Eldritch academy dungeon
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Often it's the very Weapon of Mass Destruction the Big Bad wants. In a Scavenger World, it's a fully armed and operational battlestation from legend. It could be somewhere in outer space, or deep beneath the world's surface. It could be the tallest of spires or the highest of mountains. Some get away with an ordinary castle, Elaborate Underground Base or the like, but that real twang takes a place that might as well bear the words " FINAL CONFRONTATION HERE" in a spiky font, colored red and black with a remix of the main theme blasting in a thousand-mile radius. Console Role Playing Games in particular tend to be downright obsessed with epic final showdowns. If anyone has any questions about the campaign, I'd be happy to talk about it to help establish further context or just provide some interesting/funny stories about it.A video game with any sort of combat (and a few without) can be expected to end with a dramatic Final Boss battle. With context out of the way, does anyone have any ideas for traps, creatures, or environmental hazards to throw at them? In terms of creatures, I'd prefer things along the lines of what I've described above (sahuagins, undead, and aberrations) to keep with the theming, but I'm not opposed to things that would fit the general aesthetic of the location. So it is actually part of a subterranean city that has now been twisted by the ocean's influence and has become a part of this new environment. Our campaign is quite homebrew heavy, as I love the flexibility provided, but is rooted in 5E.įor clarification, the stonework wasn't originally built into the cliffside, but was instead exposed when part of the cliff fractured from the island and fell into the ocean. Spellcasting and magic items are generally not a thing in my campaign, as magic unconnected to a deity fails to manifest, and the only spellcaster I currently have is more damage-focused. The players currently are at level 8, and I'm planning this to be in the range of level 8-11, with them leveling up at least once while inside the dungeon.
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This is a horror-based campaign, and things are generally meant to be more difficult. The plan is to have them start at the top of the city and work their way down, with them gradually getting closer and closer to the ocean as they go. This is set in an eldritch setting, so very Lovecraftian, and I'm planning on throwing no shortage of disfigured sahuagin, sunken ghouls, and aquatic aberrations at them alongside some trippy geometry. It's called "The Coral City," and is built into the side of an island cliff, featuring an array of ancient stonework, twisting caves, grottos, shipwrecks, and, of course, coral that has evolved to grow above ground. So, my campaign has been going on for a while now, and while my players gone through a few dungeons, I'm planning on having this be their first epic-length dungeon.