Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable). Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locale their true goal.
In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This Labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich.
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DGoldDragon28 has played this adventure and would recommend it.
I fervently believe that all players should face the Tomb, in one of its 'real' iterations (original, Return, Revised, DMR, TYP -- go away Tomb of Annihilation ... 5e trying to steal everything for FR smh), at least once in their time. Don't treat it like just any old adventure -- especially with the original version, it's designed to be deadly. If your players would cry too much at their characters' deaths, have them make different characters for this.
neelin2 has played this adventure and would recommend it.
I found this to be fun to DM. I do not know how fun it was from the player's perspective.
AJoyce86 has played this adventure and would recommend it.
In the months before any hints of 5e remaking ToH, I found myself in that situation that Gary found himself in, so the story goes: Faced with a table full of players bragging about how they could handle anything. How there was no challenge left for their 7th level party. I ran this as a break between campaigns, with the explicit caveat that it was just for fun and that their characters were just having some sort of collective nightmare. They wanted a challenge, so they got one.
They made it through. Well, some of them. Most of the way. They got to the Demi-Lich, because a couple players knew enough about the lore of the tomb to know the twist ending. Which was fine by me. It didn't matter. None of them survived that last battle.
One of the players sat back, after the last attack killed the last player, and intoned "I knew we should have gone with the 'sheep method'."
If you are planning on running this version, know that it is full of 'save or die'... but also just 'you take damage, with no save'. I can understand the first. However, the second I think is cheap and bad design. Gary knew better than that... he was just trying to be super punishing. I put saves in for every trap. It was still a meatgrinder... but at least everyone survived the first hallway.
trekbody has played this adventure and would recommend it.
The first, the beloved meatgrinder.