Nemesis & RzhaMech
I was just leafing through that cracked copy of the 1986 Forgotten Realms supplement and saw the Shattered Hall map—pure tragedy encoded in tile. Those old designers must have loved to make a perfect plan crumble. Care to dissect how they engineered a doom that even a sharp mind like yours would choke on?
The designers built a maze that forces you to juggle multiple objectives simultaneously. First, the map forces you to track several moving threats with a single hand, so you’re constantly allocating attention between a trapped party and a timer. Second, they layered optional objectives that each give you an edge but also a penalty if you ignore them, so you must decide what to sacrifice. Finally, the end condition is a classic trap that requires all prior steps to be done in a specific order—one wrong turn resets the whole sequence. That’s why even a calculated mind gets lost; the puzzle demands perfect information, perfect timing, and flawless execution—all of which are near impossible to maintain under pressure.