As I am running a character driven campaign in the Moonshaes (my favorite region in the FR) I jumped to the opportunity to run ready-made advantures that are available over here if they fit in.
As it always needs some additional preparations to make official adventures fitting to your own group I did this when I saw the opportunity to run this adventure.
The adventure itself worked quite well for us and took way more than the 4 hours planned (2 session each abt. 6 hours) but there was a lot of character play.
All of us liked the beginning (part 1+2 - good opportunities for roleplay) and a part of the dungeon crawling (part 4) but there is one thing (part 3) where I as the GM had my problems with. The players didn't notice it and maybe it works for a group that simply runs through this part of the adventure.
This dungeon simply doesn't work as written. The gnomes have no ecology down there and wouldn't survive a day (one of 9 families does crafting, all others do "nothing" useful, no farming, hunting, more crafting). Farming quests (find stuff, bring it to X) are not good either, taken the short routes out there. It wouldn't take much to simply improve this part by making the gnomes more believable. when I told my group how everything was written they told me my version was way better as they thought it might work like that. => all families do either crafting or farming mushrooms and their "Specials" in addition.
Then I would ask the writers to think as the villains - what has been done down there and went unnoticed doesn't work due to the build-up of the tunnel system.
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