I'm running a group through this adventure now, and as things are going, it looks like they will completely bypass the Ruins of Thundertree section. They're about ready to head to Cragmaw Castle, having learned its location from a captured goblin. Once they regain the map, they will logically go straight to Wave Echo Cave. While I'm sure the adventure plays out just fine like this, I'd like to get the group to Thundertree if I can.* Any suggestions on how I can convince the party to make such a long trip out of their way?
The group has not shown much interest in getting acquainted with the residents of Phandalin, so I've had to find other ways of getting the side quests to them. One thing that may help is that Sildar Hallwinter, on learning that Iarno Albrek has gone rogue, decided to take his place and installed himself as acting head of the Phandalin constabulary. He is attempting to train a city watch from local volunteers, and he deputized the party to help with threats that need immediate attention, such as the orcs and undead that were making the Triboar Trail unsafe. Iarno escaped from the Redbrand hideout, and Sildar really wants him found. So that's a possible hook, but I can't think of a good way to tie that to Thundertree, or a way to get the party back on Iarno's trail.
I thought of sending them to find the druid because the dwarf would need some healing after his ordeal in Cragmaw Castle (assuming they get him out alive). But the party paladin could probably heal his wounds, and if that wouldn't work, then why wouldn't they just fetch someone from Neverwinter?
As for the hooks in the module as written, the group doesn't need the druid to find Cragmaw Castle for them, as I mentioned above. I haven't used the Mirna's Heirloom side quest, but it seems like a pretty weak motivation for a very long trip. (And I wouldn't put it past the group to just keep the necklace!) The group is also not using the pregen characters. They are two snooty elves who feel that talking to humans is beneath them (in my defense, this trait has developed as play progresses) and a dour pair of Outlanders without much in the way of social skills.
So ... help? Any suggestions on how to steer my group in this direction? They could even go there after Wave Echo Cave if necessary, although I think that might be anticlimactic.
*My reasons, for anyone who's curious: the main one is that I'm running this adventure as a favor to someone in the group, and I think he'd like to experience the whole thing. He actually owns the set, so I'll need to return the adventure book to him when I'm done; this means I won't be able to just drop Thundertree into some other adventure later. But also, I think I can make Thundertree fun--I've got some ideas for adding to the setup as presented--and it is the first encounter with a dragon in the new edition, after all!
The group has not shown much interest in getting acquainted with the residents of Phandalin, so I've had to find other ways of getting the side quests to them. One thing that may help is that Sildar Hallwinter, on learning that Iarno Albrek has gone rogue, decided to take his place and installed himself as acting head of the Phandalin constabulary. He is attempting to train a city watch from local volunteers, and he deputized the party to help with threats that need immediate attention, such as the orcs and undead that were making the Triboar Trail unsafe. Iarno escaped from the Redbrand hideout, and Sildar really wants him found. So that's a possible hook, but I can't think of a good way to tie that to Thundertree, or a way to get the party back on Iarno's trail.
I thought of sending them to find the druid because the dwarf would need some healing after his ordeal in Cragmaw Castle (assuming they get him out alive). But the party paladin could probably heal his wounds, and if that wouldn't work, then why wouldn't they just fetch someone from Neverwinter?
As for the hooks in the module as written, the group doesn't need the druid to find Cragmaw Castle for them, as I mentioned above. I haven't used the Mirna's Heirloom side quest, but it seems like a pretty weak motivation for a very long trip. (And I wouldn't put it past the group to just keep the necklace!) The group is also not using the pregen characters. They are two snooty elves who feel that talking to humans is beneath them (in my defense, this trait has developed as play progresses) and a dour pair of Outlanders without much in the way of social skills.
So ... help? Any suggestions on how to steer my group in this direction? They could even go there after Wave Echo Cave if necessary, although I think that might be anticlimactic.
*My reasons, for anyone who's curious: the main one is that I'm running this adventure as a favor to someone in the group, and I think he'd like to experience the whole thing. He actually owns the set, so I'll need to return the adventure book to him when I'm done; this means I won't be able to just drop Thundertree into some other adventure later. But also, I think I can make Thundertree fun--I've got some ideas for adding to the setup as presented--and it is the first encounter with a dragon in the new edition, after all!