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Tomb of Horrors PDF
Tomb of Horrors PDF
Tomb of Horrors PDF
This Wizards of the Coast game product contains no Open Game Content.
ADVENTURE
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License
and the d20 System License,
BACKGROUND
please visit www.wizards.com/d20. The legend of the tomb is an old story with many parts,
For more DUNGEONS & DRAGONS articles, adventures, and information,
some of which may be lost or obscured. Characters
visit www.wizards.com/dnd attempting to glean special information by consulting
sages or through legend lore spells may still have
difficulty obtaining as much background as they desire,
1
for the scraps of information are often minimal and Acererak was a being of surpassing power, holding
mystical. secrets over Death itself. As time wore on, a community
These bits of information are available as clues, and of the like-minded grew up around the mound of the
characters can make of them what they wish: Ancient tomb. This was neither a city of pure-hearted seekers of
Burial Places; Ancient Tombs; Sorcerous Kings; Chal- knowledge nor a collection of mere tomb robbers.
lenges, Surpassing (Certain Death); Soul Eaters; Trea- Instead, those who gathered in this new city of grim
sure, Great . . . aspect sought to understand the forbidden arts of
The other parts of the legend can be furnished by the unlife. They were, in fact, almost all practitioners of the
Dungeon Master from the description that follows. foul dark arts: necromancy. Thus was Skull City born.
The inhabitants of Skull City were obsessed with the
THE LEGEND OF THE TOMB OF power that the dark arts can bring them. Following this
HORRORS philosophy, their re ve rence for Ac e rerak and his
Somewhere under a lost and lonely hill of grim and a c h i e ve m e nts developed into a nearly the o l o g i c a l
foreboding aspect lies a labyrinthine crypt filled with worship of the powerful lich in his aspect as The
terrible traps and not a few strong and fero c i o u s Devourer. They have built a massive academy into the
monsters to slay the unwary. Rich tre a s u res both no-longer lonely hill over Acereraks tomb and engage
precious and magical fill the crypt, but in addition to in weekly ceremonies to garner the attention and favor
the aforementioned guardians, some say a demilich still of the demilich below. However, for all their evil rituals
wards his final haunt. (Be warned that tales told have it and dark knowledge, and in spite of their professions of
that this being possesses powers that make him nearly communion with the spirit of the demilich, not a single
undefeatable!) Accounts relate that adventurers have an resident of Skull City possesses a glimmer of the truth.
extremely low probability of ever finding the chamber Acereraks true guise, the location of his final strong-
where the demilich Acererak lingers, for the passages hold, and his ultimate sinister goal remain utterly
and rooms of the tomb are fraught with terrible traps, unknowna black mystery to all.
poison gases, and magical protections. Furthermore, the As in Return to the Tomb of Horrors, the original tomb
demilich has hidden his lair so well, that even those remains sacrosanctthose who built up Skull City and
who avoid the pitfalls likely will not locate their true the Academy around it revere the tomb. Thus, the infor-
goal. So only large and well-prepared parties of the mation in this update can be used as is, whether or not
bravest and strongest should even consider the attempt, the DM has access to Return to the Tomb of Horrors or
and if they do locate the tomb, they must be prepared to prefers not to use it (especially since that product is not
fail. Any expedition must be composed of characters of updated to 3rd edition rules, but yet lingers in 2nd
high level and varied class. They must have magical edition status).
protections and weapons, and they should equip them-
selves with every sort of device possible to ensure their NOTES FOR THE DUNGEON MASTER
survival. As clever players will gather from a reading of the
Legend of the Tomb, this dungeon has more tricks and
POSSIBLE LOCALE OF THE TOMB traps than it has monsters to fight. THIS IS A THINK-
1) In the Bright Desert ING PERSONS MODULE, AND IF YOUR GROUP IS
2) Somewhere in the Vast Swamp south of Sundi A HACK-AND-SLAY GATHERING, THEY WILL BE
3) In the Vast Swamp of Cormyr UNHAPPY!
4) On a small islet, one of many of the Nethlanther Isles In the latter case, it is better to skip the whole thing
5) In the Crawling Swamp in the Shadow Marches than come out and tell them that the re are few
6) Submerged in the Basura Swamp of QBarra monsters. On the other hand, brainwork is good for
players, and they will benefit from playing this module,
WHAT ABOUT RETURN TO THE TOMB for individual levels of skill will be improved by reason-
OF HORRORS? ing and experience. If you regularly pose problems
It is an utterly viable option to use this update with the better solved by brains and not brawn, your players will
information provided in the Return to the Tomb of find this module immediately to their liking.
Horrors. In that adventure, the passage of time saw the Negotiation of the tomb will require quite a long
lonely hill become the foci interest for the necromanti- time, so be prepared to spend several sessions with this
cally inclined. Those drawn to the area had less interest module. When the game ends for the day, assume the
in exploring the depths of the tomb. Instead, the legend expedition is spending the intervening time until play
of Acererak himself drew them, and by all accounts again commences resting and re c overing fro m
2
3
adventuring up to that point. Allowing actual/game if they attempt an ethereal jaunt while within the hill or
days on a 1/1 basis gives player characters a chance to tomb. One or more demons arrive and attack, according
recover some lost hit points, too. Since no monsters are to the following table (roll randomly) every 1d4 rounds
randomly encount e red within the tomb, the part y that the characters maintain a presence on the Ethereal
might be allowed to encamp close to the entrance with- Plane while within the tomb.
out fear of random encounters, but if you do so opt, do The demons also serve as tomb caretakersbecause
not inform the players of this. of the allegiance they owe the balor named Tarnhem in
Please read and review all of the material herein, the Fortress of Conclusion (see Return to the Tomb of
thoroughly familiarizing yourself with it, before begin- Horrors ), these demons reset traps, repair damage, and
ning the module. As players enter keyed areas, note otherwise return the tomb to a pristine condition in the
from the text whether or not the area has one or more event of its invasion by tomb robbers.
illustrations for visually highlighting play. Read aloud
d100 Demon/1d4 Rounds CR Monster Manual Page #
a p p ropriate sections, but never give any additional 0120 2 babaus 8 40
information that player characters would have no way 2140 2 vrocks 11 48
of knowing, and avoid facial expressions or voice tones 4160 1 hezrou 11 44
that might provide helpful hints or mislead players. The 6180 1 retriever 11 46
8190 1 glabrezu 13 43
real enjoyment of this module is managing to cope, and 91100 1 nalfeshnee 14 45
those players who do so even semi-successfully will
appreciate your refereeing and allowing them to live or INTERIOR FEATURES
die on their own. The stonework throughout the dungeon is mostly gran-
The starting information for the module depends on ite unless the description states differently. The floors,
whether you are using the tomb as an insertion into walls, and ceilings are smooth. Unless otherwise noted,
your own campaign, as a section in a published fantasy the corridor width remains a constant 5 or 10 feet, as
setting (such as GREYHAWK, FORGOTTEN REALMS, or the shown on the map. Height varies where indicated, but
EBERRON settings), or simply as a one-shot exercise for the ceilings are usually 10 feet high in 5-foot-wide halls
your players. Because of the variableness, the informa- and 12 feet high in 10-foot-wide halls. The interior
tion for starting is stated so as to assume the expedition doors are constructed of metal-bound oak unless the
has arrived at the site of the Tomb of Horrors. As description says otherwise.
Dungeon Master, you may fill in whatever background Typical Oak and Iron Door: 2 in. thick; hardness 5;
is needed. If the tomb represents a single arc of a hp 20; break DC 28; Open Lock (when appropriate) DC 30.
campaign, players obtain the Legend information above Typical Masonry Wall: 1 ft. thick; hardness 8; hp
through research, as normal (such as Gather Informa- 90; break DC 35; Climb DC 15.
t i o n, Knowledge [history], and Knowledge [local] Additionally, magical auras are noted where appro-
checks made on their behalf, consulting bards and priate; DMs should find this helpful should the charac-
sages, casting legend lore spells, or whatever) prior to ters use spells to detect such things.
arriving at the actual locale of the tomb. (When this A map and all of the graphic illustrations listed
module was used at Origins I, Dungeon Masters were throughout the adventure can be found online at the
instructed that the hill had been found in the Vast Wizards of the Coast website:
Swamp, and the party had arrived there in barges.) http://www.wizards.com/default.asp?x=dnd/ag/20051031a
This map has been re p roduced he re for yo u r
KEYED LOCATIONS c o n venience.
The following entries are keyed to the Tomb of Horrors 0. In Front of the Hill
map. Areas and items of note are also keyed to a series of The party has arrived at the site of the demilichs last
illustrations that you, the Dungeon Ma s t e r, should haunt.
show to the players as they adventure. Each illustration
is numbered to correspond to rooms and locations on A low, flat-topped hill, about 200 yards wide and
the map. The text below instructs you when to reveal a 300 yards long, protrudes from the earth. Ugly
particular illustration. weeds, thorns, and briars grow upon the steep
Demonic Host sides and bald top of the 60-foot-high mound.
PCs are discouraged from bypassing the material walls Black rocks crown the hilltop
of the world via the Ethereal Plane by a host of demonic
guardians. PCs become aware of the demonic host only
4
1. False Entrance Tunnel (EL 10)
Once the characters clear or crawl through the sand
blocking this tunnel, they can see what it contains.
Show graphic #1.
3A. Torture Chamber Painting Two jackal-headed human figures in this painting
On the western wall of the entry corridor of the tomb, a are portrayed as if holding bronze chestwhich is
torture chamber is painted. If players show any interest real, and protrudes slightly into the corridor! The
in this section of the painting at all, refer them again to chest is hinged on the bottom so as to allow the lid
graphic #3. to swing down.
This portion of the fresco illustrates an iron door Trap: The chests bottom opens if a stud on top is
that evidently confines some sort of a horrid crea- pressed. The stud has an easily detectable poison needle
ture (its clawed and scaled hands grasp the bars of trap (Spot DC 15; poison [DC 21 Fortitude save resists, 1
its small window) that can be loosed to torment Con/1d4 Con]; see Dungeon Masters Guide page 71 for
prisoners. other statistics), and it can be avoided entirely by press-
ing the stud with a dagger pommel, or some other
If the plaster and lath behind the painting of the door is object.
broken, a normal, inward opening door is revealed. This When the box opens, it appears to be empty, but if
door opens onto a 20-foot-corridor that connects to a character actually feels inside the chest, he or she
room 8. can find a rodlike lever that is affixed ve rtically fro m
the top of the chest. T he lever moves easily, and if it
is pulled with any force, a 30-foot-deep pit (spiked
and poisoned) opens in the 10-foot area marked on
the map (immediately in fro nt of the work room
painting).
Poisoned Spiked Pit Trap: CR 7; mechanical;
location trigger; manual reset; DC 20 Reflex save avoids;
10 ft. deep (3d6, fall); multiple targets (all targets within
a 10-ft.-by-10-ft. area); pit spikes (Atk +20 melee, 2d4
spikes per target for 1d4+5 each); poison (DC 24 Forti-
tude save resists, 1d4 Con/1d6 Con); Search DC 20;
Disable Device DC 20.
Treasure: Lying among the detritus that gathers
around spikes at the bottom of the trap are several
bones and a layer of dust. A DC 15 Search check
through the dust unearths a pair of goggles of day (see
page 78 of Libris Mortis).
8
A fork of the red tile path leads directly to a leering
devil face set in the mosaic at the corridors end.
The devils mouth gapes wide and emptyin fact
it is dead black, emitting no hint of light and
allowing none entry.
10
MUTANT FOUR-ARMED GARGOYLE CR 11 provides a route to reach room 10 through a series of
CE Large humanoid (earth) secret doors.
Init -1; Senses Listen +12, Spot +12 The following description applies to each chamber:
AC 21, touch 8, flat-footed 21
hp 199 (21 HD); DR 10/ This small chamber is empty of scent, stain, or
Fort +17, Ref +5, Will +6 decor. Only the dense layer of dust reveals the
uncounted years since any moved through this
Speed 40 ft. (8 squares), fly 60 ft. (average)
chamber since the present.
Melee 4 claws +24 (2d8+10) and
bite +22 (2d6+5) and
Finding each secret door in each area marked on the
gore +22 (2d6+5)
map is re l a t i vely easy with a DC 25 Se a rch check.
Space 10 ft.; Reach 10 ft.
However, each secret door is marked on the map by a
Base Atk +15; Grp +29
letter indicating the unique method whe re by the
Atk Options rend, Awesome Blow, Cleave, Great
door is opened. Each method differs from that of the
Cleave, Improved Bull Rush, Improved Sunder,
previous door.
Power Attack
The various secret doors open as follows:
Special Actions freeze, skills
A. Pull down.
Abilities Str 30, Dex 8, Con 21, Int 8, Wis 10, Cha 10 B. Pivots centrally.
Feats Alertness, Awesome Blow, Cleave, Great C. Pull inward and up at bottom.
Cleave, Improved Bull Rush, Improved Sunder, D. Slides up.
Multiattack, Power Attack E. Double panels pull inward.
Skills Listen +12, Spot +12, Hide +9* F. Slide left.
Possessions gem-studded collar G. Seven studspress all and door opens; 1 and 7
R end (Ex) If the four-armed mutant gargoyle trigger a swinging door trap (which also opens the
hits with two or more claw attacks, it briefly door).
latches onto the opponents body and tears Note: Contemporary D&D rules dont normally
the flesh. This attack automatically deals an support the minutia involved in how a particular secret
extra 2d8+20 points of damage. door is opened; however, the essence of this secret door
Freeze (Ex) A gargoyle can hold itself so still it complex requires this level of attention to avoid making
appears to be a statue. An observer must the navigation of this area nothing more than a mathe-
succeed on a DC 20 Spot check to notice the matical exercise.
gargoyle is really alive. Traps: To furt her complicate matters, a magic
Skills Gargoyles have a +2 racial bonus on Hide, arrow trap contained within each room randomly
Listen, and Spot checks. *The Hide bonus targets a character in each room each round. Characters
increases by +8 when a gargoyle is concealed may first attempt to disable each of these traps;
against a background of stone. however, unless the magical effect suffusing each is
Treasure: Around the creatures neck is a collar dispelled (transmutation; CL 20th), a disabled trap
studded with huge, gleaming gems (blue quartz reassembles itself in 1d4 rounds.
stones of 100 gp value each, ten gems total). Magic Arrow Trap (1 trap per ro o m, 11
Hidden in a secret compartment of the collar is a traps in all): CR 6; magical; proximity trigger
slip of parchment with the following written on it in (randomly targets 1 character in each room); automatic
magical runes that require a read magic spell to reset (1 round reset time); Atk +15 ranged (1d8/3,
understand: arrow); Search DC 25; Disable Device DC 25.
Swinging Door Trap: CR 1; mechanical; action
Look low and high for gold, to hear a tale untold. The arch- trigger (pushing studs 1 and 7); manual reset; Atk +10
way at the end, and on your way youll wend. melee (2d6, stone door); Search DC 26; Disable Device
A. DC 26.
9. Complex of Secret Doors (EL Varies) 10. Great Hall of Spheres
A total of ten small rooms are connected off room 8 Characters can gain entry to this room through area 9 or
(initially through obvious doors). One of the doors that 13. Once they enter, show graphic #10 and read them
leads from room 8 goes to a dead end via a series of obvi- the following text:
ous doors, while the other door in room 8 eventually
11
BRIGHT BLUE sphere held at feet by a sahuagin.
The floor of this long, wide hall is inlaid with tiles, The sphere is an illusory veil covering a crawlway lead-
and the walls and ceiling are painted with figures ing to room 10B (not shown on map as its an optional
of animals and strange signs and glyphs. Humans encounter using Libris Mortis). Any character that stands
and humanlike creatures hold painted spheres, next to this sphere (whether she pierces the veil or not)
each a different color from the next. is subject to a dominate person attempt (DC 18 Will save).
See entry 10B for more information.
Some of the spheres are merely painted walls as they WHITE sphere held above head by a red slaad.
appear. Others are illusory (illusion; CL 20th) and are TURQUOISE sphere held at shoulder by a satyr.
easily bypassed with a touch. SCARLET sphere held waist high by a mind flayer.
The figures and their corresponding spheres appear PALE GREEN sphere held at feet by a medusa.
as follows on the west wall, from north to south: The figures and their corresponding spheres appear
GOLD sphere held above head by a naga. The sphere as follows on the east wall, from north to south:
is an illusory veil (see above) covering a crawlway to PALE BLUE sphere held at shoulder by a werewolf.
room 11. SILVER sphe re held at feet by a four-armed
ORANGE sphere held waist high by a mummy. The gargoyle. The sphere is an illusory veil covering the
sphere is an illusory veil covering a false door leading to secret one-way door leading to area 9. Like all one-way
a spear trap (see entry 12). doors in this dungeon, the door can still be accessed
PURPLE sphere held at feet by a minotaur. from the wrong side if closed by a successful DC 30
BRONZE sphere held waist high by a nymph. The Open Lock check (or knock spell).
sphere is an illusory veil covering a false door leading to Note: The following 4 spheres are shown on
a spear trap (see entry 12). graphic #10.
GRAY sphere held at shoulder by an owlbear. GREEN sphere held high above head by a half-orc.
12
Y E L LOW sphe re held at shoulder by a falcon- Creatures: Acererak experimented with other ways
headed creature. to find immortality before settling on lichdomthe
PINK sphere held high above head by a yuan-ti. preserved brain in a jar found in this chamber is one of
BLACK sphere held at feet by a hydra. The sphere is those early, forgotten experiments.
an illusory veil covering a crawlway leading to area 14. The disembodied brain in a jar found in this cham-
PALE VIOLET sphere held at shoulder by a kuo-toa. ber is described on page 90 of Libris Mortis. The brain in
RED sphere held waist high by a skeleton. The sphere the jar is quite mad, and it initially attempts to dominate
is an illusory veil covering a crawlway leading to area 13. the first creature it senses at the mouth of the tunnel
BUFF s p he re held at feet by a white-bearded leading into this chamber. (It can sense through the
human wizard. illusory veil without difficulty.) If successful, the brain
INDIGO sphere held high above head by a bat- orders its newly dominated slave to make no overt reac-
winged woman. tion, but to later attack its fellows as sneakily as possible,
and bring their remains back to the chamber. Other-
10A. Magic Archway wise it uses its mind thrust ability on any other creature
At the south end of the corridor is an arch of mist. in range that it can sense.
Brain in a Jar: hp 19; Libris Mortis page 90.
A mist-filled stone archway lies at the end of the Treasure: The remains of past victims of the brain
wide hall of colored spheres. Three large stones are in a jar are strewn about this chamber. A DC 15 Search
embedded in the arch. Each has a different hue check brings to light a bag of cut sapphires worth a total
olive on the lower left, russet at the top of the arch, of 2,000 gp, a scroll of restoration, and a white bodaks eye
and citron on the lower right. graft (see page 80 of Libris Mortis) swimming in an oily
fluid in a crusted glass jar. Unlike the eye described in
If any character stands within 5 feet of the entranceway, Libris Mortis, this eye has only three uses left in it before
the base stones glow olive on the left and citron on the it fully rots away.
right, while the keystone 7 feet above glows russet.
Show graphic #5 when this happens. 11. Three-Armed Statue
The vapors are magical (conjuration; CL 20th) and The crawlway opens into small chamber that contains a
short of dispelling them (which only suppresses them sculpture (show graphic #11):
for 1d4 rounds), the mists cannot be dispersed.
However, true seeing or other powerful revelatory magic A bro k e n, 8-foot-tall statue of a four-armed
reveals that beyond the arch is only a blank wall. gargoyle squats here, alone and in the dark. Its
No matter which stones are pressed in what order, three remaining hands appear as if in positions of
the archway remains clouded and veiled. supplication, or need.
All living matter that passes beneath the arch is tele-
ported to area 3, while nonliving matter is teleported A DC 18 Spot check reveals the broken-off fourth arm
simultaneously to room 33. In other words, characters of the statue on the floor nearby. The statue emanates
stepping through appear in the entry tunnel without magic if the PCs use a means of detection (transmuta-
equipment and nude, while everything else appears in tion and conjuration; CL 20th).
the crypt of the demilich. (While cruel, it is most enter- No amount of fooling with the broken arm enables
taining for the DM. . . .) its reattachment. However, a DC 15 Spot check reveals
a concavity in the palm of each of the three still-
10B. Brain in a Jar (EL 4) attached hands. The concavities are each about 1 inch in
The crawlway opens into a cluttered, forgotten 20-foot diameter, but are empty. The broken hand possesses no
by 20-foot chamber. such concavity.
Note: This is an optional encounter using material from Development: Experimentation or a DC 20 Intel-
Libris Mortis; it is not depicted on the map. ligence check suggests that each concavity is the
perfect size for a large gem (at least 100 gp value).
Dust covers the remains of a wizards storeroom like If three large gems of any mineral variety are placed
snow. Fallen shelves, smashed cro c k e ry, glass shards within the hands, the stony digits close and crush them
f rom dozens of smashed potion vials, and corroded to powder, dump the grains on the floor, and return to
alchemical tools litter the floor. However, in the their initial positions. If this is repeated twice more, and
northwest corner of the room, something gray and nine gems are so crushed, the tenth triggers the statue
shriveled sloshes within a grimy glass canister. to speak the following words in harshly accent e d
Common:
13
Trap: When one of these doors is opened, the trap
is triggered. Show graphic #12 in each case.
Fusillade of Spears: CR 7; magic device (conju-
ration; CL 20th); touch trigger (when door is opened);
automatic reset; Atk +23 ranged (1d8, spear); multiple
targets (1d6 spears per target in a 30-ft. cone emanating
from the opened door); Search DC 28; Disable Device
DC 20.
14
Those that fall into or enter room 13 see graphic Each of the three chests offers its own challenge. Each
#13A: chest is affixed to the floorin fact, each is a dungeon
feature, not a separate moveable object.
The chamber is bare but for three conspicuous chests, A DC 25 Search check locates a floor plug in the
each about 4 feet long, 2 feet wide, and 3 feet deep. One chamber that leads down into a crawlway described in
appears to be of gold, the second is silvery, and the third room 7. The crawlway leads between room 7 and the
is constructed of hardy oak banded with thick bronze. southernmost pit described in room 3.
15
Gold Chest
This chest emanates magic of the school of conjuration
(CL 20th). W hen opened, this chest automatically
summons twelve tiny vipers, who are tougher and have
more potent poison than normal.
Creatures: If the snakes are summoned, show
graphic #13B.
Tiny Vipers, Snakes (12): hp 9 (not 1); Forti-
tude save to resist poison is 12 (not 10); Monster Manual
page 280.
Silver Chest
This chest does not detect as magical. When opened,
this chest doesnt re veal its traponly when the
re vealed clear crystal box containing a silver ring is
lifted clear of the box is the fusillade of darts trap
triggered.
Trap: If the trap is triggered, show graphic #13C.
Fusillade of Darts Trap: CR 5; mechanical;
action trigger; manual reset; Atk +18 ranged (1d4+1,
dart); multiple targets (1d8 darts per target anywhere in
room 13); Search DC 19; Disable Device DC 25.
Tre a s u re: T he silver chest holds a clear crystal
b ox (itself worth 1,000 gp) in which nestles a ring of
p rotection +1.
Wood Chest
This chest emanates magic of the school of conjuration
(CL 20th). W hen opened, this chest automatically
summons a scimitar-wielding bone golem (though it
looks like the skeleton of a giant). If the bone golem is
16 summoned, show graphic #13D.
Creature: The bone golem summoned when the Pews: The pews are heavy, uncomfortable wooden
chest is opened fights until destroyed. seats. A DC 21 Search check reveals each is hinged, and
they open to reveal a hollow interior. The northernmost
BONE GOLEM, SCIMITAR SLASHER CR 9 pair of pews each hold 4,000 sp. The next pair each
N Large construct contain 500 gp. The third pair each contains 2,000 gp,
Init 1; Senses low-light vision and the front pair are trapped and contain nothing.
AC 22, touch 8, flat-footed 22 Poison Gas Traps (2): CR 7; magic device (trans-
hp 90 (11 HD); DR 5/adamantine and bludgeoning mutation; CL 20th); action trigger (when either south-
Immune to spells that allow spell resistance ernmost pew is opened); automatic reset; gas; multiple
Fort +3, Ref +2, Will +3 targets (all targets in the northern chapel); never miss;
Speed 20 ft. (4 squares) onset delay (3 rounds); poison gas (DC 18 Fortitude save
Melee 2 great scimitars +14 (1d8+7/1820) resists, 2d4 Str drain/2d4 Str); Search DC 24; Disable
Space 10 ft.; Reach 10 ft. Device DC 21.
Base Atk +8; Grp +19 Southern Chapel
Special Actions haste Characters who direct their attention to the southern
Abilities Str 24, Dex 9, Con , Int , Wis 11, Cha 1 part of the chapel see the following:
Feats
Skills Behind the wooden railing is an opalescent blue
Immunity to Magic (Ex) A bone golem is immune altar, which is set before a tiered dais that supports
to any spell or spell-like ability that allows spell a well-carved and padded wooden chair. Two large
resistance. brass candelabra, each holding five white candles,
Haste (Su) The bone golem can haste itself after stand on either side of the dais. Two large white
1 full round of combat, as the spell, giving it a pottery urns, each stoppered with brass, sit in each
+1 bonus on attack rolls and a +1 dodge corner. A human skeleton wearing badly rusted
bonus to AC and Reflex saves, and one extra and torn black chainmail lies dead in the south-
attack with one of its scimitars if it takes no western portion of the room, one outstretched
movement each round. arm seeming to point into a mist-filled arch on the
southern end of the west chapel wall.
14. Chapel of Evil (EL 11)
The crawlway veiled by the illusory black sphere in Once characters have moved to stand on the south side
room 10 comes to an apparent dead end, though a DC of the wooden railing, show them graphic #14. A lot
26 Search check reveals the secret door leading to room is going on in the southern chapel, and each important
14. Opening the secret door reveals a temple area. The piece is broken up below.
room is broken up into the larger northern chapel and A. Opalescent Blue Altar: This block of artificial
the narrower southern chapel. material glows with inner blue light. The altar radiates a
Northern Chapel faint aura of evil. Essentially, the altar functions as two
Read the following aloud when the characters enter the consecutive traps: a lightning bolt trap and an explod-
area: ing altar trap.
Lightning Bolt Altar Trap: CR 10; magic
device; touch trigger; automatic reset; spell effect (light-
Chapel accoutrements fill this chamber, including
ning bolt, 10th-level wizard (maximized), 40-ft.-long 10-
great wooden pews on either side of a central
ft.-wide lightning bolt fires up aisle toward Northern
mosaic path that leads toward an altar on the far
side of the room, which is separated from the pews Chapel, 60 electricity, DC 14 Reflex save half damage);
by a wooden railing. Scenes of everyday life are Search DC 28; Disable Device DC 28.
painted on the walls, but all the people are Exploding Altar Trap: CR 6; magic device;
portrayed with rotting flesh, skeletal hands, and touch trigger (2nd touch) if lightning bolt trap already
worm-ridden orifices. Yet depicted amidst these discharged; automatic reset (1 day); spell effect (fireball,
disturbing portraits are various symbols of readily 1 0 t h - l e vel wizard, 10d6 fire [20-ft.-diameter fireball
recognized benevolent deities. around altar], DC 14 Reflex save half damage); Search
DC 28; Disable Device DC 28.
The symbols of the various gods painted on the sides B. Archway of Glowing Orange: You can show
walls (pick several good gods native to your campaign) the players graphic #5 when their PCs closely exam-
radiate a faint aura of good. ine this arch, though none of the stones glow, even
17
when characters move close. The arch is filled with a Characters who enter the arch (or are thrown
vivid, luminescent orange mist. through by mischievous companions) a fourth time
The vapors are magical (conjuration; CL 20th) and begin the process anew. The spells remove curse, wish, and
short of dispelling them (which only suppresses them miracle (or the psionic power bend reality) can restore a
for 1d4 rounds), the mists cannot be dispersed. character to normal, too. (Psychic chirurgery could restore
However, true seeing or other powerful revelatory magic just alignment.)
reveals that the passage continues westward into a 10- C. Slotted Secret Door: A successful DC 21
foot by 10-foot chamber with no exit. Search check of the eastern wall in this area reveals a
If the characters follow the advice of the pointing small slot with the letter O faintly traced above it. The
skeleton, a powe rful effect re qu i res each character slot is of sufficient size to accept a coin or a flat gem. It
making the trip to make two DC 20 Will saving throws, is also just right for insertion of a magic ring. This slot
though characters can choose not to resist the effect. If opens the passage to the east, as described under entry
the first save is failed, the alignment of the wearer is 15 below, if a magic ring is pushed through it.
altered as radically as possible see the advice on page Urns: The western urn along the south wall is
275 of the Dungeon Masters Guide under the helm of oppo- empty, but the eastern urn along the south wall
site alignment. If a character passing through the arch for contains a surprise. If opened, two bloodmote cloud
the first time fails the second saving throw, the charac- swarms emerge and attack the opener.
ters gender switches (characters with no gender, such Bloodmote Clouds (2): hp 65 each; Libris Mortis
as dromites, are unaffected). page 88.
Passing through the arch a second time (perhaps to Amidst the ashes at the bottom of the urn lies a
leave the 10-foot by 10-foot room) restores the charac- bright red stone on a gold chain: a periapt of wound
ters original alignment (no saving throw) and deals 1d6 closure.
points of damage, while passing under the arch yet a
third time restores the characters original gender (no 15. Stone Gate
saving throw) but instantly teleports the character as if A mass of stone in the shape of a great wedge (2-feet
wide, 4-feet high, and 10-feet thick) fills the cone-shaped
18 they had passed through arch 10A.
passage shown on the map. A powe rful antimagic field Traps: By the time a party moving west reaches the
(abjuration; CL 20th) infuses the stone, rendering it third door and associated pit trap, they may be condi-
almost immune to magical tampering. The we d g es 2-f o o t tioned to simply avoid the trap and pit; however, this
wide, 4-foot high leading edge is actually flush with the third pit trap contains a secret door (DC 24 Search
wall in room 14, and it is situated directly below the slot check) that opens onto another section of the tomb, as
described in 14C. shown on the map.
If a ring is pushed through the slot in room 14, the Camouflaged Pit Traps (3): CR 1; mechanical;
magical mechanism controlling the gate triggers, and location trigger; manual reset; DC 20 Reflex save avoids;
the great stone wedge sinks into the floor, allowing 10 ft. deep (1d6, fall); Search DC 24; Disable Device DC 20.
entry into the passage. However, the ring (and anything
previously pushed through) is crushed and destroyed 16. Locked Oaken Door (EL 10)
by the sinking stone. A door heavily bound with iron bands and several locks
If the stone gate is appro a c hed from the south blocks the corridor.
(instead of from the chapel), a mere shove causes the Characters who succeed on a DC 18 Listen check
block to sink into the floor, allowing easy access back. hear far-off music and happy singing, obv i o u s l y
emanating from somewhere beyond. These noises are a
15A. Trapped Corridor (EL 3) facet of a magic trap in the corridor beyond purposely
A series of three doors each open onto a pit immediately audible from this side of the door.
west of each door. The doors are each slightly stuck (not The door is locked and requ i res an exceptional effort
locked or barred), and require a DC 15 St rength check to to break due to its heavy reinforcement. Chopping the
f o rce open. Howe ve r, if the character or characters who door to pieces requires attackers to overcome the re i n-
f o rce a door successfully are not specifically pre p a red to f o rced doors hardness and hit points to create a hole
pull up short after the St rength che c k, the character or large enough for a Medium cre a t u re to squeeze through.
characters must next succeed on a DC 20 Reflex save to Oaken Door: 6 in. thick; hardness 7; hp 100; break
a void triggering and plunging into the pit traps. DC 31; Open Lock DC 41.
19
T he door radiates magic (abjuration; CL 20th). s p e l l s, including knock, f rom affecting the door.
Unless dispelled, the magical ward prevents opening However, the door is vulnerable to disintegrate or even
spells, including knock, from having any effect whatever passwall.
on the door. However, the door is vulnerable to disinte-
grate or even a passwall. 18. Fearsome Corridor
If the door is destroyed or bypassed, observers see the Characters who come to the top of the stairs of the west
corridor continues north. Howe ver, the magic trap oper- leading corridor see the following:
ating in this corridor moves into a new phase: The sounds
of music and happy singing cease, replaced by the sounds The western portion of this corridor is filled with
of great confusion (a clatter, the sound of a few people slowly roiling, pale white clouds.
talking at once, the words almost comprehensible) and
running (away, north up the corridor), in conjunction The mist obscures the final 20 feet of the western corri-
with a faint receding glow (ve ry like a torch) apparently dor, but characters do not initially know that. Charac-
50 feet away, and evidently receding quickly. ters may also see that a faint haze extends all the way to
If characters hang back, the noise and light fades the top of the stairs of the west-leading corridor (DC 21
whoever was making the noises apparently escaped. Spot check). Unless characters announce an intention
Those taking the time to examine the corridor even to hold their breath or otherwise can avoid breathing in
casually note the passage is of smooth white alabaster, the gas, they must succeed on a DC 23 Fortitude save or
and the floor here is a highly polished smoke-gray become panicked for 5 rounds. (Panicked characters
marble. take a 2 penalty on attack rolls, saving throws, skill
Trap: Characters lured into the corridor 30 or more checks, and ability checks, and they run away from the
feet activate the primary trap. If characters activate the source of their fear as quickly as they can.)
trap, show the players graphic #16. The gas is mundane, but magically conjured (conju-
Counterweight Corridor Trap: CR 10; magic ration; CL 20th), and unless dispelled, even dispersing
device; location trigger (when 1 or more characters step the gas with wind or through other means only buys
30 feet down the corridor and overbalance the counter- 1d4 rounds of clear air. Opening the door to room 18A
weighted beam on which corridor is constructed, caus- also temporarily suppresses the conjuration of new gas
ing victims to slide forward into lava pit); automatic into the area.
reset; DC 25 Reflex save avoids (indicating those char- 18A. False Crypt (EL Variable)
acters have ran back south out of the area); 30 ft. deep Unless the gas in area 18A is dispersed (howe ve r
pit of lava (20d6 fire damage/round for total immersion, briefly), the door hidden by the clouds of gas is discov-
10d6 fire damage per round for 1d3 rounds after emerg- erable via a DC 15 Search check. When the door is
ing); multiple targets (first target in each of two adja- found and opened, characters see the following:
cent squares); Search DC 24; Disable Device DC 27.
17. Magical Secret Door Thick webs choke a musty stairwell leading
A secret door goes east off the top of a stairwell as shown d ow n w a rd .
on the map. T he secret door enjoys an extra measure of
obscurity in the form of a concealing spell (abjuration; The webs completely clog the 20 feet of stairs that lead
CL 20th). This means only exceptional Se a rch che c k s down into room 18A. The webs are magical (conjura-
can locate the door (DC 30 Search check), though a tion; CL 20th); treat them as a product of a web spell (see
Search check with the aid of a t rue seeing effect requires page 301 of the Players Handbook).
only a DC 20. Howe ver, the door also enjoys protections If the webs are burned, dispelled, or othe rwise
similar to the door described in entry 16. bypassed, those who move down to the foot of the stairs
The door is locked and requ i res an exceptional effort can see the rest of the chamber:
to break due to its heavy reinforcement. Chopping the
door to pieces requires attackers to overcome the re i n- A lone mace lies at the foot of the stairs, which is
f o rced doors hardness and hit points to create a hole the entrance to a decayed crypt furnished with
rotting divans, broken chairs, and other refuse. All
large enough for a Medium cre a t u re to squeeze through.
has gone to rot, save for a golden couch on which
Oaken Door: 6 in. thick; hardness 7; hp 100; break
resides a humanoid clothed in funerary wrappings
DC 31; Open Lock DC 41.
with a crown upon its head. A jade coffer lies at the
T he door radiates magic (abjuration; CL 20th).
foot of the couch.
Unless dispelled, the magical ward prevents opening
20
Tactics: The false Acererak enters combat flinging
its most potent spells, beginning with disintegrate, then
cone of cold, and so on. However, if any character holds
the mace of pretense, the false Acererak must succeed on
a Concentration check with each spell it casts (DC 21 +
level of spell cast) or the spell fails. The false Acererak
visibly shrinks from and avoids the wielder of the mace
of lich smiting.
De vel o p m e nt: If the mace destroys the false
Acererak, the figure instantly withers and disappears in
a puff of smoke, and the mace shatters. At the same
moment, read or paraphrase the following to your
players:
21
items it carried retain full market value if looted. The Trap: Any pressure whatsoever along the eastern-
jade coffer itself is worth 200 gp, and contains six potions most 10-foot section of pit bottom triggers the
of cure serious wounds, ten 100-gp gems, a scroll contain- projected spike trap, potentially over and over again
ing seven randomly selected 2nd-level spells, and a map with each step.
purporting to the show the location of a ruin containing Projected Spike Trap: CR 7; magic device; loca-
rich treasure several hundred miles away (its fake). tion trigger; automatic reset (1 round); DC 25 Reflex
save avoids; 10-ft. deep (1d6, fall); pit spikes (Atk +15
19. Laboratory and Mummy Preparation Room melee, 1d8 spikes per target for 1d8 each); multiple
(EL 3)
targets (targets in pit and in 5 foot section of corridor
This chamber may have once served as Acereraks labo-
adjacent to pit); Search DC 26; Disable 20.
ratory, though looks can be deceiving.
21. Agitated Chamber (EL 10)
Shelves line the walls, and each shelf is stuffed Characters see some sort of abandoned funeral cham-
with jars, vials, and glass bottles filled with color- ber; show graphic #21:
ful liquids. A large desk stands between two work-
benches. A lone mummified hand, herbs, bones, Rotted sofas, several thronelike chairs, small
and skulls are scattered about on the work- tables, braziers, vases, and dented, chipped, even
benches. Clay pots, urns, and rolls of linen are broken urns lie in disarray about the chamber, as if
strewn around the floor. Along the south wall purposely tumbled and looted. Only the tapes-
stand three large vats, each nearly 4 feet deep and tries, featuring weed-grown rocks and greenish
at least 7 feet in diameter. scenes of undersea life, seem to have escaped such
rough treatment.
PCs who check out the jars on the she l ves eventually
discover they are filled with all sorts of dust and impotent Traps: The entire room is built upon a magical pertur-
i n g re d i e nt s. T he urns and pots appare ntly once bation trap, which has 50% chance to trigger each round
contained unguents, oils, and perfumes, by the smell and any character or characters remain in the chamber.
stains that remain. More lethal by far are the slime tapestry traps that must
Sa ve for the va t s, the only item of real int e rest is the be moved aside to search the walls behind them (neces-
mummified hand on one of the benche sin fact, this sary to find the secret door in the western wall with a
is a mummified hand as described on page 80 of Libris DC 24 Search check, though any time a tapestry is
Mortis. handled, a chance exists that the perturbation trap trig-
The Vats: All three vats still contain, apparently, gers and causes the tapestry to tear . . .). The slime tapes-
murky water. Only probing into the water reveals, what, try trap and the perturbation trap can work in
if anything, the water hides. conjunction to disastrous effect.
The westernmost vat actually does hold dirty water, A general inventory of the chamber turns up six
and nothing else. locked trunks and twenty-four locked coffers (Open
The middle vat contains a weak acid that causes a Lock DC 20 +2d6).
burning itch to affected flesh and deals 1d4+1 points of Coffers 2, 6, 11, and 14 contain two small vipers.
damage the round after contact. One half of a golden Coffers 4, 19, and 24 contain three small vipers.
key is at the bottom of this vat. Coffers 1, 9, and 22 contain four small vipers.
The easternmost vat contains the other half of the Small Vipers (9): hp 4; Monster Manual page 280.
golden key from the middle vatbut it also holds a Coffers 3, 8, 10, 12, 13, 15, 18, 20, 21, and 23 each
murky gelatinous cube! Any character that sticks his contain 10d10 gp.
hand into the water is considered grappled by the cube Coffers 5, 7, 16, and 17 contain 2d4 sapphires (50 gp
and is immediately pulled into the vat. Roll initiative. value each).
Gelatinous Cube (Vat-Shaped): hp 54; Monster Perturbation Trap: CR 3; mechanical; location
Manual page 201. trigger (50% chance each roundroll for chance at end
The two key halves are magical (transmutation; of each round); automatic reset (1 round reset); mechan-
20th). If joined, they fuse and form a single key, here- ical effect (room shakes, characters fall prone, 1 point of
after referred to as the First Key. damage, DC 14 Reflex save to avoid); Search DC 28;
Disable Device DC 28.
20. Pit of Two Hundred Spikes (EL 7)
Slime Tapestry Traps: CR 9; magic device;
A 30-foot-long, 10-f o o t -deep gap in the corridor is studded
action trigger (if a tapestry is purposely torn, torn down,
with spikes. Ob s e rvation reveals the spikes are far enough
22 a p a rt for Medium characters to walk between them.
or if a tapestry is held back to search behind it for secret
doors when the perturbation trap goes off, the slime
tapestry trap triggers); manual (magical) reset; magical The corridor opens into a wide room filled with
effect (tapestry reverts to green slime and covers 10- silvery mists shot through with gold streamers.
foot-deep by 20-foot-long section immediately in front
of where the tapestry hung, death by being engulfed in T he mists, magically generated (conjuration; CL 20th)
green slime, DC 24 Reflex save to avoid); Search DC 28; a re poisonous, and any character who enters the m
Disable Device DC n/a. who is not holding her breath must make a DC 17
Fortitude save or act as if confused (as per the spell) each
Hallway Traps (EL 7)
round until she succeeds on a saving throw. Make a
Two pit traps lurk beneath the floor of the hallway
new saving throw each roundt he confusion effect
beyond entry 21, as shown on the map.
lasts 1 round beyond the round a character success-
Pit Traps (2): CR 5; mechanical; location trigger;
fully save s. T he re a f t e r, the character is immune to the
manual reset; DC 20 Reflex save avoids; 100 ft. deep
effect. T he confusion effect is secondary to the draining
(10d6, fall); Search DC 20; Disable Device DC 20.
melody effect generated by the crypt chanter deeper in
A bleakborn lies quiescent at the bottom of the trap
t he cave r n .
that lies at the intersection of the two corridors (the
Monster: Acererak once caged a siren here in the
westernmost pit trap).
grotto behind the mists, but she escaped years ago (and
Bleakborn (1): hp 52; Libris Mortis page 86.
the demons responsible for returning the tomb to a
22. Cavern of Mists (EL 7) pristine condition after each group of adventurers
Looking into this chamber from outside, characters see passed through couldnt catch her again). Now a crypt
the following: chanter lairs here. By coincidence, the crypt chanter
looks not unlike the siren once magically bound to this
23
chamberwhen characters clear the mist, show them
graphic #22. The crypt chanter spies the characters
when they spy it, assuming they make no special effort
to remain in hiding. Roll initiative.
Crypt Chanter (1): hp 45; Libris Mortis page 93.
25
This large chamber contains many features, which are #6. However, this face has a bluish cast. This devil face
described below. The ceiling here is 30 feet high. The is set near the ceiling (25 feet above the floor). Any crea-
orange light is the gem at area C. ture that comes within 5 feet of the face is sucked in
Pillars: These pastel-colored, 3-f o o t -diameter pillars (automatically if suffering from the levitation curse of
are each home to a magical charge (transmutation; CL the pillars, or on a failed DC 20 Reflex save or Strength
12th) that is released if touched. Anyone touching a pillar check if otherwise). Affected creatures and objects are
(purposely or accidentally) must make a DC 22 Wi l l teleported to area 27A.
saving throw or float upwards as if affected by a levitate C. Charred Remains: When characters look
spell, but not under his or her own cont rol. Unfort u- he re, show graphic #25C and read the follow i n g
nately, there is nothing on the ceiling with which one text.
can get a good grip. Worse, a noticeable draft (in the
upper air) sweeps all characters so affected toward the Cinders, ashes, charred bones and skulls, and the
area keyed to the devil faces at areas A or B at a rate of 30 crisped and blackened remains of gear, clothing,
feet per round. The effect is broken if a character receives arms, and armor are strewn about a huge, glowing
a remove curse or a dispel magic against a dispel check DC of orange gem.
23. Othe rwise an affected character soon finds out whe re
the breeze leads . . . Those initially closer to A are drawn T he gem detects as evil (ove rwhelming) and magical
there, those closer to B are drawn there. ( u n i versal; CL 20th); it is a gem of cursed wishing (see
A. Devil Face: As a character approaches, show the page 27).
player what seems to be sucking in air here: graphic D. Ebony Dais and Silver T h rone: See
#6. This devil face is set near the ceiling (25 feet above graphic #25D.
the floor). Any creature that comes within 5 feet of the
face is sucked in (automatically if suffering from the A stark black dais holds an obsidian thro n e
levitation curse of the pillars, or on a failed DC 20 inlaid with silver and ivo ry skulls. A crown and
Reflex save or Strength check if otherwise). Luckily, the scepter rest upon the throne. The crown is
effect is not annihilation; instead all sentient characters golden, while the scepter has a silver end, and
are teleported and spat out of the face at area 6, while one of gold.
all their belongings are teleported to area 33.
B. Devil Face: As a character approaches, show the Both the crown (see page 28) and the scepter (see page
player what seems to be sucking in air here: graphic 30) are magic items keyed to this chamber.
26
be opened only by some sort of magic key. (In fact,
touching the silver end of the scepter to the inlay
induces the throne to sink, revealing a 5-foot-wide
passageway to the south, toward area 28.)
This small door seems to scintillate with a faint A total of eight sets of crossed swords hang on the walls
violet light. A sturdy brass ring hangs enticingly at of this room (three on each east and west wall, and two
the center of the door. flanking the north and south doors).
28
Creature: The decorations are actually specially 27A. The Chamber of Hopelessness
animated constructs, and they attack en masse any crea- Characters who enter or arrive suddenly (as from the
ture who crosses the threshold of the chamber (or who teleport trap from the devil face in room 25) in this
attacks into the chamber). If a character is hacked to chamber see graphic #27A:
pieces, surviving decorative sets return to their wall
mounts, waiting for the next transgressor. Water spills from a wall basin onto a sodden floor
Crossed Swords and Shield Constructs (8): strewn with decayed bones and rotted equipment.
hp 52; see below. Runes are carved in the northern wall.
Tactics: If a character makes it all the way to room
27A, the constructs cease attacking that character and Anyone studying the runes who can read Common sees
return to the wall or move on to the next character that the following:
crossed the threshold.
YOU WHO DARED TO VIOLATE MY TOMB MAY
CROSSED SWORDS AND SHIELD CONSTRUCT CR 4 REMAIN
N Small construct AND DIE SLOWLY OF STARVATION, OR ESCAPE TO
Init +0; Senses blindsight 60 ft. CERTAIN DEATH.
AC 16, touch 11, flat-footed 16 WHATEVER YOUR CHOICE, ACERERAK THE
hp 52 (4 HD); DR 5/ ETERNAL
Immune construct immunities WATCHES AND SCOFFS AT YOUR PUNY EFFORTS
Fort +1, Ref +1, Will 4 AND ENJOYS YOUR DEATH THROES.
Speed fly 30 ft. (6 squares)
Melee 2 long swords +9 (1d8+6/1920) The water is safe to drink, but lacking in nutrition as
Space 10 ft.; Reach 10 ft. the many skeletons lying here testify. Many fine cracks
Base Atk +8; Grp n/a in the ground make certain that flooding the place by
Abilities Str 22, Dex 10, Con , Int , Wis 1, Cha 1 stopping up drainage is impossible. The door to room 27
Special Qualities Construct traits opens easily, but the constructs there must be dealt with
Feats (if they havent already been destroyed); however, the
Skills constructs cease their attack as soon as the character(s)
retreats into the chamber to the north.
29
28. Wondrous Foyer
The narrow passage behind the throne leads to a land-
ing and steps that funnel south. See graphic #28.
The six steps are made of onyx, pink marble, lapis, black
marble, serpentine (golden), and malachite (re s p e c-
tively, from lowest to highest). The walls are lined with
copper (untarnished and gleaming) panels set between
rare woods inlaid with ivory. The ceiling is silvered iron,
formed so as to reflect and multiply light. Upon the
fourth step is a large, cylindrical key of bronze called
the key of antipathy (see page 31). The doors on the south
wall are apparently made of mithral (see entry 29).
36