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| Fend04-18-07, 11:36 AM | Hey, i was just looking for some thoughts and critique.. maybe possible additions?.. feel free to use any of this if you like. :) Info - The party will be about level 8 goal - make a dungeon (in this case a small part of acheron cordone'd off with walls of force which let things in but not out). The players have to enter through one portal, navigate the maze that is this massive subterrain scrapyard to find the second portal - which leads to the destination theyre attempting to reach. General run down - the area has been a dumping ground for things from the battleground on the upper plane. because of the trapping effects of the mysterious bubble of force around it a larger concentration of creatures have been cordoned within the area - makeing it rather perilous. A Group of devils has arived from the hells, makeing a base in a ruined temple of hextor searching for the artifact generateing the force bubble. due to its non detection, so far they havent been able to find it. A group of archons, sure the devils are up to no good have come and set up camp in a ruined temple of heironious. Both teams have so far skirmished in the region but havent had the strength to destroy the other as yet - while still searching. A Camp of maugs in the south remains neutral. the mercinarys simply just wanting to get out of the cordoned area, but they need Prime's to open the portals. They will sell their services as mercinarys aswell for a price. An important thing given some of the deadly fauna that dwell in the area. ----- The dungeon itself ---------- 1. The Entry gate – There is an Obelisk in this chamber. The obelisk radiates a powerful aura of Anti Magic and non detection within the chamber (limiting divination meaning the players will have to take a stab in the dark which way to go). 2. Petrified Wizard – A Wizard who spent too long on the plain searching for powerful artifacts. If by chance at a later date the players return and cast wish to un-petrify him, he turns out to be a Zaluran Wizard – Meltheppiun Blacklith – he gives them a major wondrous item for helping him before plane shifting out of there. 3. Clockwork Steed – In amidst the debris here is a fully operational clockwork steed. It is idle and wanders about aimlessly. The clockwork steed’s master perished on the battlefield, and it has been slowly idling here in the junkyard waiting for eventual petrification. Should anyone attempt to use or command it willingly obeys – considering it to be the purpose it was built to fulfill. Engraved into its mane is the name “Iron horse” 4. Rubbish Chamber – Empty 5. Maug Camp – Maugs, who live on this plane Congregate in a camp here. 10 Maugs are gathered here. Discarded from battle, they wait for new opportunities to wage a combat. Most of the Maugs lack grafts; however, their leader – Stogrom – has the Roller Graft and Spikes. If the players do not approach with hostility, the guards stop them and address them. Questioning them and such. a successful diplomacy check DC 16 lets them into the camp to see Stogrom, or else the maug’s tell them to get lost. Offering them a bribe of at least 500 gp allows the players to also see Stogrom. Stogrom tells that they are mercenaries without a cause. Their last employer perished and with no other employers to field them they ended up here. They have been approached by both the fiends and the angels, but they haven’t made a choice who to serve yet. The Maugs ultimately seek to find employment to feel useful again – hopefully on some other plane. Hireling the Maugs costs 50 gp a day, and either some rare ore or metal or a magic item worth at least 4000 gp up front as payment. The Maugs will serve as long as they are paid. And will fight fearlessly. 6. Petrified Iron Golem– An Iron golem that succumb to the petrify effect of the plain while just about to deliver a strike on a VERY lucky explorer. This Chamber is now home to 2 hellcats. 7. Rubbish chamber – With a Large, Stagnant pool of water at its center. 8. Mender Assembly Ground – Several swarms of Clockwork menders are busy “propagating” a new batch of menders at the heart of this chamber. It is a rare thing to see – however – the menders will defend the process furiously. Several swarms are likely to be in here protecting the production cycle. If beaten, the other menders hastily abandon and disperse – all menders will be hostile in future. 9. Rust dragon’s lair – While the dragon is out hunting its lair, a tunnel dug into some debris and rubble in a chamber is home to its young. Awaiting their parents return. Also the chamber contains some choice loot the dragon has amassed for itself. If the players wait it is likely to return in d4 hours with a destroyed War forged charger in its mouth. Suffice to say if the players kill it’s young and leave – it will attempt to hunt them down and get revenge. 10. Broken down Slaughterstone Evicerators – The ruined remains of several slaughter stone evicerators, destroyed during a siege; they recently ended up all dumped in this chamber. Blades, jagged spikes and other nasty appendages jut out of most piles making climbing very hazardous, searching even more hazardous and what’s worse – one of them isn’t quiet destroyed yet. The lone remaining damaged Slaughterstone evicerator will attack anything living that enters the chamber – its last order to destroy anything moving. 11. Siege Equipment Stockpile – This chamber is dominated by 3 Toppled Siege Towers. A pile of ruined or semi destroyed catapults and ballistae. Some of these have magical enchantments. 12. Iron Golem Scrap yard – Several dozen Iron golems look to have been disbanded here. Their salvaged hulks lay in piles. Some petrified, some not, at the center of the chamber as if having been here for some time. Some of them are leaking toxic fumes, making this chamber wide and poisonous to travel through or remain in. 13. Crashed Warzepplin – A massive plated Blimp has crashed here, dominating the entire chamber. Most likely built by gnomes, this flying machine looks to have taken sever spell damage from multiple sources. Its plateing has been punctured in numerous places. Most of the air elementals in the Zepplin's Air tank have since escaped and moved on elsewhere, but 1 invisible stalker remains. Salvaging the Zeppelin turns up a magical ballistae that fires lightening bolts mounted at the prow (see heroes of battle) 14. Fallen Battle titan – A Terrible battle titan, stranded here when its master died, finally sucame to the environment, hunger and age. The Carcass has produced a terrible smell and has – ironically – attracted the planes other predators. An Acherai (who got there first) ferociously defends the carcass. However, not to long after fighting it, a Steel predator – lured by the smell of rotting meat – arrives 3 rounds later to fight for the carcass. It doesn’t give chase if people run as its primary concern is eating the carcass. The encounter chance in this chamber increases to 20% as long as the Battle titan’s carcass is allowed to rot. 15. Rubbish chamber - 16. Destroyed shield golem – The Remains of a mostly intact shield golem, lies here where it lost a fight with a steel predator. It could be repaired back to working status with abit of work. However it would need a new amulate. 17, Bone yard – This chamber appears to be full of bones, stone corpses, decaying corpses, more so than much else. Picking over the bodies in this chamber are 2 Life leech Otyguhs, they don’t hunt together, but they will band together to chase off a common threat. 18. Inactive Slaughterstone Behemoth – A massive Slaughterstone behemoth wreck dominates the chambers center. The thing having already been turned to stone by the petrification effect of the plane (it was already destroyed). It sits smack bang in the middle of the Mattlock. An object marking the go between point of both the heaven and hell camps. The thing is worshiped known as "the sleeping giant" by the Maugs in the camp to the south. 19. The Heaven outpost – Temple ruins of Heironious The Movianic deva, Laiara of Celestia, and her cadre of hound archons have been for weeks now attempting to prevent / hinder / or otherwise interfear with the devil’s plans of finding powerful artifacts and items within the junk yard. She understands a frontal assault would be glorious indeed, but she believes she lacks the forces to come out with anything less than a piers victory. So she is willing to offer healing, sanctuary and rewards to any adventurers willing to work with the forces of heaven against the evil doers. If the players destroy the devils, she rewards them but her forces stay to mop up any remaining devils. 20. Broken Colonnade – 2 Caryatid Columns. 21. Crashed Githyanki Astral Skiff – Crashed into a pile of debris, a shot down Githyanki skiff. The ship was on a scouting mission from the astral looking for artifacts when they were shot down in crossfire, the surviving crew waits here for retrieval. Another 2 Search Skiffs are currently making sweeps of the area looking for them. 2 Gish and a cleric captain are waiting retrieval. They will xenophobic attack anything that enters the chamber with much fervor. 22. Clockwork Horror Assembly – The terrible sound of chittering heralds the coming of a group of clockwork horrors. First 3 Electrum horrors arrive, forward scouts probing the ahead chamber. After 3 rounds a gold horror and 2 more electrum horrors arrive. Within another 3 rounds 2 more gold horrors and a platinum horror arrive. And 2 rounds after that, finally the adamantine horror catches up. The entire assembly has been moving through the area looking for materials. If the players do not attack them, they do not attack back until threatened. If anyone is carrying a lot of metal however, the horrors attack them. 23. Battleships – Jutting out at all angles in this chamber are the wrecks and hulks of a fleet of plated war galleys and caravels that look to have been scuttled and ended up here. At its center is a Ship named the “The Battle wraith”. After being dumped here, the dead don’t rest easy – still wanting to fight on the fields of Acheron. They wonder this chamber challenging anything that enters in the form of 3 sword wraiths. 24. The Hell Outpost – Ruins of temple of Hextor A Team of Devils is scouring the region for useful Items. They conflict with the celestial outpost elsewhere in the Mattlock hunting for useful gear. The Devil in charge is willing to work with adventurers, who may be willing to destroy the Celestial outpost for a reward and a good word with the temple of Hextor. They however despise good party members, but are willing to use them. Whispering in the ears of their comrades they will give them extra rewards to come back without any doo gooders. The Erinyes, Gwee, commands the expedition. She is growing restless of the stalemate however. After dealing with the party, (if still alive) she will dispatch 2 other Erinyes to harass the party and retrieve her gifts. 25. Rubbish – d4 Boneclaws 26. The Gate Chamber – A heavily guarded gate room. Defended by Rotated guards from the temple on the prime material valley. It is defended by 2 blood golems and may take some time to get past. ----- The map ----- just for those that are interested... its a rough cause i generated it to get a labrynth. i plan to fine tune it. http://img247.imageshack.us/my.php?image=acharoncopynq5.jpg 0 – Stone Archway T – Random Trapped Iron Door # - heavy Iron Portcullis X –Iron door S – Concealed Door ---- Random encounters ----- 1-2 Mimic 1 3-4 War forged Charger 1 5-6 Chain Golem 1 7-8 Acherai 1 9-11 Clock roaches 6 12-14 Dwarf Ancestor 1 15-18 War forged Charger 1 Clock work mender swarm 1 19-20 Kyton 1 Nupperibo 1D3 21-23 Gargoyle D3+1 24-27 Hound Archons D3+1 28-30 Spinagon D3+1 31-34 Nimblewright 1 35-38 Flesh Golem 1 Clock work mender swarms +2 39-42 Life Leech Otyguh 1 43-46 Steel Devils D2 47-50 Caryatid Columns 2 51-53 Electrum Horrors 4 54-57 Nupperibo D4+5 58-61 Blood Golem of Hextor 1 62-65 Dread guard D4+5 66-69 Hammerers D3 and Pulveriser D3 70-73 Maugs D3+4 74-77 Hellcats D2 78-80 Boneclaws D4 81-82 Gold Horror 1 Electrum Horrors d2+2 83-84 Sword wraiths 2 85-86 Barbazus D3+1 87-88 Movianic Deva 1 89-90 Zelekhut (inevitable) 1 91 Lodestone marauder 1 92 Phase Spiders D4+1 93 Erinyes D2 94 Orthons D2 95-96 Platinum Horror 1,Gold horror 1, Electrum horrors d3+1 99 Cadaver Collector 1 100 Steel Predator 1 ---------- Its all completely rough right now. sorry about the length. |