Sydeout's page

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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!