continues to draw adventurers to their doom and to provid e Acer­ erak with spiritual energy. After each new wave of heroes perishes in the tomb, the forces that have kept the complex standing for centuries slowly and inexorably repair the damage done to it. In fact , the demilich has hatched new plots even more ambitious than hi s previou s ones-plots unknown even to the masters of the Bleak Academy. The Tomb ofHorrors super-adventure reveals the full scope of those plots-and reveals Acererak's fate.

ENTERING THE TOMB
This adventure as sumes that the characters have jour­ neyed to Skull City and have prepared to enter the tomb by way of the Bleak Academy, as described in "Legacy of Acererak" (Dra8on #3 71). When the tomb was an isolated ruin, adventurers had to find its entrance from among false and trap-guarded portals. Because the Bleak Acad­ emy now encases those entrances, a silent escort brings the characters to the tomb.

QUEST XP
Two major quests define the characters' incursion into the Tomb of Horrors. Major Quest (2,000 XP): Avoid being misled by a false Acererak (area 14), and locate the magically warded secret door that offers access to the rest of the tomb. Major Quest (2,500 XP): Destroy the Acererak construct.

1.

MOSAIC HALL

At the entrance to the tomb, the characters gain their first glimpse of Acererak's nightmarish masterpiece. See the illustration on the insid e front cover.

Treasure: Any character who falls into the pit or makes a DC 16 Perception check finds 6 gems (50 gp each) at the bottom of the pit.

lB.

DANGEROUS PATH

The first li8ht brou8ht to bear on the corridor ahead reveals a flare ofcolor undimmed by the passa8e oftime. The walls and the ceilin8 20 feet overhead are smooth plasterfrescos illus­ trated with interior and exterior scenes. Herds ofcows 8raze in openfields. A wooded copse conceals wolves on the prowl. Slaves ofvarious humanoid and monstrous races 80 about their labors under the whips offiends and other cruel creatures. Certain of the frescoes create the illusion ofan interior space. A wizard's workroom is 8ual'ded by two jackal­ headed humanoids. A library stands filled with many books and scrolls. A torture chamber holds a barred door behind which some fiendish creature lurks. The floor ofthe corridor is an equally colorful mosaic of stone, set with a distinct 2foot-wide path ofred tiles snakin8 its way south.

The characters' progress down the corridor depends on how qUickly they determine how the pit traps protecting this area work.

Poison-Spikes Pit Trap
T~p

Level 7 Warder
XP)OO

FRESCO OF THE WIZARDLY WORKROOM
The characters' progress down the mosaic hall is hindered by pit traps (see b e low). However, the first trap (marked "T" on the map) is uniquely dangerous.

IA.

Bronze Chest Pit Trap
Trap

Level 7 Elite Warder
XP 600

Two jackal-headed humanoids appear to hold a real bronze chest juttin8 out from the wall. Trap: This 30-foot-deep pit is a deadlier version of the poisonspikes pit traps that fill this long corridor. Perception • DC 16: The top of the bronze chest features a hidden catch. • DC 23: A character adjacent to a square can determine
whether that square is part of the pit trap.
Trigger If the catch is pressed, the lid of the chest swings down to reveal an empty interior. However, any character that probes the chest discovers an invisible lever attached to the bottom. The trap attacks when a creature pulls the invisible lever. Attack Immediate Reaction Melee 1 Target: Each creature in one of the trap's squares. Attack: + 10 vs. Reflex Hit: The target drops into the pit, takes Sd1 0 + 2 damage and ongoing 5 poison damage (save ends), and falls prone.
Miss: The target moves to any safe square adjacent to the
triggering square.
Effect: The false floor opens and the pit is no longer hidden. After 24 hours open, a pit trap in the tomb magically closes and resets itself. Countermeasures • The character who pulled the lever can make a DC 17
Acrobatics check to grab the chest, gaining a + 2 bonus to
Reflex against the trap's attack.
• See "Countermeasures" for the poison-s pikes pit trap, but add 2 to the DCs of all checks to trigger or disable the trap.

The floor suddenly collapses to reveal a deadly spiked pit below. Trap: A 2-by-2 section of the floor hides a 1 O-foot-deep pit
lined with poisoned spikes.
Perception
• DC 16: A character adjacent to a square can determine whether that square is part of a pit trap.
Additional Skill: Athletics
• DC 23: A character can strike the floor hard in his or her square to sound it. With a successful check, the character determines the location of all adjacent pit trap squares. A check made in a square of a pit trap triggers the trap, which gains a + 2 bonus to its attack roll against the character making this check. Trigger
The trap attacks when a creature moves from one of the
trap's 4 squares into another of the trap's squares.
Attack Immediate Reaction Melee 1 Target: Each creature in one of the trap's squares. Attack: + 10 vs. Reflex Hit: The target drops into the pit, takes 2d1 0 + 1 damage and ongOing 5 poison damage (save ends), and falls prone.
Miss: The target moves to any safe square adjacent to the
triggering square.
Effect: The false floor opens and the pit is no longer hidden. After 24 hours open, a pit trap in the tomb magically closes and resets itself. Countermeasures • A character adjacent to a trapped square can safely trigger the trap with a DC 23 Athletics or Thievery check (s ta ndard action). • A character on a trapped square can disable the trap with a DC 23 Thievery check (standard action, trained only). The floor becomes safe to cross for 24 hours, after which the pit trap resets. If this check fails by 5 or more, the character triggers the trap. The trap gains a + 2 bonus to its attack roll against that character. • A character can jump over the pit with a running start by making a DC 11 Athletics check (DC 21 without a running start). • A character can climb into or out of the pit with a DC 16
Athletics check. The spiked floor of the pit can be safely
crossed at half speed.

If the arch is passed through after pressing the glowing stones in the proper sequence. MISTY ARCHWAY The red mosa ic path splits at the end of the hall. These keys and those are most important of all . A character passing through off the path is teleported back to the north end of the mosaic hall. Arcana • DC 25 (trained only): This archway is imbued with powerful teleportation magic. Effect: If the stones are pressed in the sequence yellow. Magical Location: This teleport arch sends characters deeper into the tomb. ACERERAK'S MESSAGE Observant characters (DC 10 Perception check) and those who have studied the path from the entrance to this point notice faint runes set into the mosa ic floor. Teleport Archway Magical Location A stone archway set into th e wall is completely obscured with swirlin8 white mist. THE TORMENTOR The fresco of the torture chamber shows an iron door con­ fining a demon from which torture victims cower in fear. Secret Door: A one-way secret door at the bottom of the southernmost pit can be detected from this side (DC 23 Perception check). Two pits alona the way will befound to lead to a fortuitous fall. If shades of red stand for blood the wise will not need sacrifice auaht but a loop ofmaaical metal-you're well alona your march. three of its stones begin to glow-bright yellow at lower left. A character who enters the archway while it is clouded is teleported to area 2 (see page 5). The iron men of visaae arim do more than meets the viewer's eye. You've left and left and found my Tomb and now your soul will die. If the plaster and lath of the fresco is broken (three DC 16 Strength checks). ACERERAK CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. and orange at the lower right. Arcana • DC 23: Safely working the arch involves touching its glowing stones in a particular ord er that the characters must guess. making it possible for a characte r to stand on the trap without reali zing it. a door leading to area 3 is reve aled. • DC 23 (trained only): This archway is imbued with powerful teleportation magic. and the second areat hall you'll discover. . and there the throne that's key and keyed . SO MAKE OF THIS WHATEVER YOU WISH. To the east stands a mist-filled archway whose magical controls the characters must decipher. the runes spell out a m essage. blue. it can be opened only from the crawlspace leading from area 2. Effect: The luminous mist cannot be seen through with any vision or power. As they wind their way from north to south. you find th e true and into the columned hall you'll come. a character who steps through on the path is teleported to area 6. IE. FOR YOU WILL BE MINE IN THE END NO MATTER WHAT! Go back to the tormentor or throuah the arch. orange. and beware oftrem­ blina hands and what will mauL Ifyou find the false. However. so check th e wall. and the mosaic path ends at the far wall. blue at the top. ID. but niaht's aood color is for those ofareat valor.r These traps activate only when a character moves from one trapped square to another. the mist disappears. The characters can see a smooth-walled stone chamber. Ie. Whenever a creature moves adjacent to the arch.Shunareen ifyou can.

Cursed location: This darkness is a void that destroys all it touches. • DC 16: The stone of the floor seems newer than the walls and ceiling. Perception • DC 11: A S·foot-diameter trapdoor sits in the center of the ceiling. Arcana • DC 28 (trained only): This stone face is imbued with deadly arcane power. Fortitude Hit: 3d6 + 6 damage. Creatures take 1 Od1 0 damage and fall prone amid the skeletal remains and ruined gear of adventurers who previously passed this way. and ceiling of this room. The character locates the unseen creature by touch by making a DC 16 Perception check (minor action) and takes 10 damage. Attack Opportunity Action Melee 0 Target: One creature Attack: + 17 vs. and the target is stunned (save ends). a stone plug in the ceiling can be detected only with a DC 23 Athletics check made to sound the stone of the passage. It can be pushed LIp (Strength DC 16) to reveal an access to area 7. THE DEVOURER Carved of sickly green stone. Level 8 XP JSO The three levers must control the hidden exit to this place.IF. Effect Only the act of moving all three levers together has any result. floors. The faithful of the Bleak Academy call this icon of Acererak's evil "the Devourer. Arcana • DC 23 (trained only): Magic imbues the walls. The craWlspace leads to a magic one·way door that opens into the bottom of the southernmost pit in the mosaic hall (see page 1): . However. this great devil's face is the last sight many would-be heroes ever see. Effect: A creature starts its turn within the mouth. The smooth walls of the pit can be climbed with a DC 16 Athletics check. and the magic is connected to the three levers. Countermeasures • A creature can leave the mouth by making a DC 23 Endurance check (standard action ). FORSAKEN PRISON Characters teleported from area IE are trapped in this small cell. Thievery • DC 23 : The levers are designed to be operated in concert. The Devourer Cursed Location 2. Forsaken Prison Puzzle The mouth of the areat ween devil is an impenetrable dead· black haze. but no force or magic will open it. Moving all three straight up at the same time opens the ceiling trapdoor. Miss: 2d6 damage. The ceiling route is a crawlspace 5 feet in diameter." a name familiar to characters who have spent any time in Skull City. takes 10 damage. An adjacent character can disrupt the magic of the floor beneath him or her with three DC 23 Arcana checks. This miserable cubicle is 10feet on a side and appears to have no exit. Where it turns east. all pushed in one direction or the other. reduced to a pile of fine gray dust. Creatures outside the mouth do not have line of sight to a creature that has entered the mouth. the stone floor (now the ceiling) forms again in 1 minute. Special: A creature reduced to 0 hit points by this location's damage is destroyed. dropping all creatures in the room to the bottom of a 1 ~O-foot deep pit. Pushing them simultaneously down causes the magica I effect that creates the floor to end. Puzzle: Each lever moves horizontally or vertically. • A creature that cannot leave the mouth can be pulled out by a character adjacent to the Devourer. The character pulls the creature out with a DC 16 Strength check (standard action). Trigger Any creature that enters the Devourer's mouth is subject to attack. controlling the trapdoor in the ceiling and a deadly pit trap beneath the floor. but they offer no hint as to their operation. Three foot·lona iron levers jut out from the south wall.

recharge [8J [IT or after using stone form) The gargoyle flies 8 squares. and tremorsense 10. Ceiling: The ceiling is 20 fee t high . Any creature except the gargoyle that starts its turn in rubble is subject to an attack: +13 vs. at-will ) +15 vs. If all four attacks hit the same target. a target also takes ongOing 5 damage and slides 3 squares.Encounter Level 10 (2. 4d6 + 4 damage. The arch­ way at the end. . On a hit. "Look low and hi8hfor gold. slain and sum­ moned again by Acerera k's magic countless times. Alignment Chaotic evil languages Primordial Str 23 (+11) Dex n (+11) Wis 14 (+7) Con 19 (+9) Int 13 (+6) Cha 18 (+9) . Treasure: Around the gargoyle's neck is a collar studded with blue quartz (worth 250 gp). Reflex 23.500 XP) SETUP 1 lesser gargoyle mauler (G) VVhen any door lead ing to this room is opened. darkvision HP 428. A single character at the door can make an opposed Dex­ terity check to slam it shut before the gargoyle attacks. It loses all other senses and can take no actions in stone form other than reverting to its normal form (a minor action). FEATURES OF THE AREA TACTlCS The gargoyle mauler retreats to the ceiling to put it out of range of melee attacks.A." Lesser Gargoyle Mauler (G) large elemental humanoid (earth) Level 10 Solo Lurker XP 1. Illumination: None. the target is dazed (save ends). a shriek erupts from beyond it.')00 Empty Rooms: The rooms to the south contain only grasping rubble. Grasping Rubble: The rubble strewn across the noor is the remains of previous gargoyles. Bloodied 214 AC 24. Flying Strike (standard. Even as the door opens. regeneration 5. and on your way you'll wend. Renex. If the characters n ee. + + Initiative +15 Senses Perception +7. then executes a flying strike on its n ext turn. making claw attacks against up to four targets during this movement. Fortitude 23 . An enormous four-armed8ar80yle rears up. the creature claws its way through the door in Id6 rounds. If two attacks hit the same target. Hidden within the leather bands of the collar (DC 15 Per­ ception to find) is a slip of parchment scribed with magi­ cal runes (DC 17 Arcana to decipher). Mauling Claws (standard. preparin8 to attack. at-will) The mauler makes four claw attacks. AC. the target instead takes ongOing 5 damage and is dazed (save ends both). to hear a tale untold. it frees a dread guardian from temporal stasis. Will 21 Immune petrification Speed 6. the gargoyle pursues them into a ny area of the tomb. 4d6 + 6 d a mage and the creature is slowed until the end of its turn. Stone Form (standard. fly 8 (hover) CD Claw (standard. However. at-will) The gargoyle mauler becomes a statue and gains resist 15 to all damage.

charac ters in any part of the gauntlet are subject to an attack by the magic trap that fills the area. the door opens. The characters can avoid the trap if they move into a new room in the gauntlet each round. However. standard action): The ch aracter gains a hint of the operation of the secret door by second-guessing its design. a character can attempt to guess the door's second mechanism as a standard action. Hidden catch at top B. 000 XP) A norma l door connects the gargoyle's lair (area 3) with the first room in this area. Start the encounter when the first charac ter steps th rough the door from area 3. after which the characters can use move actions to move into the next area . In sight (DC 17. they determine its initial mecha­ nism (see the table). Setup: Each room contains a secret door that requires a minimum of three standard actions to detect and open. Hidden catch at right 7 hidden studs G. they open the door. Attack: + 15 vs. GAUNTlET OF DOORS Door Mechanism 1 A. Thin handholds at edges C. the challenge end s when the charac ters successfully identify. Additional Skill: Arcana • DC 25 (trained only): The character detects a pulse of arcane energy building in the walls of the room. However. Mechanism 1 Pulls down Pivots centrally Pulls inward and up Slides up Double panels pull inward Slides left Press all and door opens. press 1 and 7. the ch a r­ acter intuits the operation of one of its (wo mechanisms (see the table). they can act in a ny order as long as each character takes only his or her normal allotment of actions for each ro und . Will Hit: 4d8 + 2 force damage. Each of the rooms that make up this gaun tlet of sec ret doors is protected by a magical bolt trap (see the statistics block). It ta kes one pr imary skill check to locate a secret door. Characters roll initiative as normal. dealing 3d6 damage to all creatures in the room and knocking them prone . With a successful check. With a pulse of white 1i8ht. The trap attacks on initiative count 0 . open . Pass ing thro ugh this area involves a skill challenge that takes the party through a succession of sec ret doors. vVhen the characters identify the second mechanism. Hidden catch at bottom D. bolts of arcane force lance out from the walls and ceilin8' Trap: Each round on initiative count 0. The skill challe nge is time sensitive and is treated somewhat like a combat e ncounter. Faint ridge at bottom E. The trap ignores creatures in a room whose door has been opened for the first time during that round. With this knowledge. Primary Skills: Athletics.) The chamber beyond the door is 10feet on a side and empty of everythinB but dust and Wit. Magical Bolt Trap ~~ Level 10 Blaster ~- GAUNTLET OF DOORS These empty rooms are divided by a series ofsecret doors. followed by two prima ry checks to id entify both of the door's opening mechanisms. Success and Failure: This skill challenge has no ove r­ all success or failure. the trap fire s a barrage of magical force missiles that attack one target. Characters who take too long to open a door are targeted by the trap. door falls inward. Thievery. Attack Standard Action Ranged special Target: One creature in any part of the gauntlet. Special: If the characters gain only one successful primary check for a door. but it ignores a room whose door has been opened for the first time during that round.Encounter Level 9 (2 . Failure in the challe nge is marked by the number of attacks the magiC trap gets agai nst the cha rac te rs. the magical bolt trap attacks as normal. standard action):The character detects the location of the secret door. Complexity: 5 (special). Instead. and pass through all the secret doors within the area . (The characters cannot enter this area from area 5. Perception (DC 12. If a character guesses successfully. see page 8. Secondary Skills: Insight. it stays open. If the characters aCcidenta lly drop the door on themselves. The door in area G of the gauntlet is also a trap. standard action): By testing or investigating the physical setup of the door.000). then attacks each round on initiative count O. the next Athletics or Thievery check made in the challenge gains a +2 bonus. Perception This tra p cannot be detected with Perception. Level: 9 (XP 2. Faint seam down the middle F. after which characters can attempt to determine the workings ofits two mechanisms. On initiative count 0. Trigger The trap activates whe n a creature enters any room in the gauntlet. Thievery (DC 17. Athletics.

and any object passes through it. However. Sc A mind f1ayer holds a scarlet sphere waist high. Perception This trap cannot be detected with Perception. A DC 17 Arcana or Re ligion check determines that the glyphs are purely decorative. A yuan·ti holds a pink sphere above its head. Effect: The spear fades to mist and disappears. A succubus holds an indiao sphere high above its head. a 81owin8 spear erupts from the blank wall behind it. T A satyr holds a turquoise sphere at its shoulder. A white-bearded human wizard holds a yellow-brown sphere at its feet. Reflex Hit: 3d8 damage. A gray sphere sits on the shoulder of G an owlbear. A creature must thrust its head into a sphere to see what lies beyond it. Creatures cannot see through it. Attack Immediate Reaction Ranged 5 Target: The nearest creature Attack: + 10 vs. and faces are set within two ranks of humanoid and monstrous figures standing along both walls. Level 7 Blaster XP 300 As the door opens. Gr Y Pi BI PV YB R . A creature can detect an illusory sphere only by touch. The sphere is an illusion covering a 5-foot­ diameter crawlspace leading to area 7. The trap resets after 1 hour. Magic Spear Trap Trap WEST WAll Key Description Go A naga holds a gold sphere above its head. Strange glyphs. The sphere is an illusion covering a spear trap (see above). Countermeasures • A character adjacent to the trap can disable the trap with a DC 16 Arcana or Thievery check. Additional Skill: Arcana • DC 23 (trained only): A pulse of magic betrays the presence of the trap. The sphere is an illusion covering a 5-foot-diameter crawlspace leading to area 9. EAST WAll Key PB Si Description A werewolf holds a pale blue sphere at shoulder height. A silver sphere is held at the feet of a four-armed gargoyle. running from north to south. A red sphere is held waist high by a skeleton . A warden in hawk-headed guardian form holds a yellow sphere at shoulder height. A areen sphere is held high above the head of an armored giant. W A white sphere is held above the head of a red slaad. PG A medusa has a pale green sphere at its feet. The sphere is an illusion covering the secret oneway door exiting from area 4. Miss: Ongoing 5 damage (save ends).I 5. Eachfi[)ure appears to hold a colored sphere. The creatures and spheres along the west and east walls are as indicated on the tables. 0 A mummy holds an orange sphere at waist height. a magically summoned spear launches itself at a Single target. A mist­ filled archway opens up at the south end of the hall. Any creature putting an object or a part of its body through the sphere triggers the trap. and ongoing 5 damage (save ends). Br A lamia holds a bronze sphere at waist height. Trap: From a plain stone wall. The secret door mechanism is obvious but cannot be opened from this side. The sphere is an illusion covering a spear trap (see the statistics block). A black sphere sits at the feet of a hydra. BB A sahuagin holds a bright blue sphere at its feet. symbols. six spheres are illusions that conceal openings behind them . its floor set with inlaid tiles and the walls and ceiling covered with painted frescos. A pale violet sphere is held on the shoulder of 'a kuo-toa. Most of the 3 ·foot·diameter spheres are painted onto the plaster walls. The sphere is an illusion covering a S-foot­ diameter crawlspace leading to area 6. Pu A purple sphere held at the feet of a minotaur. GREAT HALL OF SPHERES This broad hall is similar to the tomb entrance. Trigger The trap attacks when a character reveals or touches the section of wall it occupies.

Cursed Location: This archway steals a character's gear to strike a blow against the characters' morale. the gem shatters and is replaced with 2. However. three of its stones begin to glow-dull olive green on the lower left. a small chamber opens up. Look to the fourth to find your 8ain. the archway remains clouded and veiled with a haze that cannot be seen through with any vision or power. The mists of this archway are imbued with a powerful magical curse. and a sickly citron yellow at lower right. - 6. The fourth has no such concavity. CURSED ARCHWAY This arch is identical to the arch at area 1E. "Your sacrifice was not in vain. Arcana or Thievery • DC 26 (trained only): Both the statue and its broken arm are imbued with powerful magic. Wondrous Item 13. Activating the statue's magiC requires a series of repeated actions. The quest to retrieve precious magic gives characters great incentive to return to the tomb.000 gp Power (At-Will): Standard Action. No matter which stones are pressed and in what order. but the statue appears to speak (by way of a Magic Mouth ritual). One of its arms has been broken off.. and it appears when touched. Effect If three gems are placed within the statue's outstretched hands. The statue's hands are outstretched. you can modifY the effect of this archway (and similar magi­ cal locations in the dungeon) so that a character makes a saving throw for each of his or magic items of level 5 or higher. an invisible aem ofseeina appears in th e palm of the statue's broken arm. If one or more gems are then placed in the statue's hands. a character's heroic bond with an item's enchantment interferes with Acer­ erak's ancient magic. and it rests on the floor at its feet. Raising a character is difficult but not impossible. • DC 26: The rubble and debris surrounding the statue contains traces of diamond dust. Arcana or Thievery • DC 28 (trained only). This process must be repeated three times. However. while the character (now nude) is teleported to the tomb entrance at area 1.SA. Any character that steps through the arch has all his or her clothing and gear teleported to the crypt at area 32. this fiat· polished ova! diamond reveals thinas unseen. Statue's Sacrifice PUZlle Level 10 XP 500 "CRUEL.600 gp worth of residuum. After dumping the dust on the floor. With a successful save. You can see invisible creatures and objects within 10 squares of you. Perception • DC 18. After the twelfth use. Each of the statue's three intact hands is carved with an indentation. The 8em ofseein8 can be used only twelve times. Puzzle: Sacrificing gems in the statue's three attached hands calls forth a powerful magic item. they are not crushed. destroying nine gems. Gem of Seeing Level 12 Wh en you look throu8h it. as if waiting fo r some offering." If the characters successfully solve the puzzle. • DC 30 (trained only). . this cursed archway was a fate worse than death. However. and the item is retained. Aside from rubble on the floor. this location has a more nefarious purpose." For many players of the original Tomb of Horrors. they return to their normal positions. BUT MOST ENTERTA1N1NG . the only other thina you see in this chamber is an Bjoot tall statue of a four·armed aar· Boyle. Cursed Archway Cursed location The swirling white mist within the archway hides whatever lies beyond it. nothing can restore a career's worth of magic gear stolen in a heartbeat. Characters can feel for the gem in the statue's fourth hand . russet brown at the top.. the stony digits close and crush them to powder. You hold the gem before one of your eyes. as if some object is meant to be placed there. Effect Whenever a creature moves adjacent to the arch. THREE-ARMED STATUE At the end of the 5·foot·diameter crawlspace.

Will 11 Resist 15 pOison Speed 4 . 2 feet wide. a missed attack never damages a minion. and 3 feet hiah. The range oflevels in the encounter information above d epends on whe ther the char­ acters take on each challenge individually or a ll at once. (The magic trap mechanism is wholly inside each trapped chest and cannot be identified from outside. • Targeted by a weapon attack. any enemy within the aura takes a -1 penalty to attack rolls. at-will) • Poison +16 vs . Countermeasures • A character adjacent to the chest can disable the trap with two DC 26 Arcana or Thievery checks (standard action. • A character who moves more than 3 squares on his or her . A DC 13 Perception check notes the secre t door at the end. Three Chests Encounter Setup Each chest is 4 feet lona. . They focus the ir attacks on slow-moving fo es. a deadly magic trap is activated. hoping that an area arcane or divine attack opens them. THE GOLD CHEST Opening this chest summons a horde of poisonous snakes that fight until destroye d . Thievery • DC 18 (trained only): The chests are not locked or trapped. most recent turn gains a + 1 bonus to Reflex against the trap's attack. The third is oak bound with thick bronze bands. Taken individually. the trap fires a barrage of force darts throughout the area. and the air around you is filled with a barra[Je of black darts. AC 15. HP 1. • Struck by a creature under the effect of forced movement. Fortitude 11. Each of the chests triggers an encounter when opened. they come to an apparent d ead end after 40 fe e t of rough passage. Reflex 14. Reflex Hit: 4d6 + 1 force damage and the target is pushed 1 squares from the chest. The other characters can descend safely. each encounter represents a minor challenge for a party of the characters'level. Initiative + 1 0 Trigger When the silver chest is opened. THE SILVER CHEST When this c hest is opened. but he or she gains no specific information as to its nature. Force Dart Fusillade Trap Level 10 Elite Blaster XP 1. each encounter creates the chance that any remaining ch ests will also be opened. If the target is already taking ongoing poison damage from a horde viper's attack.) Effect • A character can open a chest easily. climb 4 CD Bite (standard. ongoing 8 poison damage (save ends). Trap: Each round on its initiative.900 XP) SETUP When the party en ters the crawlway hidden by the red sphere in area 5 (page 8). and a swarm ofhissin8 Vipers pours forth. trained only). Horde Vipers Level 10 Minion Soldier "Vithin this otherwise empty chamber. A chest also opens magically if it is: • Caught within the area of an arcane or divine area attack power. three closed chests are set across the stone floor. the ongoing damage increases by 1 . the trap rolls initiative and attacks. Perception • DC 13: The precious-metal chests are only poor-quality gold and silver plate over iron. Reflex. A pulse ofareen li8ht erupts as the chest opens. All three chests are magically affixed to the floor and cannot be budged. Small natural beast (reptile) XP 125 each Initiative +12 Senses Perception +5. Encounter Setup: Each of these three chests contains potent magic that triggers an individual part of the overall encounter. 111e second is untarnished silver. The first chest alearns aold. low-light vision Death Rattle (Fear) aura 1. Alignment Unaligned Languages Str 13 (+6) Dex 10 (+10) Wis 10 (+5) Con 17 (+8) Int 1 (+1) Cha 18 (+9) TACTICS The vipers stay close to any closed chests. However. Attack Standard Action Ranged 1 0 Target: The creature that opened the chest and each ally in range Attack: + 1 5 vs. taking damage as normal. Opening the secret door causes the e nd of the tunne l to collapse. Arcana • DC 16 (trained only): A character can detect magic within all three chests. Perception This trap cannot be detected with Perception.Encounter Level 5-12 (3.000 A pulse ofshadow erupts as the chest is opened. The character opening the door must make a DC 13 Acrobatics check or drop 10 feet into area 7.

If the attack hits. 3d1 0 + 6 damage. or is forced to move through rubble must make a DC 13 Acrobatics check or fall prone at the end of that movement. With a burst of white liaht. Illumination: None. THE OAKEN CHEST This chest summons a skeletal guardian that lashes out against the nearest characters. if sold. A character who runs. the blade guardian pursues them but the asps do not. the characters can strip the plating from the gold and silver chests. It takes 1 extra square of movement or a DC 13 Athletics check to hop over a chest. (If none of the characters has com e into possession ofa magic ring in the heroic tier. laying into those foes with scimitar and preemptive slash attac ks. The party needs a magiC ring to open the secret door at area 9c. Preemptive Slash (immediate interrupt. do not replace this ring with another magic item. dark vision HP 292. recharge [DJ) Close burst 3. Alignment Evil languages Wis 19 (+10) Str 18 (+10) Dex 24 (+13) Cha 8 (+5) Con 16 (+9) Int5(+3) . DEVELOPMENT All the summoned creatures here remain indefinitely if they are not destroyed. Retaliating Blades A creature that makes an opportunity attack against the blade guardian takes 2d6 damage. 3d1 0 + 6 damage. but the silver chest holds a watcher's sianet magic ring (DMA09 46) in a clear crys tal box (wort h 150 gp). +15 vs. If the characters flee this area. Bloodied 146 AC 24. an enormo us skeletal fiaure erupts from the oaken chest.TACTICS The ske leton blad e guardian takes on the strongest-looking melee combatants. Skeleton Blade Guardian large natural animate (undeild) Level 12 Elite Brute + XP .~ Rain of Steel (standard. poison Saving Throws +2 Speed 6 Action Points 1 CD Scimitar (sta ndard. FEATURES OF THE AREA Ceiling: The ceiling is 20 feet high . its twin scimitars la shinB out. Fortitude 23. . +13 vs. . Rubble: These areas ofloose scree are difficult ter · ra in. it is worth 70 gp and 30 gpo respectively.400 Initiative +13 Senses Perception +10 . Will 23 Immune disease . at-will) The blade guardian makes a scimitar attack against the trigger­ ing attacker. at-will)'" Weapon Reach 2. the triggering attacker also takes a -2 penalty to the triggering attack roll. Reflex 26.) vVith 10 minutes work. It reserves rain ofsteel until it can attempt to drive foes into any unopened chests. and the blade guardian slides the target 2 squares. Though poor qual­ ity. Chests: Each chest provid es cover to a Medium or smaller creature crouching or prone behind it. Treasure: The gold and oaken chests are empty. when the blade guardian is targeted by a melee attack. AC. Reflex. charges.

a stone altar 810ws an opalescent blue. The walls are painted with scenes ofeveryday rural life. Avandra. Treasure: The back pair of pews each contain 2.100 gpo Part of this treasure is pro­ tected by Acererak's magiC.000 sp. It takes two DC 13 Thievery or Strength checks to open it. their features eaten away by worms. and Bahamut are enaraved on itsfront.400 gp and 3. A wooden railin8 divides this chapel. and two lar8e ceramic urns. this area is as deadly as any other part of the tomb. The symbols of Pelor. a pair of brass candelabra. The candelabra and the empty urns are as worthless as everything else in this false temple ofgood. To the west ofthe altar. However. The next pews each hold 2. a stone archway is filled with 810win8 oran8e mist. and that its arcane essence is inextricably consecrated to good. The next pair each hold 1." below). CHAPEL OF EVIL WOODEN PEWS Each of these benches features a hinged seat that reveals a storage space underneath it. 9. the mosaic path leadin8 throu8h it to a tiered dais set with a wooden chair. -­--­ . It takes two DC 23 Perception checks to locate the door. Then suddenly. A DC 26 Arcana or Religion check (trained only) indicates that powerful magic fills this area . or one DC 18 Perception check by a character who can see invisible objects. The tunnel turns twice but maintains a southward course. (However. the fi8ures depicted there have rottin8flesh and skeletal limbs. around a last bend. If removed from the tomb. DEAD END A 5-foot-diameter crawlspace lies beyond the illusionary black sphere in area 5. all of it turns to worthless low-quality copper and tin except for 400 gpo A DC 18 Perception or Thievery check on anyone of these pews determines that it is not trapped-unlike the front pair of pews.500 sp.II 8. Moradin. Atop the dais. it stops dead at a blank wall ofstone. A mosaic path like the one at the tomb entrance runs from the secret door to pass between two rows ofareat wooden pews. see "The Blue Altar. DeSigned to confuse Acererak's foes . pointin8 toward it. A humanoid skeleton in badly rusted black chain mail lies on the floor.

BLUE ALTAR A DC 30 Arcana or Religion check (trained only. the trap takes a -2 penalty to attack rolls if subsequently triggered. Immediate Reaction Close blast 5 Target: Each creature in blast Attack: +11 vs. Trap: Each of the front pews in the chapel of evil is trapped. With each successful check. Additional Skill: Thievery • DC 16 (trained only): The lid of this pew is a subtly hidden trap. lightning Blast Altar Trap Level 8 Blaster XP 350 A bolt of lightning erupts from the altar to blast any creatures standing before it. The target takes a -1 penalty to this saving throw for each time it has been hit by this attack. The trap makes a second attack with a -2 penalty to the attack roll. made adjacent to tb e altar) reveals that tbe aura of good detect­ able earlier in the cbapel is wbolly false. . However. However. ready to trigger if opened. Secondary Trigger If the altar is touched by any object or creature. Trigger The trap attacks when the lid of the pew is opened. The gas then dissipates harmlessly. but reforms in 1 week. Attack Immediate Reaction Close blast special Target: Each creature in the aisle between the pews Attack: +11 vs. the trap makes another attack. Countermeasures • A character adjacent to the trap can disrupt the altar's power with a DC 16 Arcana. Trap: The altar glows with pulSing power that waits for the touch of a living creature. Effect In the aftermath of the attack. and ongoing 5 lightning damage (save ends). a character holding his or her breath gains a +5 bonus to Endurance checks made to resist the effects of the gas. Fortitude Hit: 4d8 poison damage. Each trap triggers separately. Miss: Half damage. • The magical weakness gas is absorbed through the lungs and the skin. masked by the altar's powerful magic. Effect 1 round after the trap attacks. Reflex Hit: 3d8 + 4 lightning damage. the altar sends a pulse of lightning up the aisle between the pews. Attack Close burst 4 Standard Action Target: Each creature in burst Attack: +11 vs. Religion. it becomes weakened (save ends). Miss: Half damage. Perception This trap cannot be detected with Perception. a cloud of acrid aas fills the air. Miss: 1 d8 poison damage. Effect The altar is destroyed. a check that fails by 5 or more triggers the trap. Aftereffect The next time the target rolls initiative in a combat encounter. The target gains a + 1 bonus to the saving throw for each extended rest it has taken since last being hit by this attack. the altar glows a fiery purple. Trigger If touched by a living creature. from the altar to the north wall.Weakness Gas Trap Trap level 8 Blaster XP 350 As the seat ofthe pew is lifted. A character remains unaware of this aftereffect until he or she starts the next combat encounter. or Thievery check (standard action). Additional Skills: Arcana or Thievery • DC 24 (trained only): The glowing altar is a deadly magic trap. Reflex Hit: Sd8 + 5 fire damage. Perception This trap cannot be detected with Perception. Three successful checks disable the trap for 24 hours. Countermeasures • A character gains a +2 bonus to Fortitude against the trap's next attack with a DC 16 Endurance check (standard action). 9A. the gas spreads to a close burst 8 that completely fills the area.

Cursed Archway Cursed Location The skeleton sprawled across the floor points toward the arch-but was the fiaure tryina to reach it or to warn others away? Cursed location: A character who steps t hrough the arch emerges the next round as a screaming berserker of the opposite sex (no doubt giving her or his companions pause). the character makes a basic attack or a charge against the nearest creature. The portal has different effects depending on how many times a creature enters it. However. The ring and all other objects deposited into the slot are crushed and destroyed beneath the sinking stone. This is a charm effect. (Exiting the portal each time ha s no additional effect. he or she is subjected to two powerful effects. a circle has been carefully scribed in the stone wall. ORANGE ARCHWAY 9C. a character can determine that the sex of the changed character can be restored only by a combination of a Remove Affliction ritual and the character entering the archway again. a night of steps leads to a ser ies of pit traps and a n importa nt secret door. THREE PITS Beyond the ring portal. Effect The luminous orange mist within the arch cannot be seen through with any vision or power. • The character flies into a murderous rage (save ends. An immense wedge-shaped block of stone sinks slowly into the floor. a poorly concea led secret door (DC 10 Perception) leads to the last section of this first half of the tomb. The portal's cou nterweight controls allow it to be raised or lowered easily from the other side. Ring Portal PU12le Level 9 XP 400 Above the small slot. A search of the temple reveals a small down-sloping slot in the wall to the southeast . The routine of working past these three pits makes it likely that the party ignores the third pit by the time they receive it. Second Time Th e character takes 1 d6 damage. • The character's sex is changed to its opposite. the character's clothing and gear are teleported to the crypt at area 32 while the character (now nude) is teleported to the tomb entrance at area 1. the precise conditions are not revealed. A Remove Affliction can now reverse the character's sex back to normal. Arcana or Thievery • DC 26 (trained only): The mists of this archway are imbued with a powerful magical curse. the character takes a -2 penalty to the saving throw). Third Time The character's sex (a nd all her or his clothing and armor) is reversed back to normal. . the stones of this cursed arch do not glow.9B.) First Time The first time a character enters the portal. Any character passing through the portal enters the small room beyond. a flat gem. Unlike with the archways at area 1 E and area SA. Thievery • DC 17 (trained only): The slot is the m echanism for a hidden mechanical portal within the wall. While in a murderous rage. After forcing a door open as normal. or a ring. Arcana • DC 26 (trained only): Once the rage ends. 10. A magic ring fed into the slot activates the portal: With a grinding sound. a pit trap triggers if the charac ters move ahead without checking the floor. However. the wall sudde nly begins to drop. At the bottom of that pit. Perception • DC 17: A character notices the small slot in the wall. Puzzle: The characters must sacrifice a magic ring to activate a secret door. revealing a passageway beyond it. Effect The slot is the size of a coin. RING PORTAL This third archway is even more diabolical than those previously seen. All her or his armor and clothing is magically modified as necessary. but no hint is given of how to activate it. Any item placed into the slot falls through and lands unseen on the other side of the 2 -foot-thick wall. See the pOison spikes pit trap on page 3.

It must be attacke d and destroyed with melee weapons or powers that specifically target objects: AC 4. its floor a hiahly polished smoke-aray marble. Any creature slain by the elemental vent is wholly consumed. Hit: 2d1 0 + 5 fire damage. sounds of confusion come from the darkn ess beyond.80 hit points. Level: 9 (XP 1. a blast offire erupts at its end-a deadly elemental vent toward which you slide. move action): The char­ acter fights his or her way bac k up the slanting corridor. ready to consume anythin8 that fails into it. minor action): The character attempts to disrupt the magic controlling the movement of the corridor. On a failed check . its body and gear destroyed. especially for characters dazed by the trap's effects. gra nts a +2 bonus to primary checks made in the challenge. Acrobatics (DC 17. Creatures within 10 squares of the vent are blasted by its intense heat. Miss: 1 d1 0 fire damage.200). The destruction of the door triggers a n auditory and visual illusion that creates the appearance of the tunn el run­ ning off into darkness. See "Spec ial. Arcana (DC 12. However. Acrobatics or Athletics (DC 17. Success and Failure: This skill challenge has no over­ all success or failure . the slanting passageway makes this difficult. Each Failed Saving Throw: The ongoing fire damage dealt by the trap increases by 5. Primary Skills: Acrobatics. As you approach. PERILOUS HALL This long hallway conceals one of the Tomb of Horrors' deadliest traps. Perception This trap cannot be detected with Perception. and the target is dazed until the end of its next tu rn. All charac­ ters north of the door are caught in the trap-not just those who trigger it. As the door collapses inward. the character slid es 2 squares toward the bottom of the corridor and the elemental vent. A successful check grants one character adjacent to the character a +2 bonus to his or her next primary skill check in the chal­ lenge. Acrobatics or Athletics (DC 12. A shimmerin8 elemental8ate opens up to a vast pit offtames and molten lava. • A character can avoid the elemental vent by moving away from it. the magically counterweighted passageway suddenly lurches to slope steeply down from the doorway. for every 2 squares closer the target is to the elemental vent. . and the target takes ongoing 5 fire damage and is dazed (save ends both). standard action): The character helps an adjacent character climb. all rusted shut. Secondary Skills: Acrobat ics. or psioniC power. Athletics. a planar vent opens up to the Elemental Chaos. standard action): A charac ter with a grappling hook and rope at hand can throw it to the top of the corridor and secure it on the remains of the door. Special If a creature enters the elemental vent. PERILOUS HALL As th e corridor lurches downward . Arcana. Attack Opportunity Action Ranged Target: The triggering creature Attack: + 12 vs. Additional Skill: Arcana • DC 30 (trained only): Powerful planar magic can be detected at the location of the elemental vent before it erupts. Trigger The elemental vent attacks any creature that starts its turn within 10 squares of it. Reflex 4. Athletics. Failure in the challenge is marked by the number of characters slain by the trap. At the end ofthis long corridor stands a broad door heavily bound with iron bands and locks. With a successful Arcana check. the vent automatically hits with its next attack against that creature. the charac ter grants a +2 bonus to the next primary skill check made in the challenge. Beyond the door stands another lana passaaeway with walls ofsmooth white alabaster. See the skill challenge." below. even if the creature has left the vent by the time that attack is made.11. whether tossed down and anchored by characters beyond the door or affi xed to the door with a grappling hook. The same magic tha t turns the corridor north of the door into a deadly trap negates teleportation effects and any flying ability granted by an arcane. divine. Fortitude. Scra mbling up and away from the trap is a skill challenge. the trap gains a +1 bonus to the attack roll. Countermeasures • A character gains a +2 bonus to Fortitude against the trap's next attack with a DC 18 Endurance check (minor action) . forced.000 ~ 0. At the end of the passage. or opened with the Knock ritual. However. which cannot be picked. Six heavy locks are built into the door. Complexity: 3 (special). On a failed check. Each character trapped in the corridor must make as many successful checks as necessary to clam­ ber up and out of danger. Fortitude 12. both characters slide 2 squ ares toward the bottom of the corridor and the element al vent. A DC 25 Arcana check (trained on ly) reveals that powerful magic also bars the door. Special: A rope. YOlL hear the sound offar-offmusic and happy singing cominafrom beyond. Trap: The elemental vent occupies an area 2 squares on a side. as of numerous creatures flee­ ina into the distance. Elemental Vent Trilp Level 10 Elite Obstacle XP 1. when the first character passes more th a n 30 feet from the doorway. A successful check allows the character to move at half speed. The faint alow oftorch­ light can be seen recedina ahead ofyou. Setup: The magic of the corridor dumps the characters toward a dead ly elemental vent.

after the wards have been successfully identified): The door can be opened only after being targeted by a dispel maBie spell or a Remove Affliction ritual. they must contend with the magically gen­ erated fear gas that fill s this corridor. but poweiful maBie wards aBainst its openinB' Puzzle: The characters must work out the mechanism of this secret door to gain access to the second half of the tomb. before the characters can open the door. . Perception No check is necessary to notice the gas. but cannot determine its opening mechanism. However.12. CORRIDOR OF FEAR Two flight s of stairs lead to a mist-filled corridor below. obscurin8 the corridor beyond 20feet from the stairs. two checks): The character identifies the powerful magic wards holding the door shut. • The magical fear gas is absorbed through the lungs and the skin. The OM determines what checks are made to navigate pits and other hazards as long as the character is moving. A character who can see invisible objects needs to make only one successful check. • Once the door to area 14 is opened. If the door is closed. a character holding his or her breath gains a +5 bonus to Endurance checks made to resist the effects of the gas . the door to area 14. The characters ea rn the major quest XP for the first half of the ad venture when they open thi s route to the second (and far more dangerous) h alf of the tomb. However. Fear Gas Hazard Level 8 Obstacle XP 350 A risina dread fills you as you advance f arther down the co rl'idOI: Trap: This hazard fills area 13. The character chooses to run toward area 10 or area 11 (or area 15 if the secret door at area 12 is open). Attack Opportunity Action Melee 1 Target: Creature in a hazard square Attack: + 11 vs . Arcana • DC 26 (trained only. you see a dosed door. Faint in the haze. Athletics or Thievery • DC 18 (after dispel maBic or Remove Affliction. Trigger The hazard attacks whe n a creature starts its turn in any of its squares. the gas builds up again in 1 round. A faint haze han8s in the air. WARDED DOOR The corridor south of area lO's third pit ends in a false crypt (see the nex t page) designed to make characters believe they have bes ted the legend ary Tomb of Horrors. It takes three DC 18 Athletics or Thievery check s to open Level 10 XP 500 A secret door stands at the top of the stairs. the gas dissipates in 1d4 rounds. Warded Door Puzzle 13. Perception • DC 18: A character detects the secret door. • DC 30 (trained only. Fortitude Hit: The target moves up the stairs and flees the area at a run (save ends). two checks): The character opens the door. The rea l entrance to the rest of the tomb is hidd en behind a secret door at the top of the stairs. Arcana or Thievery • DC 14 (trained only): The air here is tainted by a potent magical toxin. Countermeasures • A character gains a + 2 bonus to Fortitude against the trap's next attack with a DC 16 Endurance check (standard action).

000 Initiative +11 Senses Perception +7. the characters desce nd into an area that they a re meant to believe marks the end of the adventure. at-will) + lightning Ranged Sight. +3 Disrupting Mace Level 13 SETUP False Acererak (A) Beyond the door. a faint aolden liahtalows. The zone is heavily obscured for all creatures except the lich construct. A DC 18 Athletics check or 6 points of fire damage clears 1 square of webs. the target also falls prone. Any creature that starts its turn within the zone takes 10 necrotic and psychiC damage. any living creature that enters or starts its turn within the aura takes 5 necrotic damage. Bound to the Tomb When the lich construct is reduced to 0 hit pOints. TriBBer: You hit an undead creature with this weapon. Ilch construct (undead) XI' 2. It reappears in 10 days within the area in which it was killed. Radiant): Free Action.If the mace is picked up. +19 vs. You do not gain your weapon proficiency to an attack roll when using a disrupting weapon as an implement. poison.600 XP) real. Alignment Evil languages Abyssal." below). Fortitude. Sustain Minor: The zone persists. at-will) The lich construct makes 1i8htnin8 bolt attacks at two different crea­ tures. and attacks can be augmented by this weapon's power when it is used as an implement. Bloodied 143 Regeneration 10 (if the lich construct takes radiant damage. As it attacks. or +3dl 0 radiant damage against undead Property: This weapon can be used as a holy symbol. Zone Area burst 2 within 20. Beyond it spreads a crypt filled with rottina and decayed furnishinas. HP 286. A dark stairwell filled with webs descends to a narrow stone chamber beyond. recharge iZllTIJ ) + Necrotic. Created in ancient days by priests of r eior. darkvision Necromantic Aura (Necrotic) aura 5. Power (Daily . +19 vs.000 gp Enhancement: Attack rolls and damage rolls Critical: + 3d6 radiant damage. Reflex. A aleam· ina aolden couch stands at its center. The aleam ofaolden liaht comes from a heavy mace inlaid with silver that lies at the foot of the stairs. its body and pos­ sessions crumble into dust. thi s weapon has been planted here by Acererak (see "Tactics.Shadowstorm (standard. The burst creates a zone that lasts until the end of the lich construct's next turn. this weapon is the bane of undead evel)r.. Though very Encounter Level 12 (3. The thick webs block any movement down the stairs. Effect: The attack deals 3dlO extra radiant damage. It adds its enhancement bonus to attack rolls and damage rolls. it flares with the brightness of a torch and informs its wield e r that it is a +3 disruptina mace (DMA09 31.vhere. does not provoke opportunity attacks.. it shollts out in a booming voice that emanates from the whole of the chamber: False Acererak (A) Level 14 Elite Controller "Who dares to disturb the rest ofAcererak? It is your death you havefound!" ::r Medium natural humanoid. but it is not destroyed. Fortitude 27. If an attack hits. Pulse lightning (standard. ~:. Psychic. see th e statistics block). a skeletal fiaure with a crown on its head slowly rises. regen­ eration doesn't function on its next turn) AC 28. Will 25 Immune disease. 4d8 + 6 lightning damage. Reflex 25. At the foot of the stairs. Weapon 17. Common Str 14 (+9) Dex 18 (+11) Wis 11 (+7) Con 23 (+13) Int10(+7) Cha18(+11) . Resist 10 necrotic Saving Throws +2 Speed 6 Action Points 1 @ lightning Bolt (standard. 4d8 + 6 necrotic and psy­ chic damage. From it. Acererak has created a lich construct to distract and defend against those who seek him.

Stones rain down from the ceilina as a areat arindina sounds out within the walls. If the crown is hit five times. sustaining that power and striking with pulse liahtnina as it ignores the concealment that hinders its foes. The lich construct builds on this by layi ng down a shadowstorm. Countermeasures • The crown can be targeted separately from its wearer by divine . or psionic powers.) The gold-plated couch survives the collapse. FEATURES OF THE AREA Ceiling: The ce iling is 15 feet high . Let them wonder. Level 13 Elite Blaster 1. and the target is pushed 1 square and dazed (save ends). If hit. the crown flares to instill fear in those around it. Attack Standard Action Close burst 10 Target: Two creatures in range Attack: +17 vS. • The trap is permanently disabled if the lich construct is destroyed. Though the lich construct fights to the best of its ability.600 gpo (Raise Dead and Remove Affliction should be among them. the players might assume that this point in the adventure marks the end of the Tomb of Horrors. and a fin e leather bag. the crown ignores the power's normal damage and effect but takes a -2 cumulative penalty to attack rolls. (Roll dice and shake your he ad as if the weapon has som e as-ye t unknown property dealing potent damage to Acererak).000 pounds. it acts under a powerful charm effect tied to the golden mace." . (If the characters don't flee. See "Treasure" under "Features of the Area. .I TACTICS The close qu ar ters and difficult terrain of this area are designed to create a difficult encounter for characters who normally depe nd on movement in combat.) \iVhether the party runs out or pokes around the rubble in the aftermath. but it is susceptible to attack. disappearing in a cloud of dust that leaves only its crown behind. Additional Skills: Arcana or Religion DC 20 (minor action): The crown is the source of the lich construct's aura of fear. Magic brings th e ceiling of the false crypt down in a cloud of dust and rubble 1 round after the characters flee . tru sting the narrow confines of the nea rby corridors to grant it further tact ical advantage. but four or more characters can squeeze it through the dungeon's crawlspaces. the collapse deals 2d10 damage to anyone remaining in area 14.) The jade coffer is worth 600 gp and contains 5 potions of healina· The jeweled crown is a circlet of mental onslauaht (AV 139) once the lich is destroyed. It weighs 1. 28 gems (50 gp each). but the crown retain s some of its magic. If the relative ease ofthe combat with "Acererak" doesn't inspire them to keep exploring. Treasure: Th e characters have only a limited time to search this area. they hopefully remember that relatively few of the clues in the demilich's message (page 4) have so far come to pass. Then read the following: With a dull rumblina.600 XP The jeweled crown worn by the lich pulses with on unholy black liaht. . Illumination: None. Initiative +17 Trigger The trap attacks on the initiative of the creature that wears it. Additionally. the room starts to shake. (Savvy players might wonder why this item hasn't rotted away with the rest of the room's contents. the false Acererak's crown. during which time they fInd a jade coffer.500 gpo Crown of Fear Trap DEVELOPMENT The false Acererak shrieks as it dies. The leather bag holds 450 gp. The crown uses the wearer's defenses. Trap: Each round. and ritual scrolls (level 13 or lower) worth a total of 2." below). The characters have 2 rounds to investigate the room (see "Treasure. the trap is disabled until the end of the encounter. 1$ THAT 1T? Until the secret door at area 11 has been detected and opened. arcane. seemina to warn of an imminent collapse. Will Hit: 4d8 + 5 psychic damage. Uhit by the mace. something as simple as a Consult Mystic Sages ritual can confirm that the demilich has not been destroyed. Detritus: Rubble and rotting furniture make this entire area difficult terrai n. the creature makes a roaring bellow as the weapon appears to stagger it. The construct pursues characters if they flee. . ask them if they thought it was too hard a dungeon . It can be sold for 1.

Pseudopod Strike (standard. FEATURES OF THE AREA Ceiling: The ceiling is 15 feet high. This ruined chamber was once a laboratory. Bloodied 120 AC 21. workbenches and tables covered with clay pots and urns. The interior of a vat is difficult terrain. THE FIRST KEY The golden skeleton key shows no sign of aBe but is cut in halfalona its axis. Vats: The three vats are affixed to the floor and cannot be moved . blindsight 10. A character can enter the vat to retrieve the key. Magic items are immune to this effect. Encou nt er Level 9 (2. +10 vs. or can hook the key with an object of sllitable length and a DC 17 Dexterity check. Three huge vats stand to the south. AC . 2d12 + 3 acid damage. rotting unguents. Fortitude. the two halves fuse to form the First Key. Arcana + DC 25: Magic in all three vats prevents their contents from evaporating. Resist 5 acid Saving Throws +2 Speed 4. They attack if they or the vat are disturbed in any way. but its function is unknown. pots. See a rea 31 for details.-r---. <~ Foul Spew (when first bloodied and again when the vat ooze drops to 0 hit pOints) + Acid Close burst 5. Joined together. 2d12 + 3 acid damage ." below).Three Vats Encounter Setup Each of the va ts is filled with murky liquid whose IIndisturbed sur· face 81eams in the li8ht. climb 4 Action Points 1 CD Slam (standard. Hopping into or out of a vat costs 1 additional squa re of move ment. each attack de als 1d12 extra damage. the acid utterly destroys any mundane object (including the clothing of a creature that enters the vat) within 1 minute of imme rsion .400 XP) SETUP 3 vat oozes The former function of this a rea is clear when the charac­ ters gain their first look through the door. Another mirror-image key would lock to this piece to make a whole. both magical a nd impe rvious to harm. However. +12 vs. and urns scattered throughout the room contain inactive alchemical reagents. tremors­ ense 10 HP 240. Illumination: None. at-will) The vat ooze makes two slam attacks against two different creatures. and the target is dazed until the end of its next turn. Ritual Supplies: The jars. _. + TACTICS The oozes flow mindlessly toward the nearest cre at ures. A DC 17 Religion check connects these to the dark rituals by which a lich is created (the lich construct in area 14 was made here). Each vat is 7 feet in diame ter and 4 feet high. 3 Vat Oozes Level 9 Elite Brute Large natural bea5t (blind. Liquid Body A vat ooze ignores difficult terrain and does not provoke opportunity attacks by moving. at-will ) • Acid Reach 2. A character who tests the acid by immersing an object in it likely concludes that it is harmless unless the object is watched for 3 rounds or more. Ifboth attacks hit . Will 19 Immune gaze. The j100r is strewn with rubble and dust. and the target is stunned until the start of its next turn. ooze) XP 800 each Initiative +8 Senses Perception +6. ignoring the difficult terrain of the rubbl e and the vats as they lash out with pseudopod strike. and dusty jars still clutter the shelves that line its walls. The Second Vat: This contains a slow-acting acid that deals 5 ongOing acid damage starting the third round after contact (save ends). and dried ointments. Perception + DC 12: At the bottom of the third vat lies a golden skeleton key (see "The First Key. The First Vat: The first vat holds only a 3 -foot depth of murky water. The two keys are two halves of the same key. . The Third Vat: The liquid in this vat is a trio of deadly oozes in magical suspension. + DC 1 7: An apparently identical key lies at the bottom of the second vat. Reflex 21 . and bones and skulls. • DC 30: The third vat is also imbued with more powerful magic. Alignment Unaligned languages Str 15 (+6) Dex 18 (+8) Wis 15 (+6) Int 1 (-l)Cha 1 (-1) Con 20 (+9) Encounter Setup: These three vats conceal important treasure and a deadly menace. Fortitude 22.

Any creature that teleports or flie s across the pit ends its turn and drops into a trapped square. • DC 30 (trained only): A powerful enchantment at the midpoint of the pit negates teleportation and any flying ability granted by an arcane. it attacks. the tra p attacks. Cli mbing down into the pit (a DC 17 Athletics check) and walking through the wide-set spikes is easy enough. The rusted iron spikes set across the floor of the pit suddenly launch upward in a deadly barrage. Two characters on opposite sides of the pit can anchor a rope for a character to clamber across. divine. Attack Opportunity Action Ranged 5 Target: The triggering creature and all other creatures in. th e climbing character makes a DC 17 Athl etics check. If a character attempts to climb horizontally above the entire length of the pit.1 PIT 6. a character falls prone in the pit. If the character's check res ult determines that he or s he lands in one of the squares of the trap. Its floor is a mass ofwide-set rusted iron spikes. If the character falls in one of the squares of the trap. ma ke checks as approp riate. above. . and new spikes appear in the floor. the trap attacks. taking 3d1 0 damage. they find the way forward blocked. taking 2d 10 damage. a character falls prone in the pit. Trigger Whenever a character moves into a trapped square. landing on the spikes and taking 1 d1 0 damage. but the corridor offers nowhere to anchor it. the climbing character falls prone in the pit. Perception This trap cannot be detected with Perception. and the target is stunned until the end of its next turn. Additional Skill: Thievery • DC 17: As Arcana DC 25. On a failed check. it attacks. triggering the trap. Trap: The two easternmost squares of the pit are a magic trap that attacks with a volley of s pikes. Miss: Half damage. The target must make a saving throw or be knocked prone into the pit. Each anchoring character makes a DC 12 Athletics check. On a failed check. taking 2d10 damage and triggering the trap. then climb up and out. • A Medium character standing in the pit adjacent to th e area of the trap can make two successive checks (DC 25 and DC 17 Athletics) to jump over the trap and grab the edge of th e wall above. SPIKE BARRAGE Pit Spike Barrage Trap Level 10 Elite Blaster XP 1. Refl ex Hit: 3d6 damage. Additional Skill: Arcana • DC 25 (trained only): The last 5 feet of the pit are a magic trap. or adjacent to a trapped square Attack: +13 vs. If the character falls in one of the squares of the trap. • A character can attempt to cross the pit on a rope. taking 2d1 0 damage. If any character fails a check. Countermeasures • A character can jump the pit with a DC 31 Athletics check (running start only). Beyond the corner. or psionic power. the last 2 squares of the pit hold a deadly trap. If either check is failed. a IOfoot deep pit completely fills 30 feet ofpassaaeway ahead. the character falls in one of the squares of the trap.000 As the characters descend the stairs . A target falling prone on the edge of the pit must make a saving throw or tumble into the pit. • A character can climb the wall in or above the pit with a DC 17 Athl etics check. Only one check is necessary to climb above and over the trapped squares. How­ ever. which attacks. Effect The fired spikes dissolve into black mist.

A tapes· try can be handled safely with a DC 19 Dexterity check. The hidden dangers of this room are quiescent until some· one disturbs them. or if a tapestry is roughly jostled (as by a character sliding into it). Whil e engulfed. Reflex 19. Miss: Half damage. Rapid Dissolution A green slime's attacks deal 1d6 extra acid damage to a creature that is taking ongOing acid damage . Only the plain tapestries han8inB upon the east and west walls appear to have been spared a rouBh 100tinB. the characters are unlikely to remain here long without doing so. Treasure: Platinum coins and gems are scattered among the detritus. this occurs on initiative count 0. Vulnerable 5 fire. fire. and chipped and dented vases and urns. Bloodied 33 AC 21. A green slime dealt any amollnt of cold. it transforms into a green slime horror and attacks. and the target is engulfed (save ends). The remains of rottinB sofas and thronelike chairs stand amonB upturned tables. In addition. However. the area within 30 feet of brown mold is noticeably cool. blindsight 10. Additional Skill: Dungeoneering • DC 19: The character recognizes the brown mold. Trigger The hazard attacks when any creature enters or starts its turn in its square or any square adjacent to it. at·will) • Acid +1 vs. all adjacent squares become brown mold if they are not already.wown rocks and ween and Bolden scenes of undersea life. DEVELOPMENT The characters cannot detect the secret door out of this area until its tapestry is safely handled or transformed. (Once combat begins. 5 radiant Speed 4. Will 18 Immune gaze. These feature weed. the slime can make attacks only against the engulfed creature. While a target is engulfed. ooze) XP 300 each Initiative +10 Senses Perception +5. . Each creature in the chamber must make a DC 19 Acrobatics check or slide Id4 squares in a random direc tion. this area has been thoroughly ransacked. climb 4 CD Engulf (standard. Reflex. 1d1 0+ 4 acid damage. Cold Opportunity Action Melee 1 Target: The triggering creature Attack: +10 vs. Attack. crippling creatures with deadly cold. and ongoing 5 cold damage (save ends). A DC 13 Pe rception check (a standard action) allows a charac ter to scoop up 3 PP or 2 gems (100 gp each). Each round starting 2 rounds after the first character enters. TACTICS The green slime horrors throw themselves at the nearest combatants until the first character is successfully attacked by enBulf All other slimes then target that foe for a quick kill. Alignment Unaligned LanguagesSkills Stealth +11 Str 14 (+5) Dex 16 (+6) Wis 14 (+5) Con 19 (+ 7) Int 3 (-l)Cha 1 (-2) ° Brown Mold Hazard Level 7 Obstacle XP 300 The air grows noticeably cooler as you approach a patch of dark mold.Green Slime HOl'l'ors Level 7 Lurker Encounter Level 11 (Variable) SETUP Once a sort of fine lounge or funeral chamber. " FEATURES OF THE AREA Ceiling: The ceiling is 20 feet high . On a failed check. attacks that target the green slime deal half damage to the slime and half damage to the engulfed creature. Resist 5 acid. The characters can claim a total ofl5 PP and 10 gems in this way. Hazard: A patch of brown mold drains heat from its surrounding area. broken braziers. DEADLY TAPESTRIES Each square of tapestry lining the walls is a magically treated crea tion of green slime and brown mold . Fortitude Hit: 2d8 cold damage.) Large nawral beast (blind. Illumination: None. While it has a creature engulfed. Special If a square of mold is targeted by or within the area of an attack that deals fire damage. Countermeasures • A square of brown mold is destroyed if targeted by an attack that deals cold damage. the target takes ongOing 5 acid damage and is restrained. a violent magical churning shakes the area. tremors· ense 10 HP 67. or lightning damage is transformed into brown mold that fills one of the green slime's squares. Perception No check is necessary to notice the mold. Rotting Furnishings: The debris here makes this entire chamber difficult terrain. Fortitude 20.

recharge iZH ). halfXP otherwise. Bluff. both packs are handy haversacks. . 4d8 + 5 psychic damage. Just beyond the secret door is a secret trapdoor in the corridor floor (Perception DC 25).\ . Diplomacy. A creature that makes a sllccessful check is no longer affected by the mist. Fortitude 24. From out ofthe mists steps a reBal human female. InSight +13.. DEVELOPMENT If the characters succeed on the skill challenge. Award full XP for the creature if it has not b een bloodied. Intimidate. at-will) • Psychic +17 vs. the siren gains a +1 bonus to attack rolls and a +2 bonus to all defenses until the end of the encounter. targets one creature.600 Initiative +10 Senses Perception +13 Siren's Song aura 1. In addition . Silver and Gold Mist: The flowing mist grants con· cealment to all creatures in the cavern.II Encounter Level 9 (2. Teleportation The cavern siren can teleport 8 squares jf it begins and ends that movement on unworked rock or stone. Reflex 24.. This is a charm effect. at·will). a ny creature except the siren that starts its turn in the mist must make a DC 17 Endurance check or be dazed (save ends). any enemy that enters the aura or starts its turn there is dazed until the end of its next turn. A flight of rough stairs leads down to a 5 ·foot­ diame ter crawlspace and area 22 . Cavern Walk (move. they break Acererak's control of the siren. Complexity: 2 (requires 6 successes before 3 failures). FEATURES OF THE AREA Ceiling: The ceiling is 30 feet high in the center of the chamber and 10 feet high along the walls. and the target takes ongoing 5 damage and is stunned (save ends both). . . Alignment Unaligned Languages Common. Silvery mist shot throuBh with delicate streamers ofBold fills the air ahead. Level: 8 (XP 700). Success: If the characters earn 6 successes in the chal­ lenge. +17 vs . Treasure: A search of the chamber turns up two ragged leather packs in the siren's grotto . standard action): The character attempts to cajole or threaten the siren. All skills are equally effective. Failure: lfthe characters have 3 failures in the chal­ le nge. Primary Skills: Bluff. Setup: In addition to the siren's initial words. Diplomacy.000 sp.Prison of Tears (standard. The siren appears to the first character to pass more than 10 feet into the area. 600 gpo and 10 pp. Stealth +15 Str 16 (+9) Dex 18 (+10) Wis 14 (+8) Con 19 (+10) Int 11 (+6) Cha 22 (+12) 19. 4d8 + 5 psychic damage. Though they appear worthless. Elven Skills Bluff +17. These rough stone walls are blocking terrain. Reflex. \ . HP 262. but its heart is not in this battle. any [nsight check suggests that the creature is under some sort of compulsion forcing it to fight. ~:. TRUE FALSE DOOR A solid stone wall behind a fa Ise door conceals a secret door (Per· ception DC 17). Special: A character that fails a check in the challenge makes a charge attack or a basic attack against its nearest ally as a free action. The second contains level 12 bracers ofrespite (All 115). It uses its voice of compulsion until prison oftears recharges. \ . .300 XP) SETUP 1 cavern siren (S) Acererak has bound a cavern siren to this place with a povverful charm. I I Medlulll fey humanoid XP 1. Will 28 Immune charm Saving Throws +2 Speed 8 (earth walk) Action Points 1 6) Voice of Compulsion (standard. The first holds ] . Will. then ends its turn. Cavern Siren (S) Level 13 Elite Controller The corridor's walls offinished stone Bive way to the rouBh rock of a natural chamber. Bloodied 131 AC 27. ACERERAK'S CURSE The siren fiBhts with all its strenBth. the siren breaks off hostilities. Illumination: The mist sheds dim light throughout the area. or Intimidate (DC 17. Grotto: A stone-vvalled grotto in the center of the cavern is the siren's lair. whispering thanks as it vanishes into the mist. As she prepares to attack. Psychic U] Area burst 1 within 10." TACTICS The siren uses prison oftears as often as possible to avoid the penalty for concealment in the mists. but a character cannot make both Diplomacy and Intimidate checks in the challenge. her voice rinBs out like music: "ForBive me .

Hazard: This hazard fills a space 2 squares on a side.Encounter Level 10 (2. The juggernaut completely fills the width and height of the corridor. All three doors in this area are identical . Reflex Hit: Ongoing 1 5 damage (save ends). First Failed Saving Throw: The target falls prone and is stunned instead of dazed. Opening the first set of doors triggers two effects. Trigger The door to area 20 is opened Attack Opportunity Action Area special Target: Each creature north of area 19 Attack: + 14 vs. It then attacks whenever a creature moves into its space. the character stays in place. If the check fails by 5 or lower. From ahead comes a duH rumblina. Environment Effect: A pulse of slee p gas drops unwitting victims in advance of the juggernaut's approach . increasing the chances that it retreats along the corridor in one direction or the other. A great magical construct known as a stone juggernaut leaves are a 21 at the same time. and moves back and forth along the corridors north of area 19. • A character who moves south of area 19 or into the dead­ end stairs cannot be attacked by the juggernaut. Characters must move past the juggernaut to advance.800 XP) Sleep Gas Environment Effect SETUP The corridor from the true false door leads to a dead-end night of stairs leading up. lise initiative and a battle map to track move ment. but gains a +5 bonus to the check . magically flexing to turn corners. a character adds or subtracts 1 to the construct's next d6 roll. it rolls 2d4 squares back toward area 21 (north or east).800 The rumblintJ construct advances. Trigger The juggernaut is activated when the door to area 20 is opened . Th e stonefloors here are stained a disquietina red-black. the juggernaut rolls 2d4 squares ahead (south or west). its surface battered and cracked. as normal. Fortitude Hit: The target is dazed and slowed (save ends both). The target cannot save against this ongoing damage while it is within the juggernaut's space. • A character attempting to fly past the construct must make an Acrobatics or Athletics check as above. chartin8 an erratic course alontJ the corridor. then suddenly retrea ts. the character falls under the juggernaut 's deadly rollers and triggers an attack. With a successful check. a massive construct fill s the corridor as it advances on heavy bloodstained wheels.and a deadly h azard. . On a result of 4 or more. Each Failed Saving Throw: The ongoing damage increases by 5. Attack Opportunity Action Melee 1 Target: The triggering creature Attack: + 21 vs. allowing the jug­ gernaut (see below) to pass in both direc tions . If the check fails by more than 5. On a result of 3 or lower. A sudden torpor comes over you as a sweet scent wafts thl'ou8h the air. Stone Juggernaut Hazard Level 16 Elite Obstacle XP 2. • The juggernaut can be teleported past. This heavy stone door is hinaed to openfrom either side. Countermeasures • A character adjacent to the juggernaut can leap over its crushing wheels and scramble across to the other side with a DC 31 Athletics or Acrobatics check as part of a move action. moving as indicated in the statistics block.2 penalty to saving throws (save ends). roll a d6. Although this is not a combat encounter. Perception No check is necessary to notice the juggernaut. Burstina throuah the swinaina stone doors. Effect Each round on initiative count 0. • A character adjacent to the juggernaut can attempt to direct its movement with a DC 22 Arcana or Thievery check. Second Failed Saving Throw: The target is unconscious instead of stunned and also takes a .

However. • DC 30 (trained only): Identical objects fed into the three slots activate the magic that opens the door. bloodstained chamber hou ses the juggernaut encountered in area 20. Arcana • DC 26 (trained only): Powerful magic seals this door and make s it impervious to damage or theft. BLUE DEVIL Except for its color. Environment Effect The muted colors of the pillars reflect liaht with a stranad). When the effect ends. above. GREEN DEVIL JlIst below the ceilina. Any creature floating within 5 fe et of this face 's gaping maw is sucked in and teleported nude to area IF. Effect Any creature that comes into contact with a pillar floats upward to bounce along the ceiling 30 feet above (save e nd s. alowina oranae aem. each 3 inch es wide by 1 inch hi8h. and it cannot be opened again from the other side. stopping his or her movem e nt. This cursed m agic gem play s on the despe ration of charac­ ters trapped in this part of the tomb. the creature takes a -S pe nalty to this saving throw). \ 23A. a floating character can loop a rope around a column to stop his or her movement with a DC 18 Acrobatics check (standard action ). . the wall is set with a mosaic ofaareen devil. PILLARED THRONE ROOM The ceilina ofthis huae chamber is supported by scores of massive columns. 23. 22. the swords can be removed even as the door swings open. Countermeasures • Magic imbued into the columns and the ceiling gives the stone an icy slickness onto which characters cannot grab. Effect The door can be opened only if three sword blades are placed simultaneously into the three slots. The floating character makes the same check to grab the rope . 23C. Pillars of Levitation s inister cast. as with the portal of area 9C. each carved ofcolorful paste! stone. JUGGERNAUT ROOM This du sty. Puzzle: The presentation of weapons opens this magic door. . The character's gear is teleported to area 32 . An enormous door fills the corridor from floor to ce i/ina. ADAMANTINE DOOR Another corridor a nd a wondrous door lies beyond the narrow crawlspace. Environment Effect: The pillars of the throne room are imbued with powerful levitation magic. (Panicked characters might assume that this door d estroys items used to open it. A aentle breeze blows throuah the room. the charred remains of a ha![dozen adventurers circle a hU8e. a creature has no control over its movement. the door swings shut in 1 round with an echoing clang. This appears to be exactly the same as that first seen in the entrance hall to the tomb. However. aleamina with the dull sheen of adamantine. It cannot othel'\'Vise be budged or blocked. While this levitation is in effect. A levitating creature drifts at a rate of 4 squares per round toward one face or the other. The magical breeze in this area is drawn into the mouths of the devil faces to the northwest and northeast (s ee below). This section of the tomb can be exited only through the phase doors at area 30.21. Any character floating within 5 fe et of its mouth is draw n in and tel eported to area 27. Arcana • DC 26 (trained only): Each of the 3 ·foot ·diameter pillars radiates powerful levitation magic. this face is identical to the green devil . CHARRED REM AINS In thefarthest corner of the chamber.) After S minutes. th e creature falls for 3d1 0 damage. and spat out from the green devil's mouth. • A characte r on the floor can toss a rope up to a floating character with a DC 13 Acrobatics check . Adamantine Door Puzzle Level 10 XP SO() Th e door has no handle or visible lock-only three slots at waist hei8ht. 23B.

If the golden ball of the scepter is touched to the golden crown. that creature is blinded while outside area 23. Standard Action Close burst 3 Attack: +18 vs. 24. Aftereffect: Ongoing 5 damage (save ends) Miss: 3dl 0 damage . Golden Crown and Scepter Magic Relics The crown upon the throne is solid gold and set with wh ite diamonds. no clue is given as to which end of the scepter is the correct one. For those foolish or desperate enough to use this gem. The scepter is crafted of a Silver-gold alloy. characters using them must be wary. This door is smooth stone with a brass pull at its center. and are inextricably linked. Arcana • DC 25 (trained only): This powerful magic gem allows a creature to make a single wish for anything it desires. the crown cannot be removed without touching the correct end of the scepter to it. Effect A creature wearing the crown is immune to the effect of the pillars of levitation and can see within the darkened hall as if in normal daylight. Arcana • DC 26 (trained only): The crown and the scepter have distinct powers and properties. If the silver end is touched to the crown. • DC 30 (trained only): Once put on. . the wearer takes ongOing 20 damage (save ends) but the crown falls free. A character who wishes for a +5 holy aven8er will have it delivered in the form of an animated weapon that fights to the death. As you approach. If the silver end of the scepter touched to it. i ! I 23D. the throne sinks and reveals a 5-foot-wide passageway leading south (see area 28). linht pulses with a slow and sinister air. Magic Relic: This cursed gem destroys those who attempt to use it. A character who wishes Acererak destroyed will be teleported alone to the de milich's crypt (area 32) to do the job. it shimmers with a faint blue liaht. E MPTY CHAMBER This door is identical to the door to area 25. Keyed to the scepter. A aold crown and a scepter of80ld and silver rest upon the throne. Effect No matter what is desired by the character daring to touch it and wish.Cursed Wishing Gem Magic Relic The 8em's unearthl). A character who wears the crown knows that it cannot be removed without touching the scepter to its top. Atop the dais rests an obsidian throne inlaid with silver and ivory skulls. However. the wearer can lift it safely from his or her head. the throne marks the hidden entrance out of this area. However. with a golden ball at one end and a silver knob at the other. • DC 30 (trained only): The gem's curse twists any wish made through it. and ongoing 10 damage (save ends). However. CAREFUL WHAT YOU W1SH FOR Wish magic was a popular part of older editions of the DUNGEONS & DRAGONS game-not just for the power it offered players. Reflex Hit: 5dl 0 damage. V Inside the chamber is nothing but du st. but for the fun a OM could have twisting wishes in amusing ways. The throne cannot be moved again by any means. Magic Relics: The crown and scepter allow the characters to pass beyond this hall and into area 28. The front of the throne is set with a re plica of the crown inlaid in silver. Both of these items are bound to this area. A character Wielding either the crown or the scepter cannot move beyond the doors at area 22 or area 28 . feel free to pull out all the stops. and ongoing 5 damage (save ends). Effect: The gem remains as a noisome mass of stinking purple mold that reforms as the gem in one week. a reverse or perversion will bring doom to that character and all named in the wish. EBONY DAIS AND SILVER THRONE The stark blackness ofthis huae dais contrasts with the pastel shades ofthe rest of the hall. \I hen the door is touched . This gem takes that concept to its worst level. the blu e glow flare s brighter. The gem then begins to pulse with a red glow and explodes 1 round later.

Resist 5 fire while not bloodied'. th e target is exposed to level 13 mummy rot instead of level 8 mummy rot. The cryp t master does not pursue if the characters flee th e pillared hall. the target contracts level 8 mummy rot. A Remove Affliction ritual (see Play­ er's Handbook. page 311) negates this effect. its tattere d wrappings partially und o ne . enemies within the aura take a -2 penalty to attack rolls against the mummy crypt master. Necrotic +14 vs. recharge TIl) The crypt master automatically saves against the triggering effect. A larae wooden sarcophaaus rests upon a low stone table at the center ofthis small room. Will.'The mummy crypt master 's wrappings are imbued with resistance magic that overcomes its normal vulnerability to fire. and the target is weakened (save ends). tra ined only)."pr shroud ill the same round s.000 Initiative +7 Senses Perception +11. HP 400.:. Will 20 Immune disease. <~ Mummy's Curse (when reduced to 0 hit points) • Disease Close burst 10. and the target slides 3 squares and is stunned until the end of its next turn. Double Attack (standard. It lIses stunnina strike to slid e characters into the p illars and levitate th em out of the fight. Once in th e open. Ifit is removed. Fortitude 23. Inside the sar cophagus. Treasure: The huge amethyst is worth 500 gp.) . Alignment Unaligned languages Common Str 18 (+8) Dex 17 (+7) Wls 14 (+6) Can 20 (+9) Int 8 (+3) Cha 15 (+6) T h e 1TI1lInmy c rypt master opens with stunnina strike. Fortitude. FEATURES OF THE A REA Ceiling: The ceiling is 20 feet high in the crypt and 30 fe e t high in the pillared hall. targets enemies. regen­ eration doesn't function on its next turn) AC 23. Mummy Crypt Master Level 9 Solo Brute Medium n~tural humanoid (undead) XP 1.Crypt Shroud (standard. urns. forc­ ing the nearest character out the door and pushing the fight into th e Wide-open space of th e pilla red hall. Inside the sa r cophagus are the mummified re mains of a human. ~l. 4d8 + 1 necrotic damage. However. darkvision Despair (Fear) aura 5. Ifa character tri es the same approach . 3d8 + 9 necrotic damage. +12 vs. This gem radi ates dark magic (Arcana DC 30. TACTICS Encounter Level 9 (2. at-will) The mummy crypt master makes two rottin8 slam attacks. this cham­ ber is not empty." page 24.000 XP) SETUP 1 mummy crypt master As the c h aracters approach. the remains animate as a mummy crypt master. Pillars: See "Pillar Throne Room. If both attacks hit the same target. Illumination: None. the crypt m as ter's unholy aid a nd bonus to sa\' i ng throws quickly bring it back to th e ground. Sarcophagus: This ston e sarcophagus is blocking terrain. Various broken and looted chests. A huge amethyst is barely visible in the corp se's left eye socket (Perception DC 18). when the crypt master suffers an effect that a save can end. Bloodied 200 Regeneration 10 (if the crypt master takes radiant damage. poison. at-will) • Fear +12 vs. \ + + . and coffers are scattered about the area. AC. the creat ure sp ends its ac tion points to lise double atrack. at-will) • Disease. Will. (Similar potions are what bestowed the crea­ ture's fire resistance. 4d8 + 1 damage. but any creature ca rrying it takes a -2 penalty to saving throws because of its curse. and cr. three level 4 potions ofresis­ tance (fire) are hidd en within th e mummy 's di scarded wrappings. Stunning Strike (minor l / round. and the target is exposed to level 8 mummy rot (see Monster Manual.J lIT) • Necrotic Area burst 2 within 10. stunnina strike. recharge r. +12 vs. Unholy Aid (immediate interrupt. this stone door glows blue like that of area 24 (previous page). 10 necrotic Saving Throws +5 Speed 5 Action Points 2 CD Rotting Slam (standard. Reflex 21 . page 192).

and all defenses is reduced by 1. area 24 and area 25 can be llsed to hide from the trap. bare chamber has another door on the opposite wall. you need to track hit points and defenses for each shield and weapon set. If the doors to area 26 are shut. If a set is destroyed. When either door is touched. The trap resets until such time as another creature enters area 26.000 Shields and weapons fly offthe walls of their own accord. The trap continues to attack targets anyvvhere in area 23. a shield and weapon set teleports through them. Special The attack modifier above assumes that the triggering creature enters the room from area 23.--- . Countermeasures • A character gains a + 2 bonus to AC against the trap's next attack with a DC 17 Acrobatics. AC (see "Special). area 26. - . and all defenses is reduced by 1.000 XP) SETUP The characters can enter this area from the pillared hall (area 23). Reflex 8.Encounter Level 9 (2. Howeve r. A creature cannot be targeted by more than one set. or the charac­ ters can flee to area 28 if the secret door has been opened. • Only after all shield and weapon sets are destroyed is it possible to safely pass through area 26. and all defenses (see below). Animated Arms and Armor Trap ~'-~--. the trap attacks the mummy as well as the characters. the glow pulses to a bright and coruscating purple with tinges of sickly gree n . The trap gains a +1 bonus to attack rolls. If both attacks hit. • An individual shield and weapon set can be attacked to destroy it: AC 8. batter­ in8 and slashin8 a deathly swath throu8h any creatures within the area. Trap: When any creature crosses the threshold of the room. Fortitude 8. or area 27. Additional Skill: Arcana • DC 25 (trained only): The shields and weapons are imbued with powerful magic that animates them to attack. then entering area 26 . TACTICS This trap encounter requires you to track movement only if the characte rs flee. the weapons and shields here fly off the walls and attack. with two sets j1ankina each ofthe doors. damage rolls.----. or Athletics check (minor action)." above). level 9 Solo Obstacle XP 2. and attack and damage modifiers for the trap as a whole. AC. regardless of where or how those targets move. If the mummy crypt master encounter (area 25) spills into area 26 while the trap is active . damage rolls. all shield and weapon sets return to area 26. and both are similar to the d oo rs to areas 24 and 25 .. • Each time a creature is reduced to 0 hit points or fewer by the trap. Miss: Half damage. the trap's bonus to attack rolls. The target is no longer attacked unless he or she triggers the trap again by leaving. Perception This trap cannot be detected with Perception. two attacks Hit: 4d8 damage. to a maximum of +8 if eight creatures are engaged by all eight weapon and shield sets. A small. the shield and weapon set attacking that creature flies back to the wall. the target is dazed until the end of its next turn. Both doors into this area are identical. another shield and weapon set flies off the wall to attack that creature.three such sets are on each ofthe side walls. Set with an iron pull rina . The trap's bonus to attack rolls. with a +8 bonus to damage rolls and a +8 bonus to all defenses. Pairs ofswords crossed behind shields hana here. Effect Whenever another creature becomes a target of the trap. The view beyond both doors is the same. If the triggering creature enters from area 27. Attack Standard Action Melee special Target: The triggering creature Attack: + 1 2 vs. Arcana. Trigger • Each creature that enters area 26 triggers the trap and becomes a target. or after being teleporte d to area 27 by the blue devil in th e hall. • If the trap goes 5 rounds without making an attack roll because it has no targets. 30 hit points (but see "Effect . this stone door alows a faint lilac color as you approach. the trap starts the encounter at its maximum +20 vs. damage rolls. However.

if any creature enters area 26 from here. aarim warning is set along one wall: "You who dared to violate my tomb now pay the price. while the crown and scepter teleport back to the thron e at area 230. The golden ball is an almost perfect fit for th e cavity. the mithral gates swing Silently open. 500 sp. Arcana • DC 26 (train e d only): Powerful magic seals these doors and makes them impervious to damage or theft. Inglowingl etters. Upon the fourth step is a large. The only ex it from the room is the door to the south . 10 gems (20 gp each). Effect The real key to these gre at gates is the scepter from area 230. The character's gear is teleported to area 32. TREASURE The scattered gear of the adventurers who died here amounts to 350 gp. its walls and ceiling of untarnished silver and copper inlaid with ivory. but d oing so improperly can be dangerous. cylindrical bronze key. A creature trying the First Key in the hole takes 2d1 0 lightning damage. the deadly trap in th at chamber attacks that creature at full streng th (see the previous page). It ta kes 10 minutes to thoroughly sea rch the room . th e narrow passage behind it leads south . • DC 30 (train ed only): The keyhole is false. but the lock cannot be pi cked. If the silver knob is instead touche d to th e doors. A rising staircase is carved of multicolored semipreciolls stone. a nd a level 10 potion of clarity (AV 188). Puzzle: The characters mu st open these gates to move farther into th e tomb. Perception • DC 18: Th e hol e in the concavity is clearly a keyhole . and two massive mithralgates stand dosed above it. Mithral Gates Puzzle Level 10 XP 500 Where the mithral8ates meet." The water is dr inkable and ca n prolong the lives a nd suf· fering of those trapped he re. Effect: If the Second Ke y is inserted into the keyhole. . A smallfountain spills water into a basin and drain s away through side holes along thefloor. 28: MITHRAL GATES Once the throne has been o pened (see area 23D). If the ball is placed within the cavity.The bronze key is the Second Key (see area 31). Stay here and die slowly ofstarvation. A power· ful m agical effec t means that a ny creature attempting to touch the key m us t make a DC 18 Arcana ch eck or be unable to come wit hin 2 feet of it for 24 hours. the creature doing so takes 1 d1 0 lightning damage. However. the scepter's wielder is teleported and spat out nude from the devil 's mouth at area 1 F. A wide landing opens up ahead. 21 CHAMBER OF HOPELESSNESS Creatures te leported here from the blue devil in area 23 face a grim fate. This small chamber is strewn with numerous skeletons and it is foul with the scent of rot. Magic is the only thing that can open thes e gates. or open and enter the door to your south where certain but quick death awaits. a hemispherical cavity with a hole at its center is set at waist hei8ht.

AC 14. its ivory walls inlaid with aold. EFREET SMOKE URN The urn shudders as a humanoid form bursts from the top­ an efreet warrior-slave. at-will). An urn slave then breaks away from other slaves to avoid area at tack s. Fire Reach 1. In addition to gaining a success in the challenge. On a failed check. Large elemental humanoid (fire) XP 175 each Initiative +11 Senses Perception +9 H P 1. Each Failed Savina Throw: The ongOing fire damage increases by 5. However. and their dread weapons are raised. The only exit from this area is hidden beneath one of the iron statues. Reflex. standard action):The character can hinder the urn's power by smashing it with brute force. Success: The urn cracks and collapses to shards as any surviving efreets van ish. they can make only Thievery checks in the challenge. Thievery (DC 18. only one appea rs. Arcana (DC 18. Fortitude 14. In allfour corners stand 9foot-tall statues offierce demonic warriors cast in black iron. Will 13 Immune fire Speed 6. A thin stream of smoke rises from a 1arae brass urn set with filiareed aold.800). Primary Skills: Arcana. The summoning energy fading from the urn restores each character as ifhe or she had taken an extended rest. Athletics (DC 26. Setup: Each round on initiative count 0 . Once the characters have 7 successes. each efreet in the chamber gains a +2 bonus to attack rolls and damage rolls until the end ofits next turn. the brass urn summons two efreet urn slaves that appear in unoc­ cupied spaces in the chamber. Level: 11 (XP 1. standard action): The character attempts to disrupt the urn's summoning mechan ism. Athletics. but they remain here ready to fight if the characters leave and then retur n. the next time the urn summons efreets . ongOing 5 fire damage (s ave ends). Reflex 15. The urn summons efreets until disabled . howlin[J in murderous ra[Je. . encounter) • Fire The urn slave takes no damage from the attack. Thieve ry. moving any statue or touching the urn summons this area's gu ardians. when the urn slave is damaged by an attack.Efreet Urn Slaves Level 12 Minion Artillery Encounter Level 11 (Variable) SETUP Acererak has constructed another false crypt to dissuade treasure-seekers from further exploration. Fortitude. Complexity: 3 (re quires 8 successes before 3 failures). standard action): The character dis­ rupts the urn's summoning magic. Alignment Evil languages Primordial Str 18 (+10) Dex 11 (+11) Wis 16 (+9) Con 16 (+9) Int 11 (+7 ) Cha 11 (+6) TACTICS The urn slaves mob the nearest opponen ts initially. +15 vs. Failure: The urn summons four efreets and resets itself. A ceilina of untarnished silver rises above the polished stone floor ofthis imposina chamber. The efreets do not pursue characters out of this cham· ber. Fire Area burst 1 within 10. know­ ing that their slave's ra[Je protects them from initial attack. Fire Bolt (standard. -. a missed attack never damages a minion. 11 fire damage (save ends). at-will). and it gains a +1 bonus to attack rolls and damage rolls until the end of its next turn. The characters must attempt the skill challenge again . fly 8 (hover) CD Fiery Slam (standard. Two iron chests stand to either side of a aranite sar­ cophaaus araven with ancient alyphs. +16 vs. Slave's Rage (immediate interrupt.l~.

Both show marks of prying and battering. \. Treasure: The eastern chest holds 250 gems (10 gp each). However.. I .. and all defenses. A narrow chute drops 10 feet down to the corridor to the west. even as his magic traps have some­ how survived him.'. Iron Chests: Each of these 3-foot-by-3­ foot-by-5-foot chests is set into the stone floor and immovable. and a shattered skull.':: 'l~~:<: . Brass Urn: The smoke issues from a vent where the urn's brass stopper has been sealed with gold. .. It takes two DC 18 Thievery checks (trained only) to open each chest.' 'I . It takes three simultaneous DC 18 Strength checks to lift the lid. The doors cannot be detected from the corridor side. Acer­ erak hopes intruders conclude he is likewise destroyed. . a broken staff.800 gpo If removed from the dungeon. This is a fear effect. It takes an extra move action to hop up onto a chest. EMPTY CRYPT The characters' travails in the tomb have finaJly led them to Acererak's resting place. ongoing 5 poison damage (save ends). the other contains 2. :" I .~. . PHASE DOOR Two portals here let characters pass through to the corri ­ dors to the sOllth.~'. these become worthless gla ss and low-quality copper. damage rolls. On each failed check. Moving any statue activates the skill challenge. Sarcophagus: The granite sarcophagus is set into the floor and immovable.. respectively. it reveals a ring pull that raises a small plug of stone. A chest provides cover.:. ":. drained and ruined. The sarcophagus provides cover. Fortitude. '. \. A DC 26 Arcana check identifies an epic tier staff of power. Any efreet fighting adjacent to the urn gains a +2 bonus to attack rolls. 31. ruined jewelry. If the statue in the north­ west corner is moved. The characters can move the massive stat­ ues only by making four simultaneous DC 18 Strength checks. Touching the urn starts the skill challenge. The ancient glyphs can be read as "ACERE­ RAK" with a DC 18 Arcana or Religion check.i~ ". Illumination: None.FEATURES OF THE AREA Ceiling: The ceiling is 30 feet high. It takes a DC 13 Athletics check to jump onto or over the sarcophagus as part of a move action. ~ :".f: . entering the demilich's crypt involves a deadly challenge. Iron Statues: Any creature fighting adja­ cent to a statue takes a -2 penalty to attack rolls. revealing bones. :: .. a poison needle in the lock makes an attack: +13 vs. 30.

Perception This trap cannot be detected with Perception. Hidden Vault Trilp Level 13 Elite Blaster XP 1.Empty Crypt Puzzle Level 10 XP SOD Turning the second key herald s the appearance of Acer · e rak 's true cry pt-and puts the cha racters in grave peril. as can characters outside the trap and at the height of the ceiling. revea/ina a burial vault whose arched ceilina rises 25 feet overhead. Effect If the character turns the key three times to the right in succession. The Second Key can be inserted safely into the keyhole. Trap: The hidden chamber below this one slams up to fill this area. crushin8 anyone on it a8ainst the cei!in8 above.600 . \~ j A sin81e hidden keyhole stands at the center of this blank stone wall.~~ :--:==-~ . Trigger Once the floor begins to rise. Puzzle: A pair of magically warded portals marks the entrance to Acererak's crypt. Effect • If the First Key is inserted into the keyhole. takes 2d6 necrotic and radiant damage. Reflex Hit: OngOing 20 damage and the target is stunned (save ends). the entire wall sinks into th e floor. Miss: Ongoing 10 damage and the target is dazed (save ends) Effect The target falls prone and is trapped between the risen floor (the ceiling of the new chamber) and the old ceiling above. Arcana • DC 26: Magic pulses within this blank stone wall. each character in area 32 has one action with which to leave. Arcana • DC 26 (trained only): The floor of this empty vault pulses with arcane power. The room is empty of everythina but dust.) A character who escapes from the trap falls 20 feet to the floor. A character not stunned by the trap can make these checks. moving up from below to fill it.I The slowly risin8f1oor suddenly slams upward at hi8h speed. Arcana or Thievery • DC 18: The character mu st turn the key more than once to activate the magic within the floor. Attack Free Action Melee Target: All creatures in area 32 Attack: + 1 8 vs. (A character who cannot fly can make a DC 26 Athletics check to climb to the height of the arched ceiling 20 feet above. The true crypt (see the next page) is ben eath this empty chamber. then takes falling damage as normal. A character cannot make saving throws against ongOing damage dealt by this trap until he or she is freed from it. Effect A character who in se rts the First Key into the keyh ole is blown 20 feet into the air. ~. the wall descends to expose area 32. Countermeasures • A trapped character escapes from the trap with two DC 26 Athletics checks (standard action ). the floor of area 32 splits along its midway point and begin s to rise slowly. Perception • DC 18: A chip of stone in the wall flakes away to reveal a metal · lined keyhole. Perception • DC 18: Another hidden keyhole is revealed beneath a thin layer of painted plaster in the center of the room. With a rumble.

(Have each player drop a d20 onto the center of the battlemap... ·50 small gems (10 gp each)...X p ).. Treasure: Treasure scattered across the f100r of the crypt is the first thing the characters see.! Remembering the fight with the lich construct in area 14. and any other creatures are teleported from their current location to some other area of the tomb. Acer­ erak 's magiC makes this fight a different kind of challenge..:E~n -. From that point on...) The construct then makes an attack against each creature within the area as a free action: +16 vs. V~e. After each teleportation.. and its teeth are set with diamonds.. • 4 large gems (200 gp each). roll again....Jch Ea d6 round at the start of the construct's turn.4 .. • Potions or elixirs oflevellO or lower. Summoned creatures. . Whichever square the die is nearest to the center of when it stops is the character's starting place..-: 3'-( l .. . the characters. This includes the follOWing: • All items from any characters teleported nude within the tomb.:..700 gpo • A +3 Chamber of Three Chests (area 7) 2 Chapel of Evil (area 9) Chamber of Mists (area 18) 3 4 Pillared Throne Room (area 23) 5 False Treasure Chamber (area 29) Crypt (area 32) 6 • If the die roll indicates that the combatants are teleported to the same area they are currently in. dust swirls as the jeweled skull rises into the air..C O u&O!: t.0.. Slowly.-· e. the construct becomes aware of their presence and attacks.. 1...... companions.. • A + 3 banishin8 spellblade lon8sword (AV2 ] 6).I~ I J~=~~~~~~~~~~~:. j .."' .. This teleportation effect ends when the Acererak construct is first bloodied.4: L .. area 32 is filled with a sealed mithral vault that separates it from area 31 once more...e.e r:.!: n.. or if the characters linger here for 5 rounds. rod offirst blood. and an inset rin8 han8s at its center. the Acererak construct appears in midair in a square ofits choice in the rough center of the new area.. ... apprais­ ing you as it prepares to attack. it turns from side to side. roll a d6. However..~...: ..~. the characters are likely to qUickly assess the challenge of fighting in the close confines of the crypt. familiars. Conjurations and zones end when the characters teleport away from an area.~. A DC 18 Strength check allows a character to pull the heavy door open.:. . the construct. ~-. .. On a result of 4-6. Ref1ex.1~1. location· A new wall of8leamin8 mithral stands where the old wall sunk down.t. the combat finishes within the area in which the combatants last teleported. the construct slides the target 1 square and knocks it prone...o. On the far side ofthe crypt. The characters appear in random unoccupied squares vvithin the chamber... 5-0 .. CLOSE QUARTERS i i I . Beyond is the crypt ofAcererak and the final challenge of the tomb.. Its eyes are blood­ red rubies. .:. If the treasure in the crypt is touched.e..a.-- a.0. worth a total of 1. and so on are teleported with the characters...J.. SETUP Acererak Construct (A) \"'hen the true crypt has risen from beneath the f1oor.. A stone dais on the far side ofthe chamber holds a jeweled skull that sits amid bone shards and dust. Roll another d6 and consuit the table. A door is set in the wall.. The Acererak construct takes the form of a jeweled skull sit­ ting in the dust of the demilich's bones.

. does not provoke opportunity attacks. Twin Rays (standard. +18 vs. Fortitude 19. Refle" 16. each creature trapped in a gem is targeted by an attack: + 18 vs. Treasure Piles: Areas of piled treasure are difficult terrain . At the beginning of the encounter. at·will) + Necrotic Ranged 10. Second Failed Savina Throw: The target dies. In the pillared throne room. Resist 1 0 necrotic. at·will) + Fear. Will 15 Immune disease. sleep. undead) DEVELOPMENT The destruction of the demilich earns the characters the major quest XP for this second hal f of the adventure. TACTICS The Acererak construct uses drain soul as often as it can. On a miss. the six diamonds that were its teeth are worth 250 gp each. the target is dazed and restrained (save ends both).Ij) Ranged 5. the victim's soul is trapped in one of the construct's skull's gems. 2d8 + 6 necrotic damage. recharge [l]) + Healing The Acererak construct regains 150 hit points.~. Necrotic Close burst 5.. expends a trapped soul.Acererak Construct Level 13 Solo Artillery XP 4 .18 vs. 10 psychic. and the target takes a -1 penalty to saving throws (save ends). +18 vs .. poison. FEATURES OF THE AREA Ceiling: The ceilings are arched and are 20 feet high in the middle. staying in the thick of combat to maximize its soulshrive!ina pulse. The soul's former body crumbles into dust at the end of the creature's next turn. Bloodied 300 AC 18. It makes twin ray attacks while it waits for drain soul to recharge . reducing the component cost by half. 2d6 + 4 necrotic damage. Drain Soul (standard. (Four of these diamonds are soul gems. Fortitude. Guard Area An Acererak construct can use its drain soul power against any crea· ture in the crypt (area 32). Its two ruby eyes are worth 1. Acererak created this area's magi· cal teleport effect to throw would·be tomb raiders off guard and to take a final revenge against characters who have made it this far by avoiding the tomb's deadlier traps. Soul Gems The Acererak construct's four soulaems can each hold the soul of One of its victims . Vulnerable 5 radiant Saving Throws +5 Speed fly 10 (hover) Action Points 2 @ Shadow Ray (standard. the soulaems are empty. Illumination: None. If a target's soul remains intact within a gem. The Acererak construct knows the tomb and takes full advantage ofits features and effects.450 gp each. in the chamber of three chests. the soul is destroyed. They are 10 feet high along the walls. when a creature fails a saving throw against drain soul.000 Tiny natural animate (homunculus. Alignment Evil languages Wis 14(+8) Str 14(+8) De" 17 (+9) Cha 21 (+11) Con 18(+10) Int 12 (+7) FATE OF DRA1NED SOULS When a victim of the drain soul attack fails its second saving throw. it moves characters into the pillars to levitate them out of the fight. it attempts to slide characters into any unopened chests. If the skull is destroyed. Will. even if the power hasn't recharged. Consume Soul (minor. Characters can use this gem as part of the Raise Dead ritual. and its soul is trapped in one of the Acererak construct's soulaems until the construct is destroyed. Reflex. Characters can bring back a target whose soul is destroyed by the Raise Dead ritual. see also consume soul and the "Fate of Drained Souls" sidebar. For example. Treasure: In addition to the treasure noted above. . recharge ~ li. It takes 1 extra square of movement to hop up on the dais . Will.) ::r ::r Initiative +9 Senses Perception +13.~~. see the sidebar for the fate of souls trapped in them. enemies within the aura take a -1 penalty to attack rolls. the soul remains intact but is trapped in a gem. Dais: The stone dais is 3 feet __~~~. then the gem glows with a faint inner light and reveals an image of a tiny figure inside it. at·will) The Acererak construct makes two shadow ray attacks. HP 600. the destruction of the Acererak construct leaves the skull's gems. <~ Soul Shriveling Pulse (immediate reaction. darkvision Intruding Terror (Fear) aura 1.~~ high and provides cover. First Failed Savina Throw: The target is instead stunned and restrained (save ends both).

it was Dave who'd run most of the Gygax canon.! . Though we all DMed in a kind of chaotic rotation. However. . Over and over and over again. from Hommlet and Bar­ rier Peaks and the meat-grinder that was the giants-drow series. Victory and the destruction ofthe demilich came finally in the form of one of those tedious campaign stories you really don't want to hear. to succeed in the paragon tier and beyond. . We were paranoid as all hell. There are some changes. In the h eroic tier. -Scott Fitzgerald Gray i i I . Those who know the original will hopefully find at least a few surprises herein. We were confident. We were an isolated enclave of high-school gamers. the Tomb of Horrors marks your campaign's progression into the paragon tier. the characters might find themselves targeted by necromancers. We were savvy. If the Acere­ rak construct has fallen to the characters' bravery. mainlining AD&D in our small corner of the Canadian hinterland with no lifeline to the rest of the hobby. though. not blunted. One way or another. but its dark reputation had passed us by. Those who survive the tomb will be stronger because of it-driven by the memory of the companions lost and the challenges faced there. you-the player. AUTHOR'S NOTE As clever players will gather from a reading of the Legend of the Tomb. vampires. of course. AND IF YOUR GROUP IS A HACK AND SLAY GATHERING. THIS IS A THINKING PERSON'S MODULE. But the larger point is that for those of us who kept coming back to it. and intel­ ligent undead that seek to complete the sacrifice their master has been denied. this dungeon has more tricks and traps than it has monsters to fight. the leaders of the Bleak Academy maintain faith in their lord and his unknowable plans as long as the tomb still physically stands. and rewardina. This was an adventure in which it wasn't enough for your character to be the best at what he or she did. but in your campaign. they might have gained a sense of purpose even more valuable in the long term. the person behind the character sheet-had to be even better. . characters must learn that defeating evil such as Acererak's is the task of a lifetime. who knows what fresh plots you might be inspired to hatch on Acererak's behalf? The demilich's ultimate goals are revea led in the upcoming Tomb ofHorrors super· adventure. to be sure.BEYOND THE TOMB This ends the expedition to the Tomb ofHorrors. built on perseverance and blind luck and sheer "Do nothing. Whatever its outcome. I remember a smile I'd never seen before. swearing oaths of vengeance with all the rest as we bank­ rupted ourselves paying for group-rate resurrections-and then went back for more. We were ready. To survive the tomb. This adventure isn't a new work based on or inspired by the original. touch nothingl" terror. this adventure can play into the development of your campaign. word of this accomplishment qUickly spreads from Skull City into the wider world. that ad venture can bu ild on the outcome of this one. the tomb was a challenge like nothing we'd ever played before. Regardless of the party's success. assassins. The body count in that first session was beyond com­ prehension. However. We were the "thinking persons" that Gygax spoke of in the module's introduction-the slacker core of our high school's geek elite. But the heart of this updating of Gary Gygax's masterwork is the raw ingenuity and sense of ever­ impending doom that made the original Tomb what it was. However. A different generation of heroes can take up the final fight against Acererak. challena­ in8. even if the heroes ultimately failed at their quest to break Acererak's power. and who prepped the tomb for us that night in 1981. Success came slowly. not simply of a Single adventure. we were pretty sure we knew what we were in for. by the 4th Edition rules. but they will know the names of the heroes who came before them-the characters who braved the peril of this Tomb of Horrors and set the stage for that final showdown. We knew Gary Gygax's twisted imagination. This is Tomb of Horrors-sharpened. And we died. THEY WILL BE Ul\lHAPPYl Tomb of Horrors had been around for a while when we first played it. Beyond the Bleak Academy. for the sheer temerity of having survived it. vVe hope you and your players will havefound it excitina. Your players already know how good their characters are. conflicts and adventure hooks are frequently local and small-scale. Badly. On Dave's face as we started. Now they get to find out how little that matters. As a result. My character was one of the few survivors. We were methodical.

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