Talakeal
2013-06-24, 05:06 PM
My next adventure is going to be a relatively straightforward dungeon crawl, and I am looking for some ideas for encounters / layout. It is for a homebrew d20 system, but any advice that applies to high level low op 3E will be applicable.
Here is what I know so far:
The dungeon is a temple dedicated to the concept of the Mind and the School of Enchantment / Charm.
It was built by the Titans and has been more or less forgotten since they fell to the gods.
The objective is an artifact which the temple was built to store, a book which holds all knowledge in the world.
The book's guardian is a great wyrm black dragon who is also a high level beguiler.
The temple is located on the ocean floor, and is only accessible at the lowest tide, when the towers are exposed on the surface. Parts of the dungeon are open air and other's flooded, which is which changes based on the tide. I am thinking of something reminiscent of the swamp dungeon in Link to the Past.
I would like to use aquatic monsters and mind controlled servants.
I would like some element of puzzle solving to tie it into the concept of mind, but not so much that my players will get stuck. They have a habit of freezing up if they are presented with a puzzle without a clear cut answer.
Here is what I know so far:
The dungeon is a temple dedicated to the concept of the Mind and the School of Enchantment / Charm.
It was built by the Titans and has been more or less forgotten since they fell to the gods.
The objective is an artifact which the temple was built to store, a book which holds all knowledge in the world.
The book's guardian is a great wyrm black dragon who is also a high level beguiler.
The temple is located on the ocean floor, and is only accessible at the lowest tide, when the towers are exposed on the surface. Parts of the dungeon are open air and other's flooded, which is which changes based on the tide. I am thinking of something reminiscent of the swamp dungeon in Link to the Past.
I would like to use aquatic monsters and mind controlled servants.
I would like some element of puzzle solving to tie it into the concept of mind, but not so much that my players will get stuck. They have a habit of freezing up if they are presented with a puzzle without a clear cut answer.