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Killer Modules

Hmm... I think Tomb of Horrors reputation is undeserved. Played carefully, with well equiped party and an experienced rouge it is very much a survivalable module. The only thing to remember is not to fight the demi-liche at the end, just take some treasure and run. Which, by the time you get to the end, you are more than willing to do.

Blindly stumble around in it, and you'll get more TPK's than you know what to do with.

RttToH is nothing like ToH in design philosophy. RttToH fixes ToH's 'weakness' as a killer module by making it so that a cautious player cannot just walk through it solving puzzles. Instead it surrounds ToH with some of the worst combat situations you could imagine and enough arbitrary ways to die to make the original seem down right humane. The story hour that is going around seems to work on the principal that you can just hop back to reality and resurrect half the party whenever you will, but I got the impression from my reading of it that once you got to the City that Never Wakes that there was no turning back by any means. If that were true, forget it. Noone gets through the City at one go.

ToH is fair. It's younger brother, S2: White Plume Mountain is not. For my money White Plume Mountain is by far the deadlier module. I think it holds the record with something like 12 player deaths.

Just as bad or worse is S4, 'Caverns of _____'. For the recommended level, the fights are just far too rough. It is equivalent to a module where every encounter has a CR 2 or more higher than the party effective level. After the first TPK, we stopped bothering - it was just a dull slugfest anyway.

B2: Keep on the Borderlands is pretty rough. Generally you can expect 50% casualty rates, and that's if you pull your punches and don't have the various factions pull together to fight the PC's. Of course, 1st level modules of any sort if you aren't careful tend to do that, so I don't know if it is B2 specifically or just the type of module. If you have the cultists take charge of the army they are collecting, as is reasonable, I don't think it could be survived unless begun at the high end of the recommended levels.

I6: Ravenloft is the most lethal module ever written if you take into account the ludicrously low level of characters the module is recommended for. Straud has so many powers at his command, and such a well protected fortress (with the best map design in D&D history) that IMO no party can finish the module if the DM doesn't pull his punches. Get this, I typically achieve TPK's on 7th level parties - WITHOUT APPLYING STRAUD'S VAMPIRIC ENERGY DRAIN. If I did apply the energy drain, I don't think that the module could be finished even by those that had read it before hand.

I looked at HoNS, and it seems pretty lethal, but I haven't played it. It looked pretty dull to me, though it had a few interesting and original ideas, most of it was a less flavorful rehash of RttToH and I6.

The ultimate dungeon crawl, and one I've always wanted to get ahold of and run looks to me to be Axe of the Dwarven Lords. It was clearly written by an old 1st edition salt, because I read it and I _knew_ that someone else had done what I had done and read each entry in the monster manual and tried to find 1st/2nd edition critters that could truly hold thier own against a high level party - then just through them all in at once.
 

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As a DM, the old mega-module Queen of Spiders left many PCs dead. I also had quite a few deaths in the Desert of Desolation.

As a player, most of our group did not survive the Throne of Bloodstone series. Not to spoil anything, but the villain happened to be the DMs favorite Demon Lord.
 


Well, I'm biased... :) ...but Lost Tomb of Kruk-Ma-Kali is a killer too, based on what I hear from those who've run it. Of course, it's still fairly new and news of its deviousness hasn't spread yet.

And no, I didn't write it.

:D

===
Mark Plemmons
Kenzer and Company
www.kenzerco.com
===
 

About the Forge of Fury:

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We only lost one PC to the Dragon. It was still a tough fight and it could have gone either way. The DM played the Dragon very aggressively (as per some of the notes in the module), and if it had simply dealt out some breath weapon damage and then flown away, it could have probably ground the party down over a couple days of hit-n-run attacks.

There are a couple other encounters in FoF that could TPK, and there are some encounters that are almost certain to take one or two PCs with them. With bad luck, it could be a very brutal module.

Only the monk acts in the surprise round--partial charge, max damage.

Doesnt the Dragon have DR 5? So "max damage" for the monk is probably 8+(STR)-5 ~ 5HP, no multiple attacks in the surprise round. Perhaps he had a magic weapon, but then its 6+(STR)+(+1) ~ 9HP or so.
 

I heartily agree with whoever said Undermountain. Our group lasted approximately 30 minutes real time down there before we were TPK'd.
 
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Gizzard said:
About the Forge of Fury:

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Doesnt the Dragon have DR 5? So "max damage" for the monk is probably 8+(STR)-5 ~ 5HP, no multiple attacks in the surprise round. Perhaps he had a magic weapon, but then its 6+(STR)+(+1) ~ 9HP or so.

The significance of the "max damage" here isn't that the monk did loads of damage. Look how many times "max damage" comes up in that battle description. Right after the surprise round the raging barbarian comes up and hits for max damage. The dragon is nearly half dead by now (this includes the magic missiles).

Then when it comes for the monk later, all three crossbows hit, the wizard drops another magic missile, and the raging barbarian crits, and rolls max damage again.

As I said, the rolling was amazing. With the +4 AC bonus from the water, the dragon has a 23 AC, which is pretty tough for everyone but the barbarian. But everyone hits every time. And with darkness, distance, +4 bonus for the water and the dragon's hide skill, PCs needed 19s and 20s just to spot the attack on the monk. Every one made the spot roll. Then there's a miss chance for the darkness. No one missed.

I was really expecting a much more deadly encounter, but you can't beat a night of rolling like that.

PS
 

Henry said:


As for Tomb of Horrors, I think that module gets a bad rap consistently. Tomb of Horrors is one of the few modules where, if you die, you only have yourself to blame. Most of the challenges are not what others do to you, but what you do to YOURSELF.

I'm not sure I agree, Henry. Some of those death traps are TOTALLY random; for instance, which end of the scepter does what. I'm not a big fan of an insta-death trap that kills without hints on how to outwit it, because that just isn't fun.
 

the ruins of myth drannor was NASTY, our DM wanted to start us out there, and we all started 8th level, it is the only dungeon I know where you can logicilly have a balrog as a wandering monster. Have not been through rappan athuckk, but I do have them, read though them and..........
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A toliet seat mimic is just plane WRONG, its evil, underhanded, decetiful. Wish I though of it. :D
 
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Pirate Cat:

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Acerak does leave clues. It isn't totally random. In fact, Acerak is usually an 'honest' foe, in that his puzzles are not generally solved by reverse logic - which would force you into a trial and error approach. With the scepter most of the hints are obvious - like many things in the dungeon it is clearly color coded. The only real serious death trap with the scepter is thus clearly avoidable - and what are you doing with that thing on your head anyway? Although I confess that I would have prefered that it's usage with mithral had followed the color code, for we did indeed misguess the pattern on that one - in large part because that particular puzzle don't have a verse in the pattern poem. Still, naked in this dungeon is nothing like as bad as being naked in a regular dungeon - I didn't even have further need of my thieves tools. :)
 

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