Life Threatening Level Adventures

"Save at -4 or be Disintegrated…"
Name Level
Codex of Rigal
by Art (ZIP 1.5 MB)
High? 3E
Question of Religion III (ZIP 2.5Mb) by Wez Mond 12-16 3E
S1 Tomb of Horrors (ZIP 112 Kb) 10-14 3E

 

Extract from Tomb of Horrors:

TOMB OF HORRORS

S1
By Gary Gygax
An Adventure for Character Levels 10-14

Product Number: TSR9022
Year Published: 1978

Converted from 1st edition to 3rd edition
By Scott Greene
[email protected]
http://www.RPGPlanet.com/dnd3e/creaturecatalog/

SUMMARY

In order to play the updated/converted version of this TSR classic, the DM is required to have a copy of the original module. Wizards of the Coast has not released this module for download yet, so I cannot post the maps or even the text from the module, without stepping on some serious legal stuff.

This is a thinking module, first and foremost. While there are monstrous encounters inside the Tomb, the majority of encounters are traps and puzzles.

CHANGES TO MODULE

All creatures and NPCs have been converted to 3rd edition rules. The amount of treasure has been modified to conform with the CR given by the encounter, as per the suggestions and rules in the Dungeon Master’s Guide.

A few of the “instant death” areas have been modified to allow the characters a chance to avoid damage, though the chance is slim. That way it keeps the danger level high (and the original spirit of the Tomb intact), but removes the instant kill results that 3E seems to be against as well.

The treasure in area 33 may seem excessive, but if the party fights the demi-lich and wins, they deserve a reward.

GENERAL NOTES

Chests: All chests (including wooden boxes, coffers, trunks and vats), unless otherwise stated in the text have the following stats:

5 hardness, 15 hp, break DC 23, Open Lock (DC 25)

Doors: All doors in the dungeon, unless otherwise indicated, are made of oak:
1 1/2 inches thick, hardness 5, 15 hp, stuck DC (16), locked DC (18)

Traps: All pit traps (unless otherwise stated) are hidden by a counterweighted trap door that swings open as soon as at least 5 lb. of pressure steps on it. The trap doors will swing shut on the next round. All traps (unless indicated in the text) are as follows:

Poison Spiked Pit Trap (10 ft. deep): CR2; no attack roll necessary (1d6); +10 melee (1d4 spikes for 1d4 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20). Poison: spikes are coated with deathblade poison (Fort save DC 20, 1d6 Con/2d6 Con). See page 80 in the Dungeon Master’s Guide for more details.

Spear Trap: CR2; +12 ranged (1d8/X3 crit); Search (DC 20); Disable Device (DC 20).

Spiked Pit Trap (10 ft. deep): CR2; no attack roll necessary (1d6); +10 melee (1d4 spikes for 1d4 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

WANDERING MONSTERS

There are no wandering monsters in the Tomb.

 

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