The Alexandrian

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LABORATORY #20: MAZE OF FOCUS

Laboratories of the Arn - Maze of Focus

ARCANE RUNES: The walls of this maze are covered in arcane runes.

  • Arcana w/read magic (DC 22): The runes on the wall focus the entangling of the teleportal network; or, more accurately, keeps the energy of the teleportal network from entangling into a collapsed state (by sympathetically channeling its complexity into the structure of the maze).

POINT A: Teleportal to Laboratory #19.

POINT B: Teleportal to Laboratory #16.

BLUE POINT: Teleportal to Laboratory #21.

POINT C: Bronze Tablet #4.

POINT D: A large sheet of oil-cloth is draped over a bulky mass. Throwing back the cloth reveals a wooden wagon, fitted for a dray creature.

  • Animal Handling (DC 12): The wagon’s harness is not designed for a horse… or anything even remotely horse-like. It’s unclear what sort of creature would have fit into its points.

The wagon contains:

  • Dozen bags of sugar
  • Dozen bags of sea salt
  • 6 large pots, each containing a pickled roc’s foot
  • 6 large pots of salted crab meat
  • A layer of boxes containing a variety of antique children’s toys
  • Search (DC 15): Hidden compartment beneath all the packages, containing three masterwork swords.

POINT E: A long, flat chest of obsidian with a golden statue of a dryad embracing an oak tree atop it (worth 2,500 gp). The chest contains 23,350 sp. Atop the silver pieces lies a book with blank pages, between which have been pressed 101 leaves from different trees. (If the book is viewed with true seeing or similar abilities the pages remain blank… but the pressed leaves are revealed to be the Spellbook of Leaves.

  • Search (DC 25): Secret compartment in the bottom of the chest contains a box of cherry wood containing six leaf-shaped broaches of platinum (black ash, elm, gray birch, hemlock, sequoia, and oak) each worth 500 gp.

SANDS OF TIME
Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One creature or object
Duration: 10 minutes/level or instantaneous (see text)
Saving Throw: None
Spell Resistance: Yes

This spell accelerates a creature’s aging, rendering them temporarily withered and haggard, applying a 1d6 penalty to Strength, Dexterity, and Constitution. This penalty can’t reduce any of these scores below 1. This penalty lasts for 10 minutes per level.

When the spell ends, the target returns to its normal age and vigor. Immortal creatures (including most elementals, fey, outsiders, and incorporeal creatures) are immune to this spell. If you cast this on an object, construct, or undead creature, the spell weathers and corrodes it, inflicting 3d6 points of damage +1 per caster level (maximum +15). This version of the spell has an instantaneous duration.


SPELLBOOK OF LEAVES

This spellbook has 101 rare leaves pressed between its pages. The spells can only be read using a true seeing spell or similar methods of viewing invisible text.

1-level spellsacidic grasp, animate rope, change self, charm person, chill touch, comprehend language, cetect secret doors, enlarge, erase, grease, identify, jump, message, undetectable aura, ray of enfeeblement, shield, silent image, tenser’s floating disk, unseen servant

2-level spellsabsorb dead flesh, alarm (ethereal), blur, darkvision, flaming sphere, fog cloud, invisibility, knock, acid arrow, minor image, protection from arrows, spectral hand, hideous laughter

3-level spellsblade of shade and agony, blink, fireball, tiny hut, phantom steed, sleet storm

4-level spellsbestow curse, dispel magic field, emotion, illusory wall, phantasmal killer

5-level spellsinterposing hand, secret chest, passwall, permanency, transmute rock to mud

6-level spellsmass suggestion, lucubration, freezing sphere, planar binding

7-level spellsgrasping hand, delayed blast fireball, power word stun, simulacrum

8-level spellsantipathy, clenched fist, dispel magic field (greater), etherealness, incendiary cloud, maze, summon monster VIII, temporal slam

9-level spellsdominate monster, energy drain, horde of hell, meteor swarm, power word, kill, refuge, soul bind

ABSORB DEAD FLESH
Necromancy (Evil)
Level: Sorcerer/Wizard 2
Components: S, M
Casting Time: 1 action
Range: Touch
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By playing a hand upon a corpse (a dead, and not undead, body) the caster absorbs the flesh of the corpse, healing himself for 1d6 points plus 1 point per level of the caster.

Once cast on a corpse, the corpse shrivels and decomposes rapidly, leaving only a bare skeleton. This spell may only be used once on any corpse.

Absorb dead flesh does not work on any corpse that does not have some rotten meat hanging from its bones.

Material Component: A corpse.

ACIDIC GRASP
Conjuration (Creation) [Acid]
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster’s hand becomes coated with a sickly, greenish secretion. This allows for a touch attack that causes 1d8 acid damage, which can be used once per caster level. The damage can also be dealt as extra damage when making an unarmed strike, attacking with a natural weapon, or dealing damage with a successful grapple check.

ALARM, ETHEREAL
Abjuration
Level: Bard 2, Ranger 2, Sorcerer/Wizard 2
Components: V, S, F
Duration: 4 hours/level (D)

This spell functions like alarm, but can also be triggered by creatures passing through the affected area on planes which are coterminous with the Material Plane (including ethereal and astral creatures, as well as creatures on the Plane of Shadows).

Focus: A bell made of carved crystal and a very fine piece of mithril wire.

BLADE OF SHADE AND AGONY
Evocation
Level: Assassin 2, Blackguard 2, Cleric 3, Sorcerer/Wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Dagger-like blade of black flame in the palm
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

The blade of shade and agony can be used to make melee touch attacks that deal 1d6 damage + 1 per two caster levels (maximum of +10). A creature struck by the blade must succeed on a Will saving throw or become shaken for 1d6 rounds.

DISPEL MAGIC FIELD
Abjuration
Level: Cleric 5, Sorcerer/Wizard 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A contiguous area up to one 10 ft. square/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A dispel magic field is invisible and can be passed through. Anyone or anything entering it, however, become the target of a dispel magic effect at the caster’s level.

DISPEL MAGIC FIELD, GREATER
Abjuration
Level: Cleric 8, Sorcerer/Wizard 8

This spell functions like dispel magic field except that the effect is that of greater dispel magic.

HORDE OF HELL
Conjuration (Summoning) [Evil, Lawful]
Level: Cleric 9, Sorcerer/Wizard 9
Components: V, S
Casting Time: 10-30 minutes (see text)
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

Ten minutes after this ritual begins, 1d4 hellcats appear. Ten minutes later, 1d4 chain devils appear. Ten minutes later (at the completion of casting), one bone devil appears. If the casting is interrupted (or if the caster chooses to cease casting), any creatures which have already been summoned remain but no additional creatures will appear.

The summoned creatures obey the caster for the duration of the spell (which is calculated from the point where the casting came to an end). The caster can dismiss them individually, in groups, or in totality at any time.

SUMMON SHADOW RAVEN
Conjuration (Summoning) [Evil]
Level: Clr 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. +5 ft./2 levels)
Effect: Summons shadow raven.
Duration: 1 round/level of caster
Saving Throw: None
Spell Resistance: No

This spell summons a shadow raven from the Demi-Plane of Shadow. Once the raven in on the spellcaster’s plane, the spellcaster may attempt to bind it as a familiar.

The shadow raven enters this world through any shadow within range of the spell, so the spell won’t work in total darkness or total light. The shadow raven serves faithfully for the spell’s duration. If the spellcaster has the proper tribute, the shadow raven may serve as a familiar. The GM is the final arbiter for what tribute is appropriate.

Arcane Foci: A small, shiny object and a shadow.

TEMPORAL SLAM
Transmutation
Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 2 ft./level)
Target: 1 creature or object
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

For whatever duration he desires up to the spell’s maximum, the caster pushes that target creature and its carried gear (or any one object of medium-size or smaller) out of time. The target vanishes immediately and it no longer exists in the world’s normal time stream while the spell lasts. If the target is a caster, any spells or effects the target was maintaining are affected as though the target just died.

During the period in which it is outside time, the target cannot be located with scrying or similar divinations. Not even a wish or miracle can bring the target back earlier or dispel the temporal slam, since no magic remains within the normal flow of time to dispel.

When the spell ends, the target returns to the same location from which it disappeared. If some other object occupies that space, the target is harmlessly shunted into the nearest open space. For the target, no time has elapsed. A target creature will have effectively transported into the future from its perspective. When the target returns, any timed phenomenon such as poison onset or the duration of abjuration spells will pick up from the point when the target vanished.


SHADOW RAVEN (CR 2) – CE Small Undead Animal (Incorporeal)
DETECTION – Listen +5, Spot +5; Init +3; Languages Common
DEFENSESAC 15 (+3 Dex, +1 size, +1 deflection), touch 15, flat-footed 12; hp 11 (2d8+2); Miss 50% (incorporeal); Immune undead immunities (ability damage/drain, critical hits, death effects, energy drain, fatigue, mind-affecting, nonlethal damage, paralysis, poison, sleep, stunning, any effect requiring Fort save)
ACTIONSSpd fly 60 ft. (good);  Melee incorporeal claw +4 (1d2 Str); Ranged +4; Base Atk +1; Grapple -3; Combat Feats Flyby Attack
SQ incorporeal
STR -, DEX 16, CON -, INT 2, WIS 11, CHA 12
FORT +1, REF +4, WILL +2
FEATS: Flyby Attack, Weapon Finesse
SKILLS: Hide +10, Listen +5, Spot +5

Incorporeal (Su): Immune to non-magical physical attacks. Ignore spells or magical weapons 50% of the time. Move through physical objects. Ignore any physical bonuses to AC (natural armor, armor, shields, etc.). Affected normally by positive energy, negative energy, or force effects.


LABORATORY #21: UNDEAD LABORATORY

Lost Laboratories of the Arn - Map Courtesy of Dyson Logos

Map Courtesy of Dyson Logos

TELEPORTALS: In a small chamber outside the door leading to Area 1.

AREA 1 – SOUL NET: A spectral figure of umbral blue seems frozen in mid-air, surrounded by a broken lattice of blue energy.

  • Frozen Shade: This shade is caught in the soul net. If the soul net is dispelled or otherwise removed the frozen shade is released.)

The soul net is spread across the entire entrance here. If someone passes through the soul net:

  • Undead: Undead other than soul shades cannot pass through a soul net. If forced through a soul net, their animating force will be stripped from their body (which turns to dust).
  • Living: Living creatures suffer 8d6 points of damage as their soul is shredded by the net. Their shredded soul becomes a soul shade with a number of hit points equal to those lost. (Going through the soul net multiple times will further shred the living soul, creating more soul shades.)
  • Shredded Souls: Shredded souls can only be repaired (and the lost hit points restored) through the use of a modified raise dead spell after the soul shade has been destroyed. (Soul shades are compelled to seek out and destroy the original sour; abhorring it.)

AREA 2 – ZOMBIE MASTER: The zombie master (who ensconces himself in the rear chamber of this area) and 8 bugbear zombies.

AREA 3 – CYCLOPEAN MUMMY: The far end of this chamber appears to be a massive, 15′ tall bas relief of a king. The floor is a mosaic of orange and blue tiles in a spiraling, hexagonal pattern.

  • Sarcophagus: The bas relief is actually the lid of a massive sarcophagus sunk into the wall. Within is the Cyclopean Mummy. If offered a tribute worth at least 1,000 gp it will not attack and will instead act as an augury, answering three questions.

AREA 4 – THE LICH BRAIN: A pulsing, purplish brain lies in the middle of an arcane circle in the middle of the floor, surrounded by a pile of dust outlining the rough shape of a corpse.

  • Arcana/Spellcraft (DC 28): To identify the ritual as an attempt to create a lich.
  • Arcana/Spellcraft (DC 35): To spot the errors in the ritual that resulted in the caster’s body being annhilated.
  • Lich Brain: The brain is undead (and hostile).
  • Corpse Dust: Within the corpse dust surrounding the brain is a BLUE KEY scarred with several burn marks. (It was damaged during the ritual. Using the key inflicts 4d6 points of damage and has a 25% chance of returning the user to their original location.)
  • Ruined Phylactery: The would-be phylactery of the lich was ruined useless by the failed ritual, but the silver and jewels encrusting it are still worth 10,000 gp.
  • Side Chamber: A blackened and charred barrel sits in the corner of the room, a tall staff protruding from it and topped with the antlers of a young stag. (The staff is made of mahogany, with a central grip of cold iron.)

AREA 5 – COLLAPSED CHAMBER: Contains shattered shards of pottery. Amidst the shattered pottery are Bronze Tablet #7 and Bronze Tablet #8.


FROZEN SHADE (CR 9-1*) – 109 hp (13d8+50), AC 21, claws +16/+16 (2d8+5), Save +12, Ability DC 18
Str -, Dex 13, Con -, Int 6, Wis 12, Cha 13
Skills: Intimidate +17, Perception +17, Search +17
Aura of Fear (Su): 30 ft. radius, Will save or become panicked for 3d6 rounds
Incorporeal (Su): Immune to non-magical physical attacks. Ignore spells or magical weapons 50% of the time. Move through physical objects. Ignore any physical bonuses to AC (natural armor, armor, shields, etc.). Affected normally by positive energy, negative energy, or force effects.
Turn Resistance +6
* Undead


ZOMBIE MASTER (CR 9-1*) – 109 hp (13d8+50), AC 21, claws +16/+16 (2d8+5), Save +12, Ability DC 18
Str 16, Dex 12, Con -, Int 14, Wis 9, Cha 12
Skills: Diplomacy +17, Perception +15
Enthralling Pipes (Su): Standard action; enemies within 30 ft.; Will save or dazed.
Fast Healing 3
Zombie Regeneration (Su): Zombies within 120 ft. gain regeneration 10.
* Undead


CYCLOPEAN MUMMY (CR 12) – LE Huge Undead
DETECTION – darkvision 60 ft., Listen +8, Spot +8; Init +0; Aura despair
DEFENSES AC 23 (-2 size, +15 natural), touch 8, flat-footed 23; hp 240 (32d12+32); DR 5/-; Immune undead immunities (ability damage/drain, critical hits, death effects, energy drain, fatigue, mind-affecting, nonlethal damage, paralysis, poison, sleep, stunning, any effect requiring Fort save); Vulnerable fire
ACTIONSSpd 20 ft.; Melee slam +31 (3d8+18 plus mummy rot); Ranged +16; Space 15 ft.; Reach 15 ft.; Base Atk +16; Grapple +39; Combat Feats Awesome Blow, Improved Bull Rush, Power Attack
SQ darkvision 60 ft., undead traits
STR 40, DEX 10, CON -, INT 6, WIS 14, CHA 18
FORT +12, REF +10 WILL +20
FEATS: Ability Focus (despair), Awesome Blow, Alertness, Great Fortitude, Improved Bull Rush, Improved Natural Attack, Improved Toughness, Power Attack
SKILLS: Hide +12, Listen +13, Move Silently +12, Spot +13

Despair (Su): Those seeing mummy make Will save (DC 20) or paralyzed with fear for 1d4 rounds.

Mummy Rot (Su): Supernatural disease – Fort DC 16, 1 minute, 1d6 Con and 1d6 Cha. Cannot be cured without first casting break enchantment or remove curse; requires caster level check (DC 20) to apply those spells or any healing spells to victim.

Awesome Blow: -4 to melee attack roll. A smaller corporeal creature is knocked flying 10 feet and falls prone (1d6 damage if they strike obstacle). Reflex save (DC = damage dealt) negates.


LICH BRAIN (CR 6+3*): 60 hp (8d8+24), AC 19, Save +9, Ability DC 16, Tiny
Str -, Dex 10, Con -, Int 22, Wis 16, Cha 16
Skills: Spellcraft +15
DR 15/bludgeoning and magic
Immobile (can levitate in place)
Immune mind-affecting
Turn Resistance +8
*11th level wizard (+4), undead (-1)

Wizard Spells Prepared (CL 11)
6th (DC 22)—chain lightning, globe of invulnerability
5th (DC 21)—dominate person, feeblemind, wall of force
4th (DC 20)—greater invisibility, ice storm, summon monster IV, wall of ice
3rd (DC 19)—dispel magic, fireball, haste, lightning bolt, summon monster III
2nd (DC 18)—darkness, detect thoughts, hypnotic pattern, magic mouth, rope trick, see invisibility
1st (DC 17)—grease, magic missile (x3), mage armor, shield
0th (DC 16)—dancing lights, detect magic, mage hand, prestidigitation


Go to Part 7: Laboratories 22-23

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LABORATORY #15: CONFUSION FOG

An ovoid room filled with a magical fog which has precipitated into the air. Alchemical equipment is scattered around on a number of tables shaped like crescent moons, but it is badly scarred and pitted from centuries of exposure to the fog.

CONFUSION FOG: Will save (DC 18) or become confused.

LABORATORY #16: MORE SOUL BONDING RESEARCH

A circular chamber. Three tables of sturdy, albeit desiccated, oak are arrayed around the center of the chamber. Along one wall is an empty work bench. On the other stand two upright glass coffins containing demonic humanoids.

TABLES: The tables are designed to shackle people down to them. Iron spikes are attached to the bottom of each table and can be driven down through shackle and arm alike to drain blood into glass containers depending under the tables.

WORK BENCH: In a drawer of the work bench are Bronze Tablet #3 and Bronze Tablet #5.

  • Search (DC 16): In a hidden compartment there is a small metal tube. Unscrewing the tube reveals a single sheet of paper with a message written on it. (Handout: Message in the Metal Tube)

ARCHER DEMONS: In the glass coffins and seemingly lifeless. Muscular humanoids with four arms. Each has a large diamond (worth 750 gp) embedded in their forehead.

  • Awakening: The glass coffins will open 1d4+2 rouns after anyone enters this chamber who doesn’t bear the Sorcerous Brand of Arn.
  • Regeneration: These archer demons have been linked through commingled shield other spells. Each demon suffers the damage taken by the other, but it “bounces” back and forth and is slowly diminished (resulting in their regeneration 5). They can only be permanently destroyed if the diamonds in their heads are removed.

ARCHER DEMON (CR 7+2*) – CE Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
DETECTION – darkvision 60 ft., Listen +16, Spot +16; Init +4; Languages Old Arathian, Darconic, telepathy 100 ft.
DEFENSESAC 19 (+4 Dex, +5 natural), touch 14, flat-footed 15; hp 340; DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10, spell 18
ACTIONSSpd 40 ft.;  Melee 4 claws +15 (1d6+5); Ranged 2 +1 large composite longbow (+5 Str) +12/+12/+12/+7+7 (2d6+6/x3); Base Atk +10; Grapple +15; Atk Options close combat shot; SA spell-like abilities, summon; Combat Feats Point Blank Shot, Precise Shot
SQ darkvision 60 ft., oversized weapons, mirrored archery,  telepathy 100 ft.
STR 21, DEX 19, CON 29, INT 14, WIS 16, CHA 12
FORT +16, REF +11, WILL +10
FEATS: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
SKILLS: Balance +17, Bluff +14, Climb +18, Concentration +21, Hide +17, Jump +22, Listen +16, Move Silently +17, Sense Motive +16, Spot +16
POSSESSIONS: +1 large composite longbows (Str +5) (x2)

Spell-Like Abilities (CL 10)
At will – dimension door

Close Combat (Ex): Does not provoke attacks of opportunity from shooting ranged weapon.

Oversized Weapons (Ex): Can use bows up to one size larger than normal.

Summon (Su): 1/day — 1d6 dretches or 35% chance of summoning an archer demon

Mirrored Archery (Ex): Make additional attack with second bow, -2 penalty on all attacks.

* Potentate (see Legends & Labyrinths).


BRONZE TABLET #3

BONESHATTER
Necromancy
Level: Cleric 5, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature or object
Duration: Instantaneous and 1 minute/level (see text)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

The target’s bones or exoskeleton shiver and splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, who is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.

If the target makes its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much (+50%) damage from this spell. This spell has no effect on creatures that lack both skeletons and hard carapaces.

Material Component: A broken bone.


BRONZE TABLET #5

CODESPEAK
Transmutation
Level: Bard 2, Sorcerer/Wizard 2
Casting Time: 1 standard action
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Target: You plus one willing creature per two levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: No
Spell Resistance: No

Upon casting this spell, all recipients gain the ability to speak a new language. This language sounds like random, babbling syllables to anyone not under the influence of the spell, but the targets understand each other perfectly.

Anyone using codespeak can read and write in this new language as well. Once the spell expires, however, any coded writing suddenly appears as gibberish. If the same

individuals become the targets of a codespeak spell again, cast by the same caster, they can once again read any coded writings.

Comprehend languages does not enable a caster to understand the language of another’s codespeak spell, but it does reveal that the targets are speaking a magical language. Tongues translates codespeak normally.

Material Component: A complex rune inscribed on a slip of paper that is then placed under your tongue.


 LABORATORY #17: PHANTASMAL HALLS

Swastika-shaped halls filled with phantasmal forces. The walls are undulated in an irregular wave pattern.

PHANTASMAL FORCES: Will save (DC 18) each round or suffer 2d6 damage. The phantasmal forces take various forms manifesting through the primal power channels formed by the swastika.

  • Knights charging.
  • Howling banshees ripping down the length of the hall.
  • Dragons’ heads.
  • Hands grasping from the floor.
  • Black winds.
  • A song ripping at the ears.

TELEPORTALS: Located in each end of the swastika. None-operational red circle (incoming from Laboratory #7), two operational reds, and then a black teleportal.

  • Black Teleportal: No key for this teleportal can be found in the current network. (If it could somehow be activated, it would lead to a different network of laboratories not found on the map.)

 LABORATORY #18: BESTIARY

Laboratory #18 - Map Courtesy of Dyson Logos

Map courtesy of Dyson Logos

All the doors in this area are of glass. Many are broken.

RED DOT: The teleportal.

BLUE DOT: This cell contains two husks and the BLUE KEY. (The key lies in plain sight in the middle of the floor.)

ROOM “A”: Treasure stash. Mostly cleaned out, but there remain 120 pp, 9 violet garnets (500 gp) each, potion of hide from animals, and scroll of dispel magic and flame arrow.

RANDOM ENCOUNTERS: 1 in 6 chance of encountered 1d6 wights.

OTHER CREATURES: Found in various cells. Dead unless otherwise noted.

  • Lovecraftian Psionic Flayer
  • Giant Ants
  • 2 trolls overgrown with 8 assassin vines (the trolls are insane, having been feasted upon by the assassin fines — all are alive)
  • 6 wights (“alive”)
  • 2 goblins
  • Spirit Naga (long, iron prongs extend from its chest; the heart has been unnaturally enlarged and infused with mithril worth 100 gp)
  • 4 giant spiders
  • 2 troll minions (emaciated from long starvation)
  • 5 dragon eggs with 5 baby dragon skeletons (one has its jaws clamped around the throat of another)

 LABORATORY #19: TOMB OF UNQUIET WORMS

On a raised, rosette dais stands a rose-colored stone sarcophagus. The tomb effigy depicts a robed man with a flourished moustache clutching a thick tome between his hands.

SPOT (DC 25, or DC 12 with close inspection): The walls are worm-eaten.

UNQUIET WORMS: 1d4 rounds after entering the tomb, a slithering noise can be heard coming from the walls. 1d4 rounds after that, the unquiet worms arrive.

  • 12 total. 1d4 arrive per round.
  • GM Background: Unquiet worms have feasted upon the brain of a dead mage and become imbued with their arcane powers.

DISPEL MAGIC FIELD: The dais is surrounded by an invisible by a dispel magic field (see Spellbook of Leaves in Laboratory #20).

SARCOPHAGUS:

  • Spot (DC 18): To notice that the stone of the sarcophagus is worm-eaten.
  • Search (DC 18): Sarcophagus can be pushed back to reveal the teleportal to Laboratory #20.
  • Mohrg Lich: The spellcaster within the sarcophagus is a mohrg which can cast the spells it knew in life (see below). It wears pleated sheets of platinum worth 12,000 gp.

UNQUIET WORMS (CR 3+3*): 20 hp (4d8+2), AC 22, bite +6 (1d6+3), Save +6, Ability DC 14
Str 5, Dex 12, Con 11, Int 18, Wis 21, Cha 15
Skills: Alchemy +7, Intimidate +7, Knowledge (arcana) +11, Knowledge (planes) +11, Listen +12, Sense Motive +12, Spellcraft +11, Spot +12, Stealth +8
Scabrous Slime +6 AC (calculated in stat block)
* Class abilities of 8th-level wizard (casting spells per list below).


THE LICH’S SPELLS (4/5/5/5/3, CL 8)
4th (DC 18)—fire shield, ice storm, wall of fire
3rd (DC 17)—blink, dispel magic (x2), fireball, lightning bolt
2nd (DC 16)—darkness, false life, protection from arrows, rope trick, shatter
1st (DC 15)—burning hands, color spray, magic missile, ray of enfeeblement, shocking grasp
0th (DC 14)—dancing lights (x2), mage hand, resistance


Go to Part 6: Laboratories #20-21

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Lava River Cave AZ by Volkan Yuksel

LABORATORY #8: THE MILLSTONE

Large chamber, shaped like two ovals laid in a cross. The walls are scorched from a massive explosion; jagged bits of metal have actually been driven into the walls at frequent intervals. A skeleton in tattered robes lies nearby.

MILLSTONE: In the center of the chamber a large, beruned millstone grinds a deep channel into a floating moebius strip of stone.

  • Madness of the Millstone: 1d8+2 rounds after entering this chamber, characters must make a Will save (DC 15) or suffer 1d3 points of Wisdom damage. As Wisdom damage is suffered, the runes on the millstone will begin to glow faintly blue and the millstone itself speeds up.
  • The save is repeated every (10 rounds – 1 per 5 points of total Wisdom damage the millstone has inflicted).

DAMAGED TELEPORTALS: A blue teleportal and red teleportal have both been cracked and damaged by the explosion. Attempting to use them causes 6d6 damage (Fort save DC 22 for half damage) and the character is returned to the same location.

GREEN TELEPORTALS: These have not been damaged (lying at opposite ends of one of the crossing ovals).

DIRE ETHEREAL MARAUDERS: 3 dire ethereal marauders were drawn here by the explosion (or perhaps caused it). They have been transformed into hulking monstrosities by the burning of the Ethereal Plane.

ETHEREAL PLANE: The ethereal plane around this room burns as a result of the arcane explosion. Anyone traveling on the ethereal plane suffers 1d6 points of fire damage each round.


DIRE ETHEREAL MARAUDER (CR 5) – Large Magical Beast (Extraplanar)
DETECTION – darkvision 60 ft., Listen +8, Spot +6; Init +5; Languages
DEFENSESAC 18 (+1 Dex, +7 natural), touch 11, flat-footed 17; hp 43 (5d10+15)
ACTIONSSpd 50 ft.; Melee Bite +13 (1d6+9); Ranged +6; Base Atk +5; Grapple +9
SQ darkvision 60 ft., ethereal jaunt
STR 26, DEX 12, CON 16, INT 7, WIS 12, CHA 10
FORT +13, REF +11, WILL +6
FEATS: Alertness, Improved Initiative, Weapon Focus (Bite)
SKILLS: Listen +8, Move Silently +6, Spot +6

Ethereal Jaunt (Su): Shift from Ethereal Plane to Material Plane as free action; shift back as move action (per ethereal jaunt, caster level 15th).

*Skills: +2 racial bonus on Listen, Move Silently, and Spot checks.


LABORATORY #9: DEMON’S LABORATORY

Six niches in the wall have hand-shaped depressions next to them. Three of the niches are occupied by large ogres — apparently unconscious — with a silver band across each of their chests holding them upright.

In the center of the chamber there is a large, glass ovoid filled with a viscous green fluid. Floating within the fluid is a spongy-skinned, humanoid creature glistening a gelatinous blue. Strange apparati surround the ovoid.

NICHES: The silver bands induce unconsciousness on anyone in the niche when they extend (Fortitude DC 30 negates). Putting a hand to the hand-shaped depressions causes the bands to retract or extend.

OVOID: The creature within the ovoid was formerly an ogre. He has been transformed into a painshrieker by the demon lairing in Laboratory #11.

  • The creature will thrash and appear to be asking for release. Some blood will ooze from its mouth into the fluid surrounding it.
  • Alchemy / Arcana (DC 11): Most of the mechanisms around the ovoid are based around carefully maintaining the balance of alchemical admixtures.
  • Alchemy / Arcana (DC 21): To identify the cellular-destabilizing compounds being used.

PAINSHRIEKER (CR 8) – 89 hp (11d8+40), AC 20, handscythes +14/+14 (2d8+4), Save +11, Ability DC 18
Str 12, Dex 15, Con 16, Int 14, Wis 10, Cha 8
Skills: Hide +16, Listen +14, Move Silently +16, Search +16, Spot +14
Blindsight 30 ft. (high-frequency shrieks)
DR 10/silver
Painshriek (Su): 60 ft. cone once every 1d4 rounds. 2d6 first round; 4d6 second round; 6d6 third round.


 LABORATORY #10: ARBORETUM GROTTO

A thick, tiered cleft. Magical lights clinging to the ceiling seem to cast daylight down onto the thick pleats of overgrowth choking the miniature vale.

TELEPORTALS: Green teleportal is at one end of the grotto. Red teleportal at the other end.

SPINDERS (x8): Roam through the overgrowth. Spinders are demonic vermin: Vaguely insectoid in appearance — but with a spongy skin rather than any sort of carapace — their broad, flat backs and upper portions of their crouched limbs are covered in thin, razor-sharp spines.

STATUE OF LIGHT: In the middle of the grotto sits a squat statue of clay clasping a bowl which seems lit from within.

  • Liquid Light: The bowl is filled with liquid light. Anyone touching the liquid will cause it to flow up over their hand (or hands). From that point forward, their hands will glow white — producing the effects of a daylight spell.

ALCHEMY (DC 25): Recognizes that most of the plants growing here are actually valuable alchemical ingredients. Six hours of harvesting could yield 5,000 gp worth of raw ingredients.


SPINDER (CR 4) – LE Medium Outsider
DETECTION – Listen +7, Spot -1; Init +7; Languages telepathy
DEFENSESAC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14; hp 32 (5d8+10); Immune fire, poison; Resist acid 10, cold 10
ACTIONSSpd 40 ft.; Melee bite +6 (2d6+1) and 2 claws +1 (1d4); Ranged +8; Base Atk +4; Grapple +6; Atk Options impregnating bite; SA summon
SQ telepathy
STR 13, DEX 16, CON 14, INT 6, WIS 8, CHA 6
FORT +6, REF +7, WILL +3
FEATS: Dodge, Improved Initiative
SKILLS: Hide +6, Listen +7, Move Silently +6, Search +6, Spot +7

Pounce (Ex): Make a full attack in first round, even it has already taken a move action.

Improved Grab (Ex): Start grapple as free action if both claw attacks hit, no attack of opportunity.

Impregnating Bite (Ex): Bitten creature must make a Fort save (DC 15) or become impregnated with a spinder egg. Eggs attach to heart, whereupon larvel spinders hatch and begin feeding. After 1 hour, victim suffers a -5 penalty to all ability scores. After 90 minutes, victim suffers -10 penalty to all ability scores. After 2 hours, larval spinders eat through the wall of the heart (resulting in death). After 1 day, 2d6 spinders eat their way out of the body. Spinder eggs/larva can be treated with a remove disease spell.


 LABORATORY #11: ROOM OF RED PISTONS

 An expansive room filled with thick pistons of glowing red crystal running between floor and ceiling.

TELEPORTALS: All located in the center of the chamber.

  • Spot (DC 15): To notice that they’re glowing more brightly than similar teleportals in other chambers.

DEMON: A glabrezu lairs here. It possesses a GREEN KEY.

CRYSTALLINE PISTONS: The pistons are creating massive magical energy through a churning of the Ethereal Plane. The room has an overwhelming magical aura.

  • Breaking Pistons: If twelve pistons are broken, the teleportal network destabilizes and shuts down. None of the teleportals will work, but this also means that the teleport redirect effect in Tethe laboratories shuts down.

LABORATORY #12: CHAMBER OF WHISPERING WINDS

The two green teleportal rings are on either end of a long hall with a dozen pedestals to either side. One top of each pedestal stands a bottle.

24 BOTTLES:

  • 8 have been broken.
  • 1 contains a RED KEY.
  • 1 is an efreeti bottle.
  • 6 are empty.
  • 2 contain haunting winds. (Use stats for greater shadows, but they take the form of a spectral, skeletal fog.)
  • 1 acts as a greater pipes of haunting. (Those within 30 feet who hear the tune must succeed at a Will save (DC 18) or become frightened for 4 rounds. Those with less than 6 HD are panicked. Can be used twice per day.)
  • 1 contains the sounds from an ancient field of battle: Clashing swords. Cries of pain. (Those succeeding at a Listen check (DC 20) can also pick out the faint sound of weeping behind all of it.)
  • 4 contain whispering wind messages trapped from long ago (see below).

WHISPERING WIND #1 – ELDERLY MAN: “Beware the Brotherhood of the Blue Hand. They may have obtained a red key. If they can breach the laboratories, they may reach the sanctums.”

WHISPERING WIND #2 – YOUNG WOMAN: “Love me forever, Isidora, and I shall lay before thee the windswept thrones of kingdoms, the jewels of Cassara, and your heart’s desire.”

WHISPERING WIND #3 – GUTTURAL VOICE: “Take the branding irons from beneath the silver serpent. They must not fall into the hands of Posserak.”

WHISPERING WIND #4 – RASPY VOICE: “The wyrm Cassandra has betrayed us. Sargas stole the blue key from her, but those chambers are lost to us. Use not the blue keys.”

LABORATORY #13: THE LAVA MINES

The teleportal from Laboratory #5 is on a high ledge above a roiling lava flow. Above the lava flow is suspended a brass orb.

The teleportal from Laboratory #14 goes inside the brass orb. Mechanisms within the orb allow one to lower it down towards the lava and extract a hot lava core into a containment cylinder.

LABORATORY #14: SOUL BINDING LABORATORY

A rosette-shaped chamber. There’s a large apparatus in the middle of the room, roughly shaped like a curved starfish. In the center of this apparatus is a cylindrical depression about 5 feet deep. Four glass coffins are attached to the apparatus and extend away from it. One wall of the room bulges out into a semi-oval with white walls covered in blackened runes.

CYLINDRICAL DEPRESSION: A lava core from Laboratory #13 can be slid into it. If this happens, the apparatus powers up for 1d6 hours.

GLASS COFFINS – SEARCH (DC 20): A large black opal worth 500 gp is concealed within the mechanisms surrounding the head of one of the glass coffins. Twin diamonds worth 750 gp each are concealed in two others. The fourth coffin has a hollow, but no gemstone.

  • Black Opal Coffin: If someone is placed within it and the coffin closed, it acts as a magic jar spell (capturing the soul in the black opal). If the coffin is opened and then closed, the soul will transfer back to the body in the coffin (even if it isn’t the original body). If the black opal is removed, the person in the coffin must make a Fortitude save (DC 22) or suffer 10d6 points of damage as the soul is ripped from their body and then reflected back.
  • Diamond Coffins: If people are in both coffins and the lids are closed, there is a 50% chance of a permanent shield other connection being forged (determine the direction of the damage shift randomly) and a 50% chance that both characters will suffer the full damage suffered by either.
  • No Gemstone Coffin: Malfunctioning from age. If activated (person in coffin; lid closed) an instant crystalline growth will fetter and crust over the coffin. Crystal had adamantine hardness. 15 minutes of air inside. Break DC 26; hardness 20; 320 hp.

BLACKENED RUNES – ARCANA/SPELLCRAFT (DC 22): To identify the rudimentary efforts of someone attempting to perfect the magic jar spell. It appears to be depending on some sort of technomantic loop, however.

GM Background: This was a high-powered laboratory (using the lava cores from Laboratory #13) that would often shift functions. It just happened to be investigating soul-binding at the time the complex was abandoned. This is, in fact, where the earliest instances of the magic jar spell were developed.

Go to Part 5: Laboratories #15-19

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Go to Part 1

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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Go to Part 1

This section of the adventure is based on The Sunken Temple of Arn, a submission to the One Page Dungeon Contest by Strange Stones. Everything you need to use this version of the adventure can be found here, but I recommend checking out the original and some of the other nifty stuff available for free download over there.

The Sunken Temple of Arn - Map

(1 square = 10′ x 10′)

TEMPLE ROSTER

DENIZENLOCATION
2d4 Monstrous CrabsArea 1
2 Sahuagin Elite + 8 Sahuagin + Dire SharkArea 2
2 KopoacinthArea 7
Fluorescent KrakenArea 8
Sahuagin Shaman + 4 Sahuagin Elite + Dire SharkArea 11
2 Sahuagin EliteArea 16 (spread fire in the hall)
2 Sahuagin Elite + 4 Dire SharksArea 18
Sahuagin Chieftain + 3 Sahuagin Elite + Dire SharkArea 19

(italicized denizens generally do not leave their area but might be fetched as reinforcements; see Adversary Rosters)

TEMPLE KEY

Although originally a subterranean structure of great beauty, the entirety of the Temple has become completely submerged and is now occupied by a tribe of sahuagin.

KRIS WARRIOR STATUES: Throughout the temple there are a number of kris warrior statues. If these are examined with a detect magic spell they register as having a faint magical aura. A successful Spellcraft (DC 18) check will indicate that they were once animated (as guardians of the temple), but the spells are ancient and no longer operating.

AREA 1 – GARDEN: Overgrown with seaweed. A verdigrised copper gnomon sits on a marble base. The gnomon alone is worth a small fortune (2,000 gp). The complete piece is worth four times as much.

AREA 2 – PLAZA: At the bottom of the stairs, statues of two warriors stare down — one bearing a kris in his left hand, the other unarmed.

AREA 3 – FEASTING HALL: A dozen humanoid corpses, decayed and bloated, float freely throughout this room. Statues of the unarmed, kris-bearing warriors dominate the room. This is a feasting hall — sahuagin simply pass through this area and feed upon the bloated corpses they collect.

AREA 4 – ANTECHAMBER: This room is stripped bare. Profane graffiti is carved into the walls (predating the deluge and sahuagin occupation). A fresco depicting the holy void remains intact.

AREA 5 – PLAZA OF WISDOM: This area features two giant statues of unarmed warriors in strange poses.

Search (DC 15): To find the trapdoor leading to a rusted ladder of iron that descends into the lower tunnels.

AREA 6 – ANTECHAMBER: As per area 4.

AREA 7 – PLAZA OF REPOSE: This area features two giant statues depicting cloaked humans armed with krises, preparing to strike unseen enemies. Perched upon their shoulders are two winged gargoyles (which are, in fact, kapoacinth).

Search (DC 15): To discover a ceramic box concealed beneath the eastern statue containing a variety of silver jewelry (worth 500 gp).

AREA 8 – FLUORESCENT KRAKEN: The room glows with a soft, coruscating light that emanates from a lesser kraken which lives beneath the iron grate of the floor.

False Door (Search DC 16, Disable Device DC 25): If opened, the door springs outwards with great force. Reflex DC 25 or 2d6 damage.

Secret Door (Search DC 20): The sahuagin are unaware of this door.

AREA 9 – ROOM OF SECRETS: The walls of this room are painted red.

Search (DC 20): There’s a secret compartment that contains 4 vials of oil of taggit and a cursed -2 kris.

AREA 10 – HIDDEN LIBRARY: This room contains the long-ruined remains of many scrolls and books. A scything blade trap was once set off here and now hangs limps from the ceiling, stirring slightly in the current. The skeletal remains of its 6 headless victims lie on the floor.

Skeletons: If disturbed, they will animate and attack.

Bronze Tablet #1: Among the water-ruined paper, there is a bronze tablet (see below).

AREA 11 – SHAMAN’S CHAMBERS: Ornate stonework furniture, covered with mosses and lichens, dominates the perimeter of this room, surrounding an altar of sea embers (bright blue coals which burn even in water).

AREA 12 – KITCHEN: This was once a kitchen for the temple. Rusted, worthless cutlery and rare, valuable bone china can be found in the cupboards.

AREA 13 – BATHS: This room served as the baths for the temple. A hot spring still feeds the baths, making the water in this room noticeably warmer.

AREA 14 – LATRINE: This room was once the latrine for the temple.

Search (DC 12): A cache of 75 triangular gold coins can be found at the bottom of the latrine trough.

Lost Laboratories of Arn - Sorcerous Brand of Arn

Sorcerous Brand of Arn

AREA 15 – ROOM OF GHOSTS: A blasted altar stands in the middle of the room.

Shadows: The ghosts of two Arn assassins (treat as shadows) linger here. Each of the shadows has a glowing sigil (the Sorcerous Brand of Arn) glowing brightly on their arms.

AREA 16 – THE WELL: Heavy black fluid rests within the well, not mingling with the water. This fluid burns like oil even when submerged.

Vat: A vat stands near the entrance with liquid taken from the well. The sahuagin can tip it over to fill the hallway beyond and light it on fire.

AREA 17 – MECHANICAL ROOM: Levers, dials, wheels, and gears take up much of this room. They are rusted and verdigrised; their function lost to the tides of time.

AREA 18 – SHARK PEN: Rusted remains of torture implements litter this room. There is an outlet to the open sea through a long, narrow tunnel.

AREA 19 – TELEPORTALS: This chamber contains  red teleportal (to Lab 1) and a blue teleportal (to Lab 4). Both are one-way.

AREA 20 / AREA 21 – THE OATHS OF ARN: The secret doors leading to these chambers require DC 25 Search checks to find. In Area 20, the Oath of Arn is inscribed upon the wall. A small altar contains a blue key.

In area 21, the False Oath of Arn is inscribed upon the wall. A small altar contains a blue key which will inflict 2d6 Constitution damage (Fortitude save, DC 20, half damage) when used.

BRONZE TABLET #1

TRACK THE BLOOD
Necromancy
Level: Rgr 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Blood from the target
Target: One living creature
Duration: 1 min/Level
Saving Throw: None
Spell Resistance: No

By tasting the blood of the caster’s chosen target, he creates a connection with that person or creature, enabling a way of tracking it through all kinds of terrain. For some young wizards (level 1-3) this can be a rather tough experience, and they have to make a Fortitude save (DC 15) or lose the blood connection. The blood must still be liquiscent for this spell to work.

There is no defined range of this spell, but when the duration ends the connection is broken and new blood must be procured to cast the spell anew. The blood can come from an animal as well as a person, and even if that creature lies dead somewhere, this spell will lead the caster to it.

Arcane Focus: The blood from the target.

 MONSTROUS CRABS

MONSTROUS CRAB (CR 2) – Medium Vermin (Aquatic)
DETECTION – darkvision 60 ft., Spot +4; Init +1; Languages
DEFENSESAC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; hp 19 (3d8+6)
ACTIONSSpd 30 ft., swim 20 ft.; Melee 2 claws +4 (1d4+2; Ranged +3; Base Atk +2; Grapple +3; Atk Options constrict 1d4+2, improved grab
SQ darkvision 60 ft., water dependency, vermin traits
STR 14, DEX 12, CON 14, INT –, WIS 10, CHA 2
FORT +5, REF +2, WILL +1
FEATS: —
SKILLS: Spot +4*, Swim +10

Constrict (Ex): On successful grapple check (including grapple check to establish grapple), 1d4+2 damage.

Improved Grab (Ex): On hit with claw attack, grapple as free action without provoking attack of opportunity. On success, establishes hold and can immediately constrict.

Water Dependency (Ex): Survive outside of water for 1 hour per point of Constitution (then refer to drowning rules).

*Skills: +4 racial bonus to Spot checks. +8 racial bonus to Swim checks to perform special action or avoid hazard. Can always take 10 on Swim checks. Can perform run action while swimming.

LESSER KRAKEN

LESSER KRAKEN (CR 6): 60 (8d8+24), AC 19, tentacles +11/+11 (2d6+4), Save +9, Ability DC 16

Str 24, Dex 10, Con 19, Int 18, Wis 17, Cha 17

Skills: Concentration +13, Diplomacy +12, Hide +9, Intimidate +12, Knowledge (geography) +13, Knowledge (nature) +13, Listen +12, Search +12, Sense Motive +12, Spot +12, Survival +12, Swim +16, Use Magic Device +13

Constrict: On a successful grapple check (including grapple check to establish grapple), deal 2d6 damage.

Jet: As full-round action, can jet at a speed of 200 feet. Movement while jetting does not provoke attacks of opportunity.

Improved Grab: On hit with tentacle attack, grapple as free action without provoking attack of opportunity. On success, establishes hold and can immediately constrict.

Ink Cloud: 40-foot spread once per minute as free action. Cloud provides total concealment.

 SAHUAGIN ELITE

SAHAUGIN ELITE (CR 7): 75 hp (10d8+30), AC 20, talon or trident +14/+14 (2d8+3), Save +10, Ability DC 17

Str 16, Dex 15, Con 14, Int 14, Wis 13, Cha 11

Skills: Handle Animal +13, Hide +15, Perception +14, Profession (hunter) +14, Ride +15, Survival +14

Blindsense 30 ft.

Bloodfrenzy (Ex): 14 rounds, cannot end voluntarily. +2 to attacks, -2 AC, +2d6 damage.

Pounce and Rake (Ex): Full action. Move up to twice speed and then perform a full attack. Gains two additional attacks that each deal 2d6.

Speak with Sharks: Telepathically, 100 ft.

SAHUAGIN SHAMAN

SAHUAGIN SHAMAN (CR 7+2*): 75 hp (10d8+30), AC 20, talon or trident +14/+14 (2d8+3), Save +10, Ability DC 17

Str 16, Dex 15, Con 14, Int 14, Wis 16, Cha 11

Skills: Handle Animal +13, Hide +15, Perception +14, Profession (hunter) +14, Ride +15, Survival +14

Possessions: gold pearl (operates as pearl of power (2nd level) 4 times per day, but only with divine spells)

Blindsense 30 ft.

Bloodfrenzy (Ex): 14 rounds, cannot end voluntarily. +2 to attacks, -2 AC, +2d6 damage.

Pounce and Rake (Ex): Full action. Move up to twice speed and then perform a full attack. Gains two additional attacks that each deal 2d6.

Speak with Sharks: Telepathically, 100 ft.

*6th Level Cleric

Cleric Spells Prepared (CL 6)
3rd (DC 16)—magic circle against good, bestow curse, water breathing
2nd (DC 15)—desecrate, bull’s strength, resist energy, make whole
1st (DC 14)—obscuring mist, bless, entropic shield, shield of faith
0th (DC 13)—create water, detect magic, detect poison, guidance, light
Deity: Sea
Domains: Evil, Water

 SAHUAGIN CHIEFTAIN

 

SAHUAGIN CHIEFTAIN (CR 7+2*): 220 hp (10d8+30), AC 20, talon or trident +14/+14/+14/+14 (2d8+3), Save +10, Ability DC 17

Str 16, Dex 15, Con 14, Int 14, Wis 16, Cha 11

Skills: Handle Animal +13, Hide +15, Perception +14, Profession (hunter) +14, Ride +15, Survival +14

Blindsense 30 ft.

Bloodfrenzy (Ex): 14 rounds, cannot end voluntarily. +2 to attacks, +2d6 damage.

Pounce and Rake (Ex): Full action. Move up to twice speed and then perform a full attack. Gains two additional attacks that each deal 2d6.

Speak with Sharks: Telepathically, 100 ft.

*Potentate (calculated into stat block, see Legends & Labyrinths)

Go to Part 3: The Laboratories

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