I've used pre-MV goblin hexers in a couple low level battles and they were quite nasty. It didn't help that the battle fields were quite small when I used them too. They could almost fill an entire room with the cloud.
1 (snip) I've decided I really like Loudwater and will stick with it despite the TPK. I'll probably use 'Lair of Shadows' as the intro adventure for the next group. (snip)
I agree with you about liking Loudwater. It's amazing how much is packed into those pages at the beginning of the FRCG.
I'm currently prepping Loudwater (using the map of Brindol, I might add) as a location akin to the keep in Keep on the Borderlands. The Caves of Chaos from the same module will be in the Southwood but will be known as the Lost Mines of Ammarindar (the old dwarven kingdom). I'm going to have a large temple of Moradin there which has been corrupted by the evil it was built to contain.
That said, I also have plans to revive the Red Hand of Doom in the same area using the hobgoblins of the Valley of the Dogs. The Cult of the Reptile god will be set in the Smear and, in due course, I expect that The Steading of the Hill Giant Chieftain will make an appearance in the Greypeak Mountains.
With a bit more work I am sure I can squeeze a few more of the classics into this area!
Lots of good ideas there Derul! I like the goblinoid-infested dwarf mines idea, but I'll probably use the Caves of Chaos map for inspiration rather than use it as-is. Playing around with Dungeon Tiles would probably create something fun. I've printed out the Menace of the Icy Spire adventure from Dungeon which details the icy tower of Draigdurroch very nicely, planning to run that when my friend Upper_Krust visits in August.