LostSoul
Adventurer
I am gearing up to run the Return to the Temple of Elemental Evil. I want to create a timeline for the Temple's activities so that the PCs can disrupt their goals or fail.
I'm not sure how long their goals should take to accomplish. I want the choices the players make - press on, head back to town and rest, make magic items, travel to Verbobonc to shop - to have consequences. Those consequences should be that the cult gets closer to their goals.
I'm thinking that the best way to go about this is to figure out how many days it takes them to gain 10 levels - bringing them up to 14th level, as in the module - and write the timeline from there.
(One issue: if the players are too good at getting through the various guardians, they won't have enough XP to meet later challenges. Though this may not actually be an issue. If they blow through the guardians, it will mean that they have more time to make magic items, gather allies, or things of that nature, instead of spending all their time resting.)
What things do I need to consider? Travel times, rest, some amount of magic item crafting... anything else? Once the PCs hit 9th level, they should have access to Teleport, and that may change the number of in-game days it takes to level.
Hectic Pace: 4 encounters per day + travel times. Does not allow for screw-ups or magic item creation.
Slow Pace: 1 encounter per day + travel times. Allows for magic item creation and the five-minute adventuring day.
Anyway, any thoughts?
I'm not sure how long their goals should take to accomplish. I want the choices the players make - press on, head back to town and rest, make magic items, travel to Verbobonc to shop - to have consequences. Those consequences should be that the cult gets closer to their goals.
I'm thinking that the best way to go about this is to figure out how many days it takes them to gain 10 levels - bringing them up to 14th level, as in the module - and write the timeline from there.
(One issue: if the players are too good at getting through the various guardians, they won't have enough XP to meet later challenges. Though this may not actually be an issue. If they blow through the guardians, it will mean that they have more time to make magic items, gather allies, or things of that nature, instead of spending all their time resting.)
What things do I need to consider? Travel times, rest, some amount of magic item crafting... anything else? Once the PCs hit 9th level, they should have access to Teleport, and that may change the number of in-game days it takes to level.
Hectic Pace: 4 encounters per day + travel times. Does not allow for screw-ups or magic item creation.
Slow Pace: 1 encounter per day + travel times. Allows for magic item creation and the five-minute adventuring day.
Anyway, any thoughts?