| jj_maxx |
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So I am a new GM running Hollow's Last Hope for my group and I really like Falcon's Hollow and want to continue after my group finishes D0.
So far I have managed to have my PC's meet the 5 children already as they were 'protecting' the road from bandits. It was a quick meeting, and then the children ran back to town before the group told their parents where they were. I just wanted to add something so the PC's were familiar with the children before finding them missing when they return from D0.
The end of D0 states:
If this adventure was used as an introduction to D1: Crown of the Kobold King, the characters are free to explore deeper into the ruins beneath the monastery after dealing with Graypelt.
I don't really understand this because the lower ruins are part of the D1 module where my PC's are tasked to find the missing children. I don't want my PC's heading down into the dungeon until they have to.
Now, once they kill Greypelt, they find the last ingredient they need for Laurel to make the cure for the town. I have been rolling a D4 every day they have been traveling through the Darkmoon Vale, telling them how many people died the previous day. I am hoping this gives them a sense of urgency and they will not wish to waste any time exploring a large dungeon when they have what they need.
...but I know they will want to and they might think it's important, or else it wouldn't be there.
Frankly, the transition from D0 to D1 is clunky, and I might just make the entrance in a different location, completely separating the two modules. I can't take the risk of my PC's heading into the dungeon of D1 until they've discovered the children missing.
Any tips on the best way to transition from D0 to D1?