Wew, after being burned out on it for a while, I've powered through and finished Texts of Thaan: Journey to Immol(Chapter II).
As I've already complained multiple times - certain mobs, encounters and the overall combat design is quite difficult most of the time, at times veering to sadistic. Examples include banshees spamming a spell-like ability forcing you to roll a Death save, hard hitting zombies from which you randomly take a good amount of acid damage from hitting them in close quarters, a throng of snakes(I think?) spamming Drown, treants and golems spamming Knockout like crazy and a fair amount of things level draining or poisoning you constantly. You might think that the monsters with Death Magic I've mentioned are easily negated by chugging a potion of Death Ward and you'd be entirely correct, problem is that said potions are fairly scarce especially at the earlier parts of the module and you'd best be conservative about them and other resources and just take the rolls like a champ. Same goes for situations where you're level-drained, poisoned or have your abilities lowered - you have to be wise and conserve your resources, which is an aspect of this module's difficulty which I actually like and appreciate quite a bit as is the case with the resting restrictions and the fairly interesting itemization present. Problem is that those good design choices pertaining to the combat experience are sandwiched within the unabashedly frustrating parts of it which I've mentioned - worst of all is the author's insistence on having almost every single thing spawn from an ambush or stealth around you before attacking, hell even gigantic elementals, golems and shambling zombies which you'd never expect to be proficient in the arts of cloak and dagger, like to act like a rogue/assassin type of mob in here. The boss encounters were fun though and offered a more balanced and satisfying challenge to myself, compared to the trash fights though this may be due to the fact I had myself buffed to high oblivion compared to the normal fights in which I am very stingy on consumables. Most of the bosses are spellcasters with a fairly competent AI which is a rarity among modules, the banshee boss in particular was a big bitch for waiting to dispel you before unleashing her Death Magic.
Disregarding combat, the atmosphere, the visuals and area design are top notch with the experience consistent in that regard, with the story intriguing though a bit wordy at times and certain dialogues suffering from neologisms or out of place vocabulary, but nothing to dampen severely the solid general level of the writing. The author really did manage to craft a very distinct and recognizable personality and style for his series which I deem in touch with the Ravenloft setting the game's based on. En route to the all-important village of Immol, you solve a lot of interesting and varied conundrums you come across which act as obstacles you need to overcome to proceed with your travels. I found each vignette to be well written and very immersive to the gothic horror vibe, as well as presenting some fairly unique in the general modding community cool RP or mechanical challenges and/or features. For example, at a certain point you'll be essentially placed in a very hostile environment in which you'll have to stay for a while since the plot quest revolves running around the same zone. You have the option of disguising yourself with the appropriate uniforms or costumes you find as well as with a sufficient Persuade/Bluff skill, alternatively you sneak around the hostile guards or just go nuclear on them and try to best them all in combat which is difficult as well as draining of your limited resources. Apart from this whole undercover mini-plot, I quite liked the last arc of the game - to summarize it is about an invisible and invincible being which spawns and track you down at night. You aren't able to damage it up until the final part of the campaign and your only options are running away or temporarily disabling it with a Light/Searing Light/Continual Flame spell or wand, which I found to be a very cool additional challenge. Acting as a great addition as well as a RP dilemma for good or neutral aligned characters are the Texts you collect and use which act as the main mcguffins in the story.
There is a good amount of reactivity in regards to your race, alignment and past actions(be it in the same module or in chapter I), which are not all that obvious and I've discovered post factum while persuing the walkthrough, such as different attitudes towards your character in regards to their race or class(mostly if they are a spellcaster or not). Came across a couple of special Paladin conversation options which were all mostly flavour, but still well appreciated. Albeit a very linear experience at its core, a lot of the quests, interactions and problems you come across are able to be solved in a few differing ways depending on alignment, skillchecks or meeting other prerequisites. The best example would be with the last major quest you undertake which offers a wildly different ending depending on whether or not you were succesful to shift your companion Wynn's alignment to Neutral or Good in the entirety of Chapter I and Chapter II up to this particular point. There are some very horrible and villainous ways you are able to choose to solve certain quests or even minute interactions with NPCs, which I found to be a treat. Being of good alignment, apart from being an achievement considering the times you are forced to use items that shift you to evil by 5 points, brings some consequences in the lands of Barovia as it should.
Going to be a 7/10 again for me, 90% of the negatives directed towards my frustrations with the combat side of things. Still, your mileage may vary, and to be quite honest I really fucked myself up for not reading the readme file in regards to some changes the author made to certain classes and skills, as well as being very autistic and persistent on wanting to have my Paladin not use the respawning functionalities, the rod of raising and the Texts unless forced to do so. He did eventually fell though, leaving me with a bit of a clapped Pal 6/Rogue 3 build which I definitely did not plan in advance. I'm certain that with a more serious and meta build and one not tied to a necessary good alignment as well as with a different mindset than mine in regards to using consumables more often instead of hoarding them like I did, people may find the game to be much more manageable in contrast to my rants. Admittedly, once I hit the latter parts of the game and I started being more liberal with buffs, the frustrations did turn into a very fair challenge, though I am still quite adamant that a lot of things in regards to encounters and some other things, such as the god forsaken 20 DC Tumble check dungeon which makes you want to punch a hole in your wall, can be handled in a far better way. Still, I am invested enough in the plot and the gruelling journey I've had so far so I will continue to track this series' progress and certainly play the final party whenever it releases, even if I still whine like a bitch and be stuck in cycles of constant dying and reloading.