We just played mad Men of Gotheim last weekend. We had a great time and enjoyed the short adventure.
It is good for a one-shot filling a 4 hour session.
I listened to wreckless dice' podcast version of it before, which gave me a good overview. The podcast actual play is around 2-3 hours. I did not finish the podcast before we played it ourselves. Hence I was not well prepared for the final encounter. Afterwards I realized that I would improve in the way the monster stats are provided in WFRP 4. In contrast to e.g. D&D, the traits are just listed and you need to know them by heart or look them up on the fly. In D&D* I am used to the NPC descriptions providing a full explanation of the traits etc. That would have helped me a lot in the last encounter.
We liked the adventure overall, I really liked the description and pictures of the inhabitants of Gotheim. The plot is a little linear, although it has some sandbox elements in exploring the town and interacting with the inhabitants. In my view you cannot expect more in such a short scenario.
I gave it 5 stars on DTRPG.
Your comments?
*: We played this scenario through Fantasy grounds with D&D rules, three first level characters. It worked fine. Let's see, how well this works, when the characters level up.
Mad Men of Gotheim
Played two weeks ago on Roll20, WFRP 4th Ed rules.
The village got flooded, the players lost their horse, only 6 villagers escaped alive!
The players got a real biting, but after a Fate, Res, and a bit of Corruption, they came back one piece. Though the Dwarf was Unconscious for 2 days.
All in all excellent time, I really enjoy Solo creatures in this edition.
The village got flooded, the players lost their horse, only 6 villagers escaped alive!
The players got a real biting, but after a Fate, Res, and a bit of Corruption, they came back one piece. Though the Dwarf was Unconscious for 2 days.
All in all excellent time, I really enjoy Solo creatures in this edition.
As is the creature is very powerful.
You need to remember well the Size rules cause this is half the fight.
What actually happened with my party is that the Wizard and Cleric lost their Terror Checks, so that the Slayer, Hunter and Riverman where left to fight the monster.
Corrosive Blood makes it impossible for the players to gather advantage which is the only mechanism in their favor.
The creature is Great as it is!
That's good to hear 
I had a similar experience with the mutant leader in the Making The Rounds scenario.
He bleeds brass when hit (counts as corrosive blood) which, together with the "regular" mutants outnumbering the party made for a very tense fight.

I had a similar experience with the mutant leader in the Making The Rounds scenario.
He bleeds brass when hit (counts as corrosive blood) which, together with the "regular" mutants outnumbering the party made for a very tense fight.
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I did not had to modify its stats. It ran quite well for us. Much better that the Basilisk or even a lonely Troll recently, because it has a lot of nasty special rules that you need to know well before combat though.
- Armour 3,
- Bestial,
- Bite +9,
- Bounce,
- Corrosive Blood,
- Distracting,
- Infected,
- Maddening Aura,
- Night Vision,
- Size (Enormous),
Defending Against Big Creatures: You suffer a penalty of –4 SL when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
Terror (2).
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
Opposed Strength Tests (and similar), it wins automatically.
Stomp as a Free Attack, by spending 1 Advantage (+5), as they kick downwards or otherwise bash smaller opponents out of the way.
- Tail +8,
- Tongue Attack +5 (12),
- Venom,
- Weapon +9