Unending Tinkering

While I work on some larger dissections I thought I'd start with this small one. I selected it by just seeing a new release on DriveThru that was both for OSE and cheap so I just decided to go with it. Note these dissections aren't reviews (though I will give a brief overview of the adventure) but some notes on how I personally would alter it when running/ruining it and why.

Its a small adventure of 4 pages detailing an underground lair inhabited by a group of small stone age humanoids involved in nature worship who are stealing goods and livestock from the local farmers. As a quirk their vocalization methods mean you likely cannot directly communicate with them.

You can rob them, slay them, or use one of the intermediaries (mushroom people) in their lair to negotiate with them. Also their lair has a number of dangerous giant insects and rats in some of the areas.

Its a fun enough little adventure, the map if beautiful and its only a couple bucks.

Its using its space effectively so I don't want this to be a dig, its in a series of 4 page adventures so it doesn't have a lot of room to expand on things, but were I to run this I would make some changes.

1.) If you are going with a naturalist dungeon, make some changes to the giant vermin (rats, centipedes) and either make them a pest the Grimlings (the local goblin/kobold like main creature in the lair) want to have eradicated and have sealed away from the rest of the compound, or be in a kennel like situation where they are meant to be released into the tunnels as a last ditch effort to slow intruders while the Grimlings escape. This (in both cases) can be handled with doors barred from the outside (or maybe some sort of candle and rope seal to have it be a timed release). The players will likely try to break in anyway, and it adds a diegetic reason for dangerous vermin to be so close to the Grimlings. You could also make some sort of spell or magic item where the vermin ignore the Grimlings if you want to go with the "A Wizard did it" excuse.

If the vermin are something the Grimlings want eliminated this is a bargaining chip, something you can offer them. If they are a defensive measure this becomes an additional lever the Grimlings can pull to defend the tunnels from a loud invasion (and thus a reason to attempt stealth more). If you do both (maybe the rats are vermin and the centipedes a defensive measure) you get both a carrot and stick.

2.) While the "need an interpreter" is a great twist, putting in some "wants" for the Grimlings to negotiate with them to stop stealing from the farmers might be good. Maybe their last lair (further away) was taken over by an Ogre. Maybe they just want free stuff and you could try to pay them off (or hire them as porters and guides) provided you knew how much that would cost you. This is a case where "drawing the rest of the owl" would be helpful in adventure design. I get it, space limitations, but this is a good spot to add in links to other adventure locations for future games.

3.) This is a wood choked natural tunnel in a dungeon with the sensibilities of Gygaxian naturalism. Some notes on how much wood, oil, airflow changes, etc you'd need to either burn the place down or just choke everyone in smoke is probably going to be useful. This is a situation ripe for fire/smoke and either some guidance for how that would go would be useful.

The only hearth in the encampment seems to be at the lowest point, so stuffing that chimney and throwing some oil on the soggy wood all over the place seems like a fairly quick solution. That is fine if that is the answer (sometimes the enemies have an obvious weak point, especially for a low level dungeon that is in no way bad design), but info on how the Grimlings would react could be helpful.

I have never met a group who did not put "Fire?" in one of their first three ideas when brainstorming a solution after all.

It is available here