ToHEnc01-02 | Door | Nature

Tomb of Horrors, 4E – An Interpretation by R.M. Walker of Initiative or What?

Collapsing Ceiling Sliding Wall Trap

FALSE ENTRANCE TUNNELS

Encounter Level 12 (3,500 XP)

SETUP

This encounter assumes the heroes have uncovered one or more entrances to the tomb. The encounter takes place at key areas 1 and 2 on the original Tomb of Horrors map. Although the areas specified by this encounter take place in separate locations, they are considered one encounter for the purposes of XP, Rests, and Milestones.

When Acererak built his tomb, he made sure to include several false entrances in order to discourage looters. Well hidden within the same hillside as the actual entrance to the tomb, both of the false entrances are equipped with deadly traps.

AREA 1

When the heroes have discovered the west entrance to the tomb (key area 1), read the following:

Clearing away the last of the debris, you discover a 20 foot wide passage of rough stone. Heavy cobwebs hang from a ceiling that reaches well above your heads. Only 30 feet away, sunlight dimly illuminates a set of double doors standing at the end of the corridor.

The ceiling of the corridor is 20 feet high and rigged so as to be unstable. Opening the doors at the end of the corridor or tampering with the ceiling overhead will trigger the trap.

Level 12 Elite Lurker Trap XP 1400 An unstable ceiling and rigged false doors cause the ceiling to collapse trapping those underneath. Trap: The poorly constructed ceiling is rigged to collapse when disturbed or when the false doors at the end of the corridor are opened. The southern 20 squares (25’) are buried when the trap is activated. Perception DC25 to notice that the webs obscure a ceiling 20 feet overhead. Dungeoneering ‡ DC 25 to notice that the ceiling overhead is constructed very poorly. This check can only occur if the webs obscuring the ceiling have been burned away. ‡ DC 40 to notice the ceiling is rigged to the doors at the end of the corridor. Trigger The trap is activated when either the doors at the end of the corridor are opened, or the ceiling is prodded with a stout object (like a pole or weapon). Attack Immediate Reaction Area: 25 adjacent squares Target: Any creature within the effected area. Attack: +17 vs. Reflex Hit: 4d10+5 damage and knocked prone. Target is immobilized (save ends) Countermeasures ‡ None. Short of devising a method of containing the ceiling, the trap activates immediately upon triggering. ‡ A DC 40 Thievery or DC 35 Dungeoneering check can prevent the doors from triggering the trap, but only if the connection between the doors and the ceiling is discovered.

1 Collapsing Ceiling Trap

AREA 2
When the heroes have discovered the east entrance to the tomb (key area 2), read the following: As the last of the debris is cleared away, you find a passage of rough stone some 20 feet wide. The passage stretches at least 60 feet into the side of the hill. In the dim light at the end of the corridor, you can see two separate doors.

Perception Check DC 25 (active or passive) to notice that the ceiling extends beyond just 10 feet overhead.

If the heroes open the double doors at the end of the corridor or poke at the ceiling, read the following:

A roaring rumble sounds above you as the very ceiling comes crashing down around you. Heavy slabs or rock and debris knock you to the ground and thick dust chokes you as you struggle to escape the collapse.

Level 12 Elite Obstacle Trap XP 1400 A large section of wall slides across the corridor blocking any route of escape and sealing the heroes’ doom. Trap: A pressure plate that spans the corridor triggers a large section of wall that slides across the corridor, completely sealing it off. Perception DC30 to notice faint scratch marks on the floor or ceiling 30 feet down the corridor that span the corridor’s width. DC10 to notice that the floor near the doors at the end of the corridor shifts slightly when stepped on. Trigger A pressure plate consisting of 4 squares spans the corridor 5 feet north of the false doors at the end of the corridor. When the plate is stepped on, the sliding section of wall begins to move. The wall moves 5 feet (1 squares) on each hero’s turn and does not stop until the corridor is sealed. Initiative: +4 Attack Immediate Reaction Area: 8 adjacent squares Target: Any creature in the two squares between the corridor wall, and the oncoming moving wall. Attack: +17 vs. Fortitude Hit: Target is pushed 1 square. If the target is against an immovable wall, 3d8+5 damage and ongoing 15 damage per turn. Effect: The sliding wall completely seals this section of the corridor. The remaining air will last 24 hours for one medium-sized creature before Suffocation Endurance checks need to be made. This time can be reduced based on how many creatures are in the room. Each torch-sized source of fire counts as 3 people. Countermeasures ‡ Run. If a hero can make it past the sliding wall, he can easily avoid the trap. ‡ A DC 10 Dungeoneering check allows the hero to realize that an object, placed at the edge of the corridor wall, will halt the wall’s progression. Anything short of a stout iron rod will break, but it will slow the walls progression by 1 square per turn. ‡ A DC 20 Dungeoneering check allows the hero to realize that a stout (3 foot or shorter) iron rod placed at the base of the corridor wall and the moving wall, will halt the progression of the wall. ‡ Any ritual of 12th level or higher that removes a physical section of the wall will be successful at providing passage through the obstruction. Rituals with the teleportation key word are ineffective within the Tomb of Horrors. Rituals that make use of alternate planes such as the Feywild or Shadowfell summon a Mezzodemon, instead.

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Tomb of Horrors, 4E – An Interpretation by R.M. Walker of Initiative or What?
AREA 2
This area is a non-combat encounter. The trap within this area is old and indiscriminant. Once triggered, this trap resets one month later. The powerful magic of the tomb removes all traces of the trap’s victims.

FALSE ENTRANCE TUNNELS , Cont.

FEATURES OF THE AREA
AREA 1
Illumination: The light varies with time of day. If the tomb is opened in daylight, this corridor is dimly illuminated. Webs: The webs here are thick and obscure the ceiling. However, the webs are highly flammable and are easily burned away with a torch or similar flame. Doors: This set of stout double doors has large iron pull rings in the center of them. Opening the doors triggers the Collapsing Ceiling Trap. The doors are false, there is only wall behind them. Ceiling: The ceiling is 20 feet high in this area and constructed to be unstable. Prodding roughly at the ceiling will trigger the Collapsing Ceiling Trap.

AREA 2

The ceiling of this corridor is only 10 feet high. A pressure plate that extends the full width of the corridor is set across 4 continuous squares 55 feet into the corridor. When the pressure plate is stepped on, it triggers a sliding wall trap.

1 Sliding Wall Trap

Perception Check DC 25 (active or passive) to notice a slight shift underfoot indicating loose flooring (the trigger plate for the trap).

Illumination: The light varies with time of day. If the tomb is opened in daylight, this corridor is dimly illuminated. Doors: These heavy oak doors are set apart by about 10 feet. A horned skull is set into the mantle above each door. The doors are false and do not even open. Pressure Plate: The 4 adjacent squares near the doors (indicated by the black dotted rectangle on the encounter map) shift slightly when stepped on, triggering the Sliding Wall Trap.

DC 35 (active) to notice an incongruous and extremely faint dust line at the 30 foot and 40 foot lengths along the corridor.

This derivative work is based on the original Tomb of Horrors module written by Gary Gygax and property by Wizards of the Coast® For personal use only. Please do not resell or redistribute.

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Original work presented in this document by the author is covered under a Creative Commons License. This work is licensed under a Creative Commons AttributionNoncommercial-Share Alike 3.0 United States License.

AREA 1

This area is a non-combat encounter. The trap within this area is old and indiscriminant. Once triggered, this trap does not reset.

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