Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment

Dannyalcatraz said:
Looking at the map gives me a tickle of an idea for 9...but first, what is in the overall plotline and what specifically is in 10?


I'll put you down for 9.

I think someone was wanting to put some sort of BBEG in area 10, but they hadn't decided yet on what it would be.

At this point, I think just about anything is fair game for the dungeon.


We'd tossed around the idea of a "bat" sort of theme, but anything is plausible. We're shooting for PCs of level 7-8.

Possible ideas include:

Dragon turtle (CR 9)
Gargoyle, Kapoacinth (CR 4)
Hag, Sea (CR 4)
Naga, Water (CR 7)
Sea Cat (CR 4)
Sprite, Nixie (CR 1- probably friendly)
Salt, Steam, or Water Mephit (CR 3)
Troll (Scrag) CR 5
Chuul (CR 7)

The Tome Of Horrors also has a lot of possibilities in it, and all are open source:
Some fun ones include:
Giant Moray Eel (CR 4)
Eye of the Deep (CR 8)
Flumph (CR 1)
Giant Dire Frogs (CR 4)
Kelpie (CR 4)
Kelp Devil (CR 8)
Giant Leech (CR 2)
Nereid (CR 6)
Strangle Weed (CR 3)
 

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I was thinking some kind of crystal cavern...the party is essentially sailing down the center of an enormous geode, so the walls & ceiling sparkle with reflections from whatever light source the party has. Simply enchanting...and very very distracting.

Its the kind of area in which an intelligent predator might spring an ambush. Especially if the intelligent predator is the vanguard for the BBEG in 10. IOW, (aquatic?) NPCs with class levels. The idea is to 1) assess the party's strength, 2) raise the alarm (silently) and 3) try to take them down a notch.

If the BBEG is an Aboleth, I suppose they could be thralls.
 

Hey all,

I offered up some advice on page 1 of this thread, and I would definitely like to get involved in this project.

If no objections, I would love to try my hand at room 11 - either a treasure room or a BBEG area?

Cheers.
 

Gregor said:
Hey all,

I offered up some advice on page 1 of this thread, and I would definitely like to get involved in this project.

If no objections, I would love to try my hand at room 11 - either a treasure room or a BBEG area?

Cheers.


I don't have any objections. I don't know why anyone else would. I'll put you down for room 11. Put whatever you want there.
 

Vorput said:
I'll take 10... and can I do the BBEG? Something big, slimy, scary, and (ofc) evil has to live in those dark depths...

Actually... I don't feel up to doing the BBEG... I'm just gonna do the giant aquatic guard who lives there...

Question though, what happens to the water after room 10? Does it go somewhere else?

Hey Vorput,

Seeing as I am working on room 11, maybe we can put our heads together to come up a linkage between the two rooms. Im happy to do the BBEG and can easily place him in room 11, so if you're coming up with an aquatic guard, we should chat.

What are your thoughts on the guard?

Im not really sure what to do for the BBEG, although I like the idea of some cultists (or a head cultist) who is planning to summon some aquatic demon or something through the pool of water in 11 - could be a portal to an aquatic layer of the abyss or something?
 

so the pool in 11 is an 'altar'/summoning pool dedicated to some great evil whilst the cultist themselves are found in 10 making preparations. 9 likes like a good 'crystal chamber'

I still like the mix of aquatic and bat themes so if anyone can come up with a good story for that it would help tie our ideas together better

and we still have to fit rooms 12 - 15 in somehow without them having too much disconnect


hmm perhaps the ancient temple above (rooms 12-15) was that of a Bat god whose followers accessed the caves where they cam into conflict with a elemental water demon who drowned the caves. The Bat gods followers were able to defeat the elemental (by trapping it in a whirlpool portal to the abyss) but were cut off from escape so that they have now devolved into Grimlocks(?)

New cultist have accessed the caves (from room 2?) and wish to use the altar in room 11 to resummon the water demon

The Grimlocks and Cultist are fighting for possession of the caves and the PCs are caught in the middle
 
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Tonguez said:
so the pool in 11 is an 'altar'/summoning pool dedicated to some great evil whilst the cultist themselves are found in 10 making preparations. 9 likes like a good 'crystal chamber'

I still like the mix of aquatic and bat themes so if anyone can come up with a good story for that it would help tie our ideas together better

and we still have to fit rooms 12 - 15 in somehow without them having too much disconnect


hmm perhaps the ancient temple above (rooms 12-15) was that of a Bat god whose followers accessed the caves where they cam into conflict with a elemental water demon who drowned the caves. The Bat gods followers were able to defeat the elemental (by trapping it in a whirlpool portal to the abyss) but were cut off from escape so that they have now devolved into Grimlocks(?)

New cultist have accessed the caves (from room 2?) and wish to use the altar in room 11 to resummon the water demon

The Grimlocks and Cultist are fighting for possession of the caves and the PCs are caught in the middle

Perhaps the way into the rooms in areas 12-15 are closed, and the "cultists" are trying to figure out a way to gain entry. Area 10 would be a perfect spot for an Aboleth, or an "Eye of the Deep" which is sort of like an aquatic Beholder. Or, a water naga would be a good choice as well.

Or, if it is an aboleth, it wouldn't be able to gain entry to it anyway. Perhaps he has heard information regarding the complex - maybe he's willing to share what he's heard in exchange for something in return. What I have no idea. But an aboleth would have a long time to think about it.
 

How about this:

The temple above once housed an ancient cult dedicated to some creepy super evil being, like Far Realm kind of creepy evil. As the cult delved deeper into the temple, they dug into the caves. As they explored the caves, they found an ancient crypt/shrine (area 11) dedicated to the creepy evil super being, which predated the temple. Inside the crypt/shrine was a sacred pool that acts as a portal to the Far Realm where said creepy super evil resides.

Before the cult could access the portal, they were attacked and enslaved by an Aboleth that wandered into area 10 from deep below where aquatic tunnels connect to Underdark waters. The aboleth was able to learn of the portal in area 11 and believed that it could utilize its new thralls to summon some Aboleth elder evil from the portal. More cultists descended to the caves to find their buddies, but they too were enslaved. Eventually the cult above fled, avoided the caves, or were wiped out by adventurers / rival cult, whatever. Time passed, but the Aboleth could never get the portal to work as his cultist thralls lacked the power. The cultists, twisted and evolved into Skum continued to slave away for their master.

One day, a tribe of bat-humanoids (or other sentient bat-like creatures), led by their spiritual leader (cleric or druid or something) found the entrance to the caves (area 1) and sought to make their home in the caves. Eventually the Aboleth found these invaders and learned that their spiritual leader was powerful enough to unlock the portal and the aboleth sought to enslave him. A war began between the Aboleth and its Skum and the bat-humanoids.

In one final battle, the bat-humanoids managed to defeat the aboleth, but at great cost to themselves. The bat-humanoids fled to their section of the caves and the Skum were freed.

The Skum have banded together under one head Skum who has revitalized the worship of their creepy far realm evil thing and their cult lives on deep in the caves - they still seek to summon their thing. The Skum cult-leader is growing in power and will soon be able to summon forth a great evil. The bat-humanoids still seek to claim the caves for themselves and continue to skirmish with the Skum, fearing that the aboleth still lives as his thralls remain.

The PCs find themselves trapped between this long-standing battle and can choose sides, play them against eachother or wipe them both out.

We can really get the history of the conflict across with some subtle hints: the skum still wear the tattered remains of their robes that still have unholy symbols on them (gives the PCs a chance to learn about their religion), the old temple chambers can still hold unholy items or more information about the religion, on the rocks of area 10 could be the bones of the aboleth as the Skum feasted on their former tyrant in order to survive, etc.

Area 10 could now hold some new guardian creature, perhaps some aquatic terror that the SKum managed to bring up from the underdark tunnels...

Just a quick crack at a story as I procrastinate here at work. Thoughts?
 
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Gregor said:
Just a quick crack at a story as I procrastinate here at work. Thoughts?

I love it - but I think we should drop the bat-humanoid. I'm just not sure I believe that this place is large enough/stable enough to support to opposing factions who've been at a stand-still for years and years. That kind of thing would be resolved in a day, maybe two in this place.

The aboleth finds the place, and discovers the portal, enthralls the cultists and seeks to use the portal to his own ends. But he's simply not found a way yet. But the PCs OTOH, could hold the key...
 

der_kluge said:
I love it - but I think we should drop the bat-humanoid. I'm just not sure I believe that this place is large enough/stable enough to support to opposing factions who've been at a stand-still for years and years. That kind of thing would be resolved in a day, maybe two in this place.

The aboleth finds the place, and discovers the portal, enthralls the cultists and seeks to use the portal to his own ends. But he's simply not found a way yet. But the PCs OTOH, could hold the key...

Glad you like it, and after thinking about your point and some further thought, I agree that the cave probably could not support an ongoing conflict.

Perhaps the activation of the portal requires the sacrifice of powerful-enough soul ... perhaps around the level 7 or 8 PC range? :) Or, perhaps the Aboleth has just found a soul strong enough, perhaps from somewhere else in the cave (Grimlock explorers from the underdark, other adventurers, etc.) and his Skum cultists are preparing to sacrifice him in area 11 which will bring forth the evil smack down. The PCs must learn whats going on and stop the sacrifice? Or maybe the sacrifice is done and the evil is awakening through the portal and is weak enough for the PCs to take it down?

Ok, so what have we got so far:

- Aboleth overlord
- Enslaved cultists (perhaps now Skum with some class levels - cleric)
- a portal to some evil far realm and possibly some creepy evil thing.
- maybe some undead / traps in the old temple chambers (long dead cultists / adventurers?)

How do we work in the sphere of annihilation / decanter of endless water equilibrium thing? Is that still a good way to go?
 

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