Summer-Knight925
First Post
24 'rooms' (this includes any hallway worth note) to end against the ogre
by the end, they will have magical weapons and armor and other fun items to use against the ogre.
As for the goblins attacking, that will add a flavor, as will other aspects, the dungeon use to be the lair (and now crypt) of a barbarian lord who ravaged the lands, his tribe took refuge in the caves behind the waterfall (of course it's behind the waterfall, its a fantasy world, duh
) and slowly turned it into their fortress, until the barbarian lord died and the tribe was shattered. The complex has been lost for centuries, but with the recent earthquake, a small section has opened up.
All the other nasties that are in the dungeon fit along the basic fantasy concept, there will be stirge, maybe a tentacle worm (carrion crawler) or two, the goblins have little quarters dug out in the main hall (the large hall right before the throne room where the ogre is) but will wander about, combat is common in this dungeon (other nasty monsters wander in, goblins fight them, if the goblins don't come back, the others get their treasure, they don't really care, so it gives the PCs a chance to widdle the goblins away. There are also quite a few traps (such a chlorine gas room that does 1d8 damage save vs poison or a hall that shoots a light crossbow shot at one of the characters, basic traps) just to scare the players, although scare them enough to keep them interested.
They will get a lot of treasure, it is the reason they go on adventures, its better than getting a real job (am I right?) plus it comes together as a dungeon with long twisty halls that should scare them just enough to realize how deadly traps are (they could be anywhere man! anywhere!)
by the end, they will have magical weapons and armor and other fun items to use against the ogre.
As for the goblins attacking, that will add a flavor, as will other aspects, the dungeon use to be the lair (and now crypt) of a barbarian lord who ravaged the lands, his tribe took refuge in the caves behind the waterfall (of course it's behind the waterfall, its a fantasy world, duh

All the other nasties that are in the dungeon fit along the basic fantasy concept, there will be stirge, maybe a tentacle worm (carrion crawler) or two, the goblins have little quarters dug out in the main hall (the large hall right before the throne room where the ogre is) but will wander about, combat is common in this dungeon (other nasty monsters wander in, goblins fight them, if the goblins don't come back, the others get their treasure, they don't really care, so it gives the PCs a chance to widdle the goblins away. There are also quite a few traps (such a chlorine gas room that does 1d8 damage save vs poison or a hall that shoots a light crossbow shot at one of the characters, basic traps) just to scare the players, although scare them enough to keep them interested.
They will get a lot of treasure, it is the reason they go on adventures, its better than getting a real job (am I right?) plus it comes together as a dungeon with long twisty halls that should scare them just enough to realize how deadly traps are (they could be anywhere man! anywhere!)