Can you recommend me a dungeon?


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Long story but I'm running a campaign that is basically a violent environment with several megadungeons, one of which holds an artifact of infinite wishes. But making dungeons is hard and I'm too lazy to populate all the mini dungeons that the players can run into. So I need some premade dungeons that I can insert into the setting.

The basics of the setting is this; (note: Midgard is spelled wrong on purpose)

Spoiler:
The World is a land that stands still. To the north is the sun and endless light and to the south is eternal darkness. The middle of the world is known as Midguard, the belt of civilization.The land north of Midguard is a land of heat, fire and crystal spires. The only civilized creatures that roam the lands are fire giants. The north pole is so hot and bright that no one, not even fire giants have ventured there and come back to talk about it. It is rumored that the city of gods lie at the north pole. South of Midguard are the Frozen Lands. The Frozen Lands have little life and is infested with a host of sinister creatures normally only native to the Underworld. Frost giants, drow and duergar make their homes in the frozen lands. The south pole is rumored to be an icy prison for the world's most ancient evil.

The constant sunlight has made Midguard and the northern lands to flourish with life. Plants have grown to enormous heights to the point where entire countries and seas can be found on the great canopies. Above the canopies flying islands can be found called Skylands. Skylands are frequently occupied by fierce flying beasts and cloud giants but some of the greatests civilizations have taken residence to some using technology and magic to build airships to take advantage of the ultimate high ground. Beneath the canopies is the Underbrush, lands that still receive light from the sun but provides shade and darkness to sleep in. Beneath the Underbrush is the Underdark, a dim and perilous land where savage beasts roam and little civilization occupies. The Underdark hides some of the world's most ancient secrets, creatures and ruins. Beneath the Underdark is the Underworld, a place that only the most hateful and evil of creatures inhabit.

Centuries ago the land of Zaron was struck by a meteor destroying the nation that was once there leaving an enormous crater in it’s place. The meteor quickly shaped life in the surrounding area. It brought with it poisons in the air that caused illnesses and birth defects leaving many to believe that the meteor was punishment from the gods. The valley created by the meteor became renowned as a cursed land despite the poison becoming increasingly rare. Others saw opportunities as it also brought with it magicite, a mineral which when combined with alchemy and magic led to extraordinary leaps in common technology, however mining the magicite revealed that both wondrous and sinister secrets were hidden by or attracted to the ruins of the civilization long past.

Suddenly Zaron, now called Meteor Valley, became a hot area for adventurers. Mining companies hired scores of mercenaries to fight off creatures so that they could safely gather magicite. Archeologists travel to the deepest depths of the ruins to find impossible treasure long forgotten. Merchants sent adventurers to recover dangerous and powerful artifacts to be studied or sold. Holy warriors came in droves to battle hundreds of wicked creatures that seem to be produced by one of the ruins. Many parents in the outer lands call the land Dark Valley because despite the prospect of riches and notoriety that attracts the adventurous youth the valley’s dangers are not to be trifled with. Hundreds of adventurers die each year risking their lives for money and glory and yet more are attracted each day, especially with the legend of the Dreamstone, an artifact rumored to grant any wish, luring the young and the brave.

So far the dungeons I'm designing are

A hidden dungeon underneath a preconstructed dungeon, full of undead.

A dungeon inside a massive tree full of Formians that end up being the main antagonists in the campaign.

A dungeon on the canopy of said tree that has a small country on top.

A dungeon in the shadow of said tree where dark things live.

An underwater dungeon in the middle of a lake.

Each of the dungeons is supposed to be the remnants of one of the ten kingdoms that held a secret magic. Since there are ten kindoms I need five dungeons to populate the rest of the dungeons and the dungeons need to be big enough to occupy 1-2 levels. A story is not needed but would be useful if there was some kind of self contained backstory that I can easily tie to the setting. More helpful if there is an item or magic thing at the end of each one. I can insert encounters and NPCs from other products, what I really need is the environment. I have a lot of third party material so alternative systems like psionics isn't likely an issue.

Anything that interact with Fey, construct PC races, darkfolk, steam/magi-tech-punk or giants is a plus.

I'm asking here because I don't tend to look at third party modules and dungeons very often so I'm not sure what to look for. I'll review anything that I buy. Can anybody help me out?


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You seem to be looking for weirder dungeons, not the standard "couple O' gobbos+ogre-routine: I furthermore assume you know about how to scavenge Slumbering Tsar, Rappan Athuk, etc., so I'll leave out the obvious ones. I'd suggest:

-Panataxia by 4 Dollar Dungeons (is downright brilliant and planar theme lets it easily move/gobble up PCs)

-C07: The Sussurus Tomb by AAW Games (very unique, hazard-centric and has a theme of keeping powerful things locked in and sealed)

-Tomb of Caragthax the Reaver by TPK Games (viking-esque 2-level dungeon; very lethal...and cool)

-The Spire of Iron and Crystal by Frog God Games (has fantasy-scifi-elements)

-Hollow Mountain by Frog God Games (has weird plant thingies/horror-ish theme and is pretty unique)

-A12: When the Sky falls down by AAW Games (upside down storm-giants flying fortress)

-A9: Rogue Wizard by AAW Games (Icky alive tower with a nasty finale)

-Purple Mountain III - VII by Purple Duck Games have been pretty much excellent in their ideas/flavor and work perfectly on their own or in conjunction with other modules/dungeons.

Here's the tl;dr:

III: Interact with degenerate morlock-y culture

IV: The movie Running Man with fire-elemental theme

V: Dungeon-horror with a nice psychology-component

VI: Psionics AND underwater -> Ultimate Psionics; add in Waves of Thought for extra fun

VII: Explore the body of a sleeping god; may fit your steampunk-y criteria

EDIT: Quests of Doom by FGG also has a LOT of unique dungeons.

EDIT 2: Reviewed all in detail, should you require further guidance.


I'm still smitten with the Rassdraden Ruins in The Damned Souls of Fenleist. :p


@ Endzeitgeist: Yes. I'm trying to give the impression that these hidden dungeons are so strange that they have a high mortality rate so all the secrets have not been revealed. I have a copy of Rappan Athuk but due to it's enormity I haven't taken a real look at it. Its in a file folder of adventures that I still haven't sorted out into campaigns because I recieved them from a friend who was 'quitting' RPGs. I'll take a look at your reviews for this list to get an idea of what can fit in and where. Thanks.


Another hidden gem: Gaming Paper's The Citadel of Pain: Monster city, steampunky means of egress, plenty of weird. Also, one of the most underapreciated modules out there.


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Someone needs to kick Perry so he gets Purple Mountain VIII finished. Right now he turned over a new adventure for Pathfinder and DCC set on an airship.

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