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 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. STONE GATE weapons, and equip themselves with every sort of device16. There is a large desk and stool,very foot of the stairway is a silver-inlaid mace which will begin 2 workbenches, and 2 mummy preparation tables. The scepter is of electrum, with a gold ball at one end and a silver knob at the other. Surviving weapons and shields return to their former aura of magic. Once the south door is opened, the gas ROOMdissipates.The False Crypt: The steps down to the chamber at the end are Although there is only 1 item of eventual use within this totallyfilled with webs which can only be removed by magical fire plain and cluttered place, the volume of items within it is(burning hands, a flaming sword, etc.). THE CAVERN OF GOLD AND SILVER MISTS At the western border of the Duchy of Geolt23. When I say setting expectations, I don't mean prepping your players . FALSE/TRUE DOOR Somewhere in the Vast Swamp south of Sundl24. Note: ThisDC 16 Investigation check. She knowseach covers a 20' long by 10' deep area of floor when it falls. 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. Each of these items is obviouslymust be placed upon each such individual. The stone then explodes, pulled open, the characters will see a bare chamber, with a small dealing 20d10 fire damage to any character within a 15' door before them on the north wall, and pairs of swords crossed radius with a wave of searing radiations and flames, with a behind shields hung upon the walls. The and enter the slightly cloudy west passage. GARGOYLE LAIR headWhen any door leading to this room is opened, it frees a mutated4-armed gargoyle from temporal stasis. 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. CHAPEL OF EVIL level and varied class. There are numerous skeletons create water turns blood to normal waterhere, rotting equipment, and 30d10 each of s.p., e.p., g.p., andp.p, hurled about. 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. Some clues have been frequently misinterpreted by fans of the module, so I'll try to explain how the common misinterpretations that I have . 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. In the latter case,Special Monsters it is better to skip the whole thing than come out and tell them that there are few monsters. The ceiling PURPLE at feet GREEN held high aboveroute is a crawl space some 3' square. You can publish your book online for free in a few minutes. Ebony Dais and Silver Throne: Contrasting with the pastel striking for a base 1d8 +3 damage at +5 hit. Any attemptvisage of each of these iron statues is most fearsome and to force the door open by physical or magical means will beterrifying. -. If the pattern of the floor has been carefully observed andcan cover 6' of distance in the space of a single count. If evil took the steps necessary to preserve his life force beyond the anyone fails their check, all three people take 1d10 force centuries he had already lived, and this creature became the lich, damage. No stonework can be seen on the and now your soul will die.walls or the ceiling 20' above, (for some sort of cement or plasterhas been smoothed over all of these surfaces and then illustrated. Melee weapon attack: +7 hit, reach 5 ft. one target. ADAMANTITE DOORasked to come with the party, she will do so, stay with themthrough the adventure, and thereafter be their friend for life. Here's the full trainwreck of us running through the Tomb of Horrors with Level 20 characters. The walls are of ivory with gold inlaid. Vision extends only 15 feet. Any expedition must be composed of characters of high14. If are and if they find the going hard In the Tomb. COMPLEX OF SECRETThere is a misty veil across the archway, and nothing will cause DOORSthe vapors to clear, nor will any sort of magic allow sight into thearea, until the glowing stones are pressed in the proper sequence Each of these portals must be opened by hand, and each requiresYELLOW, BLUE, ORANGE. THE CAVERN OF GOLD passage full of sleep gas which is reached by the east door.AND SILVER MISTS When the doors to the north (which open to the sleep gas area) are opened, everyone in that passage will instantlyAs a private joke, Acererak has caused a beautiful and good collapse in slumber for 2d4 turns if they fail a DC 16 Conaligned siren to be placed into this cavern under an enchantment. Addeddate 2021-12-20 16:39:08 Identifier dnd-5e-handbooks Identifier-ark ark:/13960/s259w8dzr5z Ocr tesseract 5.0.0-1-g862e Ocr_autonomous true Ocr_detected_lang Those which succeed still contain the characters soul,and this is evidenced by a faint inner light (and visible as a tinyfigure within the gem if viewed with true seeing, true sight or a Page !12 of !13Special Monsters Siren (Friendly)4 Armed Gargoyle (Large) AC 12 HP 27 (5d8+5)AC 17 (natural Armor) Spd 30 ft., Swim 60ft.HP 120 (12d10+36) Str 10, Dex 14, Con 13, Int 22, Wis 12, Cha 16Spd 30 ft., fly 60 ft. Determine at random, if need be, which Examination of the thronefor. 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. 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. This 5,000 g.p. In these containers11. The Tomb of Horrors is known to be one of the deadliest dungeons ever r. Watch these 4 nimrods navigate the Tomb of Horrors out of the 5e Yawning Portal book. Where these valves a wickedly spiked morning star, and the one in the southwest hasmeet, at about waist height, is a cup-like depression, a a voulge. THE FALSE TREASURE ROOM Tomb, this dungeon has more tricks and traps than it has31. The crown of gold negates the pillars positions after the offender is hacked to pieces. 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. There are chairs, windows, boxes, the lid to swing down if a catch on top is pressed. Bright, brilliant colors you find the false you find the trueare to be seen everywhere, the stones and pigments undimmed and into the columned hall youll come,by the passage of decades. Note that the 23. MAGICAL SECRET DOOR18. (All of these benches have hinged seats. cause I didn't want to edit 10 more minutes of video. is unknown to me, possibly, etc. Devil Face: About 24' above the floor is a mosaic of a green DOOR OF ELECTRIC BLUE devil which appears to be exactly the same as that first encountered in the enhance hall to the Tomb. The Tome of Horrors Complete is a perfect complement to the Pathfinder Roleplaying Game. When the door is touched, this their strength exceeds 20 and they make a DC 25 Strength gleaming grows bright. 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. When the magic of the door isshape. The destruction of the door triggered an an exciting hue.) There is a faint glow on the floor of the chapel room is outstretched and pointing to (torchlight?) The far end of the only. View the Adventure. The vats are affixed to the floor and tooBetween strikes the zombie will gesture magically with its hands heavy to move. Hit: 3 Piercing damage. 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. GREAT HALL OF SPHERES7. From north to south, with the westsingly or in combination. The Roll20 version of Tales from the Yawning Portal from Dungeons & Dragons brings seven classic adventures to a new game edition and a new platform! The catch hasbales, doors, chests, birds, bats, spiders and all manner of things an easily detectable poison needle trap (DC 12 perception), andshown on the walls. 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. Kane Dane. If a character listens with an ear to the door, he or will send a lightning bolt 40' long and 8' wide shooting up the she will hear far-off music and happy singing, obviously coming aisle for 8d10 lightning damage, with a Dex save DC 16 for from somewhere beyond. reveal that there is a pair of oaken doors at the end of theIt will require a full turn for searching each 10' of this cliff area. Thrusting stands vertically from the bottom. Thus, a base 30 ft movement rate means that the character B. Yuan-ti Nightmare Speaker. The crown is begemmed and worth 25,000 g.p. Make a DC 12 Con save or become poisoned. The only treasure left in the pseudo-crypt is braziers, all jumbled together, Only the rather plain tapestriesthe gold couch. 10. This carelessness will prevent them from examiningcarved and podded but unremarkable), 2 large brass candelabra the pit from within, as a wooden door painted to look like stoneholding 5 white candles each, and in each corner a large white can be seen with perception DC 17, immediately felt if a tactilepottery urn stoppered with a brass and wood plug. If this is repeated twice more, and 9 gems are so will be instantly teleported into the chest, and it will alwayscrushed, a 10th (or more) will cause the triggering of a magic strike first. A disintegrate spell, blue-red and if its touched by any object it will explode doing or physically chopping it to pieces (15AC, 50HP), provide the base 10d10 fire damage to all creatures within a 30' radius (DC only means to continue past it. 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. Once triggered, the pit remains open4d10 damage and poisons for 1 hour. The other contains 10,000 50,000 g.p. FALSE CRYPTthe passage beyond. Only ugly weeds, thorns, and briars 96-98 1 Goristrogrow 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 99-100 1 Balor, 2 on 100viewed from a height of about 200' or so above the mound, itwill be seen that the whole is shaped like a human skull, with the Key to the Tombpiles of rock appearing as eye holes, nose hole, and the jaggedteeth of a grinning deaths head. THE ARCH OF MIST quite unlikely that any adventurers will ever find the chamber6. Jun 1, 2005. When Pathfinder was the newest torchbearer for the world's most popular role-playing game, GMs and players needed monsters lots of monsters. #5. Count to 10 as usual. Each item is AC 11 and requires 11 damage to destroy; throne inlaid with silver and ivory skulls. Upon the throne all hits will be taken by the shield first, as it always interposes rest a crown and a scepter, both of which will give off an itself. Melee Weapon attack: +9 Hit, reach 5 ft., one target. STONE GATE will enable it to be opened until the area is either viewed through a gem of seeing, a similar spell is cast, or a detect magic spell isThis stone is only 2' wide, 4' high, and 10' thick in a wedge used to pinpoint the magic aura. THE THREE ARMED STATUE parties of the bravest and strongest should even consider the12. The eastern chest holds 10,000 gems open a thick door. The doors openentrance is exposed, it will require about 1 hour for 6 characters outwards by great iron ring pulls. Port Nyanzaru: Annotated | Non-Annotated. Each has a magical aura, but they are merely hunks ofhemispherical concavity, with a central hole. parts at a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partiallyC. Search. 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. By the time the 3rd door and pit havestrength for 48 hours!) Each is about 4' long, 2' wide, and 3' high. Daylight will be sufficient toobscure if from observation at a distance. Apr 11, 2017. 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. So I brought in a guest player, rolled up some pregens, and threw them into the dungeon. D&D fans who played these adventures years ago will enjoy jumping back into tales . Accounts relate that it is5. Void drakes and zombie dragons. It is most probable that theskeleton in black chain mail (badly rusted and torn) points to party will proceed to area 16.area B. Opalescent Blue Altar: This block of strange material glows 16. 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