I am a a noob DM for 5e (I have 3.5 and 4e experience) and I just got a group into it. Most are new players and they are really enjoying it.
I am thinking way too far into the future, but was curious what adventure should follow the Lost Mine of Phandelver? When I ask this, I am thinking the players are going to become quite attached to their level 5ish characters and will not want to start back at level 1.
How easy is it to transition characters from published adventures to the next?
A quick suggestion if you like playing the premade adventures you can easily do storm kings thunder. It has a section that talks about characters going right from the mines into that adventure.
Think most of the published adventures have a small text about groups starting on higher level than lvl 1.
Tomb of Annihilation has a note about starting on level 5. The first 2 chapters will still be a challenge and you should hold of XP awards and levels until chapter 3.
The story ofc dosnt really have any connection to the Lost mines...unless someone died during the Lost mines campaign and will now be affected by the "death curse".
A quick suggestion if you like playing the premade adventures you can easily do storm kings thunder. It has a section that talks about characters going right from the mines into that adventure.
Think most of the published adventures have a small text about groups starting on higher level than lvl 1.
Tomb of Annihilation has a note about starting on level 5. The first 2 chapters will still be a challenge and you should hold of XP awards and levels until chapter 3.
The story ofc dosnt really have any connection to the Lost mines...unless someone died during the Lost mines campaign and will now be affected by the "death curse".
I really like the ToA setting and was leaning that way. I only look at that as wondering if players would be willing to play through 2 chapters without an XP reward.
Depends if your dead-set on another published adventure. But if you want to hang out in the LMoP campaign for a while, there's quite a few hooks that it leaves open for you, specifically in Chapter 3, where your players will be following up leads, picking up clues, etc.
A good one that springs to mind is the Banshee, called Agatha. The priestess, Garaele, sends the players there to ask her a question on where Bowgentle's spellbook is located in exchange for a silver comb. You can get the information, take it back to Garaele, she's grateful and the quest ends... but you get a tantalising bit of flavour text that could set up a great adventure to track down that spellbook from the necromancer who had it a century before.
There's quite a few little hooks to create your own adventure from, and then you don't have a continuality problem. If you're dead set on another published adventure, I think most suggest ways to cater for a higher level start.
Depends if your dead-set on another published adventure. But if you want to hang out in the LMoP campaign for a while, there's quite a few hooks that it leaves open for you, specifically in Chapter 3, where your players will be following up leads, picking up clues, etc.
A good one that springs to mind is the Banshee, called Agatha. The priestess, Garaele, sends the players there to ask her a question on where Bowgentle's spellbook is located in exchange for a silver comb. You can get the information, take it back to Garaele, she's grateful and the quest ends... but you get a tantalising bit of flavour text that could set up a great adventure to track down that spellbook from the necromancer who had it a century before.
There's quite a few little hooks to create your own adventure from, and then you don't have a continuality problem. If you're dead set on another published adventure, I think most suggest ways to cater for a higher level start.
While I am not opposed to making my own adventures, my lack of time to do so is my main drive to doing published material. Truth be told, I have to make a campaign for my job! I work as a librarian and am introducing the game to patrons as part of my project. In doing so, I am creating a library centric adventure that not only teaches D&D but also teachers players in the ins and outs of the library. Its a win win, and gave me the perfect excuse to get involved in 5e.
Problem is, I used my co-workers as a test to give me experience running 5e and they really enjoyed it and want to finish the lost mines adventure and possibly more!
My job is tough.....
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"Shadow Hide You..."
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I am a a noob DM for 5e (I have 3.5 and 4e experience) and I just got a group into it. Most are new players and they are really enjoying it.
I am thinking way too far into the future, but was curious what adventure should follow the Lost Mine of Phandelver? When I ask this, I am thinking the players are going to become quite attached to their level 5ish characters and will not want to start back at level 1.
How easy is it to transition characters from published adventures to the next?
I appreciate your time and advice!
Thank you!
"Shadow Hide You..."
A quick suggestion if you like playing the premade adventures you can easily do storm kings thunder. It has a section that talks about characters going right from the mines into that adventure.
Think most of the published adventures have a small text about groups starting on higher level than lvl 1.
Tomb of Annihilation has a note about starting on level 5. The first 2 chapters will still be a challenge and you should hold of XP awards and levels until chapter 3.
The story ofc dosnt really have any connection to the Lost mines...unless someone died during the Lost mines campaign and will now be affected by the "death curse".
Awesome, that sounds like a no brainer!
"Shadow Hide You..."
I really like the ToA setting and was leaning that way. I only look at that as wondering if players would be willing to play through 2 chapters without an XP reward.
"Shadow Hide You..."
Depends if your dead-set on another published adventure. But if you want to hang out in the LMoP campaign for a while, there's quite a few hooks that it leaves open for you, specifically in Chapter 3, where your players will be following up leads, picking up clues, etc.
A good one that springs to mind is the Banshee, called Agatha. The priestess, Garaele, sends the players there to ask her a question on where Bowgentle's spellbook is located in exchange for a silver comb. You can get the information, take it back to Garaele, she's grateful and the quest ends... but you get a tantalising bit of flavour text that could set up a great adventure to track down that spellbook from the necromancer who had it a century before.
There's quite a few little hooks to create your own adventure from, and then you don't have a continuality problem. If you're dead set on another published adventure, I think most suggest ways to cater for a higher level start.
While I am not opposed to making my own adventures, my lack of time to do so is my main drive to doing published material. Truth be told, I have to make a campaign for my job! I work as a librarian and am introducing the game to patrons as part of my project. In doing so, I am creating a library centric adventure that not only teaches D&D but also teachers players in the ins and outs of the library. Its a win win, and gave me the perfect excuse to get involved in 5e.
Problem is, I used my co-workers as a test to give me experience running 5e and they really enjoyed it and want to finish the lost mines adventure and possibly more!
My job is tough.....
"Shadow Hide You..."