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armor. It takes 2 Movement points to four rotting sofas, several throne-like climb out of a pit. The dark priests here will move directly chairs, stands, small tables, chests, and to the corrupted tiles of this corridor. As braziers, all jumbled together, along Area 3 long as a dark priest is standing on a with vases and urns that are dented, corrupted space, he has Fear 2. chipped, and broken. At the end of the corridor is a door formed of huge oak planks heavily Area 2 Long ago this room was filled with a bound with iron bands. Several locks unique breed of deadly seal it off, including two separate In the chilly darkness are skeletal forms, pervasive magical evil of the Tomb has keyholes and an enormous padlock. moving around an entity resembling evolved these asps into a new form of descriptions of the Acererak. medusae. These creatures The door at the northern end of the Poison. North of the room corridor requires a prolonged Magic (3) The shade is the tormented soul of a short passageways with a pit at their action to open it. When it opens, the former adventurer, and the skeletons intersection. boulder is activated. were his companions. They are enchanted to attack anyone disturbing A cold wind blows through these The blue portal at the southern end of the false crypt as a warning to others. tunnels. It seems to be c the corridor is hidden behind a false large pit. wall, and cannot be accessed until the Area 3 boulder crashes into it. The boulder The pit is very deep and any hero falling then disappears, and the portal is This is a huge room, cluttered with a in will be killed. revealed. wide variety of items. The walls are lined with shelves upon which broken Area 5 Chapter 3: False Crypt pots and debris are scattered. There are broken remains of furniture around the After a turn to the south, the corridor Area 1 floor. In the midst of the destruction is a ends in what appears to be a cavern. The large coiled object that begins to rise. size of this chamber cannot be determined, for silvery webs shot The heroes appear on the red X in this through with delicate streamers of gold area. Area 4 fill the air. An unidentifiable menace hangs in the This room, filled with funerary offerings A master bane spider has made this air, no doubt worsened by the maniacal and furniture, has been looted. There are cavern its home, and like some of the priests rushing toward you. 102 views  0  0 RELATED TITLES Return to the Tomb of Horrors

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must be dealt 20 points of damage (no armor).

There are no glyphs on this level, and the heroes must make their way back to the False Crypt to successfully exit the Tomb.

Scenario Design: Jack Reda Send feedback to The Warp on www.boardgamegeek.com

Based loosely on S1: The Tomb of Horrors by . 102 views  0  0 RELATED TITLES Return to the Tomb of Horrors

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