Goober4473
Explorer
My players are headed for Neverlight Grove next, and I really like the setup here, but I feel like there could be more for the players to actually do, besides "kill a monster." I'd like to have it take just a little longer for the place to start to feel really dangerous. From there, I love the finale, but in the meantime, I'd like to have some tasks or activities for the party to take part in that feel more natural than a myconid with an exclamation mark over its head.
Perhaps something along the lines of each visitor, given the new rules on communion, must choose a circle to commune and stay with. This could lead to a few different perspectives on the situation in a way that's natural, but if the circles then require their guests to aid them in their daily labors, I wouldn't want said labors to be much more than a single skill check or short roleplaying situation, since the party would be split. Which still leaves me with not much for the players to do here.
Has anyone run this location, and if so, what worked/didn't work well? Did your players go fight the monsters the myconids are having trouble with? Did that feel like it fit the plot, or sort of out of place and video gamey?
Perhaps something along the lines of each visitor, given the new rules on communion, must choose a circle to commune and stay with. This could lead to a few different perspectives on the situation in a way that's natural, but if the circles then require their guests to aid them in their daily labors, I wouldn't want said labors to be much more than a single skill check or short roleplaying situation, since the party would be split. Which still leaves me with not much for the players to do here.
Has anyone run this location, and if so, what worked/didn't work well? Did your players go fight the monsters the myconids are having trouble with? Did that feel like it fit the plot, or sort of out of place and video gamey?