I don't mind a puzzle element in combat sometimes but the balance isn't right.
You don't need to throw all the D&D rules in the trash with some encounters just so you can let players solo them with exploits. Grym is just like that - total immunity or a devastating weakness. No grey area for D&D rules to matter. Puzzles should be about enabling some advantage or disadvantage, not about being the only factor.
It's stupid Grym would have such a glaring achilles heel weakness in his own lair he was created to protect. If he was anywhere else he would be completely unbeatable as you wouldn't be able to sink him in lava. It's ntirely backwards.
And the whole idea of a level 4 party being in such a legendary place, fighting legendary adamantine golems and crafting lackluster equipment using a legendary forge for reward feels completely off.
Last edited by 1varangian; 06/01/22 01:45 PM.