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*Dungeons & Dragons
Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="jgsugden" data-source="post: 8800790" data-attributes="member: 2629"><p>Just investigating here: Do they have to be? Or have they just historically been so? </p><p></p><p>Here is an adventure I ran 15 years ago that went over well (tweaked to work out my homebrew elements). Would this be interesting to you? If not, what could you change to make it interesting?</p><p></p><p><em>Let's say you've joined a campaign playing a 1st level half-orc paladin that has been entrusted with an artifact in a sealed box by the last member of an Ancient Sacred Order that was charged to protect the artifact - or destroy it if necessary. The order was wiped out by agents of evil and the last member of the order handed you the box and told you that it had to be destroyed to avoid a great evil from returning. Destroying it will require you to venture to the core of the Maelstrom Hive, a Cenobite (Hellraiser) inspired nightmare dungeon filled with Traps, Demons, Devils, Aberrations, Undead and a variety of other evils. Unfortunately, with his dying breath, the last member of this order revealed that the exact method of destroying the item was not known to him - but he knew that it had to be done in the heart of that complex. </em></p><p><em></em></p><p><em>You get a chance to find allies (the other PCs) to join in your quest and then set off on a series of low level adventures to discover more about the artifact, learn about the complex, and figure out what you can about how to destroy it. As you do, you discover that the agents of evil that wiped out the sacred order come from the Maelstrom Hive, and are hunting you and your allies now - but you've discovered a way to sneak into the Hive. You've also discovered it floats in a pocket dimension accessible from the Astral Plane, but the pocket dimension was formed by mashing together pockets of Elemental Planes, Hell Dimensions, Abyssal Diemnsions, the Shadowfell and the Far Realm. The Cube is 3 miles tall, 3 miles has served for time untold as a prison for entities that the Gods and Powers of existence determined to be too dangerous to allow to exist free. Just as your group is about to sneak into the Hive, you discover that the agents of evil have taken several of your allies' family members and friends as prisoners in an attempt to force you to hand over the artifact. </em></p><p><em></em></p><p><em>You'd be 5th level PCs headed into enemy territory to explore a gigantic complex with the MacGuffin in your grasp - with a clock on your exploration as the people you care about are prisoners of the enemy that has been lurking in the background over the first 15 sessions of your campaign... And you have a feeling that once you enter the complex, you may never be able to leave it as it is a prison.</em></p></blockquote><p></p>
[QUOTE="jgsugden, post: 8800790, member: 2629"] Just investigating here: Do they have to be? Or have they just historically been so? Here is an adventure I ran 15 years ago that went over well (tweaked to work out my homebrew elements). Would this be interesting to you? If not, what could you change to make it interesting? [i]Let's say you've joined a campaign playing a 1st level half-orc paladin that has been entrusted with an artifact in a sealed box by the last member of an Ancient Sacred Order that was charged to protect the artifact - or destroy it if necessary. The order was wiped out by agents of evil and the last member of the order handed you the box and told you that it had to be destroyed to avoid a great evil from returning. Destroying it will require you to venture to the core of the Maelstrom Hive, a Cenobite (Hellraiser) inspired nightmare dungeon filled with Traps, Demons, Devils, Aberrations, Undead and a variety of other evils. Unfortunately, with his dying breath, the last member of this order revealed that the exact method of destroying the item was not known to him - but he knew that it had to be done in the heart of that complex. You get a chance to find allies (the other PCs) to join in your quest and then set off on a series of low level adventures to discover more about the artifact, learn about the complex, and figure out what you can about how to destroy it. As you do, you discover that the agents of evil that wiped out the sacred order come from the Maelstrom Hive, and are hunting you and your allies now - but you've discovered a way to sneak into the Hive. You've also discovered it floats in a pocket dimension accessible from the Astral Plane, but the pocket dimension was formed by mashing together pockets of Elemental Planes, Hell Dimensions, Abyssal Diemnsions, the Shadowfell and the Far Realm. The Cube is 3 miles tall, 3 miles has served for time untold as a prison for entities that the Gods and Powers of existence determined to be too dangerous to allow to exist free. Just as your group is about to sneak into the Hive, you discover that the agents of evil have taken several of your allies' family members and friends as prisoners in an attempt to force you to hand over the artifact. You'd be 5th level PCs headed into enemy territory to explore a gigantic complex with the MacGuffin in your grasp - with a clock on your exploration as the people you care about are prisoners of the enemy that has been lurking in the background over the first 15 sessions of your campaign... And you have a feeling that once you enter the complex, you may never be able to leave it as it is a prison.[/i] [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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