|When you click this, it is gonna take you to a huuuuugely detailed file file.|
First, have another map. I know. I make a lot of these and they are kinda my proud moments.
Area (1): This was one of the false entrances, but I've modified the original module ones and added a few extra ones. The players eventually explored them all. (1) was hit on a secondary outing from the town. The town was inspired by Return to the Tomb of Horrors, a TSR publication that expanded ToH into a second dungeon and added a death cult city to the tomb.
That's what the "Macrabre Misfits" part of the map refers to. The PCs are from that town, and some players really relished the role of fatalist PCs. Anyhoo, room (1). If the lever is messed with while no one is on the flushly-raised-with-the-floor, helical stairwell, it doesn't budge. If someone is standing on the stairs, the lever can be operated by someone else and the stairs will lower... very swiftly and hundreds of feet down into hellfire. Yeah, hell is under the tomb and red devils in hardhats work here.
The devils were relatively friendly in a water-cooler shlub kind of way, but not at all on the players' side. One was convinced to give some hints in order to get a PC to put in a good word with the PC's goat (devils dig the goat horns). But the devils actually have clipboards with information on how things work with special notes to give to the PCs sometimes. The notes are lies. The devils are evil after all, and PCs are like bothersome rats messing up a dungeon that the devils will have to clean and fix it again.
So here are the other false entrances. You may recognize the sliding rock one (2), which is modded with death flames for people that are insistent on messing with those knockers on the green devil's knockers.
The pincher: I ended up putting a couple daises with hand-prints on them at the two east-west ends of the room. Nothing happens if just one is pinched. Two PCs work together to put their hands on the two prints, the devil faces slide closed in a macabre make-out session, and the PCs are trapped inside until they die of hunger. Actually, if I run this again, I think I will make the kissing devils steam up the room, steaming trapped PCs to death.
I don't need to explain the rocks fall room, right?
During the first trip into the tomb, the PCs threw rocks at this statue, a god of death effigy. Some devils taking a lunch break on top of the tomb leaned over and yelled at the PCs about that. Was a good way to introduce the devils. Later an old lady made a Japanese style pilgrimage to the statue (clap and pray). She gave the PCs some advice. She was a death cultist, so it was bad advice.
So this is the actual entrance. Of note is that I put a P where the door painting is. I put PT symbols to remind me to see if PCs trigger a pit-trap as they are walking through. Since I didn't want to worry about exactly where the PCs are stepping (in the original, the path means almost nothing), I just had quantum pit traps here. The PCs detected almost all of them with guile and goats. What I did have the path do was be a Morse-code so the smartest PCs get the poem that gives vital clues to keep them getting deeper and deader into the tomb.
But before we jump through that portal, lets talk of the catoblepas. This loathsome beast wanders the swamp. PCs that walked up to it made a save. Failing would spell death (all my players were lucky), but passing the save still gave spooky glimpses of horrible deaths possible in the tomb. Nobody died in the way foretold. Doesn't matter. Was a great mood setter.
This is the place the PCs tried before they learned to love the portal. The monster was not a "mutant gargoyle" but a four armed, winged, snake demon frozen in temporal stasis till a PC opened a door. It killed many people. I forgot to mention it's necklace to the players at first, and went back and re-illustrated it. DON'T FORGET THE NECKLACE!
One thing to note about the secret but necessary passage that leads to the cathedral is I switched the entrance side to the other wall of the hall. It's pretty annoying to work around passages that go under other areas when you are using a virtual tabletop and fog of war. I added a pit that was bottomless and one detour loop too. Players did not really go for either, sensing rightly that it would be bad for them. There was a hand-print dais here, and the PCs wisely did not touch it.
I asked the players to just role-play the effects of the idiot gas here. I didn't ask for saves. They role played the heck out of this and raced to fulfill the sea-devil's demand. I was so proud of them. One sacrifice later and we had the PCs transferred to (25) as a reward. You may note the OG module's siren is missing. I relocated her to the room of despair.
(25) is where the tale ends for our adventurers, because a PC, still under the effects of idiot gas perhaps, made a wish with the monekey's paw diamond it turned the party into a bunch of atomic bees doing a plank-length vigil over the tomb's true treasure. Was a bit of a shame; I wanted them to experience the doors bleeding like The Shining's elevator. Ah well, I'll probably run it in a few years again.
Speaking of which, if you want to join any of the games on my discord, email me at claytonian at the gmail.coms and I'll send you an invite. This is what I currently run:
Tokyo, Japan Weds at 08:00 JST
New York, USA Tues at 19:00 EDT
London, United K Weds at 00:00 BST
Los Angeles, USA Tues at 16:00 PDT
Tokyo, Japan Sats 08:00 JST
New York, USA Fris at 19:00 EDT
London, United K Sats at 00:00 BST
Los Angeles, USA Fris at 16:00 PDT
Megadungeons w/Double Moon system
Tokyo, Japan Suns at 21:00 JST
New York, USA Suns at 08:00 EDT
London, United K Suns at 13:00 BST
Los Angeles, USA Suns at 05:00 PDT
Lackey CCG Card Games (Shadowfist)
Tokyo, Japan Sun 08:00 JST
New York, USA Sat at 19:00 EDT
London, United K Sun at 00:00 BST
Los Angeles, USA Sat at 16:00 PDT