Help me flesh out my dungeon...

I'll offer you a few tidbits of my current campaign:

Ooze cult: They're trying to resurrect the dead god Moander.

Cult of the Dragon: You always need some of these guys around, trying to wake up a dracolich.

Anti-hero party. These guys are good or neutral themselves, but always seem to be trying to steal the adventurers' glory.

Meddling do-gooders: Parhaps some Harper agents, always trying in an extremely obvious way to get the party to do something on their behalf.

Local Thieve's Guild: they've got a hideout in the ruins - -the party can either clear it out, or make friends and use it as a base of operations.

Consider a "City of the Dead" approach, where there are a number of individual "dungeon" adventures of various levels scattered throughout the area to explore, appropriate to various levels. The party can tackle those appropriate to them ... or perhaps get out of their depth and tackle something to big to handle. I recommend that Acerak's tomb (aka Tomb of Horrors) be one of those dungeons.

If you want a pre-published adventure full of opposing factions with a big dungeon to explore appropriate to mid-levels, pick up Monte Cook's Banewarrens. Change the setting slightly by flipping the spire and the dungeon upside-down, and making the city farther away so the dungeon is isolated in the wilderness, and it drops right in to any part of Faerun. I've used this IMC with the factions renamed: Church of Lothian = Church of Lathander, Pactlords of the Quaan = Moanderite Cult, Inverted Pyramid = Wizards of Thay, etc.
 

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How about a foundling ghoul empire? Back in 2nd ed. there was an article where spellcasters retained their intelligence when they were converted to ghouls.
 

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