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Hi
me and my groupe want to return to pathfinder by doing a very difficult(not enteirly combat focused) dungeon there is. I've never been fond of dungeon crawling but inspired by the D&D based movie "GOLD" I might give it a try now, thus Im asking about advice on some of the best dungeons that pathfinder/D&D 3.5 has to offer. These kinds of dungeons in which you must think a lot, solve puzzles and be prepred for the unpredictible while not having any gamebreaking skills/spells at your disposal.

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MerrikCale wrote:best dungeon ever is Tomb of Horrors but that was 1eToH was revised to 3.5 and can be found HERE as a free download.
General consensus is that it pales in comparison to the original, which was known for its sheer random lethality.
R.
I ran ToH probably a hundred times back in the day, and I think maybe three characters ever survived, and only one group ever took out the BBEG...

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Rezdave wrote:I ran ToH probably a hundred times back in the day, and I think maybe three characters ever survived, and only one group ever took out the BBEG...MerrikCale wrote:best dungeon ever is Tomb of Horrors but that was 1eToH was revised to 3.5 and can be found HERE as a free download.
General consensus is that it pales in comparison to the original, which was known for its sheer random lethality.
R.
Is there something similary deadly in pathfinder or 3.5?

Darkwolf |

If you're looking for something bigger than a single module, my favorite has to be Rappan Athuk Reloaded.

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houstonderek wrote:Is there something smiliary deadly in pathfinder or 3.5?Rezdave wrote:I ran ToH probably a hundred times back in the day, and I think maybe three characters ever survived, and only one group ever took out the BBEG...MerrikCale wrote:best dungeon ever is Tomb of Horrors but that was 1eToH was revised to 3.5 and can be found HERE as a free download.
General consensus is that it pales in comparison to the original, which was known for its sheer random lethality.
R.
Not really. Gaming style has moved passed the point where "killer dungeons" are acceptable to the wider audience.

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Dungeon magazine did a retread on Maure's Castle (I think I've got the spelling right). It's not so much a dungeon as an underground temple/fortress. It's definitely worth a look if you want something lethal.
It's a bit of a pain for the GM though, as they have to prep the whole thing in advance -- many of the encounters are based on inhabitants who constantly wander the halls and a little noise "over here" can bring most of the creatures down on you at once!

Rezdave |
Dungeon magazine did a retread on Maure's Castle
You can buy that HERE.
Rezdave wrote:Is there something similary deadly in pathfinder or 3.5?
ToH ... was known for its sheer random lethality.
Yes. See my suggestion above about The Mud Sorcerer's Tomb.
It is widely viewed as one of the all-time greats, and perhaps the best spiritual successor to ToH, by which it was clearly inspired.
MST is deadly, but not randomly-so like ToH. It is a great combination of puzzles, tricks, traps and fights.
R.

MerrikCale |

houstonderek wrote:Is there something similary deadly in pathfinder or 3.5?Rezdave wrote:I ran ToH probably a hundred times back in the day, and I think maybe three characters ever survived, and only one group ever took out the BBEG...MerrikCale wrote:best dungeon ever is Tomb of Horrors but that was 1eToH was revised to 3.5 and can be found HERE as a free download.
General consensus is that it pales in comparison to the original, which was known for its sheer random lethality.
R.
The closest maybe the Seven Swords of Sin or so I have heard

Brian Bachman |

I'd stick in my two cents for Mud Sorcerer's Tomb as well, which I agree was clearly inspired by the classic Tomb of Horrors.
I haven't read or run the 3.5 remake of ToH, but the original was hands down the most deadly dungeon ever published. While I can't say everyone loved it, it definitely made an impression on everyone that has ever played it. To say you survived and bested the BBEG at the end is a source of gamer pride still 35 years later.
Just the fact gamers are still talking about that module 35 years after the fact makes me question whether the 3.X/PF designers did the right thing in deemphasizing/nerfing traps and puzzles.
For a slightly different suggestion, you might want to check out the very popular Challenge of Champions series in Dungeon magazine. No combat at all, really, just puzzle solving. Each of them makes a great one or two night change of pace for a group.

Devilkiller |

Tomb of Horrors is deadlier, but White Plume Mountain White Plume Mountain is still the best dungeon ever. Instead of just being a series of rooms with monsters in them, WPM has a bunch of traps, puzzles, and environmental challenges along with the fights.
The fact the module was converted to 3.5 should make it easy to play in Pathfinder. Besides calculating You might want to consider upgrading some of the riddles to something a little tougher. I also suggest finding the original artwork online. The original module has a cool map, a letter from the bad guy, and some fun old school illustrations.

Owly |

Crypt of the Everflame is a fine dungeon adventure. It's made for starting level 1 characters, and promotes teamwork. Plenty of basic puzzles and adventuring basics to master. Gets a GM used to an adventure structure too, and leaves the ending open to future adventures in the same region. (Gives the PCs a home, too).

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If you're looking for something bigger than a single module, my favorite has to be Rappan Athuk Reloaded.
I second this.
Though the Pathfinder version is superior, a large single book with everything you need inside, except also needing the Tomb of Horror by Frog God Games. I'm running this now. Other books required are Core Rules and Bestiary 1. Nothing else is needed to run it. Players have a wilderness and a dungeon. Rappan Athuk has Hero Lab files, d20Pro files and is based on a first edition feel.
Also Worlds Largest Dungeon (3.5) a dungeon where your tossed inside the entrance and have to find the exit. Another all in one book. This is solely a dungeon crawl with escape from the dungeon being the sole goal, survival, XP, Treasure, Levels all link to escape... without gaining these they are doomed to die.
Expedition to Undermoutain (3.5) an interesting run, look at all the expedition series and they could be a good campaign like and of the adventure paths.

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Hi
me and my groupe want to return to pathfinder by doing a very difficult(not enteirly combat focused) dungeon there is. I've never been fond of dungeon crawling but inspired by the D&D based movie "GOLD" I might give it a try now, thus Im asking about advice on some of the best dungeons that pathfinder/D&D 3.5 has to offer. These kinds of dungeons in which you must think a lot, solve puzzles and be prepred for the unpredictible while not having any gamebreaking skills/spells at your disposal.
What is this movie you've mentioned?

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While Rappan Athuk is super deadly, I added a few tweaks that seem to be working well. Characters at 32 point build, and bonus hit points equal to their con score at first level.
This has made them surprisingly well suited to the adventure style, and while there have been three deaths in about 10 sessions, they were accepted by the group as part of the challenge.