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(+1)

Love, this, it really fits the vibe and the high-stakes of the situation really lean into the strengths of higher-level games, especially at a point where the players may be earning titles or moving into domain level play. I love the thermal vision of the soldiers and the variously weirdness of the sorcerer-king.
The thermal trap in room 2 is clever, I feel like the lamp-shading done is good, but having a small hint in an area before room 2 would be good too (for example, a broken soldier or similar construct that's head moves to follow heat sources) but that might just be preference as it is foreshadowed well.

I think the  presence of the secret passage might be slightly too, obvious, having a search for the door be required would lean into the time pressure a bit more and perhaps make the obvious route through to room 2 look more appealing.

Great stuff, this is a well-thought out and fun dungeon I'll definitely throw at some players!

(1 edit) (+1)

Thank you! That animated head idea is actually brilliant! Its eyes could lock onto the party's torch very intensely. I might add that when I make revisions. 

Its true that the secret passage is probably too good. Currently the only thing blocking a party from it is the lack of a thief or the knock spell. Maybe I'll make the clay area smaller near the obvious entrance, but then note that there are no footprints there. Since the party knows the enemy is ahead of them they should be suspicious of that.