abirdcall
(she/her)
Bit of thread necromancy but thought I'd start here before doing a new thread.
IMO, the adventure is not NEARLY deadly enough considering the premise!
I'm running this for a group of relative newbies who have no idea what optimization even is - and they just waltzed through the initial encounters. I don't like increasing difficulty on new players, but (again considering the premise) I started to ramp up the difficulty about half-way through and then even more toward the end. Managed a whopping 2 character "deaths" so far. Next time I run this, definitely giving it a lethality makeover!
Really? I'm with you generally with the gate-towns because there are just few encounters laid out (though there is still potential for death like being dragged into water).
What about the walking castle? If they don't successfully intimidate or bribe the veterans that is a guaranteed TPK as written.