Heading into this session, I don’t have any big speeches or clever prep tricks to share. It’s dungeon time. Straight up dungeon crawl. The Dungeon of the Dead Three is where we’re starting, and this is supposed to be the nastiest part of Descent into Avernus. Every prep guide, every DM I’ve talked to, every YouTube video says the same thing: this dungeon is the most likely place for the party to TPK. IT is not properly built or balanced for level 2 characters and is almost Tomb of Horrors. Coming off of Tomb of Annihilation just last month, that sounds like home to me and my players. Stacked encounters, unfair ambushes, and rooms that punish anyone who rushes in without thinking.
We’ve got sebem players showing up this week. That helps. A party of seven at level two is still fragile, but it’s sturdier than four or five. Numbers change things. They might steamroll the fights people warn about. They might still wipe if the dice betray them. That’s kind of the fun, right?
I’m planning to run this by the book. No nerfs, no “balancing” on the fly. Just play it straight and let the chips fall where they may. The module’s written as a slog. A series of rooms, cultists, and prisoners scattered throughout. I’ve got the map prepped, tokens ready, and I know where the pain points are (for example the Fireball wizard everyone says is the real killers). Beyond that, I’m trusting my notes and improvisation.
Big question mark: what happens if they bail? I think it’s likely. If they leave to long rest halfway through, the cultists won’t just sit around waiting. Prisoners will die. Defenses will tighten. The dungeon will feel different when they come back. I haven’t mapped that all out yet… but then again, most likely if they leave, it will be at the end of the session and I’ll have time to prep for what comes.
I’m curious to see how they handle the prisoners. Curious if they even find the Vanthampur son alive. Curious how much danger they realize they’re in. Should be a good night.