ReaderAt2046
2013-09-15, 09:58 PM
So I may be DMing a one-shot module adventure for some level 10-11 3.5 characters, and I could use some help developing it.
What I have so far:
1. This is a pretty straightforward dungeon crawl. The party is attempting to raid the semi-abandoned Temple of Drequhl, a rather Chthullu-esque god of the depths, monsters, and the unknown. They will start out on the shores of the island in which the temple is built.
2. The upper levels of the temple (ground and above) were open to the public back when this was a temple and should contain minimal monsters and treasure. The levels below ground were the secret ones and where the bulk of the questing takes place.
3. There is a race in this setting called the Formor (essentially refluffed Kuo-Toa, who get their inhuman badassitude from long devotion to Drequhl and extensive mastery of biomancy.) Several Formor lords and a large number of their aquatic slaves are attempting to do...something...in/with the temple. The Formor are known to heavily favor acid magic.
4. The temple's defenses should have a heavy element of kaiju-esque monstrosity, light on the brain-shattering insanity.
5. The passage from the upper to the lower levels is a sealed gate at the bottom of a huge pool of water. There are blob-like creatures growing all over the place that allow players to breathe underwater (this is mostly just a handwave, but It might be necessary), however if anyone who is not a priest of Drequhl enters the pool it will summon the guardian beast (a Huge version of Knifehead from Pacific Rim).
So, Suggestions?
What I have so far:
1. This is a pretty straightforward dungeon crawl. The party is attempting to raid the semi-abandoned Temple of Drequhl, a rather Chthullu-esque god of the depths, monsters, and the unknown. They will start out on the shores of the island in which the temple is built.
2. The upper levels of the temple (ground and above) were open to the public back when this was a temple and should contain minimal monsters and treasure. The levels below ground were the secret ones and where the bulk of the questing takes place.
3. There is a race in this setting called the Formor (essentially refluffed Kuo-Toa, who get their inhuman badassitude from long devotion to Drequhl and extensive mastery of biomancy.) Several Formor lords and a large number of their aquatic slaves are attempting to do...something...in/with the temple. The Formor are known to heavily favor acid magic.
4. The temple's defenses should have a heavy element of kaiju-esque monstrosity, light on the brain-shattering insanity.
5. The passage from the upper to the lower levels is a sealed gate at the bottom of a huge pool of water. There are blob-like creatures growing all over the place that allow players to breathe underwater (this is mostly just a handwave, but It might be necessary), however if anyone who is not a priest of Drequhl enters the pool it will summon the guardian beast (a Huge version of Knifehead from Pacific Rim).
So, Suggestions?