3.5 Tomb of Horrors


3.5/d20/OGL

Liberty's Edge

I downloaded this off of the Wizards website several years ago, but haven't run it yet. Is there anyone out there who has run or played through this module? Is it still as deadly and fun as the earlier version?


I'm curious about this too. I was thinking of adding it to my next campaign as I have never played or run but I don't want to have a total meatgrinder on my hands.

RPG Superstar 2008 Top 16

I played and ran the original version of the tomb. I strongly recommend that players bring only "expendable" characters that they aren't too attached to. We used the pregenerated characters that came with the original mod...

and died to a man. Twice.

Scarab Sages

Pathfinder Maps Subscriber

I just played in this version a couple of months ago. The DM had run the original many, many times. I believe that the module is fairly true to the original but I do not know that it is as deadly.

We survived it and I do not believe any of us had ever played it before. It was fun. We did somethings that the DM had mentioned no one had ever done before which might have explained why nobody died.

Spoiler:
We created the gem of true seeing which helped out a lot and we searched the stairway and found the secret door at the landing. We did lose all our gear and clothing at one point. And we survived the demi-lich with two people or so down. It was fun and a bit dangerous. I played a rogue and at one point (the right point) I decided to check every foot of a corridor for traps taking 20. This move probably saved the party from a trap that might have killed us all. It was one of the moments when you say, "I have a bad feeling about this." Or just dumb luck.


I have both the original and the new 3.5 version. The 3.5 version is well-written, but suffers from a lack of detail that I can only compare to a 140 minute classic film being trimmed down to a 80 minute cineplex style of storytelling. It tries very hard to stay true to the spirit of the original, but honestly I think it's only good for people who don't have the time or patience to convert and play through the original. Converting the module isn't even that hard in my opinion.


I ran the 3.5 version a about a year back. It was fun at first but the poor bastards kept dying (as in three or four time for each character. The sorcerer died in the very first room (the false entrance with the collapsing ceiling). It was very deadly and after a while it got tiresome to run. There wasn't much information story wise which made it not very engaging to run. It was fun at first, and if some story was added and it was made a little less deadly in some places it would be a decent module to add into a continuing story.

Sovereign Court

My experience with this adventure is that it is not as deadly as the original Tomb, but it is still quite deadly. The reason it is not as deadly is giving saves to a lot of the traps that didn't have saves in the original print. "Poisoned, eh? You're dead, roll up a new character."


Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path Subscriber

I just DM’d it recently and I agree that it’s still plenty deadly but not as deadly as the original. My group had a great time with it, though. They played extremely well and got lucky when they needed to, so they survived with only what I call the “unavoidable” deaths. I ran the 1E version several times too, back in the day, with similar results.

My 1E and 3E players all did very well by following some keys to surviving (oblique and cryptic, therefore pretty minor, spoilers follow):

Spoiler:
- Search for and find an important clue early on (DMs, you know what I mean), and follow along with it as if your lives depend on it. They do.
- Don’t touch anything you don’t have to.
- Never be greedy. Greedy players touch things they don’t have to.

I agree that expendable characters are the most straightforward way to go, and I never thought I would run it for campaign characters. However, I did hit on a way to run this in my long-running 3E campaign: I ran it “with the safeties on” (but the players had to earn it). I had a side quest for the party before the Tomb, in which after several difficult trials they earned the Wards of St. Cuthbert. These basically gave the party some extra automatic resurrections, plus some other benefits, but I didn’t tell the players what the Wards would do. The Wards weren’t under the players’ control. It was a little video-gamey, but my players enjoyed running their long-standing characters through the adventure, which otherwise I definitely wouldn’t recommend!

I agree that adding more backstory around the Tomb is a good idea for campaign adventures. I also threw in a few more monsters, but that’s a matter of taste. We had fun, so I recommend raising a glass to the late, great Gary Gygax and give it a try!

Doug


Wiglaf wrote:
I downloaded this off of the Wizards website several years ago, but haven't run it yet. Is there anyone out there who has run or played through this module? Is it still as deadly and fun as the earlier version?

I ran it for my group over 2 sessions. Having run the original as well, I can say that it has the potential to be just as deadly as the original. 3e's skill system makes some of the more arbitrary traps easier to avoid, but the 3e version has a few interesting twists that the original didn't have (a couple of very nasty additional monsters, primarily.) Well worth a look. And I agree with those who recommend not taking in beloved characters. Roll up some specially for the Tomb and cut loose :-)

I did post-session reports on Enworld. You can find my posts here:
http://www.enworld.org/showpost.php?p=2734270&postcount=13

and here:
http://www.enworld.org/showpost.php?p=2904491&postcount=49

The thread as a whole makes for an interesting read about the ToH from a number of perspectives.

One of my players (Reinbowarrior, who pops into that thread as well) ran the 3e ToH for two other groups he knows. One was TPKed and the other made it through with some very ingenious play:

Spoiler:
They whipped a bag over Acererak's head, ran with him into the anti-magic room and proceeded to pummel him to death. Very smart.

Scarab Sages

The simplest plans are the best, eh?


Thanks for the info guys. I have also included this 3.0 adventure in my upcoming campaign and was looking for some feed back. I will definitly include it in my adventures. I feel like dungeons such as ToH and ToEE are classics that every group should have to chance to enjoy.

I'd love to see someone sit down and take the time to update The Temple of Elemental Evil for 3.5 or 4.0, that would rock.(Wish I had the time!) As it is I will have to settle for running my guys through part of the Return to the Temple of Elelmental Evil and later in their "careers" have them go looking for Acererak in the Tomb. :-)


Here is another good thread on this topic Has Anyone Survived The Tomb Of Horrors?


Rothandalantearic wrote:
I'd love to see someone sit down and take the time to update The Temple of Elemental Evil for 3.5 or 4.0, that would rock.

Here ya go :-)

http://www.enworld.org/downloads/fileinfo.php?id=162

Zipped or unzipped downloads - just click the appropriate button at the bottom of the screen.


I'll agree with DM Dougbear, that the 3.5 Tomb of Horrors is a rough ride, but not quite as deadly as the original 1st edition version. In some ways that's an improvement, as there are several instances in the 1st edition where the PC's are potentially killed with No recourse and No saving throw. I don't necessarily deem that a bad thing, but Cordell clarified some things that needed clarifying. The best thing that the 3.5 version did was to provide DC's for the traps. I ran the Tomb of Horrors twice (and Return to the Tomb of Horrors, but neither group got past the original Tomb) in 2001/2002 using 3.0 rules and had to do a lot of work trying to convert it over. I'm please that Cordell has done it for me now, imperfect though it may be.


I downloaded and ran the updated version some time ago. I had pre-rolled characters ready. Out of eight players, only two survived. All six died at the same time, in a trapped hallway. The other two made it out alive, but decided not to carry on (they probably would have if they'd been able to loot the bodies, except there weren't any.)

It's a fun ride, for a deathtrap dungeoncrawl. I'll have to see if I can convince them to try again this year...


Wiglaf wrote:
I downloaded this off of the Wizards website several years ago, but haven't run it yet. Is there anyone out there who has run or played through this module? Is it still as deadly and fun as the earlier version?

I ran the original back when it came out and the 3.5 version last summer. The original was about twice as vicious. However, neither in the original nor in the 3.5 version did anyone successfully complete the whole adventure alive. (They ended up running away in the original and being unable to escape alive in the 3.5 version.)

Both versions were fun to play!


Kamelion wrote:
Rothandalantearic wrote:
I'd love to see someone sit down and take the time to update The Temple of Elemental Evil for 3.5 or 4.0, that would rock.

Here ya go :-)

http://www.enworld.org/downloads/fileinfo.php?id=162

Zipped or unzipped downloads - just click the appropriate button at the bottom of the screen.

Information is power. Thanks a bunch Kamelion, but I meant an updated version of the Original dungeon/adventure, not the Return to the Temple of Elemental Evil (which I have and its great too BTW).

Apreciate the thought though!

-Roth


Rothandalantearic wrote:
Kamelion wrote:
Rothandalantearic wrote:
I'd love to see someone sit down and take the time to update The Temple of Elemental Evil for 3.5 or 4.0, that would rock.

Here ya go :-)

http://www.enworld.org/downloads/fileinfo.php?id=162

Zipped or unzipped downloads - just click the appropriate button at the bottom of the screen.

Information is power. Thanks a bunch Kamelion, but I meant an updated version of the Original dungeon/adventure, not the Return to the Temple of Elemental Evil (which I have and its great too BTW).

Apreciate the thought though!

-Roth

You're most welcome, but that is an updated (3.5e) version of the original adventure, T1-4 "Temple of Elemental Evil". It's not "Return to ToEE".

:-)


If your looking for a real meat-grinder of a dungeon, try "Dungeon Crawl Classics #13: Crypt of the Devil Lich" by Goodman Games.

I've played, then run this crawl and it's totally ridiculous. Er.. in a good way.

There's a trap in there that is completely unavoidable death unless the PC's have access to true seeing.

Spoiler:
The trap features 2 advanced gelatinous cube-black pudding hybrids in a silenced and darkness'd pit, covered with an illusory floor, protected by an illusion that appears as soon as a PC enters the area making the PC appear to cross the floor without problem and wave his comrades on to follow whilst he's really drowning in a paralyzing acidic equipment eating soup. PC's only receive a will save to disbelieve if they interact with the illusionary PC (i.e. calling to him and he doesn't respond, etc). This trap (quietly) killed every PC in the group. I took each PC aside to tell them what was being done and for them to make the appropriate (and ultimately ineffective) grapple checks, fort saves, etc.

To be quite honest, these kinds of dungeon crawls can be very unfun in any kind of serious role-playing campaign and would recommend neither Tomb of Horrors or the above crawl if you actually enjoy playing your characters. :)

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