I'm thinking about expanding and rewriting Lair of the Lamb.
Refining the Lair of the Lamb
The Lair of the Lamb is alright. It was meant to be a teaching dungeon, and to teach about consumables (light, water, food), time, and the importance of running away. It mostly succeeded in that goal, but it could use a lot more guidance for the DM. A lot of feedback involved
I should probably remove/rewrite the stupid drowning ghost (better on paper than in practice).
The spiders in the crack are also unnecessary--there's no harm in letting people talk to the merchant longer.
Vandress and the sleeping priests are a lesson to teach (a) rooms are sometimes interconnected, and (b) secure the area before you start messing with things. Vandress should probably have a spell that is well-suited to killing 1-2 PCs, but not more than that. Vandress could also use more fleshing out.
Akina needs more fleshing out, too.
|Jasper and Luntz, the gentleman ghouls.|
I actually commissioned this from Alex S last year.
Refining the Gallery of the Ghouls
The Gallery needs a more substantial rewrite. The purpose of this section was to allow the PCs to slow down, decompress from the Lamb segment, and learn about: investigation, exploration, negotiating with dubious NPCs, and puzzle-solving. People tend to just rush through, without exploring the level much.
The ghouls will probably be fed some priests, so they'll probably be friendly and chatty when you first interact with them. The PCs should have an opportunity to explore the area.
The goal--exit the dungeon, is confounded by the ghouls, who refuse to let you leave because they cannot leave. Leaving will either involve killing the ghouls, tricking the ghouls, or befriending them. Befriending them can involve several things, but one of them is certainly to find the missing fifth ghoul, and/or remove the ghoul fence. They have about 24 hours--until the ghouls start getting hungry again.
The ghoul fence should be replaced with a sanctum septum.