Is not man truly the most frightening of all monsters?
You've met a lot of beholders and pit fiends, then?
Is not man truly the most frightening of all monsters?
I deviated from the module's script a little by putting menacing shapes in the water behind the PCs when they came across Burton pinned in the sea tunnel, but the added pressure worked wonders. The players seemed genuinely torn between their desire to save Burton and their duty to head into the cave as quickly as possible
Mind if I borrow that for my group?
I've just managed to give away an exceedingly early hint to the maguffin at the centre of the whole AP!
Wilheim using the Golden Icon of Avilona to fly up to the second level of the lighthouse and assault the Rebel wizard there. I probably would have been within my rights to ask for a bull rush to force the wizard back from the window, but it was just such a cool and reckless move that I gave it the green light. I didn't expect the ensuing daily power to one-hit kill the wizard and bloody the Fey Drake. Cripes!
It took me five weeks to get all of them to generate their own contacts for adventure #2!
Maybe you're setting it out poorly.
...Maybe they should be getting investigated in respect of the trail of death they leave in their wakes! And what sad, miserable, lonely lives they must lead - no contact with any other living beings!
Maybe next time you might suggest your players build CHARACTERS rather than stat blocks.
I find myself a little offended by the (perhaps unintended) tone of your post, both as it relates to me and as it relates to my players.
I have one player who has provided his contacts. Another who has recently provided his two (who are unfortunately exceedingly similar), and nothing from the other two. One of them will no doubt do it. The other will require significant prodding - just like he does about everything, including levelling up.
In their defence:
- There's nothing wrong with not really being interested in the setting or the roleplay. Door-kickers are perfectly viable in every campaign, even Zeitgeist. It's not my preference (I'm heavily interested in the story-telling aspect like many DMs) but it's a viable and acceptable way to play the game; and
- For many players, interractive narration - particularly when it comes to world building, is very unfamiliar territory.