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GM Advice on Running The Dragon Emperor
Posted: Wed 26 Aug 2026, 20:59
by schoon
Hey Fellow GMs,
I'm getting ready to run The Secret of the Dragon Emperor campaign for my game group and would like advice from those that have already run it.
I've already received the advice to run Troll's Spire or Tower of Sighs as the first couple of adventures instead of going straight to Riddermound, which has a potentially lethal boss battle.
I would think one could also easily add the solo scenario Deepfall Breach into the mix with a little modification.
Other thoughts and advice?
Re: GM Advice on Running The Dragon Emperor
Posted: Thu 27 Aug 2026, 09:33
by Fiyi
I'm a newby GM and this campaign is the first that I have gamemaster, so maybe other can give a more experienced opinion, but I'll share mine too.
I'd say that deppends much on your type of players, mainly if they are kind of kill on sight (as they were mine) or if they are more keen on solving issues by words and charisma.
I started with Riddermound and it is a high death risk but perfect for kill on sight. I took the opportunity to teach the importance of coordination in combat. Proning opponents to hit eassier and make more damage, the use of elements as fire as a source of damage for specific enemies and this stuff. It is true that going there without any magical weapons is dangerous but the adventure itself gives one and the enchanted torchs can be used too without risk of going off (they have to come to that conclussion). On top, DB is a highly mortal game anyways.
For the other, we are yet to play Troll's Spire, but we did Tower of Sighs. I have to say that if they end up fighting with the giant, I don't see it much less safe, as it makes a ton of damage in some of the attacks and may even oneshot a player doing it over double damage than its health (rule for instant death). Very random, but possible to die without an option to do anything.
I'd also say that both of them has NPCs that can be taken over into the storyline of the campaing if they are not killed.
So, I'd say Riddermound or Dead Eyes Cave, for kill on sight and Troll's Spire or Tower of Sighs for more conversational parties.
About Deepfall Breach, I've started playing it solo and would say that it is not really an adventure site itself but it can surely help you desing a first adventure.
Re: GM Advice on Running The Dragon Emperor
Posted: Thu 27 Aug 2026, 18:23
by schoon
For Deepfall Breach, it struck me that it could easily be adapted into a number of delves into the Breach to recover parts of a magic weapon or device instead of the shards. That can provide the PCs with a tool for further adventuring, as well as a good exploration-oriented scenario.
Re: GM Advice on Running The Dragon Emperor
Posted: Thu 03 Sep 2026, 23:16
by Brutalien
We are progressing very well in our campaign. I decided to slowly allow them to discover things, as players can be overwhelmed quickly.
It doesn't have to be Annabella that gives them quests, they may hear rumors from others. But if they are open about holding a statuette piece, she should approach them. Keep them on their toes about money and survival in the Misty Vale. Hint to them that they should be well-prepared before leaving Outskirt into the wilderness. Also, Torches, if they don't have other light - or, you can also rather soon-ish introduce the "Ancient Milestone" random event and give them the ring of light with added PERMANENCE.
1. Drakmar Pass: If things turn bad during the battle, help them out. I had Hardy and Rory show up, shooting arrows at the goblins from the rocks above. Then, they became their guides and an easier first entry into the Outskirt. Also, nudge them towards the obvious loot on Weatherman - some players just move on and do not check.
2. To start, present them with at most 2-3 easier quests than Riddermound. I gave them: Road's End Inn, Tower of Sighs, Dead Eyes Cave.
3. Road's End Inn: Do NOT give Ferocity 2 to the Witch Hounds. Keep it at 1 (so no "Frenzied Onslaught"). Or, decrease their damage dice by one (2D10 to D10, 2D8 to D8). In a TPK scenario, you could even say the whole thing was a horrible nightmare illusion by the Soothsayer. It is the only scenario that it makes sense to "save" them as such.
4. Dead Eyes Cave: The Basilisk can be nasty, but if they discover the hint of it being afraid of chickens (give them plenty of chances), the decreased Ferocity makes it much easier to handle. Also, mention to them that its hide can be made into a Leather Armor of Rating 3 (see Master Tanner HA, or allow Okald/Badinor to make it in exchange for some coin).
5. Tower of Sighs: If they do go for killing the giant, add some terrain to help them out - maybe they climb the tower and they can push some rubble onto him for certain damage. Or there is a slippery area where he might slip and fall down the cliff.
We have also played the Oracle Cave, but this one was a difficult adventure for them, yet it lead to a heroic final battle of changing tides.
Re: GM Advice on Running The Dragon Emperor
Posted: Mon 07 Sep 2026, 13:49
by Magnusnygaard
I've played the campaign A LOT with various groups.
My personal favorite scenarios are - in no particular order:
Riddermound - a nice mix of very dangerous combat and possible negotiations (with the lady ghost and possibly with the Goblins as well).
Temple of the Purple Flame - Nice mixture of weirdness, combat and a very cool NPC (Hafarmal the elf)
Trollspire - I LOVE the tiny Troll Witch. Play her right and she can be a very fun ally or enemy to the PCs.
Re: GM Advice on Running The Dragon Emperor
Posted: Tue 15 Sep 2026, 23:11
by schoon
We are progressing very well in our campaign. I decided to slowly allow them to discover things, as players can be overwhelmed quickly.
It doesn't have to be Annabella that gives them quests, they may hear rumors from others. But if they are open about holding a statuette piece, she should approach them. Keep them on their toes about money and survival in the Misty Vale. Hint to them that they should be well-prepared before leaving Outskirt into the wilderness. Also, Torches, if they don't have other light - or, you can also rather soon-ish introduce the "Ancient Milestone" random event and give them the ring of light with added PERMANENCE...
(snipped a bunch of excellent advice)
Thank-you, this was very helpful!