Last month, I wrote about how you might design and run deathtrap dungeons using the Dungeon World roleplaying game. To aid GMs further, I’ve created several custom moves based on some of the most iconic and infamous traps lurking in the Tomb of Horrors. Use them as they appear in your own adventures, or modify them to create custom moves for traps of your own devising.
We pick up with the party re-exploring the entrance and finding a passageway they missed the first time around, and getting into a combat against a four-armed gargoyle. You’ll also hear my terrible DMing/miniature secret outed by my players.
In part 1, our party ventured into the Tomb. In part 2, the party came across three chests and fought the denizens of those chests. Part 3 picks up after the combat when the cleric had dropped and was starting to bleed out. The party explores a bit more and comes across a hallway filled with glyphs of varying descriptions… and comes across another mysterious portal.
Running the 4e conversion of the Tomb of Horrors (from the DM Rewards program) continues. In part 1, the party ventured into the Tomb and explored the first hallway, encountering pit traps and riddles. At the end of the hallway, they ignore a certain green devil face (with a darkened mouth) to all leap into a portal. We pick up right there afterward.
As part of my ongoing campaign, I was able to inflict, I mean, run the 4e conversion of the Tomb of Horrors (from the DM Rewards program) for my regular group as part of a flashback to a previous group of heroes. The further they got in the adventure, the more information revealed for when their regular characters would tackle the older version of the classic dungeon.