Advice on designing a dungeon [Archive] - Wizards Community

Post/Author/DateTimePost
Dhalgren

11-25-03, 12:40 AM
Okay, here's what I have:
The BBEG is gathering artifacts. So far, the PCs are aware that he has a black orb of dragonkind. What they don't know is that he now has another orb.
The golden orb was guarded in a temple, but attempts to retrieve the orb by other bad guys resulted in an ancient group of wizards and clerics teleporting the entire temple to the inside of an unknown mountain.
The BBEG found out which mountain and sent his minions to start mining. The PCs stumbled upon the stronghold where the mining operation was, but they were unable to take it out on the first attempt. While they went back to town to resupply, the minions were able to penetrate the temple and retrieve the orb, which is now on it's way back to the BBEG. The PCs were able to (with the help of an elven army) neutralize the threat of the stronghold. All they know is that an item was found in the caves to the north of the stronghold that has been sent back to the BBEG. They also know that there may be more goodies in the temple/caves so they are going to go explore. Thus, I am making a dungeon for them!

What types of encounters should I use? I am thinking constructs (golems), undead, and traps.

Does anyone have any good ideas for some neat encounters, or rooms in the temple?

I would appreciate any input into the dungeon design, and the plot line.
ChaoticGod

11-25-03, 01:59 AM
The dungeon would have three sections:

The stronghold, filled with the minions of the BBEG who managed to evade the elven army.

The mine shaft: filled with underground predators and scavengers and some automatons (MM2) that were used in the mining. Numerous skeletons and zombies armed with picks and shovels would also fit. An encounter with an dark elf scouting party from the Underdark could liven things up.

The Temple of the Golden Orb. A path of destruction leads to the center of the Temple were they find the empty resting place of the orb. The rest of the temple also has valuables guarded by magical traps, summoned celestials, elementals, stained glass golems (MM2), etc. Among the valuables could be powerful items of good that could be used against the BBEG.
Bait the Bard

11-25-03, 02:11 AM
You could also have some undead clerics (however that works) that were raised by the BBEG to stop intruders.
Also you could add some other adventuring parties down there who hope to get treasure, and don't like anyone else stealing 'their share'.
Alternativly an illithid incursion with a slave army could come to this temple to rebuild it and find the valuable magic items.

Hope this helps
- the annoying bard
MinusInnocence

11-25-03, 02:18 AM
It would be... unfortunate... if the Wizards and Clerics accidentally diverted a Drow access tunnel to the Surface by warping in that temple. They would probably be very displeased with what's been going on lately, and if at all possible, the PCs would be well advised to make nice with any dark elves they meet, in the hopes of gaining some subterranean allies against the BBEG.

I like including Drow in strange ways. I also like campaigns where the PCs may WANT to kill obviously evil beings, but it would be more prudent for them to forge an uneasy alliance with them.
Fixxxer

11-25-03, 03:28 AM
You could also have some undead clerics (however that works)

Vampires, liches or greater mummies is all that immediately comes to mind (meaning all I can think of that's easy to do and works in all basic generic worlds), though if this cleric is capable of raising any of those, the PCs have a lot more than a stolen dragon orb to contend with.
Dhalgren

11-25-03, 06:54 AM
Thanks for the ideas, I should probably mention that the party is Level 7: Wizard, Sorceror, Cleric, Fighter and a level 6 rogue.
Chaotic God, the stronghold is cleared out, the PCs fought there with the elves (they took out the leaders while they fought the foot soldiers...) but you gave me the idea that maybe some fled into the cave/temple structure...
Also, I don't have the MM2, so if you guys could avoid suggestions from it I would appreciate it. Unless, of course, there is some perfect monster in there for this dungeon and now is the time for me to buy the MM2...
krichaiushii

11-25-03, 10:22 AM
Curses. Double post.
krichaiushii

11-25-03, 10:22 AM
The temple the orb was hidden in - was it devoted to the orb and powers of good or was it an evil temple hiding the orb?

The answer to the above drives what may be found in the temple proper.

If good, lots of celestials, holding traps (instead of damaging traps), constructs, and the like.

If evil, then fatal traps, undead, and whatever else you can cook up.

Also, had the temple been penetrated from the underdark in the years it spent in the mountain? If so, regular underdark denizens could have wandered in - carrion crawlers, slimes and oozes, gel cubes, hook horrors, and a slew of sentient critters to boot.

Acquiring WotC's Book of Exalted Deeds may provide a few more insights, as could Avatars by Atlas Games (Penumbra Line). Both are devoted to the powerful forces of good.

I like the wake of destruction idea by Chaotic God. After all, the most powerful traps and gaurdians have already been defeated by the ones that stole the orb.
Dhalgren

11-25-03, 10:51 PM
How would you explain "penetration by underdark"? would they have tunneled from deep in the earth, or have gotten there by some planar means?

I would say that originally it was a temple protecting the orb, so good. However, as desperate as the clerics were, maybe they enlisted evil clerics to summon undead for them?
krichaiushii

11-25-03, 11:00 PM
Perhaps the clerics guarding the orb became the undead, similar to the baelnorn of the Forgotten Realms. Even a handful of ghosts dedicated to protecting the orb could work. They could also be turned into allies of the PCs (information and maybe an item or two - not traveling with), if the PCs choose to talk instead of fighting or running away from them.

By "penetrated by the underdark", I mean has something tunneled into the temple from below, or has an earthquake opened up part of the temple to natural caves or rifts.

Another aspect might be doors that can only be opened on a successful turn check of a good cleric, or even presentation of a specific holy symbol.
Dhalgren

11-25-03, 11:57 PM
The MM says that Golems are immune to magic. Does this mean that no spells affect them? So magic missle, melf's acid arrow, fireball, all deal no damage? That would make a clay golem very formidable. I mean, does every party carry a bludgeoning weapon +1 (as it would appear that is the only thing that can damage them)?
ssvegeta555

11-26-03, 12:42 AM
Originally posted by Dhalgren
The MM says that Golems are immune to magic. Does this mean that no spells affect them? So magic missle, melf's acid arrow, fireball, all deal no damage? That would make a clay golem very formidable. I mean, does every party carry a bludgeoning weapon +1 (as it would appear that is the only thing that can damage them)?

yes you are correct. The clay golem by the CR rules would challenge your PCs. The CRs are placed as a guide. You know your PCs well enough to know if a certain monster is too strong ot too weak regardless of CR at times. So, if you feel that the monster is too powerul than don't use it. you should see a monster MM2, the cateplos (sp?). CR 6 and the creature has a death beam or something like that, fort save or die! That would be too much for a 6th level party.
krichaiushii

11-26-03, 08:14 AM
While immune to most magic, the (3.0) MM golems all have a very limited amount of spells they are affected by:

Flesh Golems are slowed by fire and cold spells, while electricity heals them.

Clay Golems are damaged by move earth, disintegrate, and earthquake, while being moved back, slowed, and stopped completely (movement wise) by the same spells, in respective order.

Stone Golems are slowed and damaged by transmute rock to mud, healed completely by transmute mud to rock, and temporarily made more vulnerable via stone to flesh.

Iron Golems are slowed by electricity, healed by fire, and killed (after a few applications) by rusting grasp.

So, while not completely immune, they are effectively so, unless a party knows exactly what they are going up against.

In regards to a clay golem, your 7th level party is in even more trouble, as damage inflicted by a clay golem can only heal via heal spells or a healing spell of 6th level or higher. Something your party likely doesn't have handy on a scroll.

Though the the ghostly guardians I mentioned in an earlier post might have healing available for a suitable price (a quest to return a dragon orb, perhaps. Or just a really good diplomacy skill check).