
Pseudos |
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The idea itself of a temple being able to 'tpk' total party kill, can breathe life back into a stale group, letting your players know that they can definitely die. The important part here is can; having a rigged die, impossible puzzle or unfair trap set without warning is cheating. The most you should really be able to do is give hard, fair encounters, with fair loot, according to:
Rules: (as raw from memory, feel free to disregard)
1. It's unfair to have a meaningful for combat curse with no save befall the heroes; there's always a 5% chance, and even then that's pretty unfair. Having a curse that does not effect combat statistics is okay.
2. Party encounters;
At least half the encounters per day must be the APL, unless you have very few encounters.
The highest boss encounter you can give is APL+3, or its cheating.
You can't add more than 2 templates either, and they must be different, or its cheating.
Too many small CR enemies in an encounter at lower levels is cheating.
High DR at low levels is cheating. (no cacodaemons)
Bad loot generation is cheating.
Having too many encounters without 8 hours rest is cheating (not to say you can't challenge your pc's or interrupt their rest, but it counts towards the previous day's encounters)
Start with 8-13 encounter points; for every 1 an encounter is above the average party level, it doubles; so an apl+1 is 2 points, +2 is 4 points, +3 is 8 points. APL-1 encounters count as 2/3 or an encounter.
These are some good baseline rules if your intent is to challenge your players and make sure there's a chance for death. I think you REALLY need to read the gamemastery guide, as your short want of a 'party killer' is in itself flawed.

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Find out what they are strong against, and don't use it. Find out what they are weak to, and do use that. The party's an absolute killer in melee combat? Go ranged. The wizard has very powerful spells? Bring in a party where the sorcerer uses his every turn to counterspell the wizard. Take a good, long look at their strategies, and find weak points in it that your people can exploit. But, above all, play by the rules. Do not simply have a curse that affects all the PCs as a way of saying "ha ha, I got you, I win" As others have said, that way leads to losing your party, and word will spread that you are a jerk GM, whether you usually are or aren't.

Cyrad RPG Superstar Season 9 Top 16 |

I always wanted to run a campaign through a megadungeon of mostly transformative curses (both mentally and physically). As the PCs explore and dive deeper through the dungeon, they gradually accumulate curses they have to live with. Some of them might actually be beneficial or ones the PCs might want to keep. By the end of the campaign, the whole party has become powerful and monstrous, likely becoming the dungeon's next denizens.

Brokenbane |
Find out what they are strong against, and don't use it. Find out what they are weak to, and do use that. The party's an absolute killer in melee combat? Go ranged. The wizard has very powerful spells? Bring in a party where the sorcerer uses his every turn to counterspell the wizard. Take a good, long look at their strategies, and find weak points in it that your people can exploit. But, above all, play by the rules. Do not simply have a curse that affects all the PCs as a way of saying "ha ha, I got you, I win" As others have said, that way leads to losing your party, and word will spread that you are a jerk GM, whether you usually are or aren't.
I will see what I can do then.

Brokenbane |
I always wanted to run a campaign through a megadungeon of mostly transformative curses (both mentally and physically). As the PCs explore and dive deeper through the dungeon, they gradually accumulate curses they have to live with. Some of them might actually be beneficial or ones the PCs might want to keep. By the end of the campaign, the whole party has become powerful and monstrous, likely becoming the dungeon's next denizens.
This sounds fun.