Jeremy
Explorer
My players, please stay out. This thread is to make the game more fun for you, and reading here just negates the point. 
So I'm running the group through City of the Spider Queen right now, and I'm going to try and toss Spiral of Manzessine into the mix. But I notice that the default hook to get them into the game is several million tons of rock that have fallen in a cave in forcing a slight detour.
This is good and all, but my party has in every campaign I've ever run, seen cave in's not as a obstacle that might have a way around it, but a mire to stone shape, move earth, and use summons to tunnel through. Even in this game just prior to now while retaking the Tethyamar Fortress described in Lords of Darkness, the party went digging around for some of the ancient vaults of Old Tethyamar, were stymied by a cave in, and spent several ten days just tunneling through it.
Now I could do all kinds of things like say that the cause of the cave in was the explosion of a powerful earth node in response to the Weave corruption in nearby Maerimydra and now the area is a Wild or Dead magic zone. I could say that the cave in was the result of a titanic battle between Lloth loyalists and Kiaransalee cultists who summoned something a bit beyond their control and now the cave in is swarming with fiends drawn by the emanations. But my party, having been playing modules for a while now are very sensitive about having the perception that they are free to do whatever they want at any time, which they are, but I really want to do this module.
Any ideas for subtle ways to encourage heading in this direction or even ideas that might make the PC's WANT to head through an illithid prison?

So I'm running the group through City of the Spider Queen right now, and I'm going to try and toss Spiral of Manzessine into the mix. But I notice that the default hook to get them into the game is several million tons of rock that have fallen in a cave in forcing a slight detour.
This is good and all, but my party has in every campaign I've ever run, seen cave in's not as a obstacle that might have a way around it, but a mire to stone shape, move earth, and use summons to tunnel through. Even in this game just prior to now while retaking the Tethyamar Fortress described in Lords of Darkness, the party went digging around for some of the ancient vaults of Old Tethyamar, were stymied by a cave in, and spent several ten days just tunneling through it.
Now I could do all kinds of things like say that the cause of the cave in was the explosion of a powerful earth node in response to the Weave corruption in nearby Maerimydra and now the area is a Wild or Dead magic zone. I could say that the cave in was the result of a titanic battle between Lloth loyalists and Kiaransalee cultists who summoned something a bit beyond their control and now the cave in is swarming with fiends drawn by the emanations. But my party, having been playing modules for a while now are very sensitive about having the perception that they are free to do whatever they want at any time, which they are, but I really want to do this module.

Any ideas for subtle ways to encourage heading in this direction or even ideas that might make the PC's WANT to head through an illithid prison?