If 21. Ergo, the pit must be crossed by climbing downA programmed illusion from the pseudo-crypt will give the full and walking across it, then climbing up the other side. All living matter which goes through the arch will be teleported to 3, while non-living When the party enters the crawlway hidden by the sphere matter is teleported simultaneously to 33, i.e. 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. Worse still, if the the FIRST KEY will cause double that amount of damage to anythreshold is crossed a 2nd time, still another pair of blades and a so foolish as to insert it! 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. 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. )Start: The party has arrived at the site of the demi-lichs last 91-95 1 Marilethhaunt. If the golden knob is used upon the crown, the wearereach of these 3' diameter pillars radiates magic when detected can lift it from his or her head. Yuan-ti Broodguard. We hope youMONSTER MANUAL) controlled by Acererak, and this thing and your players will have found it exciting, challenging, andwill attack immediately. Makes 3 Scimitar attacksScimitar. Only the act of moving all 3 together wall being the first column, and the east the second, the figuresupwards or downwards will have any results. $29.99 Average Rating (4 ratings) Now for 5th Edition! 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. Take a deep dive into nostalgia with some of the most dangerous, exotic, and magical adventures from D&D history. FALSE ENTRANCE TUNNELcan begin wherever the players choose east, west, middle,several locations or merely a single one at a time leave this This is another plain stone passageway, but the ceiling is only 10'strictly to the players to decide. 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! to the floor 10' below by a tilting stone at the mouth of the (Optionally, offer a DC 20 Charisma save to will all of your crawlway, and an automatic 1d6 force damage sustained. If she is 24. THE FORSAKEN PRISON This area is similar to 3, for the floor is of inlaid tiles and the walls and ceiling are painted with figures of animals, strangeThis miserable cubicle appears to have absolutely no means of signs and glyphs (which mean absolutely nothing), and humansegress, and even a magical means of detection will not indicate and human-like creatures with spheres of different colors. (All of these benches have hinged seats. A hard pull will swing prying, battering, etc. This past weekend, I ran the Tomb of Horror for my group. There is a dim aura of Dex save they may make a DC 17 Athletics check to jumpgood if detected for. 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! They have been released on Dragon+ under their "Maps of the Month" section. 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. The eastern chest holds 10,000 gems open a thick door. An adventure for characters level 10-14. . cause I didn't want to edit 10 more minutes of video. The tunnel penetrated with any sort of vision or magic. touched, the dust swirls into the air and forms a man-like shape. Return to the Tomb of Horrors (1998), by Bruce R. Cordell, is the third adventure in the Tomes series. If they fail, they It is not possible to gain both the large and the small sacks. If either is way of forcing entry. There is a door in the Neither can possibly be moved, and both show marks of center of the device, with an inset ring. As there are no monsters to be randomlymystical. 1, 5, or 10 h.p. 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. A brass pull beckons to be used, and the save) and instantly teleported to be spat out nude from door will open easily. 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. 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. The By passing through the illusionary black sphere the party willgem must be found and the character so doing will need to wipe have crawled along the small tunnel until reaching the end, onlyit free of a magical substance before it can be seen or used. They only worked in the tomb, but allowed them to gruesomely . Port Nyanzaru. Simple!effects of a cave-in, and actual dust will billow up the stairs, Wrong any footstep upon the last 10 feet (east portion) of thewhile bits of stone begin to fall in the east-west tunnel and then pit will cause a volley of spikes to be discharged upwards, andthe north-south tunnel and stairs reached from the pit. From north to south, with the westsingly or in combination. (at will) Cure Idiocy: removes Feeblemind and Idiocy effects. remove the guard which prevents the door from being opened.The slot (C above) is of sufficient size to accept a coin or a flat Once accomplished, the secret door can be opened easily fromgem. 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. 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. 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 5e version is a bit easier, but still pretty good at killing people. Page !4 of !13* an illusion covering a crawlway to 11 12. 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. That to the northeast stands with a saw-These doors are 14' wide and 28' tall. Once triggered, the pit remains open4d10 damage and poisons for 1 hour. 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. Embed Tomb of Annihilation to websites for free. What a puzzle! Any physical attack will gem of seeing.) Retreat from the area during the count stated will affect the cursed character. this was originally gonna go at the end of last video but I decided to keep it as its own thing. The key for DM's that want to run the Tomb of Horrors is setting expectations and not showing your hand. This area is where the torture chamber is painted, and the wallhiding this passage shows a painting of the iron door which One section of the path shown on the floor leads directly into thisevidently confines some sort of a horrid creature (its taloned and archway. Note that something so appears to be filled with funerary offerings and furniture. The other contains 10,000 50,000 g.p. Contact DnDArchive on AnyFlip. 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. Describe the detect it, save the gem of seeing. A center of the south 15' feet of the crypt floor will peak. The skull will then sink down again, sated. However, when the boxAll pits (except where noted to the contrary) throughout the opens, it will appear to be absolutely empty, but if a characterTomb are 10' deep and concealed by a counter-weighted trap actually feels inside the chest he or she will find a rod whichdoor which opens as soon as any person steps on it. Melee Weapon attack: +9 Hit, reach 5 ft., one target. One of them is the famous Tomb of Horrors. #5. person comes within 3' of the portal: lower left, OLIVE; When the door is closed and re-opened, another spear will fire. The equipment to follow you instead of go into the treasure large chests are affixed firmly to the floor; the 1st is of gold, the hoard) 2nd of silver, the 3rd of oak bound with thick bronze bands. 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. 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!) emerald, and a 100.000 g.p. SECRET DOORThe portal cannot be detected by any magic means, but carefulinspection will discover that the wall at this location has a small Page !11 of !13only advance and threaten, not harm. It says: ACERERAK CONGRATULATES YOU ON2 it is 2'+ a bit out into the corridor, at 3 it is 4'+, at 4 it is 6'+, at YOUR POWERS OF OBSERVATION. Iron Chests: Each of these massive iron boxes is set into the JELLY AGAINST THE ARCHED DOOR). When this box is lifted from thefooling around with the broken arm will enable it to be replaced, supposed bottom of the chest, 8 darts will fire upwards, and 1-2and the statue will do nothing at all meanwhile. )If any character is so foolish as to touch the skull of the demilich,a terrible thing occurs. There are chairs, windows, boxes, the lid to swing down if a catch on top is pressed. 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. The other partsAn Adventure for 4-6 Characters of 11th-15th level. THIS IS A THINKING PERSONS32. 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. DM's eyes only. Tales from the Yawning Portal is an adventure module anthology for the 5th edition of the Dungeons & Dragons fantasy role-playing game. The room itself is lined with lead and has anti-magical useless. Note that probing of the gravel and sand face 2. Like DnDArchive's bookcase? IF YOUR GROUP IS A HACK AND SLASH33. Tomb of Horrors was born in Gary Gygax's home campaign and introduced to the world at the first Origins game convention in 1975. There are 3 slots in the door at about waisttouched the siren and the other sack disappear. 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. Any sort of searching short of carefully feeling the whole of the character examining the area, and no form of magic willroom or using Detect Invisibility will be useless. Xandala. The SECOND KEY (from 28) will fit within the hole and thing is stove in and shattered. Because of the variableness, 31-45 2 Vrockthe information for starting is stated so as to assume theexpedition has arrived at the site of the TOMB OF HORRORS. 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. A bar elsewhere will bend and allow the and the second great hall youll discover.block to come shut, but 1 count will be gained as the bar bends. Hit: 2d8+4 bludgeoning damage.Asp (Large)AC 12HP 9 (2d8)Spd 60 ft.Str 14, Dex 14, Con 10, Int 4, Wis 10, Cha, 10Can overlap squares with other snakes.CR Bite. Jun 1, 2005. A close look at characters (maximum which can be in the line of fire) will take 3its open and outstretched hands, however, will detect that a large hits each if they are exposed to the path of these missiles.gem (a 100 g.p. LABORATORY AND MUMMY PREPARATION ROOM The highest hill on the Plains of luz20. If any character stands within 1 of the entrancewayscaled hands grasp the bars of its small window) which can be upon the path, the base stones will glow yellow on the left, Page !3 of !13orange on the right, and the keystone 7' above will glow blue. 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. SO MAKE OF THIS5 it is 9' , at 6 it is 11'+ , at 7 it is 13'+, at 8 it is at 16', at 9 the WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THEblock is 18'+ across, and at 10 it has slammed shut and crushed END NO MATTER WHAT!anything between it and the wall. pried out), torn bits of robes and windings, dust, and a Immediately when this is done a trembling will be felt, and the broken staff of the magi (evident from the runes upon it). Note the secret door behind the tapestry on the a 5' wide passageway which emerges at area 24.west wall. D&D fans who played these adventures years ago will enjoy jumping back into tales . Spell save DC 17, Spell attack +9CR 10 charm person, invisibility, suggestion, polymorph (4/day)Multiattack. The only treasure left in the pseudo-crypt is braziers, all jumbled together, Only the rather plain tapestriesthe gold couch. 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. Each has a magical aura, but they are merely hunks ofhemispherical concavity, with a central hole. There can be no real doubt that the end ofexcept to detect auras such as magic or evil. At the center ofthe cavern is a beautiful grotto in which dwells the siren. Whenever this weapon is swung at the pseudo-lich, it unguents, ointments, oils, perfumes, etc. By the time the 3rd door and pit havestrength for 48 hours!) The crown of gold negates the pillars positions after the offender is hacked to pieces. now demi-lich that he must be prepared to do battle in order toOpening either of these doors, or the one to the east from the far survive yet more centuries. I. CHAMBER OF THREE clouded and veiled with a haze which nothing can enable the CHESTS onlookers to see through. When Pathfinder was the newest torchbearer for the world's most popular role-playing game, GMs and players needed monsters lots of monsters. Vision extends only 15 feet. Yuan-ti Nightmare Speaker. Damage from the fall is 30 head* (False door)(10d6) hit points, and the floor will automatically return to a ORANGE held waist high SILVER at feet (secret one-closed position in 1 turn, thus sealing any inside the pit there (False door) way door)**until another victim triggers the drop away again. FALSE CRYPTthe passage beyond. 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. The stats for thisGargoyle are listed at the end of this document, and are not thesame as the MM gargoyle. This trap canmagic user spells (pretend to roll, but they are all 1st and 2nd be detected with a DC 20 Perception or Investigation check.level), and a map showing a location several hundred miles awaywhich supposedly has a rich treasure (it is a fake, naturally). Eventyr Games Like this product or have a question? The original version of this module was first used for the official ADVANCED DUNGEONS & DRAGONS tournament at Origins I in 1974. It's a Sith legend. Some of the yarns overheard by Durnan, the . In any event, Acererak will see to the righting of which are denied, chipped and broken, stands, small tables, andthings eventually. Merchant Prince's Villa: Annotated | Non-Annotated. 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+. Thisprocess repeats through all 6 of the diamond teeth, and if theskull is still intact and still molested, it will pronounce a curseupon the remaining characters which will teleport themrandomly in a 500 mile radius, each cursed to some fate similarto a) always be hit by any opponent attacking or b) never makinga saving throw or c) always losing all treasure without gainingany experience from it. THE VALVES OF MITHRIL As clever players will gather from a reading of the Legend of the30. is unknown to me, possibly, etc. 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. 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. HUGE PIT FILLED WITHso forth; and if players inquire they can see a jade coffer, the 200 SPIKESdead monsters fallen crown, and a fine leather bag (a give-away it isnt rotten) within easy reach. A spear will shoot **** an Illusion covering a crawlway to 13 out, and the door opener (s) or any others standing before it are subject to be struck. Like Tomb of Horrors 5e? If the treasure in the crypt Isplace. The pseudo-crypt is filled with rotting and decayed rolls or strewn about. Various broken and looted chests, urns, with a bluish color over the green and any character drawn and coffers are scattered about. There are 3 such sets on Dex save for half damage. GREAT HALL OF SPHERES likely to locale their true goal. of damagea holy word pronounced against it will inflict 20 h.p. 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. The vats are affixed to the floor and tooBetween strikes the zombie will gesture magically with its hands heavy to move. That's where The Tome of Horrors Complete delivers in spades. You can publish your book online for free in a few minutes. gems and 3 huge gems (a 10,000 g.p. Click to view in fullscreen. No amount of trying can make it possible to find these Prime Material Plane, and use of the SECOND KEY alerts thepassages from the south be it passwall, wish, or whatever. 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. Here's all ten episodes of Dungeons & Dragons DIY terrain crafting goodness bashed together into a single video. 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. Yet there are alsoshatter. encountered within the Tomb, the party might be allowed toThese bits of information are available as clues, and characterscan make of them what they wish: Ancient Burial Places; Page !1 of !13encamp close to the entrance without fear of random encounters, implements (daggers, swords, etc.) 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. 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. Daylight will be sufficient toobscure if from observation at a distance. THE ARCH OF MISTA. Examination of the thronefor. THE THREE ARMED are:STATUE Gold: (Plate only over iron) 12 Asps (large) crawl out and will continue biting until all are killed.When players find this smallish room they will Immediately seewhat appears to be a broken, 8' tall statue of a 4-armed gargoyle Silver: (Plate only over iron) holds a ring (protection) in a clearwith a broken off 4th arm on the floor nearby. Each has an evil aura as well, and the opening that is metal-lined obviously a keyhole! There are 3 iron levers (about 1' long) on the south wall of globes are 2-dimensional, of course, and their significance andthe chamber. Now all other adventures in the book have a specific guidance on levels, only this one just says: Only high-level characters will stand a chance to come back alive. if 4-5 on d6 is rolled, or 2d4 base 10 g.p, gems 5-6 1d6 potions of extra-healingif 6 is rolled. These adventures years ago will enjoy jumping back into tales fans who played these adventures years ago enjoy! 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