Yes, I think I mean foreshadowing/telegraphing his character and motivations. While the information is in his description, I would think of ways to hint at it in the rooms of the playhouse before the confrontation. Environmentally or otherwise, perhaps he communicates with the players via a tannoy or the shades are his avatars and whisper his secret desires while the dream larva mock him. I'm bad for over stuffing and the layout you've got is really good, I wouldn't want to spoil anything so do ignore me!
Beneath Foreign Planets
Creator of
Recent community posts
I really like this, the sort of thing I would never think of but would definitely run (I've saved it to my 'to run' folder). I really like the aesthetics and tone of the zungeon and the different machines that can be interacted with. Perhaps a suggestion on how to deal with the shades (the guide?), some clues to Nod's intentions and character, and a fun item/treasure or two would really compliment an already very fun zungeon.
Thank you for your very thoughtful post, I hope you enjoy running it! Yes, at some point for space reasons I foolishly removed a line saying the paragraph on the first page is the premise of the fictitious short story the adventure is based on, the PC's are put in the position Fafhrd and the Grey Mouser found themselves in, this is why they are not present in the adventure.
Thanks, defensive scenarios are really underrated.
I agree the first few paragraphs can appear a little wordy, but once you get into it, I feel the main body of the adventure (the fort, its 9 rooms and the 14+ events of the siege, timeline and spells) is pretty concise. It's all very playable and I thought about what did/didn't need to be explained and described. Maybe I was a little ambitious with how much to include which makes the entry seem a little full. If I could spread the entry over another page, you'd see it.

