
1975. Origins Game Fair was being held for the first time. D&D itself had only been released in '74. And the adventure which Gary Gygax brought to Origins that year would become the stuff of gamer legends - the original conga line of death. Three years later they would publish it as a stand-alone module. In the decades since, the demilich Acererak has made many appearances in the game; the original adventure has been expanded with Beneath the Tomb of Horrors and Return to the Tomb of Horrors and ghost knows what else. But it all started here.
The Tomb of Horrors is very short (20 pages, with a separate 12-page illustration booklet, plus outer folder), and almost the quintessential tournament module. There is no real setup or plot, the tomb itself is a dungeon that can be dropped anywhere, although it is nominally in the Greyhawk setting. It was designed to be the original meatgrinder. Well, sortof.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 wards his final haunt. [...] So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do located 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 protection and weapons, and equip themselves with every sort of device possible to insure their survival.
This is honestly a good approach for a convention module, because combat even in oD&D when you could count the mage's hitpoints on one hand and have some fingers left over could still take a long time; traps are much better challenges under a time constraint.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!
But first you have to find your way in.
Unlike most dungeons which have a handy set of doors, the start to ToH is something closer to an archaeological excavation. You arrive at a weed-overgrown hill, and have to dig into the mound to find the entrance.
Nice try, Tenser.Note: Characters who become astral or ethereal in the Tomb will attract a type I-IV demon 1 in 6, with a check made each round.
It is presumed that the PCs will, instead of trying to excavate from the top or sides of the mound, focus on the sandy, easy-to-clear cliff side of the mound. There are three entrances, each of which is promising (they come with individual illustrations to show the payers). Two of them are deadly if fairly mundane traps.
No saving throw. You're going to be hearing a lot of that.If the roof is prodded with any force, or if the doors are opened, the roof of the tunnel will collapse and inflict 5-50 (5d10) hit points of damage upon each character inside of it, with no saving throw.

Provided the PCs survive or are lucky enough to go down the real entrance...
Hidden doors, hidden messages, hidden levers, hidden puzzles, and hidden pits later (you get used to falling in the Tomb), you may enter the tomb proper...or you can proceed to the end of the corridor and face the Face of the Great Green Devil:

Welcome to the Tomb of Horrors folks, if you've made it this far you're ahead of the game...The face has a huge O of a mouth; it is dead black. The whole area radiates evil and magic if detected for. The mouth opening is similar to a (fixed) sphere of annihilation, but it is 3' in diameter -- plenty of room for those who wish to leap in and be completely and forever destroyed.
All jokes aside, the care and meticulousness of the design is still a bit naive. High level play in oD&D in '75 is not the same a high-level play by D&D3 standards. There are a lot more options for PCs, for one thing; spider-climb and similar magic makes it easy to avoid floor-based traps, and sufficiently bull-headed PCs can use earthmoving magic to just dig into the hill and avoid a lot of unpleasantness. Descriptions for detect magic are pretty lacking by contemporary standards. Out-of-the-box solutions are also not here: running a herd of sheep through the entrances, for example, will yield a great deal of mutton and save a lot of PC hitpoints. But presumably the PC murder hobos looters are here for fortune and glory the old fashioned way...so we'll continue on by looking at the paths deeper into this dungeon hell next time.