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Out of the Abyss: Gray Ghosts
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<blockquote data-quote="CapnZapp" data-source="post: 6775405" data-attributes="member: 12731"><p>SPOILERS</p><p></p><p>My players seem more interested in tracking down the Gray Ghosts, than finishing of the Whorlstone Tunnels "dungeon". </p><p></p><p>Anyone has any thoughts on how to expand on the little that's in the module about them?</p><p></p><p>- they are (or were) the city's foremost thieves guild</p><p>- they were nearly crushed when their former leadership was rooted out previously</p><p>- they operate the fungus lab alchemy thingy for what purpose? (Mainly to grow fungus and poisons to fund their operations)</p><p></p><p>What connections there are between the Gray Ghosts and the Council of Savants is unclear. </p><p></p><p>I get the general vibe that the adventure makes a half-hearted attempt at keeping these separate, but there isnt even material for one of them.</p><p></p><p>Would it be unreasonable to consider the Gray Ghosts to be little more than a front for the revolution that the derro is orchestrating?</p><p></p><p>Can anyone recommend a D&D dwarf-run thieves guild from which I can steal bits and pieces?</p><p></p><p>Finally, do you know of any source of information on this Council of Savants? The module basically says they're holed up in a luxury fortress, and it heavily hints their leaders have been corrupted by demons.</p><p></p><p>What kind of devilish (not demonic) assistence can the Duergar of Gracklestugh rely on? </p><p></p><p>I mean, I realize the storyline isn't pitting demons vs devils, but since the Duergar is so heavily devil-allied, I figure they should be able to bring in at least some measure of extra muscle.</p><p></p><p>If there isn't any game material to go on, perhaps one of you have read a novel featuring the duergar and their connection to devils?</p><p></p><p>Thank you</p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6775405, member: 12731"] SPOILERS My players seem more interested in tracking down the Gray Ghosts, than finishing of the Whorlstone Tunnels "dungeon". Anyone has any thoughts on how to expand on the little that's in the module about them? - they are (or were) the city's foremost thieves guild - they were nearly crushed when their former leadership was rooted out previously - they operate the fungus lab alchemy thingy for what purpose? (Mainly to grow fungus and poisons to fund their operations) What connections there are between the Gray Ghosts and the Council of Savants is unclear. I get the general vibe that the adventure makes a half-hearted attempt at keeping these separate, but there isnt even material for one of them. Would it be unreasonable to consider the Gray Ghosts to be little more than a front for the revolution that the derro is orchestrating? Can anyone recommend a D&D dwarf-run thieves guild from which I can steal bits and pieces? Finally, do you know of any source of information on this Council of Savants? The module basically says they're holed up in a luxury fortress, and it heavily hints their leaders have been corrupted by demons. What kind of devilish (not demonic) assistence can the Duergar of Gracklestugh rely on? I mean, I realize the storyline isn't pitting demons vs devils, but since the Duergar is so heavily devil-allied, I figure they should be able to bring in at least some measure of extra muscle. If there isn't any game material to go on, perhaps one of you have read a novel featuring the duergar and their connection to devils? Thank you Zapp [/QUOTE]
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