So time for some thoughts and feedback while its all still fresh.
I drove down Wednesday with my wife and friend (13 hours from Canada due to traffic in Chicago and having to go around the lake). Honestly I feel like this is about the limit of how far I'd be willing to truck it for TD. That said I had a fairly bad ear infection for most of the con so that might have colored my view of the trip a bit.
Build day went well, it was a lot of fun to see how everything gets put together. I recomend anyone who gets the chance volenteer to help with build. Raven had a great idea to setup a high altitude timelapse of build/takedown. I hope someone sets that up next con. It would he awsome to watch.
I was volenteering Friday, and attendance was concerningly low. I suspect it being Friday and the near zero visability fog delaying flights might have been a contributing factor.
We were slow enough at times that the room GMs were able to do a truncheon only run which was awsome since the initially advertised Thursday evening volenteer run had to be canceled.
I managed to get a run of Underdark awaits in after my shift ended. It was a best of dungeon focused on alot of 2011 sealich/dragons redoubt puzzles and I enjoyed it thourally.
Room1: Arrow keys, this was a fun/easy intro puzzle that worked well as a team builder. High marks for the puzzle and GM.
Room2: Elemental troll combat. Basic combat room with an optional alternate win condition. Great GM, high energy, really made the combat fun. I think his name was Pablo
Room3: Dinnertable, I could see this puzzle as a little frusterating but the GM provided just the right amount of help and made it fun. Solid room.
Room4: ascender room, this is one of my favorite old rooms. That said it does present some problems. Half the group has to sit out while the other half ascend. Not sure how to fix that but something to keep in mind. It can also be extra challanging for groups of diverse height. I was also told that the first group to ascend could not use ropes or grapples to pull up the second group because it was known from 2011. To me that just hilights the issues we have with gear. In this case the gear that could optionally interact with the room was identified and simply denied. IMO that is worse then unexpected gear based solutions being missed in design.
Room5: Sneak temple, basic combat not much to say here, the snake cultist looked great. I wasnt sure I understood how it tied into the nerative of the dungeon but it was still fun.
Room6: floor tile puzzle. Again not much to say about this one. It was a fairly basic puzzle. I did enjoy that the lights were rigged to provide an additional clue in the last minutes. Little touches like that are awsome.
Room7: Gargoyle, great looking anamatronic, Cool drow, solid ending.
Overall comments. I felt like the nerative on this dungeon was somewhat lost. I didnt know we were supposed to be trying out for the assassin's guild until the last room. Some kind of intro speach would have helped tie events together. This dungeon was also a little brutal ob rogues who couldnt use sneak attack on the elemental construct, non humanoid sneak, or flying gargoyle and only got 2 boxes to play with rather then the normal 3. Still it was a lot of fun and I would have run it more if I could have fit in the runs around my volenteer schedule.
I didnt get a chance to do deeperdark redux but the dungeon looked great and I hear the lava fiends makeup was amazing
On saturday I managed to sneak into a grind before shift (thanks Incog & Raven for squeezing me in). The grind was similar but different to the cuthulu themed run from gencon. It was high energy and well executed as always, the Cathulu ritual pages were also very cool (careful keep using props like that and you may spoil us). My only complaint would be that the falling rock mechanic seemed to really want to focus on giving my bard a concution. I get that grind monsters are smarter then the average bear but the rocks to... Anyway I had fun, thanks guys.
Coaching on saturday was far brisker with most if not all of the runs being sold out. The last run pulled most of the coaches and GMs through with them and was quite epic when we reached the last room with some dozen or so ghost gms following them.
teardown on suday was amazingly quick and by the numbers. Other then one pallet spill that everyone quickly rallied to correct is was just about perfect. I tip my hat to the entire Carbondale crew for their speed and orginzation. Seriously well done.
Overall I think dispite some orginzational issues GHC was a great sucsess and I look forward to Gencon next year.
My only negative comment would be that I wish there was a better way to estimate the number of pre packed treasure bags needed. TD again had prepacked 10 pack which were awsome(some of which I think may have initially been intended to be the special volenteer 10 packs mentioned earlier) but ran out part way through saturday due to COA farming (and at least some loaning), the general hotness of the green bags Im sure didnt hurt either.
Some alternitive blue loot bags were produced for the volenteers instead but based on what I was able to observe some people getting in theres (no monster bits, lots of greens etc) they were not made from the same mix. I suspect the speed of their construction may have also lead to the pants participation token not being included but thats a small point. It was still an apreshiated gesture but I think maybe some of thr green bags should have been held back for vols who all worked hard to make the show a great one.
Anyway I think Im starting to ramble so I'm going to see if I can find some painkillers.