This new starter adventure comes out of the gate with a number of issues and opportunities. This thread is for offering improvements to the adventure to make it easier and/or more fun at the table.
Straight into Chapter 1 and it seems silly not to foreshadow the shipwrecks (and the Compass Rose) on the voyage into the harbor. Have the sailors call on some blessings as they sail past the wreck (and you see other masts poking up from water - quite a ships graveyard!)
A remote island like this might have a sheltered cove and pebbly beach to land at, but there would be no dock with a dingy tied up. The sailors should leap out and beach their dingy to let the PCs off. And then they should be attacked by the zombies that rise up from the water. A few can attack the crew in the dinghy leaving 3 for the PCs.
Runara's undocumented secret lair seems annoying. Why not just have some quarters beneath the library (with an optional secret door that leads down to some secret lair if you want to add that in).
I don't know what to do about the Kobolds except to whittle down the named kobolds to Myla and Rix (who seem the most knowledgeable). The adventure offers a ridiculous number of named kobolds for a DM (and players) to keep track of. I would suggest that the Kobolds wear hooded cowls and emerge in the late afternoon to do their outdoor work to protect themselves from the sun.
A1. Path and Monastic Cells
The path should wind up the cliff side from the beach and the Dragon's Rest should overlook the beach IMHO. The gardens should be terraces above and below the path where the cliffside can accommodate them. The Cells should have simple sail cloth door coverings, having them just be open to the elements is ridiculous.
A2. Winch House
This is obviously where the Dingy should be stored to be kept safe from the elements. The dinghy can be lowered (with occupants if desired) down to the beach (or water if the tide is in) (not sure what this Winch House is for otherwise and this way they have an opportunity to use it).
A4. Library
Ridiculous that there are no interesting books to find, here are some from Level Up:
• The Rise Of Willow the Telestic, a torn work.
• The Forbidden Tract Of Invocation by Olenna Ironlock, a bulky tome.
• The Handbook Of Nature by Perra Ironbrow, a heavy folio.
• The Rare Creed Of Hunting by Dario the Terrible, a worn title.
• Flora and Fauna Of The Pit Of Fire by King Galan the Inscrutable, a small tome.
• Astrology And Flower Arranging by Sybil Gendry, a decayed publication.
• Animal Husbandry by Betram Rockbrow, a threadbare text.
• The Last Will And Testament Of Theodor the Holy, a thick manual.
• Memories Of The River Of Desolation by Duke Astoria Slatebow the Hidden, a water-damaged folio.
• The Noxious History Of Magic by Huebald the Virtuous, a ripped title.
Also it seems reasonable for Runara's quarters to be located somewhere in here.
A5. Temple of Bahamut
Looking northwest through the open part the PCs should just be able to see the wreck of the Compass Rose, otherwise it doesn't offer much.
Cloister Quests
These are mostly fine, but as can be seen the kobolds are mostly useless for moving the adventure in any interesting direction and can be left in the background.
Exploring the Island
This is very weak IMHO. There should be a few more pages of encounters. Fortunately there's lots of encounter generators. I will say that I think it's entirely unrealistic to expect to PCs to easily navigate the coastline of this island. There should be just two options. Overland or by boat, both should have their unique risks. Looking forward to some suggestions.
Chapter 2: Seagrow Caves
This is generally fine, except interacting with the myconids which is always tricky to pull off and an odd choice to inflict on new DMs). It's unclear how much of the dangers Tarak would know about (beyond the new octopus guardian), though it seems strange that he wouldn't know about the Violet Fungi at least.
B6. Crystal Cave
This area is poorly thought out. The Myconids have to somehow communicate to the PCs that this area is not normally filled with smoke so something must be blocking the vent - something they probably know little about as they already avoid this area. But this is the key part of this chapter. I don't know what the adventure writers were thinking but this is a really hard scenario to present to the players as written. I'm open to suggestions . Also when the orange crystal is destroyed, suddenly the area is supposed to be filled with bright light, so where did the smoke go? Obviously when the crystal is destroyed the PCs should feel a sudden movement in the air and the smoke starts to thin and will clear in 1d6 rounds? During that time the combat will be fought in dim light thanks to the thick smoke. Really hoping for some good ideas for fixing this encounter...
Chapter 3: Cursed Shipwreck
C2: Forecastle
Instead of nothing interesting here, how about there are some usable lengths of rope, say one 15ft length and one 30ft length?
C4: Captain's Quarters
How big is the hole to the hold? Looking at the map, I would say it's big enough for a medium creature to fit through tightly, but it would be nice for the text to spell it out.
C5: Galley
Instead of nothing to find how about at least 1 bottle of fine wine (10 gp) from the case down in the hold.
C6: Crew Quarters
Trap but no saving throw? Surely that can't be right? Also no way to determine that the floorboard is trapped? Terrible trap design.
C7: Mess Hall
This is where the pair of candlestick holders and perhaps the lute should be found (instead of in the hold).
C8: Lower Deck
Obviously some of the crates have to have rotted contents, so the PCs should make a d20 roll once they open one to find out if the crate has protected its contents. 11 or higher the crate contents are intact.
C9: Hold
The Journal page would make a great handout for the players.
Planning on coming back with the final chapter and looking forward to other contributions.
Straight into Chapter 1 and it seems silly not to foreshadow the shipwrecks (and the Compass Rose) on the voyage into the harbor. Have the sailors call on some blessings as they sail past the wreck (and you see other masts poking up from water - quite a ships graveyard!)
A remote island like this might have a sheltered cove and pebbly beach to land at, but there would be no dock with a dingy tied up. The sailors should leap out and beach their dingy to let the PCs off. And then they should be attacked by the zombies that rise up from the water. A few can attack the crew in the dinghy leaving 3 for the PCs.
Runara's undocumented secret lair seems annoying. Why not just have some quarters beneath the library (with an optional secret door that leads down to some secret lair if you want to add that in).
I don't know what to do about the Kobolds except to whittle down the named kobolds to Myla and Rix (who seem the most knowledgeable). The adventure offers a ridiculous number of named kobolds for a DM (and players) to keep track of. I would suggest that the Kobolds wear hooded cowls and emerge in the late afternoon to do their outdoor work to protect themselves from the sun.
A1. Path and Monastic Cells
The path should wind up the cliff side from the beach and the Dragon's Rest should overlook the beach IMHO. The gardens should be terraces above and below the path where the cliffside can accommodate them. The Cells should have simple sail cloth door coverings, having them just be open to the elements is ridiculous.
A2. Winch House
This is obviously where the Dingy should be stored to be kept safe from the elements. The dinghy can be lowered (with occupants if desired) down to the beach (or water if the tide is in) (not sure what this Winch House is for otherwise and this way they have an opportunity to use it).
A4. Library
Ridiculous that there are no interesting books to find, here are some from Level Up:
• The Rise Of Willow the Telestic, a torn work.
• The Forbidden Tract Of Invocation by Olenna Ironlock, a bulky tome.
• The Handbook Of Nature by Perra Ironbrow, a heavy folio.
• The Rare Creed Of Hunting by Dario the Terrible, a worn title.
• Flora and Fauna Of The Pit Of Fire by King Galan the Inscrutable, a small tome.
• Astrology And Flower Arranging by Sybil Gendry, a decayed publication.
• Animal Husbandry by Betram Rockbrow, a threadbare text.
• The Last Will And Testament Of Theodor the Holy, a thick manual.
• Memories Of The River Of Desolation by Duke Astoria Slatebow the Hidden, a water-damaged folio.
• The Noxious History Of Magic by Huebald the Virtuous, a ripped title.
Also it seems reasonable for Runara's quarters to be located somewhere in here.
A5. Temple of Bahamut
Looking northwest through the open part the PCs should just be able to see the wreck of the Compass Rose, otherwise it doesn't offer much.
Cloister Quests
These are mostly fine, but as can be seen the kobolds are mostly useless for moving the adventure in any interesting direction and can be left in the background.
Exploring the Island
This is very weak IMHO. There should be a few more pages of encounters. Fortunately there's lots of encounter generators. I will say that I think it's entirely unrealistic to expect to PCs to easily navigate the coastline of this island. There should be just two options. Overland or by boat, both should have their unique risks. Looking forward to some suggestions.
Chapter 2: Seagrow Caves
This is generally fine, except interacting with the myconids which is always tricky to pull off and an odd choice to inflict on new DMs). It's unclear how much of the dangers Tarak would know about (beyond the new octopus guardian), though it seems strange that he wouldn't know about the Violet Fungi at least.
B6. Crystal Cave
This area is poorly thought out. The Myconids have to somehow communicate to the PCs that this area is not normally filled with smoke so something must be blocking the vent - something they probably know little about as they already avoid this area. But this is the key part of this chapter. I don't know what the adventure writers were thinking but this is a really hard scenario to present to the players as written. I'm open to suggestions . Also when the orange crystal is destroyed, suddenly the area is supposed to be filled with bright light, so where did the smoke go? Obviously when the crystal is destroyed the PCs should feel a sudden movement in the air and the smoke starts to thin and will clear in 1d6 rounds? During that time the combat will be fought in dim light thanks to the thick smoke. Really hoping for some good ideas for fixing this encounter...
Chapter 3: Cursed Shipwreck
C2: Forecastle
Instead of nothing interesting here, how about there are some usable lengths of rope, say one 15ft length and one 30ft length?
C4: Captain's Quarters
How big is the hole to the hold? Looking at the map, I would say it's big enough for a medium creature to fit through tightly, but it would be nice for the text to spell it out.
C5: Galley
Instead of nothing to find how about at least 1 bottle of fine wine (10 gp) from the case down in the hold.
C6: Crew Quarters
Trap but no saving throw? Surely that can't be right? Also no way to determine that the floorboard is trapped? Terrible trap design.
C7: Mess Hall
This is where the pair of candlestick holders and perhaps the lute should be found (instead of in the hold).
C8: Lower Deck
Obviously some of the crates have to have rotted contents, so the PCs should make a d20 roll once they open one to find out if the crate has protected its contents. 11 or higher the crate contents are intact.
C9: Hold
The Journal page would make a great handout for the players.
Planning on coming back with the final chapter and looking forward to other contributions.