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.
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
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
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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
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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.
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