Oh, yeah, I was supposed to give Mark some feedback. Hmm.
I was going to do that right now, actually. No, really. Would I tell a lie?
Don't say it.
Well, as everyone else has already said, the organisation of the module is pretty good, with lots of tips and notes for how to play each of the NPCs. I wish I could flesh out characters like this! I'll even forgive Mark's use of YA marketing acronym because of all the little details he provides.
In terms of structure, I think it strikes a good balance between giving the PCs freedom to move and also maintaining a coherent plotline. Each of the encounters and areas has lots of potential for roleplay, but there's also a good hook to keep everything moving. The fact that plenty of detail is provided helps keep encounters like the Trundlefolk or the bear from feeling like "just another random encounter", which is what can happen with random tables ("yeah, another 1d6 orcs, let's roll for initiative...").
So, that's the good bits. Now, on to the bad bits. Yes, I think there's some. No, I don't think this means I can do a better job.
[SPOILERS]
Some issues I didn't quite understand:
- From the map, it looks like the lumber camp is only a couple of miles out of Parvue. Why didn't anyone check out the lumber camp, or head to Jalston for help when it became clear that trouble was brewing?
- How did two 2nd level rogues with below-average stats and equipment manage to beat up Nilfaria, a 4th level fighter? Also, the paragraph that describes her actions on being found seems a bit confused; first it says she gives the PCs a few details and then passes out, then it says she goes around the village and checks to make sure people are all right. Perhaps this is meant to be what she does after being revived by the PCs, but it isn't clear.
- A hamlet of 50 people seems too small to have a sheriff and a magistrate. But this is a minor issue.
- There sure seem to be a heckuva lot of 2nd-4th level characters in the Trundlefolk encampment and elsewhere. Personally, I don't think this is necessary. I think ordinary people should mostly be 1st level experts or commoners, with maybe a few 2nd or 3rd level characters sprinkled in. Certainly for a module aimed at 2nd level PCs, it's a bit excessive. It raises the question of why the PCs are needed to solve problems, when everyone else could be just as capable of doing it.
There doesn't seem to be a rational scale for some of the grids on the maps. Eg the map of Peddler's Knoll and surroundings is 1.5 miles square, but is divided into a 12x12 square grid. The map of the Trundlefolk encampment is 330 feet square, and has an 11x11 grid. Something fixed, like 0.5 miles or 50 feet per square, would be better IMO.
Remove curse doesn't need a caster or skill check, so the DC in the description of the flute is superfluous.
Finally, anything involving lumberjacks risks someone at the table breaking into the Monty Python song. You can trust me on this.
So that's it for the bad bits, and there aren't that many of them. I bet that most parties won't even notice these things. Well, except for the lumberjacks.
Overall, I think this is a fine piece of work. And Mark didn't even pay me to say that.