In chapter 2 of Waterdeep: Dragon Heist, we have the players do some guild quests and, if they chose, run the Tavern they earned from chapter 1.
Does anyone have an idea of how long we should let our players run the tavern until they get to chapter 3? I was thinking having the guild quests and the tavern keeping take a whole of one session and move on, but how long, in game time, should they be doing this? I plan on doing 15+ tendays, allowing the group to store up some wealth for the tavern and future adventuring. However, I like having things make sense in the universe. Having the fireball go off after about half a year of waiting doesn't seem reasonable. Suggestions?
It can go on as much as you like, there is no timing set in stone.
I would suggest seeing how the players feel about setting roots in the city and care about the factions. Reasoning by extremes, with players not caring about factions, I would go with Fireball almost immediately. On the contrary, it would take months with players caring about factions and business.
Since this has been responded to, I guess I'll update.
The Tavern and quests took way longer than I intended. We rushed through the faction quests towards the end since they're not all that important until further levels (c'mon, one is stealing a handkerchief). I'm still puzzled about where our time went. I know some of it was through role-play on inspecting the tavern and introducing 2 new characters, but it still seems like this simple chapter went on forever. I plan on refining everything in my next session and hopefully starting the third chapter.
I decided to have the tavern be open for about half a year. Enough time for rumors to spread to each villain and allow the villains to scheme and put their own plans in motion.
Since this has been responded to, I guess I'll update.
The Tavern and quests took way longer than I intended. We rushed through the faction quests towards the end since they're not all that important until further levels (c'mon, one is stealing a handkerchief). I'm still puzzled about where our time went. I know some of it was through role-play on inspecting the tavern and introducing 2 new characters, but it still seems like this simple chapter went on forever. I plan on refining everything in my next session and hopefully starting the third chapter.
I decided to have the tavern be open for about half a year. Enough time for rumors to spread to each villain and allow the villains to scheme and put their own plans in motion.
Thanks for the update!
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Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
I don't know. Our rouge failed so hard at getting the handkerchief she caused a Disney style street riot complete with carriage accidents. I needed to plan another mission just to rebuild her street cred...
Rollback Post to RevisionRollBack
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In chapter 2 of Waterdeep: Dragon Heist, we have the players do some guild quests and, if they chose, run the Tavern they earned from chapter 1.
Does anyone have an idea of how long we should let our players run the tavern until they get to chapter 3? I was thinking having the guild quests and the tavern keeping take a whole of one session and move on, but how long, in game time, should they be doing this? I plan on doing 15+ tendays, allowing the group to store up some wealth for the tavern and future adventuring. However, I like having things make sense in the universe. Having the fireball go off after about half a year of waiting doesn't seem reasonable. Suggestions?
It can go on as much as you like, there is no timing set in stone.
I would suggest seeing how the players feel about setting roots in the city and care about the factions. Reasoning by extremes, with players not caring about factions, I would go with Fireball almost immediately. On the contrary, it would take months with players caring about factions and business.
Yeah, it seems like this is really dependent on what the players want to do. Could take three sessions, could take half an hour.
In game time, I think at least a tenday.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Since this has been responded to, I guess I'll update.
The Tavern and quests took way longer than I intended. We rushed through the faction quests towards the end since they're not all that important until further levels (c'mon, one is stealing a handkerchief). I'm still puzzled about where our time went. I know some of it was through role-play on inspecting the tavern and introducing 2 new characters, but it still seems like this simple chapter went on forever. I plan on refining everything in my next session and hopefully starting the third chapter.
I decided to have the tavern be open for about half a year. Enough time for rumors to spread to each villain and allow the villains to scheme and put their own plans in motion.
Thanks for the update!
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
I don't know. Our rouge failed so hard at getting the handkerchief she caused a Disney style street riot complete with carriage accidents. I needed to plan another mission just to rebuild her street cred...