Hi all, this is my first post, so be nice to the monkey!
S P O I L E R S - - B E W A R E ! ! !
I've read through the adventure very thoroughly and am just now
doing prep work on it (I do a lot of prep). Yes, the smear traps
are way nasty, and I would either lower the DC, or give them at
least an extra climb check or two to grab onto something on the
way down. The alarm and Evard's Black Tentacle traps (which
also sound an alarm) can bring many arrows from nearby gnolls
raining on their heads also. That's one thing to keep in mind,
where are all the nearby gnolls? If they trip one of those alarms
(and they probably will), you'll have to determine where all the
range attacks will come from, and how many? And will they
sound an alarm also, alerting other gnolls? If the party is not
careful, they could have the entire fortress breathing down
their neck!
One thing I found missing from the module: Area 5, Gnu-Dalcom's
Pod is not on any of the maps. Gotta add that in somewhere, I
suppose off of Area 3, the higher deck?
I'm bringing in the "dual wyvern option" for scaling the
adventure. I have a party of 7 six-level characters, and one is
a tiefling with bat wings. So he flies up to scout the fortress.
"Oh hello, a wyvern, I'll kill it. Oops, another one. Hellllp!"
I'm going to add a lot of cool rp scenarios to start things off,
mainly with the survivors from Szaphdra's Rest. My favorite is
that once they see my cleric heal somebody, they're all going to
pile on him, scratching and clawing, dragging him down. "Heal
me! Help me next!" Add in some mostly meaningless subdual
damage for effect and I'll have one perplexed cleric. Heheh!!!
I'm still doing my prep, so I'll let you know what else comes to
mind. Please, d12, when you run this mod, give us a rundown
of how it goes. I'll so the same.
Cheers!