| master_marshmallow |
So for my current campaign I'm in a bit of a pickle (basically I ran the wrong kind of game for what I'm doing).
I have my players in a sandbox style game that I plan to advance in a linear way, where the enemies and challenges become increasingly more difficult to match their levels (pretty normal) but I've offered them the ability to choose in what order they go through the dungeons and quests.
For instance: The first adventure they went on was the asian-wutai themed adventure, they fought monks and ninjas, and had to explore a golden castle hidden in a mountain filled with Underworld dragons and Terracotta Soldiers.
I've figured out what I want the other themes to be, but I need help on putting together exactly what types of challenges to include, since I want each dungeon and quest to feel unique. Each quest comes in 2-3 phases: One being initial exploration and exposition to that section of the world, the second being some sort of social conflict to gain access to the dungeon (verbal dueling is something we've done before and the group is enjoying for a different kind of combat), and the third is obviously the dungeon crawl and resolution of whatever loose ends were left before with each arc introducing new clues to the greater narrative of the campaign.
Themes:
Atlantis (running currently)- underwater ruins which lead to an an Aquatic Elf supermetropolis. I have given them a mcguffin item which creates a bubble of air around them, 20x20. It lasts hours upon hours before needing to be recharged, and it charges like a staff requiring the casters to spend Spells, or uses per day of Su or Sp abilities to extend the length of air bubble by (effective spell level) x CL hours. This more or less gives them a week to explore by dumping all their spells from one day.
I'm having a hard time deciding on what kinds of enemies to include, so far I've been using the Sahuagin from the Monster Codex but they've been underwhelming. I'm thinking about including Aboleths and other sea monsters (trying to avoid dragons, by request).
As for the dungeon, I want to include a sort of magical air-lock system to explore the ancient ruins at the center of the Aquatic Elf metropolis. Getting to each magical air lock will be sort of its own puzzle and will unlock more of the dungeon to be explored without swimming. Think Water Temple with less backtracking. Arcane magic themed puzzles and traps are ideal.
Jungle/Forrest- this part of the game is set in an area of the world run by various tribes inspired by native and south american tribes. I want this adventure to feature lots of plant and nature based enemies. Unsure on the dungeon as of yet.
Egyptian Pyramid- This will mostly be a desert adventure where the players have to get permission to enter the sacred grounds to get to the pyramid, then find the correct pyramid and ultimately explore it. I want traps everywhere, everywhere! In fact, I value traps in this dungeon more than I value enemies, possibly with a few mummies and swarms thrown in for thematic fights, but mostly for atmosphere.
Sky City- magical city that floats in the sky, this is going to have a more "trials of the gods" type puzzles and I want to focus on Divine Magic themes and enemies based on outsiders, not necessarily tied to one alignment.
Feel free to ask any questions you feel are relevant, the game is set in my home brew setting.
| master_marshmallow |
It will probably help to know at least the basic mix of levels and classes for your players. If you're considering aboleths, I'm guessing they aren't beginning levels.
Also, how much do your areas interact? Is there a thriving trade between them? Wars and political tension?
Currently level 6 party of 6, for an APL of 8.
Mix is:
Elf Exploiter Wizard
Half-Giant (DSP) Brawler
Half-Orc Fighter (Trip Focused)
Ghoran Kineticist (Water)
Human Pistolero Gunslinger/VMC Rogue
Aasimar Oracle (Life)/ VMC Cleric (Healing)
Different areas of the world interact differently, but assume everything is pretty much connected for trade/policy.
| Paul Wilson |
For the current arc, you could bring in a group of raiders who have designs on something in the active city, perhaps even a full blown military invasion. You could add a steampunk flavor by having the invaders be air breathers wearing "diving gear" and supported by a submarine. Think the Natilus and crew from the old Disney 20,000 Leagues Under the Sea. If what the raiders want is in the ruins, you can stage a series of running skermishes while the PC's try to get to the "prize" first.
This would give you the option of having the raiders reappear in the later chapters too.
| master_marshmallow |
For the current arc, you could bring in a group of raiders who have designs on something in the active city, perhaps even a full blown military invasion. You could add a steampunk flavor by having the invaders be air breathers wearing "diving gear" and supported by a submarine. Think the Natilus and crew from the old Disney 20,000 Leagues Under the Sea. If what the raiders want is in the ruins, you can stage a series of running skermishes while the PC's try to get to the "prize" first.
This would give you the option of having the raiders reappear in the later chapters too.
Do-able, but I sorta already have an evil organization that's causing problems tied to the greater narrative.
I like the hunting party ideas, but I'm looking for something to include as a hazard already in the dungeon to make the dungeon explorable with purpose rather than just a battleground to use new NPCs in.
Lincoln Hills
|
Having to overcome social challenges to gain access to a dungeon? The two things that spring to mind are royal crypts (so that they have to gain royal approval fires) or a sanctified site (something that only the inner circle of a priesthood is supposed to behold.)
As for the exploration theme, I'd probably put an old journal or tome in the campaign which describes the dungeon, but gives only vague directions directing the PCs to a remote wilderness or an unknown island.
| avr |
Arcane puzzles and traps ... sounds gnomish to me. Maybe there are gnomes or svirfneblins hiding out down there. The traps and puzzles are their attempts to keep the aboleths out.
Two sides isn't stable though. You need a third force which can change sides if this has been going on a while. Water nagas are neutral as it happens. If one of their seasonal lairs is nearby they might try investigating, or hire out as mercenaries if either the gnomes or aboleths have found treasure in the ruins.