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TELEPORTAL NETWORK

Lost Laboratories of Arn - Teleportal Network

The laboratories of the Arn are connected using a teleportal network, as shown on the relational map above.

TELEPORT REDIRECT: The teleportal network has engrained the local astral space. The result is that anyone attempting to teleport into or out of the Lost Laboratories ends up in Laboratory 1.

TELEPORTAL RINGS: The teleportal network is made up of individual teleportal rings. When activated, everyone standing within the ring (or entering the ring within the next 30 seconds) is teleported to the destination portal. Teleportals give off a telltale sound when used (listed in parentheses): Most teleportals are linked to another, providing two way travel (wushhh) and arriving on the corresponding ring. Some work in only one direction (kishhh), with travelers arriving at random (but safe) locations at their destination. Some rings are malfunctioning and randomly send travelers to the wrong room (chance listed on the map; lisss for the most likely path, shaak otherwise), although the location is always the same for each activation (people teleporting together arrive at the same destination).

SILVER TELEPORTAL RING: A glowing ring of silver energy. In the center of these rings is a small circle of silver with a gem-like device similarly of silver affixed to them. Turning the gem-like device activates the teleportal ring.

BLUE / RED / GREEN TELEPORTALS: Identical to the silver teleportals, except that the circles are of amethyst, ruby, and emeraldy and have a hexagonal, pentagonal, or octagonal hollow instead of a device.

TELEPORTAL KEYS: Small, gem-like devices. They are inserted into the hollows and turned to activate the corresponding ring. (The key teleports with the person using it.)

This section of the adventure is based on Escape from the Lost Laboratoriesby Wordman. The teleportal network map is Wordman’s. The big shift is that I’ve redesigned all of the individual laboratories — swapping out most of them and radically expanding each into a small, mini-dungeon.

LABORATORY #1: CHARNEL PIT OF ARRIVAL

Sacrifices offered by the sahuagin appear here. The result is a massive charnel pit.

SAHUAGIN GHOULS: 8 sahuagin ghouls feast on the charnel pit. (Use normal ghoul stats, but they also gain a lesser form of sahuagin bloodfrenzy: +2 to attacks, -2 AC, +1d6 damage.)

TELEPORTALS: Two silver teleportals are on opposite sides of the room, each on the floor before twin statues of draconic ogres.

LABORATORY #2: RUINED LABORATORY

Glassware and copper instruments have been smashed into the smallest pieces.

CORPSE: A corpse lies near one wall. Above the corpse are carved the words “NO HOPE”.

  • Knowledge (DC 14): The corpse is dressed in fashions popular in Arathia over a century ago.

TELEPORTALS: Three silver teleportals, arranged in a triangular pattern.

LABORATORY #3: CLOCKWORK LABORATORY

Magitech clockworks slowly, but methodically, assemble and then disassemble a chaosomaton scorpion, chaosomaton boar, and chaosomaton chimera.

  • 1 in 6 chance on arrival (and per hour thereafter) that each creature is currently in a state of completion. If so, it will attack anyone who doesn’t bear a Sorcerous Brand of Arn.
  • Craft (Chaotic Magitech) (DC 24): Ascertain the control circuits that are currently attached to the mechanisms of the scorpion and bull. These can be removed and surgically grafted — Magitech Surgery (DC 32) — allowing telepathic control of the clockworks.
  • Craft (Chaotic Magietch) (DC 32): Modify one of the control circuits to allow control of the chimera instead.

EMERALD KEYWORKS: Another clockwork contraption contains the GREEN KEY. (If the key is removed, the clockwork mechanism will begin working on another green key, which will be ready in 1d6 days.)

TELEPORTALS: Silver teleportal in the center of the room. (The teleportals from both Lab #2 and Lab #5 arrive there.)


MONSTROUS SCORPION CHAOSMATON, HUGE (CR 10) – N Huge Construct
DETECTION – darkvision 60 ft., low-light vision, tremorsense 60 ft., Listen +0, Spot +4; Init +0
DEFENSES AC 24 (-2 size, +16 natural), touch 8, flat-footed 24; hp 85 (10d8+40); Immune vermin immunities (mind-affecting), ability damage/drain, critical hits, disease, death effects, energy drain, exhaustion, fatigue, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning
ACTIONSSpd 40 ft.; Melee 2 claws +14 (1d8+2d6+9) and sting +9 (2d4+5 and poison); Ranged +5; Reach 15 ft.; Base Atk +7; Grapple +24; Atk Options constrict 1d8+9, improved grab, poison
SQ darkvision 60 ft., low-light vision, tremorsense 60 ft., vermin traits (mindless)
STR 29, DEX 10, CON -, INT -, WIS 4, CHA 1
FORT +10, REF +3, WILL +3
FEATS: –
SKILLS: Climb +10, Hide -4, Spot +4

Constrict (Ex): Automatic claw damage on successful grapple check.

Improved Grab (Ex): Start grapple as free action off successful claw attack, no attack of opportunity.

Poison (Ex): Fort DC 18, 1d6 Con/1d6 Con

Vibrating Claws (Built-In Chaotic Technomancy): Claws deal an extra 2d6 damage.

Skills: +4 racial bonus on Climb, Hide, and Spot checks.


DIRE BOAR CHAOSOMATON (CR 7) – CE Large Magical Construct
DETECTION – darkvision 60 ft., low-light vision, scent, Listen +6, Spot +6; Init +1
DEFENSES AC 19 (-1 size, +10 natural); hp 59 (7d8+28) Immune ability damage/drain, critical hits, disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning
ACTIONSSpd 30 ft.; Melee gore +15 (1d8+2d6+15); Ranged +4; Space 10 ft.; Reach 5 ft.; Base Atk +5; Grapple +20
SQ darkvision 60 ft., ferocity, low-light vision, scent
STR 33, DEX 10, CON -, INT -, WIS 7, CHA 2
FORT +8, REF +5, WILL +8
FEATS: Alertness, Endurance, Iron Will
SKILLS: Listen +5, Spot +5

Ferocity (Ex): Continues to fight without penalty while disabled or dying.

Vibrating Tusks (Built-In Chaotic Technomancy): Gore deals +2d6 damage.


CHIMERA CHAOSOMATON (CR 7) – CE Large Magical Construct
DETECTION – darkvision 60 ft., low-light vision, scent, Listen +6, Spot +6; Init +1
DEFENSES AC 23 (-1 size, +1 Dex, +13 natural); hp 85 (9d10+36); Immune ability damage/drain, critical hits, disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning
ACTIONSSpd 30 ft., fly 50 ft. (clumsy); Melee bite +15 (2d6+7) and bite +15 (1d8+7) and gore +15 (1d8+7) and 2 claws +13 (1d6+3); Ranged +10; Space 10 ft.; Reach 5 ft.; Base Atk +9; Grapple +20; SA breath weapon; Combat Feats Hover
SQ darkvision 60 ft., low-light vision, scent
STR 25, DEX 13, CON 17, INT 4, WIS 7, CHA 4
FORT +9, REF +7, WILL +6
FEATS: Alertness, Hover, Iron Will, Multiattack
SKILLS: Hide +1*, Listen +6, Spot +6

Breath Weapon (Su): Once every 1d4 rounds. 3d8 damage, Reflex DC 17 for half. Randomly switches each round (color of gemson in the eyes of the clockwork dragon).

1-2: Black, 40-foot line of acid
3-4: Blue, 40-foot line of lightning
5-6: Green, 20-foot cone of gas (acid)
7-8: Red, 20-foot cone of fire
9-10: White, 20-foot cone of cold

Stunstones (Built-In Chaotic Technomancy): 60 in total. (Ranged attack. On success, 1d4 damage and Fort save (DC 14) or stunned 1d2 rounds.)

Skills: +2 racial bonus on Spot and Listen checks. *+4 racial bonus on Hide checks in areas of scrubland or brush.


LABORATORY #4: TEMPLE OF VEHTHYL

A floating, rectangular island in a huge sphere of smooth stone. Massive flying buttresses of a blackened granite are literally flying — forming the ghostly half-semblance of a cathedral.

TELEPORTALS: Silver teleportal in the middle of the island. Two green teleportals at one end, opposite the altar on the other.

ALTAR: Plain block of stone, but with a large, curling serpent of silver inlaid. (The serpent is rearing.)

  • Search (DC 16): The top of the altar slides back, revealing an everburning brazier and two branding irons — one of gold and one of silver.
  • Brazier: The brazier is not hot to the touch, but will heat the two branding irons. If the irons are both laid over the same spot, they’ll form the Sorcerous Brand of Arn. (If done with the heat from the brazier, then when the name “Arn” is spoken, the brand will glow brightly as per a light spell for 1d6 rounds.)

GM Background: Those to be indoctrinated into the order of Arn were brought here and branded.

LABORATORY #5: OPALETTES

BAD AIR: The air here cannot be breathed (having been consumed by the opalettes).

  • Reflex (DC 15) to hold breath for 2 rounds per point of Constitution, then Constitution checks (DC 10 + 1 per round) to continue. On failure, only hold breath for 1 round per 2 points of Constitution, followed by checks. Then unconscious (0 hp), dying (-1 hp), then suffocates (dead).

PEDESTAL: There is a stone pedestal in the center of the room. Six large, milky-white gemstones are arrayed on the top of the stone pedestal.

OPALETTES: The opalettes are currently in a comatose state. If brought into an oxygenated area, the “gemstones” will open their eyes, unfold faceted arms and legs, and begin crawling around like slow-motion puppies.

  • Arcana (DC 18): Opalettes feed on the vestigial auras of magical items. This doesn’t harm the magical items an can actually be beneficial in magical laboratories (where it prevents potential wild magic surges and the like).
  • Arcana (DC 25): Opalettes can be crushed, releasing the magical energy they’ve fed on and functioning as a one-use 1st level pearl of power (this kills the opalette).
  • If left in at least pairs, there is a 1 in 20 chance per week per opalette that it will give birth to a baby opalette.

LABORATORY #6: VESTIBULE

Alcoves with exquisitely detailed statues of various members of the Arn. A multi-tiered marble fountain with fluted spouts of red jade stands dry and dusty in the center of the chamber — its curved pools swirling around five green teleportals.

FOUNTAIN: Any water poured into the fountain is purified and coalesces.

  • If 20 gallons of water are added, the fountain will begin working again. Any water drunk directly from the fountain acts as a potion of cure light wounds (usable 1/hour per character). (Water taken any distance from the fountain remains purified, but has no curative powers.)

BRONZE TABLET: Bronze Tablet #6 lies in one of the basins.


BRONZE TABLET #6

HIDDEN KNOWLEDGE
Transmutation
Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This subtle but useful spell allows the caster to safeguard important knowledge—even from himself. While casting this spell, you recite one piece of knowledge you possess (up to a maximum of 50 words). Upon completion of the spell’s casting, you transfer the knowledge from your mind to your skin in the form of an intricate, runic tattoo placed anywhere you choose on your body. The knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches over gaps in your memory with recollections from the past. Until the spell’s duration ends, the knowledge is lost to you.

Many cyphermages commission nonmagical tattoos to disguise the effects of this spell. A detect magic spell or a Decipher Script check (DC 15 + your Int modifier) reveals an enchanted tattoo but not its contents. The effects of hidden knowledge can be dispelled normally, in which case the knowledge is completely lost.

Material Component: A drop of ink.


LABORATORY #7: GLASSWORKS

A twisted morass of glass piping filled with flowing fire.

THE ARTIFURNACE: Near the center of the twisted labyrinth of glass is the Artifurnace. Eight large valves run around its circumference. Bronze Tablet #2 lies on the floor nearby.

  • Valves: Opening the valves will release a blast of steam (10 ft. cone, 4d6 fire damage, Reflex DC 18 for half damage) and release the fire elementals trapped inside.
  • Cracking the Artifurnace: If all eight valves are released, the Artifurnace can be opened.
  • Helm of Fire Elemental Control: Suspended within the Artifurnace is a helm of fire elemental control (crafted from brass and gold). But it doesn’t work properly: One wearing the helm can summon a Large fire elemental, but anyone wearing the helm will instantly provoke rage from any fire elemental (including those summoned).

FIRE ELEMENTAL: If any of the glass tubing is broken or the valves on the Artifurnace are opened, the fire elementals trapped within the tubing will break free in a rage.

  • 1 Huge Fire Elemental
  • 2 Large Fire Elementals
  • 16 Small Fire Elementals

GM Background: The idea was to create a magical item through entirely sympathetic rituals (by controlling the fire elementals, imbue an item with the ability to control them). Instead, the item became imbued with the rage of the imprisoned fire elementals.

Go to Part 4: Laboratories #8-14

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