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Gracklstugh
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<blockquote data-quote="CapnZapp" data-source="post: 6790588" data-attributes="member: 12731"><p>My players caught on to the thieves guild connection from the alchemy lab in the whorlstone tunnels, and seemed much more interested in pursuing the rest of the Grey Ghosts organisation than finishing the Whorlstone "dungeon".</p><p></p><p>Of course, there is no adventure material to support this. I could have created a brand new adventure from scratch, but didn't want to shift away the focus from the material in the book. </p><p></p><p>What I did was to prepare an alternative adventure vignette (instead of the second half of Whorlstone) that had the Grim Herald of Laduguer ask them to infiltrate the Council of Savants palace for signs of demonic corruption. </p><p></p><p>(Since they accidentally let slip to the dragon that the Gray Ghosts were rumored to have the Red Dragon egg, I had Themberchaud torch their hideout, neatly bypassing that stage of the "investigation", so I could go directly to the Council of Savants)</p><p></p><p>With them they had Hemeth the Duergar, which I made into a psionic agent of Deep Duerra, to explain how they could bypass the magical wards of the palace. </p><p></p><p>Once inside the heavily Star Wars inspired palace*, they fought Uskvil and the sisters Zubriska and Aliinka of the council and their summoned demons. Hemeth revealed himself to be a rabid anti-derro fanatic, and his plan was that once the council was attacked, the derro slums would rebel, finally giving the Duergar the excuse they needed to assault the slums and return the derro to slave status. (All of course induced by demonic madness, though the adventurers have only caught onto half of it yet)</p><p></p><p>*) opulent luxury with drug-addled councilmen and servants everywhere (including a cantina-like band) contrasting with freaky insane derro mutants and "derro fetal savants" (google it!) made for a good Jabba's Palace vibe </p><p></p><p>The heroes succeeded in their mission but was rewarded with exile. Now the Gracklestugh path to the surface is closed to them (which was my plan all along, since they ought to experience at least one of the Neverlight Grove or Blingdenstone chapters before managing their escape)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6790588, member: 12731"] My players caught on to the thieves guild connection from the alchemy lab in the whorlstone tunnels, and seemed much more interested in pursuing the rest of the Grey Ghosts organisation than finishing the Whorlstone "dungeon". Of course, there is no adventure material to support this. I could have created a brand new adventure from scratch, but didn't want to shift away the focus from the material in the book. What I did was to prepare an alternative adventure vignette (instead of the second half of Whorlstone) that had the Grim Herald of Laduguer ask them to infiltrate the Council of Savants palace for signs of demonic corruption. (Since they accidentally let slip to the dragon that the Gray Ghosts were rumored to have the Red Dragon egg, I had Themberchaud torch their hideout, neatly bypassing that stage of the "investigation", so I could go directly to the Council of Savants) With them they had Hemeth the Duergar, which I made into a psionic agent of Deep Duerra, to explain how they could bypass the magical wards of the palace. Once inside the heavily Star Wars inspired palace*, they fought Uskvil and the sisters Zubriska and Aliinka of the council and their summoned demons. Hemeth revealed himself to be a rabid anti-derro fanatic, and his plan was that once the council was attacked, the derro slums would rebel, finally giving the Duergar the excuse they needed to assault the slums and return the derro to slave status. (All of course induced by demonic madness, though the adventurers have only caught onto half of it yet) *) opulent luxury with drug-addled councilmen and servants everywhere (including a cantina-like band) contrasting with freaky insane derro mutants and "derro fetal savants" (google it!) made for a good Jabba's Palace vibe The heroes succeeded in their mission but was rewarded with exile. Now the Gracklestugh path to the surface is closed to them (which was my plan all along, since they ought to experience at least one of the Neverlight Grove or Blingdenstone chapters before managing their escape) [/QUOTE]
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