P N THE FAR REACHES OF THE
lost and lonely hil, lies the
rors, This labyrinthine er
ble traps, strange and fer
and magical trea:
rests the demilich
ad of the tomb is an ¢
many parts, some of which may be
seured. Characters
t oF ob
ial informa
rempting to glean sf
by consulting sages c
nrough legend lore spells
‘as much background
minimal and mystical
Is of the legend can be furnished to the
players from the followin,
LEGEND OF THE TOMB
‘Somewhere under a lost and lonely hill of grim and fore
pt. Its filled with
boding lie
Toms oF Horrors.
information thus gained
SLITTLE.BIT BETTER
Aggie players witltaffesJrcim the informations the
LARP of the Tomb,” this dungeon has more tricks and
traps than it has monsters to fight. This is a thinking
person's adventure, and if your group is a hack-and-s
sathering. b memes
neRisiigsoeNEO bu every player who
perience ofa lifetime
Lite a long time
I play again commences. Since the
se: OOPS:OH. NOUSPILLED'CORFEE *°2mo0ster be randomly encountered within the
‘PART: DANGIT:
be et ple to en:
nb, the party might be able to encamp close to the
ntrance without fear of being disturbed, but ifyou do 80
opt, do
ead aloud ap
xt, but never give any additional
PLACING THE ADVENTURE
Inthe original Tomb of Horrors, Gary Gygas
possible, far-flung locations forthe adven
hawk setting—proof in itself thatthe tomb is liable to turn
up just about anywhere. Those possibilities are as follows:
+ Inside the highest hill on the Pains of luz
+ On an island (unmapped) in the Nyr yw
+ Inthe Bright Desert
+ Atthe western border ofthe Duchy of Geoff
+ Somewhere in the Vast Swamp south of Sunndi
+ On an island beyond the realm ofthe Sea Barons
Other settings offer choices that
Dragonlance, The tomb on Kryrin might be inthe foot
hills near the Eastwall Mountains, in the Cursed
Newsea, or in the Shadowglades of Krynn, wher
ho served Takhisis was said to dwe!
tomb in Eberron in
for among the tors in
the Shadow Marches
ns Teeth. Eberron’s Boneyard could hide
Js speak to Acererak's en
's dragons.
Forgotten Realms. The tomb could bein the Serpent
Hills or the Trelta Hills on Faerdn. It could be in the
or oF amid the isles that make up the Korinn
inthe Moonshaes.It mig
e Anauroch desert, perhaps ti
cient Nether
omewhere
rerak to aninformation that player
of knowing, and avoid fac
that might either gi
The starting information given here simply
that the expedition has arrived at the site of the Tomb of
Horrors, After relating the salient features of the “Leg
end of the Tomb,” you may fil in whatever other back-
ground is needed to get the characters to the
ADVENTURE START
The characters have arrived at the site of the demilich’s
haunt. Before them is a low, flat topped hill, about
200 yai 300 yards long, and 60 feet high. Onl
ugly weeds, thorns, and briars grow upon the steep
sides and bald top of the mound. There are black rocks
tupon the top of the hill, and are viewed from LOCATIONS IN THE J
height of about 200 fee above the mound, it will be
pedyjike a human skull, with .
ing as eyeholes, a nose hole, and the wNcE TUNNy
° the pag of
The corridor fe, roughly
rece
he cof irned aw
able tf nel ceiling. AM
and, PC 10 Intelligence "
chg ht the ceiling is unstablé m
Ptficient to reveal a pair of oakeWs
he passageway
CAMP creat iron ring pulls, When either doot is
opr tis revealed to be a false door, and the trap is
ufered
Amour THE ORIGINAL
itsueksEVERYTHING WHITED OUT DOESN'T MATTER.
3. ENTRANCE TO THE TOMB OF HORRORS
Even a bit of light entering through a craw! space or
provided by a torch will reveal that an unusual tunnel
lies ahead. Ifthe characters clear the passage near the
‘center of the cliff face, read:thed overall of
Message from Acererak. Irthe path of red tiles on
the floor i illy observed and studied all the wa
from the entrance to where the path forks toward a
udlenly understanding that a message
ble runes in the mosaic fo
The message reads:
~
Rernanrwereoues TOUT weyrOns Op NoBBORS!
Wwercone! Hess ceRTaN vou,wnlitbie LEAL
OTHERS rRTINes TO;STEAL nid PRECIOUS WENSUE SO]
hanes WeiUE,1O LEAD NOU rONGUIEX DeRTANANT.Or
FINA WALLWAT,OF COLORS DETECT NONEWR DOO 'syT OUR
Waysrnouel
IT rASHADES OF RED. STAND. FOR BLOODS THENGIVErALSe]
fanswens Tofm ys TuBALi
ICeTSTIME RERCH ZEROMTO FIND STOUR ENDS
CATE BEGINNING
TYOUNE LEFT] MT TOME,TOONEV!
Sours wit Dieta
orange, and th
Coveren Pits
ps throughout the tomb, except where otherwise
pits. Each one
deep and concealed by a counterweighted trapdoor
at looks like the floor and opens as soon as any person
2 character who succeeds on a DC 15 Wisdom (Percep-
ion) check discerns the edges of a pits lid. In addition
someonte who prods pit id can force the lid to open with
a successful DC 10 Stength check. The lid can be wedged
shut with a piton or a similar object. A character must suc
seed on a DC 15 Strength check to place the shim prop:
ely. Ona filed check, the shim falls if someone treads
spiked at the bottom, so someone who falls
Iaag daireige has 14 (2010) plorcing lenses
_ ee TERT NT Se
Poison Neédlle Timp: the chés is examined clos
the vieweRigiimote thatitis hinged on the bottyyn sg
2s gonlow 0 id to swing down iF caich oy
es a
lo-—the needle sticks 3 inches out of
neediggan be avoided easily by pica aa
a dps. Disabling ;
schanisin. fi
HE ARCH OF MIST
One sec ne path shown on the floor leads directly
into ast thway, Ifany character stands within 2
feet of the entranceway upon the path, read:
he stone archway before you is filled witha veil of thick
fapors. The stones on either side of the base and the key
stone protrude slightly from the stones around them, As
fou move to within touching distance, the lefthand base
stone begins to
low yellow, the right-hand base 3Nothing will cause the vapors to clear, nor will any sort
of magic allow sight into the area, until the glowing
stones are pressed in the proper sequence: yellow, blue,
‘orange. If this is done, the vapors disappear, and the
path appears to go eastward.
Ifthe archway is entered when it is clouded, those
characters doing so will be instantly teleported to ‘ABSA'S AND TAKS 1
If itis passed through after pressing the glowing sB-UDGEONING DAMAGE
in proper sequence, those who step through wll
— be teleported to area JAREAVIO
eT
10. Great Hat oF Spreres
This area is similar to area 3, for the floor is of inlaid
tiles and the walls and ceiling are painted with figures
of animals, strange signs and glyphs (which mean abso-Jutely nothing), and humans and humandike creatures
posing with spheres of different colors. These globes are
nd
are described below. From north to south, with
two-dimensional, of course, and their significance
the west wall being the left-hand column, and the e
righthand, the sphe
as follows:
s are colored and positi
West wall East Wall
Gold, held high overhead’ Pale blue, held at shoulder
Orange, held waisthigh Silver, at feet
(False door) (Gecret one-way door)
Purple, at feet Green, held high overhead
(False door) Yellow, held at shoulder
Bronze, held waist high Pink held high overhead
Gray, held at shoulder Black, at feet?
(None) Pale violet, held at shoulder
Bright blue, at feet (None)
White, held high overhead Red, held waist high
Turquoise, held at shoulder Buff, at feet
Scarlet, held waist high (None
Pale green, at feet Indigo, held high overhead
‘An illusion covering a crawhway to area 1
This door can be opened by a knock spell or destroyed with
{An illusion covering a erawlway to ares 14
lusion covering a crawiway to area 13
The false doors and secret doors can be found with
successful DC 20 Wisdom (Perception) checks. If
anyone makes physical contact with an illusion in this
area, its nature becomes apparent, Also, a character
who examines an illusory image without touching it
can make a DC 20 Intelligence (Investigation) check.
Ona successful check, the illusion becomes faint to the
character, who can then easily see the crawiway beyond
he illusion
Magic Archway. On the south wall is a stone arch.
also filled with
cloudy vapors that block vision or detection of what lies
yn, easement
—
nipulated, the archway
Nom
‘emains clouded and veiled with a haze which n
can enable the onlookers to see through. All Magma
matter which goes through the arch will be telepdi obviously some form of temple area,
s of normal life painted on the walls, but
flesh, skeletal hands, worms
12. Traprep Fatse Doors th. Yet there are also depicted
ligious symbols of good alignment. There is
In four locations in the tomb, there are false door
iphukenved #eobartrap: When fiasco aon a mosaic path leading between four rows of wooden
opened, a spear will shoot out, and the door opener or he worship area, In front of the pews, a
someone standing nearby is subject to be str divides the room. South of tis an altar in
mine at random, if need be, which character is ST ick ole oud ce
ta jet, has a +11 bon
«d and reopened, another spear will fire, The mech f the characte frrthes labo ke rear
3. CHAMBER SamMieneRRNRReRoN The chairs nicely carved and padded but seem:
When the party enters the illusory crawlway hidden b remarkable. On either side ofthe dais ae large,
Bi Ted snigre, [ney ill come to ayeaapanah camer standing large brass candelabras each holding five
RROOMWITHACSKELETADGOBLIN'INGT white candles. In each corner on the southern walls a
NAMED) BIC=BONI,HE,WAS,A,SERVANTigey large white pottery urn stoppered witha brass and wood
4OF,ACERERAMIN,LIFE ,,HE.S,NOW,BOUND plug. Sprawled on the loor near the west wall is human
TO.THIS ROOM\TO.SBEAK RIDDLES TO: skeleton in black chain mail that is badly usted and dam
ie BUTIME'S Realy aged. The skeleton’s outstretched arm points toa stone
TIREDLOFIHIS JOB Seem | archway set in the wall. The opening is filled wit
a. A casting of detect evil :
HE‘IS{HOWEVERTEXCITEDJATATHE IDEA(OF)
MEETING NEW REOPLEWAND Yu
CONSTANTLYSPEAKS,RIDDLESIAT THEM. ee ee areas ae
PRO CANTOOK UP) SOMETSIMBLE’, siitdhnnaminiethinda
RIDDEESprO,rEWISTOSYOUR BIATERS..
Te THEYANSWER}THREEICORRECTIY, HE
GIVES! SiTH setae RINGIOE, BROTECTION: IF front bes
THEGANS ane WERT SINCOBRECTIY, A
Pe runtens EJSNAKESIEVECT;EROMIUIS
PIBCREETAN ANDIATTACKATHEIBPAYERS cc)
Rae ue FOODIIN LIFE
WAS,SNAKESJANI ane) [He] TuE[FEARS THEY DIDN'T
WHEN) eng Rs — THEM
4. CHAPEL OF EVIL
EEOC TION: TE ude rods that
After passing through the illusory black sphere t
eee eens > Soreawnareinesy—
‘i SARS PIECE!IN!EACH'PE Waa
Altar: WHENONE!OFLTHE(GOLD Maman
aaemmni DEICESIF ROMETHE! PE W!|S Seemneenmiame
RICKED.UPy,THEFALTARYCLOW sam
raLEALTAR CLO ae
IEIS 1S CLOSE TO THE
‘ON THE WALL.Archway, Just asin other locations around the tomb,
the mists that obscure the archway can't be penetrated
with any sort of vision or magic. (Ifa character moves
close to the archway and asks about it, explain that none
of the stones of the arch glow.) The skeleton, of course,
misleads the party. for any character passing through
the portal will enter a 10-foot-by-10-foot room where
STHEYAWILINBELTELEPORTEDMTOJAREAYS:
fwirutat BANDOMIEFECTIFROMMTUESE
VERTTHERE,
Wall Slot. A character who inspects the eastern wall
directly opposite the archway and succeeds on a DC 10
Wisdom (Perception) check finds a small slot with the
letter O faintly traced above it. This is the location of a
moving stone block described below. The block can't be
magically detected, nor will it open by physical or magi
cal means other than the method given in area 15,
15. Stone Gare
As shown on the map, the stone that forms part of the
eastern wal ofthe chapel is 2feet wide, 4 feet high, and
10 feet thick in a wedge shape. Its impregnated with
strong antimagic that prevents its detection oF removal
orits change to another form or substance. The wall
slot (Gee above) is of sufficient size to accept a coin or a
dise-shaped gem. Iti also just right for the insertion of
a magic ring of any sort. Only such an item will rigger
the mechanism, which causes the block to sink slowly
into the floor so as to allow entry into the passage be:
yond. The object deposited into the slot is forever lost, as
the sinking stone crushes all to pieces. The gate opens
easily from the other (east side, and no special item is
required to trigger its opening from that side
Flesh Wanpinc
4100 fat
(1-05 The cor ofthe tre’ hac ee, and shin be
ees ber, yolow or patted
AAS. Thetarges hands pow dws, whichcan be aed
20-25 Thetarge oer become beacons. og at
ane with righ when they ae open
26-20 Apet owings eter esthered rather, sprout
from the targets back, pomting ta Sying spend of
2-35 Thetarger snr tare from ts ead and seury
scythe target defeed
16-40 Twoof the args eth wn nots
‘4-45 Thetarger' ein comer ceby pansies)
emus AC but reducing ts Chara 2 a
siren of)
ing the ager moving ures craw
51-55 Thetage's wm bce tentacles wits gers on
‘he ends increasing be rechty fet,
ing speed by 10 fet
66-90 The ares oes tn ak and gan avon
ut toarangeo 120 fet.
7-75 The target owl, igs weigh
he target's head doubles in se,
The tage’ cers come wines pinging
1-85 The target's body becomes una
have advantage on ing tows again bang
harmed fghtened or sued
16. LocKep OaKEN Door
The thick wooden door a
sad of you is heavily bound
with iron bands, and there are several locks keep:
ing it shut.
Aura. The door is found to radiate an aura of abjura:
tion magic if a detect magic spell is cast upon it.
Sounds from Beyond. A character who listens with
n ear to the door will hear far-off music and happy sing
ing, obviously coming from the other side of the door.
No amount of forcing or spells will open the door. The
only way to continue northward is 10 use a disintegrate
spell on the door or physically destroy it (it has 100
hit points).
AUR aaoh esate17. CLOCKAROOM wim
THIS ROOM Is EMPTY EXCEPT FOR A
BUTTON AND A CLOCK ON THE NORTH
WALL. IF THE BUTTON IS PRESSED, THE
CLOCK COUNTS DOWN FROM 10, YOU
SHOULD ALSO COUNT DOWN FROM 10.
THE ROOM GOES DARK AT 8
THE ROOM FLASHES RED ATG
THE ROOM SHAKES AT 4
THE ROOM HEATS UP AT 3
THE ROOM EMITS THE SOUND OF A BELL.
AT2
THE ROOM FLASHES ALL KINDS OF
COLORS ON1
IF THE CLOCK HITS O, A DOOR OPENS
ON THE NORTH WALL.
If THE BUTTON IS EVER PRESSED AGAIN,
‘THE CLOCK RESETS.19. THE BYE BYE ROOM
IN THIS ROOM, A FALSE ZOMBIE VERSION
OF ACERERAK SITS ON A GOLDEN COUCH
CHE IS AN ILLUSION SO NOTHING KILLS OR
AFFECTS HIM). HE SAYS.
“CONGRATULATIONS, YOU MADE IT PAST
ALL THE TRIALS. YOU'VE FREED MY SOUL
AND NOW I CAN REST IN PEACE. GO
NOW..."
EACH 5 FOOT SPACE IS A TRAP DOOR
THAT DESCENDS 10 FEET INTO VAPORS:
THAT TELEPORT ANYONE WHO GOES
THROUGH IT TO AREA 3.
ANY CHARACTER WHO SUCCEEDS A DC 15
DEXTERITY SAVE CAN MOVE TO THE NEXT
SPACE IN WHICH THEY WILL NEED TO MAKE
ANOTHER DEX SAVE.
IF THEY MAKE IT TO THE COUCH,
ACERERAK SAYS “YOU ALMOST HAD ME
THERE... BUT YOU'RE FAR FROM OVER
THE ROOM THEN FILLS WITH SPIDERS, 4
‘SWARMS OF THEM TO BE EXACT.
20. Huce Pir FILLED WITH SPIKES
Ifthe characters proceed through the laboratory, they
‘come upon a descending staircase that ends at a cor:
ridor heading east. Assuming they can see what lies
ahead of them, read:
‘Aten-foot-deep, empty pit completely fils the passage
way and extends so far as to make jumping actossit im:
possible for most creatures.
Spike Trap. The characters might deduce that the pit
can be crossed by climbing down and walking across
the bottom, then climbing up the other side. Simple!
Wrong—any footstep upon feet (east portion)
of the pit presses a pressure plate, causing a volley of
spikes to discharge upward. Ifthe plate is triggered,
each person in the pit or leaning ever its edge is likely
tobe struck by the spikes, which have a +11 bonus to
hit and deal 11 (2410) piercing damage. New spikes will
‘come up out of the floor every time if the plate is pressed
more than once.
A character who succeeds on a DC 20 Wisdom (Per-
ception) check discovers the pressure plate. It can then
be wedged shut by a character who is a
plate and succeeds on a DC 20 Dexterity check while
using thieves’ tools. On a failed check, is apparent that
the block didn't work—unless the check fails by 5 or
more, in which case the job seems solid but fails when
someone walks on the plate.21, THE SHIFTING CORRIDOR THE SECOND KEY, WHEN PUT TOGETHER
WILL OPEN THE DOOR AND REVEAL THE
AT THE END OF THE HALLWAY IS 3 DOORS. THRONE ROOM.
THE EAST DOOR HAVING TWO KEY HOLES,
IN IT, IF ANYTHING EXCEPT THE FIRST AND
SECOND KEY ARE PUT INTO THIS DOOR
THE PLAYER TAKES 1DG ELECTRICITY
DAMAGE.
THE NORTH DOOR LEADS TO A ROOM
WITH A GELATINOUS CUBE IN IT, THE CUBE
HAS ONE HALF OF THE FIRST KEY IN IT.
THE SOUTH DOOR LEADS TO A ROOM
WITH A ZOMBIE WHO HAS THE OTHER
HALF. THE ZOMBIE HAS SOME SENTIENCE
HOWEVER, AND IS A FRIENDLY GUY NAMED
GARY. HE'S UNSURE WHY HE'S BEEN
TRAPPED IN THIS ROOM WITH ONE HALF
OF A KEY IN IT, HE WILLINGLY GIVES IT TO
THE PARTY AND ASKS IF HE CAN JOIN
THEM. HE KNOWS BIK-BONK AND THE TWO
SHARE A SECRET HANDSHAKE AND ARE
CONFUSED ON THE CREATION OF THIS
DUNGEON, QUESTIONING IT'S PURPOSE
AND GIVING BETTER IDEAS ON HOW THE
DEMILICH COULD HAVE HIS HIS TREASURE.
ONCE THE TWO KEYS ARE PUT TOGETHER,
A SWIRLING DARK ENERGY FORMS
AROUND THEM AND ACERERAKS SOUL IS
REFORMED!
If THE KEY IS PUT INTO THE DOOR, THE
WALLS GRUMBLE AND THE NORTH AND
SOUTH DOORS NOW LEAD TO DIFFERENT
ROOMS.
NORTH ROOM NOW HAS A GRAY OOZE
WITH ONE HALF OF THE SECOND KEY IN IT.
SOUTH ROOM NOW HAS A HUMAN
CORPSE WITH THE OTHER HALF OF THE
SECOND KEY. THIS DEAD HUMAN TRICKED
ACERERAK INTO BEING AN UNDEAD
WIZARD WHO WOULD SERVE HIM, HE WAS.
ACTUALLY A GUY NAMED BILL WHO
WASN'T UNDEAD OR A WIZARD AND JUST
WANTED TO TRY AND BACKSTAB
ACERERAK WHEN HE ROSE TO POWER.
ACERERAK BECAME A DEMILICH AND HE
ASSIGNED BILL TO KILL ADVENTURERS
WHO TRIED TO TAKE THE KEY FROM HIM.
HE DIED 200 YEARS AGO FROM
DEHYDRATION.25, PILLARED THRONE ROOM
You look upon an enormous chamber colored in pas:
tels. A forest of massive, many-hued columns support
the ceiling.
Aura, Each of the 3foot-diameter pillars radiates an
ara of transmutation magic when such is detected for.
Upwardly Mobile. Any character who touches a pillar
with oF without intent will uncontrollably float upward
(as ifaffected by a levitate spell), then bounce gently
around on the ceiling, 30 feet above, just as a helium
balloon. To stop this effect, a dispel magic or remove
‘curse spell must be placed upon each such individual
es nega crappie ce aman
ep HERE ARE ALS OSE ICES ON THE eae
CEILING. IF ANYONE HITS THE CIELING
Strexgravetzpaipienc ncOAMACE Sa
_ fn REITER
_reteememmanermmcreeemomnet eeIN THE CENTER OF THE ROOM IS AN
UNKILLABLE SKELETON WEARING THE
CROWN AND HOLDING THE SCEPTER (SEE
BELOW) THE SKELETON WILL TRY ITS
HARDEST TO PUSH THE CHARACTERS
ONTO THE PILLARS TO FLOAT TO THE
SPIKES.
If THE SKELETON HITS THE SKELETONS,
HE NO LONGER IS UNDEAD AND THE
BONES SCATTER ALL OVER THE FLOOR.
Crown and Scepter. The crown nega
levitation ¢
the pillars
d enables the
wearer to see within the hall as if in normal
but outside this place th
arer is blind. As
Creature puts on the crown, the wearer ki
rown removed only by touch
but doesn't find out the exact proc
Ifthe golden knob is touched to the crown, the wearer
an remove (he head aT.
eveere rramsttrmnmnernntteerrrecre ORE
TaN tis:
_ ERENT
Throne Passage. A character whe
k
a small replica of the crown inlaid in
€n the lower front panel of the seat. Ifthe silve
cr is applied to this inlay, the thi
Dotwide pe28. THE Wonpkous Fover
The narrow passage behind the throne leads to a
10-foot-wide landing and a series of steps which become
wider to the south as they ascend, When a character
reaches the landing and is able to see the steps, read:
| The walls of the area ahead are ur
ished and gleam:
| ing copper panels set between rare woods inlaid with
Ivory. The ceiling Is silver, formed so as to reflect and
amplify light brought into the place. The chamber widens
tothe south, where a set of gently sloping steps leads
Upward, The six steps, from nearest to farthest, are made
of onyx, pink marble, lapis, black marble, yellow serpen
tine, and malachite
29. THE VALVES OF MITHRAL
The doors at the top of the stairs are 1 feet wide and 28
feet tall. They are made of solid mithral, 3 fect thick, and
impregnated with great magies in order to make them
absolutely spell- and magic-proof
Keyhole, Where these valves meet, at about waist
height, is a cup-like depression, a hemispherical concav
ity with a central hole. The b
ond Key, but if tis inserted, the characte
1d10) lightning Anyone
+ the First Key (from area 19) will take double th
True Key. The real key to the
scepter from area 25. Ifthe gold ki
the depression, the mithral will swing silently
‘open, Ifthe silver end of the seept iched to the
hemispherica ;rument will be
teleported in of the devil's mouth
at area 6, nude, while all non-living materials with the
individual go to area 33, and the crown and the scepter
reappear on the throne
Blood Trap. Ifthe doc kod by force it will not
budge, but ifit is scratched oF Ait will turn red in
30. TREASURE ROOM
THIS ROOM IS BARREN AND EMPTY, SAVE
FOR A MISTY ARCHWAY AT THE SOUTHERN:
WALL OF THE ROOM.
THERE IS A SINGLE SIGN THAT READS:
“APOLOGIES TO ANYONE WHO READS:
THIS, WE GOT THE TREASURE FIRST”
IF THE PLAYERS WALK TOWARDS THE
ARCH WAY, THE LEFT-HAND BASE STONE
BEGINS TO GLOW BLUE, THE RIGHT-HAND
BASE STONE GREEN, AND THE KEYSTONE
SEVEN FEET ABOVE YELLOW. IF THEY STEP
THROUGH THEY ARE TELEPORTED BACK TO
THE FIRST ARCHWAY, IN AREA 3.
IF THE STONES ARE PRESSED IN THE
PROPER SEQUENCE: RED, GREEN BLUE.
THEY TELEPORT BACK INTO THE FALSE
TREASURE ROOM BUT INSTEAD, ALL THE
TREASURE IS LAID OUT ON THE FLOOR,
GLIMMERING.
IF ANY OF THE TREASURE IS TOUCHED,
ACERERAK BEGINS TO RISE IN HIS
DEMILICH FORM IN 3 ROUNDS. THE
PLAYERS CAN EITHER GRAB ANY TREASURE
THEY CAN WHILE HE FORMS AND RUN, OR
KILL HIM.
HE CANNOT LEAVE HIS TOMB AND IS.
BOUND TO THAT ROOM.