With Session 2 a week away, I'm getting ready for session 2, which will involve a crazy Paladin, a friendly Half-Oger (his spelling, not mine), and, presumably, Jermlaine, Giant Rats, Harpies, Not-Wererats (yeah, I don't want to deal with were-rat-ism, thanks), and Duergar...
Unless they make a wrong turn somewhere, and instead will have to deal with a ghost and bandits!
Also, there's an opportunistic Wyvern flying around somewhere.
Adding things the players will like is mostly being pushed into future adventures, though there is a magic firearm much later in the adventure, should the players do sidequests.
The party so far (a lot of Kobold Press options were used)-
A
Dau Druid 3 (Circle of the Land-Forest). Owns a magic javelin that returns to his hand when thrown. Custom Background.
A Night Whisper Trollkin Cleric 3 (Black Powder Domain). The resident gun nut. Guild Artisan (I think).
A Shadar-Kai Warlock (Hexblade) 2/Sorcerer (Aristocratic) 1. Their bloodline is unknown in the setting, which will be interesting once they encounter other Sorcerers! Sentry Background: basically, they've worked as a guard in the past, either for a town or caravan, and other guards recognize one of their own, allowing him to get information from gate guards and the like.
A Changeling Witch 3 (Coven of the Hidden Moon; I honestly can't recall which implement they chose with their Spirit Binding feature). Urchin background, has chosen the dubious disguised form of a little ragamuffin girl. The other party members are constantly accused of being her (?) parent!
EDIT: forgot the Warlock/Sorcerer changed their race before the first session!