| Hierophantasm |
Well, my players just finished playing through TINH, particularly the Lotus Dragons' Guildhall...and they're soon to embark upon a quest to smite whomever in Sasserine provided the subterranean rogues their cornered market on soggy doors and confined passageways.
If I could make a suggestion to other DMs running TINH, reduce--if not eliminate--the need to make a Strength check to open the closed doors when the guild is on alert, by making only a select few stick...say, six or so. Also, I would do away with adding any doors which lead to specifically empty rooms, or rather rooms which have no descriptive text.
Don't get me wrong. As a DM, I loved the verisimilitude in scale to Sasserine's street level and the construction of a seedy, underground thieves' lair, as well as the confined--and, therefore, more challenging--encounter spaces (mostly). It was mostly a response on the majority of my players that prompts me to suggest to other DMs to give the Lotus Dragons' Guildhall a onceover, and see if their players will dig the nonstop attempts to break down doors, some of which lead to no specific advancement.
Another major recommendation I would make regarding the encounter with Rowyn would be to expand the size of her room to at least 20 ft x 20 ft. With five players in my group, and her and Gut Tugger, the room was packed and she was surrounded before the fight began.
Again, this is not a criticism of the adventure--though one of my players who ran through Into Wormcrawl Fissure made eerie comparisons--but a suggestion for others to gauge how much time busting in will take, and if your party's truly up for a confined dungeon crawl.