I'm starting to run this campaign again, because I just can't let it go. I posted a retrospective and a "what I would have done better" blog entry earlier, but now that I have more experience as a DM I have a lot harsher criticisms for this module and a lot more restructuring I would want to do.
Starting with Chapter 1, I like the metaplot of this chapter - a dragon attacks a town. It's the stuff of high fantasy and a great set-piece introduction. However the implementation of this chapter is terrible. The missions and encounters are written to be given to the players in a purely reactive manner. The DM is supposed to spring the encounters on the players in a random order, or have a quest giver NPC, Governer Nighthill, merely give players the missions in sequence, like an NPC in a video game. I do not like running my games this way and I prefer players to be more proactive and choose the encounters that they are involved in.
I never run the opening as written, where the PCs are assumed to be a random band of adventurers who see Greenest being attacked in the distance, and take it upon themselves (i.e. are railroaded) to help. Instead, I always use the classic opening - the players meet at an inn. I give them time to introduce themselves and their characters, and form some base level of comfort with each other. Then I tell them that they can hear sounds of an attack outside. The tavern that they're inside is in Greenest.
From there I let the players choose what they want to do. I've given them the basic hook - they're being attacked and the city is burning around them. Whether they choose to fight or flee is up to them. I'm still using some subtle railroading, but its much more interesting than the heavy handed method that the module itself provides.
But I do run one thing as written, which is the first encounter with Linan Swift and her family. I use this to give the players their first goal - run to the Keep for safety, and it helps me keep them on the rails in a subtle manner. The usefulness of Linan Swift as the voice of the DM cannot be understated.
But the worst part of the opening chapter is how the players get to the keep. By the book, for every 100 feet the party moves, the DM is to roll for a random encounter, then have those encounters sprung on the players. This is awful, because who is going to measure 100 ft increments? And with what map, the tiny quarter page one in the book? What is there to keep the players from simply making a beeline to the keep? Instead, I run this sequence as scenes of rioting or street fighting. I have Linan direct the way to the keep, but the party will frequently find their path blocked by fighting, looters, or fires and other hazards. This lets them choose whether to fight or find another way around. Sometimes I let them escape from the bands of kobolds and cultists roaming the streets, sometimes I have them give chase. Eventually the players reach the keep and bargain for entry with the Sergeant of the Guard, where they can finally rest and recover some HP and spells. By this point they should advance from level 1 to 2, and make it a little of the way to level 3. Since level 1 characters are fairly fragile, only one or two encounters are really necessary for them to cross into level 2, and if HP is a concern, a single short rest somewhere in the town should be enough, or the encounters can turn into roleplay or skill challenges instead of combat for XP. Inside the keep, I offer professional healing services and some minor provisions for the players to replenish their fighting capacity.
The advice in the DMG is that players should have around 6 encounters per level, one easy, one hard, and four of moderate difficulty. I think that results in a bit too much combat for this chapter, so by granting all players 100XP just for reaching the keep I lower the number of encounters necessary to level up by two. Using the option to grant players XP for saved civilians also lowers the necessary requirement, and boosts them on their way to level 3.
This means that the missions in the Keep bring the characters along the way to level 3. Honestly, I only run 3 of the encounters in this chapter - the secret tunnel with the swarm of rats, an optional save the mill, sanctuary or sally port, whichever is the player's choice, and the dragon assault. After the dragon assault, the players engage in the duel with Cyanwrath. With these 3-4 encounters, the players can make it just shy of level 3 and prepare themselves for Chapter 2.
As I said before, I think the assault on Greenest is a fantastic set piece battle, but the actual direction for running it in the book is lacking. By restructuring it so that players have more freedom of choice and more agency in their character actions, and by keeping a closer eye to the mechanical details of XP progression and encounter challenge, the event becomes much more enjoyable for the players, much less frustrating for the GM, and a better springboard into the larger campaign.
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