‘The Face
of the Great Green Devil’ from S1 – Tomb
of Horrors is perhaps the most famous trap in D&D history. And with
good reason: it has everything a good trap needs.
1. It’s
deadly: who leaps into the mouth of the devil is completely and forever
destroyed.
2. It’s
easy to detect: any PCs taking the time to examine the devil’s mouth will
certainly detect the sphere of
annihilation almost immediately.
3. Examining
it is still dangerous: the PC examining the trap shouldn’t put his hand in.
This is why you have a 10-foot pole.
The 2E
module Return to the Tomb of Horrors improves
the trap, and makes it even better, in my opinion. In that scenario, anyone
stepping into the devil’s mouth with dust from Acererak’s discarded physical
form in hand will not be destroyed, but is transported to The City That Waits.
Tomb of Horrors is often cited by new school players as the
foremost example of an “unfair” module. Although it certainly was designed to
be deadly, examining everything, having a thief to scout, and detecting
magic or evil regularly saves a
lot of trouble. It seems to me in new school games, the most common way to
interact with traps is falling in them.
Instead of teaching players not to walk into traps, traps became less and less
dangerous.
This is one of the reasons I got into OSR recently. I am ever hopeful that I can find a group to go through all of these old modules that I missed out on back in the day.
ReplyDeleteYes, the old modules are full of good stuff.
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