Campaign Idea, hard to grasp, need help.


Homebrew and House Rules

Dark Archive

Probably not the right place for this, but we'll see.

The idea is a group of 4-6 1st level characters thrown into a mega-dungeon that they must fight their way to the end of in order to graduate from their academy. The Dungeon consists of 20 tiers and will take them to 5th level.

I've designed dungeons before, but this is a scale I haven't dreamed of until I got the Idea that it would be awesome to have this Academy that selects the most promising academs for a rigorous final training where no holds are barred, and they have to fight for their lives to succeed. Those who don't, die. Those who emerge victorious are heralded as elite agents of the crown or some other thing.

Part of the reason I wanted to do this is by simply looking at D&D 3.5 and Pathfinder stuff it is easy to say that 5th level Characters, especially PC's, are near legendary in stature. Once in a generation, that kind of power level. Most people the Character's meet will be 1st-2nd level, just like in our world, most people you meet will be only at most a 3rd level character (and that's pushing it).

I want the campaign to be about what they do after they emerge, totally changed from their experiences in the dungeon, and I have a few ideas they can run with, but the main trouble I'm having is in even thinking of how to design a dungeon with 20 floors that has the necessary challenges for the players, without totally killing them. In game this dungeon is supposed to take about seven to twenty days, so how do I design a dungeon where the players can rest? Do I design "safe zones" or do I just force them to be vigilant in the night? Do I roll up random encounters for the floor they're on, or do I design the encounters? Same question with loot.


First, I would look at all the CR monster from the lowest up to CR 5. That’s what they are there for. Essentially, a CR is, as I’m sure you know, the level required of 4 PC’s to make that monster a challenge. Thus, a CR 4 monster would be an average challenge for 4 level 4 PCs. Decide what you want to use, then, start divvying up the monsters into 20 tiers, starting with the lower level CRs at the beginning then gradually increasing their CR until the 20th tier is reached. Of course, I would use a CR 6 or 7 monster at the end, since I think the point is to prove the PC’s are the best. Easier monsters such as kobolds, can always be buffed, instead of hurling 20 of them at the PC. For example, I did 5th level 2nd Ed. adventure 17+ years ago where one PC was a lesser minotaur (big, strong, and tough, but not nearly as the one in the Bestiary). The party infiltrated a Kobold warren, and the minotaur went face to face with the Warren Champion, a level 5 kobold fighter with TWF (short swords) and had buffed up using a growth potion, and a giant strength potion. Let’s just say the minotaur lost, which freaked out the entire party, since he was their heavy hitter. My point is, don’t just throw monsters at them, you need to adjust them, make the encounters interesting, make the PC’s have to think, and mix things up. Don’t be afraid to actually have the “bad guys” USE the magic items they are carrying. Also, combine some of the monsters, have melee fights, spell fights, ranged attacks, etc.
Now, as for how to actually design the dungeon, remember, resting is necessary evil for spellcasters. However, don’t make it easy. I’d have a safe zone every 5 levels where they can rest and recoup for 8 hours max, then, they move on. As for the tiers, have them magically teleported to the next tier once they finish the previous tier. That way, they’re thrown right into the battle, no choice, and they’ll have to pool and manage their resources between the safe zones. I would design each encounter and the loot as well. Make some tougher than the required CR, and maybe a few easier ones to give them breathers along the way. And don’t forget to include traps (with CRs) and even use tough puzzles as a possible encounter, to make them really think. You might want to include environmental issues too, such as a desert or arctic tier, or the underdark, or one that’s underwater, with a SMALL island just big enough for the PCs. Just don’t expect them to do things they obviously are not equipped or able to do, no matter what. I’d also use a mix of monster and NPC encounters, use the monsters as is, some with and others without treasure, as well as customizing a tier of, let say, tiefling rogues with sorcerer, or assimar paladins, or half-fiend barbarians, etc. Remember, to fight is not the only choice for an encounter. Perhaps diplomatic means will also get them through the tier. OK, that’s all I have to say. Just remember, above all, make it fun for you and the PCs. Have fun!

Liberty's Edge

Okay this attempt two to post what I think are some good bits of advice, based on my own experience designing and running a similar campaign.

You’ll want to plan the encounters carefully, randomness will probably leave you with a lot of trouble.

You can solve the safety issues with a wand of rope trick given freely near the beginning as part of a treasure hoard (fudge the identification early, or make the wand obvious). You might also want to make the spells arcane lock, alarm, illusory trap, magic aura, and obscure object available to the party wizard in a damaged spellbook early on.

Encounters

You’ll need 60-65 encounters. On a 20-floor dungeon that is three encounters per floor. It is not that tall an order to fill, really.

Ten of the encounters will probably be mechanical traps. Put at least six of them on the doors to small rooms with strong, lockable doors. The PCs can turn those rooms into stashes and hideouts.

Six to ten encounters should be with friendly creatures that will trade accumulated treasures for services. Some ideas might be:

A Jaani who brings merchandise in from an elemental plane and sells to PCs for a “favour” in the future… after all, if they get out alive, they will be powerful.

A mad alchemist living near chambers full of weird fungus and crystalline gowths who can sell alchemical goods, potions, and low-level disposable magic items. He was a student once, now he is a loon living alone with no hope of ecape.

An azer or salamander that has laid claim to an abandoned smithy and storehouse of unworked metal in one of the upper floors. He’ll perform repairs, sell crafting material, and offer safety in return for gems. And the players will need to be careful of their gear.

A bound imp or quasit sitting in a magicians atrium from before the dungeon was put to use by the academy who will teach magic and let the player use the item creation facilities, maybe even use commune… but he too wants favours.

A free-roaming kobold snitch who knows about at least 12 of the other encounters, and will trade rations coins, and the like for intelligence. He can also give the PCs recipes for the unintelligent monsters of the dungeon.

Of the remaining encounters here are some ideas:

The other monsters here need to eat, so rats or other pests should always be in evidence. At least one rat or bug swarm could help drive the point home.

This place should have lots of bad juju: one wraith, wight or allip formed from the madness and terror of dead students should be plenty fun.

Mindless undead, constructs, and bound low-level evil outsiders and elementals have a good reason for being there: they are part of the test.

Carron crawlers, gelatinous cubes, or grey oozes may be a good reason why the characters are not waist deep in dead adventurers and monster carcasses, but be careful, these monsters will wreck PC gera, use them sparingly.

There are probably at least one or two students who went crazy believing they would never get out… they ought to be lurking around ready to kill the PCs for their stuff.

Treasure

Aside from the aforementioned spell formulae and wand, here are some useful treasure planning tips:

Pick two magic or masterwork items per character per class level, and put them in treasure hoards… that is all the magic you will really need. At low levels this should include sets of three potions, wands of low level spells with only a few charge left, masterwork theives’ tools, masterwork medium armour, full plate, and masterwork weapons.

Save enchanted weapons for the last six or seven encounters. Save magic armour for the middle of the dungeon.

Include a wand of cure light wounds with a little over ten charges for the beginning of the dungeon, andplace another one in the middle. Don’t count these items against the aforementioned two per character.

In lieu of gold consider these ideas for about a third of the treasure: incense, spell foci, powdered silver or gold, holy water, arrows, the ink and material for writing in spellbooks, and the like that characters would normally spend a lot of money on can be placed as treasure. The explanation is simple: these were on students who didn’t make it.

A scroll of continual flame and a little ruby dust will eliminate a lot of logistics problems early on.

Dungeon Structure

Water sources should be plentiful: put fountains and pools at least one or two a level, so that the monsters aren’t killing each other for water. Poison a well or two as traps.

An alchemical lab, magic item lab, and a forge should be available at some point.

Edible fungus is always fun, especially when it is occasionally mixed in with shriekers, brown mold, or violet fungus, can explain a lot of the monsters’ eating habits and where some of the creatures get their potion materials.
A shrine with alters to two or three good gods protected by a hallow on a lower level might make the characters’ days. Include a holy water font so the PC cleric can do a little scrying.

Have a few doors the PCs can arcane lock for storage, hide a treasure or two behind arcane locked doors created by other PCs.


I think if you combine mine and Goo-for-Hire's info, you should be good, Adun.

Dark Archive

Thanks, both of you. It's put me on track with this undergoing!

Any more suggestions? Do you think the idea is a feasible one for an introduction to the D&D (Pathfinder) rules set? As the start to a campaign?

Grand Lodge

I had a GM run us through his Tower of Glory which in some ways is similar to your idea.

It was a competition for Adventurers.

After each dungeon there was a break. Spell slots renewed, items used became available again. We were limited to the items we brought into the fight but could use potions we found but only in the dungeon they were found in.

We continued to advanced each round to harder monsters (that is higher CRs) until we lost. I hate Balors btw! Lost to a Balor!

Anyway, since it is an "academic" sort of thing, I think some rest areas should be included. I would simply assign a rest area as GM when they need it. I wouldn't plan it to be at a specific point or anything. After all the point is to have fun. It's not fun if the PCs die to the last monster standing in the last dungeon before a rest area. That just sucks.

I would develop the dungeons around themes, such as aquatic, desert, fire, Hell, Heaven. I'd also design a few dungeons that are all roleplay- negotiate a contract between two celestials who are LG and CG, for example (unless the goal is for them to be assassins or something they should work on social skills as well).

Honestly I like the idea and think it could be a lot of fun.

Liberty's Edge

Adun wrote:

Thanks, both of you. It's put me on track with this undergoing!

Any more suggestions? Do you think the idea is a feasible one for an introduction to the D&D (Pathfinder) rules set? As the start to a campaign?

As an introduction to D&D/Pathfinder? I'd say yes with one caveat: be sure any new players understand the conventions of the game. Be sure new players know to expect monsters and traps, how important it is to collect treasure, and that they don't have to learn the hard way they can't sneak attack oozes and skeletopns.

Be really generous with knowledge check information.

You might want to give them a throw-away first floor where a previous student left painted warnings so they can encounter one living monster, one mechanical trap, one undead monster, one secret door, one treasure on a body, and the like.

Use it to set conventons for your dungeon... have blood-stained walls near traps, and make sure the living creature's lair stinks baldly and there is fresh-picked bones nearby. Use them again for the first couple of floors of the dungeon to ease the new players in.

Starting a them in a long, viscious dungeon is a really good idea, because it will help them get used to the tropes of D&D/PF, the site-based adventure, the dungeon microcosm, the idea of both good and bad monsters, etc.

As a start to a campaign it will be excellent!

I would keep in mind how it sets the tone: the PCs will be expecting dungeon crawls. The academy will have a harsh, darwinistic, and sinister feel to it.

With a full quarter of the campaign set in the dungeon, the PCs will expect all places they visit to be dark and full of suffering, their masters will be seen as cruel and authoritarian. Expect player-connected plots to be centred around rebellion or revenge once they really get into the swing of things.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Campaign Idea, hard to grasp, need help. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules