three layers is the River of Salt, a sparkling crystalline mass of liquid salt crystal. Needless to say, submersion in the river is deadly. Other features include portals between the three layers that appear as groves of viper trees and ovens of green fire. But given Graz'zt's cruel sense of humor, some green-fire ovens are simply full of fire and don't contain portals at all. The environments of the three realms are not terribly dangerous; each resembles a twisted version of the Material Plane. For instance, the 45th layer is like a constantly gray, rainswept steppe. The 46th layer is illuminated from the ground, so that shadows are strange and rise like columns of darkness into the sky. The 47th layer (only reachable from the previous two layers, never from the Plain of Infinite Portals) is lighted by a blue sun. Here flames are purple instead of red, and they deal cold damage. Thus, creatures normally immune to fire might be surprised when they approach the flames.
Zelatar: The largest city of Graz'zt's realm, Zelatar exists in all three layers. Doorways may allow exit onto a street or into a building, but the building interior or the street could very well exist on a different layer of the Abyss. The inhabitants of Zelatar (demons, half-fiends, tieflings, and others who revere Graz'zt) soon learn the ways of the shifting portals, but most visitors require a guide to get from place to place within the city. The Argent Palace is visible from anywhere in Zelatar, regardless of which layer the observer is looking from. The Argent Palace is Graz'zt's abode of sixtysix ivory towers and one hundred cold, mirrored halls. The palace is a sterile, echoing space where those seeking Graz'zt's audience room must wend their way through the mirror and portal maze in which ravenous bodaks roam.
The largest city of Graz'zt's realm, Zelatar exists in all three layers of Azzagrat. Doorways may allow exit onto a street or into a building, but the building interior or the street could very well exist on a different layer of the Abyss. The inhabitants of Zelatar (tanar'ri, alu-fiends, tieflings, and others who revere Graz'zt) soon learn the ways of the shifting portals, but most visitors require a tout to get from place to place within the city. The Argent Palace is Graz'zt's abode of sixty-six ivory towers and one hundred cold, mirrored halls. The palace is visible from anywhere in Zelatar, regardless of which layer the observer is looking from. It is a sterile, echoing space where those seeking Graz'zt's audience room must wend their way through the mirror and portal maze in which ravenous bodaks roam.
from http://home.comcast.net/~chris.s/outer.htmlThe Grand Palace of Graz'zt
has many porticos and is gold bedecked. It is constructed of black marble and obsidian. It is reflective. It has a huge arch that leads to a central isle to the throne at the rear of the chamber. The throne is opaline, carved from a single stone by Graz'zt. There is a secluded chamber which is proofed against spying. It has a divan for Graz'zt and guests. The antechamber in the royal wing is guarded by guristhoi demons. The sanctum in his suite has huge doors made of hematite. The chamber floor is made of mirror polished jet. There is a table with seats and maps and papers. Graz'zt has a couch, this is where he plans his battles with his consuls. It is known as the Soul of Mezzafgraduun. From the garden one enters the audience hall which has a mirror bright obsidian dais and throne for Graz'zt. Vuron stands behind it. There are tall chairs for his demon lord allies.
My players (6 characters lvl 35-40, Graz'zt would be lvl 60-70 but he wont be in the palace) will soon enter Graz'zts palace and I am looking for ideas what they could find inside. Ideas for encounters, treasures, traps, npcs are very welcome![]()
Okay, I can add some background. Inspired by the adventureInspired by the adventure "For duty and Deity" Graz'zt betrayed Waukeen during the times of trouble and imprisoned her in his palace. Graz'zts plans are to replace Waukeen by one of his daughters, however to accomplish this he needs an information which he didn't manage to get out of Waukeen for the last century.
My players now have different goals. Some of them want to free Waukeen and restore her divinity, some of them simply want to plunder Graz'zts treasuries and two of them want to steal Waukeens divine power (without each other or anybody else knowing of their plans).
With the help of another group of NPC adventurers (who also secretly want to get their hands on Waukeens divinity, but for a noble reason) their plan is to summon Graz'zt, so he won't be in his palace, when they break in.
Of course summoning Graz'zt is no easy task and this other group of adventures had to make a pact with Orcus to have a chance for the summoning to succeed. Orcus plans are to use the confusion when Graz'zt is away and make a daring raid, against Azzagrat while his opponent is bound elsewhere.
To make things more complicated, there are even more parties involved:
The players are strongly allied with two Dukes of hell and have various dealings with the devils. So the Baatezu know about the summoning, as well as the pact with Orcus. They are worried however, that if Orcus plan succeeds, Graz'zt will eventually fall and there will be considerably less forces bound in the the three way war between Graz'zt, Demogorgon and Orcus. These forces would join the bloodwar and break the fragile equilibrium. Playing a risky game they gave some of their informations to Demogorgon, in the hope that Demogorgon will attack Orcus, while the goat is in Azzagrat. They hope that Orcus and Graz'zt will survive, but so much weakened afterwards that they have to use all their forces (including their bloodwar troops!) to defend their layers against Demogorgon.
Demogorgon is in conflict with himself. Aameul hates Graz'zt even more than Orcus, hence wants to take Azzagrat, while Hethradiah wants to take care of Orcus first which would probably be the wiser decision from a strategical point of view.
Finally there is Athux one of Graz'zts sons who wants to overthrow his father during the confuson and some other minor parties involved.
However Graz'zt maybe the most cunning demon knows about all (except Demogorgons involvment) of this.
Indeed it was his plan to provoke the attack from Orcus this way and use the opportunity for an assault against Thanatos.
A side benefit is, that the players will bring an artifact directly to his palace which he sought after for a long time (he hopes like two of the players to get access to Waukeens divinity with this artifact).
In a suicidal attack forces of Graz'zts will attack the forbidden citadel and try to activate a "doomsday device" which lies there. If they suceed, this should inflict massive damage on Thanatos and result in Orcus fall in the aftermath.
Can I ask? How did Graz'zt imprison Waukeen again in your campaign?