Tag Archives: Tomb of Horrors

The Astral and Ethereal Went From Interchangable to Overcomplicated. How Can D&D Fix Them?

As introduced in the original Dungeons & Dragons supplements, the astral and the ethereal planes seemed like two names for the same place. D&D characters visited both planes for the same reason: to snoop undetected. Either way, travelers pass through walls. On both planes, travelers braved the psychic wind. Monsters with attacks extending to one dimension invariably touched the other as well. The two planes shared the same encounter tables.

dosctor strange etheral selfToday, thanks to decades of new planar lore, the astral and ethereal now differ. Instead of psychic winds, ethereal travelers face ether cyclones. On both planes, travelers fly around at will, but on the ethereal, creatures have a sense of gravity. Planar diagrams show the astral plane touching outer planes like the Hells and Limbo, while the ethereal touches the elemental planes. (Nonetheless, characters will still use plane shift and portals to travel the planes.)

Despite these differences, when the fourth-edition designers simplified the lore in their Manual of the Planes (2008), they dropped the ethereal plane. No wonder fans felt incensed!

How did D&D wind up with the Coke and Pepsi of planes? Do their redundancies just add useless complication to the game’s cosmology as the fourth edition designers seemed to conclude?

Signed Greyhawk CoverTwo magic items that appeared in Greyhawk (1975) introduced the ethereal to D&D. Both oil of etherealness and armor of etherealness put characters “out of phase,” letting them through solid objects and making them immune to attack except by other creatures that can also become out of phase. Only a mention of creatures that can see ethereal things reveals that ethereal travelers are invisible rather than merely intangible.

One spell that debuted in Greyhawk introduced the astral to D&D. The astral spell let casters send their astral form out of their body. The form can fly at the speed of 100 miles per hour or more “and nothing but other astral creatures could detect it.” so the spell offered a superb way to find the best treasures and the worst traps in the dungeon.

The astral spell offers no more detail about astral travel, but fantasy gamers in the early 70s likely understood the concept. In Doctor Strange’s comic book appearances of the time, the Sorcerer Supreme frequently traveled in ethereal, astral, or ectoplasmic form; the superhero’s writers used the terms interchangeably. Gary Gygax included every idea he found in fantasy and folklore in his game, and gamers in his circle knew Doctor Strange. Brian Blume, the co-owner of D&D publisher TSR, was a fan. The teenage artist Gary recruited to draw the original D&D cover patterned the image after a panel in a Doctor Strange comic. Gamers could also consult books like the Art and Practice of Astral Projection (1975). Back then, astral projection attracted popular attention and even the U.S. Army took the paranormal seriously enough to launch a research effort that included astral projection.

The Eldritch Wizardry supplement (1976) frequently mentions ethereal and astral travel together, making the two dimensions interchangeable except for the magic item or spell required to reach them. The distinction between oil of etherealness and astral spell created one big difference in play. The oil made the body ethereal, so when the effect wore off, the user gained substance wherever they had traveled. With the astral spell, the caster’s astral form left their body behind and then returned to their body when the spell wore off or when something destroyed their astral form. This let someone scout while nearly immune to harm, but they could not physically travel to another place.

Until the plane shift spell debuted in the Advanced Dungeons & Dragons Player’s Handbook (1978), characters could not bring their bodies to the astral plane. Plane shift enabled travel to and from the astral and ethereal, making visiting either plane equally simple.

In the AD&D Player’s Handbook, Gary’s urge to gather ideas from other sources led him to complicate the astral spell with more lore from astral projection. Some real-world investigators into astral projection claimed that during their out-of-body experiences, they saw an elastic, silver cord that linked their astral form to their physical body. Based on this, the astral spell added cords that tether astral travelers to their flesh and blood. Breaking the cord kills the traveler, so the cords potentially add some risk and tension to astral projection, even though “only a few rare effects can break the cord.” When Charles Stross created the astral-dwelling githyanki for the “Fiend Factory” column in White Dwarf issue 12 (1979), he wisely gave them swords capable of cutting the silver cords, adding some real peril to astral travel.

In the July 1977 issue of Dragon magazine, Gary Gygax printed a diagram that showed a difference between the astral and ethereal planes. The astral stretched to the outer planes like Olympus and the Hells, while the ethereal reached the inner, elemental planes. This proximity hardly made a difference in gameplay, since Gary never explains how astral travelers can navigate to Olympus, or why someone might care in a game with plane shift on page 50 of the Player’s Handbook. Besides, with Queen of the Demonweb Pits still years away, a DM who allowed players to travel the planes lacked any example to follow.

doctor strange ectoplasmicAs far as players cared, the astral and ethereal just offered ways to snoop while undetectable and unblocked by walls. The choice of plane depended on the available magic. In 1977, D&D co-creator Gary Gygax would write about how astral and ethereal travel “posed a headache for DM’s.” In Tomb of Horrors (1978), he writes “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.”

The Manual of Planes (1987) finally created differences between the astral and ethereal that factored into game play.

The astral no longer overlapped the material plane, so astral travelers lost the power to scout and spy. At best, astral travelers could find a portal called a color pool leading to the material plane and use it as a window to scry. Instead, the astral became a crossroad of connections to other planes. The astral gained those color pools and also conduits that work like portals but looked different. Years later, the fourth-edition designers fully realized this idea of the astral connecting to the outer planes when it made the Heavens, Hells, and other outer planes domains floating in the astral sea.

The ethereal still allowed invisible, intangible scouting, but it now extended into the deep ethereal, a place that connected to the elemental planes and various demi planes. The deep ethereal seems like a useless complication that stems from a diagram Gary printed in that 1977 issue of Dragon, because it resembles the astral plane, and besides players travel by plane shift and portal.

By the 90s, as D&D settings started proliferating, D&D designers started looking for ways to connect them. The Spelljammer setting gave characters a way to pilot their fantasy spaceships between Faerûn, Krynn, Oerth, and so on. The Planescape setting uses the deep ethereal to create similar connections between D&D worlds.

The astral and deep ethereal are different thanks to Coke versus Pepsi nuances of flavor and because each plane led to different places. (Does that feel like too much complexity for few gameplay rewards?) In practice, plane shift and portals mean that few visit the astral except to fight githyanki and no one visits the deep ethereal ever. In today’s game, the new Spelljammer setting uses the astral sea to connect D&D worlds, leaving the deep ethereal with no reason to exist. (Update: The Radiant Citadel of Journeys Through the Radiant Citadel exists in the deep ethereal, which provides the feel of a magical place disconnected from the ordinary, but without the problems created by locating a city in the astral where nothing ages.)

If I were king of D&D, I would adjust the astral and ethereal with some changes:

  • Drop the deep ethereal, keeping the ethereal as the sole, overlapping plane of creatures out of phase. The deep ethereal rates a description in the 2014 Dungeon Master’s Guide, but I suspect no fifth-edition character has ever visited it.
  • Drop the astral projection spell and the silver cords. The ability to spy from the astral plane disappeared in 1987, so the astral spell just rates as a pointless nod to a passing interest in the paranormal.
  • Make the astral sea the plane of portals and conduits that serves as the crossroads of worlds and planes.

Related: Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes

How Shadowdark Delivers Old-School D&D Intensity With Modern Game Mechanics

The Shadowdark game by Kelsey Dionne of The Arcane Library bills itself as delivering old school gaming with modernized mechanics. Shadowdark hardly rates as the first game with this approach. Into the Unknown (2019) boasts 5E compatibility combined with old-school mechanisms such as “morale, reaction rolls, random encounters, gold for XP, and henchmen.” Still, with a Kickstarter closing in on a million dollars, Shadowdark stands as an unprecedented success.

I played Lost Citadel of the Scarlet Minotaur, an adventure from the Shadowdark free quickstart set, and marveled at how well the game duplicated so much of the charm of D&D in 1974—except with zero confusion over inches, initiative, and what Gary Gygax meant by writing that elves could “freely switch class whenever they choose.” Make that year 1975; Shadowdark has thieves.How does Shadowdark create the experience of early fantasy gaming with rules that echo fifth edition Dungeons & Dragons, from the ability score bonuses, to advantage, disadvantage, and inspiration?

Death always seems near

In my Shadowdark party, two characters started with 1 hp and one had 2. Sixty percent of the group would likely drop from a single hit! Those rock bottom numbers come from the game’s randomly rolled hit points and from the lowly stats that result from rolling 3d6 in order. My character suffered a -2 Constitution adjustment. To be fair, Shadowdark offers PCs one advantage over brown box D&D. Characters who drop to 0 can be revived. But stabilizing a character takes a DC 15 check and spells often fail, so forget the popular fifth-edition strategy of just letting characters drop to 0 before healing because damage beyond 0 heals for free.

This risk of sudden death gives Shadowdark a sense of peril that I’ve never felt in a fifth-edition game. That makes for a tense, exciting game.

Treasure is the goal

Shadowdark awards experience points for treasure gained and not for monsters slain. This mirrors the original D&D game, which awarded characters much more experience for winning gold than for killing monsters.

D&D players could take their characters anyplace they chose, but the XP-for-gold mechanic rewarded them for risking the dungeon crawls that made the original game irresistible fun. The lure of gold joined priests and rogues, law and chaos, together with a common goal. Plus the quest for treasure resonated with players. Gary wrote, “If you, the real you, were an adventurer, what would motivate you more than the lure of riches?” (See The fun and realism of unrealistically awarding experience points for gold.

Battle becomes a last resort

In addition to rewarding players for seeking fun, the XP-for-gold system offers another benefit: It creates a simple way to award experience points for succeeding at non-combat challenges. As a new character, potentially with 1 hit point, you stand little chance of leveling through combat. Players joke that D&D is about killing things and taking their stuff, but in the original game and in Shadowdark, you are better off using your wits to take stuff. So long as your cunning leads to gold, you get experience.

In modern D&D games, fights routinely drag on until one side is wiped out, often because monsters that surrender or run can spoil the fun unless dungeon masters cope with the hassles of broken morale. To most D&D players, an escape feels like a loss, and nobody likes to lose. But when battle is a dangerous setback in a quest for treasure, monsters who break and run give players a quick and welcome victory. Shadowdark offers morale rolls that make fights quick and unpredictable.

Wandering monsters quicken the pace

Wandering monsters can improve D&D play, mainly by giving players a sense of urgency. Gary recommended “frequent checking for wandering monsters” as a method to speed play. In a perilous game like Shadowdark, players can slow the game with meticulous play, searching everything, checking everything, accomplishing nothing. But the game’s wandering monsters turn time into danger. Every passing minute gives foes more chances to find the party. Wandering monsters rarely carry loot and the XP reward that it brings, so idle characters just face danger with scant reward. Players keep moving, risking the next room in search for treasure.

Players choose their difficulty

In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper. This system gives players a choice they rarely get in today’s D&D, and it adds a element of strategy. To lure characters to danger, the 1974 game doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. (See The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat.)

The Shadowdark quick start game doesn’t explain this approach, but the structure is there. Treasure and XP rewards escalate as characters rise in level, coaxing players to delve as far down as they dare.

This design frees DMs from the burden of designing encounters that make players feel challenged without killing characters. Instead, players decide on the risks they dare to face, and if an encounter proves unbeatable, players can run. After all, skilled players avoid fights.

Success requires conserving resources and planning for escape

In the 1975 Greyhawk supplement to D&D, the 6th-level cleric spell find the path focused on escaping dungeons. “By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found.” In the original books, the sample tricks and traps aimed to get PCs lost in the dungeon where wandering monsters and dwindling resources might finish a party. When Gary’s shifting rooms and unnoticed slopes made the PCs hopelessly lost, find the path offered a way out. (See Spells that let players skip the dungeons in Dungeons & Dragons.)

Shadowdark includes rules that make dungeons as risky as the underworlds that made find the path merit a 6th-level spell. All characters need light to see, so the guide explains, “In this game, a torch only holds back the pressing darkness for one hour of real-world time. There isn’t a moment to waste when the flames are burning low.” In darkness, the characters suffer disadvantage and wandering monsters rush to prey on the vulnerable.

A supply of torches and other light sources become essential, and the tracking the supply becomes more than bookkeeping. The game boasts a simple encumbrance system that matches the one Runequest offered as an old-school innovation in 1978. Characters can carry one item per point of strength. Torches and other light sources fill those precious inventory slots.

Shadowdark also lifts the burden of totaling time in the dungeon by dropping 10-minute turns in favor of the simple method of making 1 hour of play equal 1 hour in the dungeon. This speeds play by spurring players to act with the same urgency as their characters.

In the game I played, as we lit our last torches, we knew we only had an hour to escape the dungeon with our loot. And the wandering monsters made that escape no sure thing. This made our run to the exit as tense as our descent into the underworld.

Ability checks become unusual

Some gamers say that ability checks make modern D&D less fun. These fans of an older style prefer a game where instead of rolling perception to spot a trap door, characters tap the floor with their 10-foot pole.

Shadowdark includes D&D’s modern rules for d20 ability checks, but the game favors an old-school reluctance to make checks. The Game Master Guide recommends “giving players the opportunity to make decisions that rely on their creativity and wits, not on their dice rolls or stat bonuses.”

Faced with a challenge, players must observe and interact with the game world. Instead of scanning their character sheet for solutions, players rely on their wits and ingenuity. Ideally, the game tests player skill more than character stats.

Characters develop through play.

Before starting my Shadowdark game with my 1 hp character, I joked that I’d just finished writing his 8-page backstory. For modern D&D games, I appreciate players who invest in backstories; for a 1 hp character, such a document is pure folly. Instead, the story of a Shadowdark character evolves from playing the game and from the random luck of the die. Starting with characters rolled using 3d6 in order, Shadowdark asks players and GMs alike to surrender control to the dice. Forget planning a story and nudging characters along. Things like wandering monsters and morale rolls take the game into into an unknowable future. Even when characters advance, they roll their hit points and new talents. This trades the fun of building characters in favor of the challenge of playing a character that fate and the dice delivered. Characters stories begin and end as part in the shared story everyone experienced at the game table. (See D&D and the Role of the Die Roll, a Love Letter.)

Modern mechanics

With so many nods to the D&D of 1975, why play Shadowdark instead? The game gains from a foundation built on the fifth edition rules and the nearly 50 years of innovation in the modern game.

So Shadowdark includes cyclical initiative instead of a reference to a system that only appeared in the Chainmail rules.

In the original D&D game, ability scores hardly mattered. Characters with a high score in the most important ability for their class might get at 10% bonus to XP, but otherwise the scores meant little more than a +1 on certain attacks.

In the Blackmoor campaign that led to D&D, Dave Arneson used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. However, when Gary penned the D&D rules, he lost that effect. Gary favored estimating the odds and improvising a roll to fit. Now, GMs and player alike prefer a clearer system for deciding whether a character succeeds. The d20 mechanic delivers that transparency. (See How Dungeons & Dragons Got Its Ability Scores and Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.)

Rather than the system of ranges and movement in inches that made sense to a tiny audience of miniature wargamers fluent in inches on a sand table, Shadowdark puts distances into close (5 feet), near (up to 30 feet), and far (within sight during an encounter or scene). You can still play on a grid, but narrative battles play fine too.

Gary’s early games would sometimes put as many as 20 players into a party. The 1975 D&D tournament at Origins gathered parties of 12 for a trip into the Tomb of Horrors. Such large parties designated a caller to speak for the group. Nowadays, gamers speak for themselves. In Shadowdark, everyone takes turns, even outside of combat. No one feels like a spectator. Disciplined parties avoid scattering and becoming easy prey for wandering monsters.

As for elves switching classes, Shadowdark opts for the the 1979 innovation of separating race and class, and the 2020-something innovation of calling “race” something else (ancestry).

As a mix of old and new, Shadowdark lands in a good place.

F’Chelrak’s Tomb: The Earliest D&D Adventure Worth Playing

The second Dungeons & Dragons supplement, Blackmoor, arrived in April 1975. It featured Temple of the Frog, the first adventure in print. A year later, three more pioneering adventures reached gamers.

The May 1976 issue of the UK magazine Games and Puzzles included an introduction to D&D by Games Workshop co-founder Steve Jackson. “D&D is an attempt to recreate fantasy adventure using greatly modified tabletop wargaming rules.” The article devotes a half page mapping and keying “The Dungeons of the Ground Goblins.” In June 1976, California gamers Pete and Judy Kerestan published D&D’s first standalone adventure, Palace of the Vampire Queen.

To explore D&D’s origins, some modern players have tried playing these dungeons. Don’t. Temple of the Frog runs as an infiltration mission. Players looking for classic D&D will only find a total party kill.  “The Dungeons of the Ground Goblins” and Palace of the Vampire Queen describe their rooms by pairing rare words of description with lists of monsters and treasures. Both demonstrate why D&D co-creator Gary Gygax thought adventures wouldn’t sell. Any dungeon master could easily create a similar monster zoos using the Dungeon Geomorphs and Monster and Treasure Assortments that Gary’s own TSR Hobbies would soon sell.

But one other adventure reached print in June of 1976.

The Dungeoneer

Dungeoneer01_3rdWhile still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.

If you want to enjoy an adventure in the spirit of ’76, explore F’Chelrak’s Tomb. The tomb fits the early game’s style: It capriciously slays characters and drops magic like candy from a parade, but it also packs enough ideas to fill a game session with wild fun.

Jaquays published 6 issues of Dungeoneer, sold the fanzine, and then started work at Judges Guild. There she penned early, classic adventures like Dark Tower and the Caverns of Thracia.

F’Chelrak’s Tomb ranks as the first published adventure that remains playable in something like its original form. The cheapest legit versions of the adventure available now are in used copies of The Dungeoneer Compendium. Sadly, Judges Guild no longer sells the PDF version of that collection.

About the tomb

As soon as dungeon masters turned from megadungeons to smaller sites, they started devising tombs. F’Chelrak’s Tomb boasts plenty of save-or-die moments, but it lacks the menace of its contemporary from Origins 1975, Tomb of Horrors.

Instead, F’Chelrak’s Tomb offers the chaotic whimsy of a Deck of Many Things. One room features a gallery of objects shrouded by sheets. When revealed, each object has some crazy effect. A sculpture of the Medusa might change the revealer to stone. A statue of a gorgeous woman could either change the revealer’s gender or it could come to life and become a lover or slave. A great stone face might polymorph the revealer into a monster, grant a point of constitution, or split a character into good and evil versions. A statue of Death disintegrates the revealer. “No resurrection is possible!” One sheet covers an artifact: a shield that doubles as a mirror of life trapping. When the owner traps too many lives, the mirror makes room by freeing Morac, a 9th-level chaotic evil lord. I suppose he wants his shield back. (I didn’t know chaotic evil was an alignment in 1976).

If left on the floor, the sheets can animate and attack because, obviously.

The adventure rests on more than the gallery. A new monster merges the Human Torch with kobolds. Some vertical architecture calls for cross-section diagrams. Traps, tricks and interesting curios litter the place.

Like the Tomb of Horrors, F’Chelrak’s Tomb comes from a time when players aimed to beat dungeons and they kept score in gold. In this spirit, the dungeon can win by stumping players with the puzzle in the first room, by hiding essential paths behind secret doors, or by tricking players into leaving after they loot a false crypt. (Today, trying to trick players into dropping out of an adventure seems unthinkable.)

The early presentation

The entire adventure spans just four pages, including a page of maps. Maps (titled “Charts”) number 1 and 3 use a familiar overhead perspective. Maps 2 and 4 show vertical cross-sections on the same graph paper, making them look like overhead maps too. Cross-section 2 puts the high-point at the top, but 4 puts its high-point on the right. The key for map 3 lists numbered locations, interrupts those numbers with a list of numbered objects, then revisits the same locations with a lettered list of traps and secret locations. This dungeon starts as a puzzle for the DM, but it can be deciphered.

Explaining the tomb to modern standards would take at least 12 pages of text. Jaquays does it in 3 by leaving all the details to the imagination of the DM. What will F’Chelrak or Morac do if they get loose? What are the stats for an attacking sheet? (Hint: Use the rug of smothering.) If an unlucky character get polymorphed in to a monster, what one? DMs must find the most fair or interesting answer to many questions.

Running F’Chelrak’s Tomb today

Using original D&D rules, I estimate this adventure would challenge a party of level 4-6.

You could also run this adventure using fifth-edition rules.

If you wanted to run this adventure as a one-shot with the feel of the early game, let the players take a party of 12, 2nd-level characters. In 1976, adventuring parties tended to be large. Many PCs will die, but that only captures the spirit. Although many of the monsters in the tomb pose a grave threat to such low-level PCs, the PCs enjoy overwhelming numbers. Nonetheless, To reduce the chance of total party kill, put only 2 manticores in room 4. Somewhere in the adventure, give survivors a rest to heal and level up. If F’Chelrak finds them, they may need to run. That qualifies as smart play.

If you want better combat encounters and a lower body count, start each player with a 5th-level character. Make the following changes:

  • Replace the 10 gremlins with magmin. The gremlins penalize melee attacks by melting weapons, but 5E characters would sweep them away with spells and ranged attacks.
  • When the players take Morac’s shield, release 6 specters rather than just 1.
  • In the flooded tomb, put 3 ghouls rather than inventing a water gargoyle. Keep them hidden in the dark water so that only water-breathing PCs can easily confront them.
  • Make F’Chelrak a level-9 magic user based on the mage stats. If he possesses one of the PCs, he will study the rest of the party before attempting to reclaim his treasure from the party.

Related: Mark Grisham created a free, 2 room tomb for original D&D that uses F’Chelrak for inspiration.

5 Roleplaying Products That Shaped How I Play Dungeons & Dragons 1978-2000

Tomb of Horrors (1978)

In the early days, I enjoyed plenty of time to create my own adventures, so I had little interest in playing the published ones. But I still drew inspiration from them. Nothing inspired like Tomb of Horrors.

tomb-of-horrors-1e-coverBefore the tomb, dungeons tended to lack personality. Dungeon masters followed the examples in the rule books, serving players bland tunnels, square rooms, and monsters waiting to be killed.

The tomb overflowed with the personality of its fictional creator and its real-world author. Gary Gygax admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The tomb brought a menace unmatched by other dungeons. Its legend still draws players, despite its reputation for dead characters and tedious play.

The best part of the adventure might be the keyed illustrations that revealed its locations. The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so adventurers encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See Picturing the dungeon – keyed illustrations.

For more, see Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.

Queen of the Demonweb Pits (1980)

You can fault some details in Queen of the Demonweb Pits, but not its big ideas. This adventure took the scope of Dungeons & Dragons and blew it wide open.

Q1 Queen of the Demonweb Pits CoverStart with the Demonweb, a web of pathways floating through impenetrable fog. The material of the path moves slightly. “Close examination will reveal faces, twisted and tortured, pressed against some invisible barrier, silently mouthing screams and howls.” These are the lost souls of the Abyss. Along the path, unsupported doors open into extradimensional spaces. At first, these doors lead to Lolth’s creatures. On the last level of the web, the doors open on alternate material planes that she targets for attack or other schemes. In unlocking these planes, the adventure made the world of Greyhawk and its kin seem like specks floating an a sea of creation.

Once players leave the web, they find Lolth’s stronghold, a colossal, steam-powered spider that walks across an alien desert. Many players disliked the spider-ship for its collision of fantasy and steampunk, but I loved it. A diet of Michael Moorcock books and Arduin had already shattered my reservations about mixing such elements. The spider-ship seemed like a fitting creation for a goddess whose power spanned a multiverse. The ship’s inscrutable purpose and destination suited her chaos.

Lolth’s spider-ship, the Demonweb, and its portals suggested a D&D game with a scope that felt breathtaking.

For more, see How Queen of the Demonweb Pits opened Dungeons & Dragons to the multiverse

Escape from Astigars Lair (1980)

In 1980, Judges Guild published Escape from Astigar’s Lair, a slim module that sold for just $2. The adventure so charmed me that after I ran it, I created a similar challenge of my own to unleash on players.

Escape From Astigar's LairThe action starts when the wizard Egad dons a cursed helm and becomes possessed by the evil spirit of the mighty Astigar. Players take the roles of the druid Danier and the ranger Therain, who begin shackled to a wall in Astigar’s dungeon complex. The escape encourages shrewd problem solving. How can you cross a chamber swarming with flying lizards as voracious as piranha? How can you force Egad to remove the cursed helm? The obstacles in the lair inspired challenges that I would add to my own game.

I loved how Escape from Astigar’s Lair showed that combining oddball powers with ingenuity could prove more fun than blasting away.

For more, see Little-known D&D classics: Escape from Astigar’s Lair.

Fez (1980-1985)

In 1981, my buddies and I, at our first Gen Con, stumbled into the Fez tournament and had a blast, more fun than we had in that year’s AD&D Open. For several years, even as our interests wandered from AD&D to other role-playing games, Fez remained the Gen Con event we most eagerly anticipated.FezI The Wizard’s Vale was originally printed as Fez I Valley of Trees

In this blog, I’ve shown how a reliance of skill checks tends to encourage players to focus on their character stats and to take focus from the game world. When a skill check solves any problem in the game world, the details of the problem become unimportant.

When I played Fez, little seemed to demand a roll. Behind the dungeon master’s screen, Fez was a D&D game complete with AC and HP. From my perspective, Fez factored rules out of the game, making immersion the game world all important. Normally, I would not want to play battles without character stats, but in Fez, the objective seemed to be to avoid fights.

Fez featured a play style different from the typical D&D game, and it blew my impressionable mind.

For more, see Little-known D&D classics: Fez.

Dungeons & Dragons third edition (2000)

Game historian Shannon Appelcline calls D&D’s original design chaotic modeling, with inconsistent game systems handling different parts of the game world. So Strength has a range of 3-17, and then 18/01 to 18/00, while other attributes range from 3-18. Thieves roll under a percentage to gain success, attackers try to roll high on a d20, and (in some versions) ability checks require a d20 roll under an ability score. “The fact that the game couldn’t even keep its core range straight (was it yards or feet?) says a lot.”

3E edition launch shirtIn Thirty Years of Adventure: A Celebration of Dungeons & Dragons, Steve Winter wrote, “By 1987, the science and/or art of roleplaying game design had progressed significantly since AD&D’s first appearance. Games such as Runequest, The Fantasy Trip, Chivalry & Sorcery, Paranoia, Pendragon, Warhammer Fantasy, Star Wars, Call of Cthulhu, and many others showed that there were innumerable ways to build a quality, innovative RPG.”

Second edition designers Steve Winter and David “Zeb” Cook did their best to sort out D&D’s “ugly little systems that didn’t integrate with each other,” but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.” So D&D held to chaotic modeling.

In 1997, Wizards of the Coast took over TSR and new head Peter Adkison set the direction for a new edition of D&D. In Thirty Years of Adventure, he wrote, “After twenty-five years D&D was due for a major overhaul, but that the changes to the game should make the games rules more consistent, more elegant, and support more possibilities for different styles of play.” Adkison gave lead-designer Jonathan Tweet and the rest of his team the freedom to bring 25 years of innovation into D&D. The centerpiece of the revamp came in the form of the d20 core mechanic that became the name of the game’s foundation.

Future_of_D+DIn addition to the chaotic rules, D&D’s characters suffered from limitations Gary had created either for game balance or just to make humans the dominant race. “My biggest beef with the older rules were the consistent limitations on what characters could become,” Adkison wrote. “Why couldn’t dwarves be clerics. Why could wizards of some classes only advance to some pre-determined level limit? Why couldn’t intelligent monster races like orcs and ogres pick up character classes? In my mind these restrictions had no place in a rules set but should be restrictions established (if at all) at the campaign-setting level.”

I shared Peter Adkison’s beefs. When Wizards of the Coast made their big announcement leading to the third edition, they produced a shirt giving a taste of the barriers that the new edition shattered. For me, this shirt showed how third edition would embrace 30 years of role-playing game design ideas, and how it swept away senseless limitations. After years often away from D&D, mostly playing other games, third edition welcomed me back.

Related: 1977–1978

The History of Traps In Dungeons & Dragons

In original Dungeons & Dragons, the three brown books only include one rule for traps. “Traps are usually sprung by a roll of a 1 or a 2 when any character passes over or by them.” That’s it. Except for the Find Traps spell, the rules never explain how characters can find traps. In D&D’s original play style, if you wanted to find pit traps, you just told your dungeon master how you pushed down on the floor ahead with your 10’ pole. Or you sent your hireling ahead first. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons.

Book 3 The Underworld and Wilderness Adventures

Book 3 The Underworld and Wilderness Adventures

In Book III, Underworld and Wilderness Adventures, Gary Gygax lists a dozen tricks and traps such as slanting passages, sinking rooms, and one-way doors. All foiled a retreat from the dungeon. They threatened to make characters lose their way out, or worse, deliver them to a deeper level and more more dangerous foes. None of these traps need rules to play, just player ingenuity.

Undoubtedly, Gary had thought of other traps such as spring blades, poison needles, and warning bells, but his list conspicuously omits any traps that seem to require game-world finesse to overcome.

In the May 1974 issue of a fanzine called the Great Plains Games Players Newsletter, Gary Gygax presented the thief class. In his introduction, Gary tells how the class was suggested by a gamer named Gary Schweitzer (probably Santa Monica gamer Gary Switzer). “He mentioned that his group was developing a new class of character—thieves. Gary gave me a few details of how they were considering this character type, and from from these I have constructed tentative rules for the class.” In 1975, Supplement I: Greyhawk made the class official.

The thief class featured the ability to “remove small trap devices (such as poisoned needles)” At level 1, the thief boasts a 10% chance! So when your new thief says, “Don’t worry, I’ve got this,” the party should dive for cover. Original thieves enjoy no special ability to detect traps. Keep your hirelings in front.

The thief’s limit to disabling “small trap devices” seems to exist as an attempt to confine thieves to working on traps that require a character’s game-world knowledge and dexterity. For example, a chest rigged to release deadly gas requires a thief’s game-world aptitude, and a die roll. Big traps like pits and rolling boulders, which can be beaten through player ingenuity, remain outside of the thief’s skills. Players can tell the DM the steps their characters take to bridge a pit or to chock the rolling-boulder trap.

In the summer of 1975, Gary  brought the Tomb of Horrors to the Origins convention for a D&D tournament. One of the tournament’s players wrote a first-hand account of the event for issue 4 of the Alarums & Excursions fanzine. Even though the party includes two members of the new thief class, the Tomb offers virtually no place for them to disarm traps, and the Tomb [SPOILERS!] is loaded with traps. To determine when players get caught by traps, Gary fills the adventure with an ad-hoc system of saving throws, rolls of 1-2 on a d6, and verbal countdowns. (Player tip: If the DM begins to count down, run!) The Tomb’s legendary status comes from the mix of ingenuity, divination, and attrition required to bypass its memorable deathtraps, rather than the number of disarm checks needed. (DM Tip: if you run the Tomb and allow thieves to detect or disarm much, you’re doing it wrong. The Tomb of Tiresome Checks is a different adventure.) See Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.

In Advanced Dungeons & Dragons, thieves finally gained the ability to locate traps. A low-level rogue’s odds remained dismal, quickly upstaged when the priest gains Find Traps at level 3. This thief ability implied that no one else could find traps—after all, other classes lacked a Find Traps percentage. Third edition set this limitation in the rules by allowing rogues (and only rogues) to find traps “well hidden” behind a 20 or higher Search difficulty.

The rogue or thief’s limit to finding and disarming small traps remained in second edition. “These include poisoned needles, spring blades, deadly gasses, and warning bells,” but do not include “large, mechanical traps.”

In third edition, traps gained a systematic treatment, complete with triggers, effects, and difficulty classes. The Trapfinding ability enabled rogues the chance to locate and disable anything that the DM categorizes as a trap, small or large, magical or mundane. This gave rogues more chances to shine, but heightened the tension between the traps a thief can find and disable and the traps that test player ingenuity. We have all encountered players who insist that a disable trap roll will enable their rogue to easily bypass some elaborate and cunning challenge. So does staying at home, but neither tactic leads to much fun.

When the fourth edition designers rethought D&D, they saw traps as posing two core problems:

  • Traps can frustrate players
  • Traps can slow play to tedium

Problem: Traps that challenge player ingenuity can lead to player frustration.

This problem arises when when dungeon masters limit the players to a preconceived menu of potential solutions. This approach riddles the Tomb of Horrors, which includes many predicaments that require curiously-specific recipes of spells or actions to escape.

In Traps!, fourth-edition designer Stephen Radney-MacFarland writes, “In the early days, DMs all too often felt compelled to demonstrate their cleverness and punish players for making ‘wrong’ choices—even a choice as simple and random as which passage to explore.” For example, Tomb of Horrors. See Player skill without player frustration.

Problem: Traps can slow play to tedium.

Regarding the problem of slow play, Stephen Radney-MacFarland writes, “The ‘right’ way to play the game was to slowly and laboriously search each 10-foot square of dungeon before you set foot on it, or to use magic that made traps completely pointless. Neither option was much fun.”

Radney-MacFarland never mentions that old-school traps require wandering monsters or some other time pressure to avoid grinding the game to a halt. Of course, if time pressure denied characters the chance to look for the trap that killed them, the hazard seems arbitrary and unfair. See Three unexpected ways wandering monsters improve D&D play.

Fourth edition gives traps a new design

Radney-MacFarland admits designers thought about “disappearing” traps from the game, but decided to try fixing them first.

The fourth-edition design sought to fix the problem of frustrated players by eliminating traps that only challenge player ingenuity. “We wanted to expand the ways in which you could counter a trap. Much like figuring out that sometimes you wanted other skills to allow a character to recognize a trap’s threat, we made an effort to design traps that could be countered with an interesting skill uses.” Skill checks became the core mechanic for resolving traps. The game invited dungeon masters to allow as many different skills as plausible so everyone could share the fun of making skill checks.

Many players prefer traps that require ingenuity to overcome, because such challenges make the players’ decisions matter in the game world. But not all players favor this play style. The fourth edition design aimed to please players who insisted that a disable trap roll enabled their rogue to easily bypass some elaborate and cunning challenge. Still, the designers recognized that turning traps into a cause for skill checks failed to offer enough fun, so they redesign went farther.

“Most traps work best when they ‘replace’ a monster in a combat encounter, or serve as a hazard equally threatening to both sides.” In fourth edition, traps become a sort of stationary monster that the characters can disable or attack. Like monsters, traps make attacks, grant experience, and have solo and elite varieties. In this new concept, traps add spice to combat encounters, allow rogues to strut their skills, and target monsters as well as players—a new tactical element.

Radney-MacFarland writes, “Don’t fret, rogue fans. That class and other characters trained in Thievery are still the party’s best hope to shut down traps quickly and well.” But fourth-edition rogues soon learned to approach traps like everyone else, by attacking. Fourth-edition rogues inflict so much damage that a series of thievery checks always took longer than just attacking a battlefield trap.

Justifying battlefield traps

In the game world, the battlefield trap always seemed hard to justify. I pity dungeon builders stupid enough to bother enchanting, say, an automatic-crossbow trap rather than an iron defender or other construct. Unlike constructs, traps (a) cannot move, (b) can be disabled, and (c) will attack your guards as well as intruders. The dungeon builder’s henchmen, hired to fight alongside their master’s indiscriminate death machines, should look for a job at a better class of dungeon.

The fourth-edition approach to traps never proved as satisfying as hoped. As the edition evolved, we saw a gradual return to classic traps, even with all their problems.

Fifth-edition traps

Although complex traps revisit the good ideas from fourth edition’s battlefield traps, most fifth-edition traps recall the ones from before fourth edition. The rules offer advice for avoiding the problems with traps. “Traps are most effective when their presence comes as a surprise, not when they appear so often that the characters spend all their effort watching out for the next one.”

Just like thieves in D&D’s original game, fifth-edition rogues lack any special ability to find traps. Now, to find a trap, any character can attempt a Wisdom (Perception) check. The rules specifically allow players to find traps by looking in the right places. “You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.”

Depending on the trap, the best way to disarm may be a Dexterity or Strength check, but player ingenuity often works. “As with many situations, you shouldn’t allow die rolling to override clever play and good planning.” If disarming a device requires a check, the rogue’s proficiency with thieves tools can help.

Ironically, rogues rarely have high Wisdom, so they rate as bad at finding traps. Lucky for today’s rogues, the class pivoted from unlock-and-disarm specialists to hidden snipers. See The Thief’s Strange Trip From Non-Combatant to Battlefield Domination.

Dungeon Masters, Don’t Prepare Plots and Encounters—Do This Instead

Every dungeon master sometimes throws characters into a combat encounter, and then sees players do something unexpected. We never expect a peaceful dialog. Later, the characters reach a mountain outpost stocked with perfectly crafted encounters and the players show ingenuity by, say, triggering an avalanche that buries the place. Sometimes, every DM wants to say, “Come on, you all took intelligence as a dump stat. Just fight the monsters!”

Sometime in most dungeon masters’ careers, we plot a grand adventure for characters, complete with dramatic beats, treachery, revelations, and a climax. Then the players impulsively murder the traitor in session 1. In session 3, instead of escaping as planned, the evil mastermind dies too. The threat of such reversals tempt any dungeon master to railroad.

All these setbacks come from preparing encounters and plots that expect players to behave as expected. Often players do something surprising that leaves the plans in ruin.

Such planning misfires stem from taking the wrong mindset to prepare for a Dungeons & Dragons game.

For a better approach, follow two principles:

  • Prepare situations instead of encounters.
  • Prepare clues and villains instead of plots.

Situations form the bones of an adventure.

Game-world situations are the arrangements of locations and non-player characters that stand between the characters and what they want. The most elemental form of a situation includes (a) an obstacle, like a bridge blocked by a troll hungry for the party’s delicious gnome, and (b) a goal, like the other side. Often the difference between a small situation and an encounter is a mindset. An encounter starts as a situation with an assumed plot—perhaps as simple as (1) the characters fight and (2) they win. A situation stops assuming a plot and fills in other details like what the monsters want. (Hint: Not to wait in a room until heroes come to murder them.) A small situation might resemble a combat encounter complete with monsters to (probably) fight, but the situation mindset opens DMs for other courses of action. Maybe the characters talk, or sneak, or dislike the gnome.

Unlike combat, exploration, or interaction scenes, situations bring enough flexibility to play in different ways.

Larger situations often resemble dungeons. From a situation mindset, players could solve the Tomb of Horrors by excavating it from the top down—or by skipping it. Rather than grave robbing, real heroes should battle evil overlords. They have treasure too. (Perhaps by looting the tomb, the heroes can defeat the overlord by getting enough gold to cause runaway inflation. I want an adventure where evil is thwarted because it can’t make payroll.)

Tomb of Annihilation includes more modern takes on the dungeon as situation. Within the campaign, The Fain of the Night Serpent features factions, intrigue, and a McGuffin to recover. The Tomb of Nine Gods resembles the Tomb of Horrors, but with the time limit and an objective bigger than runaway inflation.

Situations can go beyond locations. For instance, a masquerade could be a situation where players need to uncover a spy. The characters might find their target through deception, magic, or by picking a suspect’s pockets to gain stolen plans.

The Prince of Murder’s network of covert assassins could form another situation. Instead of predicting which encounters the characters will face as they unravel the network, the DM invents a organization that reacts to the players’ actions.

As with combat encounters, a boring situation can lead it to dull scenes. Good situations include features that lead to interesting play. Mike “Sly Flourish” Shea has advice for creating situations. “Develop situations with lots of options, lots of hooks, and lots of interesting things the characters can interact with.”

So a situation that might feature combat may include a location primed for a dynamic battle. A situation that might include role playing may include memorable NPCs, but should at least include NPCs that want something.

I think of developing situations as piling kindling. Add enough incendiary ingredients so that if a spark flares, the scenes catch fire.

These details rarely require more work. Most dungeon masters will feel comfortable improvising some of the pieces. Plus, the situation mindset often frees DMs from worrying about contingencies. DMs who build situations spend less time preparing responses for every potential action because consequences stem naturally from the situation.

Mike touts the virtues of situations. “D&D is a lot more fun when we can watch scenes unfold in new and interesting ways well beyond what we originally intended. In order for that to happen, however, we need to build environments with all of the right elements to give characters, and their players, the chance to take things in lots of different directions.”

For situations, Tom “Dungeon Bastard” Lommel plans one extra element: He prepares a menu of potential outcomes. He lists wins that represent total success, complications that bring success at a cost, and setbacks that represent failure. “One thing I always get bogged down in is analysis paralysis,” Tom says. “This is a road map for me to respond to what the party is doing. I have a list of plausible options at my command and I don’t have to think about it in the moment.”

I like Tom’s strategy because, in the heat of a game session, I struggle to improvise reactions to sweeping victories and epic fails. Such grand outcomes often threaten to upend the game. An easy win can’t cut a 4-hour convention adventure to a half-hour assassination. Instead, I want to reward ingenuity with some success, and then add reasonable complications that keep one move from ending the game. A total-party kill shouldn’t abort a long-running campaign arc short of a satisfying conclusion. Instead, I want the characters captured, or to lose the magic key, or to suffer the gloating of the rival who saves them. (Forget bludgeoning, adventurers hate blows to their pride most because they wound the player too.) At the least, I always plan ways to turn total-party kills into setbacks that spare the campaign.

Tom uses a storyteller’s sense of drama to help decide among outcomes. His choice results from the usual factors of the player’s choices and the luck of the die, but also from what suits the narrative. Will an up-beat or a down-beat better add drama? Is the table spoiling for a fight or for a lull? Does the session’s pace leave time for complications?

Instead of preparing encounters, prepare situations. The mindset opens you to plan less for what the players might do, while making you ready for anything.

Next: Dungeon masters: Instead of plots, prepare secrets, clues, and leads.

5 Reasons Someone Might Build a Dungeon Filled With Clues, Tests, and Riddles

Dungeons & Dragons features a long tradition of dungeons built with tricks and puzzles to test and confound intruders.

C2 Ghost Tower of Inverness cover

C2 The Ghost Tower of Inverness

Funhouse dungeons filled with odd challenges such as White Plume Mountain and Ghost Tower of Inverness rate as some of the most beloved adventures of D&D’s golden age. Most players enjoy these sorts of conundrums.

But why would any dungeon builder construct a room that forced intruders to answer riddles or to move like chess pieces on a huge board? Traditionally, dungeon authors provided one of two answers:

  • “The builder was crazy.”
  • “Are you going to keep asking annoying questions or are you going to play the game?”

Unless your players signed up to play in a game set in 1978, dungeons built by insane, magical pranksters no longer seem fresh or plausible; the life-size chess boards and reverse-gravity rooms can feel tired and silly. Also, while the crazy-wizard premise offers dungeon authors complete freedom, it gives little backstory to serve as a source of inspiration.

Still, Keraptis, Galap-Dreidel, and I all share an affection for pitting adventures against a strange and confounding room, so I will list some other reasons why a dungeon’s architects might build in clues and tests for intruders.

Some of these reasons assume that a dungeon exists to help guard or defend something: treasure in tombs, powerful or dangerous items in vaults, creatures in lairs or prisons. These dungeons’ built-in challenges allow worthy intruders through, and tempt the unworthy to die trying.

A test of merit

From the sword in the stone to the quest for the princess’s hand, fantasy offers plenty of examples of tests to reveal the worthy. A dungeon’s challenges could be constructed to reward the worthy and slay those lacking.

In the 2013 D&D Championship, players needed to solve three puzzles to retrieve three magic staffs. The puzzles were created to prevent the addled, insane cultists of Zargon from seizing the staffs before worthy champions.

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

In the Dungeon Crawl Classics adventure, Lost Tomb of the Sphinx Queen, the tomb is a prison for the evil Sphinx Queen. “The labyrinth below consists of a series of guardian creatures and traps, designed both to test the party (to ensure that they’re powerful enough to destroy Ankharet and her crown) and to teach them of the now-forgotten glories of the Sphinx Empire.”

The clues tempt intruders with false hopes for success

The dungeon includes clues and puzzles so that the any survivors who escape will spread tales that serve as a challenge, tempting more adventurers to test their meddle.

The original Tomb of Horrors acts as trap to capture the souls of the strongest adventurers for some wicked purpose. The ambiguous clues written on the tomb’s floor seem almost as likely to lead to death as to success, so could they be a lure for more victims?

Challenges taunt intruders with the builder’s genius

The dungeon’s builder is like the serial killer who leaves clues because he wants to flaunt his genius over the cops pursuing him, or because his name is Edward Nigma so what else? This premise works as a more plausible version of the insane prankster.

The 2010, fourth edition Tomb of Horrors says, “It’s not enough for Acererak to win; he has to to prove his superiority by by saying, ‘I gave you a chance, and you still weren’t smart enough to beat me.’”

Someone wishes for the dungeon to fail its purpose

During a dungeon’s construction, something may have worked to sabotage it so that it ultimately fails its purpose. This sabotage can come from a few sources:

  • psychological conflict. We’ve all heard stories of the killer who secretly wished to be caught. Suppose a dungeon builder’s inner demons—or real, live demons—drive her to create a dungeon’s death traps, but her better nature, or some compulsion, or even a foe’s geas drives her to bury clues with the traps.
  • architects and workers. Most dungeon builders recruit architects and workers to construct their vaults. The patrons always boast of retirement plans, while they plan to slay their workers to preserve the dungeon’s secrets. But suppose the architects added clues as a means of revenge on their overlord? This results in a dungeon filled with clues subtle enough to escape the overlord’s notice, but within the grasp of clever adventurers.

    Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal them as foolish and banal.

    Buyer beware: Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal what artist Francisco Goya thought of them.

  • bargains. Fantasy includes many examples where bargains with mystical powers give a scheme an Achilles heel. Here, the dungeon’s weakness comes from the same, mighty powers called to help construction. Great magic often comes from a source with its own, unknowable motives.
    In the Dungeon Crawl Classics adventure, Tears of the Genie, the Grand Caliph binds a djinni in his dungeon, but the gods of Àereth force the Grand Caliph hide the means of freeing the djinni within the prison.

Dungeon crawling is a sport

XCrawl Crawl or Die

XCrawl

If adventurers crowd the streets and dungeons lie under every mountain, then dungeon crawling could become sport. This premise supports the six Challenge of Champions adventures that appeared in Dungeon magazine. Pandahead productions combined dungeon crawling for sport with all the posturing and pay-per-view rights of professional wrestling to create XCrawl. This premise abandons the mystery and enchantment of the exploring ruins, and replaces the thrill of confronting evil with artificial challenges and, in the case of XCrawl, humor.

If mortals can find sport in dungeons, then gods can too. Beedo from Dreams in the Lich House imagines death mountain, a place where the death god Hades can lure the land’s heroes, and then collect their skulls as trophies. This concept fits with the Olympians’ penchant for using mortal proxies as toys. “The other gods, for that matter, are greatly entertained when heroes overcome the machinations of the death god, and have gone so far as to sprinkle Hades’ sprawling dungeon with divine boons, godly weapons, and hidden shrines and sanctuaries where their beloved champions might gain a small respite.”

A religion or cult demands it

When Mike Shel decided to write an adventure inspired by Tomb of Horrors, he realized that the original tomb failed to provide much justification for its built-in clues and challenges. For The Mud Sorcerer’s Tomb, he created a cult of mud sorcerers, who “delighted in riddles and conundrums, disdaining those who couldn’t equal their mental prowess.” And then he gave them a reason for planting clues. “It may puzzle your players that Tzolo would leave hints lying about for would-be grave robbers. However, the clues were intended for for her liberating servants.”

Mike Shel was on to something. D&D’s assumed background needs a cult or religion that provides a ready-made excuse for dungeons that test characters with puzzles and strange obstacles. The mud sorcerers point the way, but their plan seems flawed. Why build clues for your servants that could also aid meddling do-gooders?

I propose a new creation.

The cult of Seermock, god of wealth and power through cunning

Seermock serves as a secret patron to those of wealth and power who earned their status through scheming and manipulation. Although few know of the cult’s existence, Seermock gladly spurns the common herd that he deems unworthy. Seermock upholds these principles:

  • Wealth and power exist as a reward reserved for the cunning, while those of lesser intellect deserve impoverishment, servitude, and then death.
  • The weak minded who wish to claim wealth and power must suffer punishment for their presumption.
  • Bequeathing wealth on the unworthy only rewards the foolish. Those cunning enough to join Seermock after death must strive to protect their worldly gains from those of dull wit.

Like many figures of wealth and power, followers of Seermock strive to memorialize their achievements with grand tombs. But followers of Seermock build their tombs to test those who attempt to seize the riches inside, rewarding the clever while slaying others presumptuous enough to seek treasures they do not deserve.

Did Dave and Gary’s Gift for Finding Fun in Dungeons & Dragons Lead Them Wrong?

When Dave Arneson and Gary Gygax designed Dungeons & Dragons, they aimed for fun. In 1978 Gary wrote, “Enjoyment is the real reason for D&D being created, written, and published.” To Gary, when players fell in love with the game and spread their enthusiasm to new fans, D&D proved fun. Forty-some years later, the community of D&D fans continues to grow and thrive.

If players’ enthusiasm reveals the fun in D&D, then not every part of the original game passes the test—at least for most players. Over five editions, the game has lost some things that few players enjoyed. Only players seeking a deliberately old school style embrace things like mapping, strict encumbrance, spell blowback, and damage to treasure.

In the original D&D game, the party’s mapper served an essential role. Mappers translated the dungeon master’s descriptions of dimensions and distances onto graph paper. In Mapping—or Not-Fun Things That Dungeons & Dragons Players Learned to Skip, Part 1, I wondered why the game emphasized mapping, even though few players enjoyed it. I titled the post “Part 1” because I planned a series of posts making light of equally un-fun activities in the early game.

Dave and Gary created rules designed to create “a game which is fun to play and set so as to provide maximum enjoyment for as long a period of time as possible.” They showed a talent for finding the fun in dragons and in dungeons. Why did some parts of the game miss the target?

Perhaps the new game proved so thrilling that players overlooked its rough parts. Then, over time, gamers noticed rules they did not enjoy.

Mainly though, Dave and Gary actually enjoyed some aspects of the game that many players failed to appreciate.

Despite inventing the original non-competitive role-playing game, Dave and Gary loved competition and tests of skill in games. After all, both men held a lifelong passion for competitive games. “Games are usually for diversion or amusement, although sometimes they are played for a stake (gambling) or prizes,” Gary wrote. “They are typically contests.”

This love for competition shows in the way Gary and TSR always brought Dungeons & Dragons to conventions as a tournament. Early on, Dragon magazine and TSR sponsored competitions for dungeon masters, dungeon design, and “D&D masters.”

D&D rewarded ingenuity and resource management. Players took care to avoid fights they couldn’t win, to claim treasure without a fight, and to retreat from the dungeon when they ran low on spells and hit points.

Mapping tested skill. Gary relished any chance to frustrate mappers. The original rules’ half page of “Tricks and Traps” lists nothing but slanting passages, sinking rooms, and other ways to thwart mapping. The tricks did more than waste graph paper—they threatened character’s lives. Heroes lured to a lower level of the dungeon faced more dangerous monsters. Lost heroes could run out of resources before they escaped the dungeon. Originally, Find the Path found an escape path.

Resource management tested skill. In a multi-level dungeon with uncertain maps, players always needed to consider whether to press ahead or to retreat from the dungeon. Pressing ahead offered more treasure but cost spells and hit points. Retreat imposed a cost too. Wandering monsters might still attack and they carried minimal treasure. Under these circumstances, spells like Leomund’s Tiny Hut offered a safe rest and a vital advantage.

Encumbrance tested skill. Gold is heavy, so early adventurers brought mules and porters to help empty the dungeon. Encumbrance forced players to make hard choices about the gold worth hauling, and the silver they might leave behind. Gary created Tenser’s Floating Disk on behalf of his son Ernie and every other player who wanted a painless way to recover every last copper from the dungeon.

Spells that ruined treasure tested skill. Even in D&D’s original rules, Fireball delivered more damage than other third-level spells. But Fireball destroyed treasure, and players hated seeing treasure within their grasp destroyed. Gary enjoyed this test of skill. His son Ernie recalled casting Fireball and how his father “would always let you know whatever cool thing you had destroyed. Normally it was difficult to figure out what anything was, but once it was destroyed, my dad would share. ‘Oh, it’s a real shame.’” See
Spell Blow Back—How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve. Cone of Cold deals the damage of a fireball without destroying anything, but as a 5th-level spell.

Vancian casting tested skill. In the wake of D&D’s release, every aspiring, RPG designer replaced spell memorization with spell points. But spell points never brought the added strategy of choosing which spells to memorize. In D&D, casters needed to decide whether to memorize an attack spell or a utility spell like Find the Path, Leomund’s Tiny Hut, or Tenser’s Floating Disk. As for rituals that characters can cast without choosing to forego another spell, Gary would not approve.

Tomb of Horrors became Gary’s earliest dungeon design to reach print. By today’s standards of storytelling, saying yes to players, and letting characters shine, the dungeon rates as nearly unplayable. But no other dungeon reveals Gary’s love of competition so well. The tomb served as a tournament at the Origins convention in 1975. In his notes to the dungeon master, Gary promises that the Tomb of Horrors “is a thinking person’s module.” He warns, “If your group is a hack and slay gathering, they will be unhappy.” The tomb works as resource management challenge, where the resources are henchmen and divination spells. Locating Acererak’s hoard demands finding 15 hidden and concealed doors. Those secret passages make as much of a barrier to claiming the gold as the traps. Midway through, the tomb tries to fool players into thinking they reached the end. If the tomb aimed to present a story of players thwarting evil, it failed. But as a test of skill for players who keep score in gold, the tomb offered fun.

For Gary Gygax and Dave Arneson, that’s what games were for.

The Fun Thing D&D Players Love that No One Mentions and that the Game Almost Lost

Game mastering advice tends to lavish attention on what players enjoy. Things like playing a role, enjoying a sense of power, plotting strategies, and so on.

Another pleasure of role-playing games ranks just as high, even though the folks who offer game mastering advice rarely mention it.

Players love to figure things out. The process makes them feel smart and capable. It reveals hidden order in the (game) world. Humans love finding order in a jumble. The impulse drives scientists, detectives, and conspiracy theorists.

In Dungeons & Dragons, this joy of figuring things out can come from various sources: mysteries, puzzles, and objects with unknown functions—call them traps and toys.

The joy of figuring things out led to a type of adventure that didn’t exist during the first years of role playing. Investigation adventures now rank as one of the most popular styles. Much of the fun of an investigation or mystery comes from connecting the dots between clues. The challenges come along the way.

For example, players investigating missing magical reagents might start with the guild alchemist. He stole the reagents to help a secret lover out of a jam. Under pressure, the alchemist explains that his lover hasn’t been seen since getting the reagents, but that the couple used to meet at an particular inn. This leads to the innkeeper, who saw someone with the lover’s description meeting with someone wearing a flower that only grows at the royal arboretum. One clue leads to the next. Investigations ask player to make connections and figure things out.

Before investigations, player still found pleasure in figuring things out. Tomb of Horrors is packed with things to figure out. Taunting clues, secret doors, false endings, and so on. This abundance leads to some of the Tomb’s lasting appeal. But the tomb also set a terrible example.

In the Tomb, players figure things out to advance or to survive. Too often, D&D adventures have forced players to figure out puzzles to continue. For example, countless adventures include a magic portal that requires just the right activation to open. If players fail to figure out the key, they reach a dead end. Or in the case of the Tomb, they’re dead, the end. About everything in the Tomb works that way.

This sort of design gave puzzles—D&D’s original thing to figure out—a bad rap. No one likes to feel stuck or frustrated or stupid.

To avoid such bad feelings, fourth edition’s designers emphasized character skill over player skill. They aimed for a D&D game where no player felt forced to figure anything out. Accidentally, they nearly lost a source of fun.

Nonetheless, adventures that force players to solve a puzzle risk a bad D&D session. But players still love to figure things out, and the best adventures give them lots of chances to indulge—if the players like.

When you create adventures, rather than forcing players to puzzle out something that blocks their way, add more toys to figure out. For instance, imagine a magic fountain that the players can ignore. Scattered coins lie under its clear water. A bag of coins hangs from a hook. Tossing in a coin causes the waters to cloud and show a room somewhere. At the far end stands a statue of a king. The vision fades. Dropping a second coin reveals the same room from a different angle. This time a statue of a queen faces the viewer. Players can move on, but interacting with the puzzle reveals something interesting to figure out.

Fun adventures come sprinkled with things to figure out.

The best traps challenge players to figure something out. Puzzle traps hint at their presence. The fun comes from either deciphering clues to locate the trap or from working out a method to evade the trap, or both. Players rarely disable a puzzle trap with a quick check, rather they figure out the game-world steps required to avoid the threat.

I used to think that the fun of figuring things out came from the thrill of beating a difficult puzzle. The harder the challenge, the greater the thrill of victory. I was wrong. Part of the fun of figuring things out comes from feeling smart and successful. When players stall on a confounding problem, they just feel thwarted. The best puzzles serve just enough challenge so players suppose that they succeeded where others might fail.

Examining the coins reveals the faces of kings and queens. When the players toss in the queen’s coin, they see the king’s statue, and vice versa. Any party could figure out the fountain’s operation, especially if tossing another coin reveals a familiar place. Casting a coin temporarily reveals a view from a royal statue depicting the figure on the coin. Still, figuring out the fountain will bring fun.

Once players figure things out, they appreciate rewards that validate their success. Sometimes insight leads to treasure or an easier encounter. At first, the alchemist pretends to know nothing of the missing reagents, but if the players find a hidden love letter and make the connection, he cracks. That fountain could reveal some secrets in the adventure ahead.

In investigations, figuring advances the plot, but the same joy can come from spotting and making connections that don’t affect an outcome. Movie Easter eggs bring this pleasure.

The chance to figure things out provides a painless way to deliver backstory to the players—if they care. Start with the story and add ways to reveal it to the players. Avoid using journal entries. Think of subtler clues that reveal history in bite-size chunks. In Tomb of Annihilation, the Garden of Nangalore reveals its story in clues scattered throughout the site. Success here even leads to a reward: At the end, players who figure out the story can fare better when they meet the queen.

The next time you dream up an adventure, add things for your group’s actors and tacticians, but also add something to figure out.

How Running Hidden Shrine of Tamoachan Reversed My Opinion of It

Three years and a day ago, I asked if C1 The Hidden Shrine of Tamoachan was overrated. While I enjoyed the dungeon’s flavor, I felt the adventure owed its classic reputation more to nostalgia than to quality.

But when I passed that judgement, I had never run the adventure. Recently, the Shrine’s conversion in Tales from the Yawning Portal convinced me to run it. I half expected a slog through a flooded museum filled with gotcha traps. Playing the adventure proved me wrong.

In this post, I revisit my old review and explain what playing the Shrine revealed.

The adventure C1: The Hidden Shrine of Tamoachan (1980) ranked 18 on Dungeon magazine’s list of the “30 Greatest D&D Adventures of All Time.” Compiled “with help from an all-star panel of judges including Ed Greenwood, Christopher Perkins, Bruce Cordell, and Monte Cook,” the list appeared in Dungeon 116, published November 2004. In the years to follow,
Wizards of the Coast released versions of the shine for 4th and 5th editions—more evidence that the adventure ranked as a classic.

Hidden Shrine of Tamoachan

As you may know from my posts lauding tournament modules, I love modules stemming from competitions, especially those complete with scoring information—not that I ever keep score. The best tournament adventures focus on a series of challenges that demand player ingenuity. Both Escape from Astigar’s Lair and the Fez series feature an array of clever obstacles. Also, I love adventures with keyed illustrations for the players. The Hidden Shrine comes from the D&D tournament run at the Origins Game Fair in 1979, and includes point sheets and wonderfully evocative illustrations. Between the reputation and the scoring sheets, the Shrine seems like a certain classic in my book.

Except soon after the Shrine’s release, I started reading the adventure with an eye to running it, but lost interest, mired in the mud, slime, and rubble of the first level.

In the wake of the accolades, I figured that I my first look at the module must have stopped before I reached the good bits. Then I saw the shrine ranked #3 on Willmark’s list, “The Five Worst AD&D Modules of All Time and discovered that someone seemed to share my impression.

Inside the Hidden Shrine

Opinions of this adventure seem mixed. Players who probed the Shrine as a traditional dungeon crawl tended to brand the adventure as a slog. Folks who played with  red-shirted, pregenerated characters and a brisk pace enforced by the poison gas tended to enjoy the adventure. So for the best game, you play the Shrine as designed, as a race against time to escape a death trap.

Some reviewers of the Shrine paint the dungeon as an deathtrap. That fit its origin as a tournament adventure intended to grind up characters and reveal a winner. In competition, parties consisted of just 3 characters, so the dungeon must have proved unforgiving. But at my table, the adventure posed a fair challenge to a group of 5, fifth-level characters. Nobody died. One character will sleep for the next 5000 years unless the party pays to lift his curse.

I started the adventure with characters trapped at the lowest level, racing to escape the poisonous red fog. The device worked brilliantly. The players felt  urgency and peril, but they could afford short rests, so they never saw their resources exhausted. 

Does the The Hidden Shrine of Tamoachan stand as a classic or an overrated dud?

Classic Overrated dud
Background. The Hidden Shrine draws from a caricature of Aztec and Mayan culture, just as traditional D&D draws from a caricature of the European middle ages. In a retrospective, James Maliszewski wrote, “The Mesoamerican flavor gives the whole thing an ambiance quite unlike other D&D modules. The whole thing has an ‘alien,’ exotic quality to it, which I think adds greatly to its appeal.” The background leads the adventure to pit the characters against monstrous snails, crayfish, and hermit crabs. While exotic, these creatures seem more suited to meeting Dora the Explorer than to menacing adventurers.
Dora jokes aside, the creatures seemed exotic rather than silly. At a table filled with longtime players and kids who read the Monster Manual for kicks, the unique creatures created a dash of wonder. The players enjoyed the challenge of deducing each monster’s abilities and temperament.

As a dungeon master, I wished that the text explained more of some creatures’ motives. The adventure seemed to default to the outdated assumption that everything in a dungeon attacks on sight.

Locations. The Shrine features some unforgettable locations and cunning predicaments. In a ranking of classic modules, Loren Rosson III cites locations such as, “The Chapel of the Feathered Servant (one player fights an imaginary foe while the others are forced by a winged serpent to solve a puzzle), the Hall of the Smoking Mirrors (look into them if you dare), and the Hidden Room of the Alter-Ego (a statue duplicates the looks of one of the players and comes to life while that player turns to stone).” I love the immense room spanned by a miniature city, and featuring a duel with a doppelganger behind a curtain of flame. Dungeon’s 30-greatest list marks this as the Shrine’s defining moment. Particularly on the first level, the good moments seem overwhelmed by locations where PCs clear rubble, slog through silt and slime, and spring hidden traps. Too few of the adventure’s challenges require much ingenuity to surmount, threatening to turn the shrine into a tiresome struggle of attrition.
I fretted that the Shine might turn into a tiresome slog, but play proved me wrong. The adventure’s text lavishes description on every room, including the mud and slime. Perhaps the chore of digesting all the verbiage fooled me into thinking that playing the adventure would also prove tiresome. 

Not every test of ingenuity requires a grand set-piece along the lines of a living chess room or frictionless hall. The Shrine mixes some grand tests with more mundane barriers. My players devised surprising and inventive solutions for obstacles big and small, and I loved watching their plans unfold.

Some reviewers joke that the secret to escaping the Shrine is don’t touch anything. Sure, if you don’t like treasure. Every corner of the Shrine includes includes items that inspire curiosity and lure characters into touching. The dungeon packs so many interesting features that my players’ exploration took more sessions than I expected. 

Illustrations. In “Picturing the dungeon – keyed illustrations,” I wrote, “I first saw keyed illustrations in the Hidden Shrine and I became enchanted. The illustrations transported me into the Shrine more vividly than any text description could. The pictures showed detail that would have required all of those hypothetical 1000 words, and the details tantalized me with potential clues to the mysteries of the Shrine. I think writers sometimes avoid locations that demand long and unwieldy explanations, so we encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the Shrine, the designers loosed their imaginations, and it showed in the pictures.” The battle with the fire-breathing bat creature on the cover never takes place in the adventure.
The pictures still enrich the adventure. I wish the adventure had included illustrations for areas 42 and 45. I wish I had noticed that the original adventure included maps for areas 42 and 45. They would have helped me.
Authors Harold Johnson and Jeff R. Leason reached beyond Aztec and Mayan culture for inspiration. In Jeff Dee’s illustration of the miniature city, the dragon boat in the room’s center looks oddly Chinese. The idea for the room and the boat comes from the article, “China’s Incredible Find,” in the April 1978 issue of National Goegraphic. The article features a fold-out picture of the sepulcher of China’s first emperor. A dragon boat bearing the copper coffin floats in a river of mercury at the center of a miniature recreation of the empire. The description notes that “invaders would have had to pass booby traps of hair-trigger crossbows to reach this prize.”

Sepulcher of China’s first emperor

Sepulcher of China’s first emperor

The Hidden Shrine of Tamoachan earns its place as classic. Run it as a race to escape and enjoy the Shrine’s wealth of flavor and detail. Savor the Shrine’s ingenuity and the ideas it draws from your players.