teleported PCs to random dungeon - where would you put 'em?

I left my last game in a cliffhanger - 5th level PCs were teleported by fey to a dark, dank cave. That's all they know - they haven't actually seen anything, they just know it's cold and damp and dark and echoey.

So ... where would YOU put them?

I was thinking of sticking them on a level of the Tomb of Abysthor. But I'd love to hear your wild suggestions!

Somewhere in Ravenloft (well almost all games I am involved with end up there soon or later, so it is the first thing that comes to mind)
 

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Something classic is what first spring to mind: A4, Tomb of Horrors, Ghost Tower of Inverness, Ravenloft, Greyhawk Castle, and Blackmoor Castle spring to mind.

Whoever said Entombed with the Pharoahs and S4, those are good ideas too --- basically, taking the campaign somewhere new and unexpected compared to most D&D settings. On that note, if you wanted to try something like Eberron, this would be a chance.
 

Let me be a second voice for the perhaps rather unlikely choice of a custom adventure.

I was thinking that this cave would actually be part of a very small island (more like an outcropping of rock) in the middle of the ocean. The players emerge, to find that there are some aquatic humanoid types conducting some kind of ritual, but attack when they detect the players. Now, the kicker is that the players reach this island at low tide, and it is slowly going to sink out from beneath them, so they have to use what is on hand to try and keep themselves floating. That is when the giant sea monster of doom comes. Seeing that the players have slain its servitors, who were offering the sacrifice that drew it here, it gets a little angry, and annoyed. It toys with the players a little, but then offers them a chance to live if they will pledge themselves to its service for a time. Where you go from there...

Anyway, just a thought.
 


I like Tamoachan. It's one of my favourite adventures, and the "must get out" feel to it is great. There are a lot of exploration side-tracks that will harm the party, draining their resources. It can be fun to tempt them with gold, but they know that if they take the bait, they're gonna get weaker, and they still have to escape the dungeon without resting.

The adventure was written for tournament play, and that guides the whole process. Some of the encounters are just lovely (you fight a giant slug that is an ancient "god", and many of the monsters have names reminiscent of Aztec mythology). There is an encounter with a talking crayfish riding a giant hermit crab - pure genius. Plus a hall where the PCs have to play that "Aztec Soccer/Basketball" game against animated ghosts, and, of course, fighting a giant bat-god.

When it was touched upon in the Savage Tide AP, I really expanded the Tamoachan elements, using the talking crayfish as a guide and NPC that really confused my PCs (but in a good way). Having a crayfish shout out "Bow down and pay your respects before me, lest you suffer my much-feared wrath!" is pure fun. The Players loved it.
 

Part of my problem as a DM is I often have these vague ideas but have trouble getting them solidified.

I have two routes I could see: 1) they had just been in "faerie land" and so this could be bringing them back to their own world but just in a different place. 2) this could fling them even further afield in some way. I have this vision of them wandering these caves, seeing stranger and stranger monsters and situations (weird minerals, gasses, etc.) and when they emerge they look into the night sky and see ... their home planet. This also ties into a brief run-in with "moon men" they had in an earlier adventure. Hmm...
 

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