The Alexandrian

Posts tagged ‘rpg scenarios’

Go to Part 1Maps

LOWER LEVEL – PATROLS

ICHORCLAW: Areas 11 thru 15

  • Attacks anyone entering those areas.
  • Starts in Area 2-12.
  • It originally escaped from the cells in Area 2-14.

The ichorclaw is a skeletal undead, but its chest cavity is filled with internal organs that still glisten with pulsing blood. Often too many internal organs, as it will frequently harvest organs from its victims. Its phalanages have been unnaturally lengthened, creating disturbingly gracile claws.

ICHORCLAW (CR 5) – CE Medium Undead
DETECTION – darkvision 60 ft., Listen +8, Spot +10; Init +6; Language Ancient Common
DEFENSESAC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; hp 78 (12d12); Immune undead immunities (mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability score damage, fatigue, exhaustion, any effect requiring Fort save)
ACTIONSSpd 40 ft.; Melee 2 claws +9 (1d8+3 plus blood drain); Ranged +8; Space 5 ft.; Reach ft.; Base Atk +6; Grapple +9; Atk Option blood drain; SA ichor spray; Combat Feats Combat Reflexes
SQ darkvision 60 ft., sure-footed, undead traits
STR 16, DEX 15, CON —, INT 7, WIS 10, CHA 14
FORT +3, REF +7, WILL +7
FEATS: Combat Reflexes, Improved Initiative, Improved Toughness, Lightning Reflexes
SKILLS: Balance +10, Listen +8, Spot +10

Blood Drain (Su): The long, slender claws of the ichorclaw are venous. When plunged into the body of a living victim (any time a target suffers damage from its claw attack), the ichorclaw can suck blood from them, causing the internal organs which dangle within it to pulse with fresh ichor. The target suffers 1 point of Constitution damage. Each time the ichorclaw inflicts 1 point of Constitution damage, it heals 5 points of damage.

Ichor Spray (Su): Swift Action—The ichorclaw inflicts 5 points of damage on itself and sprays blood from its dangling organs. As per the grease spell (Reflex DC 17), centered on the ichorclaw. The save DC is Charisma-based.

Sure-Footed (Ex): The ichorclaw is not affected by slippery terrain, including its own ichor spray.

LAZULINE RAZOR: Areas 3 thru 7.

  • Patrols constantly through these rooms.
  • Will not move into Area 2-1, but may observe from hallways or southern end of pool. (It tried to harvest the Cold Throne and got itself tagged as an enemy by the black centurions in Area 2-10.)
  • If he’s having problems, he will try to lure the PCs to Area 2-3 (the jewel scarabs consider him an ally and will not attack).

The lazuline razor is a construct made up from interlocking plates of blue-tinted metal. Its head, studded with a single eye which glows like a sickly emerald, arches out with an almost prehensile neck. As it jettisons its outer mechanisms, it reveals biomechanical components at its core.

LAZULINE RAZOR (CR 5) – CE Medium Construct
DETECTION – darkvision 60 ft., Listen +9, Spot +9; Init +6; Aura disorienting (5 ft.); Languages Ancient Common
DEFENSESAC 18 (+2 Dex, +6 natural), touch 12, flat-footed 16; hp 53 (6d10+20); DR 3/–; Immune construct immunities (mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage, effects requiring Fort saves)
ACTIONSSpd 30 ft.; Melee 2 slams +9 (1d6+4 plus 1 Wis); Ranged +6; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +8; SA razor’s edge; Combat Feats Combat Reflexes, Dodge, Mobility
SQ darkvision 60 ft., construct traits
STR 18, DEX 14, CON —, INT 11, WIS 10, CHA 8
FORT +2, REF +6, WILL +2
FEATS: Combat Reflexes, Dodge, Mobility
SKILLS: Balance +6, Escape Artist +7, Listen +9, Spot +9, Stealth +11

Construct Traits (Ex):

  • Cannot heal damage on their own.
  • Not at risk of death from massive damage.
  • Immmediately destroyed at 0 hit points or less. Cannot be raised or resurrected.
  • Does not eat, sleep, or breathe.

Disorienting Aura (Su): 5 ft.—Will save (DC 12) or affected per lesser confusion.

Razor’s Edge (Su): Swift Action—Once for every 10 points of damage the lazuline razor suffers, it can jettison its outer layers. These sharp metal plates explode outward, dealing 3d6 damage to all creatures within 20 feet (Reflex DC 14 for half damage). In addition, for each layer jettisoned the lazuline razor will pick up speed, which has the following effects:

  • -1 natural AC
  • +2 Dex (note that this keeps the razor’s base AC unchanged)
  • +1 to attack and damage rolls
  • +10 feet speed

When the lazuline razor reaches half of its starting hit points, it is affected as per a haste spell.

BLACK CENTURIONS: Area 2-10.

  • Ordered to protect the Cold Throne at all costs. If the Cold Throne is touched, they move to attack in waves (2, then 2, then 4).
  • Will also attack anyone passing through Area 2-10 who isn’t authorized. (Which is essentially everyone at this point.)

A humanoid construct of pitch black metal suspended from an elaborate half-cocoon of complicated machinery. A black centurion is utterly featureless – their faces flat black planes. They are formed from a black, mercurial substance crafted by the cunning of the master-crafters of Ghul. Normally highly unstable, the centurion’s creators have managed to both stabilize the substance into a humanoid matrix and exploit its unique properties to create a dangerous mimic.

BLACK CENTURION (CR 3) – N Medium Construct

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +2 (Dex); Languages Ancient Common
DEFENSESAC 17 (+2 Dex, +5 natural), touch 13, flat-footed 15; hp 64 (8d10+20); construct immunities (mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage, effects requiring Fort saves); Resist cold 10, fire 10; Weakness vulnerable to sonic
ACTIONSSpd 30 ft.; Melee +3 longsword +9 (1d8+3/17-20) or +3 lance +9 (1d8+3/19-20/x3); Ranged +3 heavy crossbow +8 (1d10/19-20); Space 5 ft.; Reach 5 ft.; Base Atk +6; Grapple +9; Atk Options absorb properties; SA create weapon; Combat Feats Combat Reflexes, Dodge
SQ absorb properties, create weapon, construct traits, death vapors
STR 17, DEX 14, CON –, INT 12, WIS 11, CHA 10
FORT +2, REF +4, WILL +2
FEATS: Combat Reflexes, Dodge, Improved Critical (created weapon)
SKILLS: Balance +4, Escape Artist +4, Hide +5, Jump +7, Listen +7, Move Silently +6, Spot +7, Tumble +6
ADVANCEMENT: 9-15 HD (Medium); 16-24 HD (Large)

Absorb Properties (Ex): If a black centurion is successfully struck by a magic weapon, all that weapon’s properties are absorbed by the black centurion for 1 hour. The weapon loses its properties during that time (or until the black centurion is slain). A black centurion can manifest any of these properties (up to a total +5 enhancement bonus) in its created weapon as a free action.

A black centurion cannot hold more more than a total of +10 enhancement bonus worth of properties. Additional properties are not absorbed. As an immediate action, a black centurion can choose to give up absorbed properties to absorb new properties.

The manifested properties must be applicable to the created weapon (for example, a mace cannot be imbued with the keen property). The total enhancement bonus on a created weapon cannot exceed +5.

Create Weapon (Ex): A black centurion can spontaneously create a single weapon from its flowing metal form as a swift action. Such weapons have a +3 enhancement bonus. Created weapons are part of the black centurion’s form and cannot be used by other characters.

Construct Traits (Ex):

  • Cannot heal damage on their own.
  • Not at risk of death from massive damage.
  • Immmediately destroyed at 0 hit points or less. Cannot be raised or resurrected.
  • Does not eat, sleep, or breathe.

Death Vapors (Ex): The black mercury from which black centurions is constructed is highly unstable. If they are prevented from returning to their chambers at least once every 12 hours, a black centurion will being losing cohesion (losing 1d6 hit points per hour).

In addition, when a black centurion is destroyed they immediately sublimate into a caustic black vapor. Everyone within 30 feet of the black centurion suffers 5d6 points of acid damage (Reflex save for half damage).

Go to Part 9

Go to Part 1Maps

AREA 1-27 – ORGANIC STORAGE

The walls of this room are covered with glass cylinders — between four and six feet long and perhaps six inches around —filled with a light blue liquid. Floating in the liquid are dozens, if not hundreds, of clawed animal legs.

A few of cylinders have shattered, allowing the liquid to run out. In these, only skeletal remains are left.

KNOWLEDGE (NATURE) (DC 12): All of these legs belong to dog-like or wolf-like creatures.

HEAL (DC 15): They don’t appear to have been amputated. They don’t have any serrations or the like.

SEARCH (DC 18): Twisting one of the glass tubes causes several dozen neighboring tubes to move out from the wall and slide to one side, revealing — in a burst of stale air — a doorway leading to Area 1-27A.

AREA 1-27A – KAOSTECH STORAGE

The walls of this room are covered with wooden cabinets and drawers; a truly chaotic cacophony of such things, seemingly organized with no rhyme or reason.

  • SEARCH (DC 16): All of the cabinets and drawers are trapped (see below).
  • SEARCH (DC 25): There is a master deactivation switch located in one of the cabinets near the door.

TRAP (CR 5): mechanical; location trigger; automatic reset (5 times); gas; multiple targets (all in the room); never miss; poison (weakened burnt othur fumes, DC 18 Fort resists, 1 Con/2d6 Con); Search DC 16, Disable Device DC 18

  • CRAFT (ALCHEMY) (DC 15): The poison gas is burnt othur fumes, but they have been significantly weakened by age.

INTERESTING ITEMS: If the master deactivation switch is hit (or if the trap is depleted), it is trivial to search through all of the drawers and cabinets. Otherwise there is a 1 in 20 chance upon opening any of the cabinets or drawers that one of the following kaostech items will be found inside:

  • LIFE SENSOR: Two vaguely cube-like hunks of metal attached to each other by a 2-inch long cylinder. A rubbery tube runs from one of the cubes and ends in a plug-like device. (Playing with it may cause the other cube to split open after being twisted, revealing a multitude of very tiny switches arranged in a random jumble.)
  • DEMONFLESH: A small glass sphere filled with thick, black liquid.
  • A small wooden box filled with metallic discs with holes drilled through the middle of them. (A closer inspection reveals that the metal has been folded back on itself countless times, like a samurai’s sword. And the edge of several of these folds have been intricately feathered. — These were once kaostech headclamps, but the organic components have rotted away.)

Life Sensor: The user of this device can set the sensor to detect a given type of creature. He must specify the creature type (humanoids, dragons, giants, etc.) before activating the sensor; this takes 10 rounds. Once he has chosen, he cannot change the creature type without resetting the device. The sensor cannot detect a specific creature — the use can select “humanoids”, but not “Aragorn the Ranger.” Once activated, the sensor gives a short whine whenever a creature of the specified type comes within 80 feet. The whine occurs only once, but it occurs again for each new creature that enters its range. There is no saving throw to resist the keen sensing power of this device.

Headclamp activation, Craft DC 32, Price 5,000 gp, weight 5 lbs.

Demonflesh: This substance usually comes in a sealed pot. It can be applied to a creature or object, granting either +2 natural armor (for creatures) or +5 hardness (for objects). The coating gives the object or creature a demonic, horrible appearance. The coating lasts for one hour + 6d10 minutes. A creature suffers a -4 circumstance penalty to Bluff, Diplomacy, and Gather Information checks while coated with demonflesh.

Use activation, Craft DC 40, Price 600 gp, weight 1 lb.

AREA 1-28 – FORMER ARMORY

OUTSIDE THE DOOR: A broken, rusty sword lies on the floor in front of this door.

This room is lined with empty stone shelves. Several large, fist-sized stones lie on the floor. They’re smooth and rounded, like the stones from a riverbed.

SPOT (DC 15): The stones of the floor glint in the light as if they were metallic.

STUNSTONES: On closer inspection, all the stones of the floor would appear to be made of both stone and metal. There are 16 stunstones in total.

SEARCH:

  • DC 12: A broken paralysis ray emitter (a kaostech item) lies in the back corner of one of the top shelves.
  • DC 20: In the corner where two shelves meet, a quiver of 10 ghost arrows and 10 insane arrows (randomly mixed together) has fallen down out of sight. Shifting the shelves reveals the quiver.

Stunstones: This small stone-and-metal device is meant to be hurled at a foe. Doing so successfully inflicts 1d4 points of damage. Unless the foe succeeds at a Fortitude saving throw (DC 14), it also stuns him for 1d2 rounds with a jolt of released energy. Stunned characters drop everything held, can’t take actions, suffer a -2 penalty to AC, and lose their Dexterity bonus to AC (if any). Each stunstone can be used only once.

Taint: Stun stones are faintly tainted, but only provoke a taint check upon use.

Use activation; Craft DC 25; Price 350 gp; Weight 1 lb.

Ghost Arrows: This arrow carries a ghost imbedded within it. The ghost can help control the arrow’s path in flight, adding a +5 circumstance bonus to the attack roll. Further, the ghost arrow can move around cover, negating cover bonuses to AC. It can even send the arrow around corners, if the archer knows the target’s exact location. The ghost has both darkvision and tremorsense, so darkness and invisibility provide a target with no protection.

Use activation; Craft DC 44; Price 1,000 gp; Weight –

Insane Arrows: A variation on the ghost arrow, this type of ammunition not only houses a self-aware ghost, but a horribly homicidal one. This arrow offers no bonus to attack rolls, but it can go around corners and cover like a ghost arrow, and possesses both darkvision and tremsorsense. If an insane arrow misses its target, it immediately flies at and attacks the nearest target (whether it be friend, foe, or the archer who shot it), unless there are no other targets within 100 feet. If it misses that target, it attacks the next nearest target (but not it’s original target). And so on. This process continues until it hits a target or runs out of targets within 100 feet of its last attempted target. An arrow cannot attack the same target more than once, even in nonconsecutive attacks. The archer can even loose the arrow with no target in mind, if he thinks there might be a foe hiding around a corner or behind an embankment. In such a case, the arrow simply attempts to hit the nearest target after it reaches the intended mark.

Use activation; Craft DC 44; Price 500 gp; Weight –

AREA 1-29 – EMPTY CENTURION CHAMBERS

Thick, black cables dangle from the walls here.

  • GM Background: These chambers once held black centurions charged with guarding the complex, but the equipment was ripped out centuries ago (possibly when the complex was originally abandoned).

CENTURION’S HAND (B): A black metallic hand lies on the floor here. If it’s removed from this area, it sublimates into a caustic black vapor. Everyone within 10 feet suffers 2d6 points of acid damage (Reflex save, DC 15, half damage).

AREA 1-30 – WORKING LABORATORY

A half-dozen high stone tables are stretched out across the far end of this exceptionally wide chamber. The surfaces of the table are covered in heaps of rusted metal and broken glass. A large stone shelf reaches from floor to ceiling alone one of the side walls.

SPOT (DC 12): It’s clear from looking around the lab that whoever worked here was slightly bigger than human — the tables are just slightly too high and the equipment just slightly too big.

SEARCH:

  • DC 12: On the shelf, an artificial lower jaw made out of steel and sporting razor-sharp fangs.
    • SPOT (DC 14): The tips of the fangs are coated in some sort of black substance.
    • CRAFT (ALCHEMY) (DC 12): The substance may have once been poison, but great age has rendered it useless.
  • DC 20: In a hermetically sealed compartment in one of the desks, a few scraps of paper remain. The writing is a mixture of Ancient Common and a remarkably sophisticated and archaic Orcish. (See Handout – Bone Lacing. Identical comparments in other work desks contain nothing.)

PRIVACY ILLUSION: One of the workbenches has been screened with a “privacy illusion” (making it look empty). If anyone interacts with it, the illusion drops away revealing a shocking sight:

  • A wolf lies on the table. Its back has been carefully cut open and the flaps of flesh pinioned to the table’s surface.
  • Surgical equipment lays nearby.
  • More horrifically, the wolf’s spinal column appears to be laying halfway out of the creature. But, upon closer inspection, you see that it is, in fact, a second spinal column — the wolf’s original spinal column is still in place. It looks as if someone were grafting the second spinal column into place alongside the original spinal column.
  • The wolf does not move, but it’s eyes are open. It seems frozen in time.
  • STASIS FIELD: The entire top of the bench is encased in a stasis field. However, a switch located on top of a jumbled mess of machinery will turn this stasis field off… which will cause the wolf to begin bucking around the room, spraying blood.

HANDOUT – BONE-LACING

This scrap of paper appears to be a segment of highly detailed medical research notes, specifically dealing with a practice the author refers to as “bone-lacing.” The document refers to “numerous successes with metallic substances, particularly adamantine,” but the details of the process are not detailed.

However, you do note that the author explicitly refers to this technique of “bone-lacing” as one of the “arts of the betrayal of the flesh.”

AREA 1-31 – BLUESTEEL DOOR

This is another bluesteel door. No password has been inscribed nearby.

AREA 1-32 – IRON RUNES

The far end of this chamber is completely collapsed in a solid wall of rubble and rock.

RODS: Six-inch thick metal rods run between the floor and ceiling. They have been arranged in two rows leading down the passage in parallel. The rods are completely covered in strange runes.

  • DECIPHER SCRIPT (DC 20): They appear to be archaic alchemical symbols. Their purpose is unclear.

AREA 1-33 – ANTECHAMBER TO THE COLLAPSE

From here you can see that the next chamber has suffered from the same collapse.

AREA 1-34 – PRISON OF THE GHULWORG

An admantine skeleton created from a ghulworg roams these corridors. It viciously attacks anyone entering this area.

TIGHT QUARTERS: The ghulworg cannot use its Quick Tail ability when confined to a 5-foot-wide space. It suffers no penalties for being in a 10-foot-wide space (because it has become so used to these corridors during the millennia of its stay).

GHULWORG LORE – KNOWLEDGE (ARCANA/NATURE)

  • DC 20: This skeleton would appear to belong to a ghulworg — a creature long thought to be extinct or legendary. They were reportedly created by Ghul the Skull-King.
  • DC 23: Ghulworgs were magical beasts that were either related to worgs, created from worgs, or were the ancestors of modern worgs (the lineage is confused). If they still existed they would be among the largest wolf-like monsters in existence. Their fangs are oversized even for their huge mouths.
  • DC 28: A ghulworg’s tail ends in a lump of thick bone, which it can whip back and forth at preternatural speeds.

ADAMANTINE SKELETON – GHULWORG (CR 6) – NE Huge Undead
DETECTION – darkvision 120 ft., Listen +0, Spot +0; Init +9 (+5 Dex, +4 Improved Initiative)
DEFENSESAC 15 (-2 size, +5 Dex, +2 natural), touch 12, flat-footed 15; hp 91 (14d12); DR 5/–; Immune cold, undead immunities (mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability score damage, fatigue, exhaustion, any effect requiring Fort save); Resist fire 15
ACTIONSSpd 60 ft.; Melee bite +16 (2d6+9/19-20/x4 plus trip) and 2 claws +16 (1d8+9) and tail +14 (4d8+13); Ranged +9; Space 15 ft.; Reach 10 ft. (15 ft. with tail); Base Atk +7; Grapple +24; Atk Options quick tail, trip
SQ darkvision 120 ft., fire resistance 15
STR 28, DEX 18, CON –, INT –, WIS 10, CHA 1
FORT +4, REF +9, WILL +9
FEATS: Improved Initiative
SKILLS: —

Quick Tail (Ex): A ghulworg needs only a standard action to make a bite attack and a tail attack. The tail deals the indicated damage plus 1-1/2 times the ghulworg’s Strength bonus despite it being a secondary attack.

Trip (Ex): A ghulworg that hits with a bite can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the ghulworg.

AREA 1-34A – ORC CORPSES

The skeletal remains of seven orcs lie on the floor.

SKELETONS: If their corpses are disturbed or 1d6 rounds after the door is opened, the orcs shamble to their feet as skeletons.

  • GM Background: These orcs got pinned down by the ghulworg. They shut the door against it and the ghulworg was unable to force an entrance, but they were unable to leave and slowly starved to death. Their aeon-long proximity to the necromantic pool in Area 1-34B, however, caused them to rise from the dead as skeletons.

AREA 1-34B – POOL OF NECROMANTIC FLUID

A thick, brackish liquid fills the shallow pool in this room. One wall of the room has a pane of smoky glass inset into it.

CRAFT (ALCHEMY) / SPELLCRAFT (DC 28): +5 to check if detect magic active.

  • The liquid appears to be necromantic fluid, although diluted to the point where its function is unlikely.
  • A creature dipped in necromantic fluid will rise from the dead as per an animate dead

NECROMANTIC FLUID: It still registers as faintly necromantic magic. There is a 5% chance that it will operate properly and create a skeleton.

AREA 1-34C – OBSERVATION ROOM

This room has a smoky, one-way mirror overlooking the pool of necromantic fluid in Area 1-34B.

AREA 1-34D – SECRET DOOR

SEARCH (DC 30): This check detects the presence of the secret door, but there is no mechanism for opening it. (It can only be opened from the other side, as it was designed to function as an escape route from area 17.)

  • Break DC 40, hardness 8, hp 180

Go to Part 8: The Lower Level

Medieval Syringes

Go to Part 1Maps

AREA 1-18A – THE BROKEN CAGE

Twisted bars and shards of wrought iron lie scattered around this area. Several pieces of iron have been driven into the walls, sticking out at odd angles.

AREA 1-18B – ANCIENT CORPSES

Nearly a dozen horribly burnt and mutilated corpses lie in this room. Near the center of the room are the charcoaled remains of some enormous beast — nearly the size of an elephant.

GM Background: During the evacuation, this creature suddenly metamorphosed. Its cage (in Area 1-18A) exploded and it immolated not only itself but a dozen guards who tried to bring it back under control.

DOOR TO AREA 1-19: This is a glass-and-bronze door. It has been smashed open (by the goblins).

AREA 1-19 – ABOVE THE ARENA

A stone walkway surrounds a 30-foot deep pit in the center of the room. A metal walkway extends out over the bit in the shape of a cross with a rusty ladder suspended from it near the middle. Looking down into the pit you can see that the walls and floor below have been deeply stained with ancient, rust-colored blood. It seems as if ever surface was drenched in it. Several doors lead out from the bottom of the pit.

LADDER: The ladder originally had a release mechanism to lower it, but the mechanism has rusted over. (It could theoretically be broken loose from the mechanism and then lowered manually.)

BOTTOM OF THE PIT: See Area 2-21.

AREA 1-20 – WEAK FLOOR

Whatever furniture or items may have once been in this room have rotted away into utter ruin.

FLOOR: The floor here has been weakened due to the fissure-collapse below. If more than 100 pounds of weight is placed on the floor, it collapses into Area 2-23. Reflex save (DC 15) to avoid falling. 3d6 damage. Search DC 20, Disable Device 23.

GM Background: The seal on this storehouse (see Area 1-21) was broken by the damage done to the floor.

AREA 1-21 – STORAGE

These areas were storehouses of supplies for the activities here. They were sealed and protected in the fashion of Ghul’s warehouses. Their contents remain in perfect condition.

  • AREA 1-21A – FOOD: Raw beef and mutton.
  • AREA 121B – ALCHEMICAL SUPPLIES: These were valuable and removed. But removed quickly: Various crates lie smashed open, their contents scattered. Craft (Alchemy) (DC 10) allows one to assemble to complete alchemist’s labs (worth 500 gp each).
  • AREA 21C – MISC. SUPPLIES: Chains, ropes, and other miscellaneous supplies.
  • ARAE 21D – SADDLES AND TACK: Brands, bridles, feedbags, and whips. Many of the whips are viciously barbed. Some of the feedbags are bloodstained. A Handle Animal or Ride (DC 10) check can easily determine that many of the saddles have been custom-designed for creatures which apparently no longer exist (or may have never existed). There is one masterwork military saddle designed for a horse among the rest.

TOTAL VALUE: The total value of all the unusual and standard equipment is perhaps 4,000 gp if sold to the proper collectors, but the total weight is more than 1,000 pounds.

AREA 1-22 – AUTOPSY AND SURGERY

Several large racks of polished steel have been positioned throughout this room. Above them are large contraptions consisting of sawblades, syringes, and similar devices suspended on fully articulated metallic arms. The equipment is caked with old blood and pools of fresh blood lie glistening on the floor.

  • GM Background: The blood is preserved by the same magic as the storehouses (Area 1-21).

KAOSTECH: An examination of the surgical tables will reveal that the sawblade-contraptions have no visible controls, but a plug-like device at the end of a long cord is attached to each of them.

  • GM Background: These are kaostech-controlled devices.

RACK OF POTIONS: Still stored in syringes along one wall.

  • 5 potions of cure light wounds
  • 2 potions of cure moderate wounds
  • 2 potions of lesser restoration
  • 1 potion of restoration
  • 2 samples of mixture A from Area 1-14
  • 2 samples of mixture B from Area 1-14
  • 2 samples of mixture C from Area 1-14

OTHER ITEMS:

  • An iron collar of gentle repose hangs on the wall next to the rack of potions.
  • Various herbs and the like are stored in a cabinet. A Heal check (DC 10) reveals these to be sufficient to stock 3 healer’s kits.

AREA 1-23 – BLOOD SAMPLES

The walls of these rooms are covered with shelves. And every shelf is crammed full of glass jars containing fresh blood.

  • AREA 1-23A: Red blood.
  • AREA 123B: Red blood.
  • AREA 1-23C: Black blood.
  • AREA 1-23D: Green ichor.
  • AREA 1-23E: Blue blood. (What has blue blood? You dunno.)

KNOWLEDGE (ARCANA) / SPELLCRAFT (DC 23): You’ve heard of storage facilities like these. Before the development of the modern clone spell — a powerful magical rite — the archaic version of the spell was dangerous to both subject and spellcaster. However, the now largely forgotten blood clone spell was safer, although it was not as useful (the subject would awake an amnesiac). Most modern spellcasters consider blood clone to be only one step removed from raising the dead, since you are essentially capturing a soul which then loses its own identity.

AREA 1-24 – BROKEN BLACK CENTURION

A broken black centurion hangs from the its interface machinery. The machinery failed centuries ago and, without power from the pit of chaos located beneath the complex, the black centurion became inoperative.

The machinery is now ruined, but an inspection will notice a kaostech plug attached to the back of the black centurion’s skull.

REMOVING THE CENTURION: If it is removed from this area, the centurion destabilizes, sublimates into a cloud of caustic black vapor, and inflicts 5d6 acid damage on everyone within 30 feet.

AREA 1-25  – FOUNTAIN OF THE HOUNDS

What appears to have once been an extremely large fountain stands in the middle of the room. If there was once water here, it’s gone now — the fountain is dry.

On a pedestal in the center of the fountain are three statues, each depicting a wolf-like creature: One appears to be a wolf of prodigious size. Another gapes saber-like fangs and has bony protrusions which jut from its spine. The third appears almost pantherish, with tendrils emerging from its shoulders.

AREA 1-25A – BLOCKADE

Large chunks of rock, furniture, shelving, and the like have been stacked up in a great jumbled heap completely blocking the corridor.

GETTING THROUGH: Opening a crawlspace through the blockade takes 60 minutes of work. This is increased or decreased by the total Strength modifiers of the people working on it (minimum of 10 minutes).

  • Move Silently checks are made at a -10 penalty due to the labor-intensive nature of the work. If the ghulworg skeleton in Area 1-34 hears them, it will carefully move to the small chamber just down the hallway. It will remain out of sight until they’ve cleared a path and entered its domain. Then it will attack.

AREA 1-26 – MIND-TRANSFERENCE DEVICE

A massive apparatus of machinery is built up in the center of the room. Nearly ten feet across, it extends from the floor to the ceiling. (And, in point of fact, burrows down and up ten feet beyond sight in either direction, as well.)

The far wall is inset with a large, ten-foot-wide sheet of smoky, opaque glass.

On opposite sides of the chamber, up short flight of stairs to both the left and right, are large, coffin-like boxes of metal lying on the floor. Flanking these boxes, to either side, thick, metallic rods stand upright from the floor with large, bulbous ends.

METAL COFFINS (A): The metal coffins are, in fact, split down the middle. Each half can be partially rotated back, revealing a cocoon-like depression. One cocoon appears to be shaped for a humanoid; the other for a large dog or wolf. Both are outfitted with manacles.

ACTIVATION CHAMBER (B): The glass partition is a one-way mirror. If you’re inside the room you can look into the outer chamber through the smoky glass (but not vice versa).

The north wall of this chamber is covered in a morass of machinery — wires, glass tubes partially filled with liquid, convoluted gearworks, and so forth.

GM Background: This is a kaostech device. In order to figure out how to activate it, a character must make a Craft Kaostech check (DC 20). (This check is 1d20 + Intelligence modifier + inverse Wisdom modifier + skill modifier.)

The entire room is, in fact, a mind-transference device (see below). Ghul’s researchers would use it to transplant the minds of orcs into the hounds of Ghul; particularly ghulworgs.

Mind-Transference Device: If either creature is unwilling, it gets a Will save (DC 20) to resist the transference. Even if both creatures are willing, they must both make a Will save (DC 20) to avoid suffering 1d6 points of damage to Intelligence, Wisdom, and Charisma during transference. (Thus, unwilling creatures make two saves.)

Transference is only one way, so if the target body still contains a functioning mind, there are suddenly two minds within the same body. They must make opposed Charisma checks each hour to determine who controls the body. More often, a mind is transferred into a mindless body.

A mind carries with it its Intelligence, Wisdom, and Charisma, skills, feats, spells, knowledge, or spell-like abilities. It can access natural abilities, extraordinary abilities, and supernatural abilities. The body retains its original Strength, Constitution, and Dexterity scores.

Taint: Anyone undergoing a mind-transference must make any immediate taint check. A room in which a mind-transference device has been used becomes a faintly tainted place.

Lever activation; Craft DC 50; Price 100,000 gp; Weight 14,000 lbs.

Go to Part 7

Go to Part 1Maps

AREA 1-14 THE PITS

The air smells of vomit and rot. Three of the ten-foot-by-ten-foot pits in the center of this room are partially filled with thick, noxious chemicals. One of the pits appears to be filmed over with a thick, fungal growth.

The remnants of some sort of mechanical contraption hang in shattered, rusting ruins from the ceiling. You can make out a large hook of some sort dangling down and what may have been tracks for moving the hook back and forth.

GM Background: The alchemical concoctions perfected in Area 1-12 were poured into these pits and the experimental subjects from Area 1-13 were then lowered into the pits. Successful transformations would be transferred to the Arena (Areas 1-19 thru 1-23).

PITS: The pits are 30 feet deep and filled about 20-25 deep with the alchemical mixtures. (The effects of the pit liquids are described below.)

  • FORT SAVE (DC 14): Anyone leaning over the pit must make a Fortitude save or vomit.

SECRET DOOR (SEARCH, DC 14): This secret door requires the use of a key to open. The key is long gone. The door is made of stone, but the latch mechanism can be broken more easily. (Break DC 28, hardness 8, hp 90)

MOTILE MOLD: The fungus skimming over one of the pits is, in fact, a collection of 10 motile molds.


MOTILE MOLD (CR 1) – N Medium Plant
DETECTION – blind, blindsight 60 ft., Listen +0; Init -1; Aura swamp gas (30 ft.)
DEFENSESAC 13 (-1 Dex, +4 natural), touch 9, flat-footed 13; hp 11 (2d8+2); Immune acid, gaze attacks, illusions, plant immunities (critical hits, mind-affecting, paralysis, poison, polymorph, sleep, stunning), visual effects; Weakness vulnerability to fire
ACTIONSSpd 20 ft.; Melee acid touch +1 (1d6 acid); Ranged +0; Space 5 ft.; Reach 5 ft.; Base Atk +1; Grapple +1; SA decomposing slime, death burst, engulf
SQ plant traits (breathe, but do not sleep), swamp gas (30 ft.)

STR 11, DEX 8, CON 13, INT 1, WIS 10, CHA 5
FORT +4, REF -1, WILL +0
FEATS: Track
SKILLS: Hide +2 (+12 in marsh/swamp), Listen +0, Survival +2

Death Burst (Ex): When destroyed, explodes. 10 ft.—Reflex DC 12 (half), 1d4 acid damage. Save DC is Constitution-based.

Decomposing Slime (Ex): Touching or striking motile mold inflicts 1 acid damage.

Engulf (Ex): Standard Action—Envelop creatures of its size or smaller by moving into their space. Target can make Reflex save (DC 12) or attack of opportunity, but not both. On successful save, target can  move aside or or back (target’s choice) out of the mold’s path. Save DC is Constitution-based.

Engulfed creatures are considered grappled within the mold’s body and are subject to its decomposing slime once per round.

Swamp Gas (Ex): 30 ft. aura—Fort save (DC 12) or sickened for 10 rounds. Poison effect. Cannot be affected again for 24 hours after successful save. Save DC is Constitution-based.

Skills: +10 racial bonus on Hide checks in marsh/swamp terrain.


THE PITS

Any creature completely covered in one of the liquids must succeed at a Fortitude save or become altered in some way. The effect ends after d8+2 minutes at which time the fluid has suffused the victim’s body and entered the stomach. The victim’s body rejects the fluid and vomits it out. The victim must succeed at a Fortitude save (DC 20) or cough up a good amount of blood, too, suffering 2d6 damage.

(The researchers would stabilize the mutations with a separate alchemical compound, now lost.)

PIT A: : Fortitude save (DC 17). Victim’s neck becomes elongated, growing to twice its normal length. All down the sides it grows gill-like openings that emit a series of horribly shrill, chittering sounds when the victim exhales. Anyone hearing these sounds must make a Will save (DC 15) or become dazed for one round with visions of pale, blabbering mouths, drooling and laughing in their face. (The victim is not affected by this.)

When the effect ends, the gills wither and fall off while the neck returns to its normal length. This process inflicts 2d8 points of damage.

PIT B: Fortitude save (DC 20). Victim’s skin sprouts hundreds of chitin spikes, completely ruining any clothes or leather armor they may be wearing. Victims wearing full metal armor suffer d4 damage each round until the armor is removed. The spikes are fairly brittle, though, and can only be used offensively in a grapple, in which case they do 1d6 piercing damage.

When the effect wears off, the victim is left with small, round scars all over their body.

PIT C: Fortitude save (DC 20). Victim’s eyes explode as two new eyestalks burst from the sockets. This is extremely painful and deals 2d6 points of damage. After 1 round the stalks are fully grown, but the character remains blind for 1d4 rounds.

The eyes are deep red, seven inches long, and each boasts a round, lidless eyeball about the size of a human fist. The victim benefits from 360’ vision (cannot be flanked) and darkvision 60 feet.

When the effect wears off, the eyestalks wither and fall off. The victim suffers 1d4 points of damage and remains blind until a regeneration or similar spell can create new eyes for them.

PIT D: Fortitude save (DC 25). Victim’s teeth retract into their gums and their tongue erupts into a bulbous, five-foot-long, deep red tentacle. The tentacle is completely limp and the victim cannot control it in any way.

When the effect wears off, the tentacle slowly reduces in size back to a normal tongue and the teeth slowly return to their normal positions over the course of 1d4 hours.

(These pits are adapted from “Modification Complex No. 47” by Skrir.)

AREA 1-15 ADMINISTRATOR’S OFFICE

The air in this room is incredibly stale. A small wooden desk has been half-rotten through. What appear to have once been large crates are stacked in the corners, although many of these have collapsed under the weight of years.

LISTEN (DC 10): The sound of deep, laborious breathing echoes through the room.

THE GENTLE HOUND: A large, gracile creature with chocolate-brown fur lies in an impossibly deep hibernation behind the desk. Its neck and hind legs are curiously elongated (causing it to walk and run in a loping fashion).

  • It takes serious effort to wake up.
  • It will be friendly unless provoked, in which case it will fight back. If seriously injured, it will run down the hallway and operate the secret door, escaping into the larger complex.
  • Use stats of a dire wolf.
  • GM Background: This creature was a failure of the experiments that took place here; it has a gentle nature, quite out of character with what Ghul wanted in his hounds. The administrator kept it as a pet, but it was abandoned here when Ghul’s empire fell.

SEARCH (DC 18):

  • 3 masterwork longspears (once used to keep the beasts under control)
  • small gem purse (870 gp worth of gems)

AREA 1-16 – BLUESTEEL DOOR

This is another bluesteel door. No password has been inscribed nearby.

AREA 1-17 – ESCAPE TRAP

This room is empty.

SPOT (DC 18): Several dozen holes have been drilled into the walls of the chamber. They appear to form a curious, flowing pattern.

TRAP (CR 3): mechanical, location trigger, manual reset, Atk +10 ranged (1d6/x3, arrow); multiple targets (fires 2d4 arrows at each target in the room, 1d4 arrows at each target in the first 10 feet of the hallway); Search DC 18, Disable Device DC 20.

  • The arrows hit everyone EXCEPT the person standing on the trigger plate.

SECRET DOOR: Search DC 18 (or DC 30 if trap is not sprung). One of the arrows on the far wall will appear to malfunction: It will dangle uselessly from the hole it shot out of. In reality, this is the switch for the secret door — pulling on the arrow causes the door to swing open.

GM Background: Someone being pursued could run into this room, trigger the trap, and perforate their closest pursuers. They could then activate the secret door and slip away.

Go to Part 6

Ghul's Labyrinth - Stained Wall

Go to Part 1Maps

AREA 1-8 – MODIFICATION COMPLEX (MAIN HALL)

DOOR FROM HALLWAY: This is a door of glass-and-bronze. It has not been broken, but stands ajar. However, if any of the doors in Areas 1-8 thru 1-12 are opened, the door will swing shut and seal itself. It can only be opened with the correct password (which is not available). Breaking the door creates a feeblemind effect (Will save, DC 24).

SEARCH (DC 12): Age-old scratches cover the floor, creating a trail from the bluesteel door to Area 1-12.

  • GM Note: These are the marks of hundreds of cages having been dragged in and out of the complex.

DOOR TO AREA 1-11: Open Lock (DC 25). All other doors are unlocked.

AREA 1-9 – THE CHAOS BEAST

An acrid stench assaults the senses.

RUBBLE: The floor here is covered two or three feet deep in rubble — most of it seems to be large chunks of stone, but mixed into the debris is broken glass. Here and there you can see that pools of some sort of thick, black liquid has coalesced.

DORMANT CHAOS BEAST: Mixed into the rubble is a dormant chaos beast. 1d4+2 rounds after the door is opened, the chaos beast spasms into action.

CLEARING RUBBLE: Reveals a floor of badly damaged white tile with Ghul’s skull sigil worked into it as a mosaic. There are also footings for two stone tables (which would appear to be where all the rubble came from).


CHAOS BEAST (CR 7) – Medium Outsider (Chaotic, Extraplanar)
DETECTION — darkvision 60 ft., Listen +11, Spot +11; Init +5
DEFENSESAC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; hp 44 (8d8+8), Immune critical hits, transformation; Resist spell 15
ACTIONSSpd 20 ft.; Melee 2 claws +10 (1d3+2 plus corporeal instability); Ranged +9; Base Atk +8; Grapple +10; SA corporeal instability; Combat Feats Dodge, Mobility
SQ darkvision 60 ft., spell resistance 15

STR 14, DEX 13, CON 13, INT 10, WIS 10, CHA 10
FORT +7, REF +7, WILL +6
FEATS: Dodge, Improved Initiative, Mobility

Corporeal Instability (Su): Fort DC 15, or become spongy, amorphous mass; shape melts, flows, writhes, and boils. Cannot hold any item. Worn items become useless. Large worn items afflict -4 Dex penalty. Speed -10 feet. Cannot case spells or use magic items. Attack blindly at random target (-4 penalty, 50% miss chance).

1 Wisdom drain per round. If Wisdom reduced to 0, victim becomes chaos beast.

Can attempt Charisma check (DC 15) as standard action to regain normal shape for 1 minute. Permanent cure requires restoration, heal, or greater restoration.

Immunity to Transformation: Can be affected by polymorph or petrification effects, but can resume mutable form as free action.


AREA 1-10 – PRIVATE CHAMBERS

These rooms are filled with furniture ruined and rotting from age. Each room has a floor of white tile with Ghul’s skull-sigil worked into it as a mosaic.

  • GM Note: These were all private chambers for the researchers and laborers who lived here.

AREA 1-10A – LABORERS QUARTERS

As per Area 1-10. Several large bunkbeds have been crammed in here.

  • GM Note: These were the laborers quarters.

SEARCH (DC 20): Wedged under one of the mattresses are some research notes written in orcish. The paper has been badly damaged by age, but even a casual perusal will see that it deals with alchemy.

  • KNOWLEDGE (ARCANA) / CRAFT (ALCHEMY) (DC 15): The alchemical calculations seem to be related to the effects of alchemical concoctions on living flesh and bone.

AREA 1-11 – CHAMBER OF SKULLS

The walls of this dome-shaped chamber are covered with skulls. All the skulls would appear to belong to wolf-like creatures, but they don’t seem to have any relationship to any living creatures you’re familiar with. Some seem almost normal, but even these seem curiously (or horrifically) warped.

HOUND HOWL: If any of the skulls are disturbed, it causes all of the skulls to begin howling. The effect passes through the room in a cacophonous wave and then the skulls fall silent.

  • The skulls never howl again.
  • The entire collection of skulls would be worth 500 gp to a collector.

GM Note: This was something of a “trophy room” for the researchers here. Many of these represented their successes; others merely their most impressive failures.

AREA 1-12 – LABORATORY

The first thing one notices about this room is the smell: A metallic odor fills your nostrils, and the air feels moist and greasy.

WORK TABLES: Tables line the walls, littered with alchemical equipment. Broken beakers, flasks, tubes, and syringes lie haphazardly.

GREASY FILM: The walls and floor seem to be coated with some sort of greasy film.

  • BALANCE (DC 12): If moving faster than normal in this room.
  • GREASY RESIDUE: After spending 5 minutes here, PCs wearing metal armor may notice an oily film beginning to form on the surface of it (Spot DC 15, decrease DC by 2 every 5 minutes). This isn’t harmful, just hard to get off.

SPOT (DC 12): It’s clear from looking around the lab that whoever worked here were slightly larger than humans — the tables are just slightly too high and the equipment just slightly too big.

SEARCH:

  • DC 10: a set of keys (to the cages in Area 1-13) hangs from a nail on the wall
  • DC 12: potion of spider climb (that causes one to actually grow arm-sized spider legs, two on each side; Fortitude DC 25 to resist, but if resisted the potion is useless)
  • DC 15: five unbroken syringes; two filled with potion of bull’s strength, 1 filled with potion of bear’s endurance, 2 empty

SCRATCHES: The scratch marks from Area 1-8 continue through this room and into Area 1-13.

AREA 1-13 – CAGES

Maverick Monarch - Monster Manual V

Maverick Monarch – Monster Manual V

The room is filled with large cages of wrought iron. Each of the cages has a large ring attached to the top of them.

  • CAGE A: Contains the bones of a dire wolf.
  • CAGE B: Contains the bones of a bear.
  • CAGE C: Contains the bones of a ghulworg, but the skull has been smashed, making identification impossible. (Comparison with the ghulworg skeleton in Area 1-34 is quite possible, however.) It is clear that the bones are laced with metal, and an Appraise (DC 15) check will identify it as 1,000 gp worth of adamantine.
  • CAGE D: The remains of an ankheg, its armored plates lying haphazardly.
  • CAGE E: This unusually large cage contains the remains of a mockery monarch (Monster Manual V, p. 126). In life it would have stood twice as high as a man. It was bred here from ankhegs as part of the experimentation. Its large armored plates are silver in color and might be worth 250 gp to a collector.

Mockery Monarch – Monster Manual V, p. 126

SCRATCHES: The floor is covered with scratches from where the cages were dragged from Area 1-12 and through to Area 1-14.

Go to Part 5

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