Just finished running a party through the second two acts of this. overall very well written, and i greatly appreciate the fact that the dwarfen fortress is realistically designed; lots of space for sleeping, toilets, bathing, cooking etc. that are often absent from "fortress" designs in D&D.
Two areas I believe could be improved on that i personally added into the module myself that could be useful would be a) giving ideas/rules for adding low challenge traps, as the kobolds are (in)famous for those. The other beinge some sort of kobold-side escalation system, i.e. what they do when the PC's barricade themselves in a room smewhere for a short or long rest. While an experienced GM can easily make that up themselves, as this is a low-level adventure any tips on it for a new GM would likely be quite helpful.
On a final note, in the 3rd section (the top floor of the mine), there were a fair few instances of rooms being falsely referenced. When it occured it was in-text and took the form of refering to a room 1 number lower (e.g. calling a room 18, when based on the map it is number 19 being refered to). Not a huge issues, but also easy enough to correct.
despite my list of niggles, very good dungeon.
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