Tomb of Horrors (Dungeons & Dragons 4th Ed: Super Adventure) by Ari Marmell, Scott Fitzgerald Gray

By Ari Marmell, Scott Fitzgerald Gray

The deadliest dungeon within the D&D® global returns!

For generations, the Tomb of Horrors™ has held an inescapable attract. It attracts adventurers to it like a beacon then devours them completely like a few giant predator. inside of its sepulchral, trap-ridden halls and chambers lay the secrets and techniques and treasures of the demilich Acererak and, a few say, the demilich himself.
 
Tomb of Horrors incorporates a modular layout that enables Dungeon Masters to construct campaigns round the occasions herein, or choose and select from many of the chapters to be used as standalone adventures. It provides a number of demanding situations, from elaborate strive against encounters to traps and tips evocative of the vintage Tomb of Horrors adventure.
 
This D&D experience is designed for characters of 10th–22nd point and features a full-color, double-sided conflict map designed to be used with D&D Miniatures.

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Additional info for Tomb of Horrors (Dungeons & Dragons 4th Ed: Super Adventure)

Sample text

RESTORING THE GRAVES By traveling back and forth from the cave to the catacombs, the characters can potentially restore the damage and desecration done to the various crypts by succeeding on a skill challenge. This challenge is divided into two activities-locating the funer­ ary pieces in the cave, and then reassembling and reconsecrating them in the catacombs. These activi­ ties can be intermixed, but the characters can gain only as many successes with the assembly activity as the number of pieces they find with the recovery arctivity.

Dark tendrils lash the rubble­ strewnground as if searchin8for somethin8, and the sound ofscreamin8 comes faintly on the dark wind. CHAPTER 2 I The Tomb of Shadows Thereafter, the Tortured Vestige appears only if the adventurers remain in one place for an hour or more. If the characters attempt to take an extended rest, the Tortured Vestige interrupts them by attacking after Id4 + 1 hours. The characters are meant to flee such an attack (see "To Fight Another Day," page 57).

Ceiling: The ceiling of each chamber is between 15 and 20 feet high, and appears to be randomly crafted without an architectural purpose. Bone Walls: The bones that form the walls of location 23 emanate a sleep effect. When a natural living creature starts its turn adjacent to one of these 00 walls, it cannot shift until it moves at least 1 square away from a wall. a: Miasma of Death: The spiritual chill of an absent ~ god permeates this entire area. Any creature in loca- Z tion 23 (other than the gray angels) gains vulnerable :J 5 necrotic and regains ld6 fewer hit points from any divine healing power.

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