Running a campaign, and still trying to finalize all the pieces.
TLDR:
Seven "sin" relics - each will provide a buff and debuff to a specific player in the party (based on their characters backstory/personality established in session 0) - These are found in the infinite dungeon (prison)
Seven "virtue" relics - each will "counteract" the opposing sin, removing the debuff from the player, and leaving an improved buff. - These are mainly found in the city above ground.
The Dungeon - The "infinite" ever-shifting dungeon is a prison for an ancient evil. The combined relics form a powerful artifact that can siphon the ancient evil's power, and power the dungeon/prison.
(undecided final use of relics - IDEAS PLZ?) - The relics will either combine into 1 large item to facilitate their end-game needs, or each relic combo (sin/virtue) will slot into an item/weapon for each player to grant them power to defeat the ancient evil.
The consistent theme of the campaign is light vs dark, sin vs virtue, but beneath that there is an intersection of the opposing concepts. I middle ground where a balance between these opposing concepts can create something good/useful.
Setting the scene: There is a large prosperous city, Sol Verida (City of Sun). After a recent earthquake, an entrance opened to a dungeon beneath the city. Monsters are in the dungeon, and the city guard was handling it, but as they explored deeper the monsters became unmanageable. They outsourced the dungeon containment and exploration duties to a guild. The guild is tasked with exploring the dungeon to discover its true nature. So far, they haven't been able to find an end to the dungeon. It seems bottomless, and on top of that, some floors seem to occasionally shift their layouts.
Players join: The PCs are new recruits to the guild. Session 0 they are all asked to ensure their characters have a unique reason for wanting to join the guild. It can be to find riches in the dungeon, it can be in pursuit of knowledge, it can be they were "chosen by a god", or that they just love a good fight. All of these reasons are important for the main story.
The party has an "initiation" into the guild (basically baby's first dungeon), where they do a mini dungeon simulated by senior guild members. After completing this they can explore the dungeon proper (levels 2+).
Story Hook (seven sins): The players will come across a relic/item/object. It will seem innate to everyone in the party except for one person. It will call to that person. As a DM, set them up to want to get grab that relic. Once they touch it, they will experience an sensation "An intense yearning. You feel a hollowness deep inside of you. You need... more. Magic, gold, power... it feels insatiable. Uncontrollable." This player is the one who entered the dungeon for riches, and they've just been "cursed" by the Greed Relic. The relic will "pull" (encourage) the player deeper into the dungeon. The relic, can be inspected with Detect Magic to get a sense of the aura that is affecting the PC. And an arcana check will reveal some things (like it is one of several pieces). The PC will get a buff from the curse, and a drawback.
Greed Relic:
Buff: 1/long rest - Detect magic items within 100ft for 10min. (useful for dungeon exploring)
Drawback: (WIP) - Disadvantage on charisma checks when haggling. Disadvantage on perception checks when near a (unowned) magic item. (may not see that trap on the chest they are trying to open)
Major Plot points
Seven Virtues: The party will continue to explore, finding more (sin) relics that call to different players, being attracted to a trait that player posses. Eventually, one relic will have a tie back to the city. A story, a rumor, etc. The players will go to the surface to investigate rumors of a person driven mad in the dungeon, who killed his own party in a blind rage (wrath relic). Their investigation leads them to a temple, there they will find this man, cured by the priests of this temple. They will explain that they've long housed a relic, its purpose lost to time, but this man was brought in by the city guard as they thought he may be possessed. This relic reacted to him when he entered. It lit up, it seemed to be pulling towards the man. Bringing the man in contact with the relic relieved him of his ailment. The priests are unsure of how it worked, but know it did. The man, living in the temple now, explains to the party that he touched a "relic" in the dungeon, which caused him to fill with rage. After the story and explanation, the temple may agree to let the party borrow the relic. But insist they report to the dungeon guild leader so that it can be properly documented.
This is how the party learns that the curses (drawbacks) from the sin relics can be negated. If they find the opposing virtue relic, they can keep a buff with no downside.
The Guild & Dungeon
Going back to the guild leader, and presenting information of the sin/virtue relics will trigger an info dump. The guild leader will explain there is an ulterior motive for their exploration. Most of the guild are just meant to help explore. To clear monsters and draw maps. However, there is a small group of senior leaders in the guild that are privy to their the true nature of the dungeon. It isn't just a "dungeon", it is a prison. It's why it is changing and shifting. It's why there are monsters everywhere. It was not meant to be explored, it was meant to keep everything else out.
The earthquake was the first sign of the dungeon (prison) failing. The knowledge is several millennia old and most is lost to time. What they do know is that there are powerful relics that were used to power the prison and seal away an ancient evil. The party sharing information about these relics confirms it.
The guild leader will officially induct them into "The Penumbra Society", a secret division of the guild tasked with recovering the relics and sealing the prison once again.
The seven sin relics are supposed to be scattered within the dungeon itself. Sealed in there as they are dangerous on their own.
And the seven virtues are held by various organizations throughout the city (temples, government, wealth individuals).
The party will need to recover all of them.
This is where I'm stuck:
I want to give the party some choices at the end. Repower the prison/dungeon and seal the ancient evil (boss) for another several millennia. OR use the combined relics to help destroy the ancient evil (boss) OR keep the relics for themselves, becoming their own form of ultimate power.
I think the choices are fine, but how do I facilitate them?
My thought was that the 14 relics combine to create the frame of an item "Mirror of Perdition". It's was created to absorb the sins that gave the ancient evil power, neutralize it with the virtues, and convert that power into something that can power this massive prison/dungeon. So the party could use that again to repower the dungeon, or fight the boss with it (basically debuffing it to not be a "god").
OR
Each person that reached into the mirror could withdraw a legendary item, unique to their sin/virtue combination that would help them defeat the boss.
OR
Ignore the mirror all together. Instead, each player will find a unique magic item (weapon, armor, amulet, etc.) that the relics will slot into. Slotting both will create a powerful item that can later be used in the final battle.
Final Thoughts:
I think I have good bones for a campaign. I can fill in the gaps with encounters, quests, adventures, NPCs. But I think the core of it will be engaging with enough twists to keep it interesting without being convoluted.
I do wonder if the sins/virtues is cliche. But in some searching I don't think I've seen it done like this before.
It is my first time DMing (long time player), and its going well so far. I just need to lock in on some of the main details around these relics as my players are finding them.