AREA 2-1 – THE COLD THRONE
GLOWGEMS: The vast chamber is filled with an eery, silver, sepulchral light emanated from countless small glowgems in the ceiling.
- The glowgems magic is failing with age, but each would still be worth 5 gp. (There are a total of 600 such gems, although prying them out would be a major undertaking.)
POOL: Most of the room is filled with a large, but shallow pool of dark, silvery-grey liquid.
- UNHOLY WATER: The pool is unholy water. (Elestra and Dominic will suffer damage as if exposed to acid.)
AROUND THE POOL: A ten-foot-wide walkway circles the pool, with various hallways and doors leading out of it. A bluesteel door can be seen along a wall near a recessed edge of the pool.
PLATFORM: In the center of the pool there is a raised platform surrounding a large pit of some sort. Several large rods of iron with large brass balls at the end of them are positioned around this platform. An arch of stone rises over the pit and, at the apex of the arch, there is a huge throne wrought from intricately detailed and gothic steel.
- BOTTOMLESS PIT: The pit seems to be bottomless. Lights dropped down it seem to go on forever before finally passing beyond sight. (It’s actually 10,000 feet deep, ending in an immense pit of Pits of chaos are described in The Complex of Zombies.)
- PITONS IN THE PIT: The goblins have driven pitons to climb up more than a hundred feet from a fissure below. This leads down to Area 2 of the Goblin Caverns of the Ooze Lord.
THRONE OF THE OVERSEER: The throne is kaostech. The metal is cold to the touch, but not harmfully so. A hidden panel (Search DC 25) can be recessed, revealing a long, spongy cable with a plug at one end of it (which could be plugged into a headclamp).
- If activated, 12 separate spheres emerge from the throne of the overseer. The operator of the throne can control these spheres to fly anywhere within this complex. The operator can see and hear through them and even manipulate objects through them with an effect similar to telekinesis.
- The throne is a fully tainted (not faintly tainted) object.
AREA 2-2 – LARDER OF GREEN SLIME
Various pieces of ancient and scarred wood lie scattered here and there, suggesting that this might have been a storeroom of some sort.
SPOT (DC 18): The green slime on the ceiling.
GREEN SLIME: Currently quiescent, but 1d4 rounds after someone enters the room, the presence of life rouses it and it drops from the ceiling.
- 5-foot square deals 1d6 Con per round or 2d6 damage vs. wood/metal (ignoring hardness). It does not harm stone.
- First round of contact, it can be scraped off. After that it requires cold damage, fire damage, sunlight, or remove disease. Can also be hacked off, but this causes at least 1d6 points of damage to the victim and requires 1d3 rounds.
GM Background: The preservation magicks on this larder wore out and the green slime got in. It devoured everything edible and then entered its quiescence.
AREA 2-3 – JEWEL SCARABS
The walls and floor of this chamber glitter. It takes a moment to realize that they are completely covered in the gleaming carapaces of large scarab beetles. Each carapace appears to be studded with large gemstones.
JEWEL SCARABS: There are 10 surviving jewel scarabs in this area — 3 ruby scarabs, 5 emerald scarabs, 2 opal scarabs.
- +15 racial bonus to their Hide checks from being able to scuttle through the “dead” shells covering the floor.
- GM Note: Jewel scarabs were a personal pet project of one of the researchers here. He used this area to display them, but the shelves they once occupied have long since rotten away.
TREASURE: There are 54 scarabs here. Each is a beautiful work of art. Although some of their gems have been destroyed or lost, they have an average value of 350 gp each. They weigh 10 pounds each. (Total Value: 18,900 gp. Total Weight: 540 lbs.)
CONSTRUCT LORE: Three successful Knowledge (arcana) checks (DC 25), each requiring eight hours of work, could reverse engineer the workings of a jewel scarab. An additional eight hour session for each of the other two jewel scarabs would discover their gem-type properties. Such techniques could probably fetch another 5,000 gp for each type of jewel scarab if explicated.
JEWEL SCARAB (CR 2) – N Small Construct
DETECTION – tremorsense 30 ft., Listen +6, Spot +4
DEFENSES – AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15; hp 17 (2d10)
ACTIONS – Spd 30 ft., fly 40 ft. (average), burrow 15 ft., climb 10 ft.; Melee bite +1 (1d4-1); Ranged +2; Space 5 ft.; Reach 5 ft.; Base Atk +1; Grapple -4; SA spell-like abilities
SQ –STR 9, DEX 12, CON –, INT 1, WIS 15, CHA 10
FORT +6, REF +4, WILL +2
FEATS: Alertness
SKILLS: Climb +9, Hide +7 (+15 in sand), Listen +6, Spot +4Spell-Like Abiltiies
Ruby scarab: 6/day—flare (DC 14)
Emerald scarab: 6/day—acid splash (+3 ranged touch, 1d3 acid)
Sapphire scarab: 6/day—ray of frost (+3 ranged touch, 1d3 cold)
AREA 2-4 – LAB OF CONSTRUCTS
A large forge is built into one corner. Strange metal frames are built up here and there throughout the room. The middle of the room is dominated by a large stone worktable.
GM Background: This room was once used as a lab for building constructs.
TOOLS: The material here is badly damaged, but could still be of some use (2,000 gp). The transportable goods weigh 5,000 pounds.
AREA 2-5 – PARTS STORAGE
The walls of this room have been carved out with numerous cubbyholes, cabinets, shelves, and other storage areas. They are covered in a great, eclectic variety of materials.
KNOWLEDGE (ARCANA) (DC 15): Identifies the material as golem construction parts worth 5,000 gp. (Total Weight: 1,000 lbs.)
AREA 2-6 – RUINED CONSTRUCTS
Several large, rack-like structures run down the length of either side of the room. Most of them are empty, but two of them contain mechanical constructs.
CONSTRUCTS: These contructs have been opened up and have either been disassembled or were never complete to begin with.
- The lazuline razor that patrols this level was also built in this lab. The two constructs here clearly come from a similar school of design, but are quite distinct in form and (presumably) function.
AREA 2-7 – THE ADAMANTINE DRILL
A large drill (literally ten feet long and half as thick) is suspended from a scaffolding in the center of this room. It’s flanked by two workbenches.
DRILL: The drill is clearly unfinished, but enough of its mechanisms are intact to show that it would be some sort of self-propelled drilling construct.
- APPRAISE (DC 15): The drill’s cutting surfaces are edged with 9,000 gp worth of adamantine.
SEARCH (DC 15): Turns up a stasis box of cedar inlaid with Ghul’s skull sigil in blackoak on its lid. Within the stasis box:
- Half of the schematics for the drill (worth 500 gp). (The other half were left out have rotted away centuries ago.)
- The schematics are titled, in Orcish: DRILL OF THE BANEWARRENS.
- There are also several arcane notes, also in Orcish, that can be understood with a Knowledge (arcana) check (DC 18). These describe, in general terms, the properties of walls sealed with incredibly powerful spells and exotic materials far beyond mortal ken. Whoever was writing them seemed unsure of the exact characteristics, but the tensile strength of the drill seemed calculated to overcome them.
- GM Background: This drill was designed to penetrate the walls of the Banewarrens (a mega-adventure by Monte Cook).
AREA 2-8 – RESEARCH QUARTERS
These are similar to Area 1-10, but are under the effects of a preservation spell. The furniture is pristine, as is the floor of white tile with Ghul’s skull sigil worked into it as a mosaic.
SEARCH (DC 12): In one of the bedside tables there is a key (which goes Area 2-17).
AREA 2-9 – GHUL’S TELEPORTAL
The walls of this chamber are carved from pitch-black stone. A strange spiral pattern has been carved into the floor. Orcish letters have been carved into the far wall (reading “LABORATORY OF THE BEAST”).
TELEPORTAL: These teleportals appear throughout Ghul’s Labyrinth. The teleportal network was powered through the Tourbillion (Ptolus, p. 453). After the Signet of Shallamoth Kindred was removed from the Tourbillion, the teleportal network was left unpowered and useless. (If the teleportal network were active, one could stand on this teleportal, say the name of any other teleportal, and appear there.)
AREA 2-10 – BLACK CENTURIONS
All eight of these areas hold a black centurion. They are suspended from metal machinery bolted to the wall.
MACHINES: These kaostech machines are powered by the pit of chaos beneath the complex (thus avoiding the dangers of chaotic failure). The black centurions are connected to the machines by headplugs.
ACTIVATION: When activated, the centurions simply drop to the floor and begin moving sinuously.
- If anyone disturbs the throne in Area 2-1 they will activate in waves: 2, then 2, then 4.
- If anyone passes through this area, one will automatically activate. If it meets with difficulties, the rest in the local area will activate. If two of them are destroyed, the four in the other area will activate.
Thanks so much for sharing this! It was one of my favorite parts of the campaign so far, and I always wondered what the map looked like. Hope you don’t mind but I’m going to re-purpose this as a Sith alchemy lab in my Star Wars campaign…
That sounds fantastic! Let us know how it goes!
Will you be adding Part 10?
Forgot to add the hyperlink! Done!