| Delfedd |
Well, I'm running Tides of Dread now, and my characters have finished every encounter in twelve days, except for Temauhti-Tecuani and the retrieval of the Sea Wyvern. They see no reason to go to the tar pits, and have decided that a sea encounter
What should I do? I don't want the players to sit around for the rest of the adventure in farshore, waiting for something to happen.
I haven't let on that they may have finished everything on the island, because there's certainly more things. They haven't established any connection with the locals, and haven't
I also plan on having a subplot where a mysterious figure is murdering people within Farshore. Avner will have been driven mad by his captivity by Olangru, and begins sacrificing people and binding them together.
The players are also going on a diplomatic mission to the main enemies of the Crimson fleet who have a covert presence on the island.
now, i really want to work in Temauhti-Tecuani, but can't quite figure out a good way to do it. Any ideas?
| Hired Sword |
Well, I'm running Tides of Dread now, and my characters have finished every encounter in twelve days, except for Temauhti-Tecuani and the retrieval of the Sea Wyvern. They see no reason to go to the tar pits, and have decided that a sea encounter
What should I do? I don't want the players to sit around for the rest of the adventure in farshore, waiting for something to happen.
I haven't let on that they may have finished everything on the island, because there's certainly more things. They haven't established any connection with the locals, and haven't
I also plan on having a subplot where a mysterious figure is murdering people within Farshore. Avner will have been driven mad by his captivity by Olangru, and begins sacrificing people and binding them together.
The players are also going on a diplomatic mission to the main enemies of the Crimson fleet who have a covert presence on the island.
now, i really want to work in Temauhti-Tecuani, but can't quite figure out a good way to do it. Any ideas?
Well, if they want the Sea Wyvern repaired they will need materials and one necessary material is the pitch from the tarpits. Also, part of the rebuilding and fortification of Farshore will require going to the Tarpits.
That should be enough to spark some interest in the Tarpits.
but if they still neglect those tasks that add VP, they get to suffer the consequences of this failure. Luckily the the ToD outlines a couple of scenarios as results of these failures.
Cheers!
| Hierophantasm |
Tides of Dread has become my favorite adventure in the path, because of how novel the adventure plays out. It's really a mix of time/resource management, peppered with encounters, finished off with a large-scale battle. (Personally, I was able to run the encounters at the end on the same battle map consecutively, much to the enjoyment of all my players. Consider doing this, if you think your players would enjoy it.)
It sounds like your players are on track with their progress, if not a bit ahead. That's probably good, because it show that they are genuinely interested in the defense of the town. However, their commitment to repairing/procuring the Sea Wyvern, and collecting tar from the pits, will also give them an edge in the upcoming battle. Make sure they understand the usefulness of having the ship and tar to fortify their own defenses. Since these tasks take them far from Farshore, they will have to manage their time very effectively to complete it. Still, try to overplay the importance of the Sea Wyvern to Farshore's survival, as it factors into the adventures to follow to some extent, (though it can be subbed out for any caravel, really).
Check out the backdrop to see what other opportunities to gain VP they have. Although many in the backdrop are small, many can be accomplished by one of the towns four workforces, usually one dedicated to a task for a week's time. Others are like mini-adventures, like the 8th village, or the troglodytes. My players sent the Jade Ravens to take care of it, thus using them like another "work force". Remember, the PCs will need to bring a workforce with them to repair the Sea Wyvern, and should bring extra men with nautical skill to pilot the ship they take there back to Farshore.
My players enjoyed having control of the resources of Farshore, and managed their time very effectively. (Especially considering that I knocked down the time from eight weeks to six...and didn't tell them...hehehe).
By all means, invent whatever cool things you want to do in Farshore to encourage them to get involved. Avner going crazy, infiltrating the Crimson Fleet scouts, all good ideas. My players went hunting for the hides of several of the Infamous Seven, which includes Temauni-tecuhani (sp?), for money and fame (i.e. VP).
Anyway, enjoy this wonderful module, and its way of letting players and DMs have their cake and eat it, too.
| DMaple |
They see no reason to go to the tar pits, and have decided that a sea encounter
Without Tar you can't repair the Sea Wyvern, or improve the palisades. Hot tar is also a very effective siege weapon. It also allows waterproofing of buildings (I hope they are building homes in Farshore).
And they still see no reason to go to the tar pits?
my characters have finished every encounter in twelve days
How did this happen have they been teleporting everywhere?
The distances involved just to get to the mountain caves to meet the bat god, should take several days at least.
Heck just getting to the mainland is nearly a whole day by boat, then I think it's nearly two walking to get to the Great Wall from Mora.