That's a really good idea and in any other game I would probably adapted that to my game.
The problem is that it wouldn't exactly work in this dungeon crawl as the deaths are coming from active actions made by the PCs and the deaths aren't even caused by bad rolls, it's more a "they die no saves" kind of thing which in many cases removes their bodies completely. Sure the players can avoid this by not taking unnecessary risk and by understanding all the riddles and puzzles right from the start. By chances are they will fail a couple of times.
To use henchmen etc for that would mean that I as a GM forces a henchman to do the wrong choice. That in return feels like I would spoil some of the challenge for the PCs.
I know this is very specific to a certain dungeon crawl and perhaps it's just a bad one, even though I really liked the feel of it, in part for the feeling of chaotic despair it created. But at the same time I want all the players to be able to enjoy it...
The problem is that it wouldn't exactly work in this dungeon crawl as the deaths are coming from active actions made by the PCs and the deaths aren't even caused by bad rolls, it's more a "they die no saves" kind of thing which in many cases removes their bodies completely. Sure the players can avoid this by not taking unnecessary risk and by understanding all the riddles and puzzles right from the start. By chances are they will fail a couple of times.
To use henchmen etc for that would mean that I as a GM forces a henchman to do the wrong choice. That in return feels like I would spoil some of the challenge for the PCs.
I know this is very specific to a certain dungeon crawl and perhaps it's just a bad one, even though I really liked the feel of it, in part for the feeling of chaotic despair it created. But at the same time I want all the players to be able to enjoy it...