Upon the Mesa sits a earth toned structure. Four towers and one huge on in the middle temper the sky that strangely doesn't look like any archetecture of this plane. The college itself covers the ten mile mesa in length and five miles in width with a lake in the center of it. The college is almost a city unto itself.
*Note: All Headmasters and Masters of the college are at least lvl 20's at this point in the game. Headmaster: Darius O'Dale, A falcion lyracist in his mid forties he is actually the forth headmaster Darius O'Dale. He's actually a Good Litch. The face of the college
Master of Arms: Dwarf with a shaved head and no beard covered in scars. His name is up to you.
Master of Magic: Doppleganger that is a High Elf Female. Who is actually the dwarf's lover.
Master of Religion: High Cleric of Vecna, Tiefling.
Master of Skills: Rouge
Master of Arts: Bard of some sort;
Master of Nature: Gorthingy that is a xenophob
College Description: Made out of the rough sandstone of the Mesa there stands four to five huge buildings along with four towers(A mile high each) and one large on in the center (Four miles High). There is a lake as well as some rivers that flow through the valley around the mesa which also used for ranger, druid, and fighter training along with what is on the college site. There is also a small lake in the center of the college area that is pretty much a place of relaxation a “natural healing spring”. Cody can get Merkih's last set of items including a lot of extra gold if need be that was left to him since Merkih's will left everything to him. Everyone with a thousand gold can join The Bard's College as a student but they can also pay for private lessons in their field if they so chose. The College is a free zone that doesn't pay homage to any one nation however those with national ties are free to leave in time of war.
Other points about the college
Merikh was is the youngest graduate of the college even though his item has been returned there by a adventuring party. He solved this dungeon by spending all of his time reading up on the dungeon itself and growing close to the Master of Religion, a fellow follower of Vecna. He will reveal why Merikh left the college after graduating was because of a vision that he would become a undead if he continued to live life so focused. So that's why he became rash and diving head first into every battle. His early graduation of less than a year made his rival quite angry with him and will go after Douggie if confronted by him.
There is a temple and underground network of Vecna. Any follower of Vecna is treated as a friend due to the nature of how secret things are. You might be able to ask favors from the church on how to get things that you need but nothing to crazy. Also the master of skills is really good at finding out information on troop movements and itemry in any nation.
The Dungeon of Drakon
The Dungeon is actually open to anyone who wants to enter it. It's the graduation test for those who join the bard's college. You ask for a specific item to bring out or information on it and they set up the test for you. The Dragon Orb is availble for the adventueers to take but they may not be able to keep everything they find down there. Also the college will give them a legacy item with the lesser one unlocked when they beat the dungeon. Also don't worry about dying they will get resurected but won't get the item probably, unless you want to say nyeh. Also they become honoray graduates, Alumni, or the Bard College and can call in favors and information networks if need be for things. Items inside are up to the DM as to what they can get just for this dungeon.
Lvl1 of the dungeon
The opening of the dungeon is a cave that is the face of a white dragon. Two silvery crystals are the eyes of the only marble looking thing in the dungeon. You walk down the stone steps of the dragon and see every five feet portraits of Drakon and the party in their various adventures. Ending of course with his “death” which was him facing down a god. Garl Glittergold the god of gnomes. Kills the god who kills Drakon.
Layout of the first level. It's a cavernous area that is at least sixty feet high. There are three paths at the fork of three paths you will meet the Master of Religion who will tell you about the dungeon. One of the paths is you have to solve riddles from the other two.
The other two paths
Path 1: Riddle Puzzle. I am neither air nor earth, fire or water, but if you are called the past tense of me you are angry. Riddle Answer: Steam
Music puzzle: Answer: Holy Song
Pattern Puzzle: Death Trap Obstacle Course
Path 2: Game: Same but the skull of the dwarf. Game of Chance
The lever game: Skill game
Game of Risk: Chromatic vs Metallic with you playing Chromatic. Skull of the ranger
The Real Path: Greater of Spawn of Jubilex MMV
Greater Spawn of Juiblex
Always CE Huge elemental (extraplanar, water)
Init +0; Senses blindsense 60 ft., darkvision 60 ft.; Listen +9, Spot +9
Aura horrific presence (5 ft.)
AC 24, touch 8, flat-footed 24 (–2 size, +16 natural)
hp 126 (11 HD); DR 5/—
Immune elemental immunities
Fort +14, Ref +3, Will +5
Speed 40 ft. (8 squares), climb 30 ft.; sludge form
Melee 2 slams +16 each (3d8+10/19–20 plus slimy infestation)
Ranged sludge orb +6/+1 (2d8+10 plus slimy infestation)
Space 15 ft.; Reach 15 ft.
Base Atk +8; Grp +26
Atk Options Cleave, Power Attack
Abilities Str 31, Dex 10, Con 24, Int 6, Wis 15, Cha 10
SA slimy infestation, sludge form
SQ elemental traits
Feats Cleave, Improved Critical (slam), Improved Natural Attack (slam), Power Attack
Skills Climb +18, Jump +14, Listen +9, Spot +9
Advancement 12–15 HD (Huge)
Horrific Presence (Su) Any creature that starts its turn adjacent to a greater spawn of Juiblex must succeed on a DC 22 Fortitude save or be forced to move 10 feet away from the monster. This movement does not provoke63 attacks of opportunity and does not count toward the victim’s regular movement for the round. A creature unable to move is dazed for 1 round if it fails the save. The save DC is Constitution-based.
Sludge Form (Ex) As lesser spawn, but deals 4d6 points of damage and 1 point of Con damage. The creature is sickened for 1 round. Fortitude DC 22 to take half hit point damage and negate the Con damage.
Slimy Infestation (Su) As lesser spawn, but tentacles deal 1d8+5 points of damage.
Sludge Orb (Ex) A greater spawn of Juiblex can fling globs of effluvia up to five range increments. The range increment is 20 feet.
Greater spawn of Juiblex resemble their lesser counterparts, but they are rarer and far more dangerous. Slimy trails left in deep tunnels sometimes hint at the presence of these beings, and intelligent creatures stay far away from such areas.
lvl 2 of the dungeon
Face your inner demon...
Mirror of Feared Oppositions
This wall of mirrors will force the characters to face lvl 1 versions of themselves which will test their mental state. Note: They have to actually make the decision to fight them in order to kill them off. The dead characters is just for fun and shins.
Kalan: A full blue dragon version of himself. Only like 40 hp.
Douggie: A ninja hand to hand fighter version of himself.
Nymph:A female wizard who hates nature and scorns it.
Halfling: A female gnome, if you think of something better go for it.
Orc: A lawful good paladin with a soul who has everything the orc could ever want.
Kobold: A happy slave version of himself who obeys the humans and can't sing.
Ian: A full gray elf version of himself that is a hand to hand fighter with blades. Think Drizt.
Cross: A chaotic good human version of himself that hates shoes.
Death Knight: A real life version of herself as a lvl 1 commoner with her baby child next to her.
If Douggie has the hand of Merkih or The skull of the real Douggie a opposite will walk out unchallenged. LN Cleric of St. Cuthbert Hikrem or Samot the Knight might be convinced to spare the party since they will both be LN. Not the names are backwards like that of a mirror. Possible NPC's for later to aid them in the big battle
Face your Rival
Kalan: I have no idea...I want you to do something that is going to make me have to think.
Cross: Angelic Thingy
Death Knight: Kill undead thingy
lvl 3 of the dungeon
Fight with the Organ
The Ghosty's organ still has it's old effects save for the new thing that it does. Each plane they go to they have to find a crystal that goes into a Beholder image in the battle arena so they can disarm the organ. What happens on the planes is up to you.
Planar Organ: d8 plane shift
1: Postive Energy Plane
2: Negative Energy Plane
3: Gray Waste Lands
6: Empty Plane; Table 4 chairs, hooded people playing a game.
lvl 4 of the dungeon
Fight with the Effigy of the White Dragon with Dragon Orb. Effigy is in MM2 or Complete Arcane.
White Dragon Orb
Death Knight: Scythe Sword
Druid: ??? Probably something that aids her companions would be a good idea now that I think about it.
Ian: Got his.
Kobald: Broach of the Muses
Halfling: Tentacle Rod Whip Magic Item Compendium
Cody: Magical Gun.
After you defeat the dragon and such The Ghost will be revealed to be the Headmaster of the college who will take the whole party to meet Drakon. The Sleeping Warrior. He will bring up the Astral form of Drakon who will answer any questions the characters have about him or what is going on that he can tell them about. He awaits till the darkest hour of this country to come back with his hidden army.
“I never wanted to be a king. I only wanted to be the hero that was needed. For that reason my private army has no nation and no flag. Only the symbol of the white dragon, the noble creature I didn't enslave, is how we know of our members. They are scattered though out all nations. They will answer the call if and when it is needed. Consider yourselves allies of mine now. You will be handed a scroll. This scroll when torn will send a message to our highest tower. If you sense anything that could disrupt the whole world. If you find out anything. Rip and tell the message. So that we can muster our forces in time to save us all.”- Drakon the First.