D&D 5E Advice wanted for DMing a new campaign

Howdy everyone.

First off, thank you for all of the suggestions. Quickleaf, those PDFs rocked! As I was afraid, this first part was a complete debacle. It could not have gone any worse. The players were bored and confused and I had to kill off a couple of NPCs just so my head wouldn't explode. In all reality, I can't understand how 1st level players are supposed to make it through the first chapter. The elite drow and quadroths (sp?) are crazy strong and it was very frustrating for the players. I have two weeks to unscrew this or I may have to go back to making my own campaigns.
 

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The intro chapter of HotDQ was also a complete meat grinder for 1st level characters. I think the intent in both modules was to convince players that they need to learn to avoid combat whenever possible. XP should be awarded for surviving rather than killing so avoidance is a good skill to learn. Still, players like to hit things and those overpowered intros are hard to handle.

If things really went as bad as you say just do it over. Have the PC's dunked into solitary confinement for a few days. When they get back to the cage they are back to full HP and all dead NPC's (friend and foe) have been replaced by new prisoners of guard reinforcements.

Things should go better with that practice run out of the way.
 

The intro chapter of HotDQ was also a complete meat grinder for 1st level characters. I think the intent in both modules was to convince players that they need to learn to avoid combat whenever possible. XP should be awarded for surviving rather than killing so avoidance is a good skill to learn. Still, players like to hit things and those overpowered intros are hard to handle.

If things really went as bad as you say just do it over. Have the PC's dunked into solitary confinement for a few days. When they get back to the cage they are back to full HP and all dead NPC's (friend and foe) have been replaced by new prisoners of guard reinforcements.

Things should go better with that practice run out of the way.

Interesting. I hadn't even thought of that. I may just do that. Thanks!
 

You have to really telegraph and emphasize that the outpost's forces are overwhelming in a straight fight. I used a combination of Jorlan's suggestion and the demonic fight to provide the most opportune moment for the escape.

They did fight against an Elite Drow, narrowly defeating him. Once they did though, their thoughts of taking the outpost were gone, and they dropped to the webbing below and escaped.

For the large amount of NPCs, I played several as just standing off and keeping to themselves. Ultimately only needing to really act as the NPCs the players seemed to enjoy. It also helps to kill a couple off before you even offer the escape.

Keep things tense, and telegraph important details and options. Give the players a lot of options, but make sure they are aware of the possible consequences of those options.
 

You have to really telegraph and emphasize that the outpost's forces are overwhelming in a straight fight. I used a combination of Jorlan's suggestion and the demonic fight to provide the most opportune moment for the escape.

They did fight against an Elite Drow, narrowly defeating him. Once they did though, their thoughts of taking the outpost were gone, and they dropped to the webbing below and escaped.

That is almost exactly what I did. They decided to run out exit 13 though instead of the webbing. I basically led them to the outpost during the demon attack, put two drow in there and let them beat them and get to the armory. Other than that I just saw nothing for them to do that would allow them to survive.
 

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