fuzzlewump
Explorer
What were the approaches, exactly?I've DM'd this adventure multiple times in multiple editions, and left the approach up to the PCs ... and ended up with vastly different experiences each time. One group played politics between the various humanoid factions and started their own little internal war-by-proxy, for example.
I can't see diplomacy working, because of the language barrier. I like the suggestions to, for example, free prisoners from the hobgoblins and getting in that way. The problem is if you already killed gnolls or orcs, and you'll probably have to kill hobgoblins to get that point in the prison. And the first two entrances are goblins and kobolds who seem to like killing things and only speaking goblin and draconic respectively.
I can't really see a sneaky approach either, because the rogue doesn't have dark-vision or low-light vision... so the rogue has to carry around a torch while sneaking against things that all have dark vision. It was actually kind of funny how poorly designed that seemed to us. At least at level 2 the rogue gains the nightvision ability (though I imagine the simulationist/realism crowd might have something to say about that.)
If I run it again (unlikely, unless they keep this adventure the same but release new playtest materials) I'll probably make everything speak common, maybe make area cover a much larger geographic area for realism concerns, and to avoid what seems to be the weird scenario of all the monsters saying hello to eachother as one leaves to go hunting and another is returning. ("Hey, Joe." "Hey, Bob.") And maybe give the monsters a more explicit motivation that I can stick to and the players can discover and exploit. I just wish these things were already written in the module. I'm having to do work, and at a point I might as well scrap it and start over.