Carl S said:
Second, while I like grim and gritty as much as the next guy, I found the "Kids after the Kobold King" sidebar a bit too grim for me.
Besides the general quality of the module, this is the exact thing that jumped out at me on my first reading.
SPOILER ALERT
While the "what happens later" material was given as
suggestions for what
might happen with any given kid later on in their life due to the events of the module, it would've been nice if even one of the suggestions was positive. As you note, I can easily ignore this stuff (which I'll do if I get the chance to run this module). However, it made an already fairly grim module even more of a bummer. But, after all, the town the module is based around is evil in nature.
Another thing I disliked is that, as written, the PCs aren't supposed to save the half-elf who gets his heart cut out. I hate that kind of thing in an adventure, where no matter what the PCs do, they simply aren't "meant" to save a particular NPC. The classic example from past adventures is the dying old man or soldier the PCs find along the road who, after providing a n adventure hook, can't be saved no matter what kind of healing the PCs use on him. I really, really hate that kind of railroad tactic.
END SPOILERS
All that said, it's a good, solid module. It looks great, I love the "Designer Notes," there are plenty of opportunities for the PCs to network, and future adventure hooks grow easily from the entire setting. The two flaws I picked on aren't that tough to fix, which bodes well for future modules in this line.