The Killer Dungeon

Tomb of Horrors is probably the iconic "killer dungeon," a place purpose-designed so that the monsters and traps completely decimate a party unless the players are cautious, lucky, and play absolutely perfectly.

Return to the Tomb of Horrors aside, are there other dungeons that qualify as "killer dungeons"? Rappan Athuk, perhaps?

Is there still a place for the killer dungeon in D&D, or is that lethal concept the last relic of a bygone ere?

If you believe killer dungeons are still appropriate, what are the elements that you think make a great, playable, fun, yet still lethal killer dungeon?

(Killer DMs are a whole 'nother thread :p -- I'm talking about the situation where the dungeon fairly refereed is a killer, not where the DM is out to get the party.)
 

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Labyrinth of Madness from the end of the 2E era. Crypt of the Devil-Lich, from Goodman Games, and their other tournament modules, too (Vault of the Dragon Kings, Palace in the Wastes).
 

The Tomb of Rahotep from Gygax's Necropolis is definitely a killer dungeon -- pretty much the Tomb of Horrors on steroids with an extensive backstory and more active opposition (the ToH only has a couple of actual monsters, the ToR has lots more).
 

Rappan Athuk is definitely a killer dungeon. What makes it cool? How many people get to say Orcus ate their PC?

Black ICe Well from Monkeygod is definitely up there.

So are the DCC's already mentioned, as well as Necropolis.

Citadel of Fire looks likely to be as well.

City of Brass is reading like another place where it will be easy to die.
 

Rappan Athuk should qualify, as should certain sections of the World's Largest Dungeon (not sections A & B, obviously). And. . . uhm. . . I think the others have already been covered fairly well.
 

dunno. we run a fairly serious game in our group. every dungeon can hit like a wrecking ball if dm plays properly. as written, nearly every module has all the necessary ingredients to take down even the most prepared party.

liberal use of the following theories:

a single goblin driven by vengeance/divine inspiration/insanity is far deadly than 3 hobgoblins standing guard is a stationary location.

danger should be constant. fear should be nameless. paranoia should grow. foes should be intelligent. trap should be designed to trap/mangle/kill, not tickle. security measures should keep nearly anyone out... or in.

hands down, the deadliest adventure we ever ran was castle amber. we changed a few things (lot of conversions for v3, removed the more silly elements). we ran the amber family as the insane wizards they were. we ran the castle like the construct of insane wizards it was.

no survivors. three attempts. no survivors. it happens.
 

I love killer dungeons. For me, it is the appeal of knowing that any moment can be your last and surviving the long odds.

If you survive ToH, Labyrinth of Madness, Crypt of the Devil Lich, etc - particularly when your fellow players' characters did not, qualifies you for bragging rights.
 


Crothian said:
Killer dungeons are great as long as everyone knows they are going to be really yough.


not always.... sometimes the best adventures are the ones that start out all standard and safe and by the numbers.... and then degenerate into a desperate grasp at survival. oh yeah.
 


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