Hey, everybody
I'm planning on using the Dreaming Caverns as a basis for an e-mail game, and I was wondering if anyone could help me out with something.
In the setting we're playing in, all dwarves were forced out of their caves about 2,000 years ago. What I want the PCs to discover in the dreaming caverns is that not ALL dwarves made it out, and those that did have become evil and twisted, etc.
So, if anyone's run this one, do the Duergar show up later on in the module or right away? I'd kind of like them to be a surprise
Thanks!
-Max
Dreaming Caverns of the Duergar
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- Gongfarmer
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- Mike_Ferguson
- Deft-Handed Cutpurse
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Re: Dreaming Caverns of the Duergar
Duergar (and derro) show up right off the bat in this module - they aren't exactly hiding in the caverns. It should take a while for your group (ideally) to figure out exactly what they're up to, but they will definitely know that the duergar are there within the first two encounters of the adventure.maxwellchris wrote:So, if anyone's run this one, do the Duergar show up later on in the module or right away? I'd kind of like them to be a surprise
To more closely fit what you're looking for, you'd probably have to stretch out the introduction of the adventure, and add in a few encounters of your own where player characters find some ruins of the original dwarven civilization that once inhabited the caves ... and then move on into the actual module, where they encounter the duergar.
Hope this helps!
- JediOre
- Cold-Hearted Immortal
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I agree with Mike Ferguson. You'll need to change the intro of the module.
This is not a problem.
If you don't have time to create a lead in of your own and have access to DCC #29 The Adventure Begins, I'd suggest the following:
Start out with "The Dripping Temple" on page 235. Have the tunnel leading from T-2 lead further into the underground. You could then introduce the Dreaming Caverns of the Duergar after the party has traveled along this abandoned tunnel. The tunnel, being unstable, could cave-in upon the party doing minimal damage but opening a cave that wasn't accessible prior to the collapse. That cave is room 1-1 of DCC #44.
That's my two cents worth.
This is not a problem.
If you don't have time to create a lead in of your own and have access to DCC #29 The Adventure Begins, I'd suggest the following:
Start out with "The Dripping Temple" on page 235. Have the tunnel leading from T-2 lead further into the underground. You could then introduce the Dreaming Caverns of the Duergar after the party has traveled along this abandoned tunnel. The tunnel, being unstable, could cave-in upon the party doing minimal damage but opening a cave that wasn't accessible prior to the collapse. That cave is room 1-1 of DCC #44.
That's my two cents worth.
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- Gongfarmer
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- Joined: Fri Aug 31, 2007 10:46 am
Great idea! Thanks so much for all the feedback, everybody. I may end up building a whole dungeon from scratch for the game that is much more silly in tone (but still deadly), however, I really want to use the dreaming caverns someday soon.JediOre wrote: That's my two cents worth.
Thanks again!
-Max