Flood Season: Finding Triel


Shackled City Adventure Path


Flood Season has the players finding Triel's hideout by an informant that tells them where it is. That's too much of a railroad for my taste.

Anyone have a different way for the PCs to discover Triel's hideout?

(And frankly, 3 adventures in a row where the PCs descend into Cauldron's depths is getting a bit monontonous. I may move Triel's complex outdoors, split the 3 villians apart, something.)


DMFTodd wrote:

Flood Season has the players finding Triel's hideout by an informant that tells them where it is. That's too much of a railroad for my taste.

Anyone have a different way for the PCs to discover Triel's hideout?

(And frankly, 3 adventures in a row where the PCs descend into Cauldron's depths is getting a bit monontonous. I may move Triel's complex outdoors, split the 3 villians apart, something.)

I managed to avoid that issue by setting the AP in Greyhawk, using the decrepit capital of the Great Kingdom, Rauxes, as a substitute for Cauldron.

*Read about it here*

*and here*

I had the party discover Zhadirune directly through Ghelve's Locks, then they learned of Triel's hideout through the party's affiliated Thieves' guild (2 party members were actual members, while the party as a whole was a 'contractor' to the Guild, which competed with "The Last Laugh" and one other guild for dominance...) The Kenku ruins were several days away via the Underdark; I had the party move on to the Kuo-Toa lair in the next module even farther away, but still in the Underdark. At least they were much further apart...

If you want to split up the three villains, that seems fine, but you would still have to put them close enough so that they could maintain good communications; if your map making is decent, a diverse set of lairs could add some color to the game.

M

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