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Tomb of Horrors
Tomb of Horrors
LEGEND OF THE TOMB
tional information which player characters would have no way of know-
ing, and avoid facial expressions or voice tones which might give
helpful hints or mislead players. The real enjoyment of this module is
managing to cope, and those players who manage to do so even
semi-successfully will appreciate your refereeing property and allow-
ing them to “live or die” on their own.
The legend of the tomb is an old story with many parts, some of
which may be lost or obscured. Characters attempting to glean spe-
cial information by consulting sages or through
legend lore
spells
may still have difficulty obtaining as much background as they de-
sire, for the scraps of information are often minimal and mystical.
These bits of information are available as clues, and characters can
make of them what they wish: Ancient Burial Places; Ancient Tombs;
Sorcerous Kings; Challenges; Surpassing (Certain Death); Soul Eat-
ers; Treasure; Great . . . The other parts of the legend can be fur-
nished by the Dungeon Master from the description which follows:
The starting information for the module depends upon whether you
are using the Tomb as an insertion into your own campaign, as a
section of THE WORLD OF GREYHAWK, or simply as a one-shot
exercise for your players. Because of the variableness, the informa-
tion for starting is stated so as to assume the expedition has arrived
at the site of the TOMB OF HORRORS. As Dungeon Master, you
may fill in whatever background Is needed, and if this is a section of
a campaign, players cannot have obtained the Legend information
without consulting sages, casting
legend lore
spells, finding the in-
formation in some arcane work, or whatever; all prior to locating the
actual locale of the Tomb and then getting to it, so that background
will have been accomplished. (When this module was used at Ori-
gins I, referees were instructed that the hill had been found (in the
Vast Swamp, and the party had arrived there in barges.)
The Tomb of Honors:
Somewhere under a lost and lonely hill of
grim and foreboding aspect lies a labyrinthine crypt. It is filled with
terrible traps and not a few strange and ferocious monsters to slay
the unwary. It is filled with rich treasures both precious and magical,
but in addition to the aforementioned guardians, there is said to be a
demi-lich who still wards his final haunt (Be warned that tales told
have it that this being possesses powers which make him nearly
undefeatable). Accounts relate that it is quite unlikely that any adven-
turers will ever find the chamber where the demi-lich Acererak lin-
gers, for the passages and rooms of the Tomb are fraught with ter-
rible traps, poison gases, and magical protections. Furthermore, the
demi-lich has so well hidden his lair, that even those who avoid the
pitfalls will not be likely to locale their true goal. So only large and
well-prepared parties of the bravest and strongest should even con-
sider the attempt, and if they do locate the Tomb, they must be pre-
pared to fail. Any expedition must be composed of characters of high
level and varied class. They must have magical protections and weap-
ons, and equip themselves with every sort of device possible to in-
sure their survival.
Start:
The party has arrived at the site of the demi-lich’s last haunt.
Before them is a low, flat topped hill, about 200 yards wide and 300
yards long. Only ugly weeds, thorns, and briars grow upon the steep
sides and bald lop of the 60' high mound. There are black rocks
upon the top of the hill, and if these are viewed from a height of about
200' or so above the mound, it will be seen that the whole is shaped
like a human skull, with the piles of rock appearing as eye holes,
nose hole, and the jagged teeth of a grinning death’s head. A thor-
ough inspection and search of the entire area will reveal only that the
north side of the hill has a crumbling cliff of sand and gravel about 20'
high in about the middle of the whole. (This is the area 34 squares
wide which forms the east-west axis of your dungeon map.) A low
stone ledge overhangs this eroded area, and shrubs and bushes
obscure if from observation at a distance.
It will require a full turn for searching each 10' of this cliff area. Search
must be done from a distance with a long spear or 10' pole. Prod-
ding must be high in order to collapse sufficient material to expose a
portion of a tunnel entrance. Once an entrance is exposed, it will
require about 1 hour for 6 characters working in teams of 3 to thor-
oughly clear a passage, but a crawl space can be opened in 1 turn
by 3 characters digging with swords and hands. Note that probing of
the gravel and sand face can begin wherever the players choose -
east, west, middle, several locations or merely a single one at a time
- leave this strictly to the players to decide. The best manner to handle
it is to ask
where
they will search, once they have determined that
they will investigate the area and have stated
how
it will be done and
with
what
. Remember low probing, or probing with short implements
(daggers, swords, etc.) will not reveal anything. As soon as any en-
trance is cleared and entered, go to the KEY.
Possible Locale of the Tomb:
1) The highest hill on the Plains of luz
2) An island (unmapped) In the Nyr Dyv
3) In the Bright Desert
4) At the western border of the Duchy of Geolt
5) Somewhere in the Vast Swamp south of Sundl
6) On an island beyond the realm of the Sea Barons
NOTES FOR THE DUNGEON MASTER
As clever players will gather from a reading of the Legend of the
Tomb, this dungeon has more tricks and traps than it has monsters
to fight. THIS IS A THINKING PERSON’S MODULE. AND IF YOUR
GROUP IS A HACK AND SLAY GATHERING, THEY WILL BE
UNHAPPY! In the latter case, it is better to skip the whole thing than
come out and tell them that there are few monsters. It is this writer’s
belief that brainwork is good for all players, and they will certainly
benefit from playing this module, for individual levels of skill will be
improved by reasoning and experience - if you regularly pose prob-
lems to be solved by brains and not brawl, your players will find this
module immediately to their liking.
Negotiation of the Tomb will require quite a long time, so be prepared
to spend several sessions with this module. When the game ends
for the day, assume the expedition is spending the intervening time
until play again commences resting and recovering from adventur-
ing up to that point. Allowing actual game days on a 1/1 basis gives
players a chance to recover some lost hit points, too. As there are no
monsters to be randomly encountered within the Tomb, the party
might be allowed to encamp close to the entrance without fear of
random encounters, but if you do so opt, do not inform the players of
this.
Note:
Characters who become astral or ethereal in the Tomb will
attract a type I-IV demon 1 in 6, with a check made each round.
Please read and review all of the material herein, and become thor-
oughly familiar with It, before beginning the module - as players enter
keyed areas, you will note from appropriate information whether or
not the area has one or more illustrations for visually highlighting play.
Read aloud appropriate sections, but never give any addi-
2
Tomb of Horrors
KEY TO THE TOMB
1. FALSE ENTRANCE TUNNEL
: The corridor is of plain stone,
roughly worked, and it is dark and full of cobwebs. The roof 20'
overhead is obscured by these hanging strands, so casual obser-
vation will not reveal that it is composed of badly fitting stones.
Daylight will be sufficient to reveal that there is a pair of oaken doors
at the end of the passageway. If the roof is prodded with any force,
or if the doors are opened, the roof of the tunnel will collapse and
inflict 5-50 (
5d10
) hit points of damage upon each character in-
side of it, with no saving throw. The doors open outwards by great
iron ring pulls. The cobwebs must be burned away to be able to
inspect the tunnel ceiling, THIS AREA IS ILLUSTRATED BY
GRAPHIC
#1
.
step upon a pit lid will have a base 100% of falling, modified down-
wards by 1 % per point of dexterity through 12, and 2% for each
point above 12, i.e. dexterity of 13 = 14% chance of not falling into a
pit, dexterity of 14 = 16%, 15 = 18%, 16 = 20%, 17 = 22%, and 18
dexterity = 24% chance of not going in. At the bottom of each pit are
5 iron spikes coated with poison. Roll
d6
to determine how many
spikes wound the victim: 1, 2, and 3 meaning that number of spikes
have wounded the victim, 4-6 equal NONE HAVE WOUNDED the
character. Each spike causes 1-6 hit points of damage, and the vic-
tim must make a saving throw versus poison for each spike which
wounds him of her. Any failure means the victim is killed by the poi-
son.
A.
This area is where the torture chamber is painted, and the wall
hiding this passage shows a painting of the iron door which evi-
dently confines some sort of a horrid creature (its taloned and scaled
hands grasp the bars of its small window) which can be loosed to
torment prisoners. If the plaster and loth behind it is broken away,
a normal, inward opening door will be revealed.
B.
If the pattern of the floor has been carefully observed and studied
from the entrance to this point, the individual with such persever-
ance will be rewarded by suddenly understanding that a message
is contained in barely noticeable runes in the mosaic floor. It says:
«ACERERAK CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE
OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MAT-
TER WHAT!
2.
FALSE ENTRANCE TUNNEL
: This is another plain stone
passageway, but the celling is only 10' high. Daylight will enable
adventurers to dimly see what appear to be two separate doors at
the end of the corridor. The floor paving at 50' distance within the
passage will shift slightly when characters tread upon its surface.
They will hear a rumbling from behind (or beside if some are at 30'
within) them.
At this instant begin counting slowly to 10
- about
1½ seconds per count - and it you reach 10 before any player has
reacted as noted below, the huge stone block, 10' thick, has slid
shut and completely sealed off the passageway. This block cannot
be moved or forced back. Trapped characters can escape
only
by
the following means:
disintegrate
,
phasedoor
,
stone-flesh
(as-
suming a sufficient quantity of the block can be changed),
trans-
mute rock-mud
,
wish
. Players giving notice that their character is
running out will be able to cover 1' of distance/1" of movement rate
for their character/count. Thus, a base 6" movement rate means
that the character can cover 6' of distance in the space of a single
count. Mentally note such character’s actions, and when the 10
count is finished, compute where each character is. The block
begins slow movement, so that at the count of 1 only a slight bit
protrudes, at 2 it is 2'+ a bit out into the corridor, at 3 it is 4'+, at 4 it
is 6'+, at 5 it is 9', at 6 it Is 11'+, at 7 it is 13'+, at 8 it is at 16', at 9 the
block is 18'+ across, and at 10 it has slammed shut and crushed
anything between it and the wall. EXCEPTION: An iron bar will
stop the block, but only if the bar is placed on the floor where if will
wedge the block. A bar elsewhere will bend and allow the block to
come shut, but 1 count will be gained as the bar bends. The doors
at the end of the passage are false ones. THIS AREA IS ILLUS-
TRATED BY GRAPHIC
#2
.
Go back to the tormentor or through the arch,
and the second great hall you’ll discover.
Shun green if you can, but night’s good color
is for those of great valor.
If shades of red stand for blood the wise
will not need sacrifice aught but a loop of
magical metal - you’re well along your march.
Two pits along the way will be found to lead
to a fortuitous fall, so check the wall.
These keys and those are most important of all,
and beware of trembling hands and what will maul.
If you find the false you find the true
and into the columned hall you’ll come,
and there the throne that’s key and keyed.
The iron men of visage grim do more than
meets the viewer’s eye.
You’ve left and left and found my Tomb
and now your soul will die.»
3.
ENTRANCE TO THE TOMB OF HORRORS:
Even a bit of day-
light entering through a crawl space or a torch will reveal that this is
an unusual tunnel. Bright, brilliant colors are to be seen everywhere,
the stones and pigments undimmed by the passage of decades.
(USE ILLUSTRATION
#3
NOW.) The floor of the corridor is a col-
orful mosaic of stone, with a distinct, winding path of red tiles about
2' wide (the line snaking its way south down the corridor) easily
visible to the onlooker, (See special note regarding the pit traps at
the end of this paragraph.) No stonework can be seen on the walls
or the ceiling 20' above, (for some sort of cement or plaster has
been smoothed over all of these surfaces and then illustrated. The
scenes painted show fields with kine grazing, a copse with several
wolves in the background, slaves (human, orc, elven, and strange
human-animal mixture - pig-human, ape-human, and dog-human)
going about various tasks. Certain of the frescoes show rooms of
some building - a library filled with many books and scrolls, a tor-
ture chamber, a wizard’s work room (see
4
, below for more details
of this area). There are chairs, windows, boxes, bales, doors, chests,
birds, bats, spiders and all manner of things shown on the walls.
All pits
(except where noted to the contrary) throughout the Tomb
are 10' deep and concealed by a counter-weighted trap door which
opens as soon as any person steps on it. Thrusting with force upon
these traps with a pole will reveal them 4 in 6 (
d6
, 1-4). Those who
4. FRESCO OF THE WIZARDLY WORK ROOM
: The most
outstanding feature of this area is actually outstanding! Two jackal-
headed human figures (USE ILLUSTRATION
#4
AS SOON AS
THE PARTY EXAMINES THIS AREA CLOSELY) are painted so
as to appear to be holding a real bronze chest. If this box is exam-
ined closely, the viewer will note that it is hinged on the bottom so
as to allow the lid to swing down if a catch on top is pressed. The
catch has an easily detectable poison needle trap, and this can be
avoided easily by pressing the stud with a dagger pommel, etc.
However, when the box opens, it will appear to be absolutely empty,
but if a character actually feels inside the chest he or she will find a
rod which stands vertically from the bottom. This lever moves eas-
ily, and if it is pulled with any force, it will open the shaded trapdoor
which covers a 30' deep pit (spiked and poisoned as are all traps
of this sort here) which will inflict 3-18 (
3d6
) hit points of damage to
all who fall within, exclusive of spike damage.
Note:
This trap door
is 3' thick and cannot be detected by sounding or by any magic
which detects secret doors, or even traps.
True seeing
will reveal
a fine rectangle where the stone plug is, but it will not show what it
does. Once triggered, the pit remains open thereafter.
5. THE ARCH OF MIST
: One section of the path shown on the floor
3
Tomb of Horrors
leads directly into this archway. If any character stands within 1’ of
the entranceway upon the path, the base stones will glow yellow
on the left, orange on the right, and the keystone 7' above will glow
blue. (When this happens, SHOW YOUR PLAYERS ILLUSTRA-
TION
#5
.) There is a misty veil across the archway, and 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 sequence is
pressed, the vapors disappear, and the path appears to go east-
wards. If the archway is entered when it is clouded, those charac-
ters doing so will be instantly teleported to
7
(see below). If it is
passed through after pressing the glowing stones in proper se-
quence, those stepping through ON the path will be teleported to
11
, those who pass through OFF the path will be sent back to
3
.
A. pull down
B. pivots centrally
C. pull inward and up at bottom
D. slides up
E. double panels pull inward
F. slide left
G. 7 studs — press all and door opens, 1 & 7 bring door falling
inwards for 3-18 h.p. damage
10. GREAT HALL OF SPHERES:
This area is similar to
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
absolutely nothing), and humans and human-like creatures
with spheres of different colors. These globes are 2-dimen-
sional, of course, and their significance and pattern are de-
scribed below. (AS SOON AS THE PARTY ARRIVES HERE
SHOW THEM GRAPHIC
#10
.) From north to south, with the
west wall being the first column, and the east the second, the
figures and spheres appear as follows:
6. THE FACE OF THE GREAT GREEN DEVIL
: The other fork of
the path leads right up to an evil-appearing devil face set in mosaic
at the corridor’s end. (SHOW YOUR PLAYERS GRAPHIC
#6
).
The face has a huge 0 of a mouth; it is
dead
black. The whole
area radiates
evil
and
magic
if detected for. The mouth opening is
similar to a (fixed)
sphere of annihilation
, but it is about 3' in
diameter - plenty of room for those who wish to leap in and be
completely and forever destroyed.
7. THE FORSAKEN PRISON:
This miserable cubicle appears to
have absolutely no means of egress, and even a magical means
of detection will not indicate any. There are 3 iron levers (about 1'
long) on the south wall of the chamber. These levers will move
horizontally or vertically, singly or in combination. Only the act of
moving all 3
together
upwards or downwards will have any re-
sults. Moving them straight up opens a small trapdoor in the cen-
ter of the ceiling (10' above). Pushing them simultaneously down
opens the entire floor to a 100' deep pit with no exit. Damage from
the fall is 10-100 (
10d10
) hit points, and the floor will automatically
return to a closed position in 1 turn, thus sealing any inside the pit
there until another victim triggers the drop away again. The ceiling
route is a crawl space some 3' square. At the place it turns east
there is a plug in the ceiling which can be detected only with magi-
cal vision means or if a character has sense enough to test for
secret doors by rapping - secret door detection will not be of avail
here except as noted. Eventually the small tunnel leads to a magi-
cal one-way door which opens in the pit side as shown, and play-
ers are back to square one . . .
GOLD held high above head
*
(False door)
ORANGE held waist high
(False door)
PURPLE at feet
BRONZE held waist high
GRAY at shoulder
(none)
BRIGHT BLUE at feet
WHITE held high above head
TURQUOISE at shoulder
SCARLET held waist high
PALE GREEN at feet
PALE BLUE at shoulder
SILVER at feet
(secret one-way door)
**
GREEN held high above head
YELLOW of shoulder
PINK held high above head
BLACK at feet
***
PALE VIOLET at shoulder
(none)
RED held waist high
****
BUFF at feet
(none)
INDIGO held high above head
*
an illusion covering a crawlway to
11
**
this door can be opened by a
knock
,
disintegrate
,
rock to
mud
, or
stone to flesh
spell
***
an Illusion covering a crawlway to
14
****
an Illusion covering a crawlway to
13
A.
Magic Archway
: When the party examines this arch give
them ILLUSTRATION
#5
. and inform them that the stones
glow in these colors whenever any person comes within 3'
of the portal: lower left, OLIVE; keystone, RUSSET; lower
right, CITRON. No matter which stones are pressed in what
order, the archway remains clouded and veiled with a haze
which nothing can enable the onlookers to see through. All
living matter which goes through the arch will be teleported
to
3
, while non-living matter is teleported simultaneously to
33
, i.e. characters stepping through will appear at the start
totally nude, while everything else with them will go to the
crypt of the demi-lich (Cruel but most entertaining for the
DM . . .)
8. GARGOYLE LAIR
: When any door leading to this room is opened,
it frees a mutated 4-armed gargoyle from
temporal stasis
. This
monster is a huge (H.P.: 64; 19 strength) monstrosity that attacks
6 times/round as a 12 hit dice creature inflicting damage as fol-
lows:
2d4
x4/
3d4
/
1d6
, and if any 2 of the clawing attacks (
2d4
x4)
hit, the creature will do an additional 7 hit points at rending dam-
age to the opponent so struck. Around the creature’s neck is a
collar studded with huge, gleaming gems (blue quartz stones of
100 g.p. value each, 10 gems total). Hidden in a secret compart-
ment of the collar is a slip of parchment with the following written
on it in magical runes which require a
read magic
spell to under-
stand: “
Look low and high for gold, to hear a tale untold. The archway at
the end, and on your way you’ll wend.
» Beneath the runes is the initial
«
A
». (USE ILLUSTRATION
#8
FOR THIS ENCOUNTER).
11. THE THREE ARMED STATUE
: When players find this
smallish room they will Immediately see what appears to be a
broken, 8' tall statue of a 4-armed gargoyle (GRAPHIC
#11
),
with a broken off 4th arm on the floor nearby. No amount of
fooling around with the broken arm will enable it to be replaced,
and the statue will do nothing at all meanwhile. A close look at
its open and outstretched hands, however, will detect that a
large gem (a 100 g.p. blue quartz one fits perfectly) will fit in a
carved depression in each of the 3 remaining hands, while
the broken one has no such concavity. If 3 large gems of any
sort are placed within the hands, the stoney digits will close
and crush them to powder, dump the grains on the floor, and
return to their normal positions. If this is repeated twice more,
and 9 gems are so crushed, a 10th (or more) will cause the
triggering of a
magic mouth
spell to speak the following words:
9. COMPLEX OF SECRET DOORS
: Each of these portals must
be opened by hand, and each requires a different method of open-
ing. Meanwhile, each round that there are characters in a shaded
room, a number of bolts will be fired into the area from hidden
devices in the walls and ceilings, and 1 character, randomly deter-
mined, in each such area, will be hit for 1-6 points of damage un-
less he or she makes a saving throw versus magic. There is abso-
lutely no way to prevent the bolts from being triggered and from
hitting, and armor and spells will NOT have any effect either. The
various secret doors open as follows:
4
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