Thematic Help


Advice


I am designing a superdungeon for my friends to play through! The background story for the super dungeon is this: Their home city is in peril of an advancing Orc Army. The City's Militia is oversees seeing to a... pressing... matter. The city has called on the heroes to brave an ancient cave to retrieve the Three Magic Weapons (A +1 bastard sword with speed and flaming burst, a +1 longbow with speed and all arrows it fires automatically get icy burst, and a +1 greatclub with speed and wounding).

The first floor is an abandoned mine full of Goblins and other Gobliny things that the players will either fight or diplomacy through. The second floor is a hideout for a large band of evil thieves that the players will most likely take on. The third floor has a large, locked door that can only be opened by retrieving keys from evil clerics that reside on the floor. Through the door is a floor that is part lava land and part icy tundra and the Players walk in to find a violent clashing (Fire and Ice Drakes fighting maybe???). At the back of this floor is the bastard sword and the longbow. However, if one goes back to the Clerics' Lairs, there is another floor beneath (Actually, this other floor will come first - I will make sure that they find the entrance to this floor before they go through the Great Big Locked Door). This other floor is all about blood (Because of the wounding greatclub). I was wondering what kind of stuff to put in this floor. And yeah, the Greatclub is in the back.

And yeah, maybe some advice for the fire and ice floor as well.

And then after they have retrieved the weapons, they take on the Orc Army (Comes in waves of 6ish + some sort of leader until I think of something else for them to do).


What level will they be when they reach the Fire/ice and blood caverns?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

IMO, make the "first level" goblins in the city sewers (or Small tunnels leading from the city sewers) instead of a mine. That way there's a more natural reason to have a band of thieves (the city's thieves' guild? or at least one of them) in their hideout as the "second level;" basically, the goblin tunnels are a "back door" to the thieves' hideout. Make the evil clerics worshipers of Norgorber (you can even have multiple groups of clerics dedicated to the deity's different aspects, each holding one of the keys), which fits in with both the band of thieves (controlled by the cult of Norgorber) and why the clerics are there in the first place (as a god of secrets).


I am on my phone so would appreciate someone linking to The Alexandrian and his article about super dungeons.

I shall try find a link anywho
Found it
The alexandrian on the mega dungeon
Another very useful link for dungeon design
The alexandrian on Map Design


I was thinking they would enter the blood floor level 6 and hopefully come out level 7 to enter the fire/ice floor.


I like the way that you combine the three aspects. Will definitely do that.

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