A big part of my job involves reading and analyzing adventures throughout the history of the game. As I'm starting to prepare my next module The Vault of Terror for GaryCon '21, I wanted to breakdown a similar module. So I chose Tomb of Horrors, the classic dungeon romp written by Gary himself waaay back in 1975 for Origins 1.
Originally, Tomb of Horrors was played as a tournament module. Basically, players were to test their wits against the dangerous dungeon. Whoever survived the longest was declared the winner. Tomb of Horrors has since been reincarnated in each subsequent edition, including Fifth Edition.
In this analysis, I broke down the various parts of each chamber into the following categories: encounters, hazards, obstacles, traps, tricks, and treasure. Some chambers only had one of these "complications" while others had multiple.
What's worth noting is the exceptionally high number of traps that pervade the dungeon. Over 53% of the Tomb of Horror's rooms have traps with which the parties will need to contend. On the other hand, there's not a whole lot of encounters here. Beyond Acererak, (the real one and fake one), there's only a handful of creatures to deal with, mostly weenies, too.
Finally, I took each of the areas' "complications"—in other words, the number of different features that an area had—and graphed it out. Interestingly, the rooms become more and more complicated the closer you get to the tomb's end.
Anyways, I hope this is useful for all of you in your own studies. Enjoy!
Ltbadger
2021-03-15 03:35:31 +0000 UTCDM Dave
2021-03-14 22:13:09 +0000 UTCLtbadger
2021-03-14 17:22:51 +0000 UTCDM Dave
2021-03-11 19:27:15 +0000 UTCBrad Thomson
2021-03-11 13:10:23 +0000 UTCDM Dave
2021-03-11 01:40:18 +0000 UTCDM Dave
2021-03-10 17:32:09 +0000 UTCDM Dave
2021-03-10 17:31:49 +0000 UTCC.c. Snyder
2021-03-10 17:17:06 +0000 UTCDoug M
2021-03-10 17:06:14 +0000 UTCDM Dave
2021-03-10 16:59:40 +0000 UTC