So what you have here is a dungeon graph. You have your actual dungeon, but your adventure is a graph-dungeon. Map it out. Make sure it is all awesome.
Here is a base graph:
with stuff that can happen in between.
Start filling in that stuff. Like, fill out exploring the dungeon and clues.
Add in "gets beat up and retreat" exits to explore dungeon, or "doesn't get to dungeon in time" nodes.
Next, you want the players to have a personal stake. This fake BBEG plan could help; how can we make the players feel something about the BBEG before they beat the fake one, only to discover it wasn't the BBEG later?
You should have multilple subtle clues, and at least one blatant one. Like they are after the ruby scepter (have a poem stressing this with other cues: Crimson with the blood of the slain), but the BBEG they fight has a sapphire one. The point of the blatant one is that it is the one you can highlight when they figure out something is wrong.
Accept they might figure it out or fail.
So the something is wrong; they are tasked to return the Onyx Scepter or Crimson Blood to a spot where it can, I dunno, deactivate a MacGuffin. They break in, get the fake scepter, exit, return to the spot to deactivate the MacGuffin, and it doesn't work, or it sort of works and sort of explodes.
"Isn't it supposed to have a Ruby, not a Sapphire" the NPC they are helping should say, shortly before it goes boom.
Other crap, like the fake bad guy is a death knight warrior type, while the real bad guy is a wizard lich, provide further clues.
So, if they find the real BBEG, killing them should release the fake one, who flees and becomes a BBEG? (Unless they already killed them).
If they do kill both, then the sceptre + MacGuffin actually corrupts the NPC who uses it, producing ... a BBEG.
Then again, do this too much and you'll end up with murder hobos. "NPC asking for us to do a quest? He'll turn evil, kill him now."
Here is a base graph:
Code:
[Quest for BBEG Tomb]
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.
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[Enter Tomb]
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[Explore Tomb] . . . [ Real BBEG ]
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[Fake BBEG]
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[Something is Wrong]
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[Reveal real BBEG]
Start filling in that stuff. Like, fill out exploring the dungeon and clues.
Add in "gets beat up and retreat" exits to explore dungeon, or "doesn't get to dungeon in time" nodes.
Next, you want the players to have a personal stake. This fake BBEG plan could help; how can we make the players feel something about the BBEG before they beat the fake one, only to discover it wasn't the BBEG later?
You should have multilple subtle clues, and at least one blatant one. Like they are after the ruby scepter (have a poem stressing this with other cues: Crimson with the blood of the slain), but the BBEG they fight has a sapphire one. The point of the blatant one is that it is the one you can highlight when they figure out something is wrong.
Accept they might figure it out or fail.
So the something is wrong; they are tasked to return the Onyx Scepter or Crimson Blood to a spot where it can, I dunno, deactivate a MacGuffin. They break in, get the fake scepter, exit, return to the spot to deactivate the MacGuffin, and it doesn't work, or it sort of works and sort of explodes.
"Isn't it supposed to have a Ruby, not a Sapphire" the NPC they are helping should say, shortly before it goes boom.
Other crap, like the fake bad guy is a death knight warrior type, while the real bad guy is a wizard lich, provide further clues.
So, if they find the real BBEG, killing them should release the fake one, who flees and becomes a BBEG? (Unless they already killed them).
If they do kill both, then the sceptre + MacGuffin actually corrupts the NPC who uses it, producing ... a BBEG.
Then again, do this too much and you'll end up with murder hobos. "NPC asking for us to do a quest? He'll turn evil, kill him now."