Lost Laboratory of Kwalish | PDF - Scribd beneath the ooze where it fills the lower levels of the building, is a standing arch that is a match to the arch The space below the statues is a huge temple gone to in the central abbey of the monastery (area M3), but without the throne. . These are cult fanatics that have outfitted the Grand Master in the central abbey (area M3). If enough statues are moved or broken open,they reveal a pit beyond, where a sheer drop of 25 feet Temple Gate. its body. This the vampire as their guide. into a strange loop of logic that forces her to let the Even if his goals are legitimate, the Cartophiles desire characters pass. O3. Lost Laboratory of Kwalish | TM & 2018 Wizards. Instead, at the start of each of the stirges turns, the cant speak target loses 5 (1d4 + 3) hit points due to blood loss.Challenge 10 (5,900 XP) The stirge can detach itself by spending 5 feet of its movement. While soinformation. Desperate, better view of the stone towers rising above the ooze.Kwalish constructed another planar gateway whileimprisoned in the temple, then opened a portal to the Many of the glass statues set along the exteriors of the222nd layer of the AbyssJuiblexs Slime Pits. In addition, we were honored to include some content designed with Laurence Withey in this adventure. If the quickling is subjected to an effect that allows STR DEX CON INT WIS CHA it to make a Dexterity saving throw to take only half damage, 5 (3) 17 (+3) 10 (+0) 7 (2) 10 (+0) 10 (+0) it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Skills Stealth +5Damage Resistances cold, fire, lightning; bludgeoning, Actions piercing, and slashing from nonmagical attacks Multiattack. None as such. Control Roomand follow the marked trails out of the Barrier Peaks ifleft to their own devices. attention. them discover a set of powered armor in a previous adventure, leaving them needing to find a way to accessFrom One Mad Mage to Another itor to free an NPC currently trapped inside it. Additionally, It has a +1 bonus to Intelligence checks and two Ioun stones survive and can be claimed. Ifmotley assemblage of evil humanoidscurrently occupy claimed as treasure, a pikes cell holds 2d10 remainingvarious areas of the monastery. A number of the towers that stand-ins for fruit in a market, as huge jewels worn athave toppled from age are above the ooze, providing a a ball, as a scepter and orb held by a statue noble, andmeans for characters to explore and take shelter safely so forth. The brain in a jar magically emitspsychic energy in a 60-foot cone. These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Smooth metallic columns A character who sits on the throne notes that many rise to the ceiling, with open hatches set into their sidesof its instruments are still operational, allowing them at ground level. All who come here find service be with the strength of your bodies or the strength their way to the Grand Master . If this suspended hundreds of feet in the open air above the is done, the brain can use the laboratorys equipment valley floor. You do not appear entirely those attending any audience in the central abbey to just the elder monks. If the Grand Master Treasure. Melee Weapon Attack: +4 to hit, reach 5 ft., one Innate Spellcasting (1/Day). Or the captain silvered weapons makes two ranged attacks with its daggers. Sir Blutoa bone devils hooked polearm (see the sidebar in the Sans Pite from White Plume Mountain in Tales from theBone Devil section in the Monster Manual), typically Yawning Portal is a good candidate, as are Faroul anddisguised as a staff or tool: Gondolo from Port Nyanzaru in Tomb of Annihilation. Melee Weapon Attack: +8 to hit, reach 10 ft., one Speed 30 ft. target. Unlike the figures seen standing staidly along the edges of the towers above, the hundreds of glass statues that Ooze Barrier. 26The mind flayer has no effective attacks while within Meeting Kwalishthe stasis chamber, as no spells or other effects canpass through the cylinder in either direction. damage. The umber hulk makes three attacks: two with its claws and one with its mandibles.Actions Claw. Central AbbeyThe following locations are identified on the mapon page 9. The fanatic has advantage on saving throwsagainst being charmed or frightened. To get more targeted content, please make full-text search by clicking. The Grand Master wears use for your bodies . The froghemoth has four Hit: 12 (2d6 + 5) bludgeoning damage.tentacles. Across the room, a mind flayerHundreds of baubles have been set throughout the appears trapped inside a glass tank.tableau of the city streets. A glass workshop can Instrument Panels. But when it tried to escape the crash site, the Barrier Peaks. Mary is a 5th-level spellcaster. Theexploration of the mountains, building an ambulatory need to circumnavigate such areas accounts for muchcraft capable of crawling up and down mountainous of the travel time to the city, unless the characters haveslopes to travel farther into the Barrier Peaks, and other arranged an alternative method of travel.tasks of your devising. If the monks are dealt with and the prisoners are freed, they can fill the of scrap parts from the complex mechanical detritus of characters in on the layout of the monastery. from the Monster Manual, Volos Guide to Monsters, Working their own way into the Barrier Peaks, and Mordenkainens Tome of Foes can be found inthe characters eventually arrive at Kwalishs first those books.laboratorythe remains of a planar craft whose Spells and equipment mentioned in the adventure aretechnology drove the inventors early research. if doing so helps her claim them.) Wizard 3. Once worshipped as a living goddess forher unique trait of transforming victims into glass A large, squat tower dominates the surroundinginstead of stone, Gloine Nathair-Nathair was kept a buildings. This curse can be removed only by athorough search of the area turns up the following: remove curse spell cast by an 18th-level spellcaster, by defeating Kwalish and reversing the process using A collection of exotic materials especially valuable as his machines, or by completing a separate task for spell components, worth 3,750 gp the inventor. A pouch of diamond dust worth 1,750 gp Just a Bit of Trouble Numerous rare books worth a total of 500 gp A manual of golems (iron) Kwalish is missing, trapped in stasis inside his own A spell scroll of Galders speedy courier (see powered armor. If the froghemoth takes 20 damage or more on a singleturn from a creature inside it, the froghemoth must succeedon a DC 20 Constitution saving throw at the end of thatturn or regurgitate all swallowed creatures, each of whichfalls prone in a space within 10 feet of the froghemoth. check, the brain warns them of the risks of tampering with the journal (see below). The mephit exhales a 15-footHit Points 2 (1d4) cone of scalding steam. The froghemoths gullet can hold up to two creatures at atime. When a creature starts its turn within100/400 ft., one target. Page. Kwalish isnt there, but old lore and notes talk of how he was driven from the area by the ooze, 425 tiny gemstones worth 1 gp each, 44 small and allow the characters to reach the monastery. Give your playerscan run amok. Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License See appendix A, Random Encounters, his name. Lost Laboratory of Kwalish | TM & 2018 Wizards. The legendary inventor disappeared in the peaks eons ago as it turns out, finding a crashed planar ship and studying its technology to fuel his own experimentsonly now, Kwalish's lost research is desperately needed! But a close inspection are rivals, with the characters caught in the middle. Magical darkness doesnt impede the devils piercing damage. clockwork devices discovered within a city defy anyThe characters must find a safe means of descent into attempts to turn them off. The original Expedition to the Barrier Peaks1980s Thwarting Annihilation adventure module S3 for first edition AD&Dplaced its titular mountains in Greyhawk, north of the Grand If youre playing through or using events from Tomb of Duchy of Geoff and the Valley of the Mage. 33Appendix B: Further OptionsThe wide-open nature of this adventure, the optional can interface with. These include around them the closer they come to the location whereinstructions and raw materials for crafting artificial the city is said to be. 46Skeleton Steam MephitMedium undead, lawful evil Small elemental, neutral evilArmor Class 13 (armor scraps) Armor Class 10Hit Points 13 (2d8 + 4) Hit Points 21 (6d6)Speed 30 ft. 48Thug Animate Trees (1/Day). Melee Weapon Attack: +10 to hit, reach 5 ft., one Mandibles. Perhaps the monastery decks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.ft., one target. ability checks made to interact with the monasterys Secret Agendas. The appendix D.characters must negotiate their entrance into themonastery, and from there to its treasury. animated leather faces (from area M7, the leatherHowever, most of the other prisoners are former monks works) lurking around the most shadowy corners of thethat tried to leave or otherwise got into trouble, and grounds. If East Wind rolls a 20 on the attack roll, the 14Death of the Grand Master. (If the Grand Master was defeated and its brain survived any encounter in the treasury (areaCavern Encounters M10), that brain now leads this group.) As well, a group of prisoners deemed too group of monks that appear to be preparing for somedangerous to work but too valuable to kill have been horrid ceremony. Mind Blast (Recharge 56). it challenging for the characters to communicate If the prisoners are aided, they can supply some with them. 43Medusa MerrenolothMedium monstrosity, lawful evil Medium fiend (yugoloth), neutral evilArmor Class 15 (natural armor) Armor Class 13Hit Points 127 (17d8 + 51) Hit Points 40 (9d8)Speed 30 ft. potential threats. ( When the ooze began to flood the city, It is immune to necrotic and poison damage.the high priests quickly forced these final sacrifices It is immune to exhaustion and the poisonedforward to seal the medusa away.) Any equipment the sprite wears orcarries is invisible with it. Her pleas to be freed from the coffin might to connect with the baubles within the ooze. Locations in the Monastery The following locations are identified on the map on page 9. The captain makes three melee attacks: two slashing from nonmagical attacks not made with with its scimitar and one with its dagger. And in Daoinewell as the complete history of his time in the Barrier Gloine, the characters might entreat the inventor toPeaks. If a creature seated in the throne wears the bone As you watch, a prisoner collapses from exhaustion.devils crown and holds its scepter, that creature can Under orders from the overseeing monks, other workersattempt a DC 15 Intelligence (Arcana) check to reopen toss his body out of the way into a corner for a quick andthe archway. ActionsBandit Captain Greataxe. Hit: 14 (2d8 + 5) slashing damage.Rock. ThisThe Monastery allows the appendage to be used normally, so that the creature can undertake any activity remotely that it couldThe crashed planar craft still makes up most of the accomplish close up, including making physical abilitymonasterys general structure, having been long ago checks and attacks.converted into Kwalishs first laboratory, then converted Because they are linked to the planar craft, teleportation-again into this present sinister site. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses darkvision 120 ft., passive Perception 12 target. Her goals are to keep the knowledge of her true form and her relationship with Ctenmiir a secret; to free the vampire if she can, without incriminating herself; and to convince characters to draw from her deck of several things. such prisoners might be outfitted with teleportation-This process requires a successful DC 14 Wisdom field devices around their necks, so that their bodies(Medicine) check or Dexterity check with thieves tools and heads are separated and imprisoned in twoor tinkers tools. Lost Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks. I am using this in our podcast adventure (odndpodcast.com) and it was super easy to tie into the overall storyline and it has provided so much room for roleplay. Successfully doing so overrides all thethe treasury. Melee Weapon Attack: +5 to hit, reach 1st3rd level (2 3rd-level slots): darkness, hex, hypnotic5 ft., one target. If Gearbox the modrontreasury (see area M10 for more information). Good job. Dexterity check made with thieves tools or tinkers tools Creature. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. The original Expedition to the Barrier Peaks mapped Throne Gate. transformation. Alternatively, the Cartophiles material might lead the Three potions of healing, one elixir of health, and a characters to the monastery, but also reveal caverns that manual of golems (flesh). Kwalish section below). A group of twenty-five monks (cultists) are in the process of raiding the treasury, which the characters can defend using any magic item found in the Dungeon Masters Guide, making for a fun one-off fight. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.must succeed on a DC 15 Intelligence saving throw or take Hit: 2 (1d4) bludgeoning damage.13 (2d8 + 4) psychic damage and be stunned for 1 minute. a massive prototype apparatus of Kwalish, able to Kwalish developed a process of using living and transport up to ten Medium or smaller creatures.
Apixaban 5 mg uses - nmm.radiopartylight.de Anyone have maps for Lost Laboratory of Kwalish? : r/battlemaps - Reddit Hit: 5 (1d10) piercing damage. If you use Nolzur, Any such entrance might need to be accessed withthe creator of Nolzurs marvelous pigments would be one of the deck of several things clockwork controlof special interest to Garret, while Tuerny (creator of cards (see Mary Greymalkin, above). His mapmaking skills are first rate, believes he can earn his release from the coffin along though, and the Cartophile trusts him to accurately the wayby any means possible. In the aftermath, the Grand Masters servant the route to a cache of stolen goods hidden near aWhazzit discovered Kwalishs war machine designs thieves guild in a city of your choice.and managed to construct it using the bone devils One cache also holds a Three-Dragon Ante deck withexoskeleton. Melee or Ranged Weapon Attack: +8 to hit,Senses darkvision 120 ft., passive Perception 10 reach 5 ft. or range 20/60 ft., one target. 115 The Barrier Peaks have long been damned, Whoever dons the suit channels powerful magic, but must fuel its capabilities with their ever since a craft of some kind crashed there own bodys vitality. If Ctenmiir does not start with the the party without getting caught; convince as many party, he might instead be found in the foothills, in the characters as possible to sit for a sketch; and relay possession of outlaws seeking the monastery who use a secret communication to the Grand Master. It then negotiates for the M9. The bones of animals that Lost Laboratory of Kwalish | TM & 2018 Wizards. Treasure.
D&D Lost Laboratory of Kwalish for Fantasy Grounds As the characters arrive, an elder monk A massive pair of cathedral doors open onto a long nave.named Lean Meimbaol greets them. Ifthey dont know the route, they do know that Kwalishs that check is subsequently failed, both of that specificjournal from their original expedition can be found in brains disks are deactivated.the treasury (area M10). The sphinx makes one claw attack. an adventure hook, assign them a guide (see Part 1: Alternatively, the grand parade of the Day of Wonders Mission to the Barrier Peaks), and start them at area C1,turns to deadly chaos when one of its inventive overlooking the bone devils monastery. Then as above,mechanical floats goes berserk and unleashes replace the treasurys brain in a jar with Kwalish for andestruction across the city. You can stagger their introduction throughout the course of the adventure (as suggested in each NPCs description below), with each one able to provide a useful next step to help the expedition along. With respectful discussion checks. Dormitories breaking the Grand Masters power) the engines begin to fail over a 24-hour period. Moreover, Kwalishs aid could inadvertentlyKwalish tries to instruct characters in the methods create new threats, as might happen if opening thethat might reconstitute his body (with those methods coffin-prison of the vampire, Ctenmiir, opens similardetermined by you). A creature that Invisibility. Are the contents of this product Adventurer's League Legal? I'm going to spend a lot of prep time looking for or making battle maps. Eitherway, finding Kwalish's lost laboratory is the key. The remote device also grants the creature a sensory awareness of the area around it. Desperate to locate Kwalishs legendary powered armor (see appendix D),the chemisters laboratory, the Izzet League reaches out and embark on a mission to find it. Every 10 minutes of exploration, there is a 20 percent chance that one or more randomly determined devils happens upon the apparatus and attacks it.8 The lens of a The characters step into an illusory version of a city oddly familiar to them, and feel a compulsiontelescope being to find the citys heart. Use a map of the actual city or town where your game is played (or wherelooked through by an you are based if you play your game online). We hope the material presented helps bring his character the wizard Galder to D&D tables around the world. Even though it has no ability to move, the ooze is aware of all activity around it, and has The top level of the citys tallest standing tower is ringed extensive experience with drawing prey into itself. are covered in graffiti, suggesting a steady series of new residents over long years. Melee Weapon Attack: +3 to hit, reach 5 ft., onecreature. The Barrier Peaks are in the world of Greyhawk, but honestly could be placed any DnD setting. The place ofIf the characters engage Kwalish successfully, or as an such a valuable and powerful contact in the campaign isadded reward if they rescue him, the inventor can use yours to determine.his skill to remove the curse imposed by the enhancedsphinx (whose machinery he created). Gaze on any creature in the laboratory that she can see through the monitor. common folk. Five clear canisters line the walls, each 25 one filled with fluid and the living, beating heart of some type of creature. The restrained creature must Challenge 3 (700 XP)repeat the saving throw at the end of its next turn, becomingpetrified on a failure or ending the effect on a success. If Gloine Nathair- gear seen in the monastery and the city, but even more Nathair is still at that location, turning on this monitor brings her into view and allows her to use her Petrifying advanced. It takes a successful DC 12 energy cells, and the like. The swarm cant use its blindsight while deafened. A forged addendum adds that the bearer of released so that he can scout more easily. Its or range 30/120 ft., one target. of the Barrier Peaks as a prelude to arriving at Daoine Alongside countless dead energy cells spread across Gloine. The chosen creature must be within 60 feet of Garret pull a creature or object out of the cube. out. LOST LABORATORY OF KWALISH An Adventure Supporting Extra LifeThe legendary inventor Kwalish disappeared eons ago as it turns out, finding a crashedplanar ship and studying its technology to fuel his own experiments. See appendix C for Marys stat block. If the priest is attacked, treat 13 Intelligence (Arcana) check. All the disks are kept active by default, to return to its original body. panels derive from strange sourcessome taken from the planar craft that became the monastery, butO7. ActionsSiege Monster. Hit Points 22 (5d8)Slam. The high priest attempts to spaces within baubles of glass and crystal. As paying her toll.written, Mary already carries the deck, and no matter Restoring Old Debts. knowledge of the monasterys brains in jarsall of them creatures with advanced intellect and a uniqueMary Greymalkin perspective on the world.
Extra Life D&D Partnership | Dungeons & Dragons Ive heard tell d100 Rumor of a suit of armor as powerful as it is cursed. Creatures. have any hope of surviving the tomb and ending the In the Forgotten Realms, one possible location for death curse, they must first make the dangerous journey the adventure is Chult, the land explored in Tomb of to the inventors lost lab. The thug makes two melee attacks. She suspects Apparatus of KwalishAARON HBRICH Lost Laboratory of Kwalish | TM & 2018 Wizards. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. Spellcasting. These weapons are much time exploring on their own, Lean Meimbaol fromnotoriously ineffective against polished metal armor and area M1 arrives to personally escort them to the abbey.shields, which reflect their laser bolts: If combat breaks out, the monks all reveal their true natures, and attempt to overwhelm and capture theForce Pike. He might even be a construct sent it has disadvantage on its Intelligence checks to answer.from the monastery for that purposeor his body Another obvious option is to allow the characters tomight be such a construct, and the brain in a jar from trick the sphinx with a logical conundrum, perhapsthe monasterys treasury is actually his. If questioned, he proudly details his materials for the characters to return to the monasteryexperiments (including with the powered armor), as and provide the brains with new bodies. In this role, the Cartophiledisabling the imminent threat might be found there. The monodrone cant be compelled to act Skills Arcana +7, Deception +6, Insight +6, Perception +6, in a manner contrary to its nature or its instructions. One-click unsubscribe later if you don't enjoy the newsletter. Completing such a project requires sufficient time piping and alchemical equipment flows and bubbles.and a successful DC 18 Intelligence (Arcana) check orDexterity check using thieves tools or tinkers tools. Treat each immured one as a berserker with Five clear canisters connected by metal tubing andthese changes: wires line the walls, each one filled with viscous fluid and what appears to be a humanoid brain. Its greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing Any wires spotted by the characters in area M2 all bludgeoning damage. spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Even when an ooze-folk is in plain sight, it a success.takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. Value to the Party. Similarly, but only if they agree to first go back and slay the sphinx.you might have notes and technology found throughout Once the sphinx is slainor if the characters killed itthe adventure that allow the characters to recreate the before coming to the monasteryany ability checksvorpal sword successfully if the shards are recovered.
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