The iron men of visage grim do more thanmeets the viewers eye
You've left and left and found my Tomb
and now your soul will die.
It's the module whose name sends chills down the spine of any serious D&D player. Chock full of spiked pits and other assorted death traps, dead-ends and false finishes, and a final encounter against a nearly invulnerable creature that can kill a PC every round, it's notorious as a character-destroying meat grinder, and the epitome of old school D&D. Those who (claim) to have played and survived it wear their experience like a Purple Heart.
I'm writing of course about S1: The Tomb of Horrors, as penned by the late, great Gary Gygax. What I'd like to know is whether anyone has ever legitimately played through this module and lived. I just don't see how it's possible.
My own experience with this module is non-existent. In the interest of full disclosure I've never played or DM'd the Tomb, and for most of my life I didn't even own a copy. But the information I gleaned about it online over the years simultaneously intrigued and scared the crap out of me. I knew I had to eventually get my own copy.
A couple years ago I had the fortune to find and purchase a used copy of the legendary S1 at a local gamestore. My reaction upon reading it was: Holy Shit, you can never play this, straight up and legit, make it through the tomb, and come out alive. By legit I mean playing without any foreknowledge of the killer, no saving throw, instant death traps that litter the tomb of the demi-lich. That's very hard to do nowadays: It seems like everyone at least has a passing familarity with the module, due to the internet and the fact it's been around for 30 years.
S1 strikes me as the ultimate stand-alone scenario. Even though Gygax placed it in the World of Greyhawk and provided a backstory, The Tomb of Horrors really cannot be part of any long-running campaign. Unless your players are the type who don't mind watching their carefully-crafted 13th level fighter--built up through years of hard-fighting and treasure gathering in memorable campaigns--slid into a molten lava pit to die screaming with no save, they're probably going to end up angry. In the Tomb you can be sucked into Acererak's eye (annihilated with no save), crushed flat beneath the roller of a massive stone juggnernaut (death, no save), turned into green slime (no save!), and generally snuffed out of existence in a million other ways.
This leads me to believe that S1 is not intended as a serious module, but rather a strange and amusing artifact to be read and put back on the shelf. Or perhaps it was written as a means to punish cocky players.
Despite its propensity for killing PCs, I do think The Tomb of Horrors has plenty of merit and deserves a place of honor in any serious D&D player's collection. The reasons include:
It's amazingly well-written and illustrated. It oozes flavor. Gygax was on top of his game here. Here's a good example:
The mists are silvery and shot through with delicate streamers of golden color. Vision extends only 6'. There is a dim aura of good if detected for. Those who step into the mist must save versus poison or become idiots until they can breathe the clean air above ground under the warm sun.
In addition, the Tomb of Horrors comes with a beautiful 20-page illustration booklet, containing 32 illustrations showing various features of the Tomb. If you're a fan of old-school art this alone is worth the purchase.
It's a marvel of economy. Outside of the illustration booklet the module itself is a dense, compact 12 pages, which includes pre-rolled PCs! Pretty amazing.
It's hard-core and the essence of old-school. Gygax writes at the outset what could be a treatise of old-school gaming. He states the following: This is a thinking person's module, and if your group is a hack and slay gathering, they will be unhappy .... it is this writer's belief that brainwork is good for all players, and they will certainly benefit from playing this module, for individual levels of skill will be improved by reasoning and experience.
Later on, he adds as a tip for running the module: Read aloud appropriate sections, but never give any additional information which player characters would have no way of knowing, and avoid facial expressions or voice tones which might give helpful hints or mislead players. The real enjoyment of this module is managing to cope, and those players who manage to do so even semi-successfully will appreciate your refereeing properly and allowing them to "live or die" on their own.
In other words, S1 challenges the skill of the players, and not the abilities of the PCs.
And what a challenge it is. So again I'll ask: Has anyone played through S1 and lived? Or is the Tomb of Horrors widely regarded as simply not a "serious" module?
One other interesting sidenote to the Tomb of Horrors: Inside it says that it was originally used as a tournament module at Origins I (which is probably the ideal way to play it). Me, I would kill to enter a time machine and watch a few sessions of that.

