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Very good job, packed with action an with a strong feeling od climax. It's a middle-high level dungeon, and it works as one. Love it
The title could not be interpreted better! :)
This feels like a fun dungeon crawl! Good job!
Good job on this! I second the other comments about the hidden path, but the main ideas and gameplay elements are fantastic. Great title font choice, brings you directly into the theme but it's easy to read.
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!
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.
Level 8 has got to be the highest level Shadowdark material I've read both in this Jam and anywhere which is already a nice thing to see.
Right off the bat I appreciate the secret door that allows the opportunity to go left or right rather than tunneling the crawlers onto a certain path. I'll suggest that the secret room as written is kind of a lock with a key provided in that it will be very difficult, maybe even impossible, to miss or fail as written. A tiny bit of misdirect or uncertainty might help there but it's also not an imperative thing that it's difficult to get into.
The horde mechanic is pretty novel and I'm not sure I've seen another in SD material yet, very well designed from reading it anyway.
The specificity of the thermal-based trap in room two seemed odd to me at first but then I realized that if there's a way for players to anticipate this it gives them a neat way to interact with that sense and of course it's neatly signposted by the lizards!
I digress of course but the early rooms really grabbed me.
The whole conceit for this dungeon is really cool and of course a great use of the title you were provided. I'd be interested to hear about how the hordes work out in playtesting.
My only concern on reading is that the loot might be a little light for the trouble of an 8th level party but that's to taste and balancing for sure.
Thanks for entering this cool idea!
Thanks for checking it out!
This is definitely something that needs to be playtested. I'm especially worried about the amount of attack dice I will have to roll even with the horde mechanics. I'll be updating it afterwards and probably expanding it a bit. Its nice to hear the lizards seem like a good enough telegraph for you, but another reviewer thought it wasn't enough. I guess the playtest will reveal that.
I actually struggled a bit with the page limitation so treasure and some concepts are probably not explained with full clarity. But my original vision for this adventure was to use the warband rules from Western Reaches and then have the army be the real treasure of the dungeon. But for a jam that would require me to reference rules in a non-core book so I decided against it.
I always try to keep an eye out for stuff to do for each core class and here the secret door being mechanical instead of magical is to reward the party for including a thief. Though at such a high level a wizard can just use knock, but at least I'm rewarding picking that spell.
I like the approach of hordes being a higher-level threat in SD rather than introduce too much power creep. The layout is really nice, and I like how easy it is to read through.
There’s a lot of cool ideas in here. I especially liked the hall of creation. That’s a really cool trap!
I might double check the entrance’s description. Right now it describes the secret door being on the eastern wall and leading to area 3, but the map shows it on the northwestern wall leading to area 4.
Thanks for the comment! I probably would have forgotten about this mistake otherwise. The rough draft of the map initially went down instead of up.
I love the fusion of the Terracotta and ancient greece Influence. Amazing layout, and just a fun time. I love the horn command mechanics too! Amazing work!
Calls to mind the Terracotta Army - very cool stuff!