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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Scylla" data-source="post: 6051369" data-attributes="member: 32833"><p>I think the Tomb was old-school in its semi-random, cutthroat, not-all-encounters-need-be-balanced, and "Play stupid and you'll die" approach. It was short on backstory and long on crawl, also hallmarks of the day.</p><p></p><p>But it was also a step beyond, a real meatgrinder in a decade of meatgrinder adventures. The fact that the OP is inquiring about the Tomb specifically, as opposed to, say, Castle Amber or Tsojcanth or Lost City, is probably a result of its (well-deserved) infamy.</p><p></p><p>It should be noted that some traps therein were fairly arbitrary, even for 1e. It also had a <em>lot</em> more save or die type stuff.* Oh other adventures had that —the <em>cloak of poisonousness</em> in the Temple of Elemental Evil was merciless (no save, try it on & you were <em>dead</em>, period)—but the Tomb had so many more of them. Every room conquered was a victory, and characters that didn't become cautious soon did so to their sorrow.</p><p></p><p>*The funny thing about this is that I've run the Tomb with few modifications for very low-level characters without problems, because most of the traps depended more on player choices than high to-hit rolls. In fact, I used the Tomb to introduce no less than 3 groups of new players to D&D.</p><p></p><p>Curious how a more recent Tomb run went? Click <a href="http://jabberwocks.blogspot.com/2008/04/running-tomb.html" target="_blank">HERE</a>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Scylla, post: 6051369, member: 32833"] I think the Tomb was old-school in its semi-random, cutthroat, not-all-encounters-need-be-balanced, and "Play stupid and you'll die" approach. It was short on backstory and long on crawl, also hallmarks of the day. But it was also a step beyond, a real meatgrinder in a decade of meatgrinder adventures. The fact that the OP is inquiring about the Tomb specifically, as opposed to, say, Castle Amber or Tsojcanth or Lost City, is probably a result of its (well-deserved) infamy. It should be noted that some traps therein were fairly arbitrary, even for 1e. It also had a [I]lot[/I] more save or die type stuff.* Oh other adventures had that —the [I]cloak of poisonousness[/I] in the Temple of Elemental Evil was merciless (no save, try it on & you were [I]dead[/I], period)—but the Tomb had so many more of them. Every room conquered was a victory, and characters that didn't become cautious soon did so to their sorrow. *The funny thing about this is that I've run the Tomb with few modifications for very low-level characters without problems, because most of the traps depended more on player choices than high to-hit rolls. In fact, I used the Tomb to introduce no less than 3 groups of new players to D&D. Curious how a more recent Tomb run went? Click [URL="http://jabberwocks.blogspot.com/2008/04/running-tomb.html"]HERE[/URL]. :) [/QUOTE]
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