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Speaker in dreams advice

Guilberwood said:
Hi guys :)

The group I Dm is playing the WOTC series of adventures. They've played The Sunless Citadel and The Forje of Fury so far.

This Friday, we'll be starting the 3rd adventure: the speaker in dreams. From what I've heard, this is not one of the best adventures in the series. So, I was wondering if you guys have already played this one, and what would you suggest to make it a better adventure.

Reading the adventure, I thought that the links between the "evil groups" is very subtle, and the players might miss them. Im considering creating a few more bonds between them.

Sounds like some good ideas.

When I ran Speaker in Dreams, the players absolutely loved it. I personally think it's one of the strongest of the Adventure Path modules. One of the nice points is that the villains do go after the PCs, unlike the purely reactive set-up most adventures have.

It really rewards a DM who can improvise well. I also ran parts of it as a horror adventure (in a Call of Cthulhu-like style), and it works extraordinarly well as such - I believe such was the intent of certain encounters, e.g. the wystes and the gibbering mouther.

Have fun running it; I certainly did.

Cheers!
 

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MerricB said:
Sounds like some good ideas.

When I ran Speaker in Dreams, the players absolutely loved it. I personally think it's one of the strongest of the Adventure Path modules. One of the nice points is that the villains do go after the PCs, unlike the purely reactive set-up most adventures have.

It really rewards a DM who can improvise well. I also ran parts of it as a horror adventure (in a Call of Cthulhu-like style), and it works extraordinarly well as such - I believe such was the intent of certain encounters, e.g. the wystes and the gibbering mouther.

Have fun running it; I certainly did.

Cheers!


My players loved it too! They were an unruly lot, barely foiled the evil plot and got into tons of trouble. But they were fantastic. And I had a good time.

Be prepared for 'miscellaneous town encounters' not in the module. My players were highly interested in the districts and shopping.

Be familiar with the timeline. Knowing the flow chart cold helps but be prepared to....

Be flexible with your players actions (mine did all sorts of wacky stuff).

-E
 

My players also enjoyed this adventure. I ran a combat tournament in the week leading up to the fair, and the PCs had a lot of fun participating in that. They won the group melee competition. They went outside the flow chart a couple of times, but I enjoy improvisation, so it was no trouble to handle that and steer them back onto the path without them feeling they were being railroaded.
 

Ah, a fellow brazilian! Bem-vindo!

SPOILER






When fighting the wererats, the PCs eventually face off against the chief wererat, who is a rogue with a scroll that summons an alien squid. After the PCs dispatch the other wererats in this scene and cut down the alien squid, I had the chief wererat (Squim) look dismayed, prepare for a head-first dive onto the floor and say "The Speaker be damned!" and then jump to his death. That was the first time the PCs heard the name of the Speaker.

Don't forget to download the web-enhancement for Speaker in Dreams from the WotC website, it has some neat encounters (some combat-oriented, some not).
 

I found this adventure to be an interesting change of pace after the first two - and my players enjoyed it as well.

The flow chart works fine - just keep in mind that things won't necessarily exactly go with the flow. But there are events going on that the players will get caught up in, whether they like it or not. How they react is where the fun is.
 

Yes Mr. Fred still wants to invite my group to lunch. Beware the group will go outside the flow chart. So know the module well. My group saved the town but they were all over town. And escaped and came back with a small band to help them over throw Mr. Fred.
 

LONG!

I used to have a long thread detailing my changes to the adventure, including some journals written by mad cultists, but the thread seems to be gone forever now. Here are some recaps of what I did, in order to make the bad guys in town connected to one another and not quite so random:

Six months or so ago, a group of sorcerers, little rich kids with too much time, discovered a grimoire describing how to summon an eldritch knowledge-spirit/demon thingy. Thinking it'd be fun, they went through the ritual process.

Part of the ritual involved kidnapping a guy and driving him slowly mad, then sacrificing the lunatic and rendering his fat into candles, used during the summoning ritual.

They did the ritual, and it summoned an illithid (since it was the first illithid used in my campaign, I changed their backstory a lot). The illithid's arrival drove the last vestiges of sanity from the cultists, and it quickly enslaved them. It was from the Far Realms, and it saw the potential to transport all these tasty humans back to its home dimension as slaves/snackpacks. To transport the whole town would require a huge ritual, so it began preparation.

First thing it did was to summon more servants from its lands -- the Gray Men. (These were just grimlocks with a new appearance -- they are totally gray except after they've fed on a person's dying breath, at which point they gain color and the person's body begins to melt away like softening wax over a period of hours). The Gray Men set up a lair in the warehouse district, wherein they could do more ritual planning.

Unfortunately for them, this area was under the control of a small gang of wererats, sort of the local mafia, and gang-warfare erupted between the two groups.

The adventure begins with the PCs seeing the latest element in this gang warfare, in which the Gray Men trick the wererats into attacking an innocent merchant and spray them with a belladonna solution that forces them into hybrid shape. While this happens, the illithid sneaks into the mayor's house and takes over.

The wererats are willing to give the PCs what little information they have -- where the Gray Men are laired, for example. If the PCs don't ask, they don't tell, and the PCs will have to follow reports of the Gray Men's kidnappings and murders of victims in the warehouse district.

Eventually, clues will lead them back to the cultist's bookstore. The gibbering mouther in the closet was actually the coalesced nightmares of the sacrificed lunatic -- this closet was where he was held captive and driven insane. I described it as an amorphous cloud of stars and blackness, in which screaming severed heads floated, impossibly distant and yet swooping in next to you. The confusion effect was due to the distorted distances and sense of space near the mouther; the blinding effect was due to distant stars suddenly flaring up close. Attacking it meant hitting the severed heads inside it.

I replaced the mouther in the basement with three vargouille, heads seated on the bodies of kidnapped townsfolk who had been sacrificed to form guards for the cultists.

And that takes us through the first section, minus the journals of the head cultist.

Daniel
 

Okay, the second section.

For campaign reasons, I replaced most of the demons in the second section with simian equivalents. The Ogre Mage was a Hadumani, the scorpion-tailed thingy was based off an aye-aye (terrifying long-fingered lemurs), etc.

The attack after the banquet was as written in the adventure, except that my group mopped the floor with the attackers, for some reason, and the attackers barely escaped.

The illithid does give them nightmares that night, but not the pointless ones he offers in the dream. Instead, playing on a theme in the cultist's journals, they each have a dream in which a "Black river comes to flood this dry dry earth, and all will change when the waters come." The dreams were personalized to the PCs and each contained a suggestion that the PCs get out of town and travel as quickly and as far as they can. The illithid figures that these meddlers shouldn't be around when he tries to get some sacrificial action going the next day.

Mayor gives speech. Declares martial law, allowing nobody to leave the city (since the illithid wants as many townspeople as possible).

Earlier, one temple in town was quietly taken over by some evil priests "hired" by the illithid -- he gave them some favor, some knowledge or something, in exchange for their assistance. I gave them the trickery domain to make their actions easier; they were very helpful to the PCs up to this point.

The conquered temple was quietly fitted with a method to bar the doors from the outside, and on the inside was summoned a gate to the Far Realms, a swirling black column made of hundreds of thousands of scorpions crawling over one another. When the PCs enter the temple, there's the aye-aye demon there weaving a spell of invisibility around the column, and in another room, the tricksome priest is writing up handbills accusing the mayor of being behind the recent troubles, offering the temple as a refuge for anyone persecuted by the mayor's monkey-demon allies, and saying that at noon the next day, all citizens of the town should gather at the temple to plan a response to the mayor's reign of terror.

Naturally, at noon the next day, they'll crowd as many people into the temple as possible, bar the doors, and use the barghests' emotion abilities to frighten as many people into the gate as possible.

Finally, the illithid will lead a contingent of charmed city guards against the PCs, wherever they're lairing. He'll do so under the influence of invisibility, if he can (e.g., if the ogre mage is still alive), only appearing to mind blast etc. if he must.

That's how I ran things, roughly; hope something in these two interminable posts is helpful!
Daniel
 


[possible spoilers]

This was the first adventure I played when I started D&D 3e. I must say we didn't go about the adventure in any sort of conventional way...

First of all, the dominant character in the party was a LE monk who wanted to take over a large city to use as his base of operations. He was backed up by a CN halfling rogue in it for the money and nothing else, and a CN barbarian who wanted nothing more than to bash skulls. They had a third character, a wizard, played by a player who didn't assign any particular motivation to her actions other than a strong desire to own a crystal ball one day. Enter me and my wife, playing a NG gnome wizard and a CG elvish rogue. Hey, we didn't know what sort of characters the others were playing, and assumed we'd be in a standard good-motivated party.

(aside: Now, these particular players are, in general, brilliant role-players and very mature. If they'd behaved like silly high-schoolers with these characters it probably would have turned us off to them - and D&D - right there. As it is, we've been playing with them for over 2 years now.)

So we have a party with a dominant evil monk leading/manipulating us, a couple CN lackeys (and a wizard), and 2 new GOOD characters just following along and trying to learn. We begin Speaker in Dreams and discover a city rife with problems. Aha! says the monk, perhaps we solve their problems and accidentally end up in power, no? We get to the bell tower and end up negotiating with the were-rats. The monk and the CN guys voluntarily become were-rats and spend much of the rest of the adventure accidentaly turning into rats when they lose HP in battle. Somehow, we still win all the combats we run into, usually by the skin of our teeth.

After a great deal of meyhem, including a great deal of tromping through the city castle/keep/palace (for which the DM repeatedly complained that he didn't have a map), we ended up in the battle with the ogre mage, the dominated mayor, the mind flayer, and whatever other minions were around (after 2 years, I forget). Our primary goal was to kill the ogre mage and mind flayer. Our were-rat characters secondary goal was to kill the mayor and make it look like he'd been in voluntary cahoots with the evil folks from the beginning, thereby creating a power vacuum they hoped to themselves fill.

This was after we closed the demonic portal by convincing a local paladin to ally with us (and thereby risk her paladinhood).

We ended up saving the town, killing the mayor, getting thanked politely for our troubles, and banished from the town forever. Ungrateful gits.


To this day I have no idea how that adventure was actually supposed to go.
 

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