Gandariel
2012-06-12, 07:05 PM
Have you ever wondered what would an engineer do in the world of D&D?
Do you want to spice up your world with some steampunk vibes?
Are you in search of a plot hook, or a recurring enemy for your PCs?
Well, you've come to the right place.
I humbly present...
Camp Archimedes
Side notes: All of this was created by a friend and myself to entertain us during boring class hours, with some formatting and correction help from Playgrounders. I did none of the drawings.
You're extremely welcome to use this content in your campaign. But send me a PM later and tell me how it went :)
Backstory
Archimedes was a genius child. From a young age everyone knew his intellect was on another level.
The children of his village were split in two play-war factions, and he used to build slingshots, traps, and smoke bombs to make his faction win.
A determined and curious student, he spent years diving through books, and was accepted at a young age into a prestigious guild of Artificers.
However, his curiosity pushed him to study realms of science his peers wouldn't approve.
In particular, he started studying the application of Elementals as an energy source for his inventions.
This was absolutely prohibited by the guild, which shunned him, but he persevered in the secrecy of his lab.
One fateful day, however, one of his experiments went wrong.
An explosion was heard all over the town, as a gigantic Fire elemental burst from the ground, destroying the laboratory of Archimedes and wreaking havoc all over the town.
The town guards, the other members of the Guild, and a fortuitous group of adventurers rushed to defeat the monster, and only managed to banish him to his home plane after numerous casualties.
Hours later, they found Archimedes, unconscious but alive, through the rubble that once was his lab. He was thrown into a cell until the next morning, where he would be publicly executed for his illegal practices.
Luckily, Archimedes' brain is the only thing they couldn't take away from him. From his cell he built a rudimentary explosive, which he used to narrowly escape the prison and flee the city, never to return.
He wandered for weeks, trying to decide on what to do: He could not return to society, but he needed resources to proceed with his experiments.
He was debating these ideas on a deserted road, when he was assaulted by a band of brigands.
The brigands quickly realised he had nothing worth stealing, and were about to kill him when Archimedes proposed them a deal: He would work for them and build them better weapons, in exchange for his life.
They gladly accepted, and Archimedes was put to work.
it only took him a few days to earn the trust and respect of the bandits, as the new items he built were extremely effective and far superior than the rudimentary tools they had been using.
Months passed, and Archimedes slowly rose in power: He made them depend on him, and eventually took the leadership of the band.
Once in power, he reformed the whole system: he developed a strict hierarchy, hired expert fighters and craftsmen to serve as teachers, and turned the disorganised band of bandits into an effective and ruthless army.
Meanwhile, his experiments continued: With the bandits more effective than ever, he had an easy time procuring all the materials he needed, and slowly turned the bandit camp into a high-tech armored fortress.
As an additional source of income, he started selling the services of his army to any city of ruler that could pay the price.
In time, Camp Archimedes stopped the acts of banditry and today it is the most feared mercenary camp in the land.
The neighbouring reigns aren't happy about the Camp, but none would risk opposing it (and all of them have been using their services from time to time).
Tl;dr Backstory: Archimedes is a genius Artificer who dabbled in enslaving elementals to power his machines. Shunned by society, he became the leader of a bandit camp. Thanks to his analytic mind, he turned the band of brigands into a high-tech army of mercenaries.
The Units of the Camp
First off, the basic melee unit: the Scorching Soldier
Scorching Soldier
Medium Humanoid (Human) Warrior 1
Hit Dice: 1d8+2 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Scorching glove +4 melee (1d4+2+1(fire) ) OR Scorch (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scorch
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Skills: Craft(Weaponsmithing)+2, Ride +4
Feats: Exotic Weapon Proficiency(Scorching Glove)(H), Improved Initiative(1)
Environment: Any
Organization: Solitary, pair, or group (3-6) plus 1-2 Cannoneers and 1 Squad Leader
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
What's that chicken smell? oh, that's you!
The basic infantry of Camp Archimedes, recruits start as Scorching soldiers.
They're used in groups to raid villages and set their resources on fire.
Combat
Scorching soldiers often attack in group, possibly with the support of other Archimedes units.
They are fierce soldiers who fight with their gloves, using their Scorch ability as often as they can, possibly in conjunction with other soldiers.
Scorch(Ex): Scorching gloves are the main weapon of these soldiers.
While they use these gloves, they count as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
Scorching gloves count as Masterwork weapons.
As a standard action, a Scorching soldier can activate the power of the gloves.
He can let loose a burst of fire identical to a Burning Hands effect at CL 2. This effect is totally mundane, so SR doesn't apply.
He can use this ability once every 1d4 rounds.
Second on the line is the Cannoneer, a weak unit with a big gun in their hands, for useful ranged support and battlefield control
Cannoneer
Medium Humanoid (Human) Warrior 2
Hit Dice: 2d8+4 (13 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 17 (+5 Breast Plate, +2 Dex), touch 12, flat-footed 15
Base Attack/Grapple: +2/+2
Attack: Steam Cannon ranged +5 (2d6 fire or Sickening gas ) OR Longsword +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Steam Cannon
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Skills: Craft(Weaponsmithing)+3, Ride +5
Feats: Exotic Weapon Proficiency(Steam Cannon)(H), Improved Initiative(1),
Environment: Any
Organization: Solitary, pair, or group: 3-6 Scorching soldiers plus 1-2 Cannoneers and 1 Squad Leader
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
FIRE AT WILL!
Who is that Will guy?
Who cares, just fire!
Cannoneers are ranged support units. They use their powerful weapon to disable and hurt foes, and often to set villages on fire
Combat
Steam Cannon: The special weapon of these unit, it is treated as a masterwork weapon with a range increment of 50 feet.
The weapon takes a Move action to load and a Standard action to fire.
Its main use is to fire small Fire bombs. To use them, the Cannoneer targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
Fire bombs can also be thrown without the Cannon. In this case they are considered as a thrown weapon with a 10-feet range increment.
Cannoneers never leave the Camp without at least 10 of them.
The Steam cannon can also be used to let loose a 30-feet radius cone of Sickening gas.
The effect is considered as an Inhaled poison, whose primary effect causes the Sickened condition (Fort save DC 13), and no secondary effect.
This ability can only be used every 1d4 rounds.
The Sickening gas effect is a byproduct of the functioning of the Cannon, so it does not require ammunition.
Since all Camp Archimedes units are equipped with special masks, they're all immune to this effect.
Then, next on the list, here comes the Squad Leader, a melee fighter with lightning weapons.
Squad Leader
Medium Humanoid (Human) Ranger 3
Hit Dice: 3d8+6 (20 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Mwk lightning club +6 melee (1d6+2 plus 2 electricity )
Full Attack: 2 mwk lightning clubs +4 melee (1d6+2 plus 2 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Strike, Favored Enemy: Humanoid(Human)
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Craft(Weaponsmithing) +6
Feats: Exotic Weapon Proficiency(Lightning Club)(H), Weapon Focus(Lightning Club)(1), Improved Initiative(3), Two Weapon Fighting(Ranger), Track(Ranger)
Environment: Any
Organization: Solitary, pair, or squad: 1 plus 1-2 Cannoneers and 3-6 Scorching Soldiers
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
I love the sound of electricity.. makes me feel so alive...
Combat
Squad leaders command a small troop, and often lead the attack with their powerful weapons.
Lightning Strike(Ex): Lightning Clubs are the main weapons of these units.
They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 2 points of electricity damage to each melee attack.
Additionally, if a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).
Now, on to some more powerful guys.
These are the lieutenants, elite melee troops
Lightning Lieutenant
Medium Humanoid (Human) Ranger 6
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Chain shirt, +1 Dex, +1 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +9/+4 melee (1d6 +3 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Thunderbolt
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Craft(Weaponsmithing) +9
Feats: Exotic Weapon Proficiency(Lightning Rod)(H), Weapon Focus(Lightning Rod)(1), Improved Initiative(3), Lightning Maces(6), Two Weapon Fighting(Ranger), Improved TWF(Ranger), Track(Ranger)
Environment: Any
Organization: Solitary, pair, or Recon force (4-7)
Challenge Rating: 6
Treasure: Standard (Equipment is currently an Amulet of Natural armor +1, two Lightning Rods and a Chain shirt)
Alignment: Chaotic Neutral
Advancement: -
Quick as a spark, silent as death
Combat
Lieutenants are elite warriors, tacticians and planners, employed in the most dangerous missions.
Lightning Strike(Ex): Lightning Rods are the main weapons of these units.
They are Exotic Light weapons which deal 1d6 points of bludgeoning damage plus 1d6 points of electricity damage. They also count as light maces for qualificating to weapon-specific feats, such as the Lightning Maces Feat.
Additionally, if a Lieutenant hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 2d6 electricity damage (4d6 if the enemy is wearing metallic armor).
Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rods and fire either a single lightning bolt using both weapons on a single target within 60 feet, causing 7d6 points of electricity damage to the target, or fire two smaller lightning bolts (one from each of his lightning rods) at two targets who may be no further than 30 feet apart, causing 3d6 points of electricity damage to each target. For both versions, a DC 15 Reflex save halves the damage.
Lieutenant's Equipment also includes a few Thunder Shards.
They are small metallic stones with no apparent purpose.
When a Lieutenant holds one, he can decide to hold it and charge it with electricity, activating it (it takes a standard action to do so).
One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
The bang can be heard from very far away, and Lieutenants use them to warn their allies of impending danger, or to confuse enemies making some of these detonate from different positions.
All lieutenants have a Mechanical Snake as an animal companion, courtesy of Archimedes himself.
Mechanical Snake
Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Size, +4 Dex, +5 Natural), touch 15, flat-footed 16
Base Attack/Grapple: +2/-2
Attack: Bite +5 (1d2-2 + 1d6(Acid) )
Space/Reach: 5 ft./5 ft.
Saves: Fort -, Ref +5, Will +1
Abilities: Str 6, Dex 18, Con -, Int 2, Wis 12, Cha 2
Skills: Hide +6
Feats: Weapon Finesse, Improved Initiative
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
Pythagoras, Archimede's most trusted helper:
Pythagoras
Medium Humanoid (Human) Warlock 13
Hit Dice: 13d6+26 (74 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft (Fell Flight)
Armor Class: 25 (+8 +4 Chain Shirt, +4 Dex, +3 Amulet of Natural Armor), touch 14, flat-footed 21
Base Attack/Grapple: +9/+9
Attack: Masterwork Quarterstaff +9/+4 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Invocations, Eldritch Blast 8d6
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 8, Dex 18, Con 14, Int 14, Wis 10, Cha 21
Skills: 48 Use Magic Device(16), Concentration 10, Craft(Weaponsmithing) 16, Craft(Armorsmithing) 16
Feats and Abilities: Improved Initiative(1), Scribe Scroll(H) Craft Wondrous Items(3), Craft Magical Armor and Weapons (6), Empower Spell-like ability(9), Quicken Spell-like ability(12), Detect Magic, DR 3/Cold Iron, Deceive Item, Fiendish Resilience 2, Energy resistance 5(Fire and Cold), Imbue Item
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Evil
Possessions:
+4 Chain Shirt with +1 Smoking Armor spikes
Cloak of Charisma +2
Gloves of Dexterity +4
Chausuble of Fell Power, Greater (Carc)
Horizon Goggles (CMage)
Aritificer's Monocle (MiC)
Rod of Magical Precision (CMage)
Amulet of Natural Armor +3
Hand me that tool, will ya..
Pythagoras is a tall, slim man, often covered in smoke, wielding a tall rod covered in runes and wearing his distinctive googles.
Pythagoras is the most trusted helper of Archimedes, he often helps him in his greatest creations. Over the course of the years, being Archmede's right arm has given him quite a few benefits, starting from the load of magical items he now carries.
He often wanders the camp, invisible and flying, to make sure that everyone's doing his job.
Combat
Pythagoras makes use of his various items, and his invocations. He absolutely avoids melee combat, and prefers to sneak away and use his ranged abilities.
He wields his Rod of Magical Precision (Which works as a Masterwork Quarterstaff, and always has a couple of daggers
hidden somewhere in case of emergency.
Invocations known:
Least:
Eldritch spear
Beguiling influence
Entropic warding
Lesser:
Fell Flight
Walk unseen
Eldritch chain
Greater:
Chilling tentacles
Bewitching blast
Note that his Chausuble of Fell Power increases his Eldritch blast ability to 8d6, his Rod of Magical precision supplies him with a Precise Shot effect (and allows him 3/day to ignore miss chances), and he can make use of the Empower and Quicken Spell-like ability feats.
One of Archimede's greatest creations is a particular kind of Golem.
While most golems are made alive through the use of a spirit from the elemental plane of Earth, Archimedes managed to build one using a spirit from the plane of Air, and this was the result:
Steam Golem
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 31 (-1 size, +22 natural ), touch 9, flat-footed 31
Base Attack/Grapple: +12/+25
Attack: 2 Slam melee +21 (2d10 +9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like Abilites
Special Qualities: Smokescreen
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 29, Dex 11, Con //, Int //, Wis 11, Cha 1
Skills: //
Feats: //
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Evil
This golem is the result of an air spirit being trapped into a mechanical construct.
The chained spirit is contained in the core of the Golem.
The metallic body is mostly made of tubes and pipes, through which the limbs of the golem take form.
Smokescreen(Su): the Steam Golem appears to be permantently surrounded by a dense cloud of gas. As a result the golem fills the surrounding
area (10ft square) with a noxious smoke equivalent to stinking cloud spell (CL 11). Smoke provides concealment, but the golem can see through smoke as normal.
Smoke dissipates and reforms when the Golem moves into a new square.
Additionally, when the Steam Golem is killed or destroyed, the gases contained in the machine are ejected out, having nothing more to keep them contained. This has the effect of a Cloudkill spell, at CL 11, centered on the now dead golem
Spell-Like Abilities:
at will- solid fog (cl 11), gust of wind(cl 11)
1/day - control winds (cl 11)
Archimedes, the Leader:
I'll leave this one blank since it's supposed to be the final boss, and you may wanna make your own, or have another BBEG to fit in.
Anyways, he's an inventor who dabbles in binding elementals, so the ideal class is probably Artificer.
Items used in the Camp
Gas Mask:
Face Slot.
The wearer of this mask is protected against gases of most forms.
The wearer gains a +2 bonus on Fortitude saves against inhaled poisons, and he is outright immune to inhaled poisons with a Fort save DC under 15.
This item has no price, since it is only manufactured inside the Camp.
Scorching gloves
Hands Slot
Whoever wears these gloves always counts as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
Scorching gloves count as Masterwork weapons.
As a standard action, the user can activate the power of the gloves.
He can let loose a burst of fire identical to a Burning Hands effect at CL 2.
This effect is completely mundane, so SR doesn't apply.
This ability can be used once every 1d4 rounds.
This item has no price, since it is only manufactured inside the Camp.
Steam Cannon:
Exotic, two handed ranged weapon
This weapon is always treated as a masterwork weapon with a range increment of 50 feet.
The weapon takes a Move action to load and a Standard action to fire.
Its main use is to fire small Fire bombs. To use them, the user targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
Fire bombs can also be thrown without the Cannon. In this case they are considered as a thrown weapon with a 10-feet range increment.
The Steam cannon can also be used to let loose a 30-feet radius cone of Sickening gas.
The effect is considered as an Inhaled poison, whose primary effect causes the Sickened condition (Fort save DC 13), and no secondary effect.
This ability can only be used every 1d4 rounds.
The Sickening gas effect is a byproduct of the functioning of the Cannon, so it does not require ammunition.
This item has no price, since it is only manufactured inside the Camp.
Lightning Clubs
One handed exotic weapons
Lightning clubs jave the same stats of masterwork clubs, bit the electricity running through them adds 2 electricity damage to each melee attack.
Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).
This item has no price, since it is only manufactured inside the Camp.
Lightning Rods:
One handed exotic weapons
Lighting rods count as masterwork Light maces (thus qualifying for the Lightning Maces feat), and the electricity running through them adds 1d6 electricity damage to each melee attack.
Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 2d6 electricity damage (4d6 if the enemy is wearing metallic armor).
Once per minute, as a standard action, the user can activate the power of their Lightning Rods and fire either a Lightning bolt dealing 7d6 damage or two, smaller lightning bolts each dealing 3d6 damage (for both versions, a DC 15 Reflex save halves the damage). This effect is mundane in nature and not subjected to SR (But Electricity resistance/immunity works fine).
This item has no price, since it is only manufactured inside the Camp.
Lightning Shard:
Lightning shards are small metallic stones with no apparent purpose.
The user can activate the Shard by hitting it with any electricity-based attack, or similar things (Having it struck by a lightning bolt, having a Lightning Elemental hold it, or use the electricity from Lightning Rods to activate it)
One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
The bang can be heard from very far away, and this can be used to warn allies of impending danger, or to confuse enemies making some of these detonate from different positions.
This item has no price, since it is only manufactured inside the Camp.
Tactics
For a fee, a troop of mercenaries will be sent to solve all of your problems.
Small troops consist of one Squad leader, 4 Cannoneers and 8 Scorching Soldiers.
They're trained to work together, their usual modus operandi is to burn down any opposition and often the entire village they're attacking.
Their tactics vary from mission to mission, but this is a general plan:
First, the team scouts the area and search for vantage points. They will try to block all possible exits from the area.
Then, the Cannoneers will set strategic points on fire.
The squad leader may then come in and kill a selected target / acquire some item, while the Cannoneers cover him with smoke pellets.
The Scorching Soldiers will defend the ranged units, and also gather at the exits and coordinate their Scorching Hand effect to kill anyone who tries to escape.
For higher fees, the Camp can offer bigger numbers of troops, also including Lightning Lieutenants (plus 30-40 Scorching Soldiers, 20 Cannoneers and 5 Squad Leaders)
This battalion is meant to suppress revolts or pillage small cities. Very little can withstand their assault.
Again, groups of Scorching soldiers will be stationed at all exits, while Cannoneers set buildings on fire and the higher grade units direct them (or sneak in for particular targets)
Small teams of Lightning Lieutenants can be hired too, for more stealthy missions. They are an efficient task force, capable of dealing with most enemies and come back alive for the cash.
They will usually be equipped with custom gear, specialized to the mission (flight, invisibility, vision enhancing, etc)
The Camp
The Camp is a very organised and structured village:
It is surrounded by strong metal walls that can shift to form openings: this, like most things in the Camp, is done thanks to the massive steam power provided by the huge, always on central furnace.
A station near the centre of the Camp controls the wall sections and is the only way to open them.
Inside the walls, watchtowers are installed periodically and soldiers are stationed to watch for enemies. Underneath them, small ammo and weapon depots.
The outer layers of the Camp are mostly made up of the barracks and homes of the soldiers.
As you travel inside, you can see silos of various resources, many small furnaces and smiths who build and repair weapons. Tubes connect all of those, some filled with steam, some with hot water or lava.
In the middle, some huge buildings can be seen. One is the Hall, where meetings are organized.
There are also some huge hangars where "experiments" are conducted. Not much is known of what's inside, but often explosions are seen, accompanied by profused black smoke.
Right in the center, the Main Furnace stands. a huge, dwelling open building where underground lava is gathered and channeled to power most of the Camp's activities.
The one thing missing is Archimede's lair. Nobody knows where he stays when he's not in one of the hangars doing crazy experiments. Some say he has a lair underground, just below the Furnace.
Another interesting thing about Camp Archimedes is the incredible amount of tubings that run everywhere. Aside from the ones carrying steam or water, some are even used for comunication: soldiers can put messages in them ,and a jet of air sends the message through the tubes to its recipient (this is how, for example, sentinels ask to the central "wall control station" to open the gates).
[] Archimedes lives underground and conducts experiments by enslaving elementals: his Steam golem is an example, and the Furnace is powered by an enslaved Elder Fire elemental.
A proper final confrontation would be in the Furnace's inner chamber, as the party fights against Archimedes. He may unlock the Elemental to cover his escape, or the party could unlock it to aid in the fight, or some unrelated event could free it, and cause both the party and Archimedes to flee.
Also, one player could infiltrate, learn the encryption system for the tube messages, and trick them into opening the gates for the rest of the party.[]
Plot Hooks
Camp Archimedes is really, really easy to introduce in any plot or setting:
1) Town the players are in is in revolt, a squad comes in to suppress it, under order of the King/lord.
2) Archimedes needs massive fundings for an experiment, he has started tactically raiding cities for gold.
3) Local ruler is annoyed at the presence of this camp of mercenaries/bandits, and asks the party to remove them
4) Archimedes is in search of some rare item for an experiment, and sends a stealth troop to pick one up. Incidentally, the party is also looking for that item. The troop reaches the item at the same time as the party, they fight and then flee with the item.
The party will have to investigate to learn about them, and face them in the search of the other items, or (later on) just bust the camp and fight them
5) Party of mercenaries is paired up with a Squad in a mission. Archimedes then calls them in and offers them a job as leaders of a squad / to do some mission.
...
Mix and match any of these to suit your campaign :D
Do you want to spice up your world with some steampunk vibes?
Are you in search of a plot hook, or a recurring enemy for your PCs?
Well, you've come to the right place.
I humbly present...
Camp Archimedes
Side notes: All of this was created by a friend and myself to entertain us during boring class hours, with some formatting and correction help from Playgrounders. I did none of the drawings.
You're extremely welcome to use this content in your campaign. But send me a PM later and tell me how it went :)
Backstory
Archimedes was a genius child. From a young age everyone knew his intellect was on another level.
The children of his village were split in two play-war factions, and he used to build slingshots, traps, and smoke bombs to make his faction win.
A determined and curious student, he spent years diving through books, and was accepted at a young age into a prestigious guild of Artificers.
However, his curiosity pushed him to study realms of science his peers wouldn't approve.
In particular, he started studying the application of Elementals as an energy source for his inventions.
This was absolutely prohibited by the guild, which shunned him, but he persevered in the secrecy of his lab.
One fateful day, however, one of his experiments went wrong.
An explosion was heard all over the town, as a gigantic Fire elemental burst from the ground, destroying the laboratory of Archimedes and wreaking havoc all over the town.
The town guards, the other members of the Guild, and a fortuitous group of adventurers rushed to defeat the monster, and only managed to banish him to his home plane after numerous casualties.
Hours later, they found Archimedes, unconscious but alive, through the rubble that once was his lab. He was thrown into a cell until the next morning, where he would be publicly executed for his illegal practices.
Luckily, Archimedes' brain is the only thing they couldn't take away from him. From his cell he built a rudimentary explosive, which he used to narrowly escape the prison and flee the city, never to return.
He wandered for weeks, trying to decide on what to do: He could not return to society, but he needed resources to proceed with his experiments.
He was debating these ideas on a deserted road, when he was assaulted by a band of brigands.
The brigands quickly realised he had nothing worth stealing, and were about to kill him when Archimedes proposed them a deal: He would work for them and build them better weapons, in exchange for his life.
They gladly accepted, and Archimedes was put to work.
it only took him a few days to earn the trust and respect of the bandits, as the new items he built were extremely effective and far superior than the rudimentary tools they had been using.
Months passed, and Archimedes slowly rose in power: He made them depend on him, and eventually took the leadership of the band.
Once in power, he reformed the whole system: he developed a strict hierarchy, hired expert fighters and craftsmen to serve as teachers, and turned the disorganised band of bandits into an effective and ruthless army.
Meanwhile, his experiments continued: With the bandits more effective than ever, he had an easy time procuring all the materials he needed, and slowly turned the bandit camp into a high-tech armored fortress.
As an additional source of income, he started selling the services of his army to any city of ruler that could pay the price.
In time, Camp Archimedes stopped the acts of banditry and today it is the most feared mercenary camp in the land.
The neighbouring reigns aren't happy about the Camp, but none would risk opposing it (and all of them have been using their services from time to time).
Tl;dr Backstory: Archimedes is a genius Artificer who dabbled in enslaving elementals to power his machines. Shunned by society, he became the leader of a bandit camp. Thanks to his analytic mind, he turned the band of brigands into a high-tech army of mercenaries.
The Units of the Camp
First off, the basic melee unit: the Scorching Soldier
Scorching Soldier
Medium Humanoid (Human) Warrior 1
Hit Dice: 1d8+2 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Scorching glove +4 melee (1d4+2+1(fire) ) OR Scorch (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scorch
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Skills: Craft(Weaponsmithing)+2, Ride +4
Feats: Exotic Weapon Proficiency(Scorching Glove)(H), Improved Initiative(1)
Environment: Any
Organization: Solitary, pair, or group (3-6) plus 1-2 Cannoneers and 1 Squad Leader
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
What's that chicken smell? oh, that's you!
The basic infantry of Camp Archimedes, recruits start as Scorching soldiers.
They're used in groups to raid villages and set their resources on fire.
Combat
Scorching soldiers often attack in group, possibly with the support of other Archimedes units.
They are fierce soldiers who fight with their gloves, using their Scorch ability as often as they can, possibly in conjunction with other soldiers.
Scorch(Ex): Scorching gloves are the main weapon of these soldiers.
While they use these gloves, they count as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
Scorching gloves count as Masterwork weapons.
As a standard action, a Scorching soldier can activate the power of the gloves.
He can let loose a burst of fire identical to a Burning Hands effect at CL 2. This effect is totally mundane, so SR doesn't apply.
He can use this ability once every 1d4 rounds.
Second on the line is the Cannoneer, a weak unit with a big gun in their hands, for useful ranged support and battlefield control
Cannoneer
Medium Humanoid (Human) Warrior 2
Hit Dice: 2d8+4 (13 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 17 (+5 Breast Plate, +2 Dex), touch 12, flat-footed 15
Base Attack/Grapple: +2/+2
Attack: Steam Cannon ranged +5 (2d6 fire or Sickening gas ) OR Longsword +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Steam Cannon
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Skills: Craft(Weaponsmithing)+3, Ride +5
Feats: Exotic Weapon Proficiency(Steam Cannon)(H), Improved Initiative(1),
Environment: Any
Organization: Solitary, pair, or group: 3-6 Scorching soldiers plus 1-2 Cannoneers and 1 Squad Leader
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
FIRE AT WILL!
Who is that Will guy?
Who cares, just fire!
Cannoneers are ranged support units. They use their powerful weapon to disable and hurt foes, and often to set villages on fire
Combat
Steam Cannon: The special weapon of these unit, it is treated as a masterwork weapon with a range increment of 50 feet.
The weapon takes a Move action to load and a Standard action to fire.
Its main use is to fire small Fire bombs. To use them, the Cannoneer targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
Fire bombs can also be thrown without the Cannon. In this case they are considered as a thrown weapon with a 10-feet range increment.
Cannoneers never leave the Camp without at least 10 of them.
The Steam cannon can also be used to let loose a 30-feet radius cone of Sickening gas.
The effect is considered as an Inhaled poison, whose primary effect causes the Sickened condition (Fort save DC 13), and no secondary effect.
This ability can only be used every 1d4 rounds.
The Sickening gas effect is a byproduct of the functioning of the Cannon, so it does not require ammunition.
Since all Camp Archimedes units are equipped with special masks, they're all immune to this effect.
Then, next on the list, here comes the Squad Leader, a melee fighter with lightning weapons.
Squad Leader
Medium Humanoid (Human) Ranger 3
Hit Dice: 3d8+6 (20 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Mwk lightning club +6 melee (1d6+2 plus 2 electricity )
Full Attack: 2 mwk lightning clubs +4 melee (1d6+2 plus 2 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Strike, Favored Enemy: Humanoid(Human)
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Craft(Weaponsmithing) +6
Feats: Exotic Weapon Proficiency(Lightning Club)(H), Weapon Focus(Lightning Club)(1), Improved Initiative(3), Two Weapon Fighting(Ranger), Track(Ranger)
Environment: Any
Organization: Solitary, pair, or squad: 1 plus 1-2 Cannoneers and 3-6 Scorching Soldiers
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
I love the sound of electricity.. makes me feel so alive...
Combat
Squad leaders command a small troop, and often lead the attack with their powerful weapons.
Lightning Strike(Ex): Lightning Clubs are the main weapons of these units.
They are Exotic Light weapons that deal 1d6 points of bludgeoning damage plus 2 points of electricity damage to each melee attack.
Additionally, if a Squad Leader hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).
Now, on to some more powerful guys.
These are the lieutenants, elite melee troops
Lightning Lieutenant
Medium Humanoid (Human) Ranger 6
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Chain shirt, +1 Dex, +1 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Mwk lightning rod +11 melee (1d6+3 plus 1d6 electricity)
Full Attack: 2 mwk lightning rods +9/+4 melee (1d6 +3 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Thunderbolt
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Craft(Weaponsmithing) +9
Feats: Exotic Weapon Proficiency(Lightning Rod)(H), Weapon Focus(Lightning Rod)(1), Improved Initiative(3), Lightning Maces(6), Two Weapon Fighting(Ranger), Improved TWF(Ranger), Track(Ranger)
Environment: Any
Organization: Solitary, pair, or Recon force (4-7)
Challenge Rating: 6
Treasure: Standard (Equipment is currently an Amulet of Natural armor +1, two Lightning Rods and a Chain shirt)
Alignment: Chaotic Neutral
Advancement: -
Quick as a spark, silent as death
Combat
Lieutenants are elite warriors, tacticians and planners, employed in the most dangerous missions.
Lightning Strike(Ex): Lightning Rods are the main weapons of these units.
They are Exotic Light weapons which deal 1d6 points of bludgeoning damage plus 1d6 points of electricity damage. They also count as light maces for qualificating to weapon-specific feats, such as the Lightning Maces Feat.
Additionally, if a Lieutenant hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting an additional 2d6 electricity damage (4d6 if the enemy is wearing metallic armor).
Once per minute, as a Standard Action, a Lieutenant can activate the devastating power of his or her lightning rods and fire either a single lightning bolt using both weapons on a single target within 60 feet, causing 7d6 points of electricity damage to the target, or fire two smaller lightning bolts (one from each of his lightning rods) at two targets who may be no further than 30 feet apart, causing 3d6 points of electricity damage to each target. For both versions, a DC 15 Reflex save halves the damage.
Lieutenant's Equipment also includes a few Thunder Shards.
They are small metallic stones with no apparent purpose.
When a Lieutenant holds one, he can decide to hold it and charge it with electricity, activating it (it takes a standard action to do so).
One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
The bang can be heard from very far away, and Lieutenants use them to warn their allies of impending danger, or to confuse enemies making some of these detonate from different positions.
All lieutenants have a Mechanical Snake as an animal companion, courtesy of Archimedes himself.
Mechanical Snake
Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Size, +4 Dex, +5 Natural), touch 15, flat-footed 16
Base Attack/Grapple: +2/-2
Attack: Bite +5 (1d2-2 + 1d6(Acid) )
Space/Reach: 5 ft./5 ft.
Saves: Fort -, Ref +5, Will +1
Abilities: Str 6, Dex 18, Con -, Int 2, Wis 12, Cha 2
Skills: Hide +6
Feats: Weapon Finesse, Improved Initiative
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -
Pythagoras, Archimede's most trusted helper:
Pythagoras
Medium Humanoid (Human) Warlock 13
Hit Dice: 13d6+26 (74 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft (Fell Flight)
Armor Class: 25 (+8 +4 Chain Shirt, +4 Dex, +3 Amulet of Natural Armor), touch 14, flat-footed 21
Base Attack/Grapple: +9/+9
Attack: Masterwork Quarterstaff +9/+4 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Invocations, Eldritch Blast 8d6
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 8, Dex 18, Con 14, Int 14, Wis 10, Cha 21
Skills: 48 Use Magic Device(16), Concentration 10, Craft(Weaponsmithing) 16, Craft(Armorsmithing) 16
Feats and Abilities: Improved Initiative(1), Scribe Scroll(H) Craft Wondrous Items(3), Craft Magical Armor and Weapons (6), Empower Spell-like ability(9), Quicken Spell-like ability(12), Detect Magic, DR 3/Cold Iron, Deceive Item, Fiendish Resilience 2, Energy resistance 5(Fire and Cold), Imbue Item
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Evil
Possessions:
+4 Chain Shirt with +1 Smoking Armor spikes
Cloak of Charisma +2
Gloves of Dexterity +4
Chausuble of Fell Power, Greater (Carc)
Horizon Goggles (CMage)
Aritificer's Monocle (MiC)
Rod of Magical Precision (CMage)
Amulet of Natural Armor +3
Hand me that tool, will ya..
Pythagoras is a tall, slim man, often covered in smoke, wielding a tall rod covered in runes and wearing his distinctive googles.
Pythagoras is the most trusted helper of Archimedes, he often helps him in his greatest creations. Over the course of the years, being Archmede's right arm has given him quite a few benefits, starting from the load of magical items he now carries.
He often wanders the camp, invisible and flying, to make sure that everyone's doing his job.
Combat
Pythagoras makes use of his various items, and his invocations. He absolutely avoids melee combat, and prefers to sneak away and use his ranged abilities.
He wields his Rod of Magical Precision (Which works as a Masterwork Quarterstaff, and always has a couple of daggers
hidden somewhere in case of emergency.
Invocations known:
Least:
Eldritch spear
Beguiling influence
Entropic warding
Lesser:
Fell Flight
Walk unseen
Eldritch chain
Greater:
Chilling tentacles
Bewitching blast
Note that his Chausuble of Fell Power increases his Eldritch blast ability to 8d6, his Rod of Magical precision supplies him with a Precise Shot effect (and allows him 3/day to ignore miss chances), and he can make use of the Empower and Quicken Spell-like ability feats.
One of Archimede's greatest creations is a particular kind of Golem.
While most golems are made alive through the use of a spirit from the elemental plane of Earth, Archimedes managed to build one using a spirit from the plane of Air, and this was the result:
Steam Golem
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 31 (-1 size, +22 natural ), touch 9, flat-footed 31
Base Attack/Grapple: +12/+25
Attack: 2 Slam melee +21 (2d10 +9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like Abilites
Special Qualities: Smokescreen
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 29, Dex 11, Con //, Int //, Wis 11, Cha 1
Skills: //
Feats: //
Challenge Rating: 13
Treasure: Standard
Alignment: Neutral Evil
This golem is the result of an air spirit being trapped into a mechanical construct.
The chained spirit is contained in the core of the Golem.
The metallic body is mostly made of tubes and pipes, through which the limbs of the golem take form.
Smokescreen(Su): the Steam Golem appears to be permantently surrounded by a dense cloud of gas. As a result the golem fills the surrounding
area (10ft square) with a noxious smoke equivalent to stinking cloud spell (CL 11). Smoke provides concealment, but the golem can see through smoke as normal.
Smoke dissipates and reforms when the Golem moves into a new square.
Additionally, when the Steam Golem is killed or destroyed, the gases contained in the machine are ejected out, having nothing more to keep them contained. This has the effect of a Cloudkill spell, at CL 11, centered on the now dead golem
Spell-Like Abilities:
at will- solid fog (cl 11), gust of wind(cl 11)
1/day - control winds (cl 11)
Archimedes, the Leader:
I'll leave this one blank since it's supposed to be the final boss, and you may wanna make your own, or have another BBEG to fit in.
Anyways, he's an inventor who dabbles in binding elementals, so the ideal class is probably Artificer.
Items used in the Camp
Gas Mask:
Face Slot.
The wearer of this mask is protected against gases of most forms.
The wearer gains a +2 bonus on Fortitude saves against inhaled poisons, and he is outright immune to inhaled poisons with a Fort save DC under 15.
This item has no price, since it is only manufactured inside the Camp.
Scorching gloves
Hands Slot
Whoever wears these gloves always counts as armed and can strike their enemies with unarmed strikes at no penalty. In addition, they add 1 fire damage to every unarmed melee attack done with the gloves.
Scorching gloves count as Masterwork weapons.
As a standard action, the user can activate the power of the gloves.
He can let loose a burst of fire identical to a Burning Hands effect at CL 2.
This effect is completely mundane, so SR doesn't apply.
This ability can be used once every 1d4 rounds.
This item has no price, since it is only manufactured inside the Camp.
Steam Cannon:
Exotic, two handed ranged weapon
This weapon is always treated as a masterwork weapon with a range increment of 50 feet.
The weapon takes a Move action to load and a Standard action to fire.
Its main use is to fire small Fire bombs. To use them, the user targets a 10x10 square with his attack (treated as having AC 5). If he hits, everyone in those four squares take 2d6 fire damage (a DC13 Reflex save halves the damage).
Fire bombs can also be thrown without the Cannon. In this case they are considered as a thrown weapon with a 10-feet range increment.
The Steam cannon can also be used to let loose a 30-feet radius cone of Sickening gas.
The effect is considered as an Inhaled poison, whose primary effect causes the Sickened condition (Fort save DC 13), and no secondary effect.
This ability can only be used every 1d4 rounds.
The Sickening gas effect is a byproduct of the functioning of the Cannon, so it does not require ammunition.
This item has no price, since it is only manufactured inside the Camp.
Lightning Clubs
One handed exotic weapons
Lightning clubs jave the same stats of masterwork clubs, bit the electricity running through them adds 2 electricity damage to each melee attack.
Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 1d6 electricity damage (2d6 if the enemy is wearing metallic armor).
This item has no price, since it is only manufactured inside the Camp.
Lightning Rods:
One handed exotic weapons
Lighting rods count as masterwork Light maces (thus qualifying for the Lightning Maces feat), and the electricity running through them adds 1d6 electricity damage to each melee attack.
Additionally, if two of them are used and the user hits a foe with both weapons in the same round, a strong current runs through the foe's body, inflicting 2d6 electricity damage (4d6 if the enemy is wearing metallic armor).
Once per minute, as a standard action, the user can activate the power of their Lightning Rods and fire either a Lightning bolt dealing 7d6 damage or two, smaller lightning bolts each dealing 3d6 damage (for both versions, a DC 15 Reflex save halves the damage). This effect is mundane in nature and not subjected to SR (But Electricity resistance/immunity works fine).
This item has no price, since it is only manufactured inside the Camp.
Lightning Shard:
Lightning shards are small metallic stones with no apparent purpose.
The user can activate the Shard by hitting it with any electricity-based attack, or similar things (Having it struck by a lightning bolt, having a Lightning Elemental hold it, or use the electricity from Lightning Rods to activate it)
One minute after the Shard is activated, it detonates in a loud explosion, which does not deal damage but makes for a good diversion or alarm, in addition to deafening every creature in a 60-foot radius (DC 15 Fort save negates).
The bang can be heard from very far away, and this can be used to warn allies of impending danger, or to confuse enemies making some of these detonate from different positions.
This item has no price, since it is only manufactured inside the Camp.
Tactics
For a fee, a troop of mercenaries will be sent to solve all of your problems.
Small troops consist of one Squad leader, 4 Cannoneers and 8 Scorching Soldiers.
They're trained to work together, their usual modus operandi is to burn down any opposition and often the entire village they're attacking.
Their tactics vary from mission to mission, but this is a general plan:
First, the team scouts the area and search for vantage points. They will try to block all possible exits from the area.
Then, the Cannoneers will set strategic points on fire.
The squad leader may then come in and kill a selected target / acquire some item, while the Cannoneers cover him with smoke pellets.
The Scorching Soldiers will defend the ranged units, and also gather at the exits and coordinate their Scorching Hand effect to kill anyone who tries to escape.
For higher fees, the Camp can offer bigger numbers of troops, also including Lightning Lieutenants (plus 30-40 Scorching Soldiers, 20 Cannoneers and 5 Squad Leaders)
This battalion is meant to suppress revolts or pillage small cities. Very little can withstand their assault.
Again, groups of Scorching soldiers will be stationed at all exits, while Cannoneers set buildings on fire and the higher grade units direct them (or sneak in for particular targets)
Small teams of Lightning Lieutenants can be hired too, for more stealthy missions. They are an efficient task force, capable of dealing with most enemies and come back alive for the cash.
They will usually be equipped with custom gear, specialized to the mission (flight, invisibility, vision enhancing, etc)
The Camp
The Camp is a very organised and structured village:
It is surrounded by strong metal walls that can shift to form openings: this, like most things in the Camp, is done thanks to the massive steam power provided by the huge, always on central furnace.
A station near the centre of the Camp controls the wall sections and is the only way to open them.
Inside the walls, watchtowers are installed periodically and soldiers are stationed to watch for enemies. Underneath them, small ammo and weapon depots.
The outer layers of the Camp are mostly made up of the barracks and homes of the soldiers.
As you travel inside, you can see silos of various resources, many small furnaces and smiths who build and repair weapons. Tubes connect all of those, some filled with steam, some with hot water or lava.
In the middle, some huge buildings can be seen. One is the Hall, where meetings are organized.
There are also some huge hangars where "experiments" are conducted. Not much is known of what's inside, but often explosions are seen, accompanied by profused black smoke.
Right in the center, the Main Furnace stands. a huge, dwelling open building where underground lava is gathered and channeled to power most of the Camp's activities.
The one thing missing is Archimede's lair. Nobody knows where he stays when he's not in one of the hangars doing crazy experiments. Some say he has a lair underground, just below the Furnace.
Another interesting thing about Camp Archimedes is the incredible amount of tubings that run everywhere. Aside from the ones carrying steam or water, some are even used for comunication: soldiers can put messages in them ,and a jet of air sends the message through the tubes to its recipient (this is how, for example, sentinels ask to the central "wall control station" to open the gates).
[] Archimedes lives underground and conducts experiments by enslaving elementals: his Steam golem is an example, and the Furnace is powered by an enslaved Elder Fire elemental.
A proper final confrontation would be in the Furnace's inner chamber, as the party fights against Archimedes. He may unlock the Elemental to cover his escape, or the party could unlock it to aid in the fight, or some unrelated event could free it, and cause both the party and Archimedes to flee.
Also, one player could infiltrate, learn the encryption system for the tube messages, and trick them into opening the gates for the rest of the party.[]
Plot Hooks
Camp Archimedes is really, really easy to introduce in any plot or setting:
1) Town the players are in is in revolt, a squad comes in to suppress it, under order of the King/lord.
2) Archimedes needs massive fundings for an experiment, he has started tactically raiding cities for gold.
3) Local ruler is annoyed at the presence of this camp of mercenaries/bandits, and asks the party to remove them
4) Archimedes is in search of some rare item for an experiment, and sends a stealth troop to pick one up. Incidentally, the party is also looking for that item. The troop reaches the item at the same time as the party, they fight and then flee with the item.
The party will have to investigate to learn about them, and face them in the search of the other items, or (later on) just bust the camp and fight them
5) Party of mercenaries is paired up with a Squad in a mission. Archimedes then calls them in and offers them a job as leaders of a squad / to do some mission.
...
Mix and match any of these to suit your campaign :D