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Condition: Used: Good
Comment: Light shelf wear on front and back cover (some light creasing on edges and fading). Clean, unmarked pages - pages have become detached from spine. Polybagged for shipping.
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Tomb of Horrors: Dungeon Module S1 Deluxe Set (Advanced Dungeons and Dragons) Paperback – 1981

4.4 out of 5 stars 20 customer reviews

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Product Details

  • Paperback
  • Publisher: TSR (1981)
  • ISBN-10: 0935696121
  • ISBN-13: 978-0935696127
  • ASIN: B002H31U16
  • Product Dimensions: 10.6 x 8.1 x 0.3 inches
  • Shipping Weight: 3.2 ounces
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Best Sellers Rank: #1,833,745 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
The Tomb of Horrors is one of TSR's first adventure modules for the Advanced Dungeond and Dragons Game. Its reputation comes from the fact that this dungeon crawl is filled with so many diabolic traps that you probably need at least 16 people, and see who will be the last one standing. If you are not sliced or diced by the few monsters within, you will probably be crushed, thrown into a lava, turned to green slime, killed by poison gas, blown up by a gem, or worse, get soul sucked by the demi-lich at the end.
The fact that this dungeon is so lethal also points out its weaknesses. The fact that NO SAVING THROW ALLOWED is one of the most repeated phrases in the adventure should tell you a lot. In the end, when you do meet the main villain of the piece, it can only be destroyed by what seems to be a random set of spells and circumstances.
This module is best played with pregenerated characters rather than the one you have played with for a while and have grown quite attached to. Because unless the DM is kind hearted and tone it down and allow saving throws, be prepared for a high body count.
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By A Customer on December 3, 2003
Format: Paperback
Dnugeons and Dragons (D&D) has been around since the 1970's, but for all the books and accessories and modules that have been published by TSR and Wizards of the Coast the standard by which all are judged is this one: S1 The Tomb of horrors.
This module was first written by none other than Gary Gygax, the man who brought fantasy roleplaying onto the bookshelves and into the mainstream. He carried it around in his briefcase (so I've heard) to bring out should any players he encountered think they could handle any challenge. The deviousness, the subtely, the pure lethality of the traps and pitfalls in this module transcend the hack-and-slash so many players expect when they think of a "killer module". Sure, any player will die one-on-one against a dragon, but this module gives the players a chance to _think_ and get past the traps and snares on their own merit, not just by the luck of the dice.
This module is for "role" playing, not "roll" playing. If you can get your hands on a copy of this classic treasure, do so. It makes Grimtooth's traps look like child's play. Beware...
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Format: Paperback
As I've recently started DMing again after many years I thought I'd read back through some of my old D&D modules for inspiration. Tomb of Horrors was the very first module I heard people cringe over going through back when I first started playing D&D in the early 80's. As I grew older and started to DM my own sessions I finally bought a copy to see what the fuss was all about. Let's just say I finally understood the player's dread of the Tomb. It's filled with deviously clever and deadly traps sure to slay even the most hardened adventurer. It's a module that clearly requires brain over brawn yet both are needed. It even states in the very beginning that it's not intended to be a hack'n'slash adventure so the DM has already been forewarned. Here are my thoughts on this classic AD&D module;

Pros

+ Requires experienced and intelligent players to even be able to survive the entrance, much less even make it to the end!

+ Illustration booklet is very helpful for the DM as well as the players.

+ Very unique dungeon layout.

+ Extremely clever, deadly and numerous traps.

+ Finding the actual entrance to the Tomb is challenging.

+ Written by the late, great Gary Gygax (R.I.P.)

+ Takes place in the World of Greyhawk setting. One of my favorites.

Cons

- Traps are often overly deadly and unfair. Many of them allow no saving throws and are instant death which players tend not to be overjoyed about.

- Acererak the Demi-Lich is overly powerful and too difficult to kill. Essentially it is highly unlikely any party would have the required items or specific spells memorized in order to defeat him. There's a difference between being tough and impossible.
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Format: Paperback
Tomb of Horrors is one of the original Gygax-authored modules for Advanced D&D. True to its title, the module is filled with horrible traps and banes, most virtually unsolvable for even the most powerful characters. There is a strong element of unfairness here. The treasures are meager and hardly worth the harrowing trials of the Tomb. Far too much woe for far too little weal in this game!

Still, the module is rich with the inexhaustible imagination of its creator, the creator of Dungeons and Dragons itself, Gary Gygax. The demi-lich had its origin in this game, which brims with countless other fantastic innovations. While the traps are unfair, the DM may find himself grinning with sadistic glee at their cleverness. Indeed, how might a wizard of infinite age and power contrive to protect his final resting place? The module comes with a pamphlet of fine illustrations, and there is an intriguing prefatory poem, to guide--and sometimes mislead--the heroic adventure party.

The demi-lich, if he is finally encountered, is certainly a nearly unbeatable foe. Despite his mere 50 hit points, you would rather be fighting Orcus or some other ruler of the lower planes, I assure you! I think the demi-lich, which appears as a bejeweled, disarticulated skull, was inspired by the Fritz Leiber story "Thieves' House", for any other fantasy archaeologists out there.

The game may be so difficult because it was originally written for a tournament at Gencon. As such, this adventure might be used to end a tired campaign. Alternatively, one might simplify the encounters to make the game more doable. Or perhaps, you might dismember the dungeon(figuratively) and use its components in your self-authored games.

In any event, Tomb of Horrors is a great piece of D&D history, besides being interesting in its own right. A must have for any collector!!
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