Hooks: Tomb of Horrors

“Durnan cannot possibly be human. He’s owned the Yawning Portal for more years than most of us can remember, and he’s always the only one behind the bar. Between the trying-too-hard bards and the brawling barbarians and the clerics that come in on a mission to save us from ourselves, I don’t know how he does it.”

I winked and waved the two good fingers on my left hand at the old coot, and in a short moment Durnan slid two potent mugs of bitter down the bar. Placing my coin on the bar top, I continued:

“He knows things. Seen things. When he talks, you would do well to shut your maw and listen carefully. He owes allegiance to noone, and yet everyone comes in here like it’s neutral ground. Even the old paladins don’t achieve that level of respect.” I paused and took a long draw. “He told me early on that my eagerness would cost me dearly, that I would get in over my head because I wasn’t careful – and sure enough, I did. Cost me a couple fingers and a handful of friends – see what I did there? – but I learned that sometimes there are wiser minds than my own. Stay awhile, and listen…”

I don’t know if the group of adventurers listened like I wanted them to, but I know that when Durnan came over mid-story and admonished them about their behavior they sat right down and got quiet. I was trying to tell them of the story of Skull Hill out in the High Moor; how it only appears during the total eclipse of the first blood moon of the season, of how it is always deathly silent, of how it was filled with traps beyond reckoning, and of how I entered that unholy place once many years ago only to see my friends get consumed by the traps and unknowable dark magic contained inside.

I fear, though, that they only heard “evil lich”, “lair”, “treasure”, and “unexplored” as I spoke. Despite the warnings delivered by both myself and old Durnan, they seemed positively giddy as they paid their tab (and mine, as Durnan slyly added my drinks to theirs). As he had once told me, I knew that their eagerness would get them injured – or worse. Far worse.

It would be several tendays before another adventurer would address me directly in the Yawning Portal. This time, a precocious young halfling woman that was hardly out of her formative years, her eyes as bright as gems and her experience sorely lacking, looked up at me hopefully:

“Silvane? Syndra Silvane? We’ve – my friends and I, that is, all of us – heard that you needed some help.” She produced a tattered broadsheet with my offer of rewards in both coin and exotic magical items in exchange for a trip to Chult.

I smiled, cleared my throat, and began:

“Child, please allow me tell you of the time that a group of adventurers went into the Tomb of Horrors. What they learned was purchased at the dearest of prices, a cost that was at once too great and yet insignificant in comparison to its value. If you make it to the end, then perhaps you will know what lies before you…”

Was I in the wrong for refraining from telling her about my wasting sickness? About the traps that dread Acererak had laid within the Tomb? That annihilation would welcome them, and that only death could be found within? That would be for you, dear augur, to determine.

As the vision faded out and the legend lore spell came to its end, Durnan smiled sadly and confirmed that every single adventure that had stepped foot in the Tomb of Horrors had failed to return. Syndra indeed sought allies, but she was seeking allies that could essentially sneak into Chult – where our abilities would be better used in an effort to bring down the Tomb.

Knowing that the odds were against us we decided to set out on our grim task in the morning. The blood moon eclipse was but three days away, and we were armed with her experience – what could go wrong?

Spoilers below!

For the DM: For the DM: this adventure runs best with four or five characters at level 13, but AL play allows for tables of 3-7 players of levels 11-16 (tier 3)

this adventure has a significant place in the annals of Dungeons & Dragons history. It is known as a place of death and horror and as such Dungeon Masters are encouraged to run the content as-written and not “pull punches”

the Tomb of Horrors can be treated as a rumored place of legend, appearing only during the total eclipse of a full blood moon or some other exotic occurrence. If you must place it somewhere within the Forgotten Realms, consider placing it in the High Moor or the Serpent Hills. It is not suggested that you tie the Tomb to the fallen empire of Netheril – their efforts went in other directions than this.

sometimes the most terrifying thing a villain can do is escape – just be careful to not yank a victory from the characters if they have earned it; defeating an opponent can still feel satisfying even if the opponent disappears (or worse, simply walks away)

Entering the Tomb. It is easy to overlook this, but the adventure does not start inside the Tomb. The characters must find their way in – and there is more than one possible entrance. This portion should be an introduction to what the characters can expect as they get into the Tomb proper; as a DM, use this section to set the mood for the trials ahead.

It is easy to overlook this, but the adventure does not start inside the Tomb. The characters must find their way in – and there is more than one possible entrance. This portion should be an introduction to what the characters can expect as they get into the Tomb proper; as a DM, use this section to set the mood for the trials ahead. Random encounters. There are no random encounters inside the Tomb. Acererak does nothing at random, and only allows things to occur according to his great and unknowable plan. A Dungeon Master is well within their rights to prevent long rests from having full benefit inside the Tomb.

There are no random encounters inside the Tomb. Acererak does nothing at random, and only allows things to occur according to his great and unknowable plan. A Dungeon Master is well within their rights to prevent long rests from having full benefit inside the Tomb. Timing. This adventure moves best “at the speed of the party”. Dungeon Masters are encouraged to let players make their own decisions on timing, and there is nothing wrong with spending 3-4 sessions inside the Tomb. Also, note that it takes 10 minutes to search a 10 foot by 10 foot space – this is first expressed in the section about the cliff face, but is appropriate for the interior of the Tomb as well.

This adventure moves best “at the speed of the party”. Dungeon Masters are encouraged to let players make their own decisions on timing, and there is nothing wrong with spending 3-4 sessions inside the Tomb. Also, note that it takes 10 minutes to search a 10 foot by 10 foot space – this is first expressed in the section about the cliff face, but is appropriate for the interior of the Tomb as well. Demonic Attention. Be sure to read the sidebar at the beginning of the chapter about how the characters might gain the attention of one or more demons. This sidebar can also be triggered if the characters use teleportation magic if the characters are sufficiently powerful.

Be sure to read the sidebar at the beginning of the chapter about how the characters might gain the attention of one or more demons. This sidebar can also be triggered if the characters use teleportation magic if the characters are sufficiently powerful. Environment. Tomb of Horrors has been around for many years, and many players and DMs have wandered its halls. Some creative searching may reveal excellent props and handouts created by those that have already come through. Be sure to review them thoroughly before using them in your game, as they might not match this version of the Tomb exactly. Some DMs have even created alternative riddles, and there is no shortage of very excellent digital maps on dmsguild.com!

Tomb of Horrors has been around for many years, and many players and DMs have wandered its halls. Some creative searching may reveal excellent props and handouts created by those that have already come through. Be sure to review them thoroughly before using them in your game, as they might not match this version of the Tomb exactly. Some DMs have even created alternative riddles, and there is no shortage of very excellent digital maps on dmsguild.com! Lycanthropy. Refer to the standard Adventurers League rules regarding lycanthropy if a character becomes infected. In short: it it’s not removed at the end of the adventure, or if the character chooses to play a different adventure before curing it, that character is immediately retired from AL play until the lycanthropy is removed.

Refer to the standard Adventurers League rules regarding lycanthropy if a character becomes infected. In short: it it’s not removed at the end of the adventure, or if the character chooses to play a different adventure before curing it, that character is immediately retired from AL play until the lycanthropy is removed. Magic items (and magic traps). A certain archway might strip one or more characters of their gear, including their permanent magical items. This does not reduce a character’s permanent magic item count. A gem of seeing requires attunement, and will not work until a character does this. Remember that ownership of an item is determined at the end of a session and is not a prerequisite of attunement! If the item is destroyed as per the adventure text, the owner’s permanent magic item count is not reduced. If someone’s alignment is reversed, lawful becomes chaotic and good becomes evil (and vice versa); neutral can become an alignment of the DM’s choice. While this provides a lot of roleplaying opportunities, the characters should be made aware of how they can change back (see the adventure text) and what it means if they do not. If a permanent magic item is destroyed in areas 15 or 19, the owner’s permanent magic item count is not reduced. a certain cursed gem will invariably harm those that cast wish from it, and because it tells the holder that it can cast wish… what reason might the character have to not use it? Also, any character caught in the gem’s explosion is permanently killed and is retired from Adventurers League play. if the efreeti is released, it might grant three wishes. Note that this is not the wish spell, and it is limited in what it can create or deliver – in no case can the effect a wish that it grants last beyond the end of this game session the staff of the magi is broken, as per the adventure text; as such, it is unusable if the demilich decides to teleport a character, run it as-written: there is no saving throw Acererak’s treasure pile is detailed in the Adventurers League FAQ No sphere of annihilation that is part of the Tomb of Horrors can be removed from the Tomb of Horrors. At all. Acererak deals with the void directly, and every sphere in the Tomb is bound explicitly to him.

Cursed items. Cursed items are a part of D&D history and often serve a purpose in the story. However, some players might be disappointed and view this as a ‘gotcha’ moment – tread carefully. Unless the item’s description specifically states otherwise, the characters can cast identify on it (or use a downtime spellcasting activity!) and learn the item’s properties, including the curse. Once a cursed item is taken by a character and recorded on their logsheet, a remove curse spell only removes the attunement (“de-attunes” from the character) and does not undo the curse. Thinking outside the box: Thinking outside the box: with tables of 6-7 players, consider some ways to increase the scope of the adventure and keep everyone entertained add 1-2 additional monsters to each combat increase (slightly!) the potentcy of the traps in the Tomb consider granting creatures small boosts like the pack tactics ability, or granting a feat to a single creature in the encounter (though with great power comes great responsibility; tread carefully!)

the demilich has grand plans outside of the Tomb of Horrors – consider dropping hints about Chult and the Soulmonger!

using some non-mechanical things to mark time can really drive home the sense of urgency. For example, in a time of need you may need to verbally – and without additional interaction – count down slowly from 10 to 1; if the characters have not come to a consensus, they may be subject to terrible effects (check the adventure text for examples)

Dungeon Masters can get limited-time special certificate from Fai Chen throughout the end of s6 and all of s7 – work with your local events to ensure that Fai Chen attends!

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