Hi folks! I could use some help preparing the next session of my game (due Monday night).
My players intend to retrieve an artifact (a dagger) from an evil temple to Orcus. The temple is located underground, deep within a dungeon/cave complex. They cleaned out many of the upper levels of the dungeon some months ago.
They have divined the exact location of the artifact, and will no doubt plan a quick scry-teleport-grab-teleport plan to grab the dagger quickly. Their scrying attempts have revealed a couple of clerics in the temple going about normal clerical stuff, but not much more beyond about 10 feet of the artifact itself, which rests on the altar.
The bad guys do not know that the players are coming. However, the dagger must be well protected, as it's the only thing which can defeat their plans.
I want this to be a challenge which will tax the party. It is the first task in a sequence of three which they have to accomplish within three days, so they won't get any downtime in between objectives other than a night's rest. However, this task is the only one which matters for the moment (coming soon is the 'rescue' of a little girl from the tower of an evil death knight general; followed by the sacrifice of said little girl [she's not really a little girl - don't worry!] using the dagger in a certain location at a certain time in order to save the world). These three things are the culmination of a 9-month campaign.
So, back to the subject at hand -- I need to design the temple, guards, priests, protections, traps and so forth. Remember, all the players know about is that there's an altar with the dagger on it. The temple is underground, but the party will be teleporting as close to their objective as they possibly can - I envisage them arriving maybe a hundred yards away from the temple and making their way through the caves to their objective (some anti-teleport measures will be needed to ensure this).
The most important thing is this: this is the first of three very important encounters. I want them to be very memorable set-pieces, with cool, original stuff going on. I want the players to talk about all three of these tasks for years to come!
Here's the party:

My players intend to retrieve an artifact (a dagger) from an evil temple to Orcus. The temple is located underground, deep within a dungeon/cave complex. They cleaned out many of the upper levels of the dungeon some months ago.
They have divined the exact location of the artifact, and will no doubt plan a quick scry-teleport-grab-teleport plan to grab the dagger quickly. Their scrying attempts have revealed a couple of clerics in the temple going about normal clerical stuff, but not much more beyond about 10 feet of the artifact itself, which rests on the altar.
The bad guys do not know that the players are coming. However, the dagger must be well protected, as it's the only thing which can defeat their plans.
I want this to be a challenge which will tax the party. It is the first task in a sequence of three which they have to accomplish within three days, so they won't get any downtime in between objectives other than a night's rest. However, this task is the only one which matters for the moment (coming soon is the 'rescue' of a little girl from the tower of an evil death knight general; followed by the sacrifice of said little girl [she's not really a little girl - don't worry!] using the dagger in a certain location at a certain time in order to save the world). These three things are the culmination of a 9-month campaign.
So, back to the subject at hand -- I need to design the temple, guards, priests, protections, traps and so forth. Remember, all the players know about is that there's an altar with the dagger on it. The temple is underground, but the party will be teleporting as close to their objective as they possibly can - I envisage them arriving maybe a hundred yards away from the temple and making their way through the caves to their objective (some anti-teleport measures will be needed to ensure this).
The most important thing is this: this is the first of three very important encounters. I want them to be very memorable set-pieces, with cool, original stuff going on. I want the players to talk about all three of these tasks for years to come!
Here's the party:
- Paladin 11
- Wizard 12
- Fighter (Archer) 12
- Fighter (Melee) 10
- Cleric 8 (Cohort)
- Rogue 8 (Cohort)
- Wizard 9 (Cohort - will probably be left behind)
