While I had a lot of fun adding my own elements to this story, it was hard to follow as a new DM. This was only the second adventure I'd run and I found I needed to do a lot of tweaking to make sense of the flow.
The Pros:
-Once again, I love the setting and characters. They all felt fleshed out and I had fun leaning into the difference between the bigger "city" and the Druid village.
-The fallout guide at the end was very helpful as a way to add closure to different branches the player could take.
-The loot was really fun and the PC still has most of their bag of beans, having use some of them to destroy a structure in module 3.
-The sidequests were fun to play and the clues in Louissa's house were enough to make the player see what she was really up to.
The Cons:
-This took a lot of prep time. I had to reorganize the module to make it easier for me when the player chose to go to a location.
-The ending could have used more closure in general. I like the way the endings are structured depending on what the PC and DM want to do, but a sentence or two describing how Louissa was sent to jail or a new mayor elected would have been helpful to me as a new DM.
What I changed:
-I changed the names of the Druids to plants.
-I added some loot around the Druid village and in general. I also added some magical items to the shopkeeper's stock.
-I added Stealth rolls if the player chose to sneak the Cervidae out to the trees, 1 for each NPC they might encounter.
-I added an ending for Adwyn & Destin as well as one for Louissa and Bertram.
-My player didn't see the sense in traveling back to the Druid village, so the townspeople handed out the reward items from the beginning of module 3.
-I made the forest in between the Druid village and the town a shifting maze with additional loot items.
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