The Tomb of Horrors
Original Module by E. Gary Gygax
Adapted by Justin Alexander
http://www.thealexandrian.net

Background

HISTORY OF THE TOMB: Long millennia ago, during the primeval days of prehistory, an order of great sorcerer-kings ruled over the land. Born with the gift of magic, their unnatural longevity allowed them to accumulate powers unto themselves and they became a source of order in a time of chaos.

But as their mastery of the arcane arts grew, corruption crept into their midst. In time, war and treachery turned them against each other, and the cataclysms of their conflicts wrought great woe upon those they had once protected.

Perhaps inevitably, the sorcerer-kings turned to the darkest of arts for the power to overcome their foes. They reared blood-soaked temples in their honor, bound demons of maleficent aspect, and stripped the very land itself of life to fuel their arcane arts. 

One of the blackest of these dark lords was the tyrant Acererak. It is said that he sacrificed his own master and feasted upon his still-beating heart to claim his throne. Yet, after a thousand years of terror, Acererak had grown weary of his life upon the mortal plane: Thus he built a mighty and impenetrable tomb, and upon the night of the full moon, he unleashed his demons upon his cities – slaughtering his own subjects in a sacrifice of blood to bind an unspeakable sorcery upon it.

With the ritual complete, Acererak descended into his tomb, sealing it behind him and disappearing from the annals of history. There he performed the blasphemous rites which would transform him first into a lich and then into a demi-lich, allowing his soul to journey through the many worlds, while the mortal remnants of his body remained safe and secure.

THE LEGEND OF THE TOMB: The legend of the tomb is an old story with many parts, some of which may be lost or obscured.

Somewhere, it is said, beneath a lost and lonely hill of grim and foreboding aspect, lies a labyrinthine crypt. Nothing is known of its origins, except for the name of the one interred there: Acererak. 

This tomb is filled with terrible traps and strange enchantments, and those who dare to enter it are faced with almost certain doom: Its passages and rooms are fraught with pits and poison gases, magical wards and horrific curses. And, above all these other measures, it is said that those who breach the tomb’s defenses and reach its final vault will be met by Acererak himself, still standing watch upon his final haunt.

But it is also said that the tomb is filled with treasures both precious and magical – riches that beggar the imagination and have never been fully recovered…

From time to time, Acererak’s tomb has been discovered – either by chance or by design. Those who have managed to escape from it with their lives have given it a name: The Tomb of Horrors. From their tales, the legend has grown – passing like a rumor throughout the land.

INVESTIGATING THE TOMB: The PCs will probably first become aware of the tomb only as a name – the Tomb of Horrors. Perhaps they found it inscribed in an ancient script upon an amulet of jade. Or jotted down as a piece of marginalia within the spellbooks of an evil necromancer. Whatever the case may be, from this tiny scrap of information they may choose to unravel the tale of this forbidding place.

Only with the most extraordinary of efforts should PCs be able to discover any information in the “History of the Tomb” section, above – and even then, the material they manage to uncover should be scant and inconsistent. But with some minor effort, they should be able to discover everything about the “Legend of the Tomb”.

If the PCs discover that Acererak is a “demi-lich”, it’s up to you to decide how much information they can learn about demi-liches and their abilities.

Legend Lore/Vision: If the PCs have nothing more than the name of the place and a few vague rumors, a successful casting of legend lore or vision will reveal everything in the “Legend of the Tomb” section. This will give them the name of Acererak, and another casting focused upon that name will reveal a handful of vague references: Sorcerous Kings. Legendary treasure. Blood sacrifice. Mighty magicks. Demi-lich.

Bardic Knowledge: A successful bardic knowledge check (DC 30) will reveal the same information as a casting of legend lore.

Commune: It’s up to you to decide how much information PCs can successfully uncover using commune spells. A few options:
•	It can be very effective to reveal that the gods are simply unwilling or unable to reveal any information regarding Acererak or the Tomb of Horrors. (If even the gods are afraid, what are we going up against?)
•	Acererak belongs to an age of prehistory. The true history of the tomb might be unknown even to the gods of the modern world, but they can impart all the details of the legend.
•	The gods may know and be willing to reveal the entirety of the tomb’s history and legend, if the PCs ask the right questions.

Scrying: Any attempts to scry within or into the tomb are met by a seeming spell displaying an empty room with four doors.

Augury/Divination: The spell augury is surprisingly ineffective when it comes to the Tomb of Horrors – not because there are any special protections against it, but because pretty much everything associated with the tomb is bad news. (For example, imagine trying to use augury to determine which of the three entrances should be taken into the tomb. Whether its one of the false, trapped entrances or the true entrance into the deathtrap which is the tomb, the answer will almost assuredly be “woe”.) Very specifically phrased questions may yield better results. The more powerful divination is generally more useful and can probably help to caution characters away from dangerous choices if used properly.

FINDING THE TOMB: How the PCs actually determine the location of the tomb is up to you. A few possibilities:
•	They discover an age-worn map carved upon a stone block within a ruin so ancient that its very foundations have been worn away to dust.
•	They discover a large diamond, worshipped as if it were a god by a primitive tribe of goblins. Putting the diamond up to the eye, reveals the location of the tomb in a vivid vision.
•	Perhaps a successful legend lore or bardic knowledge check could turn up the information. Or perhaps suggest a great library where the appropriate information might be referenced by those willing to invest the proper amount of time and effort…
•	The party encounters a grizzled veteran of adventuring. He once belonged to a party who discovered the location of the tomb. He would have nothing to do with it, but his companions went without him… and never returned.
•	Perhaps the PCs’ research turns up some piece of treasure which was once liberated from the tomb, allowing them to use a discern location spell.

ACERERAK’S GOALS: So what’s the deal with the tomb? Why doesn’t Acererak just seal himself inside solid stone? Or fill the entire place with burnt othur fumes and incendiary clouds? Basically the tomb does two things for Acererak:

First, the entire structure is, essentially, a temple to Acererak. Every torturous death within its confines – every moment of anguish and pain and misery – is a blood offering upon an altar of prodigious scale.

Second, Acererak enjoys feasting upon the souls of mortals. But he also doesn’t want to be constantly distracted. The tomb serves as a filtering device, and the treasure serves as the bait. The only people who reach his crypt are the mightiest of adventurers, which means that Acererak only gets pulled back to the mortal plane when there’s a particularly tasty snack waiting for him there.

All of this carries with it some slim chance of Acererak being destroyed. But Acererak has actually taken some fairly extensive precautions against his death becoming a permanent thing (see Area 32 for details).

Conditions in the Tomb

As his last act upon this mortal plane, Acererak performed a ritual (as described above) which redirected the course of three ley lines and bound them to his purposes. (See “The Stone Circle”, below.) The result of this ritual is a powerful magical field that prevents the use of certain types of magic within the tomb or upon the barrow mound. 

DIMENSIONAL TRAVEL: Teleport, dimension door, ethereal jaunt, astral projection, gate, or any other ability involving planar travel into, out of, or within the tomb do not work. This is the result of a Dimensional Seal (an epic spell similar to dimensional lock, but with an area of effect large enough to encompass the tomb).

SCRYING: As noted above, any attempts to scry within the tomb are met by a seeming spell displaying an empty room with four doors. 

DETECT MAGIC: Casting detect magic outside of the tomb will reveal that the entire barrow mound is bathed in a strong aura of magic. Casting the spell within the tomb will reveal that the entire tomb complex is saturated with an overwhelming aura of the same. As a secondary effect of this magical aura, detect magic will essentially be useless for detecting any other magical aura within the tomb.

ILLUSION PROTECTED: Acererak uses a heightened silent image to hide many of his traps. Anyone specifically searching for something which has been illusion-protected must first make a successful Will save (DC 20) in order to have even a chance at detecting it. Spells such as true seeing or dispel magic may also be used to bypass the illusion protection.

ACERERAK’S SIGIL: Acererak’s sigil – a runic ‘A’ – can be found frequently throughout the tomb.

Running the Adventure

CHARACTER DEATH: The Tomb of Horrors is famed as a death-trap. If you aren’t willing to see a character instantly slain, then you shouldn’t use this module. As a result, for many groups, The Tomb of Horrors is best played as a one-shot: A fun challenge where the players know, going in, that they’re facing the infamous tomb and almost certain death.

SUGGESTED LEVEL: The reputation of the tomb is too well-deserved for it to be watered down or adjusted. Clever and resourceful characters may find their way through successfully, but this is not a module which has ever adapted itself to the character’s abilities or limitations.

The being said, running characters below 5th level through the tomb will usually result in a very poor playing experience: They’ll find it almost impossible to locate or disable the traps, and the first one they set off will probably result in their death.

Once characters have reached 5th level, however, conquering the tomb becomes possible (although very difficult). Around 10th level you begin to see what I consider to be the optimal playing experience: Fairly competent play alone will allow the party to penetrate to a fair depth.

Around 15th level, characters will probably be able to survive their first big mistake – and the threat of the tomb will diminish as a result. Successfully winning through the tomb at this level becomes more probable than failure, assuming the PCs don’t make a habit of really stupid mistakes.

By 20th level, characters will be more than capable of handling just about anything in the tomb short of Acererak himself.

Beyond 20th level, the module no longer truly functions the way it’s supposed to.

BOXED TEXT: Boxed text is used throughout The Tomb of Horrors to provide capsulated descriptions that can be read verbatim to your players as they move through the adventure. In general, these descriptions have been written so that they are appropriate regardless of what the PCs have chosen to do, with two exceptions:
•	Illumination: The boxed text assumes that, in situations where sight is potentially limited by darkness, that the PCs are capable of seeing up to 60 feet (either through the use of a daylight spell, darkvision, or some other means). If this is not the case, the boxed text may need to be modified or ignored.
•	Entrance: The boxed text is designed to be read as the PCs enter an area (unless otherwise specified). PCs are assumed to enter an area through a traditional route (a door, etc.). If PCs enter an area through some other means, the boxed text may need to be modified or ignored.

COUNTING: At several points during the adventure the DM will be instructed to “begin counting backward”. This count should be slow and deliberate (about 1 second for each count) and out loud, so that the players can hear it. The goal of these counts is to force players to make quick decisions. Note at which point during the count each player specified an action for their character to take.

BATTLE GRID: Use a battle grid at all times and require that players position their characters precisely. This will avoid long and frustrating arguments about whether or not a particular character was caught by a particular trap or not.
•	Whenever the characters are about to do something (open a door, pull a switch, etc.) ask the players about the precise locations of their characters. Over-compensate in this regard: Ask as frequently as possible, not just when a trap is about to be sprung.
•	When characters are moving through an area, consistently ask for their marching order. When the lead character (or some other character) triggers a trap, this will allow you to know precisely where the other characters are in relation to them.

POKER FACE: 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 the fact that you’re allowing them to “live or die on their own”. (Or so the theory goes, anyway.)

Handouts

Prepare the following handouts:

1. Barrow Entrance (N/A)
2. False Entrance #1 (Illustration #1)
3. False Entrance #2 (Illustration #2)
4. Entrance to the Tomb (Illustration #3)
5. Acererak’s Poem (Text, see Area 3)
6. Hounds of Anubis (Illustration #4)
7. The Arch of Mist (Illustration #5)
8. The Face of the Green Devil (Illustration #6)
9. The Lever (N/A)
10. The Lair of the Gargoyle (N/A)
11. The Great Hall of Spheres (Illustration #10)
12. The Three-Armed God (Illustration #11)
13. The Second Arch of Mist (Illustration #5)
14. The Chamber of Three Chests (Illustration #13A)
15. The Altar of Evil (N/A)
15A. Altar of Evil: Unholy Symbols (N/A)
15B. Altar of Evil: Unholy Altar (N/A)
15C. Altar of Evil: Arch of Mist (Illustration #5)
15D. Stone Gate (N/A)
16. The Doors of Gold (N/A)
17. The False Crypt (Illustration #18)
18. The Chamber of There Pools (N/A)
19. The Long Hall (N/A)
20. The Agitated Chamber (N/A)
21. The Cavern of Gold and Silver Mists (N/A)
22. The Crushing Hall (N/A)
23. The Adamanitum Door (N/A)
24. The Pillared Throne Room (Illustration #25)
25. The Portal of Scintillating Violet (N/A)
26. The Charred Remains (Illustration #25C)
27. The Throne of Silver (N/A)
28. The Hall of Acererak (N/A)
29. The Doors of Mithral (Illustration #28)
30. The False Treasure Room (N/A)
31. The Crypt of the Demi-Lich (Illustration #33)
32. The Demi-Lich (Illustration #33A)

Before the Tomb

[[BEGIN BOXED TEXT]]
Before you is a low, flat-topped hill – perhaps 200 yards wide. Although clearly ancient, its perfect symmetry suggests it to be anything but natural. Yet only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the 60 foot mound. There are black rocks upon the top of the hill – forming a stone circle of broken obsidian.
[[END BOXED TEXT]]

THE STONE CIRCLE: This stone circle focuses the ley lines that power Acererak’s magical defenses (as described above). There are sixteen obelisks in the circle, all of obsidian.

Detect Magic: Anyone with detect magic or a similar ability active will easily recognize the presence of the ley lines and the powerful spell worked upon the stone circle. With a successful Spellcraft check, a spellcaster with detect magic active my learn three things:
•	DC 15: Although the spell worked upon the stone circle is very powerful, it is not the primary source of the strong magical aura which covers the hill.
•	DC 20: These ley lines are unnaturally strong – as if they were channeling far more energy than they normally would.
•	DC 25: There seems to be some sort of focusing or binding effect being worked upon the ley lines – perhaps drawing or holding them here.

Touching a Stone: If a PC touches one of the stones, red runes of unknown character will begin to glow upon the surface. Once a stone is no longer being touched, the red runes will fade away once more.

Removing/Destroying a Stone: If the PCs damage or move a stone, a random demon or devil will be summoned in to the center of the stone circle:

1d6	Summoned
1	Bebilith (Demon)
2	Glabrezu (Demon)
3	Hezrou (Demon)
4	Barbed Devil
5	1d4 Chain Devils
6	1d4 Hellcats

The demon or devil will attempt to protect the circle, and return any stones that have been moved back to their original position.

Unbinding the Ley Lines: If the PCs successfully destroy at least eight of the sixteen stones, or remove them from the barrow mound, they’ll have undone the binding ritual laid upon the ley lines. This will allow the ley lines to slowly revert back to their original positions. Unfortunately, this won’t actually depower Acererak’s tomb for another century or so.

0. Entering the Tomb

SEARCHING THE BARROW: Searching the barrow mound for an entrance to the tomb requires 1 hour. Have the PCs make a Search check:

•	DC 20: They have found one of the false entrances to the tomb (Area 1 or 2).
•	DC 25: They have found one of the three entrances to the tomb (Area 1, 2, or 3).

If the PCs have not found an entrance, they can continue the search – making one Search check each hour – until they do. If the PCs find an entrance, determine which entrance they have found randomly. PCs who have found an entrance, of course, may also continue searching for additional entrances.

BARROW ENTRANCES: The three barrow entrances are placed equidistant around the hill. From outside, all three entrances appear identical:

[[HANDOUT #1]]
[[BEGIN BOXED TEXT]]
You’re looking at a large slab of granite – perhaps ten feet on the side – that has been set into the hill. Its presence here is clearly ancient, as evidenced by the thick bracken and growth which has grown over it.
[[END BOXED TEXT]]

The granite slab weighs about 10,000 lb. A particularly strong party might be able to actually drag the stone away, revealing the tunnel behind it. Spells such as soften earth and stone, stone shape, or passwall will also penetrate the granite block.

DIGGING: If other options fail, the party will need to dig their way around the slab. This process takes 8 man-hours of digging (so a party of 4 could finish digging in 2 hours). Characters digging must make a Fortitude check (DC 15, +1 per previous check) for each hour they spend digging or become fatigued.

TUNNEL: Behind each slab is an identical tunnel:

[[BEGIN BOXED TEXT]]
Behind the granite slab is a tunnel of roughly finished stone, leading down at a relatively sharp angle and disappearing into shadow.
[[END BOXED TEXT]]

Each tunnel goes down for a distance of eighty feet before leveling off into Area 1, 2, or 3.

1. False Entrance Tunnel #1

[[HANDOUT #2]]
[[BEGIN BOXED TEXT]]
After about eighty feet, the tunnel suddenly levels out into a corridor of plain stone, with a ceiling twenty feet above you. It is dark and full of cobwebs, but you can see a pair of oak doors with great iron ring pulls at the end of the passageway.
[[END BOXED TEXT]]

SPOT (DC 25): A successful Spot check will reveal that the stones making up the ceiling are badly fitted and roughly worked in comparison to the rest of the stonework in this passage.

CEILING: The roof here is rigged to collapse if the doors are opened. Prodding at the roof with any force also has a 50% chance of triggering a collapse. Anyone within the passage will be caught in the collapse.

DOORS: Successfully searching the doors for traps (DC 20) will reveal that opening the doors activates a trigger – but what the trigger does will be unclear (since the mechanism is hidden behind the door). If the trigger is successfully disabled (DC 25), opening the doors will only reveal a bare rockface.

Collapsing Ceiling Trap: CR 10; mechanical; location trigger; no reset; ceiling collapses (20d6, Reflex save (DC 18) for half); multiple targets (all targets in 20’ by 60’ room); never miss; Search DC 20; Disable Device DC 25.

2. False Entrance Tunnel #2

[[BEGIN BOXED TEXT]]
After about eighty feet, the tunnel levels out into a tunnel of plain stone about twenty feet wide with a ceiling about ten feet high. The tunnel disappears into shadow ahead of you.
[[END BOXED TEXT]]

DOORS: When the characters get close enough to see the doors at the end of the hall, give them [[HANDOUT #3]].

TRIGGER (A): If any character steps on the floor within 15’ of the door (as indicated by the shaded area A on the map), they will activate a trigger causing a darkness spell to appear in the shaded area C, blocking their sight of the massive granite block which will begin descending at area B.

Characters South of C: Tell these characters that they hear a horrendous rumbling noise coming from behind them.

Characters North of C: Tell these characters that they can see a stone block descending from the ceiling.

Immediately begin COUNTING backwards from 10: At the end of the count, the stone block will have reached the floor and completely blocked the passageway. The darkness spell will then end.

Any character who began running before the count was completed will have managed to move 10’ for every count left to them. (For example, a character who began to move at the count of 7 would be able to move 70 feet.) If this movement would have resulted in the character ending up beneath the stone block, ask the player whether they would have stopped or not. (Presumably, they would have. Otherwise, they will be crushed by the block – see below.)

If a character attempted to wedge the block up, first determine whether or not they would be able to reach the block in time. If so, an iron bar or any similar object (such as a sword) will hold the block up for an additional 2 counts (meaning that characters who started moving during the count will be able to travel an additional 20 feet before their time is up). Flimsier objects will have no effect.

DETECTING/DISABLING: A proper search will reveal the trigger mechanism (DC 20), but not what the trigger does (the mechanism is hidden within solid stone). Disabling the device is relatively easy (DC 15), but the trigger will automatically reset after 1 round. Anyone making a Listen check (DC 25) will be able to hear an audible “click” as the mechanism resets.

The stone block itself is illusion protected. Unless a character is specifically searching the ceiling by touch, they will not interact with the illusion, rendering the block undetectable. If someone does search the ceiling, they can detect the stone block on a successful Search check (DC 20), but cannot disable the trap from here.

Stone Block Trap: CR 5; mechanical; location trigger; no reset; Search DC 20; Disable Device DC 15. Special: Trigger resets 1 round after being disabled (Listen check, DC 25, to detect).

STONE BLOCK (B): Anyone trapped beneath the stone block as it descends is automatically crushed to death. Moving the stone block after the fact is physically impossible (it weighs several tons). The passage itself is entirely made of stone, so digging is probably out of the question. Bear in mind the suffocation rules for any plans which require an extended amount of time to carry out.

DOORS: These doors are false and cannot be opened. There is nothing but bare rockface behind them.

3. Entrance to the Tomb

[[HANDOUT #4]]
[[BEGIN BOXED TEXT]]
After about eighty feet, the tunnel levels out into a remarkable and unusual passage approximately twenty feet wide and stretching out of sight into the shadows before you. Bright, brilliant colors adorn every wall here, the stones and pigments undimmed by the passage of lost centuries. The floor of the corridor is a mosaic of stone, with a distinct, winding path of red tiles about 2’ wide snaking its way south. No stonework can be seen on the walls or the ceiling 20’ above, for some sort of cement or plaster has been smothered 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 mixtures – pig-human, ape-human, and dog-human) going about various tasks. There are chairs, windows, boxes, bales, doors, chests, birds, bats, spiders, and all manner of things shown on the wall.
[[END BOXED TEXT]]

PITS: The pits in this chamber are triggered by stepping on them. They have been illusion protected. (The shaded pit is described in Area 4 and is not triggered by stepping on it.)

Spiked Pit Trap: CR 5; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d6 spikes per target for 1d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Illusion Protected; Search DC 20; Disable Device DC 20.
 
PATH: The path on the floor is indicated by the dotted line on the map. If anyone looks closely at that path, they will notice that a message has been carefully scribed along its length. By following the path to its end, a character can read the following [[HANDOUT #5]]:

Jealous green shall smite you down,
But night’s good color is truth’s crown.
Go back to the hounds or through the arch,
And the second great hall will reward your search.

The gargoyle’s secret you should find,
To avoid a sudden death in kind.
Not once, but twice, the fall shall pay,
And twice these words you should hear me say.

You’ll find nine gems will win the day,
Your prize a dozen times will pay,
Avoid the gods you do not know,
And dive to find what does not show.

You’re closer now, so steer the course,
Seek hidden ways when met with force,
Then look beneath the silver chair,
To find the hidden, bloodied stair. 

Three keys you’ll need to find your way,
And listen to what the iron men will say.
You’ve left and left and found my Tomb,
And now your soul is utterly doomed!

The poem concludes with Acererak’s sigil.

PIT DOOR: As indicated on the map, the last pit in the passage contains a secret door. Finding the door requires a successful Search check (DC 25) performed from inside the pit. This door leads to a very narrow crawl space. Small and Medium-size characters can crawl down the space, but Medium-size characters will need to remove any heavy armor before doing so. Large characters cannot fit in the crawl space.

The secret door leading to Area 13 through the roof of the crawl space requires a Search check (DC 25) to detect. Characters who reach Area 7 must be careful: The secret door described there operates as a hidden, illusion-protected trap door from this side. Characters who reach the end of the crawl space trigger this trap door, and fall down into Area 7 (as described below). The trap door can be detected with a Search check (DC 15). A Disable Device check (DC 18) will disable the trap door… but this will also prevent the second lever in Area 7 from opening it.

4. The Hounds of Anubis

[[HANDOUT #6]]
[[BEGIN BOXED TEXT]]
Two jackal-headed human figures are painted so as to appear to be holding a real bronze chest which juts out from the wall. A runic A – apparently a sigil of some kind – has been engraved onto the front of the chest, which is hinged on the bottom so as to allow the lid to swing down if a catch on top is pressed.
[[END BOXED TEXT]]

TRAP: Pressing the catch releases a poison needle trap, which can be easily avoided by pressing the catch with a dagger pommel or something similar.

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17.  

Once the catch is pressed, read the following:

[[BEGIN BOXED TEXT]]
With the catch released, the lid of the chest swings open. The chest is completely empty.
[[END BOXED TEXT]]

If a character actually feels inside the chest, however, they will find a lever which stands vertically up from the bottom. This lever moves easily, but if it is pulled it will cause the trap door directly under the character’s feet to open.

Spiked Pit Trap: CR XXX; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Illusion Protected; Search DC 25; Disable Device DC 20.

DOOR IN THE PIT: In the pit, on the wall directly beneath the bronze chest, is what appears to be a plain wooden door. Anyone in the pit, however, will immediately realize that the door is, in fact, just painted onto the wall. Characters outside of the pit can make the same observation with a successful Spot check (DC 14).

Anyone examining the painted door closely, however, will notice that this section of the pit wall is made out of plaster. If the plaster and lath is broken away, a normal, inward opening door is revealed (as shown on the map).

5. The Arch of Mist

[[HANDOUTS #7 and #8]]
[[BEGIN BOXED TEXT]]
One section of the path shown on the floor leads directly into an archway of black onyx on the lefthand side of the corridor. The archway itself is covered by a swirling veil of mist, while the base stones and keystone glow softly: The left base stone yellow, the right base stone red, and the keystone blue.

The other fork of the path leads up to an evil-looking devil face of green jade, protruding outwards from the mosaic which covers the end of the hallway. The devil face’s mouth is wide open, forming a dead black portal.
[[END BOXED TEXT]]

GLOWING STONES: Pressing one of the glowing stones will cause it light up brightly until the third stone is pressed – at which point the light will return to a dull color. Lighting the stones up in a specific order – YELLOW, BLUE, RED – will cause the misty veil to part:

[[BEGIN BOXED TEXT]]
As you press the red stone, the vapors clouding the arch disappear. Through the arch, now, you can see that the mosaic path continues… But that’s all you can see. Only a few feet beyond the arch even the path is lost among the impenetrable shadows.
[[END BOXED TEXT]]

ENTERING THE ARCH: If a character enters the arch while the passage remains misty, they are teleported to Area 7. If a character enters the arch after the mist clear, however, they are teleported to Area 11. (Do not describe what happens until after all of the characters have decided to go through either the arch or the devil’s mouth. Keep track of the number of rounds it takes for each of the characters to go through, however, so that you can accurately play out events on the other side.)

TESTING THE ARCH: If a character extends an object (such as a rope or pole) through the arch in either its veiled or clear states, the character will be able to pull the object back without damaging it.

6. The Face of the Green Devil

ENTERING THE MOUTH: The Green Devil’s mouth is, in fact, a sphere of annhilation. Characters who go through the mouth are completely and forever destroyed.

TESTING THE MOUTH: If a character throws an object (such as a rope or pole) through the devil’s mouth, whatever portion of the object enters the mouth will be completely destroyed – allowing the character to only pull back a stub.

7. The Forsaken Prison

This chamber is a 15’ by 15’ shaft 100’ deep, carved out of solid granite. Characters teleporting to this area from the Arch of Mist (Area 5) materialize at the top of the shaft and automatically plummet to the bottom of the shaft, taking 10d6 points of falling damage.

[[HANDOUT #9]]

FIRST LEVER: At the bottom of the shaft is a lever built into the wall. The lever is marked with Acererak’s sigil. Pulling the lever causes the floor – which is a trap door – to drop away, opening up another 100’ shaft. Characters falling down the second shaft take 10d6 points of falling damage. The character who pulled the lever may make a Reflex saving throw (DC 15) to grab onto the lever, rather than falling down the pit.

TRAP DOOR: The trap door here is illusion protected and also requires a Search check (DC 25) to detect. There is no way to determine that the lever is the triggering mechanism, but the trap door itself can be prevented from opening with a successful Disable Device check (DC 25). After 1d10 rounds, the trap door resets itself and can only be opened by pulling the first lever (which is now on the other side of the trap door of solid stone).

SECOND LEVER: At the bottom of the second shaft is another lever built into the wall. This lever – in all ways – appears to be identical to the first lever above. Pulling this lever, however, opens a secret door in the ceiling of the shaft leading to a crawl space (see below).

FLOOR: The floor of the second shaft is also a trap door, illusion protected and requiring a Search check (DC 25) to detect. And there is also another 100’ shaft below this trap door. But there is not, in fact, any triggering mechanism which opens this trap door.

WALLS: The walls are carved straight out of the rock face and smoothed. Scaling them requires a Climb check (DC 30).

SECRET DOOR: To find the secret door in the ceiling of the shaft before opening it requires a Search check (DC 25). The door is a solid slab of granite about 2’ thick (360 hp, hardness 8) and can only be opened by pulling the second lever. After 1d10 rounds, the secret door will close itself and can only be opened again by pulling the second lever.

CRAWL SPACE: The crawl space beyond the secret door is very narrow. See Area 3 for a complete description.

8. The Lair of the Gargoyle

[[HANDOUT #10]]
[[BEGIN BOXED TEXT]]
You have entered a large chamber of glistening white marble – every surface seems freshly polished and shines brightly beneath your light. Along one wall, upon a raised dais of red jade, stands a large onyx statue – perhaps nine feet tall – of a four-armed gargoyle. The statue possesses a seemingly demonic aspect, as if it were some venerated, primitive god. About the statue’s neck is a golden collar studded with huge, gleaming gems. Three other doors – all of iron – lead out of this room.
[[END BOXED TEXT]]

STONE GOLEM: The gargoyle statue is, in reality, a four-armed stone golem. The golem will not take any action, however, until he is touched – at which point he will immediately attack anyone in the room, starting with the character who touched him.

The golem was delaying his action for the touch and will be able to use his full attack sequence immediately.

Stone Golem (4-Armed): CR 12; Large Construct; HD 14d10+30; hp 150; Init –1 (Dex); Spd 20 ft.; AC 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26; Atk +18 melee (2d10+9, 4 slams); SA Slow; SQ Construct traits, damage reduction 10/adamantine, darkvision 60 ft.; immunity to magic; low-light vision; AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con --, Int --, Wis 11, Cha 1. Height 9 ft. Weight 2,000 lbs.
	Slow (Su): A stone golem can use a slow effect, as a spell, as a free action once every two rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate.
	Immunity to Magic (Ex): Resistant to any spell or spell-like ability that allows spell resistance. Certain spells function differently against the creature: A transmute rock to mud spell slows the stone golem (as per the slow spell) for 2d6 rounds, with no saving throw. Transmute mud to rock heals all of the golem’s lost hit points. A stone to flesh spell does not actually change the golem’s structure, but negates its damage reduction and immunity to magic for 1 round.

COLLAR: The golem’s collar is made of gold (100 gp) and studded with twelve blue sapphires (1,000 gp each). Casual inspection will reveal that Acererak’s sigil has been engraved onto the inside of the collar. The collar is not magical and appears, in all other ways, perfectly normal. However, if the gemstones are pried out of the collar, the PCs will discover the following message (with one word behind each gem):

FEAR THE DEVIL’S LAUGH. YOUR TREASURE LIES IN GOLD, SAPPHIRE, AND RUBY.

(This message warns against the green face in Area 6. It is also a clue which reveals the correct order in which the arch stones in Area 5 need to be pushed: Gold for yellow; sapphire for blue; ruby for red.)

DOORS: All of the iron doors leading to Area 9 are locked. See Area 9, below.

9. The Complex of Doors

[[BEGIN BOXED TEXT]]
Beyond the iron door is a small, 5’ by 5’ room with walls of granite. You can see another iron door, identical to the one you’ve just opened, leading out of the room.
[[END BOXED TEXT]]

ROOMS: Only one character can fit into these rooms at a time, so the characters will be forced to spread out – one per room – in order to make their way through the complex.

DOORS: The doors in this complex of rooms are not only locked, but are also rigged so that only one door in a room can be opened at a time. In other words, the door out of a room will only open once the door you used to enter the room has been closed. A successful Search (DC 25) performed on a door will reveal this.

Attempts to break down a door suffer a –2 penalty due to the cramped conditions.

Iron Door: 10 hardness; 60 hp; break DC 28

LOCKS: The door locks can be opened on successful Open Lock check (DC 30). The locks automatically reset themselves after 1d10 rounds.

MAGIC MISSILES: As soon as a character enters any of these rooms, the walls will begin firing 1d4 magic missiles per round at each character. As per the spell, each missile strikes unerringly, dealing 1d4+1 points of damage. This trap is completely magical in nature and cannot be disabled. The magic missiles, however, can be counterspelled and a shield spell will negate them normally.

HALL (A): This hall is not trapped like the smaller rooms. The iron doors, however, are identical to the others in this area.

SECRET DOOR (B): This is not so much a secret door as it is a 2’-thick wall of stone. Breaking through the wall, however, with spells such as soften earth and stone, stone shape, or passwall, will open a passage to Area 10.

10. The Great Hall of Spheres

[[HANDOUT #11]]
[[BEGIN BOXED TEXT]]
You enter a long chamber of sandstone colored the burnt umber of an autumn leaf. Upon the walls are painted strange, unearthly figures – all in black, except for the multi-colored orbs they each carry. Down at one end of the hall, you can make out a dimly glowing arch of swirling mist.
[[END BOXED TEXT]]

SECRET DOOR: This secret door is described in Area 9, above. It is not so much a secret door as it is a 2’-thick wall of stone. It cannot, therefore, be detected through any type of search (although its presence is indicated by the fact there is a door missing from the sequence). Breaking through the wall with spells such as soften earth and stone, stone shape, or passwall will open a passage to Area 9.

FALSE DOORS: All of the doors shown on the map are false doors. Opening them triggers a fireball trap and reveals nothing but a wall of sandstone painted with a stylized, laughing face and the sigil of Acererak.

Fireball Trap: CR 5; magic device; mechanical trigger; automatic reset; spell effect (fireball, 10th-level wizard, 10d6 fire, DC 18 Reflex save half damage); Search DC 28; Disable Device DC 28.

COLORED ORBS: All of the colored globes appear to be simply painted upon the wall. However, three of them are actually silent images disguised crawl spaces. Even a simple investigation of the wall – Search check (DC 12) – will reveal these images (probably because the character will end up putting their hand through them). The orbs are, as indicated on the map:
A.	PALE GREEN (held low)
B.	SCARLET (held waist high)
C.	TURQUOISE (held at shoulder)
D.	WHITE (held near the ceiling)
E.	SKY BLUE (held near feet; tunnel to Area 14)
F.	GRAY (held at shoulder)
G.	BRONZE (held waist high)
H.	PURPLE (held at feet)
I.	GOLD (held near the ceiling; tunnel to Area 11)
J.	CRIMSON (twice as large, held at chest height)
K.	PALE BLUE (held at shoulder)
L.	SILVER (held at feet)
M.	GREEN (held high above head)
N.	ORANGE (held at feet)
O.	PALE VIOLET (held at shoulder)
P.	INDIGO (held waist high; tunnel to Area 13)
Q.	YELLOW (held waist high)
R.	BLACK (held at feet)
S.	GREEN (held low)

11. The Three-Armed God

[[HANDOUT #12]]
[[BEGIN BOXED TEXT]]
You emerge into a smallish room and immediately note, directly before you, a large, onyx statue – perhaps nine feet tall – of a four-armed gargoyle. One of the gargoyle’s arms, however, appears to have been broken off and now lies on the dusty floor nearby. Even in its damaged state, the statue retains a seemingly demonic aspect, as if it were some venerated, primitive god.
[[END BOXED TEXT]]

STATUE: This statue, except for the broken arm, appears identical to the stone golem in Area 8. This, however, is an actual statue – albeit magical.

No amount of fooling around with the broken arm will enable it to be replaced. A close inspection of the statue, however – Search check (DC 15) – will detect that a small depression has been carved into the palm of each of the gargoyle’s hands.

GEMS: The gems found on the collar of the stone golem in Area 8 would fit perfectly into the small depressions, but gems of any kind will work. If three gems are placed in the gargoyle’s unbroken hands, the hands will magically close – crushing the gems to worthless powder. If this is repeated twice more (for a total of nine destroyed gems), a magic mouth spell will activate:

YOUR SACRIFICE WAS NOT IN VAIN.
LOOK TO THE FOURTH TO FIND YOUR GAIN.

As these words are spoken, a gem of seeing will come into being in the palm of the broken off arm. Unlike a normal gem of seeing, however, this gem only has 12 charges – each of which will last for 10 minutes. Once the twelfth charge has been used, the gem will shatter.

If additional gems are placed in the gargoyle’s hands, he will still crush and destroy them. No new gem of seeing, however, will appear.

12. The Second Arch of Mist

[[HANDOUT #13]]
[[BEGIN BOXED TEXT]]
At the end of the hall is an arch of green jade. The archway itself is covered by a swirling veil of mist, while the base stones and keystone glow softly: The left base stone orange, the right base stone violet, and the keystone white.
[[END BOXED TEXT]]

GLOWING STONES: As with the first Arch of Mist (Area 5), pressing one of the glowing stones will cause it to light up brightly until the third stone is pressed – at which point the light will return to a dull color. No combination of stones, however, will cause the mist in this arch to disappear.

ENTERING THE ARCH: All living matter which goes through the arch will be teleported to Area 3, while all non-living matter is simultaneously teleported to Area 32. In other words, characters stepping through the arch will appear at the beginning of the Tomb totally nude, while everything else in their possession will go to the crypt of the demi-lich. (Note: If the character is carrying the GOLD, SILVER, or COPPER KEYS, they will be returned to their original resting places.)

TESTING THE ARCH: If a character extends an object (such as a rope or pole) through the arch in either its veiled or clear states, the character will be able to pull the object back without damaging it.

13. Chamber of Three Chests

[[HANDOUT #14]]
[[BEGIN BOXED TEXT]]
A gold and silver mosaic, encrusted with fabulous jewels, covers the walls, floor, and ceiling of this 30’ wide, square chamber. Sapphires, emeralds, rubies, diamonds, and dozens of other gems are scattered everywhere – glittering and dancing in the light. Upon the floor are three chests: One of gold, one of silver, and one of bronze.
[[END BOXED TEXT]]

WALLS: The fabulous wealth encrusted upon the walls here is entirely illusionary, the result of a simple silent image spell (Will save, DC 20). The room is, in fact, a simple chamber of granite.

CHESTS: Each chest is actually made of iron, only being plated with precious metal. All of the chests are about 4’ long, 2’ wide, and 3’ wide with a simple, locked clasp. Their locks are trapped with a simple poison needle trap.

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17.  

GOLD CHEST (A): This chest is filled with 100 delayed blast fireball beads. Once the chest is opened, 1d4 fireballs will go off each round. Each fireball does 10d6 points of damage (Reflex save, DC 17, for half damage).
•	This is not a trap and cannot be detected by searching the box prior to opening it. (There’s no trigger mechanism to discover.)
•	A Spellcraft check (DC 15) will identify the beads for what they are.
•	The fireballs fill the entire room.
•	Closing the gold chest will offer a momentary respite for 1d4 rounds, until the chest is melted through.
•	Attempting to grab the small, glowing beads will cause 25% of them to detonate. Assume that each handful causes 1d4 additional fireballs to go off that round. Moving the entire chest will NOT cause additional beads to explode, however.
•	Dispel magic and similar effects will suppress the explosions for 1d4 rounds with a successful Dispel check (DC 21). The beads, however, will remain and begin exploding again after the dispel magic comes to an end.
•	The fireballs will not damage the other chests or their contents.

SILVER CHEST (B): This chest contains a ring inside of a clear crystal box. (This is, in fact, a ring of protection +1.) If this box is lifted from the chest, however, it will cause an incendiary cloud to fill the room for 15 rounds. The cloud obscures sight as per a fog cloud while white-hot embers deal 4d6 points of fire damage to everything within it (Reflex save, DC 25, for half damage). The incendiary cloud does not damage the other chests in the room.

Incendiary Cloud Trap: CR 9; magic device; visual trigger (arcane eye); automatic reset; spell effect (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33; Disable Device DC 33.

BRONZE CHEST (C): Opening this chest summons an elder fire elemental, which will burst out of the chest and attack anyone in the room.

Summoning Trap: CR 10; magic device; visual trigger (arcane eye); automatic reset; spell effect (summon monster IX, 17th-level wizard); Search DC 33; Disable Device 33.

Fire Elemental, Elder: CR 11; Huge Elemental (Fire, Extraplanar); HD 24d8+96; hp 204; Init +13 (+4 Improved Initiative, +9 Dex); Spd 60 ft.; AC 25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16; Atk +26 melee (2d8+6 plus 2d8 fire, 2 slams); SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL NE; SV Fort +14, Ref +23, Will +10; Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
	Skills: Listen +28, Spot +29
	Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
	Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by the elemental’s slam attack must also succeed at a Reflex save (DC 26) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed on a Reflex save.

14. The Altar of Evil

CRAWL SPACE (A): Characters coming down the crawl space from Area 10 will discover that the passage dead ends at what appears to be a wall of smooth, polished blackoak. Closer investigation will reveal that this blackoak easily swings up and out of the way, allowing access to Area 14. Read the following boxed text out loud:

[[HANDOUT #15]]
[[BEGIN BOXED TEXT]]
You have entered a large, hexagonal room composed entirely of a strange, dull-gray stone which rises up into a buttressed dome. You can see now that the panel of blackoak you pushed out of the way is, in fact, an intricately worked symbol of some kind – in the center of which a runic A has been inset in silver.

In the center of this chamber, on a platform raised perhaps two feet off the floor, is an altar – also of the same, dull-gray stone. On the far side of the room are two portals: On your right is a familiar arch of mist, while on the left the clear outline of a door can be seen.

After a moment you realize the most disturbing detail of all: Stretched out upon the floor, its bony figure extending to point at the arch of mist, is a skeletal figure in full plate.
[[END BOXED TEXT]]

UNHOLY SYMBOLS (A, B, C): At each of these locations, a symbol carved out of blackoak and inlaid with Acererak’s sigil in silver is hung upon the wall. Only the symbol at A (the blackoak panel covering the entrance to the crawlspace) can be touched safely, however. A detect evil spell will reveal a strong aura of evil around the symbols at B or C, and touching these symbols will target the character with a heightened bestow curse, resulting in a –6 penalty to a random ability score (Will save, DC 24, negates).
	A successful Knowledge (Religion) check (DC 28) will reveal that these symbols belong to long-dead gods. The symbol at location A belonged to a benevolent deity and is still used as a luck charm among certain primitive tribes. Here, however, it has been hung in an inverted position. The other two symbols, however, were associated with gods so darkly malevolent that their monuments were desecrated and all records of their names were oblitered.

DAIS (D): On a successful Search check (DC 25), anyone investigating the dais will discover that the entire platform can, in fact, be push to one side. Pushing the dais requires a Strength check (DC 25), and also triggers a gas trap:

Burnt Othur Vapor Trap: CR XXX; mechanical; mechanical trigger; automatic reset; gas; multiple targets (all targets in the room); never miss; poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search DC 21; Disable Device DC 21.

Once the dais is out of the way, however, it will reveal three chests in a sunken depression, containing:

•	Chest 1: 4,000 cp
•	Chest 2: 4,000 sp
•	Chest 3: 4,000 gp

The chests are not trapped or locked, but picking any of them up – or emptying them – will trigger the same gas trap (even if the other trigger was disabled). (These three additional triggers can also be disabled, however, if the PCs find them.)

In addition, sliding the dais back into place will also trigger the gas trap. Plus, the dais will slide back of its own accord 3d6 rounds after being opened, and this will also trigger the gas trap. This fifth trigger can also be found and disabled, but only if the party specifically searches the dais after it has been opened.

There is enough gas to trigger the trap any number of times, so if the PCs keep tripping triggers they’ll keep filling the chamber with gas.

ALTAR OF EVIL (D): If the altar itself is touched, it will trigger a chain lightning trap – striking the character touching it as a primary target and all other characters within the room as secondary targets:

Chain Lightning Trap: CR 8; magic device; visual trigger (arcane eye); automatic reset; spell effect (chain lightning, 20th-level wizard, primary 20d6, secondary 10d6, DC 26 Reflex save half damage); Search DC 33; Disable Device DC 33.

After unleashing the lightning, the altar will begin to glow a dull red. Over the next 1d6 rounds the altar will become white-hot and then explode, dealing an additional 10d6 points of damage to anyone standing in the room.

Characters who leave this room and then return later on will discover that the altar has reformed itself.

ARCH OF MIST (E): This arch of mist is identical to the arch in Area 10, except that all three stones glow a bright green. Pushing the stones will cause them each to light up for 1d10 rounds, but has no true effect.

Characters entering the Arch of Mist are returned to the same spot 4d6 rounds later, after suffering a prolonged and painful exposure to caustic acid. Such characters suffer 10d6 points of acid damage and also permanently lose 1d6 points of Charisma.

STONE GATE (F): A casual examination of the stone gate outlined in the wall will reveal a small slot carved in the shape of a ring at its center. If a magic ring is pushed into this slot, the stone gate will vanish (taking the ring with it) – leaving an open passage to Area 15. (An ordinary ring with magic aura cast upon it will be sufficient, but don’t let the players know that.)

SKELETON: The skeleton on the ground is unremarkable, except for the fact that his full plate gleams as if it had been freshly polished. This is, in fact, armor of defenselessness.

Armor of Defenselessness: This appears to be +5 full plate and actually serves as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than their level. At that moment and thereafter, the armor possesses a –5 penalty to AC. Once its curse is activated, the armor of defenselessness can be removed only by means of a remove curse spell.
Moderate conjuration; CL 16th; Create Wondrous Item, mage armor, bestow curse; Price 1,200 gp.

DETECT EVIL: A detect evil spell in this room will detect a moderate aura upon the altar, strong auras upon the holy symbols at B and C, and a faint aura upon the skeletal figure on the floor.

15. Passage to the False Crypt

[[BEGIN BOXED TEXT]]
This is a plain passage of well-cut granite blocks. A simple staircase leads down at a slight angle.
[[END BOXED TEXT]]

DOORS: The three doors here are made of stout oak, with very simple locks (Open Lock, DC 12).

PITS: The pits in this passage are triggered by stepping on them. They have been illusion protected.

Spiked Pit Trap: CR 5; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d6 spikes per target for 1d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Illusion Protected; Search DC 20; Disable Device DC 20.

SECRET DOOR: The goal here is simple: By the time the third door and pit have been reached, the PCs will almost certainly expect the pit, and will be likely to ignore it (causing them to stumble directly into the trap at Area 16). PCs who make a successful Search check (DC 28) inside this third pit, however, will detect a secret door built into the wall. A simple shove will cause this door to slip back and slide off to one side.

16. The Hall of Fire

[[BEGIN BOXED TEXT]]
As you turn the corner you are suddenly confronted by an incredibly long hallway of black marble. It runs straight and true and out of sight beyond your light, while the ceiling soars up to a height of at least forty feet.
[[END BOXED TEXT]]

This hall is an elaborate trap. Make sure you understand it before the PCs start walking down it.

When the PCs can see the door, read the following to them:

[[HANDOUT #16]]
[[BEGIN BOXED TEXT]]
You can see the end of the hallway now. It dead-ends at a door of solid gold. Even from here you can see that the door has been sealed with multiple, heavy locks.
[[END BOXED TEXT]]

TRAP: The entire corridor is counterweighted. When a character reaches Point A, the corridor will overbalance:

[[BEGIN BOXED TEXT]]
The floor beneath your feet suddenly lurches forward! It’s beginning to slant down towards the door at a precipitous angle!
[[END BOXED TEXT]]

Immediately begin COUNTING backwards from 5: Any character whose player declares an action before the count is done will be able to take one round of action. Once you’re done counting, all the characters in the area must make a Balance check (DC 15) or fall 20’ farther down the corridor, landing prone.

After the characters who can take action have done so, the corridor will have finished its tilt:

[[BEGIN BOXED TEXT]]
The sudden movement of the corridor comes to a stop. Behind you, now, you can see that the far end of the corridor is now locked against the ceiling – blocking your retreat. And with slow horror you realize that the far end of the corridor has actually dipped down into a pool of white-hot lava – casting a disturbing, red glow across the entire scene.
[[END BOXED TEXT]]

The corridor is now inclined at a 45-degree angle and locked in position (it won’t tip back no matter how much weight is placed on it).

ON THE RAMP: The marble is slick to begin with, and as the area heats up condensation will form – turning it into a water slide of sorts. Characters on the ramp must make a Climb check (DC 5) to maintain their position each round. A failure results in a character slipping 5’ down the ramp. Characters attempting to move up the ramp must make a Climb check at DC 10 or slide down the ramp 5’ from their starting position. 

DOOR: Characters may try to fly or climb up to the door (which is still in plain sight – albeit forty feet above the growing pool of lava). Unfortunately, this won’t do them any good: The door is a fake, simply attached to the wall.

LAVA: Every round the lava will advance 10 feet further up the ramped corridor. The entire space – up to the ceiling – will be filled after 5 minutes (50 rounds).

After 10 rounds, the air will have become too hot to breathe. Characters still trapped will take 1d6 points of damage per minute (no save). In addition, those wearing metal armor or coming in contact with very hot metal are affected as if by a heat metal spell.

Direct exposure to the lava deals 2d6 points of damage per round, except in the case of total immersion, which results in 20d6 points of damage per round. Damage from the lava will continue for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).

An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.

ESCAPE: Basically, the only way to escape is to tunnel back through the solid rock. Near the top of the ramp, this only means tunneling through about 10’ of rock. The only other option is to wait: The trap will reset after six hours, so if the PCs can figure out some way of staying alive that long (by blocking the lava’s advance with a wall of force or retreating into a rope trick, for example), they can safely leave the area.

DETECTING THE TRAP (B): If a character is searching the area at Point B, they have a chance to detect an unusually large seam between the black marble slabs which make up the corridor (compared to the other slabs). This seam is illusion protected, and also requires a Search check (DC 32) to detect. Even if the character detects the seam, however, they will not know what it means.

DETECTING THE TRAP (A): If a character is searching the area at Point A, they have a very slight chance to avert disaster. With a successful Search check (DC 38) they will realize they have just caused something to shift. If they succeed at a Reflex save (DC 20), they can hurl themselves backwards before the corridor completely unbalances.

17. Magical Secret Door

This secret door is illusion protected and arcane locked. Opening the door requires the use of knock, dispel magic, or a similar effect to suppress or remove the arcane lock (at which point the door will automatically open).

18. False Crypt

DOOR: The door leading into this area is made of simple iron. Its lock (Open Lock, DC 18) is protected by a poison needle trap.

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17.  
Iron Door: 10 hardness; 60 hp; break DC 28

Once the PCs have the door open, read the following to them: 

[[BEGIN BOXED TEXT]]
Beyond the door you can see a broad, 10’-wide stair leading down into the darkness. The entire stair, however, is choked with thick, stringy webs – completely blocking the way down.
[[END BOXED TEXT]]

WEBS: These are magical webs (as per the spell) with permanency cast on them. Once the PCs have made their way through the webs, read the following to them:

[[HANDOUT #17]]
[[BEGIN BOXED TEXT]]
After 30 feet the stairs bottom out into a long vault. Cobwebs lace their way back and forth across the ceiling, and the entire chamber is filled with rotting and decayed furnishings. But your attention is instantly riveted upon a solid couch of gold at the far end of the vault, upon which lies a desiccated corpse wearing a golden crown. With sudden, dread purpose the corpse lurches into motion – wreathed in a blue flame:

“WHO DARES TO DISTURB THE REST OF ACERERAK? IT IS YOUR DEATH WHICH YOU HAVE FOUND!”
[[END BOXED TEXT]]

ILLUSION: The blue flames, voice, and (later) faux cave-in are entirely illusionary – the result of a programmed image spell (Will save, DC 25). The corpse is, in fact, nothing more than a skeleton – but the PCs should be left with the impression that they have met Acererak’s lich. Fighting the skeleton is not considered an interaction with the illusion, and does not prompt a Will save to disbelieve.

FEAR GAS: This entire chamber is filled with fear gas. The PCs must make a Will save (DC 18) or become frightened. Even on a successful save, a PC will be shaken – suffering a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Frightened characters must flee from the room as quickly as possible. (Once they are out of sight of the chamber, they can act as they want, however.) If the players ask, the source of their unnatural fear would appear to be the “lich”.

SKELETON: The first thing the skeleton will do is scoop up the +5 unholy scimitar laying next to it. It will then charge the closest character. Each round, in addition to attacking, it will also wave its hands as if casting a spell. (A Spellcraft check, DC 18, will reveal that the gestures are correct… but for some reason the spells never go off.)

Skeleton: CR 1/2; Medium Undead; HD 3d12; hp 24; Init +7; Spd 30 ft.; AC 15 (+3 Dex, +2 natural), touch 11, flat-footed 14; Atk +8 melee (+5 unholy scimitar, 1d6+8/18-20, +2d6 vs. good) or +4 melee (2 claws, 1d4+3); 5 ft./5 ft.; SQ damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 16, Dex 17, Con --, Int --, Wis 10, Cha 1.
	Feats: Improved Initiative

VICTORY: Once the skeleton is destroyed (or if it is successfully turned), it will burst into dust. Immediately read the following to the PCs:

[[BEGIN BOXED TEXT]]
With a sudden, roaring bellow of pain the figure lurches backwards and bursts into dust – its sword and golden crown clattering to the floor. Before you can even pause to take a breath, however, a terrible grinding noise rends its way through the chamber, the ceiling begins to shake, the floor lurches beneath your feet, falling hunks of masonry begin to crash down around you… The place is obviously beginning to collapse!
[[END BOXED TEXT]]

Immediately begin COUNTING backwards from 10. There should be a stampede for the door. Any character whose player declares his intention to leave before the count is done will successfully escape… as the persistent image completes the illusion and makes it appear that the entire vault and staircase has collapsed behind them. The illusion, however, is instantly broken for any character remaining within the chamber when it collapses.

TREASURE: 
•	The skeleton’s golden crown is begemmed and worth 25,000 gp. It is, in fact, a crown of poisonousness: It can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless they succeed on a DC 28 Fortitude save. Once donned, the crown can only be removed with a remove curse spell, which destroys the magical property of the crown. If a neutralize poison spell is then used, it is possible to revive the victim with a raise dead or resurrection, but not before.
•	A couch of gold worth 50,000 gp. Inside a hidden compartment on the couch (Search, DC 20) is a map showing a location several hundred miles away containing a fabulous treasure. (The map is a fake.)
•	A jade coffer worth 5,000 gp. The coffer contains 6 potions of cure moderate wounds.
•	Three iron coffers (unlocked and untrapped) each containing 278 gp, 312 cp, and 29 gems each worth 10 gp.

19. The Chamber of Three Pools

[[HANDOUT #18]]
[[BEGIN BOXED TEXT]]
You enter a large chamber built entirely of white marble. Two rows of Doric columns run the length of the room, and between them are three pools – two filled with blackened, murky liquid and another, between them, of clear water.
[[BEGIN BOXED TEXT]]

POOLS: All three pools are 40’ deep. The pool marked B on the map is filled with water and is perfectly safe. The two pools marked A on the map, on the other hand, are filled with a particularly potent acid. Anyone coming in contact with the acid suffers 2d6 points of damage per round of exposure. Characters immersed in the acid will suffer 20d6 points of damage per round. The fumes from these pools are inhaled poisons, and anyone getting within 5’ of them must make Fortitude saving throw (DC 18) or take 1d4 points of Constitution damage. (All such characters must make a second save 1 minute later or take another 1d6 points of Constitution damage.)

GOLD KEY: Anyone approaching the pool of clear water will spot a gold object at the bottom on a successful Spot check (DC 12). If it is retrieved, it will become apparent that it is one part of a key.

This GOLD KEY has been broken into three parts, and one part rests at the bottom of each pool. (The other two parts cannot be seen from the surface due to the murky quality of the acid.) It will take a character 1d10 rounds of searching at the bottom of an acid pool to find the key.

The key parts are magical and will not be harmed by the acid. If the parts are brought into contact with each other they will instantly join together to form the GOLD KEY. The GOLD KEY is marked with the sigil of Acererak.

SECRET DOOR: This secret door can be found on a successful Search check (DC 22). The lower part of the column simply slides to one side, revealing a staircase leading down to Area 20.

20. The Long Hall

DOOR (A): The door leading into this area is made of simple iron. Its lock (Open Lock, DC 22) is protected by a poison needle trap.

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17.  
Iron Door: 10 hardness; 60 hp; break DC 28

[[HANDOUT #19]]
FIRST PIT (B): This pit is 60 ft. long and 40 ft. deep. It is covered only by a silent image and anyone stepping on the image simply falls right through into the pit below.

Once the illusion is revealed, the pit reveals itself as being particularly nasty: Not only are their tightly packed spikes all along the floor of the pit, but there are also spikes jutting out at odd angles from the sides. Despite this, it would be relatively easy to climb down into the pit, walk to the other side, and then climb back out again…

… except for the fact that if anyone steps on the floor in the second half of the pit, they will trigger a lethal barrage of spikes. Every person in, above, or leaning over the pit will be targeted as all of the spikes in the pit shoot outward. The trap will continue firing for 3d6 rounds and then stops until someone triggers the trap again. (The spikes magically reload.)

Spiked Pit Trap: CR 5; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); pit spikes (Atk +10 melee, 1d10 spikes per target for 1d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Illusion Protected.

Shooting Spikes Trap: CR XXX; mechanical, location trigger; automatic reset; pit spikes (Atk +10 melee, 1d10 spikes per target per round for 2d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Search DC 24, Disable Device DC 

SECOND PIT (C): This is a typical, illusion protected pit trap, as found elsewhere through the Tomb. However, it is positioned on the floor immediately next to the first pit (only a couple inches of stone separate the two). As a result, anyone climbing out of the first pit will immediately fall into this second pit.

Spiked Pit Trap: CR 5; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d6 spikes per target for 1d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Illusion Protected; Search DC 20; Disable Device DC 20.

FALSE DOOR (D): This door is false. Opening it triggers a fireball trap and reveals nothing but a wall of granite painted with a stylized, laughing face and the sigil of Acererak.

Fireball Trap: CR 5; magic device; mechanical trigger; automatic reset; spell effect (fireball, 10th-level wizard, 10d6 fire, DC 18 Reflex save half damage); Search DC 28; Disable Device DC 28.

SECRET DOOR (E): This secret door is illusion protected, but is otherwise easily found (Search, DC 18). It leads to a sturdy oak door protected by a poison needle trap.

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17.  

21. The Agitated Chamber

[[HANDOUT #20]]
[[BEGIN BOXED TEXT]]
The door opens inward, revealing a modestly-sized chamber of surprising elegance: Several black velvet chairs are arranged in a rough circle in the center of the room, and the walls are paneled with wave cypress polished to a bright, blue gleam. On the far side of the room there is another door of oak.
[[END BOXED TEXT]]

FALSE DOOR: The door in the northeast corner of the room is false, but locked. Opening the door is perfectly safe, revealing nothing but a wall of granite painted with a stylized, laughing face and the sigil of Acererak.

Unlocking the door, however, triggers a trap, causing the west and east walls to slowly move inward – crushing everything between them.

CRUSHING WALLS: The walls will move inward 5 ft. every round. At the end of the third round, the characters will be crushed in the center of the room – taking 12d6 that round and automatically dying at the end of the fourth round.

Note: The door through which the PCs entered the room opens inward and will be blocked shut by the walls as soon as the trap is triggered.

Compacting Room: CR 8; mechanical; mechanical trigger; automatic reset (5 minutes); walls move together (12d6, crush); multiple targets (all targets in the room); never miss; onset delay (3 rounds); Search DC 30; Disable Device DC 22.

SECRET DOOR: This secret door is easily found (Search, DC 18), although the hidden catch that opens it is protected by a poison needle trap (see below).

If the catch is pressed before the crushing wall trap is activated, however, the door will swing open to reveal nothing but a wall of granite painted with a stylized, laughing face and the sigil of Acererak. 

(Note: The secret door is also counter-weighted, and will swing shut unless held open.)

If the catch is pressed AFTER the crushing wall trap is activated, however, the inner wall will have moved away from the outer wall… revealing not only the piston pushing the west wall, but also a hidden passage leading to the north.

(Note: This means that re-entering this room from the north after the trap has reset is nearly impossible. If the characters do not damage the piston on their way out (180 hp, hardness 10), they’ll need to figure out some way to punch through roughly 1 ft. of granite when they backtrack through this area. And if they damage the piston in the wrong position, the may end up blocking the southern door to Area 20.)

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17.  

22. The Treacherous Crossroads

STAIRS: The stairs here lead down about 10 feet – enough to block a clear view of the hallway from anyone standing up above.

PITS: The pits in these hallways are triggered by stepping on them. They have been illusion protected. (The shaded pit is described in Area 4 and is not triggered by stepping on it.)

Spiked Pit Trap: CR 5; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d6 spikes per target for 1d6+5 and poison each); poison (enhanced blue whinnis, DC 20 Fort save resists, 1d4 Con/unconsciousness); Illusion Protected; Search DC 20; Disable Device DC 20.

FALSE DOOR (A): This door is false. Opening it triggers a chain lightning trap and reveals nothing but a wall of granite painted with a stylized, laughing face and the sigil of Acererak.

Chain Lightning Trap: CR 8; magic device; visual trigger (arcane eye); automatic reset; spell effect (chain lightning, 20th-level wizard, primary 20d6, secondary 10d6, DC 26 Reflex save half damage); Search DC 28; Disable Device DC 28.

THE FALSE/SECRET DOOR (B): The door shown on the map is, at first glance, a false door, just like the one at point A: Opening it triggers a chain lightning trap and reveals nothing but the familiar wall of granite painted with a stylized, laughing face and the sigil of Acererak.

But a successful Search check (DC 18) of the wall behind the door will reveal a hidden catch which will cause the wall to swing aside – revealing Area 24.

THE PHASED DOOR (C): The northern door marked here does not actually exist. It only appears when the phase door in Area 31 is opened. No action taken in this area will reveal the presence of this door, let alone open it.

The door to Area 23 is unlocked.

23. The Cavern of Gold and Silver Mists

[[HANDOUT #21]]
[[BEGIN BOXED TEXT]]
The short flight of stone stairs leads down into a large, natural cavern filled with silvery mists shot through with delicate streamers of golden color. The effect is quite beautiful, but effectively obscures your vision beyond 15 feet or so. Right at the edge of your sight you can see an underground pool.
[[END BOXED TEXT]]

GAS: The mists here are, in fact, highly flammable. If the characters bring an open flame into this chamber (i.e., move more than 5 ft. away from the bottom of the staircase), the mists will ignite – creating an explosion which will blast all the way up to the door leading to Area 22. Any characters in the area will take 20d6 points of damage from the blast. A successful Reflex save (DC 25) halves this damage, and a wading character who thinks of diving below the water will only take one-quarter damage on a successful save.

After the explosion, it will take 2d6+5 rounds for the gas level to build back up enough to cause another explosion. This is somewhat difficult to notice, since the entire room will be filled with steam from the explosion, but characters making a successful Spot check (DC 15) during this time will note that the gas level is building up again.

Characters wading into or flying over the pool will eventually see the island on the far side of the room (marked A on the map). Read the following to them:

[[BEGIN BOXED TEXT]]
Through the mists now – on the far side of the underground pool – you can make out an island of sorts. Your eyes open wide as you realize that the entire island is heaped high with golden treasure, glittering and gleaming through the mist. There must be hundreds of thousands of coins, along with crowns, scepters, medallions, and more.
[[END BOXED TEXT]]

ISLAND: If anyone steps on the island or moves any of the gold, it triggers a fire trap at the center of the island. The fire trap will probably not harm anyone, but it will trigger the gas explosion (see above).

Fire Trap/Firestorm: CR XXX; magic device; visual trigger (arcane eye); automatic reset; spell effect (fire trap, 10th-level wizard, see above); Search DC 28; Disable Device DC n/a.

TREASURE: The gold is real. There is approximately 150,000 gp in assorted treasure on the island. When the gas explodes, however, it will all melt – running down carefully constructed crevices to hidden chambers approximately 500 feet below. (The gold’s susceptibility to melting is a result of its long exposure to the mists which filled the chamber.) 1d10 days later, the gold will be magically reconstituted and teleported back to the island.

SILVER KEY: When the gold melts, however, it will leave behind the SILVER KEY. Characters on the island (or who can see the island) after the explosion may make a Spot check (DC 18) each round to notice the key.

24. The Crushing Hall

[[BEGIN BOXED TEXT]]
This is a broad hallway of simple granite. At the far end of it – perhaps fifty or sixty feet away – is an iron door.
[[END BOXED TEXT]]

INCLINE: A successful Spot check (DC 18) will note that the floor is slightly inclined along this hall.

FALSE DOOR: The door is false. Opening it triggers a chain lightning trap and reveals nothing but a wall of granite painted with a stylized, laughing face and the sigil of Acererak.

Chain Lightning Trap: CR 8; magic device; visual trigger (arcane eye); automatic reset; spell effect (chain lightning, 20th-level wizard, primary 20d6, secondary 10d6, DC 26 Reflex save half damage); Search DC 28; Disable Device DC 28.

SYMBOL OF STUNNING: When a character reaches the point marked A on the map, a symbol of stunning (Search, DC 32; Disable Device, DC 32) is triggered. All characters within 60 ft. (up to a combined total of 150 current hit points, closest characters affected first) will be stunned for 1d6 rounds (Fortitude save, DC 28, negates).

BOULDER: In addition, if a character touches the floor at the point marked A on the map, they release a large boulder. This boulder drops from the ceiling at the point marked B. It is 15 ft. across and completely blocks the hallway. (Show the players HANDOUT #22.)

On the next round it will roll 30 feet south, and on the round after that it will roll 30 feet more – crashing into the door leading to Area 22 and completely blocking the exit.

Any character caught by the boulder will be knocked prone, rolled over, and suffer 15d6 points of damage (no save). The boulder weighs 20,000 lbs. and probably cannot be stopped through simple force of arms.

The trigger for the trap can be disabled, although it won’t be clear what the trigger was for (the machinery is hidden away inside the stone). If the trigger is disabled (or bypassed), the presence of the boulder hanging directly over the false door will be evident to any character reaching the end of the hall. If the boulder is somehow dislodged, it will roll down the hallway as described (unless prevented, of course).

Boulder Trap: CR 6, mechanical; mechanical trigger; repair reset; boulder (15d6, crush); multiple targets (all targets in the room); never miss; Search DC 25; Disable Device DC 18.

SECRET PASSAGE: Searching the hall will not reveal any secret passages. But if the players Search (DC 15) the crevice the boulder falls from, they will find a crawl space leading to the north (as shown on the map). This crawl space is very narrow. Small and Medium-size characters can crawl down the space, but Medium-size characters will need to remove any heavy armor before doing so. Large characters cannot fit in the crawl space. The end of the passage is a secret door (Search, DC 15), which can simply be pushed out, revealing a narrow stone staircase leading down.

25. The Adamantine Door

[[HANDOUT #23]]
[[BEGIN BOXED TEXT]]
The long, narrow stairs lead down to a small, compact room utterly dominated by a massive, double door of adamantine. The doors stand at least fifteen feet tall, and every inch of them is covered in a bizarre, runic script.

In the center of each door – near chest height – is a small, rectangular niche. Within each niche is a lever.
[[END BOXED TEXT]]

RUNES: The runes on the door cannot be read by any normal means – they are a construction purely of the demi-lich’s crazed mind. The runes can be read if a comprehend languages spell is used, but the character attempting this will be immediately afflicted as per a symbol of insanity spell (Will save, DC 22).

FIRST TRAP: Reaching into either of the niches triggers an electrical shock similar to a shock grasp spell. This trap is relatively easy to detect and disable.

Shocking Grasp Trap: CR XXX; magic device; visual trigger (arcane eye); automatic reset; spell effect (shocking grasp, 5th-level wizard, 5d6); Search DC 18; Disable Device DC 18.

SECOND TRAP: Pulling either of the levers will cause a mithral blade to slice down across the opening of the niche. Any hand reaching into the niche is automatically severed, causing 4d4 points of damage.

This trap can only be detected if a character specifically searches the lever or the inside of the niche for traps. Simply searching the niche for traps will only reveal the first trap, described above.

This trap can be disabled, but doing so also prevents the lever from unlocking the doors.

Niche Scythe Trap: CR XXX; mechanical; touch trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +10 melee (4d4/x4, scythe); Search DC 25; Disable Device DC 25. Market Price: 2,500 gp.

PULLING THE LEVERS: Pulling either lever by itself has no effect. Pulling both levers at the same time, however, systematically disengages a system of fifty independent locks, five arcane locks, and a hold portal spell. (In other words, casting knock might eventually open the door… but it will take a lot of knocks.) This process takes approximately one minute, during which time the players will hear nothing but ominous clicks and whirring gears from within the door (let them assume the worst). Once the locks have been disengaged, however, the doors simply swing open, revealing Area 26.

26. The Pillared Throne Room

[[HANDOUT #24]]
[[BEGIN BOXED TEXT]]
As the adamantine doors part, they reveal a huge chamber filled with scores of massive columns. These columns are a pale violet, thrusting up from a floor tiled with a mosaic of cascading shades of blue to a matching ceiling some fifty or sixty feet overhead.
[[END BOXED TEXT]]

1d4 rounds after the PCs enter this chamber, read the following to them:

[[BEGIN BOXED TEXT]]
A piercing howl of sheer terror rips through the chamber, echoing with wild abandon between the pillars. No sooner has it begun, than – with a sobbing cry – it chokes off into an eery silence…
[[END BOXED TEXT]]

This cry is the result of a permanent ghost sound (Will save, DC 25). It will not repeat unless the characters return to this room after leaving it empty for at least 5 minutes.

PILLARS: Touching any of the pillars in this area sets off a massive chain lightning effect. Read the following to the PCs:

[[BEGIN BOXED TEXT]]
No sooner have you touched the pillar than a cataclysmic bolt of lightning leaps from one pillar to the next – tearing through your bodies with stunning intensity. Within a mere instant, the shadows haunting this massive chamber are utterly banished as every column in the room becomes the bursting nexus of violet bolts.

Through sheer reflex you stumble back from the pillar, and the storm comes to an abrupt halt at the moment your touch ends. As the deafening thunder of the onslaught dies away, the thick smell of ozone assaults your senses.
[[END BOXED TEXT]]

Everyone in the room will be struck by 1d4 lightning bolts, each dealing 10d6 points of damage.

Chain Lightning Trap: CR 8; magic device; visual trigger (arcane eye); automatic reset; spell effect (chain lightning, 10th-level wizard, 10d6; DC 26 Reflex save half damage); Search DC 32.

PORTAL OF SCINTILLATING VIOLET (A): As the players approach the door marked A on the map, read the following to them:

[[HANDOUT #25]]
[[BEGIN BOXED TEXT]]
Before you is a doorway of coruscating, scintillating energy – its pale shades of violet twisting and dancing before your eyes.
[[END BOXED TEXT]]

Stepping through this energy field into Area 27 is quite simple and utterly harmless. Characters throwing or extending inanimate objects through the field to test it will be able to draw those objects back without any problems.

However, once a character steps through the doorway, the field will suddenly darken to a deep purple and solidify for 2d6 rounds – during which time it functions as a wall of force cast by a 20th level wizard, allowing no one and nothing to pass. (A successful dispel magic or similar effect will allow passage through the portal again, but the portal will solidify again as soon as a character passes through it.)

DEVIL FACE (B): This devil face appears to be exactly identical to the devil face encountered in the entrance hall (Area 6). (HANDOUT #8) If any character comes within 15 feet of it, however, this devil face will attempt to suck them into its mouth. This effect is similar to a tornado-force wind, requiring any Medium-size or smaller character within 25 feet of the devil face to make a Fortitude save (DC 30) or be sucked 1d4x10 feet towards the mouth. This wind will come to an end if there are no characters within 15 feet of the mouth.

Characters who are sucked through the devil’s mouth will be teleported to Area 6 and “spat out”, nude, from the devil’s face there, while all non-living matter is simultaneously teleported to Area 32. (Note: If the character is carrying the GOLD, SILVER, or COPPER keys, they will be returned to their original resting places.)

DEVIL FACE (C): This devil face is identical to the devil face at B, above, but it is tinged with a bluish color over the green jade. Any character sucked into this devil mouth is teleported to 28A (see below).

CHARRED REMAINS (D): When the PCs can see the spot marked D on the map, read the following out loud:

[[HANDOUT #26]]
[[BEGIN BOXED TEXT]]
Cinders, ashes, charred bones and skulls, the crisped and blackened remains of clothing and gear, arms and armor – a thoroughly awful and frightening sight – encircle a huge gem slowly pulsing with a soft, orange glow.
[[END BOXED TEXT]]

This gem is cursed. (Duh.) Detect evil will reveal an overwhelming aura of evil around it. If anyone touches or disturbs the gem in any way, they unleash a hellfire legion: The gem explodes, causing 30d6 points of damage to anyone within 20 feet (Reflex save, DC 35, for half damage). In addition, up to five victims that perish as a result of this blast are then instantly animated as wights, which will immediately attack anyone left alive.

(Hellfire legion is an epic spell. It is identical to animus blizzard, except that its type is Evocation [Fire] and it deals fire damage instead of cold damage, as described.)

After the explosion, the gem remains as a venomous mass of stinking, purplish ooze which bubbles and chuckles. (This purplish mass is poisonous to the touch: DC 30 Fort save resists, 4d10 Con/4d10 Con.) In one week the mass will reform as a glowing orange gem…

EBONY DAIS AND SILVER THRONE (E): As the characters approach the dais along the southern wall of this chamber, read the following to the players:

[[HANDOUT #27]]
[[BEGIN BOXED TEXT]]
Contrasting starkly with the pale blues and purples of the hall, an imposing dais of black ebony rises along the wall here, topped with a towering throne of pure silver exquisitely sculpted with a half dozen decorative skulls. A great runic A is etched on the back of the throne, and a crown and scepter of gold lay upon its seat. 
[[END BOXED TEXT]]

SYMBOL OF THE CROWN: A Search (DC 15) of the throne reveals that a picture of a crown has been carved into the bottom of the throne.

CROWN: The crown is worth 25,000 gp, but it is also cursed. If anyone puts the crown on, it has three effects:

•	The person wearing the crown is struck blind, as per the blindness spell (no save).
•	The crown cannot be removed.
•	Glowing runes will appear upon the crown, which read: TO SEE YOUR WAY, PUT SCEPTER’S TOUCH TO CROWN.

SCEPTER: If the scepter is touched to the crown while someone is wearing it, the wearer is instantly slain as per power word kill. (Any creature that currently has 101 or more hit points is immune to this effect, but are instead plagued with wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the crown is successfully removed. This is similar to a symbol of pain, but it affects only the wearer of the crown and has no save.) If no one has is wearing the crown, touching the scepter to the crown has no effect.

If the scepter is, instead, touched to the symbol of the crown beneath the throne it has two effects: First, the cursed crown can be removed (if someone is wearing it).  Second, the throne sinks down into the floor, revealing a 5’ wide passageway behind it.

27. The Hall of Acererak

[[HANDOUT #28]]
[[BEGIN BOXED TEXT]]
As you step through the curtain of purple energy, you emerge into a long, dark hall. As soon as you set foot here, a cold, cloying miasma seems to settle upon your soul – as if a palpable evil had grasped your heart in its hand. The walls, floor, and ceiling here are crafted entirely of some strange form of shadow – they swallow up the very light itself, and can only be truly seen because of the shifting, twisting blue runes which cover every square inch of them.
[[END BOXED TEXT]]

UNHOLY BLIGHT: This whole chamber is cursed, and anyone using detect evil here will sense an overwhelming aura of foulness permeating the entire area. Good characters entering this area are affected as per unholy blight, becoming sickened and suffering 5d8 points of damage each round. (A successful Will save, DC 20, halves the damage and negates the sickened effect.)

These effects linger for 1d4 rounds after leaving this area. They cannot cannot be negated by remove disease or heal, but remove curse is effective. Remove curse cast on those still within the area, however, will only suppress the effect for 1d4 rounds.

Creatures who are neither evil nor good suffer only half damage and will not be sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

RUNES: These runes tell the life story of Acererak, but they are constantly shifting from one forgotten, primeval language to another. Those casting comprehend languages will be able to read some small portion of the script for 1 round before the script twists again, deliberately thwarting the spell. (Use the information found at the beginning of this adventure to provide a few facts to anyone making the effort to read this tale.)

28. The Demon’s Chamber

[[BEGIN BOXED TEXT]]
You are unceremoniously thrown to the floor of a small, square chamber – perhaps 15 feet across and high. Glancing behind yourself, you can see that you have emerged from the mouth of another devil face. A seemingly identical devil’s face hangs upon the wall directly opposite your current position.
[[END BOXED TEXT]]

DEVIL FACES: Characters enter this room through the devil face marked A on the map. A character in this room cannot enter either of the devil faces here. 1d4 rounds after a character appears here, water will begin pouring from the devil face marked B on the map. After 10 rounds the water will be deep enough that a character will need to Swim or drown. After 20 rounds, the room will be filled to the ceiling. The water will remain until six hours after all characters in the room are either dead or gone.

ESCAPING:  The only way to escape this room is if a character in Area 26 extends an inanimate object at least 10 feet long – such as a rope or pole – through the devil face at 26C. The end of this object will appear through the devil mouth at 28A, and a character there can grab the object and be pulled safely back to Area 26.

29. The Mithral Doors

[[HANDOUT #29]]
[[BEGIN BOXED TEXT]]
The narrow passage behind the throne is paved with onyx. It leads to a landing of the same, and stairs that funnel out as they ascend between walls of copper panels (untarnished and gleaming) set between rare woods inlaid with ivory. The stairs lead up to massive, twin doors of mithral – 15 feet wide and perhaps twice that tall. Where these mighty portals meet, at about waist height, is a cup-like depression – a hemispherical concavity, with a keyhole at its center.

Upon the top step, lying directly before the doors, is a key made of copper.
[[END BOXED TEXT]]

THE MITHRIL DOORS: These doors are, in fact, a powerful artifact built of solid mithral, 3 feet thick. They are tied into the same magical ritual that permeates the entire tomb, but are themselves imbued with a powerful antimagic field. (This would be immediately notable to anyone using detect magic, since this door is the only place in the tomb without a magical aura.)

FORCED ENTRY: The mithral doors have 1080 hp and hardness 15. If they are damaged in the slightest, however, read the following to your players:

[[BEGIN BOXED TEXT]]
Where your blows have fallen upon the door, blood seems to rush forth as if from a living wound. It pours down the steps, streaming slowly towards the throne room behind you.
[[END BOXED TEXT]]

The blood will heal any damage to the mithral door as soon as it is dealt. The doors cannot be battered or broken down, and fire of any kind will turn the blood into a poisonous gas which fills the entire room (DC 20 Fort save resists, 1d4 Con/unconsciousness).

The blood will stop flowing 1d4 rounds after the last damage is dealt to the door, but will begin again if any more damage is dealt.

KEYHOLE: Anyone examining the key hole will note, on a successful Spot check (DC 18), that the cup-like depression is actually plated with plain silver, not mithril.

SILVER KEY: If the SILVER KEY (from Area 23) is used to unlock the doors, they will open to reveal Area 30. No other method will open these doors.

WRONG KEYS: The key lying at the top of the steps is the COPPER KEY. Although both the COPPER KEY and the GOLD KEY will appear to fit the keyhole in the mithral doors, if they are used the person turning the key will be teleported nude to the entrance of the tomb (Area 3) along with the key, while all of their other equipment is teleported to Area 32.

30. The False Treasure Room

[[HANDOUT #30]]
[[BEGIN BOXED TEXT]]
With the turn of the silvery key, the mithral doors swing majestically aside to reveal a burial chamber of ivory inlaid with gold. Eight statues of blackened iron stand in a row to both left and right, as if standing guard over the large sarcophagus of marble, jade, and gold which stands at the far side of the chamber. Behind the sarcophagus you can see two large, golden chests.
[[END BOXED TEXT]]

DETECT MAGIC: A detect magic spell will reveal a magical aura upon the eight statues. This is merely the result of a magic aura spell, however. The statues are harmless.

SARCOPHAGUS (A): The top of this sarcophagus has the name ACERERAK inlaid in mithral, with his sigil beneath it. When the PCs are in a position to see the back of the sarcophagus, read the following to them:

[[BEGIN BOXED TEXT]]
The far side of the sarcophagus has been staved in – leaving a jagged hole. Inside you can see bits of a wooden inner shell, a few bones, destroyed jewelry (the gems have been pried out), torn bits of robes and windings, dust, and a broken staff.
[[END BOXED TEXT]]

Poking around in the sarcophagus will cause a shattered skull to roll out. (Why, the demi-lich has been long destroyed, but his magical traps somehow survived!) The broken staff was once a staff of the magi (evident from the runes upon it), but it is now worthless.

GOLDEN CHESTS (B,C): Each of these massive, golden chests is worth 10,000 gp. They have been sealed to the floor using sovereign glue, however, making their removal difficult. Each chest is triple-locked, with each lock being protected by a poison needle trap.

•	Chest B: 10,000 gems, each of which is worth 50 gp. (In reality, these are actually 1 gp quartz gems under the effects of a silent image (Will save, DC 32) which will come to an end once the PCs are 13 miles away from the tomb.)
•	Chest C: 50,000 gp. (In reality, these are 50,000 cp under the effects of a silent image (Will save, DC 32) which will come to an end once the PCs are 13 miles away from the tomb.)

Poison Needle Trap: CR 2; mechanical; touch trigger; automatic reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fort save resists, 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17. 

SECRET DOOR (D): If the PCs successfully Search (DC 32) the statue marked D on the map, they will find a catch inside the statue’s mouth. Pushing the catch will cause the statue to slide to one side – revealing a short stairway leading down to Area 31. (If the PCs specifically look inside the statue’s mouth, they find the catch automatically.)

31. Passage to the True Tomb

When the PCs turn the corner in this passage, read the following to them:

[[BEGIN BOXED TEXT]]
As you turn the corner, you can see that the hallway comes to a dead-end a scant fifteen feet away. In the middle of this wall, however, you can see a cup-like depression lined with copper. In the center of the depression is a keyhole.
[[END BOXED TEXT]]

PHASE DOOR (to 22C): This door is actually a form of phase door. If the COPPER KEY (from Area 29) is used to open it, it will create an ethereal passage which makes the door appear to open at 22C.

Although both the SILVER KEY and the GOLD KEY will appear to fit this keyhole, if they are used the person turning the key will be teleported nude to the entrance of the tomb (Area 3) along with the key, while all of their other equipment is teleported to Area 32.

SECRET DOOR: If the players Search (DC 25) this section of wall, they will find a keyhole. If they turn the GOLD KEY in this keyhole, read the following to them:

[[BEGIN BOXED TEXT]]
With a sudden, grating rumble the entire section of wall before you slides down into the earth… revealing nothing but a small 5 foot by 10 foot chamber.
[[END BOXED TEXT]]

This section of wall is, in fact, a 5-foot thick slab of adamantine sheathed in stone. It has 2400 hp and a hardness of 20. (Not impossible to get through without the key, but it should slow people down.)

As per the other doors of this nature, both the SILVER KEY and the COPPER KEY will appear to fit this keyhole, but if they are used the person turning the key will be teleported nude to the entrance of the tomb (Area 3) along with the key, while all of their other equipment is teleported to Area 32.

32. The Crypt of the Demi-Lich

KEYHOLE: A successful Search check (DC 25) will reveal another keyhole on the floor in the center of the small burial chamber. Using the GOLD KEY here will reveal the Crypt of the Demi-Lich (see below). Using the SILVER KEY or COPPER KEY will result in the chamber being filled with a prismatic spray (saving throws at DC 29).

Once the players have used the GOLD KEY on the keyhole, read the following to them:

[[BEGIN BOXED TEXT]]
The rock around you suddenly begins to tremble, and the ceiling above you begins to descend rapidly!
[[END BOXED TEXT]]

Immediately begin COUNTING backwards from 5: At the end of the count, the demi-lich’s vault has descended, utterly crushing anyone and anything that remained in the chamber. Any character whose player declared an action before the count was done will be able to take one round of action before that happens.

THE VAULT OF THE DEMI-LICH: Once the vault has descended, read the following to the PCs:

[[HANDOUT #31]]
[[BEGIN BOXED TEXT]]
A vault of mithral has descended into the previously empty space – its vaulted ceiling perhaps 25 feet high. Upon the floor in the middle of the vault is a heap of treasure – gold, silver, gems, and several swords gleam in the light reflected from the silvery walls. At the far end of the vault a mithral altar juts out of the floor. Atop it lies a strange, bejeweled skull.
[[END BOXED TEXT]]

THE TREASURE: In the pile on the floor, the players will find:
•	All items from characters teleported nude.
•	25,000 gp
•	100,000 sp
•	97 base gems worth 10 gp each
•	A 10,000 gp fire opal
•	A 25,000 gp emerald
•	A 50,000 gp black opal
•	12 potions (determine randomly)
•	6 scrolls (determine randomly)
•	Ring of major spell storing
•	Rod of cancellation
•	Staff of illusion
•	+4 rapier of defending
•	Cursed –5 longsword
•	Mace of blood (cursed)
•	Cursed backbiter spear

THE SKULL: If anyone takes a closer look at the skull, read the following to them:

[[HANDOUT #32]]
[[BEGIN BOXED TEXT]]
The skull has, in fact, been worked into a marvelously beautiful piece. There are two rubies – worth perhaps 50,000 gp each – studded in its eye sockets, and in its jaws six diamonds – each worth at least 5,000 gp – have been set as teeth.
[[END BOXED TEXT]]

THE DEMI-LICH: If any character is so foolish as to touch or disturb the skull of the demi-lich, they are instantly affected by his paralyzing touch ability (Will save, DC 34, to negate). Then read the following:

[[BEGIN BOXED TEXT]]
Upon the touch, the skull of Acererak rises into the air. In perfect silence, hovering above its mithral altar, it rotates slowly – scanning each of you in turn.
[[END BOXED TEXT]]

Acererak will then use his trap the soul ability on the most powerful character in the party. He will continue attempting this until he has successfully trapped a soul. The victim’s body will collapse into a moldering mass of corruption… and the skull will then sink down onto the altar, sated.

If the skull is struck or touched again, the skull will rise into the air and suck another soul.

If Acererak drops below 50 hp or if the PCs disturb him six times (i.e., Acererak consumes as many souls as he possibly can) and there are still PCs alive, then Acererak’s patience will be exhausted: He will attack with every power at his disposal until the PCs are utterly annihilated.

ACERERAK’S PHYLACTERY: Acererak’s phylactery lies within the mithral altar, although there’s no way to reach it without physically breaking through the mithral itself (90 hp, hardness 15). If Acererak is still alive, attempting to break into his phylactery counts as a disturbance. Inside are the following items:
•	Amulet of natural armor +5
•	Bracers of armor +8
•	Cloak of resistance +5
•	Gem of seeing
•	Gloves of dexterity +4
•	Headband of intellect +6
•	Ioun stone (incandescent blue)
•	Ring of evasion
•	Ring of protection +5
•	Ring of Wizardry IV
•	Tome of Clear Thought +5

ACERERAK’S MISSING SOUL GEMS: Demi-liches typically have eight soul gems, yet Acererak only has six. The two missing soul gems are, in fact, secreted elsewhere, and their resting places are a tale for another adventure.

Of course, as long as either the phylactery or these missing soul gems survive, Acererak will rise again in 1d10 days… and the legend of the Tomb of Horrors will continue.

Acererak the Demi-Lich

Acererak, Demi-Lich Wiz 20: CR 28; Diminutive Undead;  HD 20d12; hp 160; Init +#; Fly 180 ft. (perfect); AC 51 (+4 Dex, +4 size, +10 natural, +20 insight, +8 bracers of natural armor +8, +5 ring of protection +5), touch 32, flat-footed 47; Atk +34 melee  (10d6+20 and paralyzing touch, Touch); 1 ft./0 ft.; SA trap the soul, fear aura, paralyzing touch, perfect automatic still spell; SQ DR 15/Epic and bludgeoning, magic immunity, phylactery transference, undead traits, turn resistance +20, immunities (cold, electricity, polymorph, mind-affecting), acid resistance 20, fire resistance 20, sonic resistance 20; SR #; AL CE; SV Fort +11, Ref +15, Will +21; Str 10, Dex 18, Con --, Int 34, Wis 18, Cha 18.
	Skills: Concentration +27, Craft (alchemy) +27, Decipher Script +22, Hide +12, Intimidate +9, Knowledge (arcana) +35, Knowledge (architecture and engineering) +27, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +23, Move Silently +12, Search +20, Sense Motive +23, Spellcraft +35, Spot +23
	Feats: Craft Wondrous Item, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Penetration, Heighten Spell, Maximize Spell, Mobility, Scribe Scroll, Spell Focus (Illusion), Spell Mastery, Spell Penetration, Weapon Finesse
Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 34). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.
Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 18) or be affected as though by fear as cast by a 21st-level caster. 
Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 34) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.
Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally. 
Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. 
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. 
Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).
	Possessions (in phylactery): amulet of natural armor +5, bracers of armor +8, cloak of resistance +5, gem of seeing, gloves of dexterity +4, headband of intellect +6, ioun stone (incandescent blue), ring of evasion, ring of protection +5, ring of wizardry IV, tome of clear thought +5
	Spells Prepared: (4/7/7/7/14/6/6/6/6/5); base DC = 22 + spell level)
		0 – detect magic (x2), ghost sound, read magic
		1st – comprehend languages, hold portal, obscuring mist, ray of enfeeblement, unseen servant, true strike (x2)
		2nd – arcane lock, darkness, detect thoughts, obscure object, protection from arrows, see invisibility, web
		3rd – clairaudience/clairvoyance (x2), dispel magic (x2), hold person, major image, slow
		4th – arcane eye (x2), bestow curse (x2), black tentacles, crushing despair, lesser geas, lesser globe of invulnerability (x2), rainbow pattern, stoneskin, wall of fire, wall of ice, wind wall (extended)
		5th – cloudkill, dominate person, feeblemind, fireball (x2, empowered), wall of force
		6th – circle of death, disintegrate, eyebite, flesh to stone, greater dispel magic (x2)
		7th – greater arcane sight, finger of death, forcecage, hold person (x2, heightened), limited wish
		8th – binding, chain lightning (x2, empowered), maze, protection from spells, temporal stasis
		9th – incendiary cloud (extended), mass hold monster, time stop (x2), wish