This brings up a very interesting point. How lethal the Tomb is will REALLY depend on what system you run it in. The caster types at these levels just gain SO many options in later editions of D&D. In straight up 1e PHB AD&D, this dungeon is quite a bit more difficult.
As I've noted before, even in 1E the 14th level pregen Cleric can cast Find the Path (a 6th level spell), True Seeing (a 5th level spell), and Find Traps (a 2nd level spell). They can also cast Commune, Divination, Locate Object (on somebody's gear after they go through the bad arch), and Augury. Of course, the cleric also has the means to heal wounded, poisoned and even dead PC's.
The 14th level pregen Magic-User can cast Limited Wish, Disintegrate, Teleport, Stone to Flesh (literally carve through the dungeon!), Passwall, Stone Shape, Dimension Door (no line of sight required!), Wizard Eye, and Fly.
Some of these spells are less uesful than others (Divination, frex, isn't as cool as it sounds.) Some of these spells are heavily DM dependent (Limited Wish, obviously, but I'm not sure from reading it exactly how Find the Path is supposed to work, either.) Bullgrit has pointed out that most of the divinations are somewhat unreliable.
But, the spellcasters still have a lot of juice going into the Tomb. For the most part, there's nothing stopping the group from using Disintegrate, Passwall, Stone Shape or the like to bypass encounters in the Tomb. Aggressive use of divinations to detect traps and the use of spells like Fly and Telekinesis to avoid touching dangerous stuff will greatly increase the party's chance of living long enough to die in Area 33.
This may or may not have been true when the module was first played in 1975, but it became true as soon as the 1E PHB was published a few years later.
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