This is my first post, but I've read the messageboards for a while and have already preordered the hardcover! Here are the changes/additions I would make and would recommend off the top of my head since I am at work. Unfortunately, I can't remember which modules had certain events so I have left the adventure name out for now.
1) I know this has been denied already but I will voice my opinion to change Keygan's rat being captured to something/someone else. My players thought this was not a very good reason for Keygan to be blackmailed and thus did not look at Keygan as a victim but rather an NPC not worth their time. Consequently, they had nothing to do with him for the rest of the compaign. I tried to portray him as a victim but they just didn't buy it. If it was Keygan's son or a daughter then that would make a world of difference. Hell, even a familiar with some special ability that made him unique would make it more plausible.
2) The Umber Hulk encounter would be vastly improved if the DM was told where the PC's are when the encounter starts rather than just saying they are walking down the street as this varies the encounter and events drastically.
3) Information on what happened while the PC's where in Occipitus. What was the result of Terseon going to Redgorge? I had to come up with some plausible explanation and some insight into this would be helpful.
4) Raising Alek Tercival. One of my PC's is playing a cleric of St. Cuthbert and they raised Alek and then fixed his broken mind. If I played by the rules the party would have been aware of the cagewrights plans so I had to come up with Alek having amnesia so he didn't tell the party what was really going on. Either kill him and give us a good reason why he should stay dead or help us keep the party in the dark in case they raise him. The nice thing about my group raising him is that they wanted to restore his paladinhood which adds quite a bit to the campaign. The downside is that since they got back they still wanted him to challenge Terseon since they are losing faith in Terseon (he is working with ogres and half orcs after all) and would rather have the Paladin as captain of the town guard. I hope you see where I am going with this.
4) The ecounter in Vhalantru's house with the bird cages. There are suppposed to be 3 naga's in that room but the house is too small to have them ambush the party (let alone have the party all in one room)
5) What the DM is to do if the party discovers some info ahead of time. My party has suspected Vhalantru for a while and decided to go fight him after defeating Ike at the Church of Wee Jas. The cleric who had the smoking eye template cast speak with dead and learned enough about Vhalantru to confront him. Furthermore, the template of the smoking eye tends to fool spells based on alignment so my cleric (who had the smoking eye) argued that Speak with Dead on Ike automatically succeeded since it effectively 'hid' his alignment and was not different from Ike's (even though it actually was).
6) Change Vhalantru's first name. Orbius is too obvious. For my campaign I changed it to Dorban which still has 'orb' in it for those savvy players to pick up on.
7) Give better tactics for Vhalantru. I am about to run this fight next session and I feel that his tactics are horribly lacking.
That is as far as we are and all I can think of for now. Please consider these for inclusion.
Thanks and PS - The AP1 ROCKS!!!