After the Festival of Merit, one of the Elders of Jigow invites the PCs to breakfast.
And he tells the PCs to go to Bazzoxan because... well. He doesn't really have a reason.
"But, Justin, it says it right there! 'There is no place in Xhorhas where the memory of the Calamity lingers more strongly than in Bazzoxan!'"
Right.
But that's not a reason to go there.
Just think about the immediate follow-up question from the players:
"And what do we do when we get there?"
If you can't answer that question, then you don't actually have a reason to go.
Which is why, when the PCs get to Bazzoxan, the book assumes they'll just kind of wander around aimlessly until they randomly bump into the plot.
The crazy part is that the Apotheon visited the Elder and gave him a vision.
All you need to do is turn the dial down on Vague McVaguerton here a notch:
"They must find me. The ones from the grotto. They must bring the Jewel to the Cyst of Avandra within Betrayer's Rest."
You can also make the identification of "Betrayer's Rest" a little vaguer under the theory that Alyxion wouldn't know the site by that name. So the PCs would need to figure it out.
But -- bingo, bango -- you've got a reason to go to Bazzoxan and an agenda when you get there.
Once you've done this, you might start thinking, "Why are the PCs even talking to this Elder?"
Because he's the one who had the vision, right?
But why did HE have the vision?
Because, in the absence of a reason to go to Bazzoxan, the adventure needs an NPC mouthpiece through which the GM can say, "You're supposed to go to Bazzoxan."
Having eliminated that: Why does the Elder get the vision?
My rule of thumb is that if I have an NPC doing something really cool (and I count receiving enigmatic visions from proto-gods on the list of really cool things), I should double-check and make sure I couldn't design things so that the PCs get to do the really cool thing.
Once the PCs have the vision directly, you can also start cleaning up the other side of this transition.
As written, the Elder only comes to talk to the PCs if they were the ones who got the Jewel.
If the Rivals got the Jewel instead, the transition to Bazzoxan is even worse: They hear that the Rivals have left town and the adventure assumes they'll just follow them for... reasons?
The specific reason being: The Jewel is worth 1,000 gp and obviously this means the PCs are DEFINITELY going to hunt the Rivals down, murder them, and take the Jewel.
"The thought of losing out on such a prize is enough to motivate most adventurers."
That's not adventurers. You're thinking of criminals.
And not even very smart criminals. There's gotta be easier marks for 1,000 gp than five well-equipped adventurers who already beat you once.
And even if the players do hear these rumors and leap straight to, "Oh, man! We definitely gotta go rob those people!" the adventure forgets to include a mechanism for telling them that they're supposed to go to Bazzoxan.
Sure, they might interrogate the Rivals before/after robbing them. Or maybe they follow them all the way to Bazzoxan before robbing them.
But if not, then the entire adventure has derailed.
Long story short: Everybody who was in the Grotto gets the vision, whether they're currently in possession of the Jewel or not. Alyxion has a connection to those who were there and he's desperately trying to use it to get help.
Solves all (well, most of) your problems.
The adventure does provide some "advice" on what to do if it (predictably) breaks here.
"If the characters don't want to follow the plot..."
I am amused by the image of a GM churning out endless Jigow NPCs telling the PCs to go to Bazzoxan.
I've mentioned previously that these NPCs are given great back stories and personalities, which are then expertly presented in 3-4 paragraph briefings. Each also has an individual goal to pursue.
Very easy to pick up and play. Lots of varied opportunities for cool interactions.
The PCs can win medals for triumphing in various contests. One of these is a medal formed from pieces of a tortoise (awarded for successfully herding horizonback tortoises).
1974 D&D. It's the beginning. Baseline for everything that follows.
Traveller (1977) does triple duty for me.
- Insight into what the first generation of RPGs responded to 1974 D&D.
- First science fiction game.
- Includes a Lifepath system, giving us a first step in looking at approaches to character creation.
Headline-itis is an understanding of the world based entirely around headlines (short summaries inherently lacking nuance, context, or any of the signifiers necessary for determining truth or meaning).
It is made much worse by social media algorithms tuned to promote outrage.
"Man jailed because his brakes failed" creates far more outrage than "Man jailed for killing multiple people after deliberately driving past multiple ditch zones that could have avoided the tragedy", and so THAT'S the version of reality that is aggressively spread by algorithm.
This doesn't even require malicious intent on the part of the headline writers (although it can; and there are obvious incentives for them to do so).
The DMs Guild license gives WotC unlimited rights to use your material and prevents you from publishing anywhere else because they're giving you access to their settings.
There's reason to believe that without the protections of the DMs Guild license, people would be able to essentially stake out areas of, say, the Forgotten Realms and effectively prevent WotC from using them.
(This may or may not be true, but it's a legitimate risk and there's no way they're going to take it.)
When I was first reading through Phase 3 (the gazetteer of the Savage Frontier), I was bemused by the campaign's obsession with desecrating holy sites.