Goodman's Dungeon Interludes - Anyone played it?

catsclaw227

First Post
I was considering using Dungeon Interludes in my next campaign and I was wondering if anyone has run their PC through the adventures. It's a nifty idea, and for those that don't know, basically it's a few interlinked adventures to be used interspersed within your campaign to add a nice secondary story-arc to your world.

This module is a collection of six related adventures designed to be played nonconsecutively over the course of a campaign. Each adventure builds on the one before it, but is complete and stand-alone. This allows the DM to weave an ongoing plot line into his larger campaign, which gets revealed bit by bit, one episode at a time. As the heroes progress in level, they slowly uncover a great plot by an ancient summoner to forge the Oculum Infernae, a terrifying artifact that will allow him to read the heavens with perfect clarity. Only by stopping his efforts can the heroes ensure that the evil wizard won't summon an army of unspeakable terror!
 

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Yeah, I played a wizard that went on to become an Air Elemental Savant. It was fun and interesting. It danced the fine line of railroading, but the story motivations were real, and you couldn't not do it and still be a "good guy", so it avoided being a railroad because we could have chose not to go on, but our DM is the type that we would have had to deal with our failure to take care of the problem, so we had to approach it as our problem to fix now, or later when it will be much more difficult.

She ran other Goodman modules to fill in the blanks, but i don't remember what they were off hand.
 

I read it and another one like it at the same time. I went with using the other one in my campaign but Interludes looks good and I may run it in a latter campaign.
 

My thought is to use it with a few of the other Goodman adventures, wrapped around a homebrew, and possibly tie it into the DCC World when it comes out (when is this, BTW?)
 

I have used one of the adventures out of it, and plan to use another one. But no, I don't intend to use it all or use the overall story arc. The one I used was the defiled shrine, and it works great for a cleric or paladin PC-centered story. I also got an NPC villian inspiration from the wererat as well.
 

I have not used it yet. My PCs (1st level party) got whupped in another dungeon and I need another option for them if they (as likely) go back to town and heal up. The first dungeon interlude will have its hooks in a village two days away. The fun thing about taking that option is then the kobolds in the first dungeon will be alerted and prepare more and the party will have leveled up to be able to handle it.
THis is my first DMing, so I plan to use the interludes to get teh party leveled up between the prepared adventures that I have for them.
 

I'm glad your using modules as a newbie DM. A DM needs to understand a lot about PC verus NPC balance and overall game balance, plus a multitude of lessere thngs, and being a player does not teach you these things, unless you have been playing for years, then you may have caught on to these things.

So using modules as your guideline until you grasp the concepts i mentioned is a smart way to go. Then they will be a great time saver after you have become a good DM. Good luck , roll with th blows, learn from your mistakes as best you can, and keep the story going.
 


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