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Appreciate the ideas!

I think I'm going with a dream sequence - different dreams for each player based on their personal sin count. (I have two very wrathful players that may be looked at as possible cohorts. Literally, one desecrates anything he personally defeats, and is playing a sociopath attempting to live like a "normal")

Others will glimpse past "late unpleasantness" atrocities and guide them to the bigger picture.

I love the idea of the Mayor conscripting them to chart the tunnels. it might be railroading a bit, but it'll come together.

It's all of our first time doing Pathfinder (technically doing Savage Worlds Pathfinder. 30 years of DnD lore is instinctual to us) so everyone is learning lore as we go. I don't want it to feel like homework however so many of the deeper histories are learned on the fly.

You all rock!


So my party is about to enter the Glassworks and encounter Tsuto. I may or may not play him as the baddie in this encounter (I have read others who had him pretend to be captured by the goblins and then betray the party later...sounds more fun)

Anyway, RAW I don't see any reason for the party to explore the catacombs after they find the smuggler's entrance. There's nothing that has pointed them to further investigate down the hallway or think there might be more to the area. I can leave hints, clues in the areas, and they believe something bigger is at foot but at this point they believe this entire campaign is just a goblin invasion.

The catacombs is the first moment they fully realize there is MUCH more going on and I'd like it to be a moment for them.

What hook did you use to make this a big thing?

Did you add anything to flush out the lore?

How did you point the players to the runelords? And how did they figure out how to destroy the well?

I have ideas...but so many of you all have done this (some more than once) I am just hoping somebody has some things you added that made it even better.

Appreciate the community!