Kol Korran
2015-02-06, 05:27 PM
This is for a dungeon in my campaign, but you need not know about it. Also, we're using PF materials only, but I'm mostly looking for cool ideas, concept, not hard mechanics (Though those are welcomed as well)
I'm homebrewing a small dungeon for my campaign. (Wrath of the Righteous Adventure path. There are SPOILERS ahead!). However, while I think I do other stuff fairly well, I absolutely SUCK at creating dungeons.
Dungeon's goals and specifics
1) In this dungeon the party is supposed to find the McGuffin of the campaign- The Lexicon of paradox. (Details later). As such it should be a memorable focal point dungeon.
2) It is supposed to give some flavor to the region as it used to be (The land of Sarkoris- details later)
3) It is supposed to give some key background info of the villains of the campaign.
4) It is supposed to tie up some loose ends in the PCs history.
5) It is supposed to be a different challenge than what the PCs faced so far. The Campaign is heavily themed of "Crusade against the demons", which meant they mostly faced demons, cultists and undead.
6) The party will be 4 characters of level 10/ mythic tier 3 (Consider it just CR 13). Composition of cleric, sorceress, barbarian and ninja. mild- moderately optimized.
7) It's not supposed to be very big. Much of it will be flavor (For the goals above), But I'd like 3-6 tough challenges in it.
8) The dungeon resides near a cliff side, and there might be an old Sarkoris settlement near it. I'm not sure what the dungeon IS, but it must be at least partly underground.
Dungeon's history and relevant events and flavor
The land was initially the land of the Sarkori- a cliche land of barbarians, mostly untamed wilderness, with nature worship (A druidic faith called The Green Faith), and various rising cults of demon lords, due to the "Thinness" between this land and those realms. The Sarkori did not trust arcane casters, which they saw as unbalancing nature and endangering their land by summoning demons and "messing with things they shouldn't mess with". Fairly standard stuff...
About a century ago, A main villains of the campaign, the Witch Areelu Vorlesh sought to find a way to open a major rift between her land of Sarkoris, to the Rasping Rifts (An abyssal plane of earthquakes, canyons, and lots of vermin). She tricked two casters (A wizard and a summoner, the latter called Opon, which will be relevant) to aid her locate the artifact called the Lexicon of Paradox.
The Lexicon of Paradox is an odd book- a compilation of centuries work of various casters in the land of Sarkoris, about the nature of the planes, of the "thinness" of reality there and more. The book is compiled of pages made of bark, leather, skin, papyrus, and other materials, some more natural, some very much NOT so. The works are incredibly chaotic, bizarre, and baffle the mind, up to inducing madness, as one loses grasp of what is real and what is not.
They found the book, and prepared the ritual, but both casters finally realized what Areelu sought to accomplish. Horrified, The wizard tried to battle her, while Opon grabbed the book and escaped. The wizard died. Areelu went along and finished the ritual, which opened a great rift and brought demonic legions into this world. She then turned her attention to hunting down Opon.
In the meantime, Opon fled, and decided to hide the Codex somewhere, to the best of his ability, hoping that others might find it one day and use it for the better. THIS IS THE LOCATION OF THE DUNGEON. He trapped the place (Possibly with some affects especially harmful to demons, or that keep the place hidden from them.) Most of all He wanted to keep it hidden from Areelu Vorlesh, who did find him, and visited upon him a most... unpleasant fate.
Jump 70 years later. The location hasn't been found yet, but a group of crusaders learned of this location, and a possibility that something of great import is there. They mounted a big expedition (100-200 people). Reaching this place, they started exploring.
They weren't alone though, two manipulation shape shifting demons (A succubi and a Glaberzu) were intrigued by this expedition, and infiltrated their ranks.
There was trouble though, for other than the dungeon's affects, the book's own powers were corrupting. As they stayed there some of the people of the expedition starting showing demonic signs. It was transforming them. The Glaberzu watched this, and much later on used this kind of magic for experiments that to this day affect two of the NPCs.
The books effects, and betrayel by the demons have meant doom for the expedition. The taint was heighten, and many turned to fiendish/ half demons. The expedition failed, and the book remained there.
To this day, the mutated half demons (Mental stats reduced greatly) patrol the area (They will form some encounters outside of the dungeon), While the Glaberzu stationed a small flock of Vrocks on the cliffs above (Another encounter)
So, what do I need help with?
An idea of what the dungeon was in the past (Before Opon reached it). I think this can help me udnerstand. I'm looking for more than "A forgotten temple). Looking for cool, imagination inspiring ideas. An idea for a general map (Or a suggested map I could refit for my purposes) woudl be great. Doesn't need to be large- 6-12 rooms are enough. (And they need not all be encounters, far from it)
Looking for ways to portray some of the history: The Sarkoris before the worldwound, Opon somehow communicating part of this story, And the story of the expedition. (The party knows some of it, but not all.) I'd love to do this without blatant "info dumps" (Such as a vision from Opon or such). Ideally I'd love to have it works out as piecing out a mystery, from many small clues.
Some ideas of hazards that the party will still have to face- Traps? Creatures? Riddles? A combination of the above? These can be from the dungeon's original design, from Opon's own "adjustments", from the time of the expedition, or from the Glaberzu's added defenses. I wish to avoid demons, undead and cultists of all sorts.
I'm drawing blank for now. I'm thinking of some sort of a naturally mythical place or such, but nothing beyond that. Blank. Absolutely blank. :smallannoyed:
That's about it. All ideas are welcomed, and I'll freely answer any question. This is a Major site for the campaign, help me make it fun!
Thanks in advance,
Kol. :smallsmile:
I'm homebrewing a small dungeon for my campaign. (Wrath of the Righteous Adventure path. There are SPOILERS ahead!). However, while I think I do other stuff fairly well, I absolutely SUCK at creating dungeons.
Dungeon's goals and specifics
1) In this dungeon the party is supposed to find the McGuffin of the campaign- The Lexicon of paradox. (Details later). As such it should be a memorable focal point dungeon.
2) It is supposed to give some flavor to the region as it used to be (The land of Sarkoris- details later)
3) It is supposed to give some key background info of the villains of the campaign.
4) It is supposed to tie up some loose ends in the PCs history.
5) It is supposed to be a different challenge than what the PCs faced so far. The Campaign is heavily themed of "Crusade against the demons", which meant they mostly faced demons, cultists and undead.
6) The party will be 4 characters of level 10/ mythic tier 3 (Consider it just CR 13). Composition of cleric, sorceress, barbarian and ninja. mild- moderately optimized.
7) It's not supposed to be very big. Much of it will be flavor (For the goals above), But I'd like 3-6 tough challenges in it.
8) The dungeon resides near a cliff side, and there might be an old Sarkoris settlement near it. I'm not sure what the dungeon IS, but it must be at least partly underground.
Dungeon's history and relevant events and flavor
The land was initially the land of the Sarkori- a cliche land of barbarians, mostly untamed wilderness, with nature worship (A druidic faith called The Green Faith), and various rising cults of demon lords, due to the "Thinness" between this land and those realms. The Sarkori did not trust arcane casters, which they saw as unbalancing nature and endangering their land by summoning demons and "messing with things they shouldn't mess with". Fairly standard stuff...
About a century ago, A main villains of the campaign, the Witch Areelu Vorlesh sought to find a way to open a major rift between her land of Sarkoris, to the Rasping Rifts (An abyssal plane of earthquakes, canyons, and lots of vermin). She tricked two casters (A wizard and a summoner, the latter called Opon, which will be relevant) to aid her locate the artifact called the Lexicon of Paradox.
The Lexicon of Paradox is an odd book- a compilation of centuries work of various casters in the land of Sarkoris, about the nature of the planes, of the "thinness" of reality there and more. The book is compiled of pages made of bark, leather, skin, papyrus, and other materials, some more natural, some very much NOT so. The works are incredibly chaotic, bizarre, and baffle the mind, up to inducing madness, as one loses grasp of what is real and what is not.
They found the book, and prepared the ritual, but both casters finally realized what Areelu sought to accomplish. Horrified, The wizard tried to battle her, while Opon grabbed the book and escaped. The wizard died. Areelu went along and finished the ritual, which opened a great rift and brought demonic legions into this world. She then turned her attention to hunting down Opon.
In the meantime, Opon fled, and decided to hide the Codex somewhere, to the best of his ability, hoping that others might find it one day and use it for the better. THIS IS THE LOCATION OF THE DUNGEON. He trapped the place (Possibly with some affects especially harmful to demons, or that keep the place hidden from them.) Most of all He wanted to keep it hidden from Areelu Vorlesh, who did find him, and visited upon him a most... unpleasant fate.
Jump 70 years later. The location hasn't been found yet, but a group of crusaders learned of this location, and a possibility that something of great import is there. They mounted a big expedition (100-200 people). Reaching this place, they started exploring.
They weren't alone though, two manipulation shape shifting demons (A succubi and a Glaberzu) were intrigued by this expedition, and infiltrated their ranks.
There was trouble though, for other than the dungeon's affects, the book's own powers were corrupting. As they stayed there some of the people of the expedition starting showing demonic signs. It was transforming them. The Glaberzu watched this, and much later on used this kind of magic for experiments that to this day affect two of the NPCs.
The books effects, and betrayel by the demons have meant doom for the expedition. The taint was heighten, and many turned to fiendish/ half demons. The expedition failed, and the book remained there.
To this day, the mutated half demons (Mental stats reduced greatly) patrol the area (They will form some encounters outside of the dungeon), While the Glaberzu stationed a small flock of Vrocks on the cliffs above (Another encounter)
So, what do I need help with?
An idea of what the dungeon was in the past (Before Opon reached it). I think this can help me udnerstand. I'm looking for more than "A forgotten temple). Looking for cool, imagination inspiring ideas. An idea for a general map (Or a suggested map I could refit for my purposes) woudl be great. Doesn't need to be large- 6-12 rooms are enough. (And they need not all be encounters, far from it)
Looking for ways to portray some of the history: The Sarkoris before the worldwound, Opon somehow communicating part of this story, And the story of the expedition. (The party knows some of it, but not all.) I'd love to do this without blatant "info dumps" (Such as a vision from Opon or such). Ideally I'd love to have it works out as piecing out a mystery, from many small clues.
Some ideas of hazards that the party will still have to face- Traps? Creatures? Riddles? A combination of the above? These can be from the dungeon's original design, from Opon's own "adjustments", from the time of the expedition, or from the Glaberzu's added defenses. I wish to avoid demons, undead and cultists of all sorts.
I'm drawing blank for now. I'm thinking of some sort of a naturally mythical place or such, but nothing beyond that. Blank. Absolutely blank. :smallannoyed:
That's about it. All ideas are welcomed, and I'll freely answer any question. This is a Major site for the campaign, help me make it fun!
Thanks in advance,
Kol. :smallsmile: