The Wondrous Foyer
After going through most of a dungeon that can best be described as "dank," the PCs emerge into a foyer made of rich materials - exotic woods, gleaming copper walls, a silver ceiling designed to catch and enhance the light, and a series of steps made in richly-hued stone like lapis, serpentine, and black marble.
Before the PCs start deciding on the mechanics of stripping the room bare and hauling the precious materials off to a scrap dealer, there's a bronze key on the fourth step (THE SECOND KEY). The key has a powerful
antipathy spell on it, and if you try to touch it or pick it up you have to save (at -2) or never touch the key or allow it within 2' ever again. At the end of the steps are the
Valves of Mithril.
The doors are solid mithril, magicked to be absolutely spell-proof (of fucking course), and have a key-hole set in a depression. The hole would appear to fit the Second Key. Actually trying to insert the 2nd Key into the hole causes a burst of electricity (1d10 damage); trying to insert the 1st Key causes 2d10 damage. This is a "trap" that deliberately fucks with people's preconceptions of how dungeons should work. I kindof approve.
The real key is the scepter with the gold and silver balls, which fits into the depression. If you touch the golden sphere, the doors open. If you touch the silver sphere, you get dumped nude back at the entrance.
Honestly, the only insult to add to the injury is if you woke up with a hangover and a new tattoo each time.
The door is, however, not invincible:
if cut by a sharp weapon it will begin to gush forth blood--the blood of all those who have died within the area of the Tomb! The red flow will cascade down the steps and fill the area to the top of the 1st step i 6 rounds, and each round thereafter it will rise higher by 1 step. In 20 rounds it will completely fill the foyer to the ceiling.
There's a list of spell effects if you try different things on the bloody mithril trap, nearly all of which make it worse, my favorite being:
Fire of any sort, magical or otherwise, turns the blood to a poison gas which is absolutely fatal, and all characters in the foyer area are dead, with no saving throw, while any in the 5' passage to the area of the throne will be slain unless they save versus poison at -4.
Anyway, provided you manage to open the doors, you proceed to the
False Treasure Room. This room is richly decorated, and in each corner stands a nine-foot iron statue with a raised weapon. The whole chamber is lined with lead and under a weird anti-magic effect that prevents all spells except apparently
detect magic and
detect evil; the statues alert as both, although that's just Ass-Rack fucking with you.
Inside the room is a granite sarcophagus, labeled ACERERAK which looks like it's already been broken into and looted, complete with a partially-destroyed skeleton with jewelry that's had the gems pried out and a broken
staff of the magi.
There's a bronze urn with a thin stream of smoke coming out. It contains an efreet. If the PCs release it with a minimum of jostling, it will perform three services, then fuck off. If they did a lot of banging and clanging, it attacks.
Then there are the iron chests - thick, bolted to the floor, triple-locked with poison needle traps. And if you open them:
The eastern chest holds 10,000 gems which will appear to be of not less than base 50 g.p. value each, no matter how they are tested in the dungeon. Each is actually a 1 g.p. quartz gem. The other contains 10,000 copper pieces magicked to appear as platinum until they are removed to a distance of 13 miles from the Tomb, when their true nature becomes evident.
...which is interesting considering the false treasure chamber is already under anti-magic, but we've clawed far up Gygax's butthole already.
There are no obvious exits from the chamber except the way the PCs came in.If they do a thorough search, there's a ring set in the wall behind one of the statues (moving which, without magic, is a pain in the ass). Pull it and a chute is revealed. Crawl through there and it opens up to a hallway, which curls around and lands at a pair of doors. You go through one or the other, and there's another door. You go through that door, and there's
another door. These are, however one-way "phase doors" (because Gygax hadn't worked out a new mechanic in
at least a paragraph); if you go through them, they go out-of-phase and you can't go back - if you took the right door, you're in front of the door leading to the grotto (and right over a covered pit trap, as a final fuck-you), if you took the left door, you're behind said door leading to the grotto.
So where the fuck is Acererack's Tomb? Where did all the stuff go that the PCs had every time they were teleported naked back to the entrance? What's up with the keys?
Well, it's undetectable by magic, but back when you moved the statue from the false treasure room, there's a hidden door that can be opened with the First Key. This is the true
Crypt of Acererak the Demi-Lich.
The room is 10' x 20', and empty except...
there is a small depression a few inches deep and about 2' square in the center of the floor. Careful inspection will discover a small hole in the middle of this depression--another keyhole!
If you try to put the First Key in, you take 5d6 damage. The second key fits, however, and if it is turned 3 times, the center of the south floor will rise (PCs have until the count of five to move or get squashed into red jelly against the ceiling)...and the southern 15' of the crypt is now filled with a mithril vault. Open the door and you will find all the items lost from teleporting, vast wealth, a handful of mostly-randomly-determined magical items, three cursed weapons, a
+4 sword of defending, and one pissed-off demi-lich.
The lich generally can't do much unless directly attacked, or if somebody notices the skull filled with priceless gems lingering in the back of the vault. Touching this is...bad news.
I'd say Acererak is a closet troll, but this is a troll whose closet the PCs have been banging on and demanding entrance for quite a while at this point. The fact that one of his default powers is to kill you instantly and imprison your soul in one of his gemstones is just par for the fucking course at this point. This IS the Big Bad, and Gygax is at pains to point out:
DESTRUCTION OF THE DEMI-LICH EARNS A SUGGESTED 100,000 EXPERIENCE POINTS. THIS CONSIDERS ALL ACTIONS WITHIN THE TOMB OF HORRORS TO GAIN THE CRYPT, TREASURE TAKEN OUT SHOULD ADD AN ADDITIONAL 1 EXPERIENCE POINT FOR EVERY 2 G.P. OF VALUE.
This ends the expedition of The Tomb of Horrors. We hope you and your players will have found it exciting, challenging, and rewarding.
Oh, fuck off.
Let's be clear: the Tomb of Horrors is
not a great module. It's a tournament module you're never going to get through during a tournament. It's a meat grinder where the tomb follows no particular logic, except maybe a half-assed attempt to get the PCs to do typical PC things and then punish them for it. Repeatedly. There's a new, novel, never seen-before-or-since mechanic on each page.
This is a dungeon that breaks the rules, but not in a good way. The PCs might, by dint of sheer stubbornness, finish this adventure - but they aren't gaining a lot of satisfaction from playing the Nintendo Hard of old-school D&D modules. There's no mystery here, no great evil to thwart - Acererak is chillin' in his crib, not bothering anybody - and the sheer
randomness of the module makes it frustrating. None of it makes any sense. Why didn't Acererak just embed his skull in a mile-thick adamantine sphere and set it adrift far above the world? Why didn't he just put it in a box covered in lead and embed it in the foundations of an important civil works project, like an aqueduct or dam?
This tomb is about being a dick. Full stop. It's not even about bragging rights. There's not even any unique treasure.
After the End
The module comes pre-loaded with 20 pre-generated characters for your conga-line of death. Sortof. They get progressively weaker the farther you go down the list, so that you start with a 14th-level Human Magic-User and end with a Halfling Fighter 4/Thief 5.
And aside from the illustrations...that's it, that's the end.
So what lessons in game design do we take away from this?
1) Have a purpose to your dungeon. It doesn't have to be a
great purpose, but something more than a random assemblage of rooms.
2) Dungeons have tropes for a reason. Use them.
3) It's okay to subvert dungeon tropes.
4) Give the PCs a reason to be in the dungeon.
5) Have the PCs play be the same rules as the DM.
That last one is my big take-away. The amount that Gygax felt he needed to
cheat with this module is astounding. Forget the bleeding doors and all that stupid crap, it's the arbitrary anti-magic and stuff along that line which galls me. The PCs should hire an army of dwarfs to reduce this crypt to rubble, one shovel-full of dirt at a time.