I actually missed the introductory session, which was apparently crazy-go-nuts and the players had to
hide during part of it to divide the enemy forces. I'm not really up on what was there, but my impression was that the players had their work cut out for them (but hey, I wasn't there).
So here's a point-by-point encounter description, with our methods of dealing with the problems:
Drellin's Ferry:
"What kind of rooms would you like? We have common rooms, fine rooms..."
"-We would like 'Free Rooms' because your entire town is going to be destroyed by hobgoblins in days, and we're the only people who can do dick about it. Send in the mayor when he's free or you are all on fire."
I think players are supposed to take a lot more crap from the townsfolk than we did, possibly because we aren't a Good party. The hamlet of Drellin's Ferry or however that's spelled has nothing to offer a party of adventurers. This is actually a serious problem because the equipment that the players find is not size balanced between Small and Medium. Our DM modified it so that there was a 5th level Artificer living here, if there isn't then your party Gnome Plate and Shield fighter is going to be screwed. Actually, he's going to be screwed anyway because he'll be purchasing magic items with magic items he is selling at half price, but even more so. I suggest everyone running this game do the same.
The Woods:
There was a shambling mound in the damned woods. I figure this was a random encounter that involves either the DM fvcking with us or the module providing a random encounter list for the woods that is utter madness. Now, the Shambling Mound is really tough and doesn't take sneak attack damage, but my character has a Bag of Tricks, and we all got into a polish firing squad and shot arrows at it while I fed it a magic wolf every turn until it died. Good luck with that, those things are practically invisible in the woods and have Constrict. Our 5th level party felt pretty outclassed and only 133+ Juggling tactics kept us alive.
The Ranger. This guy is apparently completely useless, since he refuses to go into Verath Keep, so unless his presence served as some sort of magical talisman against getting jumped by additional Shambling Mounds, even the 5 gp we gave him was too much.
The river had a Hydra in it. A 6 headed hydra that has Fast Healing 16 and 6 attacks. Fortunately it surfaced next to the wagon, so we webbed it down and had a large pile of archery to eventually kill it. If it had surfaced next to the bridge, we all would have died. I'm not even kidding, those things get 6 attacks at the end of a charge.
Verath Keep:
I think we went through this place backwards, our last room was the old collapsing gardener's shed which we searched and bypassed without actually going in. Every fight opened up with a color spray and we had taken potions of stealth before entering. So none of the enemies got to scream, and we were able to keep anyone from hearing our presence even with the -20 move silently penalty for combat.
Koth himself was the only character who got an action, and he apparently doesn't have a Concentration skill, so the cluster molestation he was in by the time his action came around caused him to fail to cast a lightning bolt. We actually took 0 damage in the whole place.
Then we went room by room and took 20 on search checks, collecting all the weird crap from downstairs - as well as stashing all the bodies there. If we do lose anyone, it is our intention to take their body to an Artificer who knows Power Surge so that we can bring them back without using up precious charges. Precious charges.
The stuff in the boxes is so obviously side quest material that I am honestly insulted.
The Bridge:
I think you're supposed to dramatically attack the bridge at a weak point and then run like little bitches while the dragon hunts you down like quail. I have no idea how that's supposed to work, maybe you were supposed to have purchased a scroll of teleport? Regardless, our actual technique was to come in and kill everyone and then use a scroll of summon monster III found earlier to call up a Thoqua, and then make obscenely high Disable Device checks to pattern out some Thoqua bore holes lengthwise in the bridge such that any substantial weight on the bridge would bring the whole thing down. Heh.
The dragon is faster than you (movement of 150 feet and it has flyby attack), and better than you (5 attacks in a Full Attack and a BAB of +11). The book claims this encounter is EL 10, which is complete crack smoking on their part, but still much more than a 6th level party would expect to be able to take without help. I am honestly unsure of what deus ex machina is supposed to save you. Perhaps the Forest Giant?
The Ruined Stedding:
Does the book think that combat is an option here? It's a Forest Giant, making it roughly the equivalent of a Fire Giant, or your entire party. Anyway, buying his ass off isn't terribly difficult, but I'm not sure what difference it makes if the Forest Giant agrees to take on the horde. He can kill a crap tonne of hobgoblins, but since there is *plot device* worth of hob goblins, I'm not sure what use that is.
The Village Again:
A chimera shows up for no damned reason when you return. This was just as well as it came in just in time to be turned into a zombie so that we could bypass overland encounters for the rest of the adventure. The chimera itself is a chump because he shows up in the middle of a big empty space and his first combat action is to eat peasants. He can burn himself out of a web, but Chimera aren't fire resistant, so he does half the work of killing himself when he does.
The big city:
Armed with a zombie chimera you can get back to the big town of whatever it's called in just hours, at which point we handed over Koth's map and gave them the low-down on what total badasses we were and totally fvcked they were. They want the party to go fight a road block, which as far as I can tell is a total waste of time. We decided to accept the mission, but so far have made no move to actually attack the road block. Why bother?
The woods:
Our method of travel required DM handwaving to get us jumped by the razorwing. Like all magical beasts, it goes down like a [offensive statement] as soon as it gets surrounded by ninjas and gets color sprayed right in the face. It has a ring in its belly, but honestly if our party hobbit wasn't searching the intestinal pockets of all the major monsters we kill (because this is a module and monsters have stuff in their belly all the time), there's no reason for us to have found it.
The elves are, as far as I can tell, a completely pointless encounter. Our campaign is in Eberron, so the elves have been replaced by shifters, but the effect is doubtlessly just as pointless. Maybe with higher diplomacy tests you can get access to owls before taking out the big lake? We didn't need them and didn't ask, but it seems likely. If players don't have a zombie chimera at this point, I think that diplomacy check is probably a campaign breaker, as without flight you cannot win against the city of Rhest.
The City of Rhest:
Long fallen into disrepair and sunken into a swampy lake, the city of Rhest is going to kill your entire party unless you are very very careful. The lake is 2 miles across, so swimming across it is not going to happen. Boating across it is a death sentence, since the black dragon can acid spray you from under water.
In the middle of the lake there is a party of 4 CR 7 monsters who each have an Ogre cohort. Also there is reserve forces available of some hobgoblin archers in a distant tower (I honestly have no idea how they get into that tower) and another razor wing in the hatchery. Maybe that's supposed to be an "equal challenge" as I think maybe you're supposed to be 7th level by now, but that's absurd.
If you loot everything correctly, you get a Lich's phylactery. Possibly you aren't supposed to be able to break a phylactery (as it has 40 hit points and is made out of adamantine), but if you have access to flight (and you do, because you won instead of dying to acid sprays against your boat about a kilometer from shore) you can just bring the thing 500 feet into the air and drop it - if you repeat 2 times the damned thing will shatter. That's one less Lich in the world if you want to do it that way...
Also, the pond is surrounded with lizardfolk, which is completely meaningless since if you arne't flying over the huts you're dead anyway.
-Username17