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TOMB OF HORRORS Pt 2 (Remastered) - The Funhouse that Hates You

The RPGBOT.Podcast

Release Date: 05/10/2025

DAGGERHEART: HOW TO PLAY ACTUAL PLAY - This Swamp Ain't Big Enough for All Our Bad Decisions show art DAGGERHEART: HOW TO PLAY ACTUAL PLAY - This Swamp Ain't Big Enough for All Our Bad Decisions

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Attention-Grabbing One-Liner: Ever accidentally summon an ancient mage, turn a wooden snake into a god, and commit light-hearted organ donation—all before lunch? Welcome to Daggerheart. A Huge Thank You to Our Sponsor: This episode of The RPGBOT.Podcast is proudly sponsored by — the tool that makes prepping your next chaotic campaign way easier than bargaining with ancient swamp mages. From random traps to tactical encounter builders, DungeonFlow has everything you need to keep your GMing fast, fun, and possibly slightly cursed. Try it today! Episode Notes Join the RPGBOT crew as they...

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DAGGERHEART: HOW TO PLAY CHARACTER CREATION - Roll Stats, Choose a Class, Cry About Your Backstory show art DAGGERHEART: HOW TO PLAY CHARACTER CREATION - Roll Stats, Choose a Class, Cry About Your Backstory

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Ever wonder what would happen if D&D and a therapy session had a magical woodland baby? Welcome to character creation in Daggerheart. Thank You to Our Sponsor – DungeonFlow.app: This episode of the RPGBOT.Podcast is proudly sponsored by — your new favorite GM tool for organizing campaigns, generating traps, and describing suspiciously pulsing potted plants. Whether you're prepping a one-shot or wrangling a West Marches campaign, DungeonFlow makes your life easier, faster, and way less covered in metaphorical blood. Try it now and streamline your prep time before the rogue does...

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Ever accidentally traumatize your party during a goblin ambush? We did—so we made a whole episode about it. In this remastered episode, the RPGBOT crew rolls initiative on one of the most delicate balancing acts in tabletop role-playing games: how to manage difficulty and tone in combat scenarios. Whether you’re a GM trying to run a gritty, high-stakes survival encounter or a player who just wants to dropkick goblins and crack jokes, this conversation explores how to harmonize challenge with narrative tone. The hosts unpack the psychology of danger, why tension doesn’t always mean TPKs,...

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We upgraded Foundry, discovered a few surprise “features,” and then dove headfirst into the hope-and-fear-fueled mayhem of Daggerheart—join us for mechanics, emotions, and at least one character death that felt really personal. This episode of the RPGBOT.Podcast is sponsored by , your one-stop shop for streamlining game prep and powering up your sessions. Whether you're navigating Daggerheart's emotional economy or just trying to remember what room had the spiky floor trap, DungeonFlow has your back. With encounter builders, random traps, and mood-setting room descriptions, it's...

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What if your depression had hit points and could punch back? Welcome to the Shadowfell. Huge thanks to DungeonFlow.app for sponsoring this episode—because even in the Shadowfell, your dungeon prep shouldn't be a nightmare. Sign up today at and start building better encounters, faster. It's free to try, easy to use, and unlike the Shadowfell... it won’t drain your soul. In this laughably bleak episode, the RPGBOT crew takes a torch (dimly lit, flickering with existential dread) and dives headfirst into the Shadowfell—D&D’s very own Plane of Gloom, where your hopes go to die...

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If you've ever wondered why your dungeon feels less like a terrifying crawl through the dark and more like a grayscale video game, this episode shines a light on everything wrong—and weird—about darkvision. In this remastered and updated episode of the RPGBOT.Podcast, the hosts revisit one of their most debated topics: how vision mechanics function in tabletop RPGs, especially Dungeons & Dragons and Pathfinder. They dive deep into how different systems handle lighting, visibility, and the ever-confusing rules around darkvision. The episode unpacks the practical and narrative...

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. Explore the treacherous roads, clash blades with the forces of corruption, and roll the bones in the grimdark world of Warhammer Fantasy. Whether you're a grizzled veteran or fresh meat for the dice gods, Ash has a seat at the table for you. Show Notes: In this episode of the RPGBOT.Podcast, the hosts venture deeper into the grim and perilous world of Warhammer Fantasy Roleplay. The conversation centers on how chance, mechanics, and narrative intertwine to create memorable and brutal gaming experiences. From unlucky dice rolls to warpstone corruption, the hosts unpack the intricate systems...

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If you’ve ever asked, “How do I actually play Warhammer Fantasy Role Play?”—this episode is your crash course, chaos crash cart, and comedy club all rolled into one. Grab your dice, pack your herbs, and don’t forget your gloves. Things are about to get weird in the woods. Thank you to our sponsor, DM Adamantine! If you're ready to play with an expert GM in a one-of-a-kind setting, check out Dungeon Master Adamantine at  or find him on for custom sessions in Greece or online! In this episode of the RPGBOT.Podcast, the crew dives headfirst into the brutal, baroque, and...

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Ever wondered what happens when your cleric starts a cult, your paladin questions their god, and your podcast host thinks he is one? Tune in and find out. In this episode, the RPGBOT.Podcast crew dives deep into the divine—and the deranged—as they tackle the topic of religion in tabletop RPGs. From the celestial bureaucracy of the Forgotten Realms to Pathfinder’s heavily codified pantheon, the hosts examine how religion shapes settings, drives character motivation, and complicates moral choices. The discussion explores the roles of deities, demigods, and divine casters, while also...

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If you’ve ever wanted to party in a magical forest where the trees are judging you and the weather is trying to kill you, this is your episode. A massive thank you to Dungeon Master Adamantine for sponsoring this episode! Whether you want to explore mythic Athens in person or dive into the underdark from your living room, Nick Fotopoulos—aka DM Adamantine—runs unforgettable sessions across systems including D&D, Call of Cthulhu, and Vampire: The Masquerade. Book a game with him at or at . Episode Summary: In this episode of the RPGBOT.Podcast, the crew ascends to the upper...

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Before narrative arcs, there was Acererak." Dive into Tomb of Horrors Part II and uncover how D&D’s most infamous deathtrap shaped the game we love (and sometimes fear).

In Part II of the RPGBOT.Podcast’s deep dive into Tomb of Horrors, the hosts examine the legendary module not just as a harrowing dungeon crawl, but as a historical artifact that reflects the design philosophies, challenges, and mindset of early Dungeons & Dragons. The discussion unpacks how Tomb of Horrors shaped player expectations, influenced dungeon design, and helped define the adversarial relationship between dungeon masters and players in early editions. The episode also explores how Gary Gygax’s approach to game balance, storytelling, and player mortality in Tomb of Horrors laid the groundwork for decades of D&D design choices—both embraced and rejected by later generations.

Topics Covered

  • The origins of Tomb of Horrors and its role at early Gen Con tournaments
  • Gary Gygax's design intent: weeding out overconfident high-level players
  • How the module embodied the "DM vs. players" ethos of early D&D
  • The difference between puzzle dungeons and modern story-driven design
  • The use of traps as the main antagonist: Acererak’s lair as a death machine
  • Early D&D's emphasis on player skill over character skill
  • The legacy of lethal design and its influence on modules and game systems
  • How later editions of D&D tried to update or reinterpret Tomb of Horrors
  • The cultural importance of Tomb of Horrors as a shared experience
  • What this module tells us about the evolution of D&D’s mechanics and tone

Key Takeaways

  • Gygax’s Intentions Were Clear: Tomb of Horrors wasn’t meant to be fair—it was a test. Gygax wanted to challenge players who thought their high-level characters made them invincible.
  • The Real Villain is the Dungeon: Unlike other adventures with monsters and villains, Tomb of Horrors uses the environment itself—full of traps and tricks—as the main antagonist. Acererak is more of a concept than a boss fight.
  • Old-School D&D Prioritized Player Ingenuity: Surviving the module required lateral thinking, note-taking, and paranoia. Modern players used to forgiving mechanics or narrative safety nets can find the module jarringly punishing.
  • The Adversarial DM Was Once the Norm: Tomb of Horrors epitomizes an era where the Dungeon Master was a challenge to be overcome, not a collaborative storyteller.
  • Player Death Was Expected—Even Celebrated: Mortality wasn’t a failure, it was part of the game’s drama. Character death drove table stories and became a badge of honor for those who survived.
  • Modern Reimaginings Have Softened the Edges: Later versions (3e, 4e, 5e) of the module add story hooks and balanced mechanics but often struggle to retain the tension of the original. There’s a tradeoff between accessibility and authenticity.
  • It’s a Snapshot of D&D’s Origins: Tomb of Horrors is more than a dungeon—it’s a reflection of how the earliest games were played, judged, and shared. Studying it offers insight into the roots of the entire hobby.
  • Not for the Faint of Heart—Then or Now: The module remains infamous for a reason. While it can be fun, running or playing it still requires buy-in from everyone at the table that pain and death are part of the experience.

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Tyler Kamstra

Ash Ely

Randall James

Producer Dan