
Ayrphish |

Hello!
Am looking for an adventure, not really an ongoing campaign, that will really test a group adventurers. Possible TPKs abound, certain PC death, etc.
Will be encouraging each PC to create at least 2 characters for the likely event of 1 of them getting killed.
I don't want to do conversions, I need it to be written for PF rules.
3rd party stuff is A-Ok.

Erik Freund RPG Superstar 2011 Top 16 |

I'll recommend Crypt of the Devil Lich by Goodman Games. It's 15th-level crawl for six players. The pregens are given a Rod of Ressurection: because they need it.
Was originally run a tournament module at GenCon. Not only is it really tough, but it's also really fun, and many of the encounters&puzzles are really well done and interesting. It's not just "really big numbers." And boy o boy is it a slaughter-fest.

Chobemaster |
Our 1e DM in college ran us through Tomb of Horrors...but because we were a little bit too high level for it...he set it in Hades. All our arms/armor lost 2 "plusses" and there were restrictions on spell effectiveness.
My cleric used plane shift and/or a ring of blinking in a corner a few times to bypass some stuff, so I think he was nerfing our use of the Ethereal Plane.
It worked.

hogarth |

Remember, he wants Pathfinder RPG modules only.
How about Cult of the Ebon Destroyers? It's supposed to be fairly tough.

UltimaGabe |

3.5 Edition of Tomb of Horror?
No. No, no, no, no, no times infinity. The 3.5 Edition Tomb of Horrors was NOT deadly. It wasn't even difficult. The original adventure got its reputation for being deadly because so many things in 1e/2e were insta-kills, and often didn't allow any sort of roll to avoid- with one or two exceptions, everything that made the original so deadly was toned down considerably, and all but the Sphere of Annihilation (which is painfully easy to avoid, as are the worst traps) allow at least one save. The worst parts of the adventure are the ones with antiquated methods of bypassing parts of the dungeon (such as the hall of like a dozen secret doors, all of which require a specific method of opening, a mechanic that hasn't existed since earlier editions) which are only bad because they're so boring and frustrating.
Just try running the Tomb of Horrors 3.5 sometime- I guarantee your party will be bored an hour in, and they'll probably start asking you why this adventure had a reputation for being deadly. The only way to run the Tomb of Horrors "accurately" is if your PCs are level 3 or lower (it's a 10th level adventure, if I'm not mistaken).

Chobemaster |
Malach the Merciless wrote:3.5 Edition of Tomb of Horror?No. No, no, no, no, no times infinity. The 3.5 Edition Tomb of Horrors was NOT deadly. It wasn't even difficult. The original adventure got its reputation for being deadly because so many things in 1e/2e were insta-kills, and often didn't allow any sort of roll to avoid- with one or two exceptions, everything that made the original so deadly was toned down considerably, and all but the Sphere of Annihilation (which is painfully easy to avoid, as are the worst traps) allow at least one save. The worst parts of the adventure are the ones with antiquated methods of bypassing parts of the dungeon (such as the hall of like a dozen secret doors, all of which require a specific method of opening, a mechanic that hasn't existed since earlier editions) which are only bad because they're so boring and frustrating.
Just try running the Tomb of Horrors 3.5 sometime- I guarantee your party will be bored an hour in, and they'll probably start asking you why this adventure had a reputation for being deadly. The only way to run the Tomb of Horrors "accurately" is if your PCs are level 3 or lower (it's a 10th level adventure, if I'm not mistaken).
It's much harder if the Demi-Lich is Vecna. Just sayin'. And yes, that was 1e :)

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Not PF, but sure as shooting deadly:
RotRL Book 2: The Skinsaw Murders. Whooo nelly could that get real ugly real fast, especially if you run the monsters/NPCs as ruthlessly and nastily as possible. Ever heard of a critter called "Xanesha"?
Also: Kingmaker Book 6: Sound of a Thousand Screams. KM spoilers below:
Several of the rule suggestions include: "Take a monster, add 10-20 HD, give it a special power like flight, breath weapons, poison, or extra arms/heads/tails, and you've got your customized "mooks" for this plane.
Just ignore that it's the end of an AP and run it as a one-off high level adventure.
I'm not familiar with the PFS scenarios, but I believe there's a "kill-count" style thread somewhere in general discussion.

Two Face |

I would suggest the module Seven Swords of Sin. It was originally made for 3.5, but it's not far off from PF rules. Make a couple quick conversions and you're good. I ran my players through it as their introduction to my game, and it was...more difficult than expected, and the description doesn't paint a picture of hope.
Seven Swords of Sin was released at GenCon Indy 2007 and was the featured adventure in the first Gen Con Paizo Publishing "delve" event. The module's plot was written by James L. Sutter but its rooms were written via an internal Paizo "Deadliest Room Contest" in which many of the staff collaborated to make the most viscerally pleasing dungeon possible.
Taken from the link above. It is in all honesty the hardest dungeon I have ever gone through.

UltimaGabe |

Keep in mind, everyone, he said he wanted Pathfinder adventures. If he's accepting 3.x, I've got plenty of suggestions.
(Like
Sorry, I got a little carried away there.

Aelryinth RPG Superstar 2012 Top 16 |

Keep in mind that 3E TOmb of Horrors has an entire second section; a very high level city of undead, plus the level 12+ necromancers in the school built around it.
Yes, much of the original module is tricks and traps that if you know them you can get around. There really isn't a lot of serious combat.
==Aelryinth

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Adventures without a chance of success don't seem fun, and adventures that are too easy don't seem fun.
For "tough" adventures, you can take any PAIZO/Pathfinder module/Adventure Path and just calibrate your CR properly at a higher challenge rating; this is easy to do.
1. Pick a story you think you'd enjoy GMing.
2. Look at the party level. 4 players=CR X, 6 players = CR X+1. Determine the party's true CR level (if you've given epic arrays for ability scores or increased magic and treasure by x2 then consider the party +1 as well, for a total of X+2.
3. Select a module that is written for +2 levels higher than the level of your player party. This means challenges will be very tough.
4. As you play, just increase treasure and rewards accordingly.
Example: Party Level =6; then select a module that is for CR8 characters. The resulting attrition will mean combats are lethal, and good tactics/planning will just barely get them through.
Good luck.
P.s. Any module or AP will do. Just pick one you really like, so you get to have fun too!!!

thenovalord |

take any PF mod at the level you are playing
give everything maximum xp and make everything advanced (effectively give everything +2 to all rolls)
nice n simple
crud, i meant hp!!!
stupid rpgs.....i was writing some college reports the other day and put 'Target Number' instead of 'Target Grade'

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The Black Monastery looks to be fairly deadly and old-school style while still being PF
Though it is longer than a one-shot, it is only about a third of an adventure path's worth of material. Also, you can probably make it a lot shorter by only running one level of the mansion.

Aelryinth RPG Superstar 2012 Top 16 |

Aelryinth wrote:Keep in mind that 3E TOmb of Horrors has an entire second section; a very high level city of undead, plus the level 12+ necromancers in the school built around it.No, it didn't. You must be thinking of the 2e version?
MMM, must be. Wasn't it Monte's big thing? Boxed set? Or was it Bruce Cordell?
Remember if you do Maure Castle, you need to do Mordenkainen's Fantastic Adventure first!
==Aelryinth

Erik Freund RPG Superstar 2011 Top 16 |
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I don't know why there's all the fuss over "conversions." The biggest change between 3.5 and PF are class-features. The impact on monsters and traps was minimal. I've run many 3.5 adventures in Pathfinder "off the cuff" without doing any preplanning. The only hiccup is coming up with CMD values for the monsters. Which you can just do on the spot if the PCs try do a maneuver. (And against huge enemies, they are unlikely to try anyways.)
Don't paint yourself into a box. Not that much changed.