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What would you put in magic Chernobyl?
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Hi everyone,

I'm running a campaign in a sort of post-post-apocalyptic Eberron setting. The glory days of high magic, Epic Spellcasting and magitech lightning trains are long gone, but the world is starting to recover and there's still a good amount of magic (think standard 3rd ed level) in everyday life.

My players went to investigate a town with an abandoned zone in the middle rumoured to bear a terrible curse, and found a sealed underground complex.

This was a magical research centre powering the (long lost) lightning rail network, and also serving as a golem workshop. The power source was a magic steampunk nuclear reactor that suffered a meltdown when the chief engineer found a few pages from the Necronomicon. They don't know any of this at all yet.

So what should they find in there? I'm thinking traps (deactivated turbine rooms jerk to life), malfunctioning golems, undead mutated researchers...

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4 years ago