Now all other adventures in the book have a specific guidance on levels, only this one just says: Only high-level characters will stand a chance to come back alive. The classic module, designed and written by D&D co-creator Gary Gygax himself, has been reinterpreted for D&D’s 5th edition. The first and lowest level was a narrow passageway over a set of pits that would beckon and capture kobold and goblin invaders. Many of them have no saving throw, meaning that they’re instant kills with no appeal. Here’s a little background on the adventure, and tips for running it for the first time. - If you don’t have a party of at least level 10 characters, you can make some from scratch using the Player’s Handbook. It’s a fairly small dungeon in the grand scheme of things, but what sets it apart are its traps. Be quiet. The infamous AD&D module S1 - The Tomb Of Horrors. Characters & Setup The table was two pregenerated 11th level characters and two previously played PCs increased from 9th to 11th level. The party has found the hill that houses the tomb. Today I'll be analyzing chapter 4, "Entrance Level", and covering areas 1-7. The Tomb of the Nine Gods draws on the Tomb of Horrors for inspiration, although it goes way beyond that classic. In Tomb of Horrors, the adventurers encounter a number of tricks and traps while attempting to penetrate the tomb of a dead wizard. From Applecline’s history of the first time the dungeon was run: Gygax's "expert players" were both able to survive the tomb. John Wick has written an article describing the Tomb of Horrors as the Worst Adventure of All Times.Personally, I disagree. Entrance to the Tomb of Horrors Trap (EL 2): Six Poison Spiked Pit Traps (see above for details). Tomb of Horrors is set in the World of Greyhawk, a D&D campaign setting. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil lich Acererak. Fresco of the Wizardly Work Room Spot check (DC 25) to notice lid on bronze chest. The entrance and exit were sealed by drawbridges. I then veto two or three of them at the table before the adventure begins, just to keep them on their toes. Keep an even tone and put on your best poker face. However, there is a lot of references to the old Tomb of Horrors in it, for exemple, right at the entrance, there's a new take on the old 3 entrances tricks. The module was regularly run by Gygax as a stunt to kill off high-level characters for sport, and the revised version still retains some of his original language. This makes the main entrance hall WAY bigger than the modules graphic would suggest and for this reason the deafult 2D people models are dotted around to show scale. I mean introducing the dungeon itself as mysterious, hidden place. The act of getting into the tomb already poses a considerable challenge. Area Search check (DC 20) to locate concealed door. Inside you’ll find a series of more than 30 hand-drawn illustrations from some of D&D’s first artists, men like David Sutherland and David Trampier. ENTRANCE TO THE TOMB OF HORRORS: Even a bit of day- light entering through a crawl space or a torch will reveal that this is an unusual tunnel. But also be mindful of keeping their attention, and don’t be afraid to break for the night and pick up where you left off some other time. Although one report incorrectly claims that Tenser killed Acererak, the truth is that "when Tenser saw the nature of the tomb he simply retired from it not caring to risk life and limb for whatever treasure it might hold." Steve: Right, all throughout it there are teleport traps that strip you of your equipment and dump you naked back at the beginning. Zack: At least the demi-lich made the tomb easy to find. 3b. He still did get some treasure: a ring of telekinesis and an auto-death poison. There are a few stories about how the Tomb was first created, but the one I’ve heard most often is told best by the Dungeon Masters Guild’s editor-in-chief Shannon Applecline. Once the traps are sprung don’t pull any punches. As Dell begins crawling through the passage way, Velkyn will get down behind him again looking through to the other side, close his right hand into a fist and put it against his chest, causing the purple signet on his ring to glow as he casts Misty Step to teleport to the other side of the passage way. Dungeons & Dragons’ deadliest adventure, the Tomb of Horrors, is under new management. In Tomb of Horrors, the adventurers encounter a number of tricks and traps while attempting to penetrate the tomb of a dead wizard. Make your players describe what they want to do in great detail, and tell them what the experience is like based on the descriptions in the module. This can be seen right before the players even enter the tomb proper, as it has the same false entrance shenanigans as the original. One slip can give away a trap’s secret. Bright, brilliant colors are to be seen everywhere, the stones and pigments undimmed by the passage of decades. Welcome back to Delving into the Tomb of Horrors. Most importantly, have fun and be present at the table. When players get close to something dangerous or deadly, don’t cringe or quaver. Good luck. There's a investigator rogue (homebrew from my Heroes of the Mists document), a revised beastmaster ranger. Delving into the Tomb of Horrors: Entrances (of Ho... Delving into the Tomb of Horrors: Setting the Stage, Delving into the Tomb of Horrors: Introduction, Actually a post about music, how about that, Creature Loot: D is for Dragons (and a few others) Part 1, Bloodletting on the Kiss, The In-Between, Firelights, OSR: Magical Industrial Revolution - Loxdon College Pt. What I recommend is supplementing The Tales from the Yawning Portal with the 1981 version of the original module, available as a PDF for just $4.99. Tomb of Horrors is a module released for the original Dungeons & Dragons, written by the game's creator, Gary Gygax. The next tower had two entrances, but the party approached it from the lower of two walkways. It’s up to you as the DM to make it memorable. Later, the Sixers surround it with a forcefield, which is broken by an antimatter bomb by the gunter clans. In the far reaches of the Vast Swamp, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. That it could happen should be understood. Let them struggle, and encourage them to talk amongst themselves. In it, a group of adventurers travel to the titular tomb to fight the demilich Acererak and recover any loot found along the way. All rooms are 10ft high unless the module states otherwise, likewise all rooms are in units of 10ft. The room is barren and dark, except for a single pillar of light shining down upon a small pedestal. I’m sure an internet search will uncover the D&D faithful … Steve: I want to go back! The entrance is trapped. For those not knowing what that does it puts you in a otherworldy sphere and so to fix it our druid pulled a card. Tomb of Horrors is set in the World of Greyhawk, a AD&D campaign setting. In my (other) free time, I write music and story for, Tomb of Horrors: Cliff Face Encounter Area Descriptions, Tomb of Horrors: Tomb Entrance Level Area. Gary Gygax authored this inspired by Alan Lucien's sketched-out "Tomb of Ra-Hotep", and set it before a tournament 25-7 July 1975.. 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