No frustration, I always smile winningly whenever one of my PCs dies.Finally got my copy and read it all. A flavourful entertaining read. The difficulty of the encounters gives me a feeling of a frustrated DM who's players never make it to a high enough level to play Tomb of Horrors. There's an inordinate amount of 'fuck you' in this adventure is what I'm saying.
No but that's KOOOL and part of oldschool sensibilities. Not every encounter can be won. You can even pit them against eachother!I'm less down with the, not one, not two, but THREE godlike monsters in this lvls 3-5 (ha!) adventure. It's a lot. I get it, we're not holding hands here. Players are expected to be experienced and act with reason/caution. Still. That's three encounters that present as combats but are actually problems that need to be solved. One of this kind of Trick is usually sufficient.
We actually deliberated giving his chain a fixed length and then putting different shaped brackets in corridors to show how exactly he could reach what area but in the end it would have made the map more confusing and it would not have added that much. As long as his reach is well known I think the encounter works.With regards to that. I LOVE poor, sad Diorag and I think smart PC's should be able to resolve him without begging for hints/openly weeping. I love the chain-radius thing, but did you guys actually measure the dungeon? Because at it's current scale I estimate 400', not as the crow flies, but following the corridors to the edge of his radius and he apparently has 1000' of chain. Don't want to nitpick but, maybe I'm missing something? Even if those squares are 20' (which they might be since despite the scale on the map saying 10' the initial description describes the hallways as 20' wide); even if, that would mean it's 800' to the edge of that radius. Still plenty of chain to hunt the characters right out the front door of the palace
The Vestige. Oof. Now that was a nasty piece of work. Return to the Tomb of Horrors varied in quality from brilliant to kind of lame (near the end), but that part in Moil was amazing. I don't know anyone that would survive the game at that level, but that segment was a thing of evil beauty.The Azarog on the other hand is a complete motherfucker and easily the nastiest thing in this adventure, reminiscent of that awful thing in Return to the Tomb of Horrors. The only solution to it is WAY back in the Sphinx Cave which there is a good chance the PC's will never discover. Even if they do, there's little to indicate what they must do to rid themselves of that thing. I guess some groups might be cool with that kind of unresolvable issue but picturing myself as a player, I'd feel pretty frustrated getting hounded by the Azarog through the city while I poke at it with everything I've got and get nowhere. This one could have used an application of the 3 Clues rule. An ancient library or somesuch. Maybe the Master of Ceremonies could be good for some answers if properly propitiated? Once again, I didn't take notes while I was reading, so maybe there were some hints and I've just forgotten them?
There's a few odd hints about he Azarog on the murals, but also don't forget the adventure has a knife that can be used to get a contact outer plane spell, the Vae Victis can be questioned, You can indeed try to question the Master of Ceremonies and there is of course the Many Angled Instrument of Ethereal Imprisonment. He also can't enter the Palace (maybe if the wards are down, this is up to the GM), or leave the Black Shore.
Thank you for taking the time to review it and giving us some feedback! I have a sequel in mind, and ideally its going to be a trilogy.Good job guys, and thanks for a fantastic effort! I look forward to your next project!