KirayaTiDrekan
Adventurer
S1: Tomb of Horrors
Originally published June, 1978
Version being read and reviewed: Dungeons of Dread S1-4 (March, 2013) by Gary Gygax
First things first - SPOILER ALERT!!!!
Still here?
Ok, here we go.
According to Echohawk's 1st Edition Collector's Guide, this little classic arrived in stores at the same time as the PHB, so that partially answers my question about what DMs and players did to get campaigns going while waiting for the DMG to come out. Of course, this thing seems more like a campaign ender (usually via TPK) than a campaign starter.
As with most adventure modules of the era, the Tomb of Horrors made the rounds at conventions before seeing publication so it was probably already rather infamous by the time you could buy it in stores. As a kid, my impression of AD&D adventures was that they were competitive and tournament based, so you couldn't play them in your regular home games. That was a contributing factor in my bypassing 1st Edition and jumping straight to 2nd Edition from BECMI.
There's very little set-up or lead-in. There is some brief background on the big bad, Acererak, but the module just jumps straight in for the most part, trusting DMs to worry about getting their party there.
Coming from a more modern perspective, where adventures are a fairly even mix of combat & creatures, traps & treasures, and exploration & encounters, Tomb of Horrors strikes me as being different from the beginning with two false entrances that give the place an Indiana Jones feel. That feeling quickly gives way to an almost Saw (the movie) like array of death traps and some truly frustrating looking red herrings and arbitrary "no save" situations. When I adapt this to 5th Edition, I'm going to tone it down slightly, by allowing saves in most cases (except, perhaps, the infamous demon maw, since a character has to willing go into the thing).
The variety of ways to die in this adventure is pretty impressive. Everything from getting squashed into jelly, to disintegrating, to getting dropped into fiery lava, to starving to death in an isolated cell to getting your soul sucked out by the demi-lich himself.
The module includes a series of illustrations meant to be shown to players when they encounter a particular area or trap. These are, in my opinion, of a higher quality than the art seen in the OD&D books and the AD&D MM and PHB, though that assessment may have to do with the fact that they serve a purpose beyond mere decoration, providing clues and a visual reference as the players make their way through the adventure. In that way, I am reminded of the 2nd Edition Dark Sun flip-book style adventures.
For being so packed full of death and destruction, the module is actually pretty short. Given the relatively minimal combat, I could see this adventure only taking a session or two, especially if the party 1) TPKs or 2) falls for one of the false tombs and leaves none the wiser. I can't help but wonder how many DMs, after the PCs returned to civilization feeling triumphant, let the cat out of the bag with a bit of smug laughter.
Next up: G1: Steading of the Hill Giant Chief
Originally published June, 1978
Version being read and reviewed: Dungeons of Dread S1-4 (March, 2013) by Gary Gygax
First things first - SPOILER ALERT!!!!
Still here?
Ok, here we go.
According to Echohawk's 1st Edition Collector's Guide, this little classic arrived in stores at the same time as the PHB, so that partially answers my question about what DMs and players did to get campaigns going while waiting for the DMG to come out. Of course, this thing seems more like a campaign ender (usually via TPK) than a campaign starter.
As with most adventure modules of the era, the Tomb of Horrors made the rounds at conventions before seeing publication so it was probably already rather infamous by the time you could buy it in stores. As a kid, my impression of AD&D adventures was that they were competitive and tournament based, so you couldn't play them in your regular home games. That was a contributing factor in my bypassing 1st Edition and jumping straight to 2nd Edition from BECMI.
There's very little set-up or lead-in. There is some brief background on the big bad, Acererak, but the module just jumps straight in for the most part, trusting DMs to worry about getting their party there.
Coming from a more modern perspective, where adventures are a fairly even mix of combat & creatures, traps & treasures, and exploration & encounters, Tomb of Horrors strikes me as being different from the beginning with two false entrances that give the place an Indiana Jones feel. That feeling quickly gives way to an almost Saw (the movie) like array of death traps and some truly frustrating looking red herrings and arbitrary "no save" situations. When I adapt this to 5th Edition, I'm going to tone it down slightly, by allowing saves in most cases (except, perhaps, the infamous demon maw, since a character has to willing go into the thing).
The variety of ways to die in this adventure is pretty impressive. Everything from getting squashed into jelly, to disintegrating, to getting dropped into fiery lava, to starving to death in an isolated cell to getting your soul sucked out by the demi-lich himself.
The module includes a series of illustrations meant to be shown to players when they encounter a particular area or trap. These are, in my opinion, of a higher quality than the art seen in the OD&D books and the AD&D MM and PHB, though that assessment may have to do with the fact that they serve a purpose beyond mere decoration, providing clues and a visual reference as the players make their way through the adventure. In that way, I am reminded of the 2nd Edition Dark Sun flip-book style adventures.
For being so packed full of death and destruction, the module is actually pretty short. Given the relatively minimal combat, I could see this adventure only taking a session or two, especially if the party 1) TPKs or 2) falls for one of the false tombs and leaves none the wiser. I can't help but wonder how many DMs, after the PCs returned to civilization feeling triumphant, let the cat out of the bag with a bit of smug laughter.
Next up: G1: Steading of the Hill Giant Chief
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