I'm running Princes of the Apocalypse and we're only a couple of sessions in but it is going pretty well. The players are motivated to go kick some cultist butt and they're a clever bunch so it's not long before they are traipsing about the countryside knocking over Haunted Keeps.
There's only one problem. I looooooooove the downtime system in 5e and would love for the adventure to feature ample opportunities to acquire and use downtime. Unfortunately the default assumption is that the cults are going to keep the pressure on, by destroying the countryside if the PCs don't act.
Can anyone think of interesting ways to put a giant pause on the whole plot line from time to time? Like, things quiet down and the PCs take a few months off to do their own thing. Or, in order to advance the quest the PCs just need to hang out in town for a while. I'm having trouble coming up with reasons that don't feel artificial.
I've spent years trying to come up with reasons to get the PCs OUT of town and motivate them to go on adventures and now when I want to do the reverse I am drawing a blank!
There's only one problem. I looooooooove the downtime system in 5e and would love for the adventure to feature ample opportunities to acquire and use downtime. Unfortunately the default assumption is that the cults are going to keep the pressure on, by destroying the countryside if the PCs don't act.
Can anyone think of interesting ways to put a giant pause on the whole plot line from time to time? Like, things quiet down and the PCs take a few months off to do their own thing. Or, in order to advance the quest the PCs just need to hang out in town for a while. I'm having trouble coming up with reasons that don't feel artificial.
I've spent years trying to come up with reasons to get the PCs OUT of town and motivate them to go on adventures and now when I want to do the reverse I am drawing a blank!