

Sure they found a diary and whatnot, but the whole interaction was just a lot of confused poking and prodding, being distrustful of townsfolk (not to mention many poor perception checks when they mattered).

My bigger mistake was making the contact in town (missing) a vacated business, so they never really interacted with anyone in town except Fib and Lev, and never got much plot direction from townsfolk. out there(?) to imagine for a standard DnD adventurer mindset. The premise is so fun and such a curveball it can be too. There are so many opportunities for fun characters in the town, but my party spent the whole time being paranoid about the Dreams and Drams because they felt like it was weird for someone to disappear and the other to pretend nothing happened (even after they rolled great insight and confirmed she was telling the honest truth best she could tell, and had a sadness she couldn't explain). Just try to make sure the adventurers feel like they get a "win" at the end beyond just slaying the beast.Ģ. So my big recommendation is: if you're going with the hook of having some tie to the town, be sure the tie is still around and can be the 'moral reward' for having gone through the whole adventure! Give the party someone/something to save! Maybe that person was next, or unwittingly stumbles into the battle seeing the adventurers in a huff but not recognizing the Hydra (because of course they wouldn't). See more And then the whole adventure can feel a bit defeatist if you don't give them someone/something to actually SAVE from the Hydra. Problem I had was: at the end of the adventure, the tragedy of the town is revealed and tbh it can be kind of a downer to the players! Especially any who are the good-doers looking to save people! You start by introducing them to Fib and Lev, and if you try to make them pleasant people the end realization is just sad. and I turned that whole discovery into a small investigation in his house (also tying into previous plot elements). He wasn't there anymore when they got to town. I hooked my party in by having them know of a loose affiliate in the town (the town alchemist). The starting scenario is a great hook, but the realization at the end is sad. Thought I'd share my experience to help idea-build for future DMs :)ġ. I also realized it's gotta be done carefully to make the whole adventure rewarding. Ran this for my party of three and it was a great adventure! I'm a new DM and I also learned a lot about scenario-building by running this, because there are so many cool ideas within.
