Yeah I just wasn't sure if I'm missing something obvious, like using shapechange to deal with rust monsters. And like every sensible adventurer I make sure I have mental immunity up 120% of the time when visiting an illithid lair
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Water elies probably work ok (virgin diamond install), I can deal with occasional respawn/reload. Except in that very first encounter where I must have died like six or seven times and then just cast darkness, hehe.
I have to admit though that generaly I was a bit disappointed with chapter 4, almost exclusively due to:
-Often it had that generic feel. Big area with random mix spawning in rooms/middle, which just get huge as you level up. Randomly sprinkled skill checks and mass of hidden doors leading to small rooms with 1-2 chests with same-y loot. That one type with 5 gems, 1 necklace and 50gp.
-Also piles and piles of trash to sell that's just clogging the invetory most of the module. I really had to cringe when after gathering 5 maps from all over, dealing with a very populated dungeon with multiple areas and puzzles and a difficult and climactic boss fight you end up with some gold, gems a +1 armor and +2 halberd. At level 33 or so with 1kk+ in pocket. I really missed some interesting new items, even if they're just gimmicky like the frost greatsword.
-I missed some more story and conversations in general. Every now and then you just get those paperwork/bookshelf placeables with a small loredump. I'd have liked to know more about the lich's story or the shadow fort for example. Both those bosses and the catfish and the brain just start out red with not even a one-liner. I guess it can be considered refreshing to not have to listen to the big evil monologue every time, but still.
There were also some aspects that I really liked:
-Creature by creature design, where they each have a few big and small threats that end up practicaly iconic for them. Lantern archons shooting lightning, cornugons teleporting, displacer beasts with HiPS, monkfish, mariliths with 272 attacks/round and 99 ac (possibly slight exaggeration). Even spellcasters have their own lean repertoires that differs them from oneanother.
-Stuff makes sense. The beholder lair was a great example. It makes sense that physicaly weak beholders have sturdy golems for defense. And that those golems are round and floaty - adapted to the lair. And that the floaty beholders are really good at playing "the floor is lava". The caves have a 3D feel as it should be. Things like that, that may be seen as minor but I think add a lot. That one wooden door in the mindflayer base really made me smile
. The caves look like caves instead of halls, with lower ones having some lava. Once I turned up the gamma so I could see anything I noticed there's also lots of
-Stuff is dangerous. We're at epic 30+ levels and still have to take care of poison/disease/ability drain/death attacks/mind-affecting/slows/blindness etc., etc. It's really nice to see that it never comes down to just hp/dmg with being immune to everything else (not counting temporary stuff at least). I haven't really paid extra attention but I believe the enemy saves don't inflate as fast as other stats either, to keep offensive spells relevant.
And some things I'd like to see in the future:
-Make Zarala a bit more special with some ability or feat or something. 8 dex limit on armor also got a bit too low when she has Dex in the mid 30s.
-More things with -attributes or other penalties, to keep the growth in check and offer some options. At the end I had +12 on three stats already. Although admittedly it cost 2-3 AC or something if I didn't use pots.
-The curse you get on the celestial planes seems like it could be a good mechanic to expand upon. Plain rejecting you or something, the more the stronger you are. Could serve to tone down the level/number of enemies you have to face to still pose a challenge.