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The most notorious dungeon in the history of tabletop RPGs. Designed by Gary Gygax as the ultimate test of player skill, the Tomb of Horrors is a death-trap puzzle-house created by the demilich Acererak to lure and destroy adventurers, feeding on their souls. Brute force will not save you here — only wits, caution, and paranoia.

Story Arcs

Arc 1

The Legend of Acererak

The adventurers learn of the Tomb of Horrors — a hidden dungeon in the Vast Swamp said to contain the treasure hoard of the demilich Acererak, a wizard who transcended undeath itself. Many adventuring parties have sought the tomb; none have returned. The party must research Acererak's history, gather clues about the tomb's location and traps, and prepare for the most dangerous dungeon they will ever face.

Arc 2

The Gauntlet of Traps

The tomb is a masterwork of lethal engineering. Every corridor, door, and chamber is designed to kill, mislead, or separate the party. False entrances lead to dead ends and instant death. Trapped hallways dissolve flesh, teleport victims to sealed chambers, or drop them into pits of acid. Only careful observation, logical deduction, and extreme caution can navigate the labyrinth of Acererak's devising.

Arc 3

The Crypt of Acererak

At the tomb's heart lies the demilich Acererak's inner sanctum. A jeweled skull rests atop a pile of treasure — the remains of Acererak's physical form, now housing only a fragment of his consciousness. The skull can trap souls within its gem teeth and is immune to most forms of attack. Only specific tactics, discovered through exploration and clue-solving, can destroy the demilich and end his millennia-long harvest of souls.

Session Outlines

These outlines are for planning reference only. Actual sessions are not created by the template.

1

Seeking the Tomb

The party learns of the Tomb of Horrors through legend, a treasure map, or a patron who has lost a previous expedition. Research in libraries, consultation with sages, and interrogation of the sole survivor of a previous attempt reveal key information: the tomb is in the Vast Swamp, it has three entrances (two are false), and Acererak was a wizard who became a lich, then transcended to demilich status. The party travels to the swamp and locates the low, flat-topped hill that conceals the tomb entrance. Emphasize preparation — this is not a place for the unprepared.

2

The False Entrances

The hill has three tunnel entrances. Two are false — one leads to a collapsing ceiling, the other to a long corridor ending in a sealed stone block. The true entrance is concealed and requires solving a riddle carved into the hillside. Once inside, the party faces the iconic misty archway: a glowing portal that permanently disintegrates anyone who steps through. A crawlway behind it leads to the real dungeon. Establish the tone: nothing is what it seems, and every surface may be lethal. The green devil face swallows the unwary whole.

3

The Trapped Corridors

The party navigates the tomb's trapped corridors. The hallway of fear and loathing creates magical panic. The pit of acid dissolves anything that falls in. Doors with misleading carvings lead to sealed chambers. The gargoyle in the alcove offers a magical ring that is actually cursed. A chapel with a skeletal figure on the altar conceals a shaft to a lower level. Every choice matters — going left instead of right can mean instant death. Emphasize player skill over character stats. Ask "what do you do?" not "roll Perception."

4

The Great Hall and Beyond

The Great Hall of Spheres features a long corridor lined with colored spheres embedded in the walls. Each sphere does something different when touched — some teleport, some deal damage, some grant boons. The party must experiment carefully to find the way forward. Beyond the hall lies the lab of Acererak: alchemical equipment, cursed potions, and animated objects. A massive stone juggernaut rolls through a corridor on a fixed track, crushing anything in its path. A three-armed gargoyle statue holds a key — but removing it triggers a trap.

5

The Inner Chambers

The deepest sections of the tomb before the crypt. The false crypt contains a mummy lord in a golden sarcophagus — an elaborate decoy designed to make the party think they have found and defeated the tomb's master, only to relax their guard. A siren in a hidden grotto uses enchantment to lure victims into a submerged passage. The throne room's silver throne teleports sitters to a random location (potentially outside the tomb entirely). Every room is a puzzle-trap combination. The party must find the secret entrance to Acererak's true crypt.

6

Acererak's Crypt

The final chamber. The party enters Acererak's true crypt — a vaulted chamber filled with treasure. Gems, gold, magic items, and weapons are piled around a stone bier upon which rests a jeweled skull — the demilich Acererak. When disturbed, the skull rises into the air and begins draining souls. Each gem-tooth can trap one soul, instantly killing the victim. Normal attacks and most spells are completely ineffective against a demilich. Only specific methods work: a shatter spell, a paladin's divine smite at close range, or hurling the skull into a specific magical void. The party must use everything they have learned in the tomb to devise a strategy. Victory means destroying Acererak and freeing the trapped souls. The tomb begins to collapse, forcing a dramatic escape.

NPCs

Acererak

Undead (Demilich) · Demilich, Creator of the Tomb

Once a mortal wizard of unparalleled ambition, Acererak became a lich and then transcended even that state, abandoning his body entirely to become a demilich — a jeweled skull housing a fragment of his consciousness. He built the Tomb of Horrors as a trap to lure adventurers, feeding on their souls through the gems set in his skull's teeth. He is beyond mortal comprehension, an intellect that has spent millennia perfecting the art of killing heroes.

Siren of the Grotto

Fey · Tomb Guardian

A captive siren bound to the tomb by Acererak's magic, forced to lure adventurers into a flooded passage with her enchanting song. She is not evil but is compelled to serve. If freed from her binding, she gratefully provides information about the tomb's layout and Acererak's weaknesses before vanishing.

The False Lich

Undead (Mummy Lord) · Tomb Decoy

A powerful mummy lord placed in an ornate golden sarcophagus in a false crypt, designed to trick adventurers into believing they have defeated the tomb's master. It fights with devastating power and cursed attacks, and its defeat yields impressive but ultimately mundane treasure. The false crypt is Acererak's cruelest joke — letting heroes feel triumph before the real horror begins.

Desatysso

Human · Sage and Tomb Researcher

An elderly sage who has spent decades studying Acererak and his tomb from the safety of his library. He possesses a partial map of the tomb's layout (mostly accurate but missing the final chambers) and can identify some of the traps the party will face. He is the sole surviving member of the scholarly society that funded the last expedition. He warns the party in the strongest terms: this tomb was designed to kill the best.

Morgaine the Returned

Human · Sole Survivor of a Previous Expedition

A traumatized fighter who is the only person known to have entered the Tomb of Horrors and escaped alive. She lost her entire party to the tomb's traps — one disintegrated by the misty arch, one swallowed by the green devil face, two killed by the false lich. She barely escaped through a teleportation trap. She is haunted by survivor's guilt and drinks heavily, but her firsthand knowledge of the tomb's early chambers is invaluable.

The Ghost of Acererak's Apprentice

Undead (Ghost) · Restless Spirit

The ghost of a wizard who served Acererak in life and was sacrificed to power one of the tomb's traps. His spirit is bound to a specific corridor and can communicate only through gestures and written messages that appear briefly on the walls. He despises his former master and tries to help adventurers, but the binding prevents him from revealing too much directly.

Locations

The Vast Swamp

wilderness

A trackless expanse of fetid marshland, dead trees, and stagnant water. Thick mist blankets the ground, and the buzzing of insects is constant. Somewhere within this swamp, a low, flat-topped hill rises above the mire — the only landmark for miles. The hill conceals the entrance to the Tomb of Horrors.

The Tomb Entrance

dungeon

Three tunnel openings in the hillside, flanked by columns carved with demonic faces. A riddle inscribed in ancient script hints at which entrance is real. Two of the three are death traps — a collapsing ceiling and an impassable stone block. The true entrance is narrow and deliberately unwelcoming, leading to a crawlway that opens into the tomb proper.

The Misty Archway (dungeon)
The Green Devil Face (dungeon)

The Hall of Spheres

dungeon

A long corridor lined with colored spheres embedded in the walls at regular intervals. Each sphere is a different color and produces a different effect when touched — teleportation, lightning, paralysis, or passage to a hidden room. The correct sequence leads deeper into the tomb; wrong choices scatter the party across the dungeon or worse.

The False Crypt

dungeon

An ornate burial chamber designed to look like the tomb's final room. A golden sarcophagus rests on a raised dais surrounded by treasure. Inside lies a mummy lord — powerful but not Acererak. The room is designed to give adventurers a false sense of completion, encouraging them to leave without finding the real crypt hidden behind a secret door.

Acererak's True Crypt

dungeon

The actual final chamber of the Tomb of Horrors, accessed through a well-concealed secret passage beyond the false crypt. A vaulted stone ceiling arches over a room filled with heaped treasure — gold, gems, weapons, and armor collected from centuries of slain adventurers. On a stone bier at the room's center rests a human skull encrusted with gems and precious metals: the demilich Acererak.

The Chapel of Evil

dungeon

A desecrated chapel within the tomb featuring an altar stained with old blood and pews carved with tortured figures. A skeletal figure sits in the front pew, wearing rotting vestments. Disturbing it reveals a shaft leading to the lower levels. The altar radiates faint evil, and the chapel's walls are painted with scenes of undead armies marching across a blasted landscape.

The Siren's Grotto

dungeon

A hidden natural cave within the tomb, incongruously beautiful compared to the constructed corridors. A crystalline pool fills half the chamber, and the enchanting song of a captive siren echoes off the wet stone. The beauty is a trap — the pool connects to a flooded passage, and the siren's magic draws victims into the water.

Quests

Destroy the Demilich

High

Acererak has harvested the souls of adventurers for centuries, growing in dark power. His jeweled skull must be found and destroyed to free the trapped souls and end the threat of the Tomb of Horrors once and for all. But the demilich is nearly indestructible — only specific methods, hinted at throughout the tomb, can harm him.

Navigate the Tomb's Traps

High

Every step in the Tomb of Horrors could be your last. False entrances, disintegrating archways, soul-trapping devil faces, and corridors designed to separate and destroy parties await. Map your progress, test every surface, and trust nothing. Survival is not guaranteed — it must be earned through caution and cleverness.

Free the Trapped Souls

Medium

The gems set in Acererak's skull-teeth contain the souls of adventurers consumed over the centuries. Destroying the demilich should release them, but some souls may be too far gone. Look for ways to weaken the soul-trapping magic before the final confrontation. The ghost of Acererak's apprentice may know how.

Recover the Lost Expedition's Remains

Low

Sage Desatysso funded a previous expedition to the Tomb that never returned. He offers a substantial reward for any information about their fate, the return of their remains, or the recovery of his colleague's research journal. The expedition likely fell victim to the tomb's traps — their remains may provide clues.

Encounters

The False Lich (Mummy Lord)

The mummy lord in the false crypt animates when its sarcophagus is opened, rising in rotting bandages and tarnished crown. It fights with its dreadful glare, rotting fist, and cursed touch. Its lair actions fill the room with sand and choking dust. Defeating it yields impressive treasure but is not the true goal of the tomb.

Mummy Lord

The Juggernaut

A massive stone roller that fills an entire corridor, rolling along a track at tremendous speed. It cannot be stopped by physical force and crushes anything in its path. The party must find alcoves or side passages to dodge it, or use magic to bypass the corridor entirely. It resets and rolls again at intervals.

Animated Object, Armor

Gargoyle Guardians

Four-armed gargoyles lurk in alcoves throughout the tomb, appearing to be stone carvings until adventurers approach. They attack with rending claws and savage bites, and their stone skin deflects most weapons. They guard key junctions and the approach to the false crypt.

Gargoyle

Acererak the Demilich

The jeweled skull of Acererak rises from its bier when the treasure is disturbed. It howls, and the sound can trap a soul in one of its gem-teeth, killing the victim instantly. It is immune to nearly all forms of attack — weapons pass through it, most spells are absorbed, and it cannot be turned. Only specific tactics can harm it: a shatter spell, a paladin's smite, or hurling it into a vortex of destruction found elsewhere in the tomb.

Lich

Tomb Wraiths

The spirits of adventurers who perished in the tomb, now bound as wraiths that patrol the corridors. They drain life force with each touch and can phase through walls to ambush the party from any direction. Their mournful wailing echoes through the tomb, a constant reminder of the fate that awaits failure.

Wraith
Specter

Factions

The Tomb Itself

Neutral Evil

The Tomb of Horrors is less a place and more an entity — a malevolent intelligence designed by Acererak to function as the ultimate killing machine. Every trap, every false lead, and every monster placement serves a single purpose: the harvest of adventurer souls. The tomb does not negotiate, cannot be reasoned with, and has had centuries of refinements to reach its current lethal perfection.

The Sage Circle of Greyhawk

True Neutral

A loose association of scholars, historians, and retired adventurers who study legendary dungeons and their creators. Desatysso is a member, as was the leader of the lost expedition. They can provide research materials, partial maps, and identification of magical items, but they will not enter the tomb themselves. They fund expeditions and publish findings — when anyone survives to report.

The Trapped Souls

Chaotic Neutral

The spirits of adventurers consumed by Acererak over the centuries. Most are imprisoned in the gems of his skull, but some have escaped as wraiths or ghosts bound to the tomb's corridors. They are not malicious by nature — they are victims — but the tomb's dark magic has twisted many of them into hostile undead. A few retain enough identity to communicate warnings.

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