There's no creatures that are unkillable or even uber deadly, but like I said before, they're the home team this time. LoM isn't combat heavy, but the combats would be intense. There is one absolute beauty toward the end that is more a "trick" than a trap but positively encourages PCs to kill themselves in a hilarious and messy fashion. Some are pretty run of the mill, some are instant killers. The dungeon is set up to give the clear advantage to the home team in terms of potential for ambush and tactical high-ground. The danger is not so much the creatures in the Labyrinth, but the physical environment of it - and this isn't just traps. I have only played half of it out as yet, and I'm of the opinion that in order to be successful, the PCs would need two strong MUs with a variety of utility spells, as well as a very brave and item-heavy thief. The writer states "levels 15 and above", but I would seriously look at the thick end of 17th before trying it, and the players need to be experienced. What you do get is a small-to-mid-sized, multi-layered dungeon for high level characters. This is certainly not I6 Ravenloft we're dealing with. The plot and background is neither here nor there, and I would expect that the DM could probably do a better job. Apart from a throrough read-through and plan, the Dm won't need to do too much prep except for maybe a miniatures-sized floorplan for the room called "The Colour of Magic". The level of production is pretty good, and the maps are reproduced in part in amongst the text too, which is a nice touch. I get the feeling it was intended to be a Tomb of Horrors for the 21st Century. ****NO SPOILERS BELOW, BUT SOME ADVICE THAT PCs MIGHT NOT WANT***** It's a dungeon crawl - not a mindless one - but a dungeon crawl nonetheless.
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