Tuesday, December 4, 2018

Tomb of Horrors, B/X thoughts and recap

So recently after our campaign of the Keep on the Borderlands wrapped up, I decided to a one-shot (2 session) adventure of Tomb of Horrors since none of my current players had ever run it. To give that true old-school feel, I ran the module using the Labyrinth Lord retro clone rules....which is basically B/X D&D. A couple of players hated this, they are just newer players who used to lots of character options and the ability to roll to resolve things, but this would be a good experience for them regardless and I was dead set on running this Saint Gygax intended.

The first part of the adventure involves the group just finding the correct entrance to the Tomb....located on a lonely hill, in the far plains of desolation, my group came searching for gold, riches or perhaps just a clean death. For the first session, I had 6 total players, I also let each player bring along one hireling or follower given their level for this adventure. The group really struggled at first with having to dig around and actually find the entrance to the Tomb, which spoilers...is on the side of the hill and must be dug out. One of my players had a flying carpet as one of the magic items I had randomly rolled up and they made several laps of the hill to no success. Right off the bat, this showed how the newer editions of the game had spoiled these players.

Finally they decided to dig around the soft dirt on the side of the hill....false entrance number 1 discovered! Gleefully heading in...most escaped when the trap was triggered, expect the pony and one hireling. This set them back again, they did not think to dig around in other locations on the side of the hill for some time, but eventually came back to discover....false entrace #2....RIP....actually no deaths here, they were much more cautious. Tossing rocks at the door and checking the floors. Nice work, they are learning, perhaps they stand a chance here.

Finally they were into the tomb....did I note that one of my players had a magic carpet....this is like the free pass for much of the dungeon. Working their way up to the green devil face and first misty doorway, we had our first save or die situation on the spike trips lining this hallway. Not sure how a lot of modern players feel about save or die's but honestly, my mentality is don't put your players in a situation where this has to become the outcome....they saved by the way. And I was proud to say the 10' pole was seeing some good use. No one decided to try out the green devil face...I was sad, but they testing out the misty doorway they pushed their one and only 10' pole in without solving the puzzle....that's a goner. They eventually figured out the puzzle on the misty gate and warped over to the orb hallway, skipping a fair bit of the tomb.

The interesting thing about Tomb of Horrors is the distinct lack of combat encounters, also no random encounters, it is basically negotiating death trap and puzzles from room to room. This is really a player challenge dungeon, which is really a lot on the DM to be specific about what is seen, known, I really worked on doing my best to present the information available for the players as they worked their way through. As the group worked their way through, we were both really in sync with descriptions and questions that arose from those, I have to admit they were doing a good job and making good progress...until we got to the chapel....

To this point, there had really only been one player death...Scott's thief had bit the bullet in the 3 chest room to the skeleton...one of the cleric's has raised him, so I guess technically he was still in the game. The chapel room contains two things of interest...another misty doorway, though this one is the gender swap trap and the glowing rock upon the altar. So...maybe they were a bit bored, but they immediately went for the rock...could this be the answer to all of the question in tomb...let's check.....NOPE. Upon the first check, lightning bolts shoot out down the chapel corridor....saving throws made....the rock begins to be pulse angrily, glowing red now....and yeah they hit it again....OK then....BOOM!!! An explosion this time in a 30' radius, there goes half the party...I was honestly surprised, they were doing so well....

We'll pick up the adventure in the next blog, will they clear the dungeon?....


No comments:

Post a Comment

Recent posts.

My favorite D&D media