Both clues lead them to the next level, but we’re hedging our bets in case a check is failed, or an opportunity is missed. As they get closer to the top, they’ll already have a clearer picture of what’s happening, so the clues don’t have to be as plentiful. Also, the clues...
However, in the first chapter, there is a handy guide for DMs to help link each of them together to create a longer campaign. Covering levels one to 12, this sea-themed module sends players to the port town of Saltmarsh in the Greyhawk DnD setting, although adapting the town to a dif...
To paint it in rather broad strokes, the traditional paths are either melee focused (get a decent strength score and just enough wis so you can cast all your spell levels, and then turn into something big, scary, and preferably with pounce) and the caster druid (high wis score, tends t...
But seriously, worldbuilding is a problem. It scares some GMs out of running homebrew games, which are seriously the best kinds of games to run. And it lets other GMs ruin what would probably be a really great game without even realizing they’re doing it. Worldbuilding is a hell of a ...