If any of my players are reading this, stop! Spoilers!
My group is likely to finish the Tomb this weekend. Reading the adventure as written, I can't see how they could possibly work out they're supposed to drop one of the hags' marbles into the ebon pool to escape the Tomb. This isn't listed with the information the last hag will bargain with and, while obviously it would be easy to add, there's a good chance the party will kill the last hag rather than bargain with her. And if they aren't told this specifically I can't imagine how they'd ever guess to try it.
I feel like I must be missing something - is there a connection I've missed? Otherwise I think I'll just replace the pool with an obelisk they can use to leave.
Most savvy players will loot the hags. If they don't, you can subtly hint them by saying that "a bag on the hag's belt spills open and reveals..." Secondly, make sure you clarify that the marbles might be important. Maybe they glow ominously, or have Acererak's sigil carved on them. And when you get to the ebon pool, say that the water glows the same color (to make it harder, you might use the same words you used when describing the marbles). That should zero the players in on that these marbles are important, and where to use them. Alternatively, the skeleton in the hallway could have a marble on it. Alternatively alternatively, the Nothics or hag puppets could tell them.
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"What do you mean I get disadvantage on persuasion?"
I don't know, Sneet, maybe because your argument is "Submit and become our pet"?
This is difficult to figure out without some hints or foreshadowing.
You have a number of choices.
1) Foreshadow the use by describing the marbles as "ebony black" and use the same description for the pool later. Emphasize this a bit when they first find the marbles and when they first find the pool. That might be enough depending on the players.
2) Try to make sure that the characters HAVE a marble. I realize that ideally the characters will search and loot both the hags and the scarecrow so they should have two marbles but if they don't it might be a good idea to make sure that they find and take one since going back searching is mostly going to be a waste of time at that point in the module.
3) If the last hag bargains then one of the things they can tell the characters about is the ebon pool. However, if you roleplay it as if the hag knows something the characters don't and is gloating about it, they might realize that something the hags have is needed to activate the pool.
4) The nothics in the next chamber could offer a hint. Maybe giving the directions they offer and muttering something like "black to black if you want to get back" ... with a giggle of course.
5) The arcanaloth in the library could also be a source of information.
6) The pool room could also have visual hints. Describe the pool as perfectly circular. You could also change the relief carvings in the room from black stars to small black globes the same size and shape as the one needed to unlock the pool. Alternatively, you could have one star over the middle of the pool replaced with a half globe the same size and shape as the one needed to unlock the portal with a perception check (while searching) needed to note the anomaly.
In the actual text, the only hint appears to be that both are black so most parties are going to need something more. In addition, by this part of the module, the hard parts are done and you don't really want to use a lot of play time making the party search around or try to figure out a last puzzle that is actually really easy if you don't have to guess what to throw into the pool.
I can't see how they could possibly work out they're supposed to drop one of the hags' marbles into the ebon pool to escape the Tomb.
The last surviving hag absolutely needsto offer up this important information in exchange for the PC's leaving her alone. I made sure of this for all three of my ToA groups.
Note: the hag could just go ethereal and escape (something the scenario doesn't consider), but I figured she'll really want the PC's to leave (especially if they happen to best her boss in the next room).
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If any of my players are reading this, stop! Spoilers!
My group is likely to finish the Tomb this weekend. Reading the adventure as written, I can't see how they could possibly work out they're supposed to drop one of the hags' marbles into the ebon pool to escape the Tomb. This isn't listed with the information the last hag will bargain with and, while obviously it would be easy to add, there's a good chance the party will kill the last hag rather than bargain with her. And if they aren't told this specifically I can't imagine how they'd ever guess to try it.
I feel like I must be missing something - is there a connection I've missed? Otherwise I think I'll just replace the pool with an obelisk they can use to leave.
Most savvy players will loot the hags. If they don't, you can subtly hint them by saying that "a bag on the hag's belt spills open and reveals..." Secondly, make sure you clarify that the marbles might be important. Maybe they glow ominously, or have Acererak's sigil carved on them. And when you get to the ebon pool, say that the water glows the same color (to make it harder, you might use the same words you used when describing the marbles). That should zero the players in on that these marbles are important, and where to use them. Alternatively, the skeleton in the hallway could have a marble on it. Alternatively alternatively, the Nothics or hag puppets could tell them.
"What do you mean I get disadvantage on persuasion?"
I don't know, Sneet, maybe because your argument is "Submit and become our pet"?
-Actual conversation in a game.
This is difficult to figure out without some hints or foreshadowing.
You have a number of choices.
1) Foreshadow the use by describing the marbles as "ebony black" and use the same description for the pool later. Emphasize this a bit when they first find the marbles and when they first find the pool. That might be enough depending on the players.
2) Try to make sure that the characters HAVE a marble. I realize that ideally the characters will search and loot both the hags and the scarecrow so they should have two marbles but if they don't it might be a good idea to make sure that they find and take one since going back searching is mostly going to be a waste of time at that point in the module.
3) If the last hag bargains then one of the things they can tell the characters about is the ebon pool. However, if you roleplay it as if the hag knows something the characters don't and is gloating about it, they might realize that something the hags have is needed to activate the pool.
4) The nothics in the next chamber could offer a hint. Maybe giving the directions they offer and muttering something like "black to black if you want to get back" ... with a giggle of course.
5) The arcanaloth in the library could also be a source of information.
6) The pool room could also have visual hints. Describe the pool as perfectly circular. You could also change the relief carvings in the room from black stars to small black globes the same size and shape as the one needed to unlock the pool. Alternatively, you could have one star over the middle of the pool replaced with a half globe the same size and shape as the one needed to unlock the portal with a perception check (while searching) needed to note the anomaly.
In the actual text, the only hint appears to be that both are black so most parties are going to need something more. In addition, by this part of the module, the hard parts are done and you don't really want to use a lot of play time making the party search around or try to figure out a last puzzle that is actually really easy if you don't have to guess what to throw into the pool.
The last surviving hag absolutely needs to offer up this important information in exchange for the PC's leaving her alone. I made sure of this for all three of my ToA groups.
Note: the hag could just go ethereal and escape (something the scenario doesn't consider), but I figured she'll really want the PC's to leave (especially if they happen to best her boss in the next room).