The pacing in this module is confusing as hell. The first chapter is straightforward enough, with the characters go from level 1 to 4. But chapter 2 and onwards is where things get messy. According to the adventure flowchart in the beggining of the book, chapter 2 is for level 4 characters, chapter 3 is for level 4 or 5 characters, chapter 4 is for level 6 characters. But when I started reading chapter 2, it says the characters can gain up until level 7, thus, making chapters 3 and 4 an absolute cake-walk. I am a relatively new DM, but I am commited running this module to my friend group, so I want to know from people who played/ran this module, how did you pace the level advancement of the players? What tips and tricks can you bestow upon me?
Chapter 2 is for levels 4-7, not just 4. Chapters 3 & 4 are interspersed with the events of Chapter 2. They are just big enough that they deserve their own chapter in the book.
I limited Chapter 2 to level 5. Even if the pcs did extra quests, they got no advancement. Since you a new dm remember to do the following. Create a calendar since things happen on the new moon. My group is 128 campaign days in. Remember lighting. It is mostly dark except from 10 AM to 2 PM. and 11 PM to 1 AM. This changes a lot of combat. The book hints at failure is always there and can have a bad result. Examples. The Easthaven ghost rampaged the city for a month before she was put down. A certain escaped zoo animal ate most of Doughan's Hole.
Talk with your players because there are win conditions in the book which complete the main quest leaving no reason to finish the book unless the group wants too.
Travel times are interesting and a little broken as you get to one hour of dog sled travel before a short rest.
Oh I been running as an Adventure League Season 10 story.
The pacing in this module is confusing as hell. The first chapter is straightforward enough, with the characters go from level 1 to 4. But chapter 2 and onwards is where things get messy. According to the adventure flowchart in the beggining of the book, chapter 2 is for level 4 characters, chapter 3 is for level 4 or 5 characters, chapter 4 is for level 6 characters. But when I started reading chapter 2, it says the characters can gain up until level 7, thus, making chapters 3 and 4 an absolute cake-walk. I am a relatively new DM, but I am commited running this module to my friend group, so I want to know from people who played/ran this module, how did you pace the level advancement of the players? What tips and tricks can you bestow upon me?
Chapter 2 is for levels 4-7, not just 4. Chapters 3 & 4 are interspersed with the events of Chapter 2. They are just big enough that they deserve their own chapter in the book.
I limited Chapter 2 to level 5. Even if the pcs did extra quests, they got no advancement. Since you a new dm remember to do the following. Create a calendar since things happen on the new moon. My group is 128 campaign days in. Remember lighting. It is mostly dark except from 10 AM to 2 PM. and 11 PM to 1 AM. This changes a lot of combat. The book hints at failure is always there and can have a bad result. Examples. The Easthaven ghost rampaged the city for a month before she was put down. A certain escaped zoo animal ate most of Doughan's Hole.
Talk with your players because there are win conditions in the book which complete the main quest leaving no reason to finish the book unless the group wants too.
Travel times are interesting and a little broken as you get to one hour of dog sled travel before a short rest.
Oh I been running as an Adventure League Season 10 story.
No Gaming is Better than Bad Gaming.
The Adventurers League has the advancement as the following, which may be a helpful guide.