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Hidden Shrine of Tamoachan Issues (SPOILERS)
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<blockquote data-quote="Paul Farquhar" data-source="post: 7471571" data-attributes="member: 6906155"><p>I'm probably well qualified to comment on this, having DMed it both in 1st edition and 5th. As others have already mentioned, this adventure was designed as a tornament module. The primary objective is simply to escape the dungeon alive, and the secondary objective to do so in the shortest possible time. The original version even included a tournament scorecard. Most of the encounters are designed to delay and destract the players.</p><p></p><p>One key feature of this module is the poison gas, which is intended to impede the party's ability to rest. Thus the encounters don't ramp up much in power, it is assumed that the party's resources will become depleted. The Centaur Mummy is the closest thing this dungeon has to an end boss. The giant hyena only shows up if players return to the shrine after leaving. The Oni is a "you took the wrong turn and did the wrong thing and now you are screwed" encounter. As others have said, welcome to Old School. The translation to 5e also disrupted the relative strengths of the various encounters a smidgen.</p><p></p><p>The reason for the odd shaped rooms was to try and slow down players who try to draw accurate maps.</p><p></p><p>Zotziliaha is the name of the evil bat god to whom the shine is dedicated. They would be far too powerful to show up in a 5th level dungeon, but can be used as a plot hook for future adventures.</p><p></p><p>The actual design of the encounters is intended to showcase the author's research into mezo-american myth and culture, rather than dungeon logic. For example the two-headed serpent is based on an artifact in the British Museum.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 7471571, member: 6906155"] I'm probably well qualified to comment on this, having DMed it both in 1st edition and 5th. As others have already mentioned, this adventure was designed as a tornament module. The primary objective is simply to escape the dungeon alive, and the secondary objective to do so in the shortest possible time. The original version even included a tournament scorecard. Most of the encounters are designed to delay and destract the players. One key feature of this module is the poison gas, which is intended to impede the party's ability to rest. Thus the encounters don't ramp up much in power, it is assumed that the party's resources will become depleted. The Centaur Mummy is the closest thing this dungeon has to an end boss. The giant hyena only shows up if players return to the shrine after leaving. The Oni is a "you took the wrong turn and did the wrong thing and now you are screwed" encounter. As others have said, welcome to Old School. The translation to 5e also disrupted the relative strengths of the various encounters a smidgen. The reason for the odd shaped rooms was to try and slow down players who try to draw accurate maps. Zotziliaha is the name of the evil bat god to whom the shine is dedicated. They would be far too powerful to show up in a 5th level dungeon, but can be used as a plot hook for future adventures. The actual design of the encounters is intended to showcase the author's research into mezo-american myth and culture, rather than dungeon logic. For example the two-headed serpent is based on an artifact in the British Museum. [/QUOTE]
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