Super Saiyan Musashi wrote:For those unfamiliar with the expression:
https://tvtropes.org/pmwiki/pmwiki.php/Main/GuideDangItI thought a bit about playing the game way back in the 90s and seeing some of the quests in PDFs of the old books, and I remember some of the more devious elements that players really had no method of knowing about. Most prominent examples that stick out in my mind include:
Main Game Quest 12 - Barak Tor
Partway through the quest, [spoiler]rocks fall and..no, not everyone dies but: the path back to the exit is cut off[/spoiler]. Then, towards the end, a room with the
recently awakened Witch Lord can be opened. He's weak and weary from his recent hibernation, but is invulnerable to all damage . It's actually possible to
move him to cut off the path that connects the final room the first , rendering the quest unwinnable.
I'd hope a good evil wizard player would let him be pushed back a square with a good combat roll, or similar.
Failing that, I hope somebody's got Pass Through Rock. "Well guys, it's been fun, but I guess this is goodbye..."
Super Saiyan Musashi wrote:Return of the Witch Lord Quest 2 - The Cold Halls
There's a room with a
tomb in it, and if a
Treasure search is carried out, stuff that permanently destroys the Orc's Bane and Borin's Armor flies out . Major

in my opinion.
Insert gif of Tim Curry saying "Ooh, nasty!"
This was added for the North American edition--it's not in the original EU edition (as far as I remember).
The other evil bit in RotWL, about permanently losing gold, was in the EU version, but was apparently made twice as nasty in the NA version. In the EU edition only the Dwarf and Wizard lost their gold, whereas I hear everyone loses it in the NA edition.
Super Saiyan Musashi wrote:Return of the Witch Lord Quest 3 - The Silent Passages
You can destroy the Death Mist with the Tempest Spell or the Spirit Blade, but who's going to try that without some kind of in-game clue about it?
The players would have known about it if I'd played this adventure as a kid, because I hadn't yet grasped the idea that you were meant to keep some things secret from the players. As soon as the Death Mist appeared I'd have dutifully explained how it could be defeated, in the same way that I'd explain any boardgame rule.
(This is one thing I appreciate about the NA edition--it takes time to explain to young Zargons not to give away all the secrets.)
Assuming the players
did figure out how to destroy the Mist, on the principle of 'try everything', there's a REALLY nasty follow-up in the last Quest. Those magical Orc Statues... [SPOILER REDACTED BY ORDER OF THE WITCH LORD]
In the UK expansion
Against the Ogre Horde there are quite a few Guide Dang Its. Mostly rooms containing nothing but an empty treasure chest, a Zombie, and a falling block that will trap you forever if you dare to go inside. Ah, Ogre humour.

(Hmm, spoiler tags aren't working for me either.)