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Return to the tomb of horrors 3.5 pdf download

Return to the tomb of horrors 3.5 pdf download

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Download & View Tomb Of Horrors as PDF for free. More details. Words: 18,; Pages: 36; Preview; Full text; INTRODUCTION As in Return to the Tomb of Horrors, the original Download PDF - Return To The Tomb Of blogger.com [6nqqnw] 23/11/ · 71 download. Report. Download; Facebook. Twitter. E-Mail. Tomb of Horrors - Wizards the original Tomb of Horrors, cient Netheril. n the far reaches of the world, under a THE TOMB OF HORRORS NOTES Please reference the original adventure and the conversion notes, except as noted in the description in the Return to the Tomb of Horrors with the Download Return To The Tomb Of Horrors. Type: PDF. Date: December Size: KB. This document was uploaded by user and they confirmed that they have the permission to ... read more




G e t t i n g t h e Characters Involved The adventurers first learn that things are amiss when they stumble upon the effects of the Dark Intrusion on their own. If the charactas not the players have themselves never ventured within the Tomb of Homrs, there is nothing that immediately suggeststhat the source oftha effects might be Aazerak's tonrib. The title of this product mt withstahding! Only investigation and research. should finally lead the Pcs back to the tomb, it5 information vital lor the succes of the adventure Ilceatysso's Journal c! an only be gatheaed thmugh pdmmary adventwing.


The scenes and investigations are arranged in a series of encounters that eventually pmvide the party with the information they should have befare embarling on a journey into the tomb. The C u r r e n t Situation The world at large has been blissfuliy ignorant of the existence of Skull City until the pment time. These events indude undead mcumions into avilized regions, kreased hauntings, kihppings, and outright disappearances. In the surrounding lands it is rumored that all these events have a common perpetrator, although thisis not proven.


It is quspecfed that all of these afflictions have their source in the Vast Swamp. This suspicion is partially correct; the inhabitants of Skull City whosometimes irreverently name themselves Skulkers have increased their fod activities dramatically of late. Their activity is in turn a response to a strange effect that recently began to saturate the air, seemingly localized within the Black Academy. Also, sages, w ace of half an hour. Beyond the doorway lies a dense fog like a physical barrier. The man waves a brief goodbye to the barkeep, then steps out into the foggy night. His form is dimly visible for a few seconds as he stands just outside, still illuminated by the lig the tavern.


No, let go of me! u see that? gh the clammy fog; everything else is shroudeu rkness. Sound is muted, and the cold mist itely gets under the collar rtable but not danger ision. The fire in the hearth is unless they possess some way to detect a suc spi in ambient negatlve energy-note th. Notl- it. Theysweun the party with nindlessfq. crew deserted him a week past, now. I heard it firsthand from the pierwatch. They dead at the bottom ofthe river for a week a d have only now gained the impetus to rise again. F m whence came these bodies is explained under the next encounter.


The bodies Of thed WighQ logged and rotted and give every indication of hairing beenimrnersd in wbkrfor samefime. Tire NPCS are f r i g h t e B b e d when co-ted with the knowledge that undead are seemingly rising from the riveE None wish to leave the cmfines ofthe inn, eventhose who have homes nearby. If prcidded by the PCs, he reveals the following boxed text. If the b w w , Tata,is ab0Ut. hshe points oult a man sitting at a d. e kpresSea up next to a cunred w e helooks tob~deep intohiscups. Tara volunteers the following to anyone who aqffgsses Pcs who question people at the pier concerning unusual happenings of late get mostly strange looks for their trouble.


If they m q d about the missing crew, they are told that, "Crewsgot to look out for thenwelves. Better pay is a good incentive to jump ship; it's happened before. Further [email protected] questioning reveals that this "Mater" is not a person but a tavern that does a good business serving ale to off-duty doclcwmlcers and riverboat crewmen. The ingenuity of the nuchixm was marvelous, and those Moilians who were able spent considerable amatLntsof time and money frequenting both this and other chambers of this tower. Of course, that was long ago when Moil existed on the surface of a world.


If the Pcs thoroughly search the debris in the chamberi they discover a total of M d i m platinum pieces mixed in wiah the wreckage. Nothing else of inkrest can be discovered hem. Tower Of Chance Refer to entry 2, the Tower of Morning, for details on unmapped levels and unkeyed rooms. Only two levels of the Tower of Chance are detailed on the map, designated Tower of Chance Level 1 the highest bridge level, connected by a yellow bridge on the City map and Tower of Chance Level 2 the middle bridge level, cmnected by a blue bridge on Map 3: The City That Waits Overview. No matter how much the PCs look, they do not discover entrances to levels above or below these 64 The City That Waits 3 is is a massive c mirrors. A layer of frost covers almost everyth save for over a dozen daces amidst the tumbl tables where the unmikakab humanoid bodies persist.


Display Illustration The counter to the west immune to all ill effects. dagger point is a short sentence in the PCs' common tongue. The message reads, "Desatysso was here. Absinthe is a green liqueur having a bitter anise or licorice flavor and a high alcohol content, prepared from absinthe and other herbs. Absinthe is uncommon, as it is not only intoxicating but toxic. In addition to possible inebriating effects, any PC drinking the absinthe must make a saving throw vs. poison to avoid losing one hit point per minute for the next 20 minutes. It takes a hardy soul to enjoy a drink of absinthe. This chamber contains a shattered wooden table On the wreckage of the table is sprawled an unclad frost-covered body. The body is further covered in the shards of what must have been a ceiling mirror before it was broken at, aside from being M to have fared as r the cold. The func Display Illustration Before the curse,this room was used for very high-stakes games, usually attended by only the very skillful and very powerful.


The stakes in these games were the highest:the players themselves. Losers in this chamber were consigned to the ceiling-mounted mirror oflife trapping by a game master who sat in the stone seat. The winner could then deal with the loser as he or she saw fit, usually k i n g the loser aftersecuring an oath of service for a short period of time. People entering the mom are not automatidy aware of the mirror on the ceiling. However, anyone mounting a general search, or anyone specifically looking at the ceiling, immediately becomes aware of the mirror. Characters who look up automatically see their reflections and must attempt saving throws vs.


Anyone who fails is bodily entrapped in one of the mirror's magical holding cells. The proper command word to free prisoners has long since been lost, and any attempt to remove the mirror from the ceiling causes it to shatter. Destroying the mirror releases trapped PCs, but it also peleases others trapped within it. The minror currently holds two Moilian zombies they are intelligent enough to be trapped , who attack any living creatures if released. The mirror also holds k m t , a pre-curse Moilian who has 1ane;Uished within the mirror for losing a card game to a cardshark named Dwart hundreds of years earlier. Lerxst speaks Moilian and an archaic dialect of the orc tongue. If released, she is at first very disoriented and horrified at what she sees around her. However, k m t is nothing if not adaptable andsly, sneaky, and usually untrustworthy , and if the PCs can manage to communicate with her and explain the situation, Lerxst asks to accompany the party after coming to terms with her new reality.


The pre-curse Moilian L a thief by trade and was actually new to town when she was sucked into this minm. In the centuries she spent in the mirror she has forgotten what few landmarks she once may have known, zombie's life drain and frost abilities. S 12,D 19, C 12,15, W 7, Ch 9. The uncertain ight reveals several columns of clear ice rising 'rom floor to ceiling. Frozen into one of the :olumns is what appears to be a standing human ikeleton. Its skull is free of the ice, looking down, md its arms are at its side. The central column 04 ice amtaking the skeleton is actually a magical cam struct created bykererak called a winter-wight.


There am severid winterwights scattered throughout The City That Waits,created and placed here by Acererak as part of his tests of mettle. This stairway ascends for 20 feet into room 3. The small satchel on the bottom stair is stiff with mid, but it looks to be easily openable. Unforhnatel~in the intense cold, the glue that held the labels on the vials has freezeatied so all of 67 Therpare s e m d Q s ~ ~ v m k -Iteaas: b e a-', u , t w a o ~ ~ ~ and a sed bearing A c a m Drake's~maaOgram. The PCs may mognke it if they encounted Drake or searched his chamber or belongiqp at t h e w Academv. cOatpOrcent satchel and almostlost his life in a clo 3. The only objects in this room are two bizarre sculptures of rusting iron wire in the center, seeming to mimic the humanoid form.


Each would be at least 10 feet tall when standing, although one of them has tumbled to the ground. The standing sculpture holds a stone tablet before it so that all entering the opening to the t exterior may read it. k 68 The City T h a t Waits r Display Illustration This was once a grand entrance way into the Tower of Chance, greeting rich and powerful guests with appropriate style and show. As is true for many other chambers in The City That Waits, most of the items once found here did not make the translation from the Prime Material. Only the two Statues of Greeting survived, although one has f d e n and its message written in marble has shattered. and by which token are you accounted guests in the Tower of Chance.


The first tablet said nothing special, but paranoid characters may certainly be worried by the apparent mystery. le center of the east wall is a single ornate table f wood. Upon the table is a device consisting of a rge disc. All along the edge of the disc are small, incave slots. In one of the slots rests a small black ,here. Both the device upon the table and a brass laque upon the wall are curiously free of frost.. Only one item has apparently survived this rough treatment; a glass-fronted curio cabinet stands undamaged in the southwestern corner of the chamber. The layer of ice covering the glass makes it difficult to determine the source of the golden light emanating from within. This old garment room once served the clientele of the Tower of Chance. Four garments can still be found in thischamber.


The first two appear to be simple woolen cloaks. The third is more of a light poncho, dyed red. The finalgarment is of brushed white leather, appearing none the worse for wear, and in fact there is no frostcovering it. Unfortunately for the characters, a minion of Awrerak dropped the cloak here as a subtle trap; the cloalr acts as a robe of powerlessness on any who don it. If a remm curse is cast upon the garment before it is donned, it acts as a ring ofmrmth. This room has also been trapped by Acererak; are the would-be heroes firmenough in their purpose to pass this chamber by?


Those who attempt to investigate the contents of the cursed cabinet would, he feels, most likely belong to the latter category. If the PCs contrive to melt the ice upon the glass and look in before they open the door, the curse unravels and the golden light fades; the cabinet appears to be empty. Otherwise, as the door is 3. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs.


Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Search Metadata Search text contents Search TV news captions Search archived websites Advanced Search. Tsr Return To The Tomb Of Horrors Item Preview. remove-circle Share or Embed This Item. EMBED for wordpress.



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Return To The Tomb Of Horrors Return To The Tomb Of Horrors 0 0 December PDF Bookmark Embed Share Print Download. Words: 22, Pages: html This material was converted by: John P. Gregory [email protected] and is hosted at EN World in compliance with Wizards of the Coast, Inc. ESD Conversion Agreement v1. Feel free to omit or substitute any treasure item as necessary.


Additionally, the Game Master should carefully consider the strength of any player characters, which are sent into this adventure. The original text for this module recommends characters of 13thth level. The encounter levels in this adventure range from EF 3 to EL 20, suggesting that the DM may need to be creative in balancing the adventure for their specific party, especially if there are only 4 players. Details: One of the keys to successfully running this adventure successfully is to encourage specificity during the adventure. When a player states they are taking an action, ask specifically how the action is being undertaken, and what objects are being used as part of the action.


Example: Using a pole to tap the floor while checking for traps. Also, giving specific details of each encounter area will improve the experience. Example: The corridor ahead is crumbling and the dust on the floor indicates that it has not been traveled for some time. The cobwebs hanging from the ceiling move gently in the currents created by your party, creating flickering shadows on the walls. It is recommended that the DM give their players alternate experience awards such as story, goal or time awards for overcoming the challenges in the adventure. I have provided recommendations for the use of the Search skill and Disable Device skill to give the flavor of the original adventure. The Search skill should only find a hidden object, door or trap when the character explicitly looks in the correct area for the item.


Remember to note the encounter descriptions in the adventure for the specific areas a character must Search to find hidden objects. The Disable Device skill should only allow the character to determine generally how a trap might work in this adventure. Most of the traps in the adventure cannot be physically disabled, but have notes about how they act. However, based on their Disable Device skill check, they can determine the approximate volume that may be filled by the gas. KALSTRAND AND ENVIRONS Note: All mountain giants CR 26 in this section have been replaced with stone giants CR 8. DEAD MEN WALK INTRO EL 10 Wights 10 Search DC 20 : Find the tattoo on the one of the creatures after the fight.


Diplomacy DC 20 : Determine meaning of tattoo from bartender. Gather Information DC 15 : Determine meaning of tattoo along the piers. Gather Information DC 15 : The players discover the Master of the Pier is a tavern. MASTER OF THE PIER TAVERN Diplomacy DC 15 : Payvin is coaxed into telling his story. AHRENS THE SAGE Gather Information DC 15 : Find out names of well-respected sages. A TRIP TO THE GLORIOLES RANDOM ENCOUNTER TABLE 1. EL — Wild dogs 2d EL 7 — Bear, Dire. EL — Ogres 2d EL — Wyverns 1d6. EL — Giants, Stone 1d4. LOOSE, ROCKY SLOPE EL 9 Climb DC 12 : Climb the loose, rocky slope. thick; Hardness 8; hp ; Break DC 50; Climb DC Inner Wall: 1 ft. thick; Hardness 8; hp ; Break DC 45; Climb DC FOYER EL 11 Doors: 6 in. thick; Hardness 10; hp ; Break DC 32; Giants, Hill 4 Spot DC 25 : Notice young stone giant peaking into room during fight.


Those drinking the water must make the same Fortitude save with a —10 penalty. CAVERN ACCESS EL 5 Giant, Stone adolescent : See Appendix — Creatures. STORAGE EL 3 Constricting Wall Trap: CR 3; mechanical; location trigger; automatic reset; walls come together 5d6, crush ; DC 20 Reflex avoids; Search DC 20; Disable Device Note: The trap prevents access to the storage room until disabled or bypassed. PASSAGE EL 9 Rolling Boulder Trap: CR 9; mechanical; manual trigger; manual reset; multiple targets any creature within passage ; boulder 15d6, crush ; see notes to avoid; onset delay 1 round ; Search DC 24; Disable Device Note: The boulder moves at a speed of 60 ft. once triggered. Creatures which press up against wall take no damage if size Small or smaller, or half damage otherwise. A successful Climb check with a DC 25 avoids the boulder completely.


Giant, Stone juvenile 2 : See Appendix — Creatures. Damage is 20d6. Remember, a massive damage save is required if over 50 points of damage are taken. LAIR EL 8 Giant, Stone Giant, Stone infant : non-combatant. WATERING HOLE No updates. TREASURE CAVE EL 3 Shocking Desk Trap: CR 3; magic device; touch trigger turning the key the wrong way or attempting to pick the lock ; automatic reset; spell effect shocking grasp, 5th-level wizard, 5d6 electrical ; Search DC 26 ; Disable Device DC THE PLACE AT ELMWOOD LANE EL 13 Diplomacy DC 10 : Grunther states his sadness that Falon is gone. Grunther speaks of the swamp and the bad place.


Diplomacy DC 15 : Grunther speaks about that traps including the one that took his arm , and the grinning skull. Diplomacy DC 20 : Grunther answers any additional questions to the best of his knowledge. Grunther: See Appendix — Creatures. Wights varies SATHER Diplomacy DC 20 : Calm Sather down after upsetting her with references to her previous adventures. THE BLACK ACADEMY INTO THE SWAMP RANDOM ENCOUNTER TABLE 1. EL — Chuul 1d2. EL — Ghasts 1d4. EL — Wererats 4d6. EL — Ochre Jelly 1d3. DIM ENCOUNTER EL varies Blaesing, Absalom and Harrow: See Appendix — Creatures. Roll randomly to determine between: vrock, glabrezu, hezrou, nalfeshnee, or marilith.


Sample magic, which triggers this effect, includes etherealness, wind walk and gaseous form. QUAKING BOG EL 10 Ghasts 14 B. Morrow: See Appendix — Creatures. THE BONE PORTAL EL 14 Bone Golem, Greater: See Appendix — Creatures. GRAVE DISTRICT No updates. THE DEAD POOL EL 7 Skeletons, Medium 23 Zombies, Medium 14 H. THE BLACK MARKET No updates. THE BLACK ACADEMY No updates. ENTRANCE EL 15 Necromancer apprentices Wiz1 Alleyn, Jankin, Lum : See Appendix — Creatures. Necromancer apprentices Wiz2 Reben, Hyla : See Appendix — Creatures. Necromancer apprentices Wiz3 Lygia : See Appendix — Creatures. Necromancer apprentices Wiz4 Reece : See Appendix — Creatures. Academy guard Leon : See Appendix — Creatures. FOYER EL 11 Nagas Lesser Bone Naga 4 : See Appendix — Creatures.


ANATOMY If needed, see Appendix — Creatures for statistics of Necromancer apprentices, initiates and faculty. Diplomacy DC 25 : Convince Ngise that they have more important things to do than attend class. Search DC 20 : Find 6 magical scrolls roll randomly in the bookcase. Ring of the Necromancer: See Appendix — Magic Items. Necromancer initiates Wiz6 Verlyn, Tacitus : See Appendix — Creatures. Necromancer instructor Ngise : See Appendix — Creatures. The book protected by the trap is a Book of Vile Darkness. FREE LABS WEST EL If needed, see Appendix — Creatures for statistics of Necromancer apprentices and initiates.


FREE LABS EAST EL varies If needed, see Appendix — Creatures for statistics of Necromancer apprentices and initiates. HALL OF PETITION EL 10 Necromancer Test: If the creature placing their palms on the tester is good or is not a wizard; then in 2 nd round of contact, the creature must make a Fortitude save DC 25 or die. If the save succeeds, the creature receives 20d6 electrical damage. Creature can remove their hands from the tester on the 1st round with a Strength check DC



tomb of horrors (dnd 3.5),Recent Comments

Download PDF - Return To The Tomb Of blogger.com [6nqqnw] 23/11/ · 71 download. Report. Download; Facebook. Twitter. E-Mail. Tomb of Horrors - Wizards the original Tomb of Horrors, cient Netheril. n the far reaches of the world, under a 24/10/ · The original version of this module was first used forthe official ADVANCED DUNGEONS & DRAGONS tourna-ment at Origins I in Next it was published asDungeon 03/06/ · Return to the tomb of horrors pdf. Free Pdf Download – Obtain free upgrades to the wordsearch creator. If you feel that your hostname or your security 1/06/ · Apparently Home; Return to the Tomb of blogger.com; Return to the Tomb of blogger.com \ U I I RETURN TO. T H E XJROPEAN M ibsite at: blogger.com rorev U by E 02/06/ · PDF v. box Unless you are a real collector of D&D memorabilia, the PDF should be fine. Especailly considering the very low price. While the boxed set is beautiful, the big book is ... read more



Each has a magical aura transmutation; CL 20th , but they are merely hunks of metal; they do nothing. The gem remains as a noisome mass of stinking purplish mold that bubbles and chuckles. If the northwestern statue is moved, a pull ring in the floor is revealed. Creature can remove their hands from the tester on the 1st round with a Strength check DC MASTER OF THE PIER TAVERN Diplomacy DC 15 : Payvin is coaxed into telling his story. ESD Conversion Agreement v1. The creature receives a Reflex check DC 20 to catch the edge.



Ob s e rvation reveals the spikes are far enough a p a rt for Medium characters to walk between them. abilities and operates at a cumulative —1 penalty to attacks, saves and checks due to fatigue. but that is a story for another adventure as recounted in Return to the Tomb of Horrors. If you must seek to relive the glories of players, then, whose characters have succeeded in eld, then even your hands will discover that the new mastering the original, with only their more limited funerary site has different and m o hair-raising ~ recollection, will need to perform as heroically as was challenges, sufficiently so as to make it worth more done in the past to enable their PCs to emerge into than the price of admission. Runes are carved in the northern wall, return to the tomb of horrors 3.5 pdf download. Keep The RIng At The Center.

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