| Mark Hoover |
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I have an idea for a dungeon inspired by an old Map of Mystery:
Blackfurnace Caves - a convergence of volcanic and erosion elements have created a network of natural tunnels, chambers and cysts along the bank of an underground river flowing in from the surface. Said river converges with 3 others in a massive lake bordered by entries into 3 other cavern areas.
Some of these tunnels contain mineral crystals and obsidian. Local goblinoid creatures have taken a shine to the place and set up residence in the area in order to take slaves and force them to mine. The heroes (all 1st level) follow clues to get them to the caves in order to free the slaves.
The advice I'm looking for is: 1) how do I make this more than "kill goblins/remove slaves" and 2) how many encounters should I add? What I mean by the second question is I intend to give the players a few places here and there as "decision trees" such as one tunnel goes on ahead seemingly ramping upwards as it goes while the other very obviously descends steeply along flowstone "steps". Now, if the party takes the high road they'll encounter SOME stuff, if they go low they'll encounter OTHER stuff, so to guarantee exp is consistent no matter which way they choose how many encounters should I plan?
The campaign will begin with roughly about 6 APL encounters - 4 fights, 2 trap/puzzle/roleplay threats. This means if I want them to be level 2 by the time they finish Blackfurnace I need them to hit another 14 encounters.
I look forward to as many tips and tricks you can offer.
| Chobemaster |
I would not worry about trying to "guarantee" XP outcomes. If they are prudent and avoid a lot of the encounters, good for them. In-game, characters should have no idea about the concept of XP farming. :)
If you need to give a story award to get them to level 2, and they've earned it by being smart about how they traverse your caves, just do that, IMO.
If the goblins are slave-taking, the "powers that be" at whatever location is being raided will probably encourage entirely eliminating the goblin threat, so if the PC's are taking ears or similar, they may end up squeezing every last encounter out of it. XP farming might be foreign, but coins-for-bounties farming sure isn't. :)
In terms of something "more" than goblins, think about how they just found this place and why they are mining it. Crystals/gems, while valuable in trade, are NOT necessarily a logical object for a goblin tribe to organize around (and slave-take for). Unless they can sell their product, it's not really worth all this effort. What are they doing with the gems, just placating their chief? Or is there a higher power that is directing the mining and taking the product? If they are selling them, who is their trading partner? The local merchants probably shouldn't be in cahoots w/ slave-taking goblins...but if they are, what's up with this? Are they controlled by an evil cult? Why would they do something that seems illogical on the face?
My guess is that there should be someone else directing this mining and taking most of the output...who that is and what they are doing (just making cash, if so, for what? or are the crystals needed for a magic ritual or similar?)
You may not care about this kind of detail, so feel free to ignore it especially if your players don't care either, but I don't think you would normally have a lot of erosion/flowstone, mineral crystals, and obsidian in the same place. Eroded caves are normally in sedementary rock like limestone, because the CO2 dissolved makes freshwater slightly acidic vs. the weak-against-acid calcium carbonate. Crystals normally form in igneous rock cooling slowly, and obsidian is of course from lava cooling quickly. Stonecunning or Knowledge might lead PC's to believe something abnormal was going on that may not be. Or maybe it is and there's a weird connection to the Plane of Earth (Magma and/or Minerals, if you have these)
| Mark Hoover |
Yet again; thanks Chobe. I didn't realize that about the geology of my intended place. That being said the place as I mentioned was inspired by a Map of Mystery that featured one river from outside plus 3 underground meeting at a confluence that divided up the caves into 4 distinct areas and the art specifically indicated chambers full of crystals. I added the element of obsidian and hotness from below as a flavor thing. That being said, if the major elements are going to be hotness, crystals, and obsidian I suppose I could either 1) do away w/limestone and flowstone making the place purely volcanic in nature or 2) throw in some kind of outsider connection as you mentioned.
As to why they're mining? The obsidian is for the goblins' taskmasters: hobgoblin Asmodeans. In the old DMG there was a table of gems' reputed properties; I know it says "jet" is soul object material but I thought: "My players don't know that" so I figured I'd have them mining the obsidian for 2 things: obsidian masterwork weapons that the hobgoblins weild and enough of the glassy stuff to make a soul-trapping device.
When the party gets into the dungeon it's split into 4 sections for them to explore: the most easily accessible is the vermin nests; cave scorpions, mined out chambers that are either too unstable or otherwise soured over time and such. Beyond this are 3 sections that the water makes more difficult to reach: the current mines populated by goblins and a couple bugbears as well as the slaves they've taken (this is just where they work; I freaking HATE dealing w/non-combatants so the goblin warrens and the bulk of their "tribe" is down a side passage off the mines), The Cloister where constructs, traps and guards deter anyone from taking a hidden stone bridge to the highest level of the dungeon; the Temple of Asmodeus.
Now the hobgoblins who dwell in the Cloister and Temple areas consider themselves better than everyone else; why else would they live above them? But they won't lower themselves to manual labor so the force their "lessers" to do it. Of course the goblins/bugbears don't want to either so they venture out and get slaves.
The most pure pieces of obsidian are used in a ritual called Feeding the Pit. 5 slaves, the purer of heart the better, are placed at 5 points around a pit and then sacrificed to the Firebrand. In return the clergy is rewarded with a portion of soul energy which is absorbed into the stones. I don't know yet what they use this energy for, but it'll be bad; maybe it just enhances the cleric's spells. Whatever the case it gets used up over time and must be replenished (monthly sacrifices.)
The party comes in when, in one of their raids a paladin has been captured. Of course the guild doesn't know about the ritual; they just want the paladin saved. But when the party gets to Blackfurnace they will learn (from the slaves, interrogating the goblins, screams echoing from the Temple, whatever) that they need to go get her soon. A special version of the rite is taking place: 5 slaves are lined up ready to go while the paladin, stripped of her gear of course, must make a sadistic choice: she has one hour from the point at which the characters decide to go after her to choose ONE of the 5 to spare; she must then willingly give herself to the pit in their place.
Pacing wise I figured this'd take 2 sessions, and that after getting to the slaves (assuming they take the path of least resistance going through vermin-land to slave-town) they would need some kind of rest between the two, either returning to town or at least taking a "short rest" in the slave cave. I did however put in a way to make their way through the water even w/out a vehicle (stone islands and outcrops overhanging the river) so they can access ANY of 4 sections at any time with a little luck and skill (hero points maybe?).
And finally...ways in and out: the hobgoblins never come and go through the slave areas, and the goblins never use the front entrance (they don't want to have to kill vermin every time) so there are a couple secret exits for the party to find just in case they want the chance to re-stock in the city like a classic Keep on the Borderlands run (my players are old-school hack n slash gamers.)
| Squee! |
*Rolls Perception* "Hey, did you guys see those eyes IN the wall?"
A lost earth elemental might be missing its Binky, or whatever elementals use for security blankets/teddy bears, and it happens to be down one of the tunnels. Of course, it might get cranky if no one can communicate with it in Auran, hence, the goblins would have warnings and barricades around that section of the complex. For a bigger challenge, make it a mephit of some sort.
| Chobemaster |
Seems like you're well on your way to making this more than the goblins, already! We've got the Hobgoblin angle, involvement of Asmodeous-worshippers, a crazy ritual.
Plenty of "crunchy bits", I'd say.
Since the obsidian is a key story driver, and we've got steam/sulfur gasses in another thread as well, I'd just go with an all volcanic theme. Plus, available lava/magma means good times for GMs. Maybe less so for PCs....