Chapter 2... What if I change that? And maybe the end to?
Hi, I'm running WDH for the very first time, obv (cause of my lazy ass and lack of free time) I didn't read the whole thing, but I read a bit ahead of what I need per session. I did read though a lot of reviews and summeries of the module. Now I'm at chapter two and I'm starting to see the first not so great parts.
The factions thing is not really what my players like, they like the fight aspect, the RP aspect but this is kinda an in-between. Cause I know that my PCs don't really have a reason to enter any faction expect for maybe one out of five of them. And to be fair... I personally don't really like the idea of very small tasks where nothing really exciting happens and is mostly some random check or boring, I wanted it to be a very active campaign.
And so I thought to maybe create a series of "half shots" mini missions with a little fight etc. all coming from the neighbors asking for help at the new group of adventurers. And then every session give them the opportunity to do some simple tasks for the factions for the ones that are interested.
And so it comes to where I ask for your advice:
Am I the only one finding Chapter 2 kinda boring?
What do you think about this idea?
Do you have any incipit or resource with such mini "ordinary" quests?
And at last, I've seen many say that if you don't get factions help, the end is almost certainly a tpk and that the dragon not being the final boss is anticlimactic.
So I was, for once, looking ahead at what I could do, maybe instead of them going in just to come outside defited, adding a "dragon tranquilizer" or other mcguffen that would take out the dragon and give it to the "BBEG" and have my players fight them in the vault with the dragon out of the game or right before entering it.
Do you think this could work?
Do you have ideas for the mcguffen? I was thinking a thing to make it sleep and one to exile it, but the legendary resistances maybe a problem...