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Agitated Room
1e:
The secret doors are found 33% of the time if actively searching.
| |Fighter |Asp |Swarm*|
|To Hit %| 80%| 35%| 35%|
|Dam % dealt per round| 100% (4)| 0.6% (0.35)| 1.2% (0.7)|
|Rounds to win| 1 / 2| 166| 83|
|Instant kill % per round| 0%| 12%| 58%|
*Does not take into account the diminishing effectiveness as each asp is slain.
The green slime will turn whatever it touched into more green slime without save or the possibility to scrape it off. If a PC is exposed they die instantly due to the sheer volume of slime.
|Instant kill % per round| 100%|
The brown mold will deal 31% (18 hp) damage each round to all within 5’. A simple torch or any heat source will cause it to double in size each round.
5e:
The fighter will find the doors 50% of the time.
Like the actual swarm of snakes before, these pose absolutely no threat to the fighter.
| |Fighter| Snake| Swarm*|
|To Hit %| 80%| 25%| 25%|
|Dam % dealt per round| 1050% (21) / 525% (21)| 0.8% (0.93)| 0.9% (1)|
|Rounds to win| 1 / 2| 143| 114|
|Instant kill % per round| 0%| 0%| 0%|
*Does not take into account the diminishing effectiveness as each asp is slain.
Green slime deals 4% (5 hp) acid damage per round until removed.
|Instant kill % per round| 0%|
A fighter will take 11% (13 hp) damage per round from the brown mold.
Grotto
1e:
The fighter will save vs poison 65% of the time. Presumably becoming an idiot is as the siren’s ability to lower int to 2. Also it should be possible to hold breath like the fear gas hallway, though they would be unable to speak to the siren.
5e:
A fighter will save 25% of the time.
False True Door
1e:
The secret doors are found 33% of the time if actively searching.
A: The PCs will fall asleep for 2d4 turns with no save. There is a 25% chance every turn to activate the trap. A 50% chance the juggernaut will roll far enough to squash the PC that opened the door. All told, there’s a 23% chance a PC will die.
5e:
The fighter will find first door 50% of the time and the second 25% if actively searching.
The fighter will save vs the gas 65% of the time.
Slotted Door
1e:
The swords must be inserted simultaneously to unlock the door. The door closes after 5 minutes blocking safe egress from the dungeon.
5e:
5 rounds would be 30 seconds.
Pillar Room
1e:
There is 7’ between each pillar, so it doesn’t seem likely to touch one by accident. There’s no indication about the speed of the breeze. I would run this like the locked oaken door, drifting 10’ per turn. The devil faces activate at 3’ and suck a PC in.
For the western face, if a PC were to pick up the crown and scepter and then get sucked in, presumably the crown and scepter reappear on the throne like they do at the mithril valves. The PCs are deposited not at the entrance to the tomb, but in front of the matching devil face of the first great hall.
As the Wish spell does not explicitly require the phrase “I wish…” and being that this gem is an evil magic item, any expression of desire should probably trigger it. The counting mechanic is used here again. There is no save just death.
A player is meant to expect recovering the crown and scepter will result in that sweet sweet XP at the end of the adventure.
The inlay of the crown is clearly visible in the graphic and therefore does not need to be searched for.
5e:
The count has been converted to initiative. In a single round, at initiative count 1, the gem explodes.
The fighter will spot the inlay 50% of the time.
Mummy
1e:
These doors are not nominally stuck, but open easily. The mummy isn’t undead yet, so any detection won’t ping on it. Detect Evil will ping on the gem however. This gem is a tempting treasure to recover.
| |Fighter| Mummy|
|To Hit %| 65%| 45%|
|Dam % dealt per round| 8% (3)| 10% (6)|
|Rounds to win| 13| 10|
|Power Ratio| 1.3|
5e:
The fighter will discover the gem 25% of the time.
| |Fighter| Mummy|
|To Hit %| 60%| 45%|
|Dam % dealt per round| 16% (16)| 13% (15)|
|Rounds to win| 7| 8|
|Power Ratio| 0.9|
Flying Swords
1e:
When entering from the south, they attack one at a time and will follow PCs out of the room. When entering from the north they will all attack but will not follow.
| |Fighter| 1st| 8th|
|To Hit %| 65% / 30%| 15% 80%|
|Dam % dealt per round| 5% (3) / 4% (1)| 2% (1)| 33% (19)|
|Rounds to win| 9 / 54| 58| 4|
|Power Ratio| 0.15 / 13.5|
5e:
They seemed to have forgotten about increasing the AC for each set which makes this way less challenging than the original. As written the first set is presumed to have a +0 bonus, I think because the flying sword already has a +1.
| |Fighter| 1st| 8th|
|To Hit %| 60% / 60%| 15% 50%|
|Dam % dealt per round| 31% (16) / 22% (16)| 0.9% (1)| 11% (12)|
|Rounds to win| 4 / 5| 114| 10|
|Power Ratio| 0.04 / 0.5|
Chamber
No notes
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