Showing posts with label Gary Gygax. Show all posts
Showing posts with label Gary Gygax. Show all posts

Tuesday, October 15, 2013

Superdungeon: Tomb of Horrors

Review:  Tomb of Horrors by Gary Gygax published in 1981.

The Tomb of Horrors is a killer-dungeon that is far more likely to kill the whole party than for the party to be successful.  There are more traps than locations in the dungeon.  Probably about a third of these traps are lethal if not dealt with correctly.

On the one hand, some of the traps are a bit mean/cruel/borderline unfair on the other hand, what do you expect searching the tomb of a demi-lich?

It will probably take several hours and multiple sessions for a group to get through the Tomb successfully because of how much careful, cautious, and thoughtful exploration is needed.

Ranked as the 3rd best module of all time by Dungeon magazine in 2004, it is an adventure that every first edition D&D group should attempt at least once.

5 out of 5 stars.

Thursday, August 15, 2013

Brave the Legendary Tomb of Horrors


Review:  Tomb of Horrors (S1) By Gary Gygax.  (Published in 1981).  Ranked #3 on Dungeon Magazine’s 2004 list of the 30 best modules all-time.

“In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS.  This labyrinthian crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil demi-lich.”

Tomb of Horrors is set in Greyhawk and is for 10th to 14th level characters.  The module warns that it is about thinking and solving puzzles rather than “hack and slay”.

Many classic modules capture the flavor of an H.P. Lovecraft or Edgar Allan Poe short story in terms of exploring a place of ancient and unspeakable evil.  When making a list of such modules, the Tomb of Horrors would most certainly be included.

Compared to most modules it has a fairly small area but it more than makes up for it by being heavily concentrated with all manner of tricks and traps.  I do not want to go into too much detail to avoid spoiling the fun.

I would highly recommend it as inspirational, fun, and historic.  Most adventurers who attempt to defeat the demi-lich are unsuccessful.  Will your group be one of the fortunate ones?  5 out 5 stars

Friday, August 2, 2013

Forgotten Temple of Tharizdun


Review:  Forgotten Temple of Tharizdun (WG4).  By Gary Gygax and Rob Kuntz.  Published 1982.


This module is for 6th to 10th level characters.  The characters are searching for an evil temple at the request of some gnomes.  The first part of the module involves finding the temple, the second part involves storming the temple.  Overall it is a module with some interesting ideas (searching for a lost temple, hazardous wilderness travel through the mountains to find the temple, fighting to get into the temple and then exploring it, and maybe finding some really interesting places, and maybe not).  The execution of those ideas is good but not great.  Also like most modules of the era is has multiple opportunities for the characters to get into make a saving throw or else types of challenges.  Ranked the 23rd best module of all-time in 2004 by Dungeon magazine.  Like the execution of its ideas and its Cthulu-flavor, I would give it a good but not great rating.  (The players in my campaign were successful in storming the temple).  3 out of 5 stars.