
One of the earliest documented adventure modules for D&D and an all time classic that would go through iterations throughout the whole history of D&D up until fifth edition, where it was republished in the anthology Tales from the Yawning Portal in 2017, Tomb of Horrors was originally a tournament adventure.

This was a popular way of playing D&D at the start, get a group of people together at a big convention, sit them down and give them a couple of hours to try to finish a dungeon. In this case they were pretty much guaranteed to die before reaching the end. In fact the dungeon is so merciless that players can pretty much die at any turn and in any room. And when I say die, I don’t mean “go unconscious”, I mean be disintegrated into powder for some silly reason that they could never have predicted.

Early adventures are extremely merciless, these are meant for pre-made characters which are completely disposable, there is no sense of a long, emotionally involving and plotty campaign, this is just an “avoid dying horribly” game. I am sure it is fun, and it would work particularly well in a fast paced convention setting, with teams following teams and learning from the previous team’s mistakes. Is it fun to play at home? I don’t know, bet 15 players together and try it, I guess… this has been republished by Wizards as a part of their Art & Arcana box in 2018, and it’s worth it even if just for the cool, edgy teenager illustrations, so you can still find it. Let me know how it went!







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