You may be feeling a little down right now. It can always be worse.
- Black Sun Deathcrawl
Nameless husks fleeing downwards in dungeons forever, watch everyone you ever meet die. Is this any worse than normal D&D? No more pretense of heroism or money-grubbing, the only excuse for levelling is escaping death a little longer.
you are the Cursed, remnants of life in a universe of decay cannibalistic parasites you suck a meager existence from the corpse of a long dead reality once you had nations, races, goals now you are one, united at last in the unending struggle for survival in a reality that abhors you once you had love and happiness and light now there is only the crawl
Scavenging a lost weapon from the sidelines of a massive war you cannot understand or affect, doing nothing but spreading more misery among people you’ve decided are less important than your own profit.
- Deep Carbon Observatory
After natural disaster, and unnatural pollution and predation, you travel through an increasingly horrifying world and fail to prevent worse disasters, before plunging into darkness and horror forever.
- Death Frost Doom
A forbiddingly large graveyard, a creepy cabin on a mountain, a book of dead names. And a dungeon, there’s always a dungeon. Anything you disturb may be hard to put back down. What is it about these things that’s so hard to resist?
- S1 Tomb of Horrors
A tomb of an ancient wizard, full of death and just enough rewards to be worth going in, right? At one time, you could be that delusional. But you know now what it is, everyone in gaming’s heard enough about old Acererak’s lair. It’s in Ready Player One, it can’t be that scary. And still you’ll lose if you go in, and you have to go in.
I don’t usually run these kind of adventures, except at the end of a campaign when it seems like attention is flagging. But they’re among my favorite to read, and contemplate running, and steal bits of. The Crow siblings from Deep Carbon Observatory are of course to be found somewhere.