First of all: Thanks to the DP and Malrex for the review/criticism
I'm gonna comment on some of the stuff now
Polish
I love the handcrafted look very much
The tables were made in excel, the maps hand-drawn and everything put topgether in word and converted to a pdf.
Background
I put that much background in to give the DM all the informations he/she needs to run it and make decisions for themselves. Could of course be shorter
The timeline was meant as a reminder basically ... you read the background and then only need the timeline to get things straight.
DM Hints
Yeah ... the "do what you want" part is not needed.
I should probably use that space to make Aldarics weaknesses and tactics clearer.
Overland Map
I tried something new here (though I'm not so vain that I think I'm the fiorst to do something like this ... I just can't remember if I ever saw something like that)
Put as much information as possible in a halfway pleasing and usable shape.
The travel times are for the colored regions. So you move your full rate on the plains (red), 2/3 of your movement in the forest(green) and only 1/3 of your movement in the mountains(brown). Though I find the idea of basing the movement on the sentences used in the map fascinating ... will think on that.
@Malrex: Is the green hard to read because of the color or because of my bad handwriting?
Lair map
Again ... up the information density without outright killing the map.
I tried to imply ideas and tactics on the map (Jump!)
Rumors
The main source of rumors is the whispering river ... which I did in an attempt to introduce some fairy tale vibe into the whole thing.
Rumor 4 is basically there to fuck with the players ... make them question the truthfullness of stuff the river whispers them. Don't know if that was so clever :/
I used the rumors here more to set the mood and vibe of the region and the current situation.
Hooks
I left these out because I didn't want to flesh out Brechtingen and I think these can be done by the DM her/himself. With the background any DM can decide for themselves what kind of hooks their group needs to get involved.
I put the possible hooks and ideas everywhere because I think reading a one-page adventure once before play is a given.
so you red the whole thing and this (hopefully) coherent picture of plot, region, mood and stuff forms in your head. The hooks for your party follow naturally then.
Wilderness encounters
Thanks
I like my special encounter tables you know.
I tried to imply tactics and ideas with the encounter also ... Chance to disguise oneself, encounter with Algrad, Background about the feahtered men...
Lair Encounters
Didn't want to press this onto the lair map.
Loot
Same as Lair encounters
Stats
The bandits started as an Orc tribe but then I remembered how Bryce always gripes about how designers should use more humans ... so here we are.
Katraks stats were included because he could be part of some fight ... and because I needed some space to include his twist (doesn't want to leave)
Endgame
Yeah .. I see your points.
I should probably put in more possbile tactics to "disable" Aldaric without fighting him head on.
Wrap-up
Yeah ... That thing needs a wrap up to clarify how things can end. Factory stays in the mountains? maybe ... could be a plot for the next time. One of the ideas was to give the DM enough to start something here.
Sandbox
The whole thing was also intended as a little bit of a possible sandbox. More than just a dungeon somewhere. That's why nearly every region has a little mechanical effect or some tidbit defined. Gives the DM enough to start and extrapolate from.