cast detect magic and look for a stone hidden door
Seeing as this is Acererak's tomb, the ground beneath you faintly glows with magic. [20] Sampling the different magical fields, you determine that the entrance to the tomb must be buried somewhere in the sandy northern side of the hill face. (+2 bonus to anybody searching the tomb's entrance)
Also, I will search for herbs in the surrounding area.
[18] You easily find some herbs in the surrounding area. Of course your inventory is full, so you'll have to juggle some stuff around if you want to take them.
I'll search for signs of previous passage, natural paths and passages, downtrodden earth or signs of digging. The enterance must be here somewhere!
[4 + 5 + 2] [14 + 5 + 2] [4 + 5 + 2] Following Urist's instructions, you begin probing the northern side of the hill for the entrance to the tomb. After an hour or so of digging, you finally hit pay dirt. You find not one, not two, but three different corridors into the hill. Excited, you call everyone together, and within a couple of minutes everyone manages to dig a hole large enough for a person to squeeze through for each entrance. But, wouldn't you know it, it's pitch black inside the tomb, and without a source of light you wouldn't be able to see a thing.
Luckily for the group, the ranger Midna happened to be passing through the area and decided to investigate. Kadzar and the Generic Nameless Hooded Stranger (Who shall now be called GNHS for short) quickly fill her in about the Tomb of Horrors and the fabulous treasures within, while Gedric takes one of her torches to look inside the newly-discovered entrances.
The North-Western Entrance:
The roughly worked, plain stone corridor is full of cobwebs. A set of double oaken doors are just visible at the end of the passageway. The roof 20 feet overhead is obscured by hanging strands.
The corridor is twenty feet wide and thirty feet long. The corridor smells like it's hasn't been aired for several decades, and the air feels incredibly dry. The strands obscuring the ceiling look a lot like strings of giant spider silk, but whatever made them can't still be alive after all of these years, right?
The Northern-Most Entrance:
Brilliant colors are everywhere; pigments painted on stone are undimmed by the passage of decades. The floor is a colorful mosaic, featuring a distinct, winding path of red tiles forming a 2-foot-wide, meandering trail south down the corridor. A few chips and gaps reveal that cement or plaster covers the underlying stonework of the corridor, and it mostly provides a smooth surface for the many illustrated scenes.
The air in this corridor is as dry as the first, but the smell is more chemical, likely due to the brilliant frescos along the walls. The corridor is twenty feet wide, but extends deeper into the hill, far enough that you can't see the end of it. It's at least fifty feet long though, for that's the distance which the light of the torch extends. Or something like that. I'm probably being generous with how much light this torch sheds and how well you guys can see in the dark. Roll with me here.
The North-Eastern Entrance:
Two separate doors are dimly visible at the end of this roughly worked, plain stone corridor.
The module really describes this entrance in great depth, doesn't it? Anyway, like the entrances before it the air is incredibly dry, but this time flavoured with a slightly oily smell. The corridor is twenty feet wide (big surprise), the roof is ten feet high and the entrance is fifty feet long, since you can barely see the two doors with the torchlight.
Name: Kadzar
Gender: Male
Class: Battlechef (Fighter)
HP: 3
Weapons: Large Kitchen Knife, Pan Lid
Armour: Plate Apron
Items: iron pan, fork, sack of flour, jug of cooking oil, cord of firewood, flint and steel
Name: Tybar Whurthic
Gender: Male
Class: Fighter
HP: 3
Items: mining equipment, waterskins (water), rations
Name: Midna
Gender: Female
Class: Ranger (Fighter)
Race: Dwarf
HP: 3
Weapons: Brace of Handaxes, Round Metal Shield
Armour: Ringmail, Saffron-Yellow Cloak
Items: Trained Raven (Rupert), Rope with Grappling Hook (50ft), Climbing Kit, Flint/Steel, Torches, Wineskin (Strong Brandy)
Name: Redd T. Shir
Gender: Female
Class: Rogue
HP: 2
Weapons: Rapier/Crossbow (30 bolts)
Armour: Leather Armour
Items: Rations for 2 weeks.
Name: Kazard McDermeth
Gender: Male
Class: Rogue
HP: 3
Weapons: Short Sword/Crossbow (30 bolts)
Armour: Studded Leather
Items: Rope, Pouch of chalk sticks, 10 foot pole, lockpicks
Name: Generic Nameless Hooded Stranger
Gender: Male
Class: Rogue
HP: 2
Weapons: Short Sword/Crossbow (30 bolts)
Items: Lockpicks, Rations, Rope, Ten-Foot Pole
Name: Urist Mcderm
Gender: male
Class: mage
HP: 1
Weapons: Sacrificial Dagger/Wizards Staff (20 charges)
Armour: Robe and Hat
Spells: Detect Magic, Heal, Dispel, Lightning Bolt, Fire Wall
Items: spellbook of summoning, 1 week of food and bedroll
Name: Gedric
Gender: Male
Class: Mage
HP: 1
Weapons: Quaterstaff
Spells: Arcane Eye, Heal, Telekinesis, Ethereal Walk, Fireball
Items: Rations
** My familiarity with the dungeon ends after the first 2 rooms. If I don't take point until we get there, would you be alright with me joining in? If so...
Well, it depends on what you mean exactly by rooms, but everything should be fine.
I'd suggest that somebody makes a map of this dungeon, since I'll be providing none and it'll be extremely useful later on. Just take some grid paper and make each square ten feet and you'll be fine. Now you'll obviously encounter some traps in the entrance, so try to be as specific as possible else I'd probably steer your character to his/her death or something just for fun. Also the numbers in the images indicate the number of the room in the module. You can safely ignore them, as your chances of going through the rooms in perfect order are slim to none.