Sorry, but I'm going to drop out of this campaign. It doesn't seem to be going anywhere and I learned that this probably isn't the game for me. I like games that follow the rules a lot more, so things like "roll to see if you step on him" just "'cuz you're evil" doesn't really cut it for me. I also hoped for a lot more story early on, and more individualized backstories. At least something to tie our backstories to the main story going forward, but I didn't find that either.
Another reason was that it felt far too slow for me. Regular initiative in a play-by-post and asking the players for stuff like saves just slows down the game SO so much to the point that it loses the fun for me. I'd much rather the DM rolls our saves and posts the results instantly so that the game progresses faster. Also side initiative.
One of the biggest was the confusion. The players have little to no idea what to do because you don't give us very vivid descriptions. I didn't have darkvision so that's perfectly fine with me, but to the others who did, I felt like you could've given them a lot more to work with instead of a single valve which may or may not've screwed us over. Also the save versus frightened and paralysis was very unfun, because you essentially turned the players useless for a few days. How can they roleplay and have fun if they can't move? Or if you don't give us any clear indication on how to free them?
The confusion transferred over in combat when that started. We had no idea what was going on, how narrow the tunnels where, how far they were, so we just made guesses. Please please please be more specific in your descriptions, or at least adopt a Fate-like Zones mechanic like I did so the players have a clear idea of what to do.
The biggest though of course was the inactivity. It just doesn't feel like this game is going anywhere anytime soon, so sadly I'll have to drop. It's been awesome playing with you DM and players and hopefully I'll get a chance to play with you all again in another game!