Ashrem Bayle
Explorer
Ok, game is Saturday and I've got DMer's block. Can you guys help me come up with some unique encounters to populate this dungeon with? There is a lot of talent on this board, it needs to be put to use.
The characters are 7th level and we have 1 each of the basic classes. (Fighter, Cleric, Wizard, & Rogue) Nothing real unusual. Keep in mind that the players are getting pretty paranoid and have a talent for good tactics in combat. The map is a very small file attached to this post.
Thanks in advance. This is what I have so far, but it's not set in stone. Id like to hear any thought and opinions you might have.
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The Halls of Sorrow
The Halls were built over 300 years ago by an organization of elves who where charged by Correlon Larethion to guard the Scepter of Tora’Gothan, an ancient magical item capable of locating the lost Orbs of Dragonkind.
After his death, the creator of the Scepter, Tora’Gothan himself was entombed in the Halls. Traps were built and guardians created to protect the Scepter from falling into the wrong hands.
Until recently, the Scepter has remained forgotten. That is, until the dark dragon queen, Tia’mat began sending visions to the half-dragon sorcerer and high-ranking member of the Cult of the Dragon, Craesis.
Craesis sent word to one of his followers, Bishimon to obtain the scepter while he made plans to put it and the Orbs to use. Bishimon arrived in the small town of Thunderstone and once there, began using the town as a base of operations while he searched for the scepter. Two days before the Greengrass festival, he discovered its location.
Before departing he got into a scuffle with a few of the Purple Dragons keeping the peace in Thunderstone. The result was a fireball released into a small squad, which instantly killed all six of the Dragons.
A town meeting was quickly called and a reward of 1,000 gold pieces was put on the head of the killer.
The characters have tracked the killer to this point and begin at the steps leading into the second portion of The Halls of Sorrow.
Location A:
Lightning Fence
The center of the halls, where they cross, has a circle inscribed in the floor. Stepping into the circle triggers a lightning bolt to launch from the right end of the hall to the left.
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, lOth-level wizard, Reflex save [DC 14] half damage, 10d6 electrical); Search (DC 28); Disable Device (DC 28).
Location B:
HELP
Location C:
Golden Water basin and portal to room D.
Elven:
“He who seeks the blessing of passage must pay their way with the tears of a celestial.”
The characters must pour the tears of the angel in Floor 1’s Room A to activate the portal.
Location D:
Portal Room
This room has two switches next to the door.
Left Switch: Pull out and rotate. Disables Lightning trap
Right Lever: Push up. Opens door.
Location E:
Devil’s Prison
In the center of the room is a Hamatula chained to each wall by long chains. Its name is Ravesin.
The devil promises to leave them unharmed and will even reward them. It is telling the truth. After being released he will teleport away. After the adventure is over, Ravesin will return with a minor magic item for each of the characters.
Location F:
Location g:
Location h:
Location i:
Location j:
Location k:
Location l:
Location m:
Location n:
Location o:
The final encounter with Bishimon and his Shield Guardian.
Location p:
Portal Room – Portal takes characters to a portal just outside Baldur’s Gate.

The characters are 7th level and we have 1 each of the basic classes. (Fighter, Cleric, Wizard, & Rogue) Nothing real unusual. Keep in mind that the players are getting pretty paranoid and have a talent for good tactics in combat. The map is a very small file attached to this post.
Thanks in advance. This is what I have so far, but it's not set in stone. Id like to hear any thought and opinions you might have.
------------------------------
The Halls of Sorrow
The Halls were built over 300 years ago by an organization of elves who where charged by Correlon Larethion to guard the Scepter of Tora’Gothan, an ancient magical item capable of locating the lost Orbs of Dragonkind.
After his death, the creator of the Scepter, Tora’Gothan himself was entombed in the Halls. Traps were built and guardians created to protect the Scepter from falling into the wrong hands.
Until recently, the Scepter has remained forgotten. That is, until the dark dragon queen, Tia’mat began sending visions to the half-dragon sorcerer and high-ranking member of the Cult of the Dragon, Craesis.
Craesis sent word to one of his followers, Bishimon to obtain the scepter while he made plans to put it and the Orbs to use. Bishimon arrived in the small town of Thunderstone and once there, began using the town as a base of operations while he searched for the scepter. Two days before the Greengrass festival, he discovered its location.
Before departing he got into a scuffle with a few of the Purple Dragons keeping the peace in Thunderstone. The result was a fireball released into a small squad, which instantly killed all six of the Dragons.
A town meeting was quickly called and a reward of 1,000 gold pieces was put on the head of the killer.
The characters have tracked the killer to this point and begin at the steps leading into the second portion of The Halls of Sorrow.
Location A:
Lightning Fence
The center of the halls, where they cross, has a circle inscribed in the floor. Stepping into the circle triggers a lightning bolt to launch from the right end of the hall to the left.
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, lOth-level wizard, Reflex save [DC 14] half damage, 10d6 electrical); Search (DC 28); Disable Device (DC 28).
Location B:
HELP
Location C:
Golden Water basin and portal to room D.
Elven:
“He who seeks the blessing of passage must pay their way with the tears of a celestial.”
The characters must pour the tears of the angel in Floor 1’s Room A to activate the portal.
Location D:
Portal Room
This room has two switches next to the door.
Left Switch: Pull out and rotate. Disables Lightning trap
Right Lever: Push up. Opens door.
Location E:
Devil’s Prison
In the center of the room is a Hamatula chained to each wall by long chains. Its name is Ravesin.
The devil promises to leave them unharmed and will even reward them. It is telling the truth. After being released he will teleport away. After the adventure is over, Ravesin will return with a minor magic item for each of the characters.
Location F:
Location g:
Location h:
Location i:
Location j:
Location k:
Location l:
Location m:
Location n:
Location o:
The final encounter with Bishimon and his Shield Guardian.
Location p:
Portal Room – Portal takes characters to a portal just outside Baldur’s Gate.