You are on page 1of 16
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 an information 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 itsueks EVERYTHING 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 3 Nothing 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 telepd i 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 esate 17. 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 ee IN 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 pe 28. 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.

You might also like