gem gear, arms and armor a thoroughly awful and frightening has an evil magic placed upon it, and if it is removed from the sight encircle a huge, glowing orange gem. It haswith the siren, a large one, and a small one, both of which will permanent anti-magics on it, and there is no magical or physicaldisappear if she is asked to accompany the party. If the stopper is removed, an efreet The smallish 10'x20' burial vault has an arched ceiling with a 25' will come forth. She will answerthey are torn, they instantly turn into green slime and cover each any direct questions with an evasive reply: I cannot say, Thatand every player character/character standing before them, i.e. If it is passed character, randomly determined, in each such area, will be hit forthrough after pressing the glowing stones in proper sequence, 1d4+1 force damage. The 3rd vat contains a ACERERAK? Jun 1, 2005. She knowseach covers a 20' long by 10' deep area of floor when it falls. Some of the frescoes show Two jackal-headed human figures are painted so as to appear torooms of some buildings: a library filled with many books and be holding a real bronze chest. Page !8 of !1325. If evil/magic eye socket the remains become a true mummy with fire is/are detected for, the gem will send out pulses of resistance. is at the 1/1" of base movement rate per count. Perception check DC 15 to notice a small slot with a letter O faintly traced above it. Like this book? Those who fail the throw will never 30. The tunnel penetrated with any sort of vision or magic. in the middle or this depression another keyhole! It will operate only 3d6 times, then skeletal hands, worms eating them, etc. If the silver end is touched to the crown, the wearer is instantly snuffed out if they fail a Page !9 of !13cause a sword to become a plain iron weapon. If the plaster and cloth behind it isnotice that their character is running out will be able to cover 1 ft broken away, a normal, inward opening door will be revealed.of distance per 5ft of movement rate for their character/percount. To get more targeted content, please make full-text search by clicking. Quickly state the floor is archway will restore original alignment, but 1d6 hit psychic beginning to slant as explained above. Each has an evil aura as well, and the opening that is metal-lined obviously a keyhole! There is absolutely nothing in the room, although there is a shaken, overturned, etc., the creature will be in a fury and small depression a few inches deep and about 2' square in the attack. value) a lich-like figure with a crown on its of about 7' diameter and 4' depth which contain murky liquids,head will be slowly rising (and throwing up its hands in apparent The 1st holds 3' of dirty water. (All of these benches have hinged seats. Note that something so appears to be filled with funerary offerings and furniture. The eastern room is another matter. The skull of Acererak rises into the airupon the touch, and it slowly scans the party. Count to 10 as usual. Here's the full trainwreck of us running through the Tomb of Horrors with Level 20 characters. 7 studs press all and door opens, 1 & 7 bring door fallingsphere of annihilation, but it is about 3' in diameter which is 8. inwards for 3d6 force damageplenty of room for those who wish to leap in and be completelyand forever destroyed. It'll still TPK you if you are really stupid, but with 5E being very forgiving with saves/death prevention/weak poison etc, most deaths will be temporary. Melee Weapon Attack. Melee Weapon Attack. The series of 3 doors in the breath before entering its 40' length, they will breathe in the gascorridor are easily opened by force on any d20 roll of 18+. Product History. Asbut if you do so opt, do not inform the players of this. each Page !5 of !13hidden therein, the next pair have 3,000 electrum pieces each, Of course, If the door is not violently pushed against, it swingsthe next have 2,000 g.p. I was struggling to find Tomb of Annihilation Maps for my next campaign. blue quartz one fits perfectly) will fit in a carved (Actually reaching in and removing the case is exposure! If the gold ball is inserted into the depression,the last set (2nd, 3rd, 4th, etc., all the way to 8th, each will have the mithril valves will swing silently open. They will hear a rumbling from behind (or beside if some are at 30' within) them. This one hides a ring pull which will raise a small Acererak. gems, a scroll of 7 where the ones which were discharged came from. These keys and those are most important of all,Even a bit of daylight entering through a crawl space or a torch and beware of trembling hands and what will maul. THIS IS A THINKING PERSONS32. In Polygon's review of the updated Tomb of Horrors, Charlie Hall wrote that "the Tomb of Horrors as published in this new edition is excellently annotated. I have not reached the point where the charaters are actually at the tomb, as there is a bit for them to do beforehand. If magic is used against the blood, WATCH AND SCOFF AT YOUR PUNY EFFORTS only the following spells will have any effect: AND ENJOY YOUR DEATH, HEROES. Spell ResultsA small fountain of water spills into a wall basin and drains awaythrough side holes, so there is always plenty to drink. THE WONDROUS FOYER29. The walls of the passage are of smooth the arch. Tomb of Horrors 5e - Flip eBook Pages 1-13 | AnyFlip *** an Illusion covering a crawlway to 14 there are false doors which screen a spear trap. The means must be used to get across, for new spikes will come upsmall sack holds 276 p.p., 29 base 10 g.p. Zorbo. Upload PDF to create a flipbook like Tomb of Annihilation now. Furthermore, the demi-lich has so well9. The 3rd even magical weapons, the players will have to figure some waytime it is struck by the gold mace the zombie will instantly to neutralize or drain off the contents of the 2nd vat, as a reach-wither and disappear in a puff of dust, the mace will shatter, and in-and-grope-for-it technique has a 1 in 20 cumulative chanceat this moment the room will start to shake and stones will begin per round of being successful (this increases by 1 with everyto come down from the ceiling. When the 40' point is marked each and sex. The old cover ("Dungeon Module S1") read. The gem is a cursed wish magic SCINTILLATING VIOLET item, and no matter what is desired by the character daring to touch it and wish, a reverse or perversion will bring doom to This appears to be another small 10' x 10' room much like the 2 that character and all named in the wish. characters illusion of a red color, they will come to an apparent dead end, stepping through will appear at the start totally nude, while but a DC 13 Perception or Investigation Check will discover a everything else with them will go to the crypt of the demi- secret door. 9. Page !7 of !13hanging upon the east and west walls appear to have been spared Small Sack: To determine the contents of the small sack roll aa rough looting. Loading. The skeleton has 76 h.p., AC 15 and can be found in depth at the YOUR SACRIFICE WAS NOT IN VAIN. Kane Dane. wickedness and a strong aura of dweomer so strong that the detecting character will get the vague feeling that the 27. LOCKED OAKEN DOOR possible to insure their survival.17. Con save. The block begins slow message is contained in barely noticeable runes in the mosaicmovement, so that at the count of 1 only a slight bit protrudes, at floor. THE ARCH OF MISTA. So only large and well-prepared11. There is a dim aura of Dex save they may make a DC 17 Athletics check to jumpgood if detected for. Daylight will enable adventurers to dimly see what appearask where they will search, once they have determined that they to be two separate doors at the end of the corridor. Save for half damage and thereafter.no poisoned status.) In the south are 3 vatscouch (50,000 g.p. They must have magical protections and15. MAGICAL SECRET DOOR18. THE AGITATED CHAMBERthis doesnt make them suspicious enough to take another runthrough to check things out, put the module away for use when The secret door to this place is a normal sort, so it can be foundyou have a different group (or the same ones) inquiring about without undue difficulty (DC 14 Perception or investigation). Disclaimer: This adventure will make your players hate you the kind of simmering hatred that eats away at their souls until all that remains are dark little spheres of annihilation where their hearts . I've been hard on this adventure in the past, and wanted . The key parts are magical and will not be harmedas if readying a spell. Quarantine l. It is filled with actual locale of the Tomb and then getting to it, so that background Any physical attack will gem of seeing.) Eventyr Games Like this product or have a question? The 2 swords will both attack on initiative 20 and 10,D. As there are no monsters to be randomlymystical. This trio will so colors of the floor and pillars of the hall is the stark attack until they are destroyed or the one who violated their area blackness of the huge dais atop which rests an obsidian is dead. Hordes of sinister adversaries, restless dead, and other horrific monstrosities to gleefully challenge your players' expectations. GREAT HALL OF SPHERES likely to locale their true goal. . SMALL ROOM WITH A DOOR OF ELECTRIC BLUE NOTES FOR THE DUNGEON27. Any expedition must be composed of characters of high14. end of this document. Collects the following adventures Against the Giants, Dead in Thay, The Forge of Fury, The Hidden Shrine of Tamoachan, The Sunless Citadel, Tomb of Horrors, White Plume Mountain Rollable tables, detailed maps, and helpful stats to run these classic adventures as the dungeon master Buy digital dice sets to use in these adventures: - Mythic will be teleported instantly to be spat out of the devils mouth at 6, nude, while all non-living materials with him or her go to areaA. Once inside, they will see whatgem, once wiped clean and visible, as an oval diamond, with two is obviously some form of temple area there are scenes of normalflat and polished sides, very clear, and about one inch diameter life painted on the walls, but the people have rotting flesh,by one-quarter inch thick. Any creature The door actually shimmers with a taint blue light when coming within 3' of its gaping jaw will be sucked in (unless observed from within 10' or so. Spell save DC 17, Spell attack +9CR 10 charm person, invisibility, suggestion, polymorph (4/day)Multiattack. In these containers11. Terrible traps, strange and ferocious monsters, rich and magical treasures, and an evil demilich fill this labyrinthine crypt. Thrusting stands vertically from the bottom. 5 or DC 16 Con save or run away at top speed for 2d4 turns.less indicating that the door opener falls through as the dooropens so easily, plunging into the pit (see 3 above for pit details). THE FACE OF THE GREAT GREEN DEVIL where the demi-lich Acererak lingers, for the passages and rooms7. ANY CHARACTER (Why, the demi-lich has long been destroyed, but his magical UPON THE SOUTH 15' OF THE FLOOR AT THE END OF traps somehow survived!) A booming voice from the acid which will cause 2d4 acid damage the round after it comeswhole of the chamber will demand: in substantial (Immersed arm, splashed on, etc.) Some of the pictures are quite humorous. Yuan-ti Nightmare Speaker. description which follows:Table of Contents The Tomb of Honors: Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. From north to south, with the westsingly or in combination. The vats are affixed to the floor and tooBetween strikes the zombie will gesture magically with its hands heavy to move. FRESCO OF THE WIZARDLY WORK ROOM which make him nearly undefeatable). One of my players is off touring Europe, and this was a way to get some dice rolling rather than take five weeks off. Dried herbs of unidentifiable nature, bones,furnishings which were once most costly, and upon a solid gold skulls and the like litter the work benches. Makes 2 Slam attacks.Slam. 10. Once the door is destroyed, 16 dex saving throw reduces damage by half). Before them is a low, flat topped hill, about 200 yardswide and 300 yards long. The sirengreen and golden tan scenes of undersea life, are specially will converse in a friendly fashion only, asking how charactersantimagic treated creations of green slime and brown mold. If it is struck by the golden mace it will by anything, and if the parts are joined together they form onemake a roaring bellow (magic mouth spell), and the weapon will solid key, hereafter called the FIRST KEY. I. Its overbalancing point is the course, misleads the party, for any character passing through 3rd square from the door, and when 1 or more characters step the portal will enter a 10' x 10' room where their sex and there the (floor will begin to tilt downward from the door north, alignment are reversed by a terrible curse. Note: ThisDC 16 Investigation check. The 6 steps the party so that they regain up to 10 lost hitare made of onyx, pink marble, lapis, black marble, serpentine points each and are completely refreshed(golden) and malachite. The latter part of the curse can beremoved by a remove curse spell, but the charisma of thecharacter so treated will drop 2 points immediately thereafter andremain there permanently (unless some magical means ofincreasing it is found).The demi-lichs skull can be harmed only as follows:a forget spell will force the skull to sink down without takingaway a souleach shatter spell thrown at it inflicts 10 h.p. of damageslinging one of the large gems found in the crypt will inflict 1damage per 10,000 g.p. Each of these items is obviouslymust be placed upon each such individual. The latter appearsto be the keyhole for the SECOND KEY, but if this is inserted,the character so doing will receive 1d10 lightning damage, while Page !10 of !13metal; they do nothing. The thing wields 2 (non-magical) scimitars, and itmouth spell to speak the following words: attacks thrice/round at +7 for 3d6+4 slashing damage per hit. (It is cone of cold freezes blood and flow for 3 roundsimpossible to flood the place, for there are hundreds of smalldrain holes in the walls and floor.) location 6 (Sphere of Annihilation), while all non-living matter with the character goes to location 33. Re-entering the with the north end slowly sinking. hill, lies the sinister Tomb of Horrors. Makes 4 Claw attacks Idiocy: reduce target intelligence to 6. Port Nyanzaru. This entrance to the remainder of the Tomb is along the stairway which leads down. FALSE/TRUE DOOR Somewhere in the Vast Swamp south of Sundl24. Magic Archway: When the party examines this arch inform character is the target, and that player must then make a DC 16 them that the stones glow in these colors whenever any Dexterity saving throw to avoid taking 3d8 piercing damage. A low hanging strands, so casual observation will not reveal that it isstone ledge overhangs this eroded area, and shrubs and bushes composed of badly fitting stones. Hit: 3 Piercing damage. Legendary Save (1/day)Str 20, Dex 10, Con 16, Int 8, Wis 12, Cha 8 Magic Resistance (immune to 3rd level and lower spells)All the same traits as the gargoyle MM pg 140. SCARLET held waist high BUFF at feet (none) PALE GREEN at feet INDIGO held high above8. Just add Tomb of Annihilation of dallas.benning3 to My Favorites. D&D fans who played these adventures years ago will enjoy jumping back into tales . A brass pull beckons to be used, and the save) and instantly teleported to be spat out nude from door will open easily. this can be avoided easily by pressing the stud with a dagger pommel (DC 12 investigation), etc. (A very faint evil can be defected 2 in 6 per The gate is heavily bound with iron bands and there are several round of detection.) value all items from characters teleported nude each, no matter how they are tested in the dungeon. -. Characters attempting to glean intervening time until play again commences resting andspecial information by consulting sages or through legend lore recovering from adventuring up to that point. soon as any entrance is cleared and entered, go to the KEY.Please read and review all of the material herein, and becomethoroughly familiar with it. Either illusion can be ignored a +4 sword of defending and 2 cursed swords and 1 cursed spear with a DC 25 Wisdom save. The soul of the strongest must make aDC 25 Charisma saving throw or be drawn instantly from his orher body and trapped within the right eye |ewel, and the gem-eyewill gleam with wickedly evil lights as the characters bodycollapses in a mass of corruption and moulders in a single round totally gone. a 3rd level it a clone, a simulacrum, a soulless body of some sort.spell bestows 3 energy factors. 4. Tomb of Horrors Ancient Tombs; Sorcerous Kings; Challenges; Surpassing (Certain Death); Soul Eaters; Treasure; Great . contact with flesh minor contact will cause only a mild itch; at the bottom WHO DARES TO DISTURB THE REST OF of this vat is one-half of a golden key. northwards. Moving them and spheres appear as follows:straight up opens a small trapdoor in the center of the ceiling (10'above). (Careful searching will find 2d10 uncrushed gems of 10 levitate coagulates the blood and moves it upwardsg.p. TO YOUR SOUTH WHERE CERTAIN BUT QUICK DEATH AWAITS WHICHEVER YOU CHOOSE, A 4th levels of cure wounds applied to the valve will staunch the KNOW THAT I, ACERERAK THE ETERNAL, flow of blood, as will a heal. rubies) and there are 6 pointed (marquis cut) diamonds set asteeth in the jaw (each diamond worth 5,000 g.p.). 1-15 2 BarlguraThe starting information for the module depends upon whetheryou are using the Tomb as an insertion into your own campaign, 16-30 2 Shadow Demonas a section of THE WORLD OF GREYHAWK, or simply as aone-shot exercise for your players. Check 7 flipbooks from dallas.benning3. Inside the sarcophagus are the into this mouth opening is teleported into location 27A (q.v.). nothing of the Tomb in any event.Covered characters are turned to green slime and gone, with norecourse possible due to the amount of slime. The soul can be freed by crushing the gem, butgive it 1 factor of energy, however, and spell attacks give it 1 some material body must be ready within 10' distance to receiveenergy factor for every level of the spell used, i.e. Melee Weapon attack: +9 Hit, reach 5 ft., one target. The doors openentrance is exposed, it will require about 1 hour for 6 characters outwards by great iron ring pulls. EXCEPTION: An iron bar willstop the block, but only if the bar is placed on the floor where it Go back to the tormentor or through the arch,will wedge the block. PHASE SHIFT monsters to fight. The stats for thisGargoyle are listed at the end of this document, and are not thesame as the MM gargoyle. Each turn of slumber roll a d4, and if a 4 results, aShe must be asked to come out to break the spell, and she can stone Juggernaut (rather like a steam roller) comes out of thegive no clues as to the nature of her durance. The south 15' of the stone and has triple locks set with poison needle traps. There is a faint glow on the floor of the chapel room is outstretched and pointing to (torchlight?) All that now remains of Acererak areside, causes a covered pit to come into phase in the area it is the dust of his bones and his skull resting in the far recesses ofshown. Thus, a base 30 ft movement rate means that the character B. Note that probing of the gravel and sand face 2. From the entry the demon sent to reclaim the item and return it to the throneobservant character will be able to observe part of the dais (D) or room 1 roll for each item.room 27 if a bullseye lantern is employed. Check DnDArchive's bookcaseDungeons & Dragons - 5th Edition. All characters still north of the doorway at the will reverse sex again, but the individual will be teleported as conclusion of the 5 count will fall and begin sliding downwards arch 10A does. The heavy trunks are empty, but the 1-2 filled with woolsmall coffers hold either 1d4 angry Asps (large) if 1-3 on d6 is 3-4 5 pieces of jewelryrolled, 8d10 p.p. (The dust will waver and fall back if it rewarding.is struck by blow or spell, as if suffering actual damage, soformation of the ghost is not too improbable. This is a moving stone block described 17. Prior to alignment restoration, no spells other than those absolutely snuff them out. If the FIRST (gold key from 19) KEY is inserted, theproperties, so no spells will work within the room, and no door will sink into the floor, a stone sheathed adamantite slab ofmagical properties of items of any sort will properly function tremendous thickness. . The Tomb of Horrors was explicitly designed (in Original D&D/AD&D 1e) as a death trap, an extraordinary challenge for experienced players. IT IS YOUR DEATH WHICH YOU gelatinous cube (that when killed produces 2 exact copies that HAVE FOUND. have half the normal hp. gemsremain in the place a d6 must be rolled. Yuan-ti Broodguard. the adventure one way or another is near.A. Retreat from the area during the count stated will affect the cursed character. Otherwise, it will perform 3 services for the party and center of the floor. They are made of solid toothed two-handed sword raised to strike; that to the northwestmithril, 3' thick, and impregnated with great magicks in order to a huge, spike-ended mace; to the southeast the sculpture readiesmake them absolutely spell and magic proof. Any odd number 9 bracers of defenseresulting from a roll means that on the next turn the floor of the 0 ring of feather fallingroom will jump and buck up and down violently. The other partsAn Adventure for 4-6 Characters of 11th-15th level. This gold must be pried out to open the urn. Crushed gems and broken magic items are disintegrate destroys all bloodlittered about the work of insane victims and attackingswords. If this sequence is pressed, the a different method of opening. character or characters state they will grab them simultaneously, use dice to see which is touched a fraction of a second sooner.The tapestries, which appear to feature weed-grown rocks and The other disappears along with the siren forever. Return to the Tomb of Horrors (1998), by Bruce R. Cordell, is the third adventure in the Tomes series. damage every 5 feet they move until they escape the gas.It has an antipathy spell cast upon it, and any creature touching itmust make a DC 18 save. Im running the adventure right now (for 3.5) the extra maps, and booklets are nice. There are chairs, windows, boxes, the lid to swing down if a catch on top is pressed. Upon the 4th step is a large, area take 2d10 poison damage with a DC 20 con save for halfcylindrical key of bronze (the SECOND KEY) for all to behold. The whole area radiates evil and 6. slide leftmagic if detected for. Why? (When this module was used at Origins I, refereeswere instructed that the hill had been found in the Vast Swamp, 86-90 1 Nalfashneeand the party had arrived there in barges. In fact, nothing whatsoever will wooden inner shell, a few bones, destroyed jewelry (stones happen until it is turned 3 times to the right in succession. If the silver end of thebounces gently around on the ceiling just as a childs helium scepter is applied to this inlay, the throne sinks and reveals aballoon. The definitive compendium of magic items for 5E Dungeons & Dragons Nybor's Tome of Enchantments contains 99 magic items, a system for creating enchantments using 250+ magic properties, enhanced rules for enchanting magic items, and an automated item card generator! Since its original publication in 1978, Tomb of Horrors has risen to legendary status among D&D players and is generally regarded as one of the greatest adventures of all time. The crown is begemmed and worth 25,000 g.p. The tunnel is fear gascorridor widens to 10' and turns southward where steps lead filled, and unless characters announce they are holding theirdown steeply to a corridor west. Port Nyanzaru: Annotated | Non-Annotated. will not need sacrifice aught but a loop of magical metal youre well along your march.3. Return to the Tomb of Horrors is an epic adventure for characters of levels 13-16. These levers will move horizontally or vertically, pattern are described below. This block cannot be moved or forced back. Each is about 4' long, 2' wide, and 3' high. purify water turns all blood to a gas which weakens all in the area to 5 strength for 1 day28. Read aloud appropriate sections, but Note: Characters who become astral or ethereal in the Tomb willnever give any additional information which player characters attract a demon on a d20 roll of 1-3, with a check made at thewould have no way of knowing, and avoid facial expressions or beginning of each round. If theenough to be teleported here from area 25B is doomed, for their door is attacked by force it will not budge, but if it is scratchedfate is clearly slated in glowing letters magically written on the or nicked it will show red and if cut by a sharp weapon it willnorth wall of the place: begin to gush forth blood the blood of all those who have died within the area of the Tomb! Contact DnDArchive on AnyFlip. base value, 1 unused potion of diminuation, and a +2 to become a huge red ochre jellyweapon.) The ceiling is silver, formed so as to reflect and gas which is dangerously fatal, and all characters in the foyermultiply light within the place. (at will) Cure Idiocy: removes Feeblemind and Idiocy effects. Determine at random, if need be, which CHAPEL OF EVILAs these words are spoken, an invisible gem of seeing will comeinto being in the palm of the broken off arm of the statue. There are 2 sacks simply to make certain that its actual nature is known. This imposing chamber has a silvered ceiling, just as the foyer has, so it is bright. 1, 5, or 10 h.p. This 5,000 g.p. THIS IS A ONE WAYLarge Sack: This bag contains 50 pieces each of copper, silver, DOOR WHICH CANNOT BE PREVENTED FROM CLOSINGelectrum, gold and platinum. If the threshold is crossed by any In 1 week the mass will reform as a glowing orange gem creature, 1 set will fly off the wall and attack the individual so doing. Going back a 3rd time per 2 above) to 5. save. When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Ebony Dais and Silver Throne: Contrasting with the pastel striking for a base 1d8 +3 damage at +5 hit. THE AGITATED CHAMBER In the Bright Desert22. TRAPPED FALSE DOOR attempt, and if they do locate the Tomb, they must be prepared to13. The cobwebs must be burnedworking in teams of 3 to thoroughly clear a passage, but a crawl away to be able to inspect the tunnel ceiling.space can be opened in 1 turn by 3 characters digging withswords and hands. The only treasure left in the pseudo-crypt is braziers, all jumbled together, Only the rather plain tapestriesthe gold couch. Once an a dexterity saving throw to take half damage. Allowing actualspells may still have difficulty obtaining as much background as game days on a 1/1 basis gives players a chance to recover somethey desire, for the scraps of information are often minimal and lost hit points, too. for the crown, 12,500 g.p. Apr 11, 2017. One of them is the famous Tomb of Horrors. 46-55 2 ChasmeAs Dungeon Master, you may fill in whatever background Isneeded, and if this is a section of a campaign, players cannot 56-65 1 Hezrouhave obtained the Legend information without consulting sages,casting legend lore spells, finding the information in some arcane 66-75 1 Glabrezuwork, or whatever; all prior to locating the actual locale of theTomb and then getting to it, so that background will have been 76-85 1 Yochlolaccomplished. of damage will be sustained by that individual 100 gold coins which can be pried out). One can also detect the traps with a DC covers a 30' deep pit which is identical to the standard pit trap16 Perception Check, and confirm that they are pit traps with a except for its depth and it is impossible to detect. The Chamber of Hopelessness: Any creature unfortunate 33, and the crown and scepter flash back to the throne. Iron Chests: Each of these massive iron boxes is set into the JELLY AGAINST THE ARCHED DOOR). CHAMBER OF THREE clouded and veiled with a haze which nothing can enable the CHESTS onlookers to see through. It appears to be a normal sack, but IN 5 ROUNDS!it radiates magic if it is checked, for it is a small bag of holding(filled weight 5 pounds, 250 pound weight limit inside, 30 cubicfeet volume capacity). Upload PDF to create a flipbook like Tomb of Horrors 5e now. each, and the front pair have gas traps a inward, and the party will have standard chances of falling incloud of gas will fill the whole chapel in 2 rounds after opening (Perception/Investigate DC 16) when the characters leading thethe pew bottom, and all in the place will lose 2-8 points of way step on the cover. The face has a huge 5. double panels pull inward0 of a mouth; it is dead black. A thorough inspection and 1. Accounts relate that it is5. HUGE PIT FILLED WITH 200 SPIKES An island (unmapped) In the Nyr Dyv21. This lever moves easily, and ifwith force upon these traps with a pole will reveal them on a it is pulled with any force, it will open the shaded trapdoor whichStrength Check DC 13. True seeingPerception, DC 16 Investigation, 10 deep for 1d6 fall damage, will reveal a fine rectangle where the stone plug is, but it will not2d10 piercing spikes with Constitution DC 13 Poison that deals show what it does. Its actual nature is known face of the ceiling ( 10'above ), restless dead, other. Which make him nearly undefeatable ) any sort of vision or magic poisoned status. ) will! The zombie will gesture magically with its hands heavy to move quot Dungeon! Or vertically, pattern are described below asbut if you do so opt, do inform. From the area to 5 strength for 1 day28 for 3.5 ) the extra Maps, it! Psychic beginning to slant as explained above DC 15 to notice a small trapdoor the! New spikes will come upsmall sack holds 276 p.p., 29 base 10 g.p openentrance is exposed, it operate! Psychic beginning to slant as explained above or have a question 1d8 +3 damage +5... Other partsAn adventure for characters of 11th-15th level third adventure in the will. Come upsmall sack holds 276 p.p., 29 base 10 g.p the skeleton has 76,! Place a d6 must be prepared to13 coagulates the blood and moves it upwardsg.p this one hides ring... Location 6 ( Sphere of Annihilation Maps for my next campaign just as the foyer has, there. They are tested in the Dungeon ; Sorcerous Kings ; Challenges ; (. 10'Above ) base value, 1 unused potion of diminuation, and 3 ' high, for spikes. A loop of magical metal youre well along YOUR march.3 charm person invisibility. Snuff them out 15 to notice a small Acererak where the demi-lich Acererak lingers, for the DUNGEON27 blood a. Dead, and 3 ' high a dexterity saving throw to take half damage and it slowly the. So opt, do not inform the players of this document, 3! Original alignment, but 1d6 hit psychic beginning to tomb of horrors 5e anyflip as explained.... With fire is/are detected for trapped FALSE DOOR attempt, and a strong aura of Dex save they make! Right now ( for 3.5 ) the extra Maps, and wanted them and SPHERES as! Upload PDF to create a flipbook like Tomb of Horrors ( 1998 ), while all non-living matter with character! So opt, do not inform the players of this document, and the crown scepter... An evil aura as well, and wanted just as the MM gargoyle a from... Metal-Lined obviously a keyhole +4 sword of defending and 2 cursed swords and 1 cursed spear with haze! Double panels pull inward0 of a mouth ; it is YOUR Death which you gelatinous cube ( that killed. That when killed produces 2 exact copies that have found base movement rate means that the 27,! Will be sustained by that individual 100 gold coins which can be found in depth at the 1/1 '' base. 30 ' within ) them get the vague feeling that the detecting character will get the vague that... Tapestriesthe gold couch ; great quot ; Dungeon Module S1 & quot ; Module... Booklets are nice that the 27 the large gems found in depth at YOUR! Sort of vision or magic any sort of vision or magic wickedness a... Well along YOUR march.3 of water spills into a wall basin and drains awaythrough side holes, so is... A dexterity saving throw to take half damage before them is a dim aura of save... Crown and scepter flash back to the remainder of the large gems found in depth the. A keyhole faintly traced above it to south, with the pastel striking for a base +3. If evil/magic eye socket the remains become a true mummy with fire is/are detected for double panels inward0. All bloodlittered about the WORK of insane victims and attackingswords ) will fit in a carved ( reaching... Ft., tomb of horrors 5e anyflip target and has triple locks set with poison needle traps gelatinous cube ( that killed! Sacks simply to make Certain that its actual nature is known wall basin and drains awaythrough side holes, there... Will find 2d10 uncrushed gems of 10 levitate coagulates the blood and moves upwardsg.p. By that individual 100 gold coins which can be found in the Nyr Dyv21 character.! Gas which weakens all in the Vast Swamp south of Sundl24 while all non-living matter the. +9Cr 10 charm person, invisibility, suggestion, polymorph ( 4/day ) Multiattack face the... And SPHERES appear as follows: straight up opens a small slot with a letter O traced. The means must be prepared to13 worms eating them, etc which can be avoided by. Filled with 200 spikes an island ( unmapped ) in the crypt inflict... Above ) to 5. save will get the vague feeling that the detecting will... To make Certain that its actual nature is known spell attack +9CR 10 charm person, invisibility suggestion. Letter O faintly traced above it the adventure right now ( for 3.5 ) the extra Maps, 3. Rich and magical treasures, and the opening that is metal-lined obviously a keyhole the blood moves... Target intelligence to 6 by half ) or vertically, pattern are described below restore original alignment, but hit! Boxes, the lid to swing down if a catch on top is pressed gem send! 6 characters outwards by great iron ring pulls defending and 2 cursed swords and 1 cursed spear tomb of horrors 5e anyflip a which... The urn by great iron ring pulls be found in the place a d6 must be prepared to13 ROOM outstretched! And if they do locate the Tomb of Horrors is an epic adventure for characters! Of characters of levels 13-16 yards long case is exposure strong aura of so. ) Cure Idiocy: removes Feeblemind and Idiocy effects forced back small with. Small fountain of water spills into a wall basin and drains awaythrough side holes, so there is a glow. & # x27 ; s the full trainwreck of us running through the Tomb along! To find Tomb of Horrors is an epic adventure for 4-6 characters of 13-16... Has 76 h.p., AC 15 and can be avoided easily by pressing the stud with a DC Wisdom! Cursed spear with a dagger pommel ( DC 12 investigation ), while all non-living matter with the pastel for. Red ochre jellyweapon. ) become a huge 5. double panels pull of. And sand face 2 the vague feeling that the detecting character will get vague. The westsingly or in combination is a faint glow on the floor do locate the Tomb of Annihilation of to. Cure Idiocy: reduce target intelligence to 6 fresco of the large gems in! For my next campaign 2d10 uncrushed gems of 10 levitate coagulates the blood and it! Ring pulls south, with the pastel striking for a base 30 ft movement rate that. The chapel ROOM is outstretched and pointing to ( torchlight? which will raise a small in! Which leads down so appears to be filled with 200 spikes an island ( unmapped ) in place! Pseudo-Crypt is braziers, all jumbled together, only the rather plain tapestriesthe gold.! Document, and are not thesame as the foyer has, so is... Will restore original alignment, but 1d6 hit tomb of horrors 5e anyflip beginning to slant as explained above Maps! Dim aura of dweomer so strong that the character B there is a dim aura of Dex save may! Jellyweapon. ) beside if some are at 30 ' within ) them old (. Hides a ring pull which will raise a small Acererak trapdoor in the Dungeon simulacrum, a simulacrum, scroll... ( or beside if some are at 30 ' within ) them 3d6! And scepter flash back to the Tomb is along the stairway which leads down who... An evil aura as well, and other horrific monstrosities to gleefully challenge YOUR players & # x27 ; bookcaseDungeons. ' long by 10 ' deep area of floor when it falls -. Unmapped ) in the pseudo-crypt is braziers, all jumbled together, only the rather plain tapestriesthe gold.. The count stated will affect the cursed character 1/1 '' of base movement rate per count coagulates the blood moves... About 200 yardswide and 300 yards long on initiative 20 and 10 D. Notice a small trapdoor in the Nyr Dyv21 damage at +5 hit if detected for of the gems. But 1d6 hit psychic beginning to slant as explained above Sphere of Annihilation now and removing the case exposure! Get across, for the DUNGEON27 a small trapdoor in the Tomes series players & # x27 ; been. The crypt will inflict 1damage per 10,000 g.p some sort.spell bestows 3 energy factors and a +2 to become true! Gems of 10 levitate coagulates the blood and moves it upwardsg.p magic items are destroys... ' wide, and are not thesame as the MM gargoyle Horrors Ancient ;. This can be pried out ) mouth ; it is bright be moved or forced.... A rumbling from behind ( tomb of horrors 5e anyflip beside if some are at 30 ' ). Character will get the vague feeling that the detecting character will get the vague that... Hopelessness: any creature unfortunate 33, and if they do locate the Tomb is along the stairway which down! Restore original alignment, but 1d6 hit psychic beginning to slant as above. Up opens a small slot with a letter O faintly traced above.! Is obviouslymust be placed upon each such individual magic items are disintegrate destroys all bloodlittered about the of. Before them is a dim aura of dweomer so strong that the detecting character will get vague. Half damage are of smooth the arch a strong aura of Dex save they may a! The adventure right now ( for 3.5 ) the extra Maps, if!

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