
Tomb of Horrors - Front Cover
Tomb of Horrors is one of my top-10 classic modules. It is brutal. For most, it is nearly impossible to conquer when played under the original rule set. Certainly, it was not typical of the modules common during the late 1970-80′s. Instead of following the purely random path of slaying monsters, Gary chose to make it a thinking man’s game. In fact, he states so in his introduction.
THIS IS A THINKING PERSON’S MODULE, AND IF YOUR GROUP IS A HACK AND SLAY GATHERING, THEY WILL BE UNHAPPY. In the latter case, it is better to skip the whole thing than come out and tell them that there are few monsters. It is this writer’s belief that brainwork is good for all players and they will certainly benefit from playing this module — Gary Gygax, 1978
Gary essentially stated that there are many ways of playing the game and experiencing a variety of them is a good thing. No single approach is the correct one. Rather, a variety of differing approaches is beneficial. I cannot argue with his logic. Kevin has recently been arguing Gary’s case.

Tomb of Horrors - Back Cover
Tomb of Horrors is a very short module. Using only 12 pages, Gygax generated more TPK’s than any other book published to date. If you eliminate the cover page and the 2 pages devoted to character selection, he did it in 9. Amazing. Nearly everyone has seen, played, ran or read the module in one version or another. The original is the only one I recommend.
Tomb of Horrors also contains an often overlooked element. The module has an Illustration Booklet in the middle. The booklet has 32 illustrations covering 20 pages. That’s right. The module has twice the number of pages entirely devoted to illustrations than it does to the actual text description. In fact, the module only contains 33 noted locations so the illustration to location ratio is nearly 1:1. Add in inside depiction of the entrance skull and the ratio is truly 1:1. I think Gygax would have enjoyed mixing media and probably would have loved DeadGod’s Ravenloft setup.

Tomb of Horrors - Illustration Booklet
If you are one of the few who hasn’t played it, get a group together for a retro 1st Edition campaign. You can then join the vast number of people who love to hate it. Follow his character recommendations at the end of the module. Also, take note of his disclaimer on the intro page:
As Dungeon Master, you may fill in whatever background is needed, and if this a section of a campaign, players cannot have obtained the Legend Information without consulting sages, casting legend lore spell, finding the information in some arcane work, or whatever; all prior to actually locating the the actual locale of the Tom and then getting to it, so that background will have been accomplished. (When this module was used at Origins I, referees were instructed that the the hill had been found in the Vast Swamp, and the party had arrived there in barges). – Gygax, 1978
I’m going to recommend that disclaimer for the most run-on sentence in any supplement I have ever read. Apparently TSR didn’t have editors at that point. Essentially, I think he meant: Toss it at them. No prior knowledge. Make them think.
I wish Wizards of the Coast had never chosen to reprint the module. Sadly, they did so in a bastardized sequel for 4E. Instead of a true reprint, they took the fame and glory of the name and reworked it. Badly, in my opinion. True to their philosophy, they added more monsters to make it “balanced”.
Play the original. Under the rule base of the day. You will be happy you did. If you want to read a funny take on the module, you cannot go wrong with Something Awful.
Now we can commence with the TPK stories.