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  Dungeon Module S7 
  The Howling Hills 
  by Charley Phipps 
  AN ADVENTURE FOR CHARACTER LEVELS 10-14 
   
   
   
  Far to the North, in the upper reaches of the land of dread Iuz, lies one of the possible resting places of the 
  ancient evil sorcerer, Acererak.  Rumored to lie inside are deadly traps and terrific treasures, but all pales in 
  comparison to the awesome power of the Demi-Lich.   
   
  This module is one of a series of adventures created in homage to the deadliest adventure ever created, The 
  Tomb of Horrors!  This adventure is not to be taken lightly, for many a character will likely meet their demise 
  within.  The author wishes to thank Brian “Glad” Thomas for the amazing cover art, Jason “Jaybird” Braun for 
  the awesome interior art, Allan “Grodog” Grohe for contributing some of the encountered creatures for this 
  module, Joe “Bodanay” Pallai and Ronald “rredmond” Redmond for content and editorial assistance. 
   
  Included within are background information, the history of Acererak and his tomb, and possible locations for 
  the tomb within the World of Greyhawk campaign setting. 
   
  
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  LEGEND OF THE TOMB 
   
  Ancient legend tells of the evil sorcerer Acererak, a 
  wicked man who sought to extend his life far beyond that 
  which is normal for men.  His desire for immortality 
  eventually led him to lichdom, and for a time, he was 
  content.  But as the centuries wore on, so did even his 
  immortal body.  And thus passed Acererak from the world, 
  leaving behind his undiscovered lair.  Surely great 
  treasures and deadly traps await the foolhardy 
  adventurers that seek them out… 
   
  Modern tales have added to the legend and seers have 
  confirmed the truth; Acererak the lich did not perish when 
  his body finally gave out.  He managed to pass on into a 
  state known as a demi-lich.  Nothing but the skull remains 
  of the wizard.  But beware, while little is known about 
  demi-liches, it is thought that Acererak‟s power has not 
  diminished, but perhaps has merely become something 
  else equally deadly. 
   
  Possible Locale of the Tomb: 
   
  Despite the knowledge of Acererak‟s condition, very little 
  is known about the location of his hidden tomb.  There are 
  a few possible locations that are suspected as hiding his 
  final resting place. 
   
  1) The highest hill on the Plains of Iuz 
  2) An island (unmapped) in the Nyr Dyv 
  3) In the Bright Desert 
  4) At the western border of the Duchy of Geoff 
  5) Somewhere in the Vast Swamp 
  6) On an island beyond the realm of the Sea Barons 
   
  Notes for the Dungeon Master 
   
  This adventure is an expansion of the classic Tomb of 
  Horrors, famous for the unforgiving doom of countless 
  pc‟s.  In the original, the above location list is provided 
  (and copied here) to provide some hint of where bold 
  adventurers may begin their search for the tomb.  One 
  such possible location, which is where this adventure 
  takes place, is on the Plains of Iuz. 
   
  A deadly place in its own right, Iuz is a most unwelcoming 
  location, ruled, of course, by the thoroughly evil cambion-
  god Iuz.  Negotiating this hostile land, regardless of the 
  final destination, is only to be undertaken by the hardiest 
  of adventurers for within are the many humanoid soldiers 
  that constantly patrol for intruders and sacrifices for their 
  demon-lord.  Worse still are the demonic predators that 
  Iuz has loosed upon the land to prey upon anyone or 
  anything that dare encroach upon his sovereign territory. 
  As stated above, it is highly advised that only the 
  strongest of parties consider entering deep into Iuz.  A 
  well outfitted and well balanced group consisting of 
  several fighters, clerics, magic users, and thieves is 
  required to successfully navigate the land to locate the 
  tomb. 
   
  Start:  Having discovered the likely location of the Tomb 
  of Acererak to be in the dread realm of Iuz, you 
  summoned what little remains of your courage to outfit the 
  party to forge deep into that horrid place.  You know that 
  this trek is a gamble, for one mistake and death far worse 
  than any you can imagine awaits you.   
   
  Having befriended the Wolf Nomads, you established a 
  base camp at Eru-Tovar, where you learned the ways of 
  the region.  Maps gained for very high cost show the likely 
  location of Acererak‟s tomb to be several leagues into an 
  area known to the locals as the Howling Hills.   
   
  The Nomads have informed you of the location of the 
  highest peak (located on the World of Greyhawk map at 
  hex K4-59).  No longer under their control, it was avoided 
  at all costs for something evil certainly dwells there.  It is 
  thought that even the forces of Iuz dare not approach for 
  fear of loosing some evil fouler yet than the Old One. 
   
  After spending several days contemplating this reality 
  while barge-bound down the river known as Blackwater, 
  you have reached the point where it merges with the Dulsi 
  River – the point from which you must debark and travel 
  on foot North-East into the Howling Hills.  Your maps 
  show a rough patrol trail that winds through the hills.  
  Occasionally used by the soldiery of Iuz, it must be 
  followed nearly 100 miles to the base of the highest peak, 
  at which point, a stealthy search must be conducted to 
  locate the entrance to the tomb. 
   
  Note:  As with the original Tomb of Horrors, characters 
  that become astral or ethereal in the false Tomb will 
  attract a type I-IV demon 1 in 6, with a check made each 
  round. 
   
  Doors:  All doors in the complex are large and heavy.  
  They are set with an iron ring and open outwards.  It takes 
  a combined strength of 20 to open any of them.  
   
  Random Encounter Key in the Howling Hills 
   
  This table may be used in lieu of the table in the World of 
  Greyhawk Glossography if you do not have it. There is a 1 
  in 8 chance for random encounter, check every 4 hours of 
  travel, and once during an 8 hour rest period. 
   
   
  
  3 
   
  01-12:  Bugbears, tribal 6-36 
  13-17:  Hill Giants, patrol 1-10 
  18-25:  Gnolls and Flinds, patrol 20-80 / 2-8 
  26-37:  Goblins and Hobgoblins, tribal 40-160 / 20-80 
  38-43:  Trolls, tribal 1-12 
  44:       Soldiery, large raiding force (special) 
  45-55:  Ogres and Ogre Magi, patrol 2-20 / 1-6 
  56-61:  Soldiery, standard patrol (special) 
  62-72:  Orcs, tribal 30-120 
  73-80:  Norkers, tribal 20-80 
  81-93:  Clerics and Type II Demons (special) 
  94-99:  Bulletes 2 
  00:       Ancient Red Dragon 1 (special) 
   
  * Tribal indicates that the creatures encountered are not 
  soldiery of Iuz, but local tribes of the specified type.  They 
  may negotiate if facing an obviously superior force. 
   
  * Patrol indicates that the creatures encountered are tribal 
  bands in the employ of Iuz and empowered to carry out 
  his will.  They will not negotiate. 
   
  -  Soldiery, large raiding force:  This is a raiding force of 
  orcs headed towards the lands of the Wolf Nomads to 
  deal them a blow and remind them that Iuz is in charge 
  around here.  They number as follows: 
  1 Captain (1/2 Orc): F6, AC: 3 (Platemail) HP: 47 wields a 
  two handed sword +1 
  5 Lieutenants (3 Orcs (F3), 1 Ogre, 1 Stone Giant) 
  1 Shaman (Orc) C5/MU3 
  35 Orc heavy infantry 
  70 Orc light infantry 
  20 Orc light crossbowmen 
   
  -  Soldiery, standard patrol: These troops are on a routine 
  patrol looking for scouts and anything else to harass.  
  There are the following creatures in the patrol: 
  1 Captain (Human) F7, AC: 2 (Chain +2, Shield), HP: 58, 
  wields +2 Horseman’s mace and a Longsword 
  2 Lieutenants (Human) F3 
  5 Sergeants (Human) F1 
  25 Heavy Lancers 
  25 Mounted Archers 
  All are mounted on medium war horses 
  -  Clerics and Type II Demons:  This group is on the hunt 
  for sacrifices.  They are not too particular about whom 
  they sacrifice, but have been instructed to leave official 
  soldiery alone.  A party of do-gooding adventurers would 
  suit them nicely.  All worship Iuz.  There are the following 
  numbers: 
   
  Lead Cleric (Human) C8, AC: -1 (Plate+2, Shield +1), HP: 
  48, wields +2 mace. DM choose spells 
  2 Attendant Clerics (Human) C5 
  5 Fighters (Human) F5 
  2 Type II Demons 
   
  -  Ancient Red Dragon:  This fearsome beast has been 
  summoned by Iuz in the hopes that he will join forces with 
  the Old One.  He is currently flying south towards Dorakka 
  to hear what the Demi God has to offer.  His stats are: 
   
  AC: -1, HP: 88, #At: 3, Dam: 1-8/1-8/3-30 or breath.  This 
  beast speaks and uses spells (2 of each first through 
  fourth level Magic User spells). He carries no treasure, but 
  an interested DM can certainly create a lair to explore, 
  somewhere to the North-East of the False Tomb… 
   
  Key to the False Tomb 
   
  1.  FALSE ENTRANCE TUNNEL:  The tunnel is 20‟ wide 
  and 20‟ tall all the way to the two doors 70‟in.  Cobwebs 
  and moss cover the walls and ceiling in most areas, but a 
  few etchings can be seen on the walls in some spots.  
  Clearing away the moss and webs will reveal an intricate 
  tile mosaic depicting demons sacrificing men and other 
  beasts before a robed skeletal being.  If careful cleaning 
  of the detritus on the floors is being done, the party will 
  discover several small 1” diameter holes in the floor from 
  about 1‟ out from the doors until 8‟ out.  If the doors are 
  opened or disturbed in any way, a large 10‟ section of the 
  ceiling will drop sealing off the area from there to 10‟ away 
  (as marked on the map).  Anyone standing in the area 
  where the stone wall drops will take 10-100 hp of crushing 
  damage, a save vs. Breath Weapon will halve the 
  damage.  Anyone trapped between the wall and the doors 
  will begin to feel the burning drip of acid pouring down 
  from above, dealing 1-8 hp of damage per round.   Within 
  3 rounds the dripping will increase to a rate that outpaces 
  the ability of the holes in the floor to drain it away, and by 
  round 8, the damage dealt will increase to 2-16 hp per 
  round.  The acid will cease falling after 12 rounds, though, 
  unless some way is used to get above it, damage will still 
  accrue at 1-8 hp per round for 3 more rounds until it has 
  drained completely away.  There is nothing but solid stone 
  behind the doors.  Any attempts at digging, magical or 
  otherwise, will fail. 
   
  2.  FALSE ENTRANCE TUNNEL:  This tunnel is similar in 
  design to the first, being 20‟ wide and 20‟ tall.  It is slightly 
  shorter in length at 50‟ but no door is apparent.  Identical 
  tile mosaics to area 1 adorn the walls, with the exception 
  that several small diamonds can be found if a thorough 
  search of the walls is conducted.  There are roughly 100 
  with a base value of 10gp each.  When 50 or more are 
  removed, a large metal portcullis will drop, blocking the 
  entrance.  Each hole will produce 1 poisoned dart that will 
  fire straight out dealing 1-3 hp of damage and require a 
  save vs. poison or death. The darts will come from all 100 
  holes; those with diamonds blocking the path will knock 
  them out and onto the floor. From 1-4 darts may strike any 
  
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  one character, and a save is required for each dart.  There 
  is no other egress from this tunnel. 
   
  3.  ENTRANCE TO THE FALSE TOMB OF HORRORS:  
  This is the “true” entrance to the tomb.  Upon close 
  inspection is a trail of colored stones in the floor.  The trail 
  ends at area 5, the Green Devil Face.   
   
  All Pits, except those marked with a “T” (or otherwise 
  noted) are 10‟ deep and have 6 poisoned spikes at the 
  bottom.  The pits trap mechanisms are engaged when a 
  force of 75lbs or more is applied to the center section.  
  Characters have a 100% chance of falling in.  This is 
  modified downward by the character‟s dexterity score.  
  PC‟s with exceptional dexterity may apply their reaction 
  bonus in addition, while those with exceptionally poor 
  dexterity must add their penalty. 
   
  4.  STONE MOSAIC WITH DEMONIC IMAGES: To the 
  right of the trap door, on the wall, is an intricate mosaic of 
  superb craftsmanship.  It displays an orgy of sacrifices 
  similar in nature to the mosaic in area 1.  If the mosaic is 
  inspected physically, a small stone tile in the eye of a 
  demon can be pressed inward.  This will have the effect of 
  opening the trap door beneath the character(s).  Unless 
  specific caution is taken, the character pressing the stone 
  and anyone in the immediate area will plummet 20‟ below 
  into area 6, taking 2d6 points of damage in the process. 
   
   
  5.  THE GREEN DEVIL FACE:  Set in the wall before the 
  party is an enormous tile mosaic of a giant Green Devil‟s 
  face.  Its mouth is open but is pitch black inside.  It 
  appears that it is large enough of an opening for a man to 
  crawl inside.  The opening radiates magic as it is cloaked 
  in a permanent darkness.  The dark area is completely 
  impervious to any dispelling magic short of a wish or alter 
  reality.  If a PC climbs into the mouth and searches 
  around blindly, they will discover the skeletal remains of a 
  former adventurer.  Should they drag the body out, they 
  will discover a +1 short sword still in its scabbard around 
  the waist of the skeleton and some moldy, decaying 
  leather armor.   The opening is of no danger to anyone.  
   
  6.  ROOM OF THE FIRST KEY:  This room contains all 
  manner of vases, jars, and crates heaped in piles and on 
  shelves in every corner and open wall space.  In a large 
  floor-standing vase in the South-West corner is a strange, 
  ornate key made of iron.  If checked for, it radiates magic.  
  This is the key to unlock great iron door to gain entrance 
  to the Grand Foyer.  The key is one of 666 keys inside the 
  vase.  A second key also radiates magic, but this one will 
  act as a missile attractor (functioning the same as shield -
  1, missile attractor).  It can only be rid of with a remove 
  curse cast by a 14th level or higher Lawful Good Cleric.  If 
  discarded, it mysteriously reappears buried in the bottom 
  of the pack of the first person that touched it. 
   
  7.  THE FIRST GUARDIAN:  A large brazier sits in the 
  middle of this room.  Freshly placed coals line the pan.  
  When the party approaches to within 10‟ of the bowl, the 
  coals burst into flames, casting enough light to dimly 
  illuminate the entire 30‟x30‟ room.  The party will see all 
  sorts of drawings of geometric symbols on the floor, walls, 
  and ceiling.  An accomplished Magic User has a 50% 
  chance of recognizing these as runes of protection- for or 
  from what is not yet determinable… 
   
  If the party approaches the brazier, to within 5‟, Grurgard 
  the Efreeti (hp: 61) springs from the bowl and attacks the 
  closest PC, preferably a spell caster first.  If reduced to 
  25% of his hit points, Grugard will go ethereal and flee; 
  the conditions of his service to Acererak fulfilled.  If the 
  party is able to give pursuit in the ethereal plane, 
  remember to check for Demonic response…  If the Efreeti 
  is somehow captured, he will grant the party 1 wish but 
  will seek to pervert it in any way that he can.  If it is 
  carefully worded though, grant the party something 
  reasonable.  If he is captured in the ethereal plane, in 3 
  rounds 2-5 more Efreet will arrive to assist their cousin. 
   
  8.  TRAPPED FALSE DOORS:  These doors are all false 
  save for a spear trap.  Anyone opening the door will be 
  struck by a shooting missile for 3-18 points of damage and 
  requiring a save vs. poison or die.  After the first trap is set 
  off, taking precautions to avoid being in the line of fire will 
  allow the PC opening the door a save vs. Breath Weapon 
  to avoid the spear.  
   
  
  5 
   
  9.  ROOM OF THE SECOND KEY:  In the center of this 
  room, suspended in a column of reddish light is a cube 
  roughly 6” on all sides.  Etched upon each side of the 
  cube is an image; side 1 is an image of the Green Devil 
  Face, side 2 is of a skull set with emeralds for eyes and 
  teeth, side 3 displays a horned demonic visage, side 4 is 
  of a stone head of no particular origin, side 5 appears as a 
  medusa head, and side 6 is an image of an unknown 
  human male. 
   
  Scribbled on the far West wall are the following words: 
   
  “Look into the grinning face to open the way.” 
   
  This indicates that when the second key (the cube) is 
  inserted into the great iron door, it should be inserted so 
  that the skull set with emeralds is facing out. 
   
  The column of light is roughly 3‟ in diameter with the cube 
  suspended at about chest level for a human.  The light 
  itself is harmless, but anyone reaching into it will feel as if 
  they are being seared by an unholy flame.  In addition, it 
  will be like reaching through a mass of goo that will slow 
  the actions of the character reaching in.  They will seem to 
  take 1-10 points of damage but when they withdraw their 
  appendage, no apparent harm will have been done.  The 
  character will need to make a successful system shock 
  roll each round that they take “damage” or die.   
   
  Any attempt to use a non-living substance or item to grab 
  or knock the cube out will be stopped.  Only living matter 
  may pass through the light.  It will take 5 rounds to reach 
  through the light to grab the cube, but once it is out the 
  light will disappear and all feeling of injury will be gone.  If 
  during the reaching in the character is reduced to 0 hit 
  points, the character will actually die, no save. 
   
  Finally, no one of lawful good alignment will ever reach 
  into the light.  They will be utterly repulsed by the 
  overwhelming sense of evil.  
   
  10.  TRAP DOOR AND PASSAGE:  This trap door is so 
  cleverly hidden in the floor that it is exceptionally difficult 
  to detect.  It will never be discovered by a human save 
  through magical means and demi-humans that specialize 
  in such things will only detect it on a 1 in 6 when actively 
  searching.  It will further require a combined strength of 36 
  and some sort of strong metal fulcrum to lift the stone 
  block out of the way far enough to allow the passage of a 
  single individual.  Alternatively, spells such as Transmute 
  Rock to Mud will allow passage. 
  Once the trap door is opened, a ladder set in the stone 
  wall will allow descent into the narrow dug out hallway 20‟ 
  below.  The passage is but 2 1/2‟ wide by 4‟ high, and is 
  70‟ long.  It will be necessary for anyone larger than a 
  Halfling to remove their armor to navigate the passage.  At 
  the halfway point, the floor of the passage will become 
  slick.  Anyone using a light source will notice a thick, 
  viscous liquid seeping up from the floor all along the 
  length.  Begin a count of 1 to 5.  At “5” a flaming arrow will 
  shoot from the ceiling into the liquid, which is oil, and 
  ignite the entire passage.  There will only be time for 1 PC 
  to escape in either direction without taking damage.  All 
  others will take 2-16 hp of damage per round for 4 rounds 
  before the oil is exhausted. 
   
  11.  THE GASEOUS TRAP:  The trap door that is the 
  portal of entry for this room is similar to the one at area 
  10.  It will require slightly less strength to open due to 
  having a larger surface area to push on.  A single person 
  may stand on the ladder in the tunnel and push with their 
  back, in which case a strength of 18/00 or better is 
  needed to push the stone block up and over.  
  Alternatively, 3 people with a combined Strength of 30, 
  standing at the bottom of the 20‟ ladder well, all working 
  with 15‟ to 20‟ long poles may lift the block enough to 
  squeeze someone through.  Of course, magic is the most 
  expedient way to pass through, and if the party has such 
  available, things will go a lot smoother for them.  It will 
  take at least 1 turn to manually move the door enough to 
  squeeze through.  Unfortunately, if Transmute Rock to 
  Mud is used on the trap door in this area only (not area 
  10), the mud will drop to the bottom of the ladder well and, 
  in 1 round, form a super-charged Mudman (hd: 8, hp: 35).   
  In addition to mud hardening, the mud will deliver 1-4 hp 
  of damage on impact.  It conforms to its lower hit dice 
  cousins in all other respects. 
   
  When they first budge the trap door, a light mist of acidic 
  gas will begin to fill the room.  Within 3 rounds the gas will 
  begin filtering down; at first as a flowery smelling mist.  
  After 3 rounds of this gas, it will begin corroding 
  equipment.  Nothing will seem out of the ordinary for 2 
  more rounds at which point item saving throws should 
  start to be made by the DM.  Make sure the players hear 
  you rolling dice so they stop and think about what is 
  happening.  After the first obvious item fails, it should be 
  pretty clear that a retreat is in order, if not continue rolling 
  for item saving throws until they get the hint. 
   
  The good news for the party is that the acidic gas is not 
  harmful to living material.  After 1 turn the gas will have 
  filled the tunnel and in 3 turns it will have dissipated.  At 
  this point the room is safe to enter… 
   
  12.  CHAPEL OF WIZARDLY DELIGHTS:  When the 
  party enters this room, they will notice immediately how 
  immaculately clean it is.  On the West wall, almost directly 
  in front of them is an altar with lit candles glowing on the 
  edges.  A small bowl sits in the middle of the altar-top. 
  Two sarcophagi are here, one to the right and one across 
  the room.  They are draped with a red cloth emblazoned 
  
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  with a grinning, white skull.  Four statues stand, one in 
  each corner of the room, seemingly guarding the 
  chamber.  They appear as powerful mailed warriors and 
  are nearly 10‟ tall.  On the East wall is an alcove filled with 
  a pink mist that swirls almost enchantingly. 
   
  If the party approaches the altar, a booming voice calls 
  out from nowhere: “To who is the eternal life most 
  sacred?”  The answer?  There is no answer.  If the party is 
  silent for one round, nothing untoward will immediately 
  befall them in this room.  If they answer “Acererak”, all 
  four statues animate and attack, as they are Stone 
  Golems and programmed to do so upon hearing that 
  trigger word.  If they give any other answer, the one 
  answering the question is struck deaf, dumb, and blind by 
  a powerful beam of unknown energy that reaches out from 
  the altar, no save.  If someone else provides an answer, 
  the same happens.  If a third person answers, that 
  character is teleported instantly to the base of the hill 
  where the true Tomb of Horrors is located – in the Vast 
  Swamp! 
   
  The bowl on the altar is empty, but if a potion of healing is 
  poured into it, it will turn to blood and drain away, leaving 
  behind an Ioun Stone that doubles the number of 1st level 
  Magic User spells that can be memorized in a given day.  
  It is usable by a Magic User or Ranger. 
   
  The stone sarcophagus on the South wall contains the 
  remains of the slave-engineer that designed this False 
  Tomb.  He is quite dead and does not animate unless a 
  party member casts Speak with Dead or Animate Dead 
  upon his desiccated corpse. If this happens, he will slowly 
  sit up and turn towards his new master and relate the 
  following tale: 
   
   
  “Long ago when my old master bid me construct this tomb 
  to fool his enemies; I set about the task diligently.   I 
  worked for two decades to design it.  Many a slave 
  perished during the construction from falling blocks of 
  stone and my master ordered me to make them test the 
  traps.   
   
  Finally, when the work was done, I watched as my master 
  summoned demons from the Abyss to consume, and 
  carry away to their infernal homes, my workers.  At last 
  when I was the last to live, he turned to me and told me 
  that I would be his greatest guardian of this tomb.  Fearing 
  for my life, I fled before him, thinking that I knew this place 
  better than he.  But I did not count on his cunning and 
  cruel ways.   
   
  As I neared the entrance and prepared to flee back home 
  to my family, I saw him.  He stood silhouetted against the 
  setting sun, a woman and a child under each arm.  My 
  child!  My wife!  There they stood, the three of them 
  laughing at me with such sinister malice.  Never had I 
  known such grief, such pain.  I turned, defeated, and 
  returned through the passages to this room where you 
  found me and climbed into this coffin to wait for death to 
  take me.  But it did not for a long while.  Once inside, I 
  could not raise the strength to push this stone lid off.  I 
  panicked and clawed until my fingers bled, until the bone 
  began to show.  I tore my skin in horror before, finally, 
  after days of suffering – suffering from the betrayal of my 
  master, my wife, my child – suffering from a fate worse 
  than death I had helped to cause for my workers – I at last 
  expired. 
   
  Were it that the tale ended here, I would be content, yet it 
  did not.  My spirit has roamed the Astral since that day, 
  barred from taking my rightful place in the afterlife.  Now, 
  after all these centuries, you have come, my new master.  
  Will you set me free?  Are you the one? Please tell me 
  that you are!  All you need to do is leave this place and 
  find my home, 10 leagues south from here.  It was a small 
  stone structure near a beautiful pond and a great 
  bronzewood tree.  Buried below the floor is a locket that 
  an artisan crafted for my beloved and I when we wed.  
  Take it to the great Nyr Dyv and find the Lonely Isle.  On it 
  lays my old master‟s resting place.  There is a room such 
  as this in that dread tomb.  Find the altar and place the 
  locket in the sacrificial bowl and wash it in holy water.  
  This will release my spirit to leave the Astral Plane and be 
  with my God.  Will you do this for me? * ” 
   
  Whether or not the party member agrees to complete this 
  task for the long-dead engineer, the corpse will lie back 
  down and not move or speak again.   
   
  *If you wish to continue this adventure as a side trek, 
  there is much potential for tracking down this old stone 
  house as it is deeper into Iuz territory, and another 
  location for a False Tomb lies on an “Unknown Isle in the 
  Nyr Dyv.  Create your own False Tomb and have fun with 
  
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  this.  Hopefully this provides a useful hook for getting your 
  players to keep searching for the real tomb… 
   
  If you choose not to continue the adventure in this 
  manner, it would be wise to drop a hint that the answer 
  should be „no‟.  A false answer of „yes‟ will result in the 
  character being visited by a Type IV Demon in the middle 
  of the night at some future point, as the spirit of the 
  engineer will be greatly angered and anguished by yet 
  another betrayal… 
   
  The second sarcophagus near the North wall contains the 
  remains of another slave-worker.  This slave did not resist 
  or show fear when Acererak summoned his demons.  
  Inspired by his bravery, the Lich spared him infernal 
  destruction and transformed him into a Vampire and left 
  him here in stasis to defend his tomb eternally.  
   
  When the lid is opened, Krusvrik the Vampire (hp: 57) will 
  leap out and attack the closest party member.  Acererak 
  gave him some charms to protect him from do-gooding 
  clerics.  Around the creature‟s neck is an Amulet of Proof 
  Against Turning.  This will make any turn attempts at 6 
  levels below the current level of the turning Cleric.  If 
  reduced to 0 hp, Krusvrik will turn gaseous form and flee, 
  through a small vent hole in the floor that leads to the 
  Northern hallway, to area 17 to recover.  He will be fully 
  recovered and waiting for the party within 3 turns. 
   
  Inside his coffin are a small golden shovel (about 3‟ in 
  length) worth 3000gp, a Ring of Protection +2, and a 
  Potion of Healing. 
   
  A. The Pink Misty Alcove:  This alcove is filled with a 
  pinkish mist that swirls about.  There is no way to 
  dissipate the mist.  If anyone steps into the mist, they will 
  be teleported to the entrance at area 3 completely nude 
  while their belongings are teleported to area 21. 
   
  13.  OPEN PIT SURPRISE:  This open pit is 20‟ across.  If 
  a character glances inside the pit, they will notice a large, 
  thick, gooey mass of something at the bottom.  This is a 
  mass of 3 Grey Oozes (hp: 27 each).  They will devour 
  anything that happens to fall into the pit (provided it is 
  something they can devour).  But more sinister, once the 
  pc‟s are across the large pit, another hidden one is but 5‟ 
  distant.  This pit is 20‟ deep and does not contain 
  poisoned spikes.  When a pc (or pc‟s) falls into the pit, a 
  small stone slides out from the south wall about 10‟ up 
  and in pours the occupants of the large pit…   
   
  The false door at the end of the hall operates as those 
  located at areas 8. 
   
  14.  TRAP DOOR AND PASSAGE:  Similar to area 10, 
  this trap door is completely hidden and can never be 
  discovered by a human excepting through magical means.  
  Demi-humans that specialize in detecting secret doors will 
  detect it only on a 1 in 6 if actively searching.  The rough 
  hewn passageway below is similar to the one that 
  connects areas 10 and 11, except that there is no trap to 
  foil the party‟s movement. 
   
  15.  STORAGE ROOM:  This room is piled with boxes and 
  crates from floor to ceiling.  Mostly food stuffs, all is rotten 
  and useless to the party.  Buried in the bottom of a crate 
  in the far North-East corner of the room is a scroll with a 
  diagram of a room without any apparent entrance or exit.  
  If a Comprehend Languages spell is cast or a party 
  member can read Old Suloise, they will be able to make 
  out words that translate in Common to “Pit of Despair”.  
  This scroll was left accidentally by one of Acererak‟s 
  slave-engineers that designed the room and lies long 
  forgotten.  This scroll combined with the Wand of 
  Teleport Without Error from room 20 will lead quick 
  thinkers to realize they have a way to rescue their fellows 
  trapped there.  Of course, the wand only works on others 
  so the rescuer will soon become the trapped if precautions 
  are not taken to ensure his method of escape… 
   
  16.  PILLARED THRONE ROOM:  When the party enters 
  this room they will see several pillars in front of them.  If 
  they walk the edges of the room they will see sconces 
  with torches set in the wall every 10‟.  A large dais is 
  directly in the center of the South wall and a large throne 
  sits upon it.  A closer inspection will note a bejeweled 
  crown lying on the seat.  This crown is made of solid 
  platinum worth 15,000gp and is set with 15 rubies and 
  emeralds alternating around the rim, each valued at 
  1000gp.  The first person that touches the crown will be 
  teleported nude to area 3, while their belongings are 
  teleport to area 21.  The crown will be safe to handle after 
  that.  A Detect Magic will determine it is of a magical 
  nature, but will not reveal its power.  A Detect Evil will 
  determine the hostile intent, though only if actually 
  concentrating on the item as it does not radiate evil per 
  se.  An Augury will be sufficient to determine its nature, 
  and a Commune will give full information about the 
  crown.  If it is taken from the False Tomb, the holder will 
  be visited by a Minor Death, as described in the Deck of 
  Many Things in the Dungeon Masters Guide (page 143) 
  within 24 hours of leaving. 
   
  The secret door behind the throne can only be detected 
  by magical means.  But once detected, will be easy to 
  open (a small block of stone must be pushed in to raise 
  the door). 
   
   
  17.  ROOM OF THE THIRD KEY:  When the party enters 
  this room they will note a musty, metallic odor and taste in 
  the air.  Hanging in the center of the far wall on a peg 
  
  8 
   
  above a wooden coffin (the backup coffin for the Vampire 
  in area 12) is a chain with a key attached.  It is fairly large, 
  almost comically so, being about 2 feet in length and 3 
  inches in thickness; decorated in bright colors of the 
  rainbow.  Other than a thick layer of dust on the floor, 
  nothing else is notable about this room. 
   
  Anyone in metallic armor that approaches within 10‟ of the 
  key will be on the receiving end of a bolt of lightning that 
  materializes in mid air near the West wall of the room.  
  They will take 6-60 points of damage; a save vs. Breath 
  Weapon will halve it.   
   
  The large key on the wall is really a joke.  Acererak 
  thought it amusing to make intruders, provided they made 
  it this far, carry around some large and ridiculous item.  
  The real key is inside this fake one.  No seam or other 
  apparent manner of opening is immediately discoverable.  
  It will require some form of divine communication to 
  discover the means of opening, such as Commune, or 1 
  hour of thoughtful pondering using Incense of 
  Meditation, or a Necklace of Prayer Beads.  Once 
  contact is made, a polite request will earn the Cleric the 
  answer:  Dispel Evil, followed by a Bless spell will 
  dissolve the bonds of evil around the key, the false shell 
  disintegrating and revealing the true third key – a small 
  round ball with one set of finger grips that appear sized for 
  a human child.  This key will unlock the true false tomb of 
  Acererak…  Note, only the hand of a human child or 
  someone similarly sized will be able to grip the key 
  properly; be it an actual human child, Halfling, 
  Polymorphed being, or “reduced” person.  All others will 
  find it too clumsy and small to successfully use. 
   
  18.  GRAND FOYER:  A great iron door approximately 15‟ 
  tall and 8‟ wide bars further passage.  The door is etched 
  with all manner of runes and words of power.  A small 
  cubic indentation about 6” on all sides spans the seam of 
  the door and jamb at about waist height for a human.  The 
  second key is required to open this door.  Any attempt to 
  open the door without the proper key (or by magical 
  means) will result in A: failure and B: the offender being 
  blasted with a wave of negative energy that will drain 3-30 
  hp, no save, and 1-4 points of constitution permanently 
  (recoverable only by a Restoration or Wish). 
   
  When the second key is inserted properly (Skull facing 
  out), the door will slowly swing open and reveal a grand 
  staircase that ascends 25‟ to an equally grand foyer that 
  ends in a pair of ornate wooden double doors.  If the cube 
  is inserted improperly, it will disappear; teleported back to 
  the second key room and must be retrieved again 
  (undergoing the same task of reaching through the light…) 
   
  The walls and steps are lined with inlays of platinum and 
  studded with gems.  If 1 full day is spent digging out the 
  precious metal and stones, fully 50,000 gpv worth of such 
  things can be extracted, though the total weight of such is 
  about 10,000 gpw.  At the East end of the foyer are a set 
  of bronze bound wooden doors.  They appear to have no 
  lock and, like all the rest of the standard doors, have an 
  iron ring set on each door that pulls outward. 
   
  19.  THE SECOND GUARDIAN:  When the party opens 
  the double doors to the West, they will see an extremely 
  large blue and silver scaled beast sitting upon a large 
  throne, brooding.  It has enormous claws, mouth full of 
  sharp-looking teeth, milky white eyes and long flapping 
  jowls.  It has a semi-short tail that ends in a spear-like 
  point. 
   
  This beast, a Cataboligne Demon (hp: 81), when it sees 
  the party enter, will rise, grin, and wave them forward.  
  Upon standing, the party will see the beast is roughly 15‟ 
  tall and quite demonic in appearance…  It has been 
  waiting centuries for an opportunity to fulfill its oath to 
  Acererak and will fight until dead.  Win or lose, it will be 
  free to leave this prison and return to the Abyss. 
   
  If the party succeeds in destroying the demon, they will 
  have little stopping them from getting a better look around 
  the room.  
   
  This front half is 30‟ cubed, while the back half, where the 
  throne is located, widens to 50‟ and has ornate carvings 
  on nearly every surface of the room, including the ceiling 
  and floor.  The large throne could seat a giant, and 
  certainly the demon!  It is inlaid with ivory and jade, and 
  the whole is worth 25,000gp but weighs over a ton.  The 
  ivory and jade can be stripped but will only have a street 
  value of 1000gp and weighing about the same.  The 
  ornate carvings and inscriptions depict a battle being 
  overseen by a wizardly sort that happens to be right over 
  where the secret door is to the South.  The door cannot be 
  discovered but by magical means, but once accomplished 
  it is opened by depressing the eye of demon carved into 
  the ceiling directly 30‟ above. 
   
  20.  TOMB OF ACERERAK?:  The secret door that 
  guards this room is of superior quality.  It will never be 
  detectable by normal means, although a small spherical 
  indentation in the wall may be noticed on a 1 in 6 chance 
  by a dwarf or elf.  The depression in the wall appears to 
  be the same size as the second key.  If the second key is 
  inserted into the slot by anyone other than that who can 
  wield it (as described in area 9), they will be teleported, no 
  save, to area 21.   
   
  If the correct sized person utilizes the 3rd key, the secret 
  door will sink into the floor allowing access into the crypt 
  beyond. 
   
  
  9 
   
  When the party enters they will notice immediately piles of 
  treasure of all manners and in quantities unheard of.  
  Gleaming armor and weapons, cloaks, staves, gems, and 
  coins are piled in the North-West corner of the room.  In 
  the center of it all is large chest with a skull with emeralds 
  for eyes and teeth perched atop it.   
   
  This is all a Programmed Illusion that has full audible 
  and physical manifestation.  Name level pc‟s are allowed 
  a save vs. Spells at a -6 to disbelieve, but only if they 
  state they are attempting to deny the illusion. 
   
  If the party touches any of the illusory treasure (it will feel 
  real enough) the skull will rise up and turn towards the 
  most powerful character, choosing a Magic User first, 
  Fighter second, Cleric third, and lastly a Thief.  It will 
  seemingly disintegrate the character with a beam of 
  reddish light that shoots out from the eyes of the skull.  
  Rather than be disintegrated, the PC will be teleported to 
  area 21 to die a slow starving death.  If the treasure or 
  skull is molested again, the process repeats until the party 
  is all teleported.  Note that the illusion is not quite as 
  perfect as Acererak thought and each successive 
  “disintegration” will afford the remaining party members a 
  save vs. Spells to disbelieve the illusion. 
   
  If anyone is left that disbelieves, the true nature of the 
  room will become apparent.  On a stand at the same 
  height as the illusory skull is a wand that points in the 
  direction of the party.  It is ensorcelled to cast a Teleport 
  Without Error spell on a target.  It may be freely taken 
  and has 11 charges remaining.  A small tapestry hangs on 
  the wall with the following words stitched onto it: 
   
  “Brave adventurers you have passed my tests, 
  Fought creature and trap to find my lair. 
  Sadly, here in hiding my soul does not rest, 
  But your friends do languish in my pit of despair.” 
   
  21.  THE PIT OF DESPAIR:  When characters arrive here, 
  they will be in utter pitch black darkness.  Infravision and 
  Ultravision will be useless here and unless some manner 
  of illumination is discovered, they will have a very tough 
  time of figuring out the dimensions.   
   
  The room is 30‟ in diameter and 50‟ tall.  It will only seem 
  to be about 35‟ high as the bottom 15‟ are covered in the 
  bones and equipment of victims past.  Fortunately for 
  them, this is the location of everything that has been 
  teleported from 12A.  The downside is that there is no exit 
  from this chamber and it is 100‟ down inside the hill.   
   
  In addition, the enormous depth of bones piled here has 
  attracted a resident Bone Devil (hp: 56).  This vicious 
  creature has found itself trapped and unable to leave.  It 
  may use all of its powers with one exception; it may not 
  summon another of its kind due to the powerful 
  enchantments on this room.  This nasty will lie in wait at 
  the bottom of the pile.   If only one character arrives, it will 
  wait a few rounds to see if anyone else arrives before 
  attacking.  If more than one party member is trapped here, 
  it will lie in wait for the most opportune time… 
   
  Escape can be achieved by a few methods.  Once the 
  Bone Devil is defeated, any spell books that were 
  teleported here might be located and provide some mode 
  of escape.  For instance, the following spells could allow 
  exit: Teleport, Word of Recall, Dimension Door 
  (provided the direction to an open space is known), Alter 
  Reality, Limited Wish, or Wish. 
   
  Perhaps there is something of use to the PC‟s in here…   
   
  A thorough search, taking many hours, will net the 
  following loot: 
   
  - 
  all items from characters teleported nude 
  - 
  7 potions and 3 scrolls determined randomly (or 
  chosen by a forgiving DM) 
  - 
  Ring of Shooting Stars, Wand of Illumination (7 
  charges remaining), Boots of Levitation 
  - 
  Suit of Chainmail +3 (Human or ½ Elf) 
  - 
  Suit of Studded Leather +3 
  - 
  Shield +2 
  - 
  Longsword +4, Int:14, Ego: 8, NG, Detects Evil 
  in 1” radius, Levitates 1 turn 3/day, speaks 
  Common, Elvish, Goblin 
  - 
  Broadsword –2, Cursed, Int:16, Ego: 14, CN, 
  Detects Lawful in 1” radius, attracts zombies in 
  1 mile radius, causes slow insanity on wielder 
  (over 1 year period), Speaks Common, Old 
  Suloise, Ogre, Blue Dragon, and Orcish, is 
  Telepathic to wielder. This sword will try to 
  convince its new owner that it is a powerful magic 
  item… 
  - 
  21 Arrows +2 
  - 
  Spear +3 
  - 
  47 gems 10gp base value, 13 pieces of jewelry 
  valued at 17,000gp 
  - 
  3,495 pp, 17,666 gp, 1,177 ep, 25,040 sp, 65,120 
  cp.  All loose coins buried in the skeletons. 
   
  These items are mixed amongst many items of a 
  mundane nature.  Determining magical qualities will 
  require some method to do so, i.e. spell, testing suspect 
  items, etc.  The swords will glow a light blue when 
  unsheathed. 
   
  Thus ends the False Tomb of Horrors. 
   
   
   
  
  10 
   
   
  New Monsters 
   
  Cataboligne (Major Demon)  
   
  Frequency: Very Rare (on PMP; Rare in Abyss)  
  No. Appearing: 1 (1-3 in Abyss) 
  Armor Class: -2 
  Move: 18" 
  Hit Dice: 12+2 
  % in Lair: 100% (on PMP, usually bound) 
  Treasure Type: special 
  No. of Attacks 3 and 1 
  Damage/Attack: 3-9/3-9/4-16 and 2-12 
  Special Attacks: On natural 20 hugs for 8-20 (4d4+4) 
  Special Defenses: +3 or better weapon to hit, see below 
  Magic Resistance: 65% 
  Intelligence: Exceptional 
  Alignment: Chaotic Evil 
  Size: 15' tall (L) 
  Psionic Ability: Nil 
  Level/XP Value: X/16,500+16/hp (x10 if slain permanently 
  in the Abyss) 
   
  Description: Cataboligne demons have a huge blue/silver 
  scaled and knobbed body, with huge claws and a mouth 
  full of razor sharp teeth. Upon their heads rest twin horns 
  of bone. Their tail is short and stubby, with a spade-like 
  end. Twin dewlaps hang from their cheeks. The eyes are 
  white with red pupils. 
   
  Spell-like powers: illusion generation (as per efreet), fear 
  (by glance), teleport (no error, 1/day), darkness 30' radius, 
  paralyzation (by gray eye beams, save at -2), magic 
  missile (3/day, 6/cast), charm (person or monster, by 
  voice), telekinesis 4750 gp weight, animate dead, gate 
  (60%; 1 cataboligne 70% or 1-2 skurdra 30% [a man-
  scorpion demon I wrote up]), detect invisibility, detect 
  magic, suggestion, symbol (hopelessness or fear, 1/day), 
  pyrotechnics. 
   
  Blunt weapons inflict 1/2 damage due to the toughness 
  and strength of the cataboligne's exoskeleton; they 
  regenerate 2 hp per round and can reattach lost limbs. 
   
  Skurdra (lesser demon) 
   
  Frequency: Rare (Uncommon in the Abyss) 
  No. Appearing: 1-8 
  Armor Class: 2/-3 
  Move: 15" 
  Hit Dice: 8+1 
  % in Lair: [undetermined] 
  Treasure Type: [undetermined] 
  No. of Attacks: 3 
  Damage/Attack: 3-13/3-13/1-10 
  Special Attacks: poison sting (save at -3 or die; save 
  indicates wracking pains [as power word: pain] for 2-5 
  rounds), and see below 
  Special Defenses: +1 or better weapon to hit, immune to 
  poison 
  Magic Resistance: 60% 
  Intelligence: Average 
  Alignment: Chaotic Evil 
  Size: L (9' tall, 20' long) 
  Psionic Ability: Nil 
  Level/X.P. Value: VIII/5800+12/hp 
   
  Description: a man- (or perhaps centaur-) demon, the 
  skurdra have a massive body. The torso is that of a 
  human with small, redding brown scales which gradually 
  turn darker until the arachnid body is reached, which is 
  black---the shiny, lustrous black of an insect exoskeleton. 
  The eyes are generally yellow with red pupils, and hair is 
  red, brown, auburn, and black. Skurdra possess 
  infravision and ultravision to a 9" range. 
   
  Spell-like powers: darkness 2" radius, teleport (no error), 
  cause fear (by gaze, save at -1), detect invisibility, detect 
  magic, invisibility, gate (1/day at 35%, 1-2 skurdra if 
  successful), telekinese 3500 gp weight, speed poison 
  (2/day). 
   
  Final Thoughts 
  The Cataboligne and Skurda Demons are none other than 
  the creation of Ernest Gary Gygax and were featured in 
  the Gord the Rogue Novels.  These incarnations of the 
  creatures were statted out and used by permission from 
  Allan Grohe, the illustrious Grodog to many of you out 
  there. 
   
  I have found myself caught up in the Old School Revival 
  and had dreams of glory of starting my own publishing 
  company to produce classic-styled adventures.  Alas, I 
  cannot seem to find the time to devote to it and have 
  decided to settle for the occasional freebie for the online 
  Dragonsfoot community at large.  If anyone deigns this 
  work to be of high quality and wishes to offer me part time 
  employment (ha ha!), or even wants some assistance on 
  their own projects (free or otherwise) let me know.  I do 
  digital maps using GIMP and a little writing/editing, none 
  of which is professional! 
   
  I hope you enjoyed this adventure! 
   
  Charley M. Phipps 
   
   
  
  11 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Modules/S7 - The Howling Hills.pdf