“We’ll never survive!”
“Nonsense. You’re only saying that because no one ever has.”
―
The Princess
BrideS1 Tomb of Horrors |
That’s
evocative, isn’t it? A labyrinthine crypt, terrible traps, ferocious monsters.
All those things scream early D&D play, making this adventure module
reputedly most iconic and fabled adventure of all times. Everyone who has ever
played D&D has heard of it, even if they’ve never actually played it, or
even peered within its covers. I wonder how many have, played through it, that
is? Fewer than those who ventured into the Caves of Chaos, surely. I suspect
that far few survived the ordeal. It’s not a hack and slash adventure. Indeed,
there’s precious little combat to be had at all in it. But there is a fair bit
of misdirection, and just as many traps. It’s a tomb, after all – Acererak’s
tomb – not an invitation to the bold to come-one, come-all and take what’s presumed
deservedly theirs for having ventured in. Acererak desires his resting place
left alone, even forgotten, and he went to great lengths to ensure just that. He
has been successful in regard to his first desire, thus far, if not in the
second. The location of his tomb remains a mystery, no matter how many wizards
and sages may have tried to divine its whereabouts; but he and it have certainly
not been forgotten.
The legend of the tomb is an old story with many
parts, some of which may be lost or obscured. [S – 2]
Possible locale of the Tomb
1) The highest hill on the Plains of Iuz2) An island (unmapped) in the Nyr Dyv3) In the Bright Desert4) At the western border of the Duchy of Geoff5) Somewhere in the Vast Swamp south of Sundi [sp]6) On an island beyond the realm of the Sea Barons
[S – 2]
Acererak
is something of a mystery – a legend, in fact. What’s known depends on what
side of the DM screen you happen to be sitting on; PCs should know little,
players less, and DMs a fair bit, depending on how many resources they have at their
disposal.
Little is known concerning the being called Acererak,
for the name was ancient when eastern Oerik was still ruled by the Flan
peoples, and the frightening tales of the Tome of Horrors had long been a part
of the folklore throughout the Flanaess when the Kingdom of Aerdy was but an
idea posed by an Oeridian chieftain. [Dragon # 225 – 53]
Acererak is ancient, then. And his name still raises the
hackles of those who hear it uttered. Deservedly so, as he appears to have been
a sadistic tyrant in his time.
While alive, Acererak built an unholy temple in the
name of a now deceased power. When the project neared completion, he slew every
worker, excavator, and consecrating priest who had assisted in the temple’s construction. The murderer instructed his few remaining
servants to place the dead and their effects into the lower catacomb level of
the temple, which was sealed off and paved over, consigning the mass grave to
memory. Eventually, Acererak succumbed to the lure of lichdom, refusing to
allow age and infirmity to end his existence. [Dragon # 249 – 38]
He was also reputedly as dangerous dead as he was alive.
Liches tend to be, aren’t they?
What can be said, however, is that if Vecna was the most
powerful lich ever to walk the face of Oerth, Acererak was a close second, for
only a being of great might could strike so much fear into the hearts of men
yet remain mostly absent from the eyes of history. [Dragon # 225 – 53]
How ancient was Acererak, anyway? Truly, apparently, if
he lived at the dawn of Flan civilisation. His longevity as a lich is what one
might call impressive, as well, if he was still out and about thousands of
years after having risen to his undeath.
45 CY (5516 SD)
Acererak |
That he was of concern to the Kingdom of Shar is as
impressive, to my mind. I wonder, though, why there is no mention of Acererak’s
demesnes in the annals of the Kingdom of Aerdy? Then again, perhaps there is.
Aerdy never did venture into the Vast Swamp, or not deeply into it, as far as
we know.
There are many tales and legends concerning this area,
but the most likely is that of the lost burial place of the demi-lich,
Acererak, who once ruled the morass and beyond into the cockscomb of Tilvanot.
[WoGA – 51]
There are many tales and legends concerning this area,
especially in old times before the wild swamp was as extensive as it is now.
The most oft-told one is that of the demilich Acererak, who is said to have
ruled the swamp in the distant past and now has his burial place somewhere
within its confines. [FtAA – 60,61]
Perhaps the Kingdom of Aerdy knew more than they cared to
admit, preferring to extoll their successes, their greatness, rather than their
failures and humiliations.
There’s a great deal more backstory, if you’re privy to
Bruce Cordell’s Return to the Tomb of Horrors, but that lengthy boxed
set is another creature altogether. It’s 2nd Edition, and bares
little resemblance to its progenitor, to my mind.
Is the Return as celebrated as the first? I
believe not. The Return does not spark the same level of interest or
discussion, either, I believe.
Why’s that, I wonder? Might that be because the sequel is
meant to be an epic adventure, while the original challenges players and not
PCs?
Perhaps.
The original Tomb is daunting in its introduction.
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 demi-lich who still words 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 demi-lich
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 locate their true goal. So only large and well-prepared
parties of the bravest and strongest should even consider the attempt, and if
they do locate the Tomb, they must be prepared to fail. Any expedition must be
composed of characters of high level and varied class. They must have magical protections
and weapons, and equip themselves with every sort of device possible to insure
their survival. [S – 2]
This was written for the DM, obviously. Little of this
information (none, actually) could possibly be known by the PCs, because no one
has discovered the location of the tomb, to date. It is still sealed when they
first arrive, and no one has tampered with it in any way since Acererak laid
his weary head to rest.
And no wonder: Weeks, if not months have been spent in investigating
each of those widely placed possibilities, and trekking through the hellish
morass to stand at the foot of his barrow.
The Vast Swamp |
Is Acererak’s tomb in the Vast
Swamp? We all declare it to be so, now, but that was not the case, originally.
That list of potential locations was just that, then, when published. It did
not need to even be in Greyhawk at all; and to a great many games, it very
likely wasn’t – such was the way of plug-and-play. So long as there a swamp, a
marsh, a bog, a wetland nearby, you were good to go, so long as it was vast and
mysterious, uncharted and dangerous. But that was then; this is now. It’s widely
accepted that Acererak’s tomb is in the Vast Swamp (unless you don’t want it to
be, that is).
As clever players will
gather from a reading of the Legend of the Tomb, this dungeon has more tricks
and traps than it has monsters to fight. 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, for
individual levels of skill will be improved by reasoning and experience. If you
regularly pose problems to be solved by brains and not brawn, your players will
find this module immediately to their liking. [S – 2]
Is the module unfair? Capricious
in intent? Is it purposely lethal? Was Gary Gygax out to kill your players’
characters? Of course not. He was out to challenge HIS players, Ernie Gygax and
Rob Kuntz, specifically.
There were several very
expert players in my campaign, and this was meant as yet another challenge to
their skill – and the persistence of their therefore-invincible characters.
Specially I had in mind foiling Rob Kuntz’s PC, Robilar, and Ernie Gygax’s PC,
Tenser. [RttToH – 3]
Must I mention that they survived?
And that others who’ve played through it have, as well?
You will too if you’re cautious.
If you’re attentive.
There are clues everywhere,
some disguised as taunts:
"ACERERAK
CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE OF THIS WHATEVER YOU
WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT!
Go back to the tormentor or through the arch,
Entering Acererak's Tomb and the second great hall you'll discover.Shun green if you can, but night's good coloris for those of great valor.If shades of red stand for blood the wisewill not need sacrifice aught but a loop ofmagical metal – you're well along your march.Two pits along the way will be found to leadto a fortuitous fall, so check the wall.These keys and those are most important of all,and beware of trembling hands and what will maul.If you find the false you find the trueand into the columned hall you'll come,and there the throne that's key and keyed.The iron men of visage grim do more thanmeets the viewers eye.You've left and left and found my Tomband now your soul will die."
[S1 – 3]
Shall I disclose what lies within? No. Good Lord, why would
or should I? It’s not that I haven’t done as much with other classic modules.
But this one is different. There are no plot elements to unravel or piece
together. No complex web of NPCs and
encounters. It’s a collection of tricks and traps and death magic. To deluge
them is to ruin the experience. If you’ve played through this you know what’s
in store; if you haven’t, I wouldn’t wish to spoil your fun, or relieve you of
the tension that is sure to twist your guts into knots throughout your delve. Besides,
more than many have waxed upon this adventure already, probably to great effect
than I might. Moreover, it’s been updated and expanded upon over the years.
- In 1987 it was included as part of the abridged super-module Realms of Horror.
- In 1998, as mentioned above, it was treated to a substantial expansion and sequel in 2nd edition’s Return to the Tomb of Horror.
- It was re-released in 2005 as a free download by WotC, updated for 3.5e.
- It was realised as the novel Tomb of Horror in 2002.
- In 2010, two Tomb of Horrors were created for 4e.
- The original was published again in 2013 along with all four “S” modules in Dungeons of Dread.
- Recently, in 2017, it was updated yet again for 5e in Tales from the Yawning Portal; and it was adapted as part of the Tomb of Annihilation campaign.
- If that were not enough, it was included in the 2018 special edition of Art and Arcana and was “included” in 2019’s Infernal Machine Build, insofar as characters could travel back in time to its construction.
That’s a lot of love over the years. That’s a lot of
spoilers over the years, too.
So why should I not, too? I prefer to leave well enough
alone, lest those few people who are not familiar with the original might enjoy
it as it was intended.
Do I like it? I do. Of course I do. I love it. I didn’t
risk a character in it, though, preferring a pregen instead. Good thing, too: I,
we, did not see its end. In my, our, defence that might be because it designed
for a specific style of play, one quite dissimilar to ours when attempted. You’d
think then that I would not have fond memories of it; but I do, and I still do
reminisce on it, picking it up on occasion to leaf through its scant pages and
its exemplary art booklet (a practice fallen into disuse, sadly), to thrill at
how imaginative it was, how it reflected the style of play of its day, and how
it inspired what was to come. I marvel at how obviously beloved it still is,
considering how many times it’s been revisited. And how reviled it is by some. Maybe that’s why it’s ranked 3rd greatest
adventure of all time in Dungeon magazine: because it’s so polarizing.
The Green Devil Face |
Is the tomb realistic? Not really. It bares no
resemblance to any of the tombs of Egypt’s Valley of the Kings, nor Saqqara,
nor Celtic burial barrows. It’s like no other in the real world. Those barrows
and tombs are true crypts, religious in nature, not puzzles to be puzzled over,
mazes to be mapped, death traps to survive. I might mention, though, that very
few of them, if any, have green devil faces, teleportation portals, or orbs of
disintegration.
“Life is for the living.
Death is for the dead.
Let life be like music.
And death a note unsaid.”
―
The Collected
PoemsOne must always give credit where credit is due. This post is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E.
Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The
list is interminable.
The Art:
Cover Art, by Jeff Dee, from S1 Tomb of Horrors, 1981
Interior cover art detail (originally Monochrome cover art), by David Sutherland III, from S1 Tomb of Horrors, 1981 (1979)
Jungle, from pg. 9, Tomb of Annihilation, 2017
Tomb corridor, by David A. Trampier, from S1 Tomb of Horrors, 1979,1981
Acererak, from pg. 145, Return to the Tomb of Horrors, 1998
Back Cover Art, by Erol Otus, from S1 Tomb of Horrors, 1981
Sources:
1015 World of
Greyhawk Boxed Set, 1983
1162
Return to the Tomb of Horrors, 1998
2011A Dungeon
Masters Guide, 1st Ed., 1979
1064
From the Ashes Boxed Set, 1992
9022
S1 Tomb of Horrors, Monochrome edition, 1978
9022
S1 Tomb of Horrors, Green cover, 1978,1981
11374
Scarlet Brotherhood, 1999
Dragon
magazine, #225, 249
Greyhawkania.
by Jason Zavoda
The Map of Anna B. Meyer
The version of Tomb of Horrors from the Art & Arcana special edition includes both the 1975 Origins I tournament version and the original version from Alan Lucien that inspired Gary to create the Origins I version.
ReplyDeleteAllan.