Title | : | The Dungeon of Death: A Dungeon Crawl Adventure (Advanced Dungeons and Dragons: Forgotten Realms) |
Author | : | |
Rating | : | |
ISBN | : | 0786916222 |
ISBN-10 | : | 9780786916221 |
Language | : | English |
Format Type | : | Paperback |
Number of Pages | : | 32 |
Publication | : | First published May 1, 2000 |
This stand-alone adventure is set within one of the most infamous dungeons of the Realms. It easily fits within a Forgotten Realms campaign, and it can also be incorporated into any other AD&D campaign world with minor modifications.
For 3 - 6 characters of levels 7 - 9.
The Dungeon of Death: Who says there's no truth in advertising?
The Dungeon of Death: A Dungeon Crawl Adventure (Advanced Dungeons and Dragons: Forgotten Realms) Reviews
-
If you run this adventure for your players, and you do not warn them in advance of what you're about to do to them, you are not just an asshole, you are, top to bottom, inside and out, the whole ass. David "Zeb" Cook was being mildly hyperbolic when he named a module Temple of Death back in 1983, but Jason "The Apocalypse Stone" Carl is just being honest.
Only...is he? Because if you run this adventure as written, I can guarantee two things:
1) Your players will never finish it, so therefore...
2) You will have just wasted whatever money you spent on it.
Understand this: it isn't a "your players won't finish it because the place is too deadly and they're certain to suffer a Total Party Kill" sense I'm referring to here, although I guess such a thing is theoretically possible. No, your players won't finish it because as soon as they realize the place is , they'll 'Nope!' right out of both the dungeon and, indeed, your entire campaign. And you will deserve it for being a whole ass.
* * * * *
Look, I've been playing D&D for over thirty years. I've played in and run campaigns in everything from the original B/X set all the way up to 5th Edition. If there's one thing I know how to do, it's read an adventure and adjudicate it without needing to actually experience it for myself with a playtest. There are plenty of meat-grinders out there I am only too happy to run. I've been on both ends of "The Tomb of Horrors", I've played through "A Night Below", I've been the GM for "Tomb of the Lizard King" and "Return to the Tomb of Horrors". I've refereed encounters between PCs and epic-tier monsters like the Tarrasque and Zuggtmoy. And while all of those scenarios contain ways to savage a party, they are all, in theory, possible for well-armed PCs and experienced players to overcome.
Dungeon of Death, simply, isn't.
Without the presence of , this would be a reasonably difficult adventure: the dungeon is filled with enough traps to make Acererak roll his eyes, and all thedemonsTanar'ri infesting this place are more than capable of wrecking a mid-level group of adventurers, especially ones who cannot take the time to rest and recover spells. With it, however, the module becomes all-but-unwinnable, since players with any sense will be unwilling to subject their PCs to this level of abuse.
The Dungeon of Death is aptly named, but not for the reason Jason Carl intended. It's a complete bullshit scenario, fun neither to read nor to play. The only thing this place will kill is your players' desire to keep you as a DM, and in this case, I wouldn't blame them in the slightest.