I hate Retcons but Reveals that connect the dots are fun.
You make a valid point.
That is a pretty cool dungeon builder, but I think I want to come up with a broad dungeon concept to adapt what the randomizer comes up with into a cohesive concept.
Okay so here is what I got from brainstorming so far..
Obligatory Side Quest: Regent Hunting before the dungeon
When the player characters are traveling from point A to point B, Neshik's player will want to take detours to look for regents. Over the course of a week of searching a typical stretch of empty wilderness, Neshik will gather 25 gold pieces per success, which statistically means Neshik will average 75 to 100 gold pieces of Regents. Closer to the dungeon where vegetation is more sparse, he'll probably gather a mere 10 gold pieces per success rolled. At which point I'm betting Neshik's player will throw in the towel on regent gathering. A few magical laden areas are teeming with regents, and produce double, triple, or quadruple the goodies per roll, but these areas are all claimed by someone.
50 gold pieces of regents can be turned into a healing potion. If Neshik rolls well he can get
two healing potions with 50 gold pieces of regents but if he flubs his roll the regents are wasted. Neshik could theoretically sell his healing potions for 80-90 gold a pop, but Neshik generally uses these potions to keep his friend's alive rather than to make a profit. The big fight against Etch and his goons? Six or seven healing potions were consumed, largely because the PCs wanted to keep the redshirts they were borrowing alive. I guess the more they become leaders of men, the more they view potions as a cost of doing business.
I don't begrudge Neshik's player for wanting to go on regent hunts. In any event, regent hunting will slow the groups overland travel rate to one tenth or one quarter of their normal overland travel rate.
It's not quantifiable, but poking around the wilderness to look for regents means the characters are MUCH more likely to attract random encounters. That's why professional regent gatherers have to charge big money, because they need to pay for their guards.
Early on, some Goblin scouts spotted them poking around (without being detected themselves) and the a small goblin raiding party tried to murder the PCs in their sleep. In fact that was the very first session I ever ran. They beat the goblins in a very dramatic fashion and left terrified survivors to spread tales of their might. No goblins bothered them again.
Also, magical creatures tend to dwell in areas with regents. The last time I got bored with the Neshik aimlessly searching for regents, I sent a Chimera at them, indirectly. So Aranil could have something to do, I had him make some survival checks. He spotted Chimera tracks. At which point, he said, "Hey, let's
not fight a chimera and move on to the city instead of poking around for regents."
So, in theory I can pull this trick again. If I want to make the PCs hurry about towards the dungeon I can threaten them with a powerful zero treasure monster like a chimera.
Anyway I can use regent hunting induced random encounters to justify almost any random encounter. I'm leaning towards elementals, giants, or a young dragon. I could also throw in a group of monsters the PCs could theoretically negotiate with, bully, or bluff such as kobolds, goblins, barbarian humans, or orcs.
Optional Side Quest: Questing Spirits
I mentioned before that the Nine send questing spirits to test mortals.
Khemra: Most likely Neshik and his companions will be tested by a Khemra spirit, in fact I'm thinking Neshik's secret mother is the spirit who would be Neshik's questing spirit. Neshik's mother might not have to put additional challenges in the way of Neshik. If the dungeon is infested with undead, killing them is enough of a service to Khemra. Also, Neshik helped reduce crime in Fumaya and encouraged Khemra worship.
Neshik's mother, under the guise of a generic Khemra spirit could provide minor hints and possibly give out magical prizes at the end of the dungeon as a reward. She also could provide healing support (though Neshik is a mighty fine healer himself), she could heal the PCs of energy drain if they run across Void Demons or something similar. Though per the rules, Neshik's mother could only heal her son and her son's friends
after they have defeated the bad guys, not before. If a Khemra spirit creates obstacles, they will be non-lethal riddles or puzzles.
The gist is that Neshik's mother would love to shower her illegitimate son in magical goodies, but it's against the rules for her to do so unless he proves himself worthy.
Nami: Nami is Khemra's rival and Neshik is a favored soul of Khemra who happens to have a mystical flaw that attracts Khemra's enemies. I am not 100% sure what a Nami spirit would do. It's very unlikely that a Nami spirit would try to kill Neshik and the other PCs, but a Nami spirit is going to try to make things more difficult. Ideally, a Nami spirit will create a prank or difficulty that the PCs will learn a lesson or gain wisdom by overcoming. Teaching lessons is something Nami encourages her minions to do, but not all of Nami's minions are unorthodox crazy teachers. Some of them are just jerks.
While a Nami spirit is not likely to try to murder the PCs outright, a hostile Nami spirit might not be above hexing the PCs during a fight with something else.
Maylar: A Maylar questing spirit is not going to go for anything fancy. A Maylar questing spirit is going to take the form of some kind of powerful monster and will try to kill the PCs.
The PCs did kill a Maylar priest, but they killed him in fair combat. Maylar isn't the type to hold a grudge. That said there could be a Maylar spirit haunting the dungeon or the area around it. Or the player characters might bump into a random Maylar spirit while poking around for regents. Maylar has more questing spirits than the rest of the Nine combined, so if someone is going to run into a questing spirit
by accident, it's probably a Maylar spirit.
It's not really feasible that a questing spirit of Mera, Hallisan, Zarthus, Greymoria, or Phidas would get involved unless I decide the dungeon includes an ancient temple. Even then, I'm not sure what these sorts of questing spirits would want. Though I suppose if they were guarding a magical item or relic sacred to their god or goddess they would defend it viciously against the player characters, and probably any nearby villains too.
Optional Side Quest: The Dirty Crow Orc Tribe
Given that the Dirty Crow orc tribe is extorting Fumayan villages in the north and the dungeon is north of Fumaya, the PCs might cross paths with these orcs on their way to the dungeon, or not.
It just so happens that the power behind the throne in the Dirty Crows is a priest of Nami. Nami is generally opposed to Khemra, but rarely lethally so. Though given how violent orcs are, a Orc Nami priest might decide killing Neshik is a good idea just on principle. Assuming he somehow finds out that Neshik is Eclipse Touched, the elite of Khemra. Alternatively the second most powerful spell-caster, a priestess of Maylar who has an unrequited crush on the Nami priest may decide she could win his favor with the severed head of an Eclipse Touched.
Thoughts on the Dungeon Itself
Dungeon Backstory
So my thought is that in the First Age, the dungeon was a small bastion for a minor Dragon lord and his/her retinue. Maybe a stone tower originally. The First Unmaking knocked over the tower.
Even during the peak of the elves power during the Second Age, the site of these ruins was far from civilization. The area has such long winters, that the land is not suitable for farming though seasonal herding is possible. During the Second Age, the ruins were picked over by relic hunters several times. Assorted monsters have claimed the the ruins as a lair over the many centuries. Maybe a few barbarians have sought winter shelter here. Maybe a few asocial wizards created a base of operations here.
During the Second Unmaking, some refugees tried to hide in the ruins, and it worked for a time. The refugees probably scuffled with Void Demon skirmishers here. There might be tiny pockets of Void Demons from the Second Unmaking that never left after killing the survivors here.
Or maybe the Void Demons haunting the dungeon are recent arrivals that trickled in during the Third Age to traffic with Infernalists. Or maybe they aren't negotiating with Infernalists, maybe they just are using this as a base to marshal forces before attacking populated others. In the Third Age, Void Demons don't generally attack highly populated areas till they have at least a dozen or two dozen soldiers. Demons tend to escape through the Barrier in ones and twos.
I had the idea a long time ago about creating a dungeon with a magic spear that is extremely potent against demons but the spear broadcasts it's location to demons and attracts them. The Void Demons cannot touch the spear, so they stand guard around it. I figured it'd be an interesting MacGuffin if the PCs found a seemingly random dungeon room with demons surrounding a true silver spear.
That might be a too epic for my game as of yet. I can save it for a future dungeon. At this point, if the PCs gained a magic weapon like that it would steer the campaign into an anti-demon direction forever, and I don't want to do that. At this point, I would prefer the campaign be a Variety Pack rather than being focused on a specific type of story.
Or maybe I don't include any Void Demons at all. I could sustain the creepy dungeon vibe going with conventional undead.
Dungeon Evolution
One thought is to make the dungeon ruins very large. It could have more than one set of occupants. I don't always do this, but I like two-part dungeons with "wild" and "occupied" sections of the dungeon. I often have dungeons that are half-cave half-man made dungeons.
For instance, the basement of the original tower could have turned into a cavern system from flooding. In the real world, caves are typically formed via millions of years of water damage, but given that Scarterra is a magical world, I could have caves form in mere centuries.
Given that the PCs do not have a master thief amongst them, I probably want to go relatively light on traps. I'm betting if they do encounter a trap their methods to beat it would be very crude. Either Aranil blows it up with a magical blast, or the group loads up on abjuration spells and runs through hoping the trap doesn't kill them, followed by Neshik's healing magic.
Dungeon Present Occupants
I'm thinking I could put an evil anti-social wizard here, probably a lich, a relatively weak lich so three PCs could take it out. The section of the dungeon that the lich cares about would probably be patrolled by the lich's undead minions.
I'd like at least a small portion of the dungeon to be occupied by a large animalistic monster like a basilisk or a swarm of smaller monsters like giant spiders (in which case the dungeon might be patrolled). The lich might encourage the monster(s) to dwell there as security or maybe the lich and the monster just don't care about the other faction. The monster is a predator, and predators generally avoid the undead. For it's part, the lich isn't threatened by the monster as long as the monster doesn't come near it's magical laboratory.
As mentioned before, I could include a pocket of Void Demons. They could either be working with the lich (though if they are, combined they would be nearly impossible for my three PCs to defeat if the Void Demons and the lich are coordinated).
Or it could just be the Void Demons are indifferent to the lich. Powerful Void Demons can command undead, but low level common demons cannot. Given that Void Demons exist solely to feed on the living, a small pocket of lesser Void Demons could very well completely ignore a lich and its undead minions.
As mentioned before I could have a Questing spirit that is dwelling in the dungeon ruins. A Nami or Khemra questing spirit would not be dwelling in the dungeon but they might follow the PCs in.
The dungeon ruins might attract humanoids that value their privacy such as kobolds, goblins, nycter (bat people) or aranea (spider people). If the dungeon also has Void Demons or a lich, I probably need a good reason why the lich and/or undead allow these people to dwell near their territory in peace.
In theory, I could make the humanoids living near or in the dungeon friendly, or at least potentially friendly. In such a case, they could team up with the PCs against the real bad guys, of course then the PCs would be obligated to share any treasure they find.
As mentioned by
@pendrake, a part of the dungeon could be used as a storehouse for Etch or other thieves and raiders. That might be a tie-in if I want to incorporate a group of orc or goblin raiders into this story arc. In fact, I could tie the dungeon in with the Dirty Crow Orc tribe, who happen to be extorting northern Fumayan villages. Perhaps the Dirty Crow tribe had some dealing with Etch.
This area of the dungeon is the most likely to have booby traps, but it would have the most treasure.
I could also throw in a dragon, a fairly young dragon. If I do this, the dragon would be instead of the lich and not in addition to the lich. If there was a tribe of humanoids, the dragon might command them, or they could have negotiated a mutually beneficial arrangement if the dragon and the humanoid collective are on equal terms powerwise. It could be the case that the dragon and the humanoids are enemies, in which case the humanoids are probably stronger collectively albeit they cannot corner an enemy who flies.