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AREA 2-11 – OFFICE

A large desk on the far side of the room has been smashed to pieces. The once-luxurious carpet is stained and soiled. Surprisingly, nothing here looks particularly rotten or aged — merely damaged.

SEARCH (DC 18): A concealed trapdoor in the floor hides a safe.

  • OPEN LOCK (DC 30): The safe is empty except for a scroll – Ghul’s Commission.

GM Background: This area is protected by a preservation spell, but the ichorclaw has inflicted damage in random bouts of rage over the years.

GHUL’S COMMISSION
(ORCISH – UNTRANSLATED)

This heavy roll of parchment unrolls to reveal a text of thick, reddish-black Orcish characters. Despite being written in Orcish, the entire document appears to be elegantly scribed. Near the bottom of the page an immense black seal has been set — impressed in the wax is a skull-shaped sigil, and the wax also attaches a piece of black-and-gold ribbon to the parchment.

Ghul's Commission

GHUL’S COMMISSION
(ORCISH – TRANSLATED)

This heavy roll of parchment unrolls to reveal a text of thick, reddish-black Orcish characters. Despite being written in Orcish, the entire document appears to be elegantly scribed. Near the bottom of the page an immense black seal has been set — impressed in the wax is a skull-shaped sigil, and the wax also attaches a piece of black-and-gold ribbon to the parchment.

The parchment reads:

By the divine hand of Ghul – Skull King, Banelord’s Heir, Sorcerer’s Get, and Blue Lord of the Arathian Stock – Ulthorek tal Yattaren is thus set down as the Chieftain of the Laboratory of the Beast. Within such domain, he shall rule by the Hand of Ghul.

                                                                GHUL THE SKULL KING

AREA 2-12 – GREAT HALL

A massive table of stone stands in the middle of this room. Massive, yet elegant, high-backed chairs stand around it. A large ambry of oak stands against the north wall.

AMBRY:

  • 18 silver goblets (worth 25 gp each)
  • 3 bottles of ancient orcish bloodwine (worth 250 gp each)

GM Background: The room is protected by a preservation spell.

AREA 2-13 – TORTURE CHAMBER

This room is filled with implements of torture, including a bloodstained rack, iron maiden, and manacled chair. (The room is protected by a preservation spell, so the blood is still fresh.)

AREA 2-14 – PRISON CELLS

The bars of each cell are activated by a switch on the wall opposite the doors.

SHATTERED CELL (A): This cell is empty and the bars have been broken and bent outward. (This is where the ichorclaw came from.)

SKELETON (B): An orc’s skeleton lies in this chamber.

SKELETON (C): An elf’s skeleton lies in this chamber.

AREA 2-15 – BATTERED BLUESTEEL

This bluesteel door has been battered from the outside, bending it hideously inward. However, it has lost none of its strength and remains equally impassable. No password is written nearby.

AREA 2-16  – SMASHED CENTURION CHAMBERS

The centurions are absent from these chambers, but the smashed remnants of their machinery is still present. (See Area 2-10.)

AREA 2-17 – EMPTY CHAMBER

This chamber appears empty.

SEARCH (DC 18): There is a keyhole in the center of the southern wall. Cleverly hidden.

KEY: The key for this secret door is located in Area 2-8.

AREA 2-18 – VAULT SECURITY

Four iron rods, each topped by a ball of brass, stand in the corners of this room. The iron door in the far wall has no handle. Instead, a large impression in the shape of an orc’s hand is in the center of the door.

IRON DOOR (3 in. thick): hardness 10, hp 90, break DC 30. The door will open if anyone holding Ghul’s Commission (from Area 2-11) places their opposite hand in the depression.

  • It can also be fooled with a Use Magic Device check (DC 30).
  • Any other attempt to open the door will trigger the trap.

TRAP (CR 4): magic device, proximity trigger (alarm), automatic reset, spell effect (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC 28, Disable Device DC 28. (Cost: 7,500 gp, 600 XP)

  • A lightning bolt bursts from each of the four iron rods.

AREA 2-19 – THE RESEARCH VAULT

The walls of this iron-shod chamber are lined with numerous shelves both little and small. The shelves are covered with small, carefully crafted niches, each of which was clearly designed to hold some unique item. All of the niches are now empty.

GM Background: The vault was emptied when the complex was abandoned. It once held a variety of odd artifacts and the like, waiting to be analyzed by Ghul’s researchers, but now nothing of value remains.

AREA 2-20 – BEAST KENNELS

These were once beast kennels. The wooden doors leading to them are almost entirely rotten away through sheer age.

The kennel rooms contain feeding troughs and watering troughs.

Large channels from each room lead out to a 6-inch-wide gap in the middle of the hall’s floor. Beneath this gap is a 50-foot-deep pit down which charnel waste was washed. (There’s nothing on interest down there.)

AREA 2-21 – THE ARENA

This bloodstained arena was once used to test the creations of the laboratory and instill a blood-thirst in the hounds. It is an open pit, with the upper level described in Area 1-19.

AREA 2-22 – WEAPONS STORAGE

Hanging from the walls and iron racks down the middle of this room are a great variety of weapons, all designed for beasts: Tines, serrated harnesses, and the like. All of them have been crafted to appear as vicious and merciless as possible.

There are also a selection of short iron spears, designed to enrage creatures.

The vast array is impressive, but a closer inspection reveals that most of them are unusable — either custom-crafted for unusual creatures; with important bits rotted away; or their metal rusting and fatigued from age.

AREA 2-23 – COLLAPSE

The ceiling of this room has been weakened by the fissure (which was created by an earthquake many years ago).

OPENING THE DOOR: Opening the door to requires a Strength check (DC 18), but also causes the ceiling to collapse.

  • TRAP (CR 6): mechanical, location trigger, repair reset, ceiling falls down (8d6, crush), multiple targets (all targets in room), never miss; Search DC 20, Disable Device DC 16

FISSURE: The fissure leads down to Area 1 of Goblin Caverns of the Ooze Lord.

8 Responses to “Laboratory of the Beast – Part 10: Lower Level (Areas 11-23)”

  1. Doodpants says:

    I like how Orcs apparently use spellcheck on their parchment. 🙂

  2. Colin R says:

    I was confused by the “Aubrey” container. After some googling, I think you mean “ambry”?

  3. Justin Alexander says:

    You would be correct, Colin. Apparently Word did not recognize the word “ambry” and updated to Aubrey on me.

  4. scratskinner says:

    Am I misremembering the Unown font being intentional on your part? I’d been about to comment about Ghul’s Commission being infested or something, but I had this nagging feeling.

  5. Justin Alexander says:

    Truth is that the font was originally something called “Maynard Accent”. Usually I’m pretty good at archiving fonts I’ve used, but apparently I screwed up with this one (it’s not in my archive). I’ve since switched computers (several times) and the font has apparently vanished from the internet.

    When I copied the text to a new document, however, Word — for whatever reason — decided that it should be displayed using the Unown font i have installed. So… I just went with it here.

    Hmm… Actually, I wonder if my original copy might still be in the old physical props folder. I could maybe scan that…

  6. dincer says:

    will you return to left hand of mythos as well? even though I have nobody to play with, it’s great fun to read your scenarios.

  7. Justin Alexander says:

    Yes! I unexpectedly smashed my face into the wall by posting the expanded version of “Left Hand of Mythos,” but it will be completed.

  8. dincer says:

    Thanks, I love your work!

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