D&D 5E Save Your Campaign with the Tomb of Horror

Save Your Campaign with the Tomb of Horror

You look over your Dungeon Master's screen at the anxious and upset faces of your players. They know what's happening. You know what's happening. It's a wipe. A TPK. You just killed everyone and ended your campaign. But you had stories to tell. A world to save.

How do you recover?
Simple: the Tomb of Horrors.

Yes, *this* Tomb of Horrors.
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The infamous Player Character meatgrinder. The unfair dungeon of deadly traps. The tournament module that just surviving - let alone winning - is a badge of honour.

Here's the hook: after the wipe, the players wake up - seemingly resurrected - only to discover it's morning of the same day… again. They're caught in a time loop, like in Groundhog Day or Live Die Repeat: Edge of Tomorrow. It's a pretty common TV Trope that most TV shows eventually employ. They have the opportunity to retry combats and encounters until they achieve the best result, much like Dark Souls.
In this case, the party is caught in a time loop being caused Acererak's shenanigans, and the only way to escape the loop and get on with their lives is to stop the demilich. Conveniently, the Tomb just happens to be an hour or two away.

They can search for the entrance of the Tomb. And die. Because they're caught in a time loop they start again right where they left off. They can experiment and jump into the leering devil's mouth. And then start again right where they left off. Poke and prod every surface. Get crushed, dropped into fire, be horrible killed by a monster, and still make it to the end.

Every time they get past a room, have them track their expended resources. That becomes the new default for when they reset. If they want to replay a combat or puzzle to get past a threat with fewer expended resources and possibly more hit points, they might have advantage on all rolls. Or their minimum might be what they rolled previously.

This has several advantages.
Firstly, once the party destroys Acererak, you can resume your campaign without the TPK. A quick reset.
Also, because the players are no longer worried about constant death, they can get experimental and actually enjoy the Tomb, rather than playing ridiculously safe and dragging play to a crawl.
They're also not just bringing in a string of flat expendable characters who somehow inexplicably know the beginning of the Tomb.
All the while you get to experience the masochistic joys of running the Tomb of Horrors without making your players hate you or having to tone it down.


Something to consider when Tales from the Yawning Portal comes out in a few weeks.
 

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I'm sure that the 5e version will be watered down compared to the original module.

This was also my first thought.

My second thought was that a dungeon designed with the Groundhog Day premise in mind could be really fun.
 

Here's the hook: after the wipe, the players wake up - seemingly resurrected - only to discover it's morning of the same day… again. (...) In this case, the party is caught in a time loop being caused Acererak's shenanigans, and the only way to escape the loop and get on with their lives is to stop the demilich. Conveniently, the Tomb just happens to be an hour or two away.

That's an incredibly cheesy idea. And I love it! :)

The only possible downside, is that because the adventure is pretty long, repeating the parts you've already done successfully in previous run can become tedious, so some fast-forward mechanisms can be employed. But at the same time, it would make a lot of sense to re-do the combats or anything that depends on chance (because different dice rolls can yield different outcomes). In the best case, you can end up with each re-run being different from the previous (thus adding some tension and excitement), but overall getting a sense that you are really advancing towards victory.

I'd definitely like to try this out, if I had the time... it might take ages to do it all!
 


The only possible downside, is that because the adventure is pretty long, repeating the parts you've already done successfully in previous run can become tedious, so some fast-forward mechanisms can be employed.

That's why I would love to see a dungeon designed for this purpose. You'd want obstacles (whether trap/puzzle or combat) that can be overcome with a very high degree of certainly once they are understood. In my mind that would be the fast-forward mechanism. "We press blue, red, blue, green, yellow". "Ok, door opens onto big hallway." "We go down to the 3rd door on left..." Etc.

Or, for example, a complicated maze could be "memorized" as a sequence of turns, and as long as the players can rattle off those instructions rapid-fire (without writing it down!) then you can zip through it.
 


I'm sure that the 5e version will be watered down compared to the original module.

Maybe. You know what would be ever better, they include the insta-death traps, but ALSO include ways to dumb it down. That would be my preference.
 

When my current campaign finishes, I am planning on running a one-shot of the Tomb of Horrors. Not sure if I’ll use the original or the Yawning Portal version. I suspect there’ll be some softening of it, but at the same time, the deadliness is part of its DNA. I guess we’ll all see in a few weeks.
 


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