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2 years ago

Something this anon has wanted to explore many a time- an adventure wherein traditionally 'evil' creatures go through a reverse dungeon crawl- escaping the fortress in order to desert the Dark Lord's armies!

https://www.artstation.com/artwork/8l1JAR

Campaign Starter: From Under the Shadow

No where to go but up

Setup:  More than a mere underdark fortress, Ykandri’s Shackle is a marvel of engineering and hubris that only the Duergar could have managed. Filled with visions of industry and conquest, the architects tasked with building a simple lift through a miles long fissure through the world below let their ambitions sprawl, becoming a make-work project for their subterranean empire and a monument to the pride of their succession of dour and powermad rulers. 

Like any expansionist Military power, the Duergar of the “Great-Chain” conscript their defeated foes and societal rejects to do the worst of the labor, toiling away to expand the warrens supporting the Shackle or fending off the beasts of he dark vastness that infest the surrounding caverns. This is where we find our party, the lowest of the low, captives bound together by their mutual desire for escape. 

 Adventure Hooks: 

While freedom is their primary goal, the party must keep up appearances and thier first mission will be a crawl through an mine and adjoining excavation site that has recently become infested with underdark pests. This will give them a chance to show off their characters and you an opportunity to hammer home just how miserable life on the Shackle really is. What’s more, having them return victorious and then being forced to hand over their gear and trophies under threat of lashes will set up great minor taskmaster/guards villains that they can avenge themselves against on the way out. 

Have them plan their escape like a heist, rolling out a hastily drawn sketch of the Shackle standing between them and nearby underdark portals. Lay out what sidetasks they may need to perform or challenges they’ll need to overcome to get the resources they’ll need for their escape.  

While preparing for their great escape, the party hear whisperings of  some tumult among the upper ranks of the Clan’s hierarchy, something to do with a prisoner and the overreach of the notoriously wicked spymaster. Leadership may shuffle from time to time but the lot of those captive in the Shackle never does. “ Different Boot, Same Neck” goes the saying... at least it does until a blinding burst of divine light suffuses the fissure and a band of high-level heroes from the surface world come to rescue that prisoner and bring the Tyrants of the Great Chain down in the process. Pull this trigger before your party is fully ready to escape, or just as things go righteously wrong after they’ve decided to attempt a more risky escape.  It’ll be clear they need to get out while the getting’s good, now having to sprint through a warzone rather than sneak through a prison. 

Portals in the underdark are tricky things, leading an escaping party to all manner of potential locales ( that they may might not know ahead of time unless they stole the right information). Maybe they’ll end up in a disused mine on the outskirts of a city of new beginnings, a far cavern trading post with fortunes waiting to be made,    a friendly settlement of exiles and make their reputation while defending its swampy borders. Perhaps somewhere even more strange? 

Operation of the Shackle:   The Shackle was built to ferry supplies, thralls, and soldiers en-mass across the great altitudes of the fissure, a task that could otherwise take days of marching or carting and be equivalent to descending a tall mountain. Instead, cargo is loaded from one level into an adjoining  fortified platform attached to the great chain, which is raised as the other side decends, until it comes level with another  platform. Cargo from one is loaded into the other, and then the mechanism reverses, sending the first platform down while the second platform ascends the way it came. By this way are the Shackle’s contents moved where they need to go by way of an overly elaborate, two way bucket chain, a process important to know should the party seek to escape their current level, or later should they wish to return to the site of their imprisonment and raid its ruins. 

Future Adventures: 

During the hatching of their escape plan, the party are slipped a few vital supplies by a drider merchant who did a little black market business on the shackle and took a shine to them in the process. Delighted to find the party no worse for ware ( despite possibly hopping dimensions) and that they’re now in a position to afford his more exclusive stock, the drider will be happy to send them on missions to fill their pockets then sell them things to empty them again. 

The Party and their favorite spider boy aren't the only survivors of the Shackle, as one of the mercenary captains hired to keep order in the prison fortress has made it out with a newly formed legion of followers, and is interested in carving out a new territory for himself that just so happens to include the party’s new home.  

It’s inevitable that the party left unfinished business on the Shackle, and some time into their adventures they may feel the call to return to their one time prison/home. Thoroughly in shambles after the heroes hit it with everything they had, the seat of empire has now become a patchwork of warlords fighting over the remnants of power, with vast stretches inhabited by the beasts of underdark attracted by the slaughter. Bonus points if the party runs into the pests they first fended off in the mines, grown in size, threat and swarming number without their population being culled. 


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