The campaign began in 2016 as an ad hoc test of Roll20 and an introduction to 5th edition D&D for one of my long-time gaming friends. I never intended it to be a full-on campaign, but more people joined the "playtest" and before I knew it, we were gaming online every week. The party ballooned at one point to 7 players plus 3 NPCs, but by the end, after a series of interpersonal conflicts/meltdowns between some of the players (and, in one instance, between myself and one of the players), the group had shrunk to 3 PCs plus 3 NPC followers.
Most of the first half of the campaign was fairly free-wheeling, with several different, mostly unrelated adventures. By the second half, however, the party had discovered an evil idol with a curse, and became the quarry of a trio of mind flayers who were after the idol. The curse prevented the party from simply throwing the idol away (it reappeared among their belongings the next day), and also served as a psychic "homing beacon" for the mind flayers as they pursued the party.
The mind flayers already possessed one of the idols after the players missed an opportunity to retrieve it, and were actively using it to summon other aberrations from their alien realm. Working through their human proxies—the Cult of Khoss—the mind flayers harried the party across my campaign world, with the PCs barely staying one step ahead of their pursuers.
The party discovered the hidden location of a third idol (of three needed to open a dimensional portal), but a moment of carelessness caused one player's NPC follower to fall into the clutches of the cultists, who sussed out the idol's location and secretly implanted the NPC with an intellect devourer (a fact the party never discovered until it was too late). The compromised NPC was allowed to be "rescued," and he rejoined the party as an unwitting and unaware mole.
The party raced the cultists to find the third idol, but failed. As part of that failure—to the players' utter horror—the intellect devourer burst from the NPC's skull, killing him instantly. (Regrettably, this was one of my finest DM moments as the NPC was popular with the players and his grisly death really caught everyone off guard). The loss was even more painful because one of the players had innocently put the NPC in a position to be captured in the first place.
Having gained sufficient levels to take on the enemy, imbued with a burning desire for revenge, and gifted with some inside knowledge from rebel cultists seeking release from their thralldom to the mind flayers, the party decided to end their constant harassment by attacking the source.
Thusly, they came to these ruins and made their way through the secret entrance to the temple complex. Originally, these ruins were intended to be the setting for several low-to-mid-level dungeons, including parts of the Caverns of Thracia, but the party didn't glom on to the site early in the campaign, so I repurposed it for the high-level conclusion instead. The climactic battle would take place within the Temple of Oblivion, where the party would confront the mind flayers who needed all three idols to open the dimensional portal and bring through their elder brain master.
By this point, we were all feeling a bit fatigued. We were more than 110 sessions in when the party made it through the secret entrance shrines, and I was definitely ready to wrap up the campaign and move on to something new. So, I presented the players with a choice of entrances into the pyramidal complex via one of the two smaller pyramids. I then roughed out two gantlet-style point-crawls, rather than developing full-on dungeon levels that might have taken the players another 15–20 sessions (or more) to get through.
One pyramid was already opened by the mind flayers and full of their thralls. This was a route that was "cleared," but difficult to sneak through without getting noticed. The other pyramid was still sealed and could be opened with the idol the party possessed, but it would require them to overcome the monsters and perils present in the point-crawl dungeon.
They chose to navigate the unopened pyramid (the Temple of Death), so I designed a dozen or so encounters and a path with several detours so as to not make it a completely linear experience. Success in certain areas made it possible to avoid other encounters, whereas failure took them down side-paths that ate up valuable time and resources. The players were aware that the mind flayers' plans were underway, and that the longer the party took to resolve this situation, the more difficult the path forward would become.
I'm not going to post the full point-crawl write-up like I did with the secret entrance shrines, as I'm not terribly proud of using this method, but bits of it were good and I am fairly happy with the encounter design work. I will, however, post a summary of the point-crawl below the cut for those interested in what occurred.
The following is the map and general key for the temple ruins. I'm also including links to a full-sized "clean" version of the map, as well as a version with an isometric grid. I'm extremely proud of this map and regret that I was only able to use it for a short period at the end of the campaign. I hope to repurpose it for a future site, but hopefully it will inspire others to make something of it as well.
I built it as an homage to one of my fave AD&D modules: I1 Dwellers of the Forbidden City, as well as the superlative Caverns of Thracia by Jaquays (which I renamed as The Caverns of Eternal Night). In the beginning, I wasn't certain what would go in the Halls of the Ancient Ones, but when I retooled the map for the high-level group, I determined that it would be the extended lair for a nasty beholder, another holdover aberrant god of the ancestors of the hillmen who once lived here. It also fit the eye motif well, which was kind of a happy accident.
The Temple Ruins