Fishing for Gods in Strade's Gallows is a roleplay heavy module. There are definitely combat encounters to be had, but the players will be relying more on their wits than their swords. SPOILERS AHEAD.
We start out with a seemingly simple request - deliver some herbs that a town in Candle Marsh needs to combat a strange illness causing children to sleepwalk into the marsh. However, before we even make it to town, one of the players will become a deity to a tribe of Kua-Toa.
Once players get to the town they are greeted by unpleasant members of the town watch before being escorted to the local priest in charge of receiving the rosewhistle to create a cure. This priest tells the players that he suspects something strange causing the disease, and perhaps the town watch may be behind it. After some side-quests the players will most likely determine that the watch like to create their own issues in the town so that they can come in at the last moment and be heroes.
The players will most likely also determine that there was once a hag that plagued the town but was killed by a mob in the recent years. During this raid, a man of the town discovered his three daughters being turned into hags themselves. He had to kill two and throw one, Rosealyn, into the mouth of a gibbering mouther. In reality, the youngest, Shae, was only half turned so he let her escape into the swamp. Shae will help lead the players deep into the buried fortress to find Rosealyn who she believes is singing to entice the children of the town.
Once the players make it into the fortress they discover another Kua-Toa deity living below, creating a carnival of Kua-Toa. He also has captured Rosealyn and is using her in his freak show attraction. After a fight with Rosealyn, players discover that the oldest sister, Margot, is still alive and has been ordering Rosealyn. Once Rosealyn is slain, Margot bursts free from her grave for a final boss fight.
This module was a little difficult to prep for as a new DM as it is pretty sandboxy. It definitely isn't the sort of module that you can prep for and run on short notice. I would suggest that you plan to run this module over three 3-5 hour sessions. We had to skip a lot of content to get this down to just two sessions but we really wanted to get back into one-shots so that we could review more modules. Difficulty to DM aside, this module is ABSOLUTELY worth the $3.99 price. As of writing this review it is my favorite one-shot I have ran. The story is amazing even though we had to miss most of it. I love the comedy aspects of it, the whole Floopdoogle sub-plot was amazing and my players all loved it. The PDF quality is fantastic. Plent of great maps, concept art, and a very clear and easy to follow layout. The cobat rating above could probably be bumped up if I had time to actually run the final fights the way they were meant to be (Margot could have been a truly epic fight). There were plenty of fun characters to play and they opened up lots of roleplay opportunities for my players. If you are on the fence about this module you should absolutely buy it.