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** The other camp point to the Tomb as the primary example of why Gary Gygax was a sadistic bastard who should've never been allowed behind a DM's screen. The dungeon is not only extremely hard, it is too frustrating to actually be fun, and any sense of accomplishment is beaten out by how blatantly unfair the dungeon is, with countless traps that will instantly kill you if you don't know about them beforehand. Not to mention how the dungeon blatantly breaks the rules to make it harder.

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** The other camp point to the Tomb as the primary example of why Gary Gygax was a sadistic bastard who should've never been allowed behind a DM's screen. The dungeon is not only extremely hard, it is too frustrating to actually be fun, and any sense of accomplishment is beaten out by how blatantly unfair the dungeon is, with countless traps that will instantly kill you if you don't know about them beforehand. Not Two changes made in later editions are frequently mentioned when pointing to mention how the dungeon blatantly breaks unfun and sadistic this module is. The first ObviousRulePatch was changing the rules crown to make be immovable, making it harder.impossible to weaponize it. The second ObviousRulePatch was to prevent players from stealing the gates (originally they were made of precious magical metals, but were changed to be dirt enchanted) preventing players from getting too rich. Detractors point out how while this is obsentitly a "puzzle" level that rewards creativity and quick thinking, these changes prevent players from using said creativity. The gate is particularly egregious, as the Tomb is already sparse with treasure, especially for an adventure with such a high lethality rate.
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* SignatureScene: The [[spoiler:Sphere of Annihilation inside the]] green demon face in the front entrance is perhaps the most iconic trap of the entire dungeon, and that's saying a lot.

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* SignatureScene: The [[spoiler:Sphere of Annihilation inside the]] green demon face in the front entrance entrance, which [[spoiler:contains a Sphere of Annihilation]], is perhaps the most iconic trap of the entire dungeon, and that's saying a lot.
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** The 5e module Tomb of Annihilation (see bellow) is a more obvious sequel to Tomb of Horrors, being set in a tomb (this time it belongs to a bunch of gods), having the BigBad plan to steal souls, and, of course, featuring Acererak as said BigBad.

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** The 5e module Tomb of Annihilation (see bellow) is a more obvious sequel to Tomb of Horrors, being set in a tomb (this time it belongs to a bunch of gods), having has the BigBad plan to steal souls, and, of course, featuring features Acererak as said BigBad.
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Moving YMMV example from work page.

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* SpiritualSuccessor
** [[http://svdpress.com/fourthcore/ Fourth Core]], a series of modules intended to replicate the difficulty of the original ''Tomb''. Like with ''TabletopGame/{{Paranoia}}'', players are supposed to roll up several backup characters, since they are expected to go through them like a cold-sufferer goes through tissues.
** The 5e module Tomb of Annihilation (see bellow) is a more obvious sequel to Tomb of Horrors, being set in a tomb (this time it belongs to a bunch of gods), having the BigBad plan to steal souls, and, of course, featuring Acererak as said BigBad.
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moved to Tomb of Annihilation


* AwesomeButImpractical: In the Tomb of the Nine Gods, the Soulmonger is powered by a combination of geothermal power and a Mechanus chain that Acererak rerouted. Since the chain is on the fifth level of the dungeon and the Soulmonger is on the sixth, it is possible to disable the Soulmonger without even laying eyes on it. The catch? A Mechanus chain can only be destroyed by casting Wish on it. Three times. There is a machine on that same level that can let players cast Wish if they get really lucky when using it, but it is more likely to teleport them into the Sun or to Victorian England.



* NightmareFuel: The Atropal, dear god. It can be best described as an ''undead god-fetus''.



* ThatOneBoss: Shifts between AnticlimaxBoss and ThatOneBoss, but [[spoiler: the Atropal qualifies as one or the other, depending on how you attack it. On the one hand, it has vulnerability to radiant damage, low hitpoints, and low dexterity, making it easy to kill quickly. If you aren't able to take advantage of that, though, its Wail attack can give every player a level of exhaustion. If it gets multiple wails off before dying, the party will be at a hopeless disadvantage against Acererak, even with the EleventhHourSuperpower.]]



** Nepartak, the ten-year-old girl Acererak killed to make a flameskull for his tomb. It's not even that tough of a fight, since the players will most likely be around lv. 9,[[note]] Flameskulls have a challenge rating of 5, and the undead spiders that accompany her have a CR of ½ each.[[/note]] but her screams will never fail to remind the players that they're fighting a scared little girl.
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** A third party notes the Tomb of Horrors' biggest issue is that it is ''different'' from other games of its era. The Tomb of Horrors is primarily not a combat location but a ''puzzle'' location with lots of traps and weird lures designed to be SchmuckBait. The best way to survive is to slowly move through with a literal ten foot pole and test everything. Ironically, subverted with the Demilich at the end who may well be invincible to combat.
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** The other camp point to the Tomb as the primary example of why Gary Gygax was a sadistic bastard who should've never been allowed behind a DM's screen. The dungeon is not only extremely hard, it is too frustrating to actually be fun, and any sense of accomplishment is beaten out by how blatantly unfair the dungeon is, with countless traps that will instantly kill you if you don't know about it beforehand. Not to mention how the dungeon blatantly breaks the rules to make it harder.

to:

** The other camp point to the Tomb as the primary example of why Gary Gygax was a sadistic bastard who should've never been allowed behind a DM's screen. The dungeon is not only extremely hard, it is too frustrating to actually be fun, and any sense of accomplishment is beaten out by how blatantly unfair the dungeon is, with countless traps that will instantly kill you if you don't know about it them beforehand. Not to mention how the dungeon blatantly breaks the rules to make it harder.
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* BrokenBase: The fan perception of Tomb of Horrors is generally divided into two camps;
** The proponents of the Tomb say that, while the dungeon is indeed incredibly hard and frustrating, it is not ''too'' unfair, and it is all worth it in the end for the sense of accomplishment you get by beating the most legendary meatgrind in D&D.
** The other camp point to the Tomb as the primary example of why Gary Gygax was a sadistic bastard who should've never been allowed behind a DM's screen. The dungeon is not only extremely hard, it is too frustrating to actually be fun, and any sense of accomplishment is beaten out by how blatantly unfair the dungeon is, with countless traps that will instantly kill you if you don't know about it beforehand. Not to mention how the dungeon blatantly breaks the rules to make it harder.
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None

Added DiffLines:

* AwesomeButImpractical: In the Tomb of the Nine Gods, the Soulmonger is powered by a combination of geothermal power and a Mechanus chain that Acererak rerouted. Since the chain is on the fifth level of the dungeon and the Soulmonger is on the sixth, it is possible to disable the Soulmonger without even laying eyes on it. The catch? A Mechanus chain can only be destroyed by casting Wish on it. Three times. There is a machine on that same level that can let players cast Wish if they get really lucky when using it, but it is more likely to teleport them into the Sun or to Victorian England.
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1/2 replaced by appropriate glyph (½)


** Nepartak, the ten-year-old girl Acererak killed to make a flameskull for his tomb. It's not even that tough of a fight, since the players will most likely be around lv. 9,[[note]] Flameskulls have a challenge rating of 5, and the undead spiders that accompany her have a CR of 1/2 each.[[/note]] but her screams will never fail to remind the players that they're fighting a scared little girl.

to:

** Nepartak, the ten-year-old girl Acererak killed to make a flameskull for his tomb. It's not even that tough of a fight, since the players will most likely be around lv. 9,[[note]] Flameskulls have a challenge rating of 5, and the undead spiders that accompany her have a CR of 1/2 ½ each.[[/note]] but her screams will never fail to remind the players that they're fighting a scared little girl.

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Removed references to Tomb of Annihilation


* ThatOneBoss: Several in tomb of annihilation.
** Perhaps most iconic is the Obelisk Encounter, immortalized in [[https://www.youtube.com/watch?v=Frcxo_3x6OY this]] WebVideo/PuffinForest video. It's unlikely that the players will instigate it, but if they do, they'll most likely be level 8, 9 or 10. [[spoiler: Inside the obelisk, is a Nalfesnhee, a type 4 demon. In layman's terms, it means it's advised to have a party of four at level 13. It has 184 hp, at least +5 in all saving throws except dexterity, resistance to all non-magical weapons and advantage on saving throws against magic, true sight, so no hiding from it, teleportation, so no running from it, can frighten players, +10 to hit, and if it lands all hits, it deals a minimum of 21 damage per round, not accounting for resistances. Oh, and it can also have a 50/50 chance to summon more demons, up to and including another nalfeshnee.]] It despawns after a few rounds, so it's unlikely to kill the party outright, but the party will have wasted a lot of their ammunition and healing items, which they'll most likely not get back when they enter the tomb.
** Thankfully, the previous fight is easily avoidable by a cautious party, but your DM may very well force you to confront this next boss: [[spoiler: Belchorzh the Unseen, an invisible beholder that lives on the third floor of the dungeon. That would be bad enough, but to make matters worse, the floor is slippery, so you constantly have to avoid making saves to avoid sliding across the room. In addition, there is a floating sphere in the room which, when uncovered, turns out to be a powerful magnet that will instantly cause anyone wearing metal armor to fly up to it and get stuck. Depending on where your DM placed the skeleton key for this floor, you might just be able to run from this room, but if it's in here, if you steal **any** treasure from this room, the beholder can shoot at you through the fungus that grows on the walls all over this floor.]]
** Shifts between AnticlimaxBoss and ThatOneBoss, but [[spoiler: the Atropal qualifies as one or the other, depending on how you attack it. On the one hand, it has vulnerability to radiant damage, low hitpoints, and low dexterity, making it easy to kill quickly. If you aren't able to take advantage of that, though, its Wail attack can give every player a level of exhaustion. If it gets multiple wails off before dying, the party will be at a hopeless disadvantage against Acererak, even with the EleventhHourSuperpower.]]

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* ThatOneBoss: Several in tomb of annihilation.
** Perhaps most iconic is the Obelisk Encounter, immortalized in [[https://www.youtube.com/watch?v=Frcxo_3x6OY this]] WebVideo/PuffinForest video. It's unlikely that the players will instigate it, but if they do, they'll most likely be level 8, 9 or 10. [[spoiler: Inside the obelisk, is a Nalfesnhee, a type 4 demon. In layman's terms, it means it's advised to have a party of four at level 13. It has 184 hp, at least +5 in all saving throws except dexterity, resistance to all non-magical weapons and advantage on saving throws against magic, true sight, so no hiding from it, teleportation, so no running from it, can frighten players, +10 to hit, and if it lands all hits, it deals a minimum of 21 damage per round, not accounting for resistances. Oh, and it can also have a 50/50 chance to summon more demons, up to and including another nalfeshnee.]] It despawns after a few rounds, so it's unlikely to kill the party outright, but the party will have wasted a lot of their ammunition and healing items, which they'll most likely not get back when they enter the tomb.
** Thankfully, the previous fight is easily avoidable by a cautious party, but your DM may very well force you to confront this next boss: [[spoiler: Belchorzh the Unseen, an invisible beholder that lives on the third floor of the dungeon. That would be bad enough, but to make matters worse, the floor is slippery, so you constantly have to avoid making saves to avoid sliding across the room. In addition, there is a floating sphere in the room which, when uncovered, turns out to be a powerful magnet that will instantly cause anyone wearing metal armor to fly up to it and get stuck. Depending on where your DM placed the skeleton key for this floor, you might just be able to run from this room, but if it's in here, if you steal **any** treasure from this room, the beholder can shoot at you through the fungus that grows on the walls all over this floor.]]
**
Shifts between AnticlimaxBoss and ThatOneBoss, but [[spoiler: the Atropal qualifies as one or the other, depending on how you attack it. On the one hand, it has vulnerability to radiant damage, low hitpoints, and low dexterity, making it easy to kill quickly. If you aren't able to take advantage of that, though, its Wail attack can give every player a level of exhaustion. If it gets multiple wails off before dying, the party will be at a hopeless disadvantage against Acererak, even with the EleventhHourSuperpower.]]
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** Perhaps most iconic is the Obelisk Encounter, immortalized in [[https://www.youtube.com/watch?v=Frcxo_3x6OY this]] WebVideo/PuffinForest video. It's unlikely that the players will instigate it, but if they do, they'll most likely be level 8, 9 or 10. [[spoiler: Inside the obelisk, is a Nalfesnhee, a type 4 demon. In layman's terms, it means it's advised to have a party of four at level 13, 184 hp, at least +5 in all saving throws except dexterity, resistance to all non-magical weapons and magic itself, true sight, so no running from him, teleportation, can frighten players, +10 to hit, and if it lands all hits, it deals a minimum of 21 damage per round, not accounting for resistances. Oh, and it has a 50/50 chance to summon more demons, up to and including another nalfeshnee.]] It despawns after a few rounds, so it's unlikely to kill the party outright, but the party will have wasted a lot of their ammunition and healing items, which they'll most likely not get back when they enter the tomb.

to:

** Perhaps most iconic is the Obelisk Encounter, immortalized in [[https://www.youtube.com/watch?v=Frcxo_3x6OY this]] WebVideo/PuffinForest video. It's unlikely that the players will instigate it, but if they do, they'll most likely be level 8, 9 or 10. [[spoiler: Inside the obelisk, is a Nalfesnhee, a type 4 demon. In layman's terms, it means it's advised to have a party of four at level 13, 13. It has 184 hp, at least +5 in all saving throws except dexterity, resistance to all non-magical weapons and magic itself, advantage on saving throws against magic, true sight, so no hiding from it, teleportation, so no running from him, teleportation, it, can frighten players, +10 to hit, and if it lands all hits, it deals a minimum of 21 damage per round, not accounting for resistances. Oh, and it has can also have a 50/50 chance to summon more demons, up to and including another nalfeshnee.]] It despawns after a few rounds, so it's unlikely to kill the party outright, but the party will have wasted a lot of their ammunition and healing items, which they'll most likely not get back when they enter the tomb.

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