Firstly, congrats on being featured in a recent review by RedMageGM, I quite enjoy his content. I think this adventure is furiously creative and introduces several random generation aspects that are novel and fun. The presentation is straightforward and thoughtfully organized, though the color gradient of the room features table is a little jarring. Mathematically, assuming we follow prep as written, it is important to note that average die rolls will result in room 7 containing the alternate entrance/exit (which works well considering it is on the opposite side of the dungeon) most often, but potential room contents will be the narcotics, brass bell, or tapestries more often than anything else except an empty room (equally likely). The same will occur with the potential occupants; they will end up clustering around room 11 (with none in rooms 17-20 outright). If I ran this, I would change those tables to a flat d20, or draw playing/tarot cards to eliminate repeat results. Otherwise, the art on show is phenomenal and I'm glad to see how much is on display for helping portray monsters and NPCs. Nice work putting this together.
Viewing post in The Tombs of Sorrowglass jam comments
Thanks! You are entirely correct; using dice that create a bell-curve of results is quite silly in practice, but I was seduced by the neatness of having the numbers all match up. A lot of fudging around will occur in the initial set-up. My editor is a mathematician, and I overruled his sensibility on this aspect. Boo.