Irithyll Oubliette#
Arklem's domain.
Dungeon Concept#
Tons of cloudkill gas everywhere.
Tons of Arklem souverniers + bound servants.
Skeletons all booby-trapped with bombs inside of them (seed it earlier upstairs).
They can use the skeletons later on against actual threats.
Threat: Undead giant who uses his other hand as a club. TODO: rnaged threat. Hulking zombies tortles that two-hit, then drop themselves prone as an attack ontop of you for bonus dmg (on hit, both prone, adv to hit against hit enemy).
5 Entrance#
Flight only access down through the grate in the ceiling.
Blood stained floor.
2 Force Field View of Cliff#
Impenettrable, but can see out to the lake.
Possible to turn this of
4 LORE PLACEHOLDER TOMBS#
3 Astral Spillover#
There's astral water floating between a beachy walkway here.
Large footprint in the sand (right hand, left clawed the wall INV20)
Single exploding revenant?
See there's a light coming from inside of him (PERC15).
7. Spectral Guardian#
Spectral Guardian TOB358 CR6
https://www.5esrd.com/database/creature/spectral-guardian-3pp/
Attacks anything on sight.
8. Saphire Poop at the Cross Roads#
Have to move upwards from 3 to get here.
Blood poop indicative of a blood salamander. Hemolotl.
What does salamanders like?
9. Cliff Face#
Claw marks across the cliff face. Dry.
Inhabitant: Grimlight Greater Behir (6 pairs of legs huge salamader, can be mistaken for a saphire dragon without wings). Carnivourous, hates dragons. Occasionally ventured out to eat lesser demons now that there was flesh in the city.
https://www.aidedd.org/dnd/monstres.php?vo=behir - beef it up a bit
maybe https://www.reddit.com/r/UnearthedArcana/comments/o2nhxx/behir_stormstriders_give_your_bbeg_a_behir_mount/
They can summon it here with the right ideas.
Pour astral water in there?
Can charm / animal handling 15 it when it comes out.
10 LORE PLACEHOLDER TOMBS#
11 Guarded Main Path#
Cloudkill gas everywhere.
Every enemy here has an explosive inside of it (perc20).
- Tulpa spectral shapeshifter undead ; CC358 CR4
- Tveirherjar CC359 CC7 (general battle skeleton)
- Wormhearted Suffragan TOB410 CR5 (parasite caster)
They'll talk amonsgt themselves as if some alarm was triggered.
Can get the drop of some of them via 17
Along with a Doom Golem CR10
11a is gas source.
Arklem arrives in round 3 (alarm tripped, sensor check, port).
Sees action. Time stop + DBF (Concentration) + Mass Heal
(give faey a perc check and chance to move?)
- "You are intruding into sacred lands."
- yellow light flashes from his fingers, pointing it in your general direction
- "You have some nerve coming here."
- wind spell - moving gas in their direction (doesn't affect them, but it is flammable)
(4 rounds in)
"Stay right where you are. You have 30s to explain yourself." (One hand holding a spell)
- CON save vs retching (this turn)
(6 rounds later)
- "You are out of time.
16. Two Way Mirror#
Arklem there if they stare too hard.
Used by Arklem to communicate to guards. Every n hours, guard from 6 passes through there.
17. Vantage Point for a Ninja#
41. Unfortunate Entrance#
Alarmed. TODO: WHAT DO WE PUT HERE?
Guards talking about the move to velddrinnsshar:
- "i heard the skipper has been taking first timers all this time"
- "but Arklem can just plane shift us there, right?"
- "yes, but wanted to extract an undying soul from here first to speed up the summoning"
- "that's not necessary anymore, didn't you hear? they got an old one in shar."
- "yes, one of the helix."
18. Main Entrance#
Communication mirrors. Heavily sealed door. Truesight mirrors.
Arklem will answer if they use it.
Actual doorbell button next to the mirrors.
27-34 Rooms#
Resting places / Studies for creatures.
Magic Gym equipment in one.
Lore in another.
29 is the leader's room (biggest guy in 11)
Book on chronomancy (if not here, then in Arklem's chambers).
15. Reward Entrance.#
If they got here the legit way, there's no locks (and they probably attacked through 11).
15 Cave#
Fireplace here with food?
14 Guard Training Area#
TODO: How do these creatures train?
37. Magic Energy Colums#
Sphere with metal disk orbiting around them like some crazy futuristic machine.
Look at it; mesmerizing, all of them rotating around the sphere in different ways, and incredibly fast, but every 10s or so, all disks align (at that point it looks like a saturn) and quickly spin forward. DC25 DEX to hit in that opening (needs to be super fast).
This is responsible for the enregy field around Arklem's doors (18, 2, 20)
35 Locked door with glass overlook into 37#
Hear ominous sound behind you, like thunder, but like it's 2km away
Glass is sturdy.
Forcecage Trap to detect.
40 Milky Waterpath starts#
Water fields wierd, and light, sharp blue, feels milky. Thinner, less density. Kind of foamy.
INV: 1cm level of incredibly fine floating on top of it, caused by waterfall in 38.
38 Path to Astral Sea#
Maybe put some warnings here to discourage.
Maybe mind flayer ship in the distance.
36 Boss Demon King#
malexis
From cavern edge summoning creatures, mirage arcane, counterspell.
He summons different things, but they know about salamanders.
Lightning weakness on Demon King's creatures. Antimagic Field, and he's on a ledge high up. Invis + Blur. Save adv, leg res. Spell as leg action. Summon or spell normally (while trying to avoid).
He'll fight from above 37.
??He will summon the Salamander if they haven't figured out how to tame it??
20. Arklem's C hambers#
Path in is sealed and one has to deactivate all the magical energy columns in 37 to unseal the door.
Books on the Prophecy.
Needs the soul of 3 creatures alive when the god was alive.
Actual Netherese Ritual to summon a God.
imps in 20 (3)
25. Arklem's Teleport Circle#
Also communication mirrors in there that has view over the caves.
23. Arklem's Water Tank With Phylactery#
Contents#
One room with info on Arklem.
Skeletal pseudodragons start to emerge from hideyholes when they get close to it.
In watery chamber (drainable, with alarm) inside a stone tank, is a bunch of dead goblins and the 5-cell floating; gif of penthacoron.