So I really enjoyed the dungeons overall this year, and had fun with most of the rooms. My wife and I did 13 TD runs this year (Yes we cut back from last year) and we were witness to quite a bit of postive things as well as a few negative.
Viper (Combat/Puzzle)
- Room 1 - We enjoyed the puzzle but like quite a few the split push damage was timed every 3 minutes so we felt that if they want to do this they split it at the 6 min mark, and then 3 and 1.5 if they want to do push damage that way. We ended up the first time taking 12 points of damage in nightmare by solving it in 9-10 minutes. After that we told people that it was timed and we needed to solve it fast and explained that the pillars could rotate, or first started by rotating a pillar. We also "solved" it once when 8 players had done it, by bowing and pushing the snake symbol in secret and let the others players solve it in their own time so we didn't just take the auto time damage.
- Room 2 - Standard room, made us think their was a trap...
- Room 3 - Egg Room - Was not solved on the first nightmare because the gold paint on the egg didn't show up with the yellow lights, the next run we found they had repainted the egg to make the "Golden Door". The eggs could be touchy, but all was good, easy to figure out to spiral out to the left (sinister being the key word), but without a golden egg marked where we could see it, it was a guessing game.
- Room 4 - Combat - Very nicely done with the portal/scarcoughus as we figured it out round 2 and then after one melee we used range.
- Room 4 - Puzzle - Didn't get it, first time we went in there was no clue, just 2 ropes. Second time we got the blue lights and spelled out SPE before time ran out, figured it was SPEACH not SPEAR. Never did the room again (only 2 puzzle runs)
- Room 5 - Everyone loved the sand but certain DM's were very picky on the amount of blood, and how closely the symbols matched. This was very annoying, as we finished once with 3-4 minutes but once at the buzzer during some technical difficulties.
- Room 6 - Medusa room was great! The NPC loved to taunt us and touch our shoulder and even took her scarf and rubbed is against my neck until I told her, "Not going to work honey, my wife is here", she asked who my wife was and without missing a beat my wife said, "The one that just hit you in the face with her sword!". Was really good times except when we went with a family with 2 little girls. Stoned the whole family and we scrimped 4 tokens to get them restored but if we had not brought them it would have been a real downer for the family.
- Room 7 - Great room, staff damage might have been a bit high, very inconsistant with Ioun Stones, and drow could backstab someone if they saw them coming. No way to prevent seems cheap to me, including using dust of apperance in the room. Mr Wiggles was great, and we beat him down!
Zephyr
- Room 1 - time on the puzzle should be looked at for the damage because we all had seen the room once and were 5 seconds from solving it before we took damage.
- Room 2 - inconsistant, we had a nightmare run that needed only 2 parts, then our next hardcore needed 3. We were able to do nightmare runs after this and get all three parts but only because we helped a bit (didn't give out answer but told them what we needed to do as far as piping).
- Room 3 - Easy combat
- Room 4 - took one round of misses to figure out the forcefield and then was easy combat.
- Room 4 - Puzzle - The puzzle was easy to figure out but didn't know what the shapes did, until we got a DM's explaination.
- Room 5 - Combat - Finally figuring out it was taking 1/2 damage from anything but blunt was a bit annoying but we changed weapons and worked through it.
- Room 5 - Ball light - worst puzzle of this year, please take that out and blow up that mess. We failed it once because the DM didn't know the solution and couldn't prove that our last outter light was working. Next run of it it was "Dim" and we solved it. Brute force method sucks.
- Room 6 - Pipes - Once we dedicated myself to directing and my wife to counting we were able to beat this 3 out of the 4 times we tried it. It was something you needed to assign people sides, and then number the hoses so you could back out inproper solutions. There was one solution that you ran out of hoses before you could finish it so we made sure to connect one hose to the exit first then work through the combinations.
- Room 7 - We ran into very inconsitantcy in this room, and found out there was some tinkering with HP of the wyverns during the CON. It started out way to easy and so the Wyvern were bumped to 500hp which we did defeat once, but the other time we ran out of time. By the end of the CON it was set at 200-250 and we breezed through it in two rounds on nightmare.
Overall was a great year, the inconsistance and no way for new players to deal with being stone were the 2 CON's of this Con.