Tomb of Horrors a Worthy Sequel to the Deadly Original
If you’re a long-time D&D player, chances are you’ve had one or more characters killed by deathtraps in the classic Tomb of Horrors adventure. Ryk Perry brings us this in-depth review of the 4E update, revealing that it’s much more than just a rehash of the original, but it’s potentially as deadly as ever.
A couple weeks back Ed asked me if I wanted to write a review of the new Tomb of Horrors since I am apparently the only member of our group who played the original. Of course I said yes. My copy of the original is long lost, but like so many, I have fond (and painful) memories (or flashbacks?) of my introduction to the demi-lich.
So what is this new Tomb of Horrors? Well it isn’t a 4th Edition update of the original. There is a portion where the party returns to the setting of the original, but the original tomb was plundered by adventurers years ago, so nothing is quite the same. In fact this is the third iteration of the Tomb of Horrors; a boxed set called Return to the Tomb of Horrors was released for Second Edition. So this 4th Edition version is a new chapter in the timeline where it is assumed that other adventurers have challenged the machinations of the demi-lich, Acererak, before.
But like so many cherished villains (can you cherish a villain?) Acererak has not been truly destroyed. He is again plotting, and there is no one to stop him but your band of intrepid heroes.
Tomb of Horrors is a hardcover book 160 pages long. It comes with one double sided poster map and a couple dozen ‘point of view’ illustrations for the players. It is advertized as an adventure for 10th to 22nd level characters. That of course suggests that the book is a campaign leading straight through all those levels, but that is not how Tomb of Horrors is designed. The book contains four discrete adventures that under the normal 4th Edition level scheme are tailored to parties at 10th, 14th, 17th and 22nd levels.
The adventures are all set in completely separate locales, from the Feywild, to the Shadowfell, to a dead god’s astral domain. As designed, the adventures are intended to be dropped into an ongoing campaign between the character’s other adventures so that the players slowly unravel Acererak’s plans. You also don’t have to use them all. So if your party is already 16th level, you could jump right in to the third chapter and go from there. The earlier chapters could then be reused with a different main villain for a later party.
4th Edition is all about balanced encounters, however the original Tomb of Horrors was a meat grinder. I must have lost at least a half dozen character in it (of course we had a small group so we each played several characters). But that deadliness does not translate well into 4th Edition’s balanced play scheme, so the designers have offered several ways to ramp up the danger quotient to really capture the flavor of that widowmaker of old.
The simplest change is to run the adventures when the players are about 2 levels lower that recommended. But if you want to go a little further, a side bar called ‘Step and Die’ offers additional options. These range from increasing trap damage by 50%, to reducing the number of death saving throws that a character gets when reduced to zero hit points, to making Raise Dead ineffective for soul drained characters. These may seem harsh, but the original had all sorts of traps and effects that killed a character instantly and these seem quite fitting.
So what are these adventures like? Well, all of them are based largely around a ‘tomb’ of some sort. The demi-lich really likes that motif and appoints all his vacation homes in the same manner. In fact the characters have the chance to meet his architect (the same one who designed the original tomb) and he has updated all of the tombs with traps and monsters to make sure that Acererak and his uninvited guests feel at home whenever he visits.
The traps in this adventure, even if you are using the optional damage increase, are not one-hit-one-kill devices. They are frequently used to supplement the monsters but sometimes stand alone. One that seems particularly interesting is a set of enchanted gaming tables that charm players into playing the game against the table itself. This triggers a skill challenge where wrong moves trigger damaging attacks that could run in an endless loop unless they beat the game or someone rescues them from the charm.
There are also puzzles to stymie the players and various hints and clues to foreshadow monsters and traps (and possible solutions) that the characters should be on the lookout for.
As for the encounters, there are a great variety of monsters and terrains, all of which make sense given the mastermind behind each of the tombs. The characters may have to sneak around a dead city avoiding warring bands of undead and necromancers or hold off a powerful spirit while simultaneously opening a portal. There are fights based on mistaken identity that, if discovered, might gain the party allies and other opponents that suffer from magical domination. And there are quite a few encounters that are based on purely malevolent beings who would really love it if the characters would help them update their abattoirs.
Then, of course, there is the main villain himself, Acererak the demi-lich. Once again, the one-hit-one-kill powers that defined him in the original have been toned down so that you might get a couple saving throws before your character bites it. But he is still one tough opponent who, as a lich, can resurrect himself if his phylactery is not destroyed. If you are playing with certain of the ‘Step and Die’ options an encounter with Acererak is likely to end up with a lot of weepy players who are in need of 4d6 and new character sheets.
By the way for any one who doesn’t know what a demi-lich is, the name is misleading. Where a demi-god is like a mini god, a demi-lich is far more powerful than your average lich, which is saying something. In this case ‘demi’ refers to the corporeal form of the lich which is usually only the skull and maybe a few bones. As I recall from the original, Acererak (who likes to adorn his skull with gems) passed himself off as a piece of treasure in his own hoard so the party was quite unprepared when their loot started to kill them and devour their souls.
Keep that in mind.
Related posts:
- RPG Freelancer Scott Fitzgerald Gray Shares Deep Dark Terrible Secrets of RPG Industry (and Tomb of Horrors) with Id DM
- An Annotated Guide to Every 1st Edition D&D Adventure
- Highlights from the D&D Gen Con Presentation
- The Lurking Horror Within the Tomb of the Sun
- Hunter: the Vigil Campaigns Go Modular with Collection of Horrors

August 13th, 2010 12:50 PM
Are the enchanted gaming tables setup to play Candyland?
“Curses! Stuck in the Molasses Swamp AGAIN! Will the horror never end? No, Gloppy!. Stay back. Gloppyyyyy. Noooooo!”
‘Tis the stuff of nightmares.
August 13th, 2010 1:38 PM
“[M]aking Raise Dead ineffective for soul drained characters…”
This should be CANON. I don’t know– I don’t mind tough characters & the lack of save-or-die, but I have always been a fuddy-duddy about ressurection’s ease. Which is why in 3.x I think all characters of 10th level & above should have a Barghest as a pet, since they can eat souls.
August 13th, 2010 2:01 PM
Our group has a kind of no Raise Dead policy. However, it seems characters are actually pretty tough to kill in a fair fight anyway.
For instance, Ryk’s latest character died, but that was due to a Decapitate critical hit deck card and had very little to do with 4e game mechanics. He had 70 or so hit points at the time. My character almost died, too, but it was hardly a fair fight at that point, heh.
Before that, I want to say the last characters in our group to bite it were waaaay back in Keep on the Shadowfel, where we lost two at the very end boss. Can’t say we’ve really missed Raise Dead.
August 13th, 2010 4:37 PM
All I’ve managed to kill so far is a wolf, and nearly a barbarian. and that was stacking the odds far against them.
August 21st, 2010 11:36 AM
Yeah, I’ve never been a real fan of raise dead/resurrection. I was also suprised to hear that under normal circumstances a soul drain did not permanently destroy a character.
Gavin’s right. We haven’t experienced real character death (aside from the horrible decapitation card plus the missed saving throw) since about 5th level (at the keep on the shadowfell). There one character was thrown into the shadow gate and my guy underestimated the skeletons and took several opportunity attacks trying to get to the priest early in the fight. STUPID!
And the tables are not playing candyland. At least, I don’t think so.