Garden of Death
Nimble GM Guide · p.62
Open source p.62A THORNY STARTER ADVENTURE FOR 2+ HEROES
The following adventures will guide your players from level 1 beginners to seasoned level 3 heroes while helping you grow from a new GM to someone confident enough to run a sandbox-style campaign. By the end of this journey, your players will have plenty of choices about what to do next, and you’ll have the tools to create new adventures that can keep the story going indefinitely. If you’re new to GMing, expect the first session to be a (fun) learning experience for everyone. You and your players will get used to the rhythm of the rules and the flow of a TTRPG. By the second session, you’ll all feel more at ease, and by the third, running the game will become second nature. For more seasoned GMs, consider using the Advanced GM Tools in this book to add complexity or customize challenges to suit your group. A good rule of thumb: your players will remember their own choices far more than the story you’ve planned. Wherever possible, leave room for their creativity and ideas to shape the narrative. The adventures included here are designed to fit into a standard 2–4 hour session, but they’re flexible enough to be extended, condensed, or otherwise adjusted to fit your group’s needs.
Feel free to adjust the adventures to suit your group’s preferences!
- Don’t like spiders? Swap them out for another type of monster.
- Prefer a treasure hunt over a rescue mission? Maybe the goblins stole a precious item instead of kidnapping Moonblossom.
- Do your players thrive on combat or roleplaying? Add more opportunities for their favorite parts of the game.
These adventures are designed to inspire, not constrain. Follow the fun, and trust your instincts to adapt as the story unfolds. Make them your own!
No extracted maps for this adventure — the map is in the source book: Open source p.62
Sections (4)
A Tiny Rescue p.64
The Garden of Death, Chapter 1: A introductory adventure for LEVEL 1 heroes (and GMs) to learn the ropes!
Jump Right In! Long narrations can lose attention, so this adventure starts right in the middle of the action. Whenever possible, jump right into the fun parts rather than a slow build-up of excitement! Get the heroes involved, asking questions and rolling dice right away.
What’s Going On?
The heroes are at the Valley’s Rest, a cozy inn located in the humble town of Merivale. Goblins have snuck into town to kidnap the town’s beloved fairy, Moonblossom (for more info, see "Merivale" on pg. 79). Read or paraphrase:
Just as you are sitting down for dinner (griffon stew), a tiny scream sends the inn’s patrons into a hush. They look at the door, then to you—the only ones capable of handling anything scarier than a stray sheep. What do you do?
Encourage them to ask questions! This starting information is intentionally minimal to get your heroes involved and asking questions as quickly as possible! "Wait—Where are we?" "What do we see?" "Did we hear anything else?" They’ll get more out of the game the more questions they ask!
- Did We Hear Anything Else? DC 10 Perception check: The sound of a dozen or so small feet shuffling outside in the dark, accompanied by orders being whisper-shouted.
- Be A Hero! Some players are naturally hesitant to face danger, egg them on! If they’re hesitant: Marla, the innkeeper can offer "Free dinner to whoever deals with that!" A very elderly old man slowly stands up, armed with a fork, shuffles toward the door. When the heroes go to investigate: Opening the door, you are facing down a pack of goblins who clearly look like they’ve been caught red-handed. A goblin in the back riding on top of a giant rat is quickly stuffing something into his pack (Perception:it’s Moonblossom!), as he yells "get’em boys!" He, and a few others take off into the night.
- The remaining goblins (2 goblin minions/hero) face you down, filthy, crooked daggers drawn, and look ready to leap at you and attack. "ROLL INITIATIVE!" To do this, each hero rolls and adds their Initiative bonus. If the total is a single digit, they start their first turn with just 1 action; 2 digits, 2 actions; and a result of 20+, all 3 actions.
- Regardless of what they rolled, at the end of their turn, each player gets all 3 actions back. Whoever is ready first can go first, and then play will go around the table clockwise; the monsters will go last.
Minions. Any damage kills a minion, they all move at the same time, they can’t crit, and their attacks (each goblin minion rolls ) can be blocked as if it were a single attack.
Moving & Attacking. Heroes can spend 1 action to move up to their speed (typically 6 spaces), or 1 action to attack. Roll the dice listed on your weapon or ability and you’ll deal that much damage (a 1 misses, the max roll crits)! After all the players have gone, any Goblins still standing will take their turn. The goblin minions can move up to 6 spaces on their turn and make a single attack ().
The Quest
After the goblins are dispatched, encourage the heroes to loot them as villagers pour out into the town square.
- Goblin Loot. Chipped/rusty daggers, rope, pocket full of teeth, nicely shaped rocks.
- The Quest. The party is asked to hunt down the rest of the goblins and rescue Moonblossom. They are well-provisioned before leaving (steamed potatoes) and promised 20 gp each upon her safe return.
Additional Info
- The Fairy Tree. A large golden oak stands proudly in the town square, a symbol of hope and good luck. It feels warm and comforting to the touch, giving
goosebumps. (Arcana or Lore Check: fairies are often kept for the blessings they bestow, but more sinister forces use them as ingredients.)
- The Goblins. People are shocked goblins would come so far from The Elderwild into the valley.
Traveling Encounters
- Old Caravan. An abandoned and ransacked supply wagon. Signs of a recent struggle (DC 10 Examination: blood and goblin tracks all around; 12+: also find gp).
Skill Checks. Let 1 person roll; this represents the party’s best effort at uncovering information. If necessary, 1 other person can help on occasion. Don’t let them all roll until they succeed! If your heroes have particularly good ideas for searching, you can give them advantage on the skill check.
- Misleading Footprints. The goblins have left multiple sets of diverging footprints. Only one path is correct; the others lead to hidden pitfall traps. Whoever is in front must make a DC 12 Naturecraft check or take 2 damage from a pitfall trap. Keep rolling to find the right path until someone succeeds. Should arrive at the woods tomorrow.
Resting. If the heroes make camp for the evening, remind them that they can take a Field Rest and spend their Hit Die to recover HP.
The Elderwild
Two days north of Merivale, the Elderwild is an ancient forest with impossibly large trees. Misty canopy, dense undergrowth, teeming with life (rabbits, squirrels, dragonflies, etc.). (DC 10 Lore: Grown from the corpse of a titan, flora practically hums with magical energy.)
- Distant Laughing. Loud, boisterous laughs echo through the forest. Following the sound reveals a goblin encampment. 1 Goblin is riding on the back of a giant rat; other goblins are pelting him with rocks, trying to knock him off. All are laughing maniacally.
Planning! Allow the party time to observe, ask questions, and plan how to deal with the situation. This can be some of the most fun your heroes will have! If the party takes too long, the rat sniffs the air and growls suspiciously.
- Roll Initiative! This encounter kicks off when the party jumps into action; if they’re taking too long, the giant rat begins sniffing the air suspiciously in their direction and growling. 1 Goblin Flunkie/hero and 1 Goblin Ratrider (Ratrider is at half HP if there are 3 or fewer heroes).
Defend & Interpose. This is a more challenging encounter designed to teach the Defend and Interpose reactions and what happens when a hero drops to 0 hp (use the Ratrider’s speed to go for the hero with the least armor or HP).
Aftermath/Loot
A curious map. Found on a goblin, odd symbols (will need to ask about it in town). On the back, a note:
"Tell Pinky he better not come back without my ingredients! WE HAVE AN AGREEMENT, KROGG!" —Greenthumb.
Moonblossom.
**Muffled "Pardon me? A little help would be lovely…" A tiny fairy with a minuscule voice, locked in a crude cage. She’s eager to return home and promises them a gift as thank you when they get there. She’ll offer a healing kiss on the forehead of the most injured hero, restoring all HP and removing all Wounds.
What She Knows. The goblins were hired by someone bad. It sounded like they were arguing about which boss to deliver her to. Apparently, there are two bosses.
Back in Merivale. Moonblossom gifts the party a golden acorn from the Fairy Tree as a token of thanks. (1 time use: reroll any 1 die).
Level Up. The heroes also advance to Level 2 upon resting back in town. See "Leveling Up" on pg. 19 of the Core Rules book.
Goblins
Haha, Missed Me! Whenever an attack misses you, deal 1 psychic damage in return.
Goblin Minion Stab. (follows minion rules).
Goblin Flunkie Stab. (or Shoot, Range 8) can’t crit.
Goblin Ratrider
CHAAARGE! If you move at least 4 spaces in a straight line, attack with advantage once.
Bite & Stab (x2). . On crit: Prone.
Goblins of the Crystal Crag p.66
The Garden of Death, Chapter 2: A LEVEL 2 adventure for 2–8+ heroes.
What’s Going On?
The froglin wizard Greenthumb, in his hubris, has planted a Deathbriar seed—a sentient plant whose spores can animate the dead—believing he could tame it for study. His experiments have gone horribly wrong, and now the Deathbriar has grown out of control. In desperation, Greenthumb seeks to perform a ritual to become a Lich in order to gain the power needed to undo his mistake. Greenthumb hired a band of goblins, led by the cunning chieftain Krogg, to steal magical items from the nearby town of Merivale for use in his ritual. However, the goblins are demanding triple payment and refusing to turn over the goods. Furious, Greenthumb has sent Rootbreakers—animated plant creatures—to the goblin’s lair in an abandoned mine to take the items by force. The adventurers are drawn into this volatile situation, with danger on all sides.
Back in Town
The villagers of Merivale are overjoyed at Moonblossom’s safe return and eagerly share what they know:
- The Goblins. They returned while the party was away; some food and a golden locket were taken. Villiagers are unsure of what else was stolen. The Goblins are up to something and getting more aggressive. They must be stopped!
- The map. Leads to a well-known abandoned mine deeper into the Elderwild. The villagers are happy to provide directions.
- Unnatural Growth. Plants around town are "acting up," thorns and briars are growing at a rapid pace.
- Krogg. Nobody knows who Krogg is, but it sounds like a goblin name. Pinky is likewise unknown.
- Greenthumb. The froglin wizard stayed upstairs at the Valley’s Rest for a few days (grumpy, kept to himself). Left a few weeks ago (travelers are always coming through Merivale on their way to Farhope).
Who’s Talking? Your players may be perfectly happy talking to anyone in general and not asking for names or details, that’s fine! But if they ask for more information about who they’re speaking to, or who might be the best person to speak to, see "Merivale" on pg. 79 for more information.
Travel Encounters
The trek through the Elderwild takes 2–3 days. Possible encounters include:
- Distant Landmarks. A particularly clear day, you see far to the NW the peaks of the Iceforge Mountains. To the NE, the Skyreach Isles floating in the sky. Feel free to share small bits of info they might know about these areas—you can ask for a Lore check, or give it for free if their character would know.
- Flying Predator. A BIG monster carrying something in its claws. (DC 10 Perception: it’s a manticore, carrying a cow!).
Adventure Locations
Goblin Cave Entrance. Deep in the woods, a large hole in the side of a rock face.
- A goblin, covered in dirt, stands watch at the entrance.
- He’s dozing off as he leans against a dead tree, jagged machetes and hatchets are lodged in its bark (DC 8 Naturecraft: It’s actually a dead Rootbreaker. A large plant creature animated by botanical magic).
- If startled, on his turn in combat, he will run inside and try to alert his buds, but will get pulled down into the pit by the trapped Rootbreakers.
Rootbreaker Pit. Just inside, the cave lies a DEEP pit obstructing further progress.
- Freshly dug & DEEP. Too dark to see the bottom (Goblins have dug the pit to stop the attacking Rootbreakers, two of which are stuck inside).
- Narrow, rickety scaffolding zigzags to the other side. (Perception check, DC 10: Vines reach up from the pit, will entangle the first one to cross if not spotted first).
- Upon crossing (or if they investigate further before attempting to cross), DEEP rumbling voices are heard: Rootbreakers (wrapped in black thorny vines, with dull red eyes) are trapped at the bottom.
- (Rootbreaker voice: as deep and slowly as you can!) "HEELLLP USS, WEE ARE TRAAPPED." and "WEE WILL AAIIID YOU AGAINST OUR COMMON FOOEEE…"
Do the Voice! You don’t need to be good at it (the worse you are at it the more fun it can be!), your players will be more likely to loosen up and play along the more they see you getting into it.
If the heroes cross without speaking to them, the Rootbreakers will attempt to entangle the heroes and pull them down (DC 10 DEX save or Grappled and pulled down into the pit). The Rootbreakers will negotiate with the heroes (though they will use any heroes in the pit as leverage in the negotiation, threatening to pull their limbs off if negotiations don’t go well). If freed from the pit, the Rootbreakers will fight and defeat the goblins in the Atrium, dying in the process.
What the Rootbreakers know:
- Master created us to retrieve the necessary components. "A locket, and a life."
- The ritual must be completed or "All is lost."
- Aid us and you will be rewarded when Deathbriar makes all things new (they don’t know what this means). The hero with the highest WIL gets a deathly cold chill down their spine upon hearing this name.
Atrium. Large cavern illuminated by a few lit torches along the walls.
- 1 Goblin/hero mills about in this room. Examining the floor (it is covered in cracks, they seem to be growing) scratching their heads deep in thought.
- Unless the heroes made a lot of noise in the previous room, they can have advantage on their Initiative roll.
- A Collapsed Tunnel to the left, a barricaded tunnel straight ahead (to the Goblin’s Den–removing the barricade is easy enough, but will alert the goblins on the other side to your presence: automatic 1 on Initiative), and an open tunnel to the right, covered in spider webs (to the Spider Chamber).
Collapsed Tunnel. A passageway blocked by rubble.
- Another Rootbreaker (motionless, but alive) is visible under the collapsed rubble along with a shiny object ( amber crystals, 5gp each). Will take 30 min to get to the loot.
- The Rootbreaker attacks the closest creature if the rubble is cleared, then dies ( damage).
Spider Chamber. Passageway obstructed by dense layer of webs.
- Giant Spiders (1/hero) hide amidst the webs and will attack if the webs are disturbed.
- Crude drawing of a goblin named "Pinky" on the wall used as target practice for thrown daggers and darts. Known as a traitor amongst the goblins.
Slop Hall. Large cauldron full of slop bubbles over a fire.
- A grumpy goblin (Sprig, wearing an old, stained white chef’s apron full of wooden spoons) stands on a step-
- Krogg is happy to reveal any information he knows about "GREETOM" before attacking.
Treasure
What’s Next?
When the heroes make it back to Merivale to Safe Rest (2–3 day journey) they will level up to level 3 and be ready to start the next adventure!
Greenthumb’s Base p.69
The Garden of Death, Chapter 3: a LEVEL 3 adventure for 2–8+ heroes.
What’s Going On?
"Rest well, friends. I’m afraid we’ll need to lean on you once again for aid." A terrible scene awaits your tired eyes as you arrive back at Merivale: it has once again been attacked and rasacked. Not by goblins, this time; Nature itself seems to have risen up and taken a swipe at the village.
- A dead Rootbreaker and a few other smaller plant creatures lie heaped in a pile in the town square.
- Farmers and peasants stack the wooden and viny corpses to be burned.
- Greenthumb, betrayed by the goblins and more desperate than ever, has taken the situation into his own hands. Despite their lack of intelligence, the plants will follow orders well enough—the ritual to ascend to lichdom requires beloved things, he cares not much for what they are.
What The Villagers Know:
- They were attacked last night at dusk, fighting went on for hours. "We fought bravely, there’s only so much farmers and peasants can do." Most of the plants left willingly after picking up and taking anything that wasn’t nailed down. Barrels, tables, a door, livestock, you name it.
- "MASTER NEEDS BELOVED THINGS" They all kept mindlessly bellowing, without seeming to know what they were saying.
- Ruby and Pearl were taken—well, Ruby was at least; Pearl went chasing after her sister (probably to get out of her chores).
- The only book in town that speaks of the Deathbriar is an old dusty tome in Mayor Till’s personal library:
The Deathbriar. It began as a benign magical flower cultivated by ancient druids who sought to harness its rapidly spreading roots to enrich blighted soils. But some soil will not so easily be cleansed of its corruption. It became twisted, gaining sentience and cultivating a hunger for power. It was thought to be wiped out—at terrible cost to the druids.
- Nobody but the most prideful and hubristic botanical wizards would even think to plant a Deathbriar seed.
- Marla Homebrew is grateful to have her locket back and isn’t too worried about her children, "Foolish as they are they can look after themselves." But these incursions and attacks against the town must be stopped. Suggests meeting with Mayor Tills, "There’s not nothing he don’t know about plants."
To Greenthumb’s Base
- The numerous, plodding tracks the Rootbreakers left make it easy to navigate to the ruins where Greenthumb has been holed up.
- A half day’s journey from the Goblin’s former base, you find Rootbreakers (1/2 heroes) standing watch outside the entrance of an ancient tomb—eyes closed, absorbing the warm sun.
- Trivial to sneak past. Give surprise if combat is started.
Blade Trap Hall. Long corridor, the floor is covered in a dense carpet of foliage arranged in a strange manner.
- Insight/Examination check: the foliage has been CUT as if by a massive blade every 5 ft.
- Swinging blades from the ceiling activate if pressure plates are pressed ( damage). Traversing the hall unscathed requires two DC 12 DEX saves to avoid the blades (advantage if the blades were noticed first).
Encourage Creativity. Heroes can use a special ability they have as well. If the idea is good enough, let them roll with advantage 1 or 2, or you can even allow them to succeed automatically.
Mural Chamber. Water trickles in from open ceiling and cracks in the walls. Dappled sunlight shines through.
- 1 Tangler and X Seedlings (1/hero) gathering under a beam of sunlight.
- Murals cover the walls and floor (partly obscured by creeping vines and overgrown moss). If heroes look more closely, under the foliage:
- Panel 1: An engraved series of murals depicts a band of dwarven soldiers lead by a human king.
- Panel 2: Depicts them in a losing battle against terrible odds, four of the dwarves are slain.
- Panel 3: Partially destroyed by the ravages of time—the human king offers something, and they all are taken away to safety by a flock of griffons.
Hall of Tombs. CRACKED walls. 4 stone tombs, 1 is empty.
- A skeleton wrapped in RED thorns lies in a heap in the center of the room. A trail of plant matter leads to the Empty Tomb.
- Skeleton holds a silver sword (20gp). DC 12 Examination or Lore check: this is a Dwarf, died in battle.
- If the skeleton is disturbed or the sword is taken from its hands, the thorns it is wrapped in recoil and retract back into a crack in the wall.
Cracks. It’s important to foreshadow the connection between the vines and the cracked walls; this will become important later when the place begins to fall apart!
4 stone coffins rest in alcoves:
1. Empty Tomb: Vines seem to have pushed its large stone lid to the side.
2. Overgrown Tomb: wrapped in RED VINES. DC 14 Might check to remove the vines (advantage if a slashing weapon is used) to open the coffin. Inside: A small silver dwarven charm (10 gp).
3. Scratching Tomb: Image of a warrior carved on the stone lid. DC 12 Perception check to hear SCRATCHING sounds from within. Inside: A hostile skeleton (use Ghoul statblock, it has 10 HP/hero) covered in RED VINES, gold belt buckle (20 gp).
4. Undisturbed Tomb: Decorated in a Griffon crest. Carved stone hands hold an empty bowl on the (immovable) lid. Secret: filling the bowl with anything valuable causes the lid to open, revealing secret stairs. Leads to Acid Flooded Room.
On Puzzles. The above is only one possible solution to the puzzle. If the players are taking the world seriously, coming up with ideas that make sense, LET THEIR IDEAS WORK! Reward creativity, even if it isn’t exactly the right answer.
Venus Fly Trap Room. Large dome-shaped chamber. Dozens of tombstones jut out from the dense foliage on the floor.
- Giant Venus Flytrap in the center of the room. When heroes enter it begins swaying its head and leaves, blindly looking for prey. Stuck in its teeth: An iron key hanging from a chain (unlocks door to Storage Room).
- About a dozen smaller plants grow throughout the room. A few are closed around what you can assume to be unlucky (or foolish) goblins. One is closed around a treasure (Healing Potion).
- Players can willingly enter combat for the treasures, or
attempt to sneak past. If any hero fails a DC 10 Stealth check, they are noticed and combat begins!
- 1 Giant Venus Flytrap and 1 Seedling/hero.
Giant Venus Flytrap huge
20/hero
Blind. Always attacks with disadvantage.
Choose 1:
- Tangle (2×). (Reach 12) , Grappled (escape DC 12, or any fire or slashing damage).
- Reel In. If any creature is Grappled, pull them adjacent, then Bite.
- Bite. (Reach 3) damage.
Storage Room. Cold, damp cave. Stalactites dripping water from ceiling.
- Vases and clay jars on shelves.
- Greenthumb’s incompetent goblin assistant Pinky makes frequent trips to this room, preparing spell ingredients for the ritual to become a lich.
him, gaining strength. This causes the walls to begin cracking even further, the entire place is about to collapse—with the heroes in it if they’re not fast!
Skill Challenge: Escape!
The heroes will now need to escape quickly, below are a series of dangers that will need to be navigated carefully in order to succeed. The starting DC is 10 and increases by 1 for each check. If their idea is particularly good or if they spend some limited resource you can give them advantage or let them succeed automatically.
- The Deathbriar Room. Debris and giant rocks begin falling from the crumbling ceiling. Everyone will need to tell you what they’re doing to avoid rocks (e.g., Finesse check, holding a shield over their head, using an ability to run extra fast).
- The Ceremony Room. If the children haven’t been rescued yet, you’ll need to save them! If you left Pinky in the Ceremony Room, Ruby has made friends with the Rootbreakers, and is sitting on one of their shoulders. A gaping crack has opened up in the floor and the Rootbreaker gently tosses her across as she squeals in delight, landing safely on the other side. Pinky is fumbling with his keys and she snatches them from him and unlocks the door for her sister Pearl: "Took
you long enough!" And they scamper off to safety together "Come on guys!" The party will need to figure out how to get across.
Kids and Danger. A BIG "no-no" for many people is putting kids (or pets) in danger. These kids will be just fine, no matter how poorly the heroes do. Like Marla Homebrew said, they can take care of themselves!
Failure States. Failing this check doesn’t mean that a hero can’t get across, rather they get across but they take some damage, or drop an item down the pit, or it takes them longer to make it across. It’s up to you what makes most sense.
- Acid Flooded Statue Room. Cracks begin appearing in the floor, draining most of the acid. (If the heroes have already dealt with the Briarbane seedlings, they all gain advantage on their checks in this room. If not, they are pelting the heroes with seeds, making navigating this room more challenging.) Dust and debris make seeing in this room very difficult, what do you do to navigate?
- Venus Fly Trap Room. With all of the shaking in the ruins, it is easy to get disoriented and lost in this large room, what do you do to ensure you don’t get turned around? (If the heroes discovered the secret passageway, they can use that and skip this room entirely.)
- Hall of Tombs. The collapse of these ruins seems to be accelerating, it is going to come down on your heads any moment, the exit is nearly within sight. But rubble blocks the door out of this room! What do you do?
- The Mural Chamber. You can see the sunlight! Not too far now! Everyone make a DEX save. Whoever gets the lowest trips and falls just as a huge piece of rubble breaks free from the ceiling directly overhead. They are going to take Wounds from this, unless the rest of you help. What do you do?
- Blade Trap Hall. The blades are swinging wildly, to and fro. How do you get past without being sliced to ribbons? YOU DON’T HAVE MUCH TIME!
You all make it out of the collapsing ruins just in time, you lay safely in the grass and the rumbling soon ceases. Greenthumb is dead, the Deathbriar destroyed, the town of Merivale can rest well tonight thanks to your heroic efforts. Well done!
Feel free to allow the players to role-play here some if they want. You can ask how everybody is feeling, or describe how Ruby, Pearl (and optionally Pinky) are now the heroes BIGGEST fans. Really make your players feel heroic—play it up, call out individual feats they pulled off—they’ll love it! They are now quite famous in Merivale, but they’d be unknown in the city of Farhope.
Aftermath
Does the Deathbriar reanimate Greenthumb and use him as its puppet? Are one of the factions in Farhope secretly working with the fiends of the shadowblight to take control of the region? Is someone trying to resurrect the Titan that gave rise to the Elderwild? Follow the adventure that you and your table want to create. You have more than enough tools at your disposal to craft a campaign that can last for many months or even years if you so desire. Play on!
Adventure On! p.74
From here, you should be comfortable enough as a GM to start thinking about making your own adventures. It’s not too hard, and it can be some of the most fun you’ll have playing TTRPGs. Don’t worry too much about having a big, complex, overarching plot—your players won’t actually remember that too much. What they’ll remember is all the silly things they do, and the trouble they get themselves into and out of.
What’s Next?
Show them the map and ask where they’d like to go next. Each region has enough information, NPCs, Points of Interest, Encounters, and Loot for your party to adventure for a very long time. Each one also contains an example adventure using some of the available details.
Tip! Use the monster builder charts to adjust the adventure difficulty to be appropriate for any level!
As for adventures, what interests you and your players? The rest of this book describes the local region, and a number of different quests the heroes can go on while providing enough content to take them all the way up through level 6. After which, the setting opens up to be more of a sandbox. You can use it as a whole or strip it for parts—taking bits you like, changing names and details however you like.
There are also plenty of adventure hooks and tools contained here for enough content to play much, much longer if desired. The rest of the journey is up to you!
Leveling Up
After one more good-sized quest, they can level up to 4. Heading to Farhope may be a good idea to learn about the factions and their various quests. The quest "Vermin’s Vengeance" on pg. 84 is a great one to take your players from level 3 to 4.
For, levels 4-5 you might level up after 2–3 sessions (weeks of in-game time). For levels 6-12, level up after roughly every 2–4 sessions (months/years of in-game time). Beyond that… you reach the rarefied heights of truly epic heroes; leveling up perhaps only every 3–5+ sessions (years/decades of in-game time). This, of course, is more of a "rule-of-thumb" than a hard rule. Go at whatever pace is comfortable for you and your players. Leveling up too frequently might not give your players enough time to learn their new character abilities and can end up feeling rushed, too slowly and your players may get bored.