Pathfinder Adventure Path, Companion Subscriber
Eliandra Giltessan wrote:
Third part doesn't sit right with me. I know that troglodytes (which I often accidentally call trogdolytes---which sounds like trog-delights---much to everyone's amusement) are usually chaotic evil, but just going in and killing sentient beings to steal their shelter doesn't sit right with me. I know the players don't HAVE to, but the alternative is no shelter. I think if I were to run it, I'd put more troglodyte encounters in part 2. That way it looks like, "Huh, the troglodytes are a threat to us. We better root them out at the source. And oh, hey, these caves might make for decent shelter."
Easy fix, if you think this will be a problem for your crew. Have a couple of your refugees disappear overnight, and by dawn the players discover tracks leading back to the trog-delights' lair. Then it becomes a rescue mission.