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Running a 3.5 Return to the Tomb of Horrors
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<blockquote data-quote="DM-Rocco" data-source="post: 2317904" data-attributes="member: 14451"><p>Okay, aside for checking in with my Tomb of Horrors thread which is getting to the point were I detail my groups adventures into the Tomb, I have listed below the 3.5 conversation that I downloaded from somewhere. I used some of it, but used a few custom things too.</p><p> </p><p>Things I kept the same in the original are the detect secret door method. In the D&D game, you have to have the attention of the players at all times and they have to know that you are in charge. You could convert everything into a DC, but part of the thrill of going through the Tomb of Horrors is the uncertainty of success. I converted a few traps and search rolls into DCs but for the most part, I stuck to the original, you find a secret door in a 4 in 6, or whatever, or the original rules. This kept that players on their toes, rather than just saying, "well, I have a +24 on lock picks and I'll take 10 to open it, what's inside," number one rule of the Tomb of Horroers, you are the DM and what you says goes, don't let the rules lawyers in the group tell you that you are ever wrong, no matter what you decide to do for conversation.</p><p> </p><p>I beefed up the monsters from what was listed. Also, I sealed the entrance to the Tomb of Horrors when they entered and prevented them from leaving by having all teleport type spells fail and automatically summon a demon to fight the party. This partially back fired when the players tried to back out of the Dungeon and summoned a demon. They easily killed the Summoned Succubus. They decided the try and farm for XP, which was there mistake, cause I had ruled that before play began that every teleport or travel type spell would fail and summon a demon in a more progressive manner. So next they summoned a maralith, then a Vrock and so on until they got to the Balor, which did kill a few of them, then, after having run out of demons, I had the demos summoned in multiples, they stopped before two Balors showed up, first wise move they made.</p><p> </p><p>I also prohibited resting in the Tomb. I only allowed them to rest once they got to the second to the last room. In 1st edition AD&D you needed to rest after most of the rooms, in 3.5, if you have a party that is not smart enough to make it to the end, then it really doesn't matter how many times you rest. I have said it before, if you play by the original rules, aside from the monsters, you should beable to play the module with 1st level characters. That is to say, it is totally a thinking mans module and the monsters that are in it, with the exception of the Demi-lich, are really nothing specail, everything is a situation and if you can't think your way through the module, then your character, reguardless of level, will not make it through.</p><p> </p><p>I have to dig for the Lich that I used at the end, but it was a combination the AD&D lich and the 3.0 Epic lich. If I find it I'll post it.</p><p> </p><p>Anyway, here is what I have, hope it helps.</p><p> </p><p>Feel free to e-mail me at <a href="mailto:c.e.rocco@comcast.net">c.e.rocco@comcast.net</a> with questions. But please do your homework first and read everything.</p><p> </p><p></p><p></p><p><strong><u>CONVERSION NOTES</u></strong></p><p><strong><u></u></strong></p><p><strong><u></u></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">This document includes the conversion of creatures and NPCs needed to be compatible with the D&D 3.5 Ed. Rules<em>™</em> and the SRD. Modification/conversion details in this document are presented in order of occurrence in the module.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">However, treasure has not been converted to conform to the treasure per encounter recommendations in the D&D 3.5 Ed. Rules<em>™</em>, though conversions of items presented in the adventure (which do not have 3.5 edition counterparts) has been completed. Feel free to omit or substitute any treasure item as necessary.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Additionally, the Game Master should carefully consider the strength of any player characters, which are sent into this adventure. AD&D modules of this era expected much larger party sizes than the standard d20 System™ adventure. The original text for this module recommends 4-8 characters of 10th-14th level. The encounter levels in this adventure range from EL 1 to EL 17, suggesting that the DM may need to be creative in balancing the adventure for their specific party, especially if there are only 4 players.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><u> </u></strong></p><p><strong><u></u></strong></p><p><strong><u>NOTES FOR THE DUNGEON MASTER</u></strong></p><p><strong><u></u></strong></p><p><strong><u></u></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Creatures: </strong>Creatures without descriptions can be found in the D&D 3.5 Edition Monster Manual<em>™.</em></span></p><p><span style="font-size: 10px"><em></em></span></p><p><span style="font-size: 10px"><em></em></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Character Roster:</strong> The character roster in the back of the adventure has not been converted. If you wish to use pre-generated characters, use the statistics for NPCs found in the <em>Dungeon Master’s Guide</em> (p. 47).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Details: </strong>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. (<em>Example</em>: 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.)</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Experience:</strong> The experience for AD&D 1st Ed. Rules<em>™</em> was based on killing creatures and recovering treasure, which is different in D&D 3.5 Ed. Rules<em>™</em>. 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 tomb.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Traps and Search/Disable Device:</strong> The majority of this adventure is laced with devious and diabolic traps. I have provided recommendations for the use of the Search skill and Disable Device skill to give the flavor of the original adventure.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">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. For example, a character searching for traps may find a seal indicating a gas trap from their previous experiences; but they won’t be able to physically disable it. However, based on their Disable Device skill check, they can determine the approximate volume that may be filled by the gas. Another option is to use the variant Disable Device rules in the <em>Dungeon Master’s Guide</em>.</span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><span style="font-size: 18px"><p style="text-align: center">LEGEND OF THE TOMB</p></span></strong></p><p style="text-align: center"><strong><span style="font-size: 18px"></p><p></span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Knowledge (history) (DC 30) or Bardic Knowledge (DC 30):</strong> Learn background information on the tomb without magical or non-party assistance.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Search (DC 20):</strong> Find each tunnel entrance.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Tanar’ric Guardian: </strong>On the first round and every 3 subsequent rounds that a creature uses a magical effect to take on an alternate form within the tomb; a demon is summoned. Roll randomly to determine between: vrock, glabrezu, hezrou, nalfeshnee, or marilith. Sample magic, which triggers this effect, includes etherealness, wind walk and gaseous form.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Note: </strong>Magic with the Teleportation descriptor does not work within the tomb.</span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><span style="font-size: 18px"><p style="text-align: center">KEY TO THE TOMB</p></span></strong></p><p style="text-align: center"><strong><span style="font-size: 18px"></p><p></span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>GENERAL NOTES</p><p></p><p><strong><span style="font-size: 10px">Pits:</span></strong><span style="font-size: 10px"> All pits throughout the tomb (except where noted to the contrary) are detailed as follows:</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Spiked Pit Trap (10 ft. deep):</strong> CR 10; mechanical; location trigger; automatic reset; multiple targets (first target in each of two adjacent 5-ft. squares); 10 ft. deep (1d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+1 plus poison each); poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); DC 20 Reflex save avoids; Search DC 20; Disable Device DC 25.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Secret Door and Trap Detection:</strong> All magical secret door and trap detection magic of 4th level or lower will not function within the tomb.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>1. FALSE ENTRANCE TUNNEL (EL 7)</p><p></p><p><strong><span style="font-size: 10px">Cave-In Trap:</span></strong><span style="font-size: 10px"> CR 7; mechanical; touch trigger (prodding the roof or opening the doors); repair reset; multiple targets (all creatures in 20-ft.-by-30-ft. corridor approaching the door); ceiling collapses (8d6 and pinned); pinned (grapple DC 25); DC 20 Reflex save for half and no pin; Search DC 20; Disable Device DC 25.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Note:</em> An investigation of the roof with a successful Craft (stonemasonry) or Knowledge (architecture and engineering) check (DC 20) will determine the weakened state of the roof.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>2. FALSE ENTRANCE TUNNEL (EL 6)</p><p></p><p><strong><span style="font-size: 10px">Closing Passage Trap:</span></strong><span style="font-size: 10px"> CR 6; mechanical; location trigger; manual reset; multiple targets (all creatures in 10-ft.-by-20-ft. section marked on map); wall moves together (12d6, crush); never miss; onset delay (2 rounds); Search DC 20; Disable Device DC 25.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>3. ENTRANCE TO THE TOMB OF HORRORS</p><p></p><p><strong><span style="font-size: 10px">A. </span></strong><span style="font-size: 10px">Search checks will not find this door.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>B. </strong>If a player completes Search DC 15 checks for the entire length of this corridor, they discover the secret message.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>4. FRESCO OF THE WIZARDLY WORK ROOM (EL 12)</p><p></p><p><strong><span style="font-size: 10px">Poison Needle Trap:</span></strong><span style="font-size: 10px"> CR 5; mechanical; touch trigger; manual reset; Atk +12 ranged (1 plus poison); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 20; Disable Device DC 20.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Spiked Pit Trap (30 ft. deep):</strong> CR 15; mechanical; location trigger; repair reset; multiple targets (all targets in 10-ft.-by-10-ft. square denoted on the map); 30 ft. deep (3d6, fall); pit spikes (Atk +12 melee, 1d4 spikes per target for 1d4+3 plus poison each); poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); DC 25 Reflex save avoids; Search DC 35; Disable Device DC 35.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>5. THE ARCH OF MIST</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>6. THE FACE OF THE GREEN DEVIL</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p>7. THE FORSAKEN PRISON (EL 9)</p><p></p><p><strong><span style="font-size: 10px">Pit Trap (100 ft. deep):</span></strong><span style="font-size: 10px"> CR 9; mechanical; touch trigger (pushing all levers down); manual reset; multiple targets (all targets in 10-ft.-by-10-ft. room); 100 ft. deep (10d6, fall); never miss; Search DC 30; Disable Device DC 35.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Search (DC 20):</strong> Find the hidden ceiling exit.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>8. GARGOYLE LAIR (EL 10)</p><p></p><p><strong><span style="font-size: 10px">Mutated 4-armed Gargoyle: </span></strong><span style="font-size: 10px">CR 10; Large Magical Beast (Earth); HD 12d8+72; hp 126; Init +5; Speed 50 ft., fly 80 ft. (average); AC 16 (-1 size, +1 Dex, +6 natural); BAB/Grapple +12/+20; Atk +16 (x4)/+14/+14 (1d6+4, 4 claws; 1d8+2, bite; 1d8+2, gore); Face/Reach 5/10; SQ Damage reduction 10/magic, darkvision 60 ft., freeze; AL CE; SV Fort +14, Ref +9, Will +6; Str 19, Dex 12, Con 22, Int 6, Wis 11, Cha 7.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Skills and Feats: </em>Hide +8 (+16 against stone background), Listen +7, Spot +7, Combat Reflexes, Great Fortitude, Improved Grab, Improved Initiative, Multiattack.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Search (DC 20):</strong> Find secret compartment in the gargoyle’s collar.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>9. COMPLEX OF SECRET DOORS (EL 5)</p><p></p><p><strong><span style="font-size: 10px">Search (DC 20):</span></strong><span style="font-size: 10px"> Find each secret door.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Bolt Trap:</strong> CR 4; mechanical; proximity trigger; automatic reset; one target (chosen at random from targets in each room); Atk +10 ranged (1d6/x3, bolt); Search DC 25; Disable Device DC 30.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Door Trap:</strong> CR 3; mechanical; touch trigger (pressing outermost studs); repair reset; multiple targets (first target in each of two adjacent 5-ft. squares); door falls inward (3d6, crush); DC 20 Reflex save for half; Search DC 25; Disable Device DC 25.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>10. GREAT HALL OF SPHERES</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>11. THE THREE ARMED STATUE</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>12. TRAPPED FALSE DOOR (EL 1)</p><p></p><p><strong><span style="font-size: 10px">Spear Trap:</span></strong><span style="font-size: 10px"> CR 1; mechanical; touch trigger (opening the door); repair reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20.</span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p>13. CHAMBER OF THREE CHESTS (EL 7)</p><p></p><p><strong><span style="font-size: 10px">Search (DC 20):</span></strong><span style="font-size: 10px"> Find secret door.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Slide Trap:</strong> CR 1; mechanical; location trigger; automatic reset; 10 ft. deep (1d6, fall); never miss; Search DC 20; Disable Device DC 20.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Gold Chest</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Asps:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> convert to <em>Snake, Tiny Viper</em>.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Silver Chest</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Fusillade of Darts Trap:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> CR 3; mechanical; touch trigger (opening the chest); repair reset; multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Atk +15 ranged (1d4+1, dart); Search DC 20; Disable Device DC 22.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Wood Chest</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Fire Giant Skeleton: </span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">CR 7; Large Undead; HD 15d12; hp 97; Init +4; Speed 40 ft.; AC 12 (-1 size, +3 natural); Atk +17/+17 melee (1d8+10, 2 claws); Face/Reach 10/10; SQ Undead, cold immunity, damage reduction 5/bludgeoning; AL NE; SV Fort +5, Ref +5, Will +9; Str 31, Dex 11, Con -, Int -, Wis 10, Cha 1.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Skills and Feats: </em>Improved Initiative.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>14. CHAPEL OF EVIL (EL 10)</p><p></p><p><strong><span style="font-size: 10px">Poison Gas Trap:</span></strong><span style="font-size: 10px"> CR 8; mechanical; touch trigger (opening one of the front set of benches); repair reset; gas; multiple targets (all creatures in the room); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con/3d6 Con); never miss; onset delay (2 rounds); Search DC 21; Disable Device DC 22.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>A. Opalescent Blue Altar</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Lightning Trap:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> CR 6; magic device; touch trigger (touching the altar the first time); repair reset; multiple targets (all creatures in 10-ft. aisle between altar and far wall); spell effect (<em>lightning bolt</em>, 10th-level wizard, 10d6 electrical, DC 14 Reflex save for half damage); Search DC 28; Disable Device DC 28.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Fireball Trap:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> CR 8; magic device; touch trigger (touching the altar the second time); repair reset; multiple targets (all creatures within 20-ft. radius of altar); spell effect (<em>delayed blast fireball</em>, 15th-level wizard, 15d6 fire, DC 20 Reflex save for half damage); Search DC 32; Disable Device DC 32.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>C. Small Slot</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Search (DC 20):</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Notice the small slot and letter traced above..</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>15. STONE GATE</p><p></p><p><strong><span style="font-size: 10px">Search (DC 10):</span></strong><span style="font-size: 10px"> Find secret door within third pit.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>16. LOCKED OAKEN DOOR</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>17. MAGICAL SECRET DOOR</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p>18. FALSE CRYPT PROTECTED BY FEAR GAS (EL 8)</p><p></p><p><strong><span style="font-size: 10px">Fear Gas:</span></strong><span style="font-size: 10px"> CR 5; mechanical; location trigger; permanent; gas; multiple targets (all creatures on bottom half of stairs and in the room); fear gas (as <em>fear</em> spell, DC 16 Will save negates); Search DC 10; Disable Device –.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Note:</em> A save needs to be made for every 10 ft. moved within the gas unless the creature holds its breath. A creature receives a –2 cumulative circumstance penalty for every 10 ft. advanced.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Pseudo-Lich (Human Zombie with protective spells): </strong>CR 5; Medium Undead; HD 2d12+3; hp 27; Init -1 (Dex); Speed 30 ft. (can’t run); AC 11 (-1 size, +2 natural); Atk +2 melee (1d6+1, slam); SQ <em>spell turning </em>(10 levels)<em>, stoneskin </em>(150 hp), <em>spell immunity</em> (fireball, lightning bolt, magic missile), <em>spell resistance </em>(SR 27), turn resistance +14, mace vulnerability (per encounter description), single actions only, damage reduction 5/slashing, darkvision 60 ft., undead; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Skills and Feats: </em>Toughness.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>19. LABORATORY AND MUMMY PREPARATION ROOM (EL 5)</p><p></p><p><strong><span style="font-size: 10px">Ooze (Ochre Jelly)</span></strong></p><p><strong><span style="font-size: 10px"></span></strong></p><p><strong><span style="font-size: 10px"></span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>20. HUGE PIT FILLED WITH 200 SPIKES (EL 4)</p><p></p><p><strong><span style="font-size: 10px">Fusillade of Spikes Trap:</span></strong><span style="font-size: 10px"> CR 4; mechanical; location trigger (stepping on last 3 feet of open pit); repair reset; multiple targets (fires 2d4 spikes at each target in pit and in adjacent 5-ft. squares of pit); Atk +21 ranged (1d6, spike); Search DC 22; Disable Device DC 22.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span>21. THE AGITATED CHAMBER (EL 6)</p><p></p><p><strong><span style="font-size: 10px">Shaking Floor Trap:</span></strong><span style="font-size: 10px"> CR 1; mechanical; location trigger; automatic reset; multiple targets (anybody in the room); fall down; Balance DC 20 negates; Search DC 22; Disable Device DC 22.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Note: </em>If creature is adjacent to tapestry and they fail their Balance check by 5 or more, then they have torn a tapestry. See tapestry description below.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Small coffers</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Asps:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Convert to <em>Snake, Tiny Viper</em>.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Tapestries</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">If the tapestry is hanging when it is torn, it covers the area 20 ft. by 10 ft. in front of it.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">If the tapestry is on the floor when it is torn, it covers the area 10 ft. by 5 ft. that it occupies on the floor.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Creatures within the area affected by torn tapestries are splashed by two patches of green slime each and affected by the brown mold as well.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Green Slime / Brown Mold:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> See <em>Dungeon Master’s Guide </em>for details of encounters with green slime and brown mold.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p>22. THE CAVERN OF SILVER AND GOLD MISTS (EL 7)</p><p></p><p><strong><span style="font-size: 10px">Feeblemind Gas:</span></strong><span style="font-size: 10px"> CR 6; mechanical; location trigger; permanent; gas; multiple targets (all creatures in the room); feeblemind gas (as <em>feeblemind</em> spell, DC 17 Will save negates); Search DC 10; Disable Device –.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Siren: </strong>CR 5; Medium Fey (Aquatic); HD 4d6; hp 14; Init +4; Speed 30 ft., swim 60 ft.; AC 17 (+4 Dex, +3 deflection); BAB/Grapple +2/+2; Atk +2 melee (1d6/crit 19-20, short sword), or +2 melee touch (1d4 temporary Int, touch); SA Charming song, Intelligence damage, spell-like abilities; SQ Deflection, low-light vision, soothing touch; AL CN; SV Fort +1, Ref +8, Will +7; Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Skills and Feats: </em>Animal Empathy +10, Concentration +7, Heal +10, Hide +11, Perform (dancing/singing) +14, Swim +15, Wilderness Lore +10, Dodge, Expertise.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Charming Song (Sp): </em>At will, a siren can sing a special song that functions like a <em>charm person</em> (caster level 2; DC 14), except that it lasts 11 hours and affects every creature that hears it.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Spell-like Abilities (Sp): </em>1/day – <em>fog cloud, invisibility </em>and<em> polymorph other.</em> Caster level 11th; save DC 13 + spell level.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SQ – Deflection (Su): </em>A siren is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SQ – Soothing Touch (Su): </em>A siren, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by any siren.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Reward:</strong> The party should receive a CR 12 reward for freeing the siren as well as gaining a life-long friend.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Treasure Conversion</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Small Bag of Holding:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Convert to Bag of Holding (Type I).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Bracers AC 6:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Convert to Bracers of Armor +4.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Potions of Extra Healing:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Convert to Potions of Cure Serious Wounds.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Ring of Feather Falling:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> No conversion necessary.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>23. FALSE/TRUE DOOR (EL 13)</p><p></p><p><strong><span style="font-size: 10px">Search (DC 20):</span></strong><span style="font-size: 10px"> Find secret door.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Juggernaut Trap:</strong> CR 13; mechanical; touch trigger (opening the eastern door); repair reset; gas; multiple targets (all creatures in the passage); poison (sleep gas, DC 18 Fortitude save resists, Unconsciousness/Unconsciousness); never miss; onset delay (1 round); Search DC 30; Disable Device DC 30.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Note:</em> See encounter description for specifics of juggernaut movement and effect.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>24. ADAMANTITE DOOR</p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>25. THE PILLARED THRONE ROOM (EL 10)</p><p></p><p><strong><span style="font-size: 10px">Demon (Type I):</span></strong><span style="font-size: 10px"> Convert to Demon (Retriever).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>26. SMALL ROOM WITH DOOR OF ELECTRIC BLUE (EL 3)</p><p></p><p><strong><span style="font-size: 10px">Mummy</span></strong></p><p><strong><span style="font-size: 10px"></span></strong></p><p><strong><span style="font-size: 10px"></span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p>27. THE PORTAL OF SCINTILLATING VIOLET (EL 9)</p><p></p><p><strong><span style="font-size: 10px">Magical Swords & Shield:</span></strong><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Use the Sunder special attack rules in the <em>Player’s Handbook</em> for details of how to strike the animated items. The shield will always be struck before the sword when sundering.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Animated Set 1: </span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Small Constructs; hp 5 (sword), 10 (shield); Init 0; Speed 30 ft.; Atk +2 melee (1d8+2/crit 19-20, long sword).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Set 2:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Atk +3 melee (1d8+3, long sword); hardness 10; hp 6 (sword), hp 11 (shield).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Set 3:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Atk +4 melee (1d8+4, long sword); hardness 10; hp 7 (sword), hp 12 (shield).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">and so on…until</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Set 8:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Atk +9 melee (1d8+9, long sword); hardness 10; hp 12 (sword), hp 17 (shield).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>28. THE WONDROUS FOYER (EL 8)</p><p></p><p><strong><span style="font-size: 10px">Key:</span></strong><span style="font-size: 10px"> Protected as per the <em>antipathy</em> spell (Will save (DC 24)), except that it affects all creatures.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>29. THE VALVES OF MITHRIL (EL 8)</p><p></p><p><strong><span style="font-size: 10px">Blood effects</span></strong></p><p><strong><span style="font-size: 10px"></span></strong></p><p><strong><span style="font-size: 10px"></span></strong><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Cone of cold </span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">– Freeze blood for 3 rounds</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Create water </span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">– Turns blood to normal water</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Cure (4 light, 3 moderate, 2 serious, 1 critical or 1 heal)</span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> – Staunches blood flow</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Disintegrate</span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> – Destroys all blood</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Fire (including <em>fireball </em>and non-magical fire) – Turns blood into deadly poison (Inhaled Fort DC 30, Death/Death). Those within 5 ft. passage to throne receive a +5 circumstance bonus.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Levitate </span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">– Coagulates blood upwards, and becomes an Ooze (Ochre Jelly).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Polymorph (Any) </span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">– Turns blood into 3d4 Wights.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Raise Dead / Resurrection (Any)</span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> – Turns blood into a ghost, which casts <em>bless </em>and <em>circle of healing</em> on the party as a level 10 cleric.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>30. THE FALSE TREASURE ROOM (EL 8)</p><p></p><p><strong><span style="font-size: 10px">Bronze Urn</span></strong></p><p><strong><span style="font-size: 10px"></span></strong></p><p><strong><span style="font-size: 10px"></span></strong><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Efreet:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Convert to Genie (Efreeti).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Iron Chests</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Poison Needle Trap:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> CR 5; mechanical; touch trigger; manual reset; Atk +12 ranged (1 plus poison); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 20; Disable Device DC 20.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Search (DC 15):</strong> Find ring pull once statue is moved.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>31. </p><p></p><p><span style="font-size: 10px">No updates.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span>32. SECRET DOOR</p><p></p><p><strong><span style="font-size: 10px">Search (DC 20):</span></strong><span style="font-size: 10px"> Find the secret door.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> </p><p></p><p>33. THE CRYPT OF ACERERAK THE DEMI-LICH (EL 17)</p><p></p><p><strong><span style="font-size: 10px">Keyhole Trap:</span></strong><span style="font-size: 10px"> CR 4; magic device; touch trigger (inserting first key); repair reset; explosion (5d6, shrapnel); never miss; Search DC 29; Disable Device DC 29.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Compacting Room:</strong> CR 4; mechanical; touch trigger (turning second key); manual reset; multiple targets (all creatures in southern 15-ft. of room); floor moves to ceiling (12d6, crush); never miss; onset delay (1 round); Search DC 20; Disable Device DC 20.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Treasure Conversion</strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong></strong></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">12 potions, 6 scrolls, 1 ring, 1 rod, 1 staff: </span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Roll randomly on the appropriate tables using the Medium rating.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">3 miscellaneous magic items: </span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Roll randomly on the Medium Wondrous Items table.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">+4 sword of defending: </span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Convert to bastard sword +4 (defending).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">2 cursed swords: </span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Convert to <strong>Sword, Berserking</strong> and <strong>–2 Sword, Cursed</strong>.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Cursed spear of backbiting:</span></span></strong><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> Convert to <strong>Spear, Cursed Backbiter</strong>.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong> </strong></span></p><p><span style="font-size: 10px"><strong></strong></span></p><p><span style="font-size: 10px"><strong>Ghost Wiz10 (Necromancer): </strong>CR 15; Medium Undead (Incorporeal); HD 10d12; hp 55; Init +6; Speed fly 30 ft. (perfect); AC 13 (+2 Dex, +1 deflection); BAB/Grapple +5/+5; Atk +7 melee touch (1d6 and drain, touch); SA Spells, corrupting gaze, corrupting touch, draining touch, frightful moan, horrific appearance, malevolence, manifestation, telekinesis; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits; AL CE; SV Fort +4, Ref +8, Will +8; Str 10, Dex 14, Con -, Int 18, Wis 12, Cha 12.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Skills and Feats: </em>Concentration +13, Craft (alchemy) +14, Knowledge (arcane) +17, Knowledge (history) +14, Knowledge (planes) +17, Listen +1, Search +6, Spellcraft +17, Spot +1, Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Penetration.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Corrupting Gaze (Su): </em>A ghost can blast living beings with a glance, at a range up to 30 feet. Creature’s that meet the ghost’s gaze must succeed on a Fortitude save (DC 16) or take 2d10 points of damage and 1d4 points of Charisma damage.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Corrupting Touch (Su): </em>A ghost that hits a living target with its incorporeal attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to the attack rolls only.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Draining Touch (Su): </em>A ghost that hits a living target with its incorporeal attack drains 1d4 points from any one ability score it selects. On each successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to the attack rolls only.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Frightful Moan (Su): </em>The ghost can moan as a standard action. All living creatures within 30 ft. radius must make a Will save (DC 16) or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for one day.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Horrific Appearance (Su):</em> Any living creature within 60 ft. that views the ghost must succeed at a Fortitude save (DC 16) or immediately suffer 1d4 points of permanent Strength, 1d4 points of permanent Dexterity and 1d4 points of permanent Constitution drain. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for one day.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">SA – <em>Malevolence (Su):</em> Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to <em>magic jar</em> as cast by a 10th level sorcerer, except that it does not require a receptacle. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 16). A creature that successfully saves is immune to that ghost’s malevolence for one day.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Manifestation (Su): </em>As ethereal creatures, ghosts cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on material targets.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Telekinesis (Su):</em> The ghost can use <em>telekinesis</em> once per round as a free action, as cast by 12th level sorcerer. When a ghost uses this power, it must wait 1d4 rounds before using it again.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SQ – Rejuvenation (Su):</em> The ghost which is destroyed will reform in 2d4 days. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against a DC 16. The only way to get rid of the ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Spells Prepared</em> (DC 14 + spell level): 4 4 4 3 3 2</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">0 – <em>disrupt undead*, resistance (x4)</em>; </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">1 – <em>ray of enfeeblement*, burning hands (x2), magic missile (x3);</em> </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">2 – <em>scare*, blindness/deafness, darkness, scare, shatter (x2);</em> </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">3 – <em>vampiric touch*, dispel magic, lightning bolt (x3);</em></span></p><p><span style="font-size: 10px"><em></em></span></p><p><span style="font-size: 10px"><em></em>4 – <em>enervation*, contagion, fear, minor globe of invulnerability, polymorph other;</em></span></p><p><span style="font-size: 10px"><em></em></span></p><p><span style="font-size: 10px"><em></em>5 – <em>magic jar*, cone of cold, transmute rock to mud;</em></span></p><p><span style="font-size: 10px"><em></em></span></p><p><span style="font-size: 10px"><em></em>Prohibited School: Enchantment.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">* Bonus necromantic spells</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Demilich, Lesser: </strong>CR 17; Diminuitive Undead; HD 12d12; hp 78; Init +6; Speed fly 90 ft. (perfect); AC 32 (+4 size, +3 Dex, +5 natural, +10 insight); BAB/Grapple +6/-6; Atk +10 melee touch (3d6 and paralyzing touch); Face/Reach 1/0; SA Trap the soul, fear aura, paralyzing touch, spell-like abilities; SQ Undead, damage reduction 15/magic and bludgeoning-, turn resistance +12, immunity (cold, electricity, magic, polymorph), resistance 10 (acid, fire, sonic); AL CE; SV Fort +4, Ref +6, Will +12; Str 10, Dex 14, Con -, Int 23, Wis 17, Cha 15.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Skills and Feats: </em>Alchemy +21, Concentration +15, Hide +21, Knowledge (arcana, undead) +21, Knowledge (planes, dragons, history, local) +16, Listen +14, Move Silently +21, Scry +17, Search +21, Sense Motive +15, Spellcraft +21, Spot +14, Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Penetration.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Trap the Soul (Su): </em>A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target within 200 feet. The target is allowed a Fortitude save (DC 24). If the target makes its saving throw, it gains two negative levels and does not count as a use of this ability. 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 captured 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 user of either <em>resurrection</em>, <em>true resurrection</em>, <em>clone</em>, or <em>miracle</em>. A potential victim protected by a <em>death ward</em> spell is not immune to trap the sould, but receives a +5 bonus on its Fortitude saving throw. <em>Negative energy protection</em> is effective against the level loss.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Fear Aura (Su): </em>Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 4 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 16) or be affected as though by <em>fear</em> as cast by a 12th level caster.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Paralyzing Touch (Su): </em>Any living creature a demilich touches must succeed at a Fortitude check (DC 24) or be permanently paralyzed. <em>Remove paralysis</em> or any spell that can remove a curse can free the victim. The effect can not be dispelled. Anyone paralyzed by the demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals the victim is still alive.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SA – Spell-like Abilities (Sp): </em>Caster level 12, DC 16 + spell level. At will – <em>alter self, bestow curse, create undead, death knell, dispel magic, enervation, inflight critical wounds </em>(to heal self)<em>, telekinesis</em>.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>SQ – Magic Immunity (Su): </em>The demi-lich is immune to all spells, spell-like abilities and supernatural effects, except as follows:</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">dispel chaos / dispel evil</span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"> – Inflicts 3d6 points of damage (Fort save for half).</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">shatter – </span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Affects demilich as a crystalline creature.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Symbol'"><span style="font-size: 10px">· </span></span><em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">Holy smite </span></span></em><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">– Affects demilich normally.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-family: 'Times New Roman'"><span style="font-size: 9px"><span style="color: #800000">Special Module S1: Tomb of Horrors</span></span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 9px"><span style="color: #000000">, Dungeons & Dragons, D&D, Advanced Dungeons & Dragons, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 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[QUOTE="DM-Rocco, post: 2317904, member: 14451"] Okay, aside for checking in with my Tomb of Horrors thread which is getting to the point were I detail my groups adventures into the Tomb, I have listed below the 3.5 conversation that I downloaded from somewhere. I used some of it, but used a few custom things too. Things I kept the same in the original are the detect secret door method. In the D&D game, you have to have the attention of the players at all times and they have to know that you are in charge. You could convert everything into a DC, but part of the thrill of going through the Tomb of Horrors is the uncertainty of success. I converted a few traps and search rolls into DCs but for the most part, I stuck to the original, you find a secret door in a 4 in 6, or whatever, or the original rules. This kept that players on their toes, rather than just saying, "well, I have a +24 on lock picks and I'll take 10 to open it, what's inside," number one rule of the Tomb of Horroers, you are the DM and what you says goes, don't let the rules lawyers in the group tell you that you are ever wrong, no matter what you decide to do for conversation. I beefed up the monsters from what was listed. Also, I sealed the entrance to the Tomb of Horrors when they entered and prevented them from leaving by having all teleport type spells fail and automatically summon a demon to fight the party. This partially back fired when the players tried to back out of the Dungeon and summoned a demon. They easily killed the Summoned Succubus. They decided the try and farm for XP, which was there mistake, cause I had ruled that before play began that every teleport or travel type spell would fail and summon a demon in a more progressive manner. So next they summoned a maralith, then a Vrock and so on until they got to the Balor, which did kill a few of them, then, after having run out of demons, I had the demos summoned in multiples, they stopped before two Balors showed up, first wise move they made. I also prohibited resting in the Tomb. I only allowed them to rest once they got to the second to the last room. In 1st edition AD&D you needed to rest after most of the rooms, in 3.5, if you have a party that is not smart enough to make it to the end, then it really doesn't matter how many times you rest. I have said it before, if you play by the original rules, aside from the monsters, you should beable to play the module with 1st level characters. That is to say, it is totally a thinking mans module and the monsters that are in it, with the exception of the Demi-lich, are really nothing specail, everything is a situation and if you can't think your way through the module, then your character, reguardless of level, will not make it through. I have to dig for the Lich that I used at the end, but it was a combination the AD&D lich and the 3.0 Epic lich. If I find it I'll post it. Anyway, here is what I have, hope it helps. Feel free to e-mail me at [email="c.e.rocco@comcast.net"]c.e.rocco@comcast.net[/email] with questions. But please do your homework first and read everything. [b][u]CONVERSION NOTES [/u][/b][u][/u][size=2] This document includes the conversion of creatures and NPCs needed to be compatible with the D&D 3.5 Ed. Rules[i]™[/i] and the SRD. Modification/conversion details in this document are presented in order of occurrence in the module. However, treasure has not been converted to conform to the treasure per encounter recommendations in the D&D 3.5 Ed. Rules[i]™[/i], though conversions of items presented in the adventure (which do not have 3.5 edition counterparts) has been completed. 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. AD&D modules of this era expected much larger party sizes than the standard d20 System™ adventure. The original text for this module recommends 4-8 characters of 10th-14th level. The encounter levels in this adventure range from EL 1 to EL 17, suggesting that the DM may need to be creative in balancing the adventure for their specific party, especially if there are only 4 players. [/size][b][u] NOTES FOR THE DUNGEON MASTER [/u][/b][u][/u][size=2] [b]Creatures: [/b]Creatures without descriptions can be found in the D&D 3.5 Edition Monster Manual[i]™. [/i] [b]Character Roster:[/b] The character roster in the back of the adventure has not been converted. If you wish to use pre-generated characters, use the statistics for NPCs found in the [i]Dungeon Master’s Guide[/i] (p. 47). [b] Details: [/b]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. ([i]Example[/i]: 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.) [b]Experience:[/b] The experience for AD&D 1st Ed. Rules[i]™[/i] was based on killing creatures and recovering treasure, which is different in D&D 3.5 Ed. Rules[i]™[/i]. 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 tomb. [b]Traps and Search/Disable Device:[/b] The majority of this adventure is laced with devious and diabolic traps. 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. For example, a character searching for traps may find a seal indicating a gas trap from their previous experiences; but they won’t be able to physically disable it. However, based on their Disable Device skill check, they can determine the approximate volume that may be filled by the gas. Another option is to use the variant Disable Device rules in the [i]Dungeon Master’s Guide[/i]. [/size][b][size=5][center]LEGEND OF THE TOMB [/center] [/size][/b][size=5][/size][size=2] [b]Knowledge (history) (DC 30) or Bardic Knowledge (DC 30):[/b] Learn background information on the tomb without magical or non-party assistance. [b]Search (DC 20):[/b] Find each tunnel entrance. [b]Tanar’ric Guardian: [/b]On the first round and every 3 subsequent rounds that a creature uses a magical effect to take on an alternate form within the tomb; a demon is summoned. Roll randomly to determine between: vrock, glabrezu, hezrou, nalfeshnee, or marilith. Sample magic, which triggers this effect, includes etherealness, wind walk and gaseous form. [b]Note: [/b]Magic with the Teleportation descriptor does not work within the tomb. [/size][b][size=5][center]KEY TO THE TOMB [/center] [/size][/b][size=5][/size][size=2] [/size]GENERAL NOTES [b][size=2]Pits:[/size][/b][size=2] All pits throughout the tomb (except where noted to the contrary) are detailed as follows: [b]Spiked Pit Trap (10 ft. deep):[/b] CR 10; mechanical; location trigger; automatic reset; multiple targets (first target in each of two adjacent 5-ft. squares); 10 ft. deep (1d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+1 plus poison each); poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); DC 20 Reflex save avoids; Search DC 20; Disable Device DC 25. [b]Secret Door and Trap Detection:[/b] All magical secret door and trap detection magic of 4th level or lower will not function within the tomb. [/size]1. FALSE ENTRANCE TUNNEL (EL 7) [b][size=2]Cave-In Trap:[/size][/b][size=2] CR 7; mechanical; touch trigger (prodding the roof or opening the doors); repair reset; multiple targets (all creatures in 20-ft.-by-30-ft. corridor approaching the door); ceiling collapses (8d6 and pinned); pinned (grapple DC 25); DC 20 Reflex save for half and no pin; Search DC 20; Disable Device DC 25. [i]Note:[/i] An investigation of the roof with a successful Craft (stonemasonry) or Knowledge (architecture and engineering) check (DC 20) will determine the weakened state of the roof. [/size]2. FALSE ENTRANCE TUNNEL (EL 6) [b][size=2]Closing Passage Trap:[/size][/b][size=2] CR 6; mechanical; location trigger; manual reset; multiple targets (all creatures in 10-ft.-by-20-ft. section marked on map); wall moves together (12d6, crush); never miss; onset delay (2 rounds); Search DC 20; Disable Device DC 25. [/size]3. ENTRANCE TO THE TOMB OF HORRORS [b][size=2]A. [/size][/b][size=2]Search checks will not find this door. [b]B. [/b]If a player completes Search DC 15 checks for the entire length of this corridor, they discover the secret message. [/size]4. FRESCO OF THE WIZARDLY WORK ROOM (EL 12) [b][size=2]Poison Needle Trap:[/size][/b][size=2] CR 5; mechanical; touch trigger; manual reset; Atk +12 ranged (1 plus poison); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 20; Disable Device DC 20. [b]Spiked Pit Trap (30 ft. deep):[/b] CR 15; mechanical; location trigger; repair reset; multiple targets (all targets in 10-ft.-by-10-ft. square denoted on the map); 30 ft. deep (3d6, fall); pit spikes (Atk +12 melee, 1d4 spikes per target for 1d4+3 plus poison each); poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); DC 25 Reflex save avoids; Search DC 35; Disable Device DC 35. [/size]5. THE ARCH OF MIST [size=2]No updates. [/size]6. THE FACE OF THE GREEN DEVIL [size=2]No updates. [/size] 7. THE FORSAKEN PRISON (EL 9) [b][size=2]Pit Trap (100 ft. deep):[/size][/b][size=2] CR 9; mechanical; touch trigger (pushing all levers down); manual reset; multiple targets (all targets in 10-ft.-by-10-ft. room); 100 ft. deep (10d6, fall); never miss; Search DC 30; Disable Device DC 35. [b]Search (DC 20):[/b] Find the hidden ceiling exit. [/size]8. GARGOYLE LAIR (EL 10) [b][size=2]Mutated 4-armed Gargoyle: [/size][/b][size=2]CR 10; Large Magical Beast (Earth); HD 12d8+72; hp 126; Init +5; Speed 50 ft., fly 80 ft. (average); AC 16 (-1 size, +1 Dex, +6 natural); BAB/Grapple +12/+20; Atk +16 (x4)/+14/+14 (1d6+4, 4 claws; 1d8+2, bite; 1d8+2, gore); Face/Reach 5/10; SQ Damage reduction 10/magic, darkvision 60 ft., freeze; AL CE; SV Fort +14, Ref +9, Will +6; Str 19, Dex 12, Con 22, Int 6, Wis 11, Cha 7. [i]Skills and Feats: [/i]Hide +8 (+16 against stone background), Listen +7, Spot +7, Combat Reflexes, Great Fortitude, Improved Grab, Improved Initiative, Multiattack. [b]Search (DC 20):[/b] Find secret compartment in the gargoyle’s collar. [/size]9. COMPLEX OF SECRET DOORS (EL 5) [b][size=2]Search (DC 20):[/size][/b][size=2] Find each secret door. [b]Bolt Trap:[/b] CR 4; mechanical; proximity trigger; automatic reset; one target (chosen at random from targets in each room); Atk +10 ranged (1d6/x3, bolt); Search DC 25; Disable Device DC 30. [b]Door Trap:[/b] CR 3; mechanical; touch trigger (pressing outermost studs); repair reset; multiple targets (first target in each of two adjacent 5-ft. squares); door falls inward (3d6, crush); DC 20 Reflex save for half; Search DC 25; Disable Device DC 25. [/size]10. GREAT HALL OF SPHERES [size=2]No updates. [/size]11. THE THREE ARMED STATUE [size=2]No updates. [/size]12. TRAPPED FALSE DOOR (EL 1) [b][size=2]Spear Trap:[/size][/b][size=2] CR 1; mechanical; touch trigger (opening the door); repair reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20. [/size] 13. CHAMBER OF THREE CHESTS (EL 7) [b][size=2]Search (DC 20):[/size][/b][size=2] Find secret door. [b] Slide Trap:[/b] CR 1; mechanical; location trigger; automatic reset; 10 ft. deep (1d6, fall); never miss; Search DC 20; Disable Device DC 20. [b] Gold Chest [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Asps:[/font][/size][/b][size=2][font=Times New Roman] convert to [i]Snake, Tiny Viper[/i].[/font] [font=Times New Roman][/font] [b]Silver Chest [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Fusillade of Darts Trap:[/font][/size][/b][size=2][font=Times New Roman] CR 3; mechanical; touch trigger (opening the chest); repair reset; multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Atk +15 ranged (1d4+1, dart); Search DC 20; Disable Device DC 22.[/font] [b][font=Times New Roman][/font] Wood Chest [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Fire Giant Skeleton: [/font][/size][/b][size=2][font=Times New Roman]CR 7; Large Undead; HD 15d12; hp 97; Init +4; Speed 40 ft.; AC 12 (-1 size, +3 natural); Atk +17/+17 melee (1d8+10, 2 claws); Face/Reach 10/10; SQ Undead, cold immunity, damage reduction 5/bludgeoning; AL NE; SV Fort +5, Ref +5, Will +9; Str 31, Dex 11, Con -, Int -, Wis 10, Cha 1.[/font] [i]Skills and Feats: [/i]Improved Initiative. [/size]14. CHAPEL OF EVIL (EL 10) [b][size=2]Poison Gas Trap:[/size][/b][size=2] CR 8; mechanical; touch trigger (opening one of the front set of benches); repair reset; gas; multiple targets (all creatures in the room); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con/3d6 Con); never miss; onset delay (2 rounds); Search DC 21; Disable Device DC 22. [b]A. Opalescent Blue Altar [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Lightning Trap:[/font][/size][/b][size=2][font=Times New Roman] CR 6; magic device; touch trigger (touching the altar the first time); repair reset; multiple targets (all creatures in 10-ft. aisle between altar and far wall); spell effect ([i]lightning bolt[/i], 10th-level wizard, 10d6 electrical, DC 14 Reflex save for half damage); Search DC 28; Disable Device DC 28.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Fireball Trap:[/font][/size][/b][size=2][font=Times New Roman] CR 8; magic device; touch trigger (touching the altar the second time); repair reset; multiple targets (all creatures within 20-ft. radius of altar); spell effect ([i]delayed blast fireball[/i], 15th-level wizard, 15d6 fire, DC 20 Reflex save for half damage); Search DC 32; Disable Device DC 32.[/font] [font=Times New Roman][/font] [b]C. Small Slot [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Search (DC 20):[/font][/size][/b][size=2][font=Times New Roman] Notice the small slot and letter traced above..[/font] [font=Times New Roman][/font] [/size]15. STONE GATE [b][size=2]Search (DC 10):[/size][/b][size=2] Find secret door within third pit. [/size]16. LOCKED OAKEN DOOR [size=2]No updates. [/size]17. MAGICAL SECRET DOOR [size=2]No updates. [/size] 18. FALSE CRYPT PROTECTED BY FEAR GAS (EL 8) [b][size=2]Fear Gas:[/size][/b][size=2] CR 5; mechanical; location trigger; permanent; gas; multiple targets (all creatures on bottom half of stairs and in the room); fear gas (as [i]fear[/i] spell, DC 16 Will save negates); Search DC 10; Disable Device –. [i]Note:[/i] A save needs to be made for every 10 ft. moved within the gas unless the creature holds its breath. A creature receives a –2 cumulative circumstance penalty for every 10 ft. advanced. [b]Pseudo-Lich (Human Zombie with protective spells): [/b]CR 5; Medium Undead; HD 2d12+3; hp 27; Init -1 (Dex); Speed 30 ft. (can’t run); AC 11 (-1 size, +2 natural); Atk +2 melee (1d6+1, slam); SQ [i]spell turning [/i](10 levels)[i], stoneskin [/i](150 hp), [i]spell immunity[/i] (fireball, lightning bolt, magic missile), [i]spell resistance [/i](SR 27), turn resistance +14, mace vulnerability (per encounter description), single actions only, damage reduction 5/slashing, darkvision 60 ft., undead; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1. [i]Skills and Feats: [/i]Toughness. [/size]19. LABORATORY AND MUMMY PREPARATION ROOM (EL 5) [b][size=2]Ooze (Ochre Jelly) [/size][/b][size=2] [/size]20. HUGE PIT FILLED WITH 200 SPIKES (EL 4) [b][size=2]Fusillade of Spikes Trap:[/size][/b][size=2] CR 4; mechanical; location trigger (stepping on last 3 feet of open pit); repair reset; multiple targets (fires 2d4 spikes at each target in pit and in adjacent 5-ft. squares of pit); Atk +21 ranged (1d6, spike); Search DC 22; Disable Device DC 22. [b] [/b][/size]21. THE AGITATED CHAMBER (EL 6) [b][size=2]Shaking Floor Trap:[/size][/b][size=2] CR 1; mechanical; location trigger; automatic reset; multiple targets (anybody in the room); fall down; Balance DC 20 negates; Search DC 22; Disable Device DC 22. [i]Note: [/i]If creature is adjacent to tapestry and they fail their Balance check by 5 or more, then they have torn a tapestry. See tapestry description below. [b] Small coffers [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Asps:[/font][/size][/b][size=2][font=Times New Roman] Convert to [i]Snake, Tiny Viper[/i].[/font] [font=Times New Roman][/font] [b]Tapestries [/b][/size][font=Symbol][size=2]· [/size][/font][size=2][font=Times New Roman]If the tapestry is hanging when it is torn, it covers the area 20 ft. by 10 ft. in front of it.[/font] [/size][font=Symbol][size=2]· [/size][/font][size=2][font=Times New Roman]If the tapestry is on the floor when it is torn, it covers the area 10 ft. by 5 ft. that it occupies on the floor.[/font] [/size][font=Symbol][size=2]· [/size][/font][size=2][font=Times New Roman]Creatures within the area affected by torn tapestries are splashed by two patches of green slime each and affected by the brown mold as well.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Green Slime / Brown Mold:[/font][/size][/b][size=2][font=Times New Roman] See [i]Dungeon Master’s Guide [/i]for details of encounters with green slime and brown mold.[/font] [font=Times New Roman][/font] [/size] 22. THE CAVERN OF SILVER AND GOLD MISTS (EL 7) [b][size=2]Feeblemind Gas:[/size][/b][size=2] CR 6; mechanical; location trigger; permanent; gas; multiple targets (all creatures in the room); feeblemind gas (as [i]feeblemind[/i] spell, DC 17 Will save negates); Search DC 10; Disable Device –. [b]Siren: [/b]CR 5; Medium Fey (Aquatic); HD 4d6; hp 14; Init +4; Speed 30 ft., swim 60 ft.; AC 17 (+4 Dex, +3 deflection); BAB/Grapple +2/+2; Atk +2 melee (1d6/crit 19-20, short sword), or +2 melee touch (1d4 temporary Int, touch); SA Charming song, Intelligence damage, spell-like abilities; SQ Deflection, low-light vision, soothing touch; AL CN; SV Fort +1, Ref +8, Will +7; Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17. [i]Skills and Feats: [/i]Animal Empathy +10, Concentration +7, Heal +10, Hide +11, Perform (dancing/singing) +14, Swim +15, Wilderness Lore +10, Dodge, Expertise. [i]SA – Charming Song (Sp): [/i]At will, a siren can sing a special song that functions like a [i]charm person[/i] (caster level 2; DC 14), except that it lasts 11 hours and affects every creature that hears it. [i]SA – Spell-like Abilities (Sp): [/i]1/day – [i]fog cloud, invisibility [/i]and[i] polymorph other.[/i] Caster level 11th; save DC 13 + spell level. [i]SQ – Deflection (Su): [/i]A siren is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus. [i]SQ – Soothing Touch (Su): [/i]A siren, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by any siren. [b]Reward:[/b] The party should receive a CR 12 reward for freeing the siren as well as gaining a life-long friend. [b]Treasure Conversion [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Small Bag of Holding:[/font][/size][/b][size=2][font=Times New Roman] Convert to Bag of Holding (Type I).[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Bracers AC 6:[/font][/size][/b][size=2][font=Times New Roman] Convert to Bracers of Armor +4.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Potions of Extra Healing:[/font][/size][/b][size=2][font=Times New Roman] Convert to Potions of Cure Serious Wounds.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Ring of Feather Falling:[/font][/size][/b][size=2][font=Times New Roman] No conversion necessary.[/font] [/size]23. FALSE/TRUE DOOR (EL 13) [b][size=2]Search (DC 20):[/size][/b][size=2] Find secret door. [b]Juggernaut Trap:[/b] CR 13; mechanical; touch trigger (opening the eastern door); repair reset; gas; multiple targets (all creatures in the passage); poison (sleep gas, DC 18 Fortitude save resists, Unconsciousness/Unconsciousness); never miss; onset delay (1 round); Search DC 30; Disable Device DC 30. [i]Note:[/i] See encounter description for specifics of juggernaut movement and effect. [/size]24. ADAMANTITE DOOR [size=2]No updates. [/size]25. THE PILLARED THRONE ROOM (EL 10) [b][size=2]Demon (Type I):[/size][/b][size=2] Convert to Demon (Retriever). [/size]26. SMALL ROOM WITH DOOR OF ELECTRIC BLUE (EL 3) [b][size=2]Mummy [/size][/b][size=2] [/size] 27. THE PORTAL OF SCINTILLATING VIOLET (EL 9) [b][size=2]Magical Swords & Shield:[/size][/b][size=2] [/size][font=Symbol][size=2]· [/size][/font][size=2][font=Times New Roman]Use the Sunder special attack rules in the [i]Player’s Handbook[/i] for details of how to strike the animated items. The shield will always be struck before the sword when sundering.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Animated Set 1: [/font][/size][/b][size=2][font=Times New Roman]Small Constructs; hp 5 (sword), 10 (shield); Init 0; Speed 30 ft.; Atk +2 melee (1d8+2/crit 19-20, long sword).[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Set 2:[/font][/size][/b][size=2][font=Times New Roman] Atk +3 melee (1d8+3, long sword); hardness 10; hp 6 (sword), hp 11 (shield).[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Set 3:[/font][/size][/b][size=2][font=Times New Roman] Atk +4 melee (1d8+4, long sword); hardness 10; hp 7 (sword), hp 12 (shield).[/font] [/size][font=Symbol][size=2]· [/size][/font][size=2][font=Times New Roman]and so on…until[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Set 8:[/font][/size][/b][size=2][font=Times New Roman] Atk +9 melee (1d8+9, long sword); hardness 10; hp 12 (sword), hp 17 (shield).[/font] [font=Times New Roman][/font] [/size]28. THE WONDROUS FOYER (EL 8) [b][size=2]Key:[/size][/b][size=2] Protected as per the [i]antipathy[/i] spell (Will save (DC 24)), except that it affects all creatures. [/size]29. THE VALVES OF MITHRIL (EL 8) [b][size=2]Blood effects [/size][/b][size=2][/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Cone of cold [/font][/size][/i][size=2][font=Times New Roman]– Freeze blood for 3 rounds[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Create water [/font][/size][/i][size=2][font=Times New Roman]– Turns blood to normal water[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Cure (4 light, 3 moderate, 2 serious, 1 critical or 1 heal)[/font][/size][/i][size=2][font=Times New Roman] – Staunches blood flow[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Disintegrate[/font][/size][/i][size=2][font=Times New Roman] – Destroys all blood[/font] [/size][font=Symbol][size=2]· [/size][/font][size=2][font=Times New Roman]Fire (including [i]fireball [/i]and non-magical fire) – Turns blood into deadly poison (Inhaled Fort DC 30, Death/Death). Those within 5 ft. passage to throne receive a +5 circumstance bonus.[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Levitate [/font][/size][/i][size=2][font=Times New Roman]– Coagulates blood upwards, and becomes an Ooze (Ochre Jelly).[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Polymorph (Any) [/font][/size][/i][size=2][font=Times New Roman]– Turns blood into 3d4 Wights.[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Raise Dead / Resurrection (Any)[/font][/size][/i][size=2][font=Times New Roman] – Turns blood into a ghost, which casts [i]bless [/i]and [i]circle of healing[/i] on the party as a level 10 cleric.[/font] [font=Times New Roman][/font] [/size]30. THE FALSE TREASURE ROOM (EL 8) [b][size=2]Bronze Urn [/size][/b][size=2][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Efreet:[/font][/size][/b][size=2][font=Times New Roman] Convert to Genie (Efreeti).[/font] [font=Times New Roman][/font] [b]Iron Chests [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Poison Needle Trap:[/font][/size][/b][size=2][font=Times New Roman] CR 5; mechanical; touch trigger; manual reset; Atk +12 ranged (1 plus poison); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 20; Disable Device DC 20.[/font] [font=Times New Roman][/font] [b]Search (DC 15):[/b] Find ring pull once statue is moved. [/size]31. [size=2]No updates. [/size]32. SECRET DOOR [b][size=2]Search (DC 20):[/size][/b][size=2] Find the secret door. [/size] 33. THE CRYPT OF ACERERAK THE DEMI-LICH (EL 17) [b][size=2]Keyhole Trap:[/size][/b][size=2] CR 4; magic device; touch trigger (inserting first key); repair reset; explosion (5d6, shrapnel); never miss; Search DC 29; Disable Device DC 29. [b]Compacting Room:[/b] CR 4; mechanical; touch trigger (turning second key); manual reset; multiple targets (all creatures in southern 15-ft. of room); floor moves to ceiling (12d6, crush); never miss; onset delay (1 round); Search DC 20; Disable Device DC 20. [b]Treasure Conversion [/b][/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]12 potions, 6 scrolls, 1 ring, 1 rod, 1 staff: [/font][/size][/b][size=2][font=Times New Roman]Roll randomly on the appropriate tables using the Medium rating.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]3 miscellaneous magic items: [/font][/size][/b][size=2][font=Times New Roman]Roll randomly on the Medium Wondrous Items table.[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]+4 sword of defending: [/font][/size][/b][size=2][font=Times New Roman]Convert to bastard sword +4 (defending).[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]2 cursed swords: [/font][/size][/b][size=2][font=Times New Roman]Convert to [b]Sword, Berserking[/b] and [b]–2 Sword, Cursed[/b].[/font] [/size][font=Symbol][size=2]· [/size][/font][b][size=2][font=Times New Roman]Cursed spear of backbiting:[/font][/size][/b][size=2][font=Times New Roman] Convert to [b]Spear, Cursed Backbiter[/b].[/font] [b] Ghost Wiz10 (Necromancer): [/b]CR 15; Medium Undead (Incorporeal); HD 10d12; hp 55; Init +6; Speed fly 30 ft. (perfect); AC 13 (+2 Dex, +1 deflection); BAB/Grapple +5/+5; Atk +7 melee touch (1d6 and drain, touch); SA Spells, corrupting gaze, corrupting touch, draining touch, frightful moan, horrific appearance, malevolence, manifestation, telekinesis; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits; AL CE; SV Fort +4, Ref +8, Will +8; Str 10, Dex 14, Con -, Int 18, Wis 12, Cha 12. [i]Skills and Feats: [/i]Concentration +13, Craft (alchemy) +14, Knowledge (arcane) +17, Knowledge (history) +14, Knowledge (planes) +17, Listen +1, Search +6, Spellcraft +17, Spot +1, Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Penetration. [i]SA – Corrupting Gaze (Su): [/i]A ghost can blast living beings with a glance, at a range up to 30 feet. Creature’s that meet the ghost’s gaze must succeed on a Fortitude save (DC 16) or take 2d10 points of damage and 1d4 points of Charisma damage. [i]SA – Corrupting Touch (Su): [/i]A ghost that hits a living target with its incorporeal attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to the attack rolls only. [i]SA – Draining Touch (Su): [/i]A ghost that hits a living target with its incorporeal attack drains 1d4 points from any one ability score it selects. On each successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to the attack rolls only. [i]SA – Frightful Moan (Su): [/i]The ghost can moan as a standard action. All living creatures within 30 ft. radius must make a Will save (DC 16) or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for one day. [i]SA – Horrific Appearance (Su):[/i] Any living creature within 60 ft. that views the ghost must succeed at a Fortitude save (DC 16) or immediately suffer 1d4 points of permanent Strength, 1d4 points of permanent Dexterity and 1d4 points of permanent Constitution drain. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for one day. SA – [i]Malevolence (Su):[/i] Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to [i]magic jar[/i] as cast by a 10th level sorcerer, except that it does not require a receptacle. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 16). A creature that successfully saves is immune to that ghost’s malevolence for one day. [i]SA – Manifestation (Su): [/i]As ethereal creatures, ghosts cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on material targets. [i]SA – Telekinesis (Su):[/i] The ghost can use [i]telekinesis[/i] once per round as a free action, as cast by 12th level sorcerer. When a ghost uses this power, it must wait 1d4 rounds before using it again. [i]SQ – Rejuvenation (Su):[/i] The ghost which is destroyed will reform in 2d4 days. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against a DC 16. The only way to get rid of the ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. [i]Spells Prepared[/i] (DC 14 + spell level): 4 4 4 3 3 2 0 – [i]disrupt undead*, resistance (x4)[/i]; 1 – [i]ray of enfeeblement*, burning hands (x2), magic missile (x3);[/i] 2 – [i]scare*, blindness/deafness, darkness, scare, shatter (x2);[/i] 3 – [i]vampiric touch*, dispel magic, lightning bolt (x3); [/i]4 – [i]enervation*, contagion, fear, minor globe of invulnerability, polymorph other; [/i]5 – [i]magic jar*, cone of cold, transmute rock to mud; [/i]Prohibited School: Enchantment. * Bonus necromantic spells [b]Demilich, Lesser: [/b]CR 17; Diminuitive Undead; HD 12d12; hp 78; Init +6; Speed fly 90 ft. (perfect); AC 32 (+4 size, +3 Dex, +5 natural, +10 insight); BAB/Grapple +6/-6; Atk +10 melee touch (3d6 and paralyzing touch); Face/Reach 1/0; SA Trap the soul, fear aura, paralyzing touch, spell-like abilities; SQ Undead, damage reduction 15/magic and bludgeoning-, turn resistance +12, immunity (cold, electricity, magic, polymorph), resistance 10 (acid, fire, sonic); AL CE; SV Fort +4, Ref +6, Will +12; Str 10, Dex 14, Con -, Int 23, Wis 17, Cha 15. [i]Skills and Feats: [/i]Alchemy +21, Concentration +15, Hide +21, Knowledge (arcana, undead) +21, Knowledge (planes, dragons, history, local) +16, Listen +14, Move Silently +21, Scry +17, Search +21, Sense Motive +15, Spellcraft +21, Spot +14, Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Penetration. [i]SA – Trap the Soul (Su): [/i]A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target within 200 feet. The target is allowed a Fortitude save (DC 24). If the target makes its saving throw, it gains two negative levels and does not count as a use of this ability. 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 captured 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 user of either [i]resurrection[/i], [i]true resurrection[/i], [i]clone[/i], or [i]miracle[/i]. A potential victim protected by a [i]death ward[/i] spell is not immune to trap the sould, but receives a +5 bonus on its Fortitude saving throw. [i]Negative energy protection[/i] is effective against the level loss. [i]SA – Fear Aura (Su): [/i]Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 4 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 16) or be affected as though by [i]fear[/i] as cast by a 12th level caster. [i]SA – Paralyzing Touch (Su): [/i]Any living creature a demilich touches must succeed at a Fortitude check (DC 24) or be permanently paralyzed. [i]Remove paralysis[/i] or any spell that can remove a curse can free the victim. The effect can not be dispelled. Anyone paralyzed by the demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals the victim is still alive. [i]SA – Spell-like Abilities (Sp): [/i]Caster level 12, DC 16 + spell level. At will – [i]alter self, bestow curse, create undead, death knell, dispel magic, enervation, inflight critical wounds [/i](to heal self)[i], telekinesis[/i]. [i]SQ – Magic Immunity (Su): [/i]The demi-lich is immune to all spells, spell-like abilities and supernatural effects, except as follows: [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]dispel chaos / dispel evil[/font][/size][/i][size=2][font=Times New Roman] – Inflicts 3d6 points of damage (Fort save for half).[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]shatter – [/font][/size][/i][size=2][font=Times New Roman]Affects demilich as a crystalline creature.[/font] [/size][font=Symbol][size=2]· [/size][/font][i][size=2][font=Times New Roman]Holy smite [/font][/size][/i][size=2][font=Times New Roman]– Affects demilich normally.[/font] [font=Times New Roman][/font] [/size][font=Times New Roman][size=1][color=#800000]Special Module S1: Tomb of Horrors[/color][/size][/font][font=Times New Roman][size=1][color=#000000], Dungeons & Dragons, D&D, Advanced Dungeons & Dragons, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 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System Rules Document Copyright 2000, Wizards of the Coast, Inc. d20 System[b]™[/b] Conversion of [/size][/font][font=Times New Roman][size=1][color=#800000]Special Module S1: Tomb of Horrors[/color][/size][/font][font=Times New Roman][size=1], ©2003 [/size][/font][font=Times New Roman][size=1][color=#800000]John P. Gregory[/color][/size][/font][font=Times New Roman][size=1]. All rights reserved.[/size][/font] [size=2] [/size] [/QUOTE]
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