top of page

Part 6: The Water Labs

As with the other labs, these complexes of caverns have been created from existing underground pockets, expanded and redesigned to the specifications of their master.  Three separate sections exist approximately 500-1000 yards from the Waypoint complex.

Fedge spent most of this time in this section of the complex.  His ring afforded him the ability to breathe and travel through the water in these areas, but he does have the Goggles in his quarters for his brothers to use if needed. The water cave areas are about 10’ below the floors of the rooms on the maps and anywhere that they intersect, there is a method of access (ramp, steps, ladder, etc.). Most of the underwater caves are the same vertical height as their width.

During the earth elemental lord’s revenge, an existing underground river entrance in area #5 opened up to allow a few curious denizens entrance, including a curious party from the Darklands which would eventually be the cause of Fedge’s demise.
 


1)    The teleport circle in this area is on the floor of a large, very dark water-filled cavern so the users may be in for a rude, wet surprise. If the user steps off and then back on, they will reappear in Fedge’s quarters in Waypoint, albeit drenched.
6 anxious small water elementals are swimming in a circle around the perimeter of the room waiting for their master to return. They are creating enough of a vortex that a DC12 swim check is required to move 10’ or to step back on the teleport pad. The elementals will not attack unless they are first attacked.
2)    The underwater tunnel rises to a stepped exit pool. A pair of benches in this room allow the visitor to change clothes if desired. Anyone standing between the benches for more than a round will be subjected to a mild Destroy Water spell that will effectively dry out their clothes, but may also damage any open bottles or flasks with liquid.
3)    This room has several changes of clothes, robes, boots, belts, undergarments, etc. The clothes are obviously tailored mostly for Fedge, but there are a couple meant for the other brothers.
4)    Steps descend to the floor of this room which is open to a large pool of water and a cavern that rises up out of sight (60’ high in the center). On the floor, but scattered in disarray are the tools and components necessary to summon a water elemental. A pair of extremely impatient water elementals have been in this room awaiting Fedge’s return and will attack the first person to enter in sheer frustration.


Large Water Elemental CR 5

 

5)    Summoning pool – This large cavern has a ceiling 60’ above the surface of the water, level with room 4. The depth of the room goes down 60 more feet and there is a single tunnel leading to the lab in room 6. Fedge would use this room to create small gates to the elemental plane of water and there is a natural underground river that flows through the room. 

Water Labs.jpg
I created a few bizarro creatures and items in this section as well as a particularly annoying underwater swarm that required some ingenuity to defeat. Im addition, just to create a bit more mystery/confusion, the drow party included a powerful necromancer who began changing some of the local resident creatures into even more deadly foes.

When the complex was subjected to the earthquake, a nasty visitor followed the seismic trails through the underground river and ended up in this chamber to wait and see what it could find. Shortly afterward, an unusual drow party entered through the newly enlarged tunnel and a desperate battle ensued. Once the drow had defeated the creature, Virdian decided that the thing would serve quite well as a guardian against anyone else who may “wander” into the complex. He raised the defeated aboleth as a powerful wight minion which is now patiently waiting at the bottom of the pool for its next victim or meal. 

“This cave smells like decaying fish, rot and death. The surface of the water is eerily calm except for the small ripples you make as you approach.”

Undead Aboleth Wight (CR7)

XP 3,200
LE Huge aberration (aquatic)
Init +5; Senses darkvision 60 ft.; Perception +14
Aura mucus cloud (5 feet)
Defense
undead traits
AC 20, touch 9, flat-footed 19; (+1 Dex, +11 natural, –2 size)
hp 84 (8d8+48)
Fort +8, Ref +5, Will +11
Offense
Special Attacks: energy drain (1 level, DC 14)
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 16th)
At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)
3/day—dominate monster (DC 22)
Statistics
Str 20, Dex 12, Con -, Int 11, Wis 11, Cha 17
Base Atk +6; CMB +13; CMD 24 (can't be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24
Languages Aboleth, Aklo, Aquan, Undercommon
Special Abilities
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.

•No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
•Darkvision 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
•Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
•Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
•Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
•Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
•Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
•Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
•Undead do not breathe, eat, or sleep.

On the floor of the cave are the remains of a pair of unfortunate drow zombies from the original battle. Their bodies have been mostly chewed by the beast but some of their belongings still remain: pouch (355gp), pouch (225gp), +2 studded leather armor, damaged MW leather armor, 2 normal daggers, +1 Dagger of Speed, +1 Shocking Falchion, +2 Ring of Protection, (2) Potions of CLW, (2) Potions of CMW, Potion of Heroism. A DC18 Per or Heal will reveal that these creatures have been long dead before they ‘died’ here.

6)    Underwater research lab – These rooms can be flooded and dried using set of 2 levers at the door (right/up – empty, right/down – flooded, left/up – dryer on, left/down – dryer off). Currently the levers are both in the up position. The floors of these rooms are perforated by thousands of small holes which are used to flood/dry the rooms. The area immediately inside the door can be used to dry clothes and gear. The portals to these chambers are designed to magically maintain the state of the different sides, but still allowing other matter through. The first chamber has a floor-to ceiling cabinet that is waterproof with a twisting handle to open. Inside are arcane and anatomy research tools including magnifier, forceps, fine blades, pins, etc.
7)    A large examining table sits in the center of the room. The desiccated remains of large (8’) creature that looks half frog and half fish with three eyes and 4 short (1’) tentacles is strapped to the table and partially dissected (infant froghemoth DC23 Dung to identify).
8)    Lurking outside the lab is a Piranha Swarm (stats for crab swarm). The swarm will attack any food that comes within 20 feet of it and will also enter the building if it is flooded. At the bottom of this area are the well-cleaned bones of two unfortunate drow zombie victims. Among the remains are 558gp, 46sp, 24pp, 3gemsx25gp, 12gemsx20gp, 2 suits studded leather armor, 6 daggers, 2 MW cold iron rapiers, 2 MW hand crossbows, 2 MW bucklers, a Ring of Swimming and a Horn of Good/Evil.

9)    A rusting rung ladder rises from the pool here to a room 6 feet above the surface. Anyone who weighs over 160# may break the rungs (50%).
10)    Scrying room – a long, thin glass enclosure (15’x6’x1”) is affixed to the wall and Fedge uses this as a massive scrying device to observe some of his research subjects of find interesting things around the world. On the side table behind the chairs is a collection of notes detailing marine and freshwater life in various parts of the world. The collection is large (500#) but would be worth 12,000gp to the right collector. In addition, there is a rack with about 200 imported rare specimen parts that he uses to find many of his subjects.
11)    Fedge’s home away from home is a spacious bedroom with a huge bed, desk, chair, wardrobe and dressing table. However, the room looks like it has been ransacked as the bed is flipped out, the wardrobe is open and in disarray. DC 18 Per to hear sounds of more rummaging from behind door to room 12
12)    Kitchenette – food can be prepared here with an ingenious magical heating system using Heat Metal. A hole in the wall has been fashioned into a basin that provides fresh water. Currently there are 3 drow scouts rummaging through the room.

3 Drow Juju Zombie Warriors (CR6) - Note UNDERWATER – contact poison cannot be used while underwater

13)    This was a storeroom and closet used by Fedge but has been ransacked by the nearby drow. Most of the food has rotted or gone bad and broken jars, crockery and kegs lie strewn throughout the room. A jumble of clothes, shoes, cloaks and gloves lie in one corner and the drow in their haste have missed one nice pair of Boots of the Winterlands
14)    This side of the complex has been claimed by Virdian as his base of operations and a resting place for his party of Drow zombies. A pair of warriors are stationed at the doors and will retreat down each passage if they detect anyone emerging from the steps to the water. A 10’ set of steps rises up from the water and ends in this small room with two drying areas. On the far wall is a stylized mural with the water cycle (ice – steam – water) and the rune for elemental water in the center (upside-down triangle). A DC28 Linguistics roll will reveal that there is a hidden phrase (“the drop is the ocean”) spread throughout the mural that is the command to open the secret door.

2 Drow Warrior Juju Zombies (see stats above, 280gp, 120gp)
 

15)    This storage room is where Virdian and his undead drow found Fedge and waged a pitched battle. Fortunately, they didn’t find Fedge’s secret lab area. Unfortunately it was a messy fight and 3 of the drow zombies were destroyed here. 3 more have been stationed here to remain as guards instructed to attack anything that enters the room. Waiting around the corner is the zombie-fied remains of Fedge himself. The secret door can be found with a DC35 Per roll. The door will only open when the correct passphrase (see above) is uttered (or it is broken down - Hardness 5, HP 20, Break DC23).

3 Drow Warrior Juju Zombies (4 if guard arrives) – see stats above
 

The main boss of this area was an zombie-fied version of the mage Fedge. Although he is probably the least power of the three brothers, his undead state was a bit inconvenient.

16)    In the darkness of this partially collapsed room is what remains of the wizard Fedge. He still wears some of his flowing blue robes, but it also looks like his throat has been cut about 1/3 of the way through and his eyes glow with a dim gray light. The drow necromancer has animated him as a mindless zombie (no spells) and given him the order to attack with his magic wand anyone who enters the room. 


Zombie Wizard Fedge 11

XP 1600
NE Medium undead
Init +2 Senses darkvision 60’
DEFENSE
AC 14, touch 10, flat-footed 14
HP 68 (11d8)
Fort +4, Ref +4, Will +6
DR 5/slashing
OFFENSE
Speed 30’
Melee Mwk Dagger +5 (1d3-2/19-20)
STATISTICS
Str 12, Dex 15, Con -, Int -, Wis 10, Cha 10
Base Atk +5 CMB +3 CMD 16
Gear: Wand of Magic Missiles, CL7, 18ch, Brooch of Shielding (55 pts left)
Special Quality: Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

If the party is able to defeat the zombie Fedge, they will find that he is missing his left index finger (where his elemental control ring used to reside).

17)    The majority of the remaining undead drow party are stationed here and will attack if the room is entered, using their darkness spells to first get a tactical advantage.

4 (or 5) Drow Warrior Juju Zombies (see stats above)
 

I wrote the following snippet while I was brainstorming for this section of the dungeon. Sometimes I get an idea and I put it into story form and flesh it out later.
There are many instances where I create a complex backstory for an NPC that the party never knows about, but it helps me keep motivations straight and come up with new twists and ideas that could be followed up. Also, you never know which direction the party is really going to go!

The Outcast
AR 4490 (224 yrs ago)

He had never really considered the efficiency and overwhelming intimidation inspired by his people until he became the object of their hunt. Virdian Asthagorian was one of the most promising wizards in the city of Zirnakaynin, until he made the mistake of practicing his particular specialty of magic, necromancy, on a recently deceased priestess of Zura, the demonic lord also called the Vampire Queen. When the priestesses fellows discovered Virdian’s newest creation, a zombie of the former living drow, they dispatched the newly created minion and attempted to do the same to him. By only the smallest pinch of luck, Virdian was able to blindly teleport away and escape their immediate wrath. And so for the past 200 years, viridian has been a drow on the run, travelling with a small band of animated minions, usually in the form of loyal juju zombies. He has been exploring the regions of the Darklands nearest the surface, trying his best to avoid his fellow drow or anyone who can point a finger to his location. 

Just recently, Virdian and his undead band discovered by rumor and divination, a newly opened passage leading to the lab of a human mage who has mastered much of the elemental school. As Virdian began exploring the area, he and his group killed and then animated a few guardians to help secure the area. When he faced the mage himself there was a pitched battle between undead drow and water elementals, as well as the experienced wizards. But in the end, Virdian and his forces were victorious and the wizard, Fedge is now a loyal minion as well. He hopes to stay in this area for a while where he can study undisturbed and learn new magic from this former elemental wizard.

18)    A powerful Drow Necromancer has claimed this wing of the complex as his temporary home while his undead minions explore and guard the immediate area. Over the years, he has animated a group of drow warriors as zombies to be guards and has done the same to the wizard Fedge after divesting him of most of his magic items. The Necromancer has begun turning this area into a necromantic lab as evidenced by the random body parts, strange fluids and horrible smell of rot and decaying flesh. A silent alarm spell has been placed at ‘A’ to warn him of a living intruder passing into his area.

2 slightly better armed Juju Zombie Warriors guard Virdian from the anteroom to give him time to prepare and cast spells from the rear. Each has +2 Studded Leather (+2 AC) and a +1 Cold Iron Rapier – See stats for Drow Warriors above.

Virdian Asthaghoria
XP 9,600
Drow Necromancer 9
LN Medium humanoid (human)
Init +7; Senses darkvision 120 ft.; Perception +6
Defense
AC 27, touch 20, flat-footed 20 (+8 armor, +3 Dex, +2 natural)
hp 87 (9d6+42)
Fort +8, Ref +9, Will +11
Resist fire 20
DR 10/adamantine
Immune sleep; SR 14
Weaknesses light blindness
Offense
Speed 30 ft.
Melee mwk dagger +6 (1d4/19–20)
Special Attacks channel negative energy (5d6, DC 16, 8/day)
Arcane School Spell-Like Abilities (CL 9th; concentration +16)
5/day—grave touch (4 rounds)
9 rounds/day – life sight (10’ blind sight)
Necromancer Spells Prepared (CL 9th; concentration +16)
5th – teleport, cone of cold (9d6, DC 20)
4th—enervation, fear (DC 19), stoneskin
3rd—blink, fireball (9d6, DC 18), ray of exhaustion (DC 18), dispel magic
2nd—blindness/deafness (DC 19), false life, resist energy, see invisibility, scorching ray (2 rays, 4d6)
1st—alarm, detect undead, expeditious retreat, shield, magic missile (x2)
0 (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17)
Special Attacks bleeding touch (6/day), channel negative energy (4/day, 2d6, DC 12), touch of chaos (6/day)
Spell-Like Abilities (CL 9th)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—divine favor, dispel magic, suggestion (DC 14)
Opposition Schools enchantment, illusion
Tactics
Before Combat Virdian drinks his potion of mirror image, casts shield, false life, resist energy (fire), and stoneskin.
During Combat Virdian casts cone of cold or fireball to maximize damage, then hits the strong fighters with enervation, or ray of exhaustion. He uses t-port to leave if he drops below 30 HP.
Statistics
Str 14, Dex 15, Con 14, Int 20, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Undercommon, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Combat Gear Potions of cure moderate wounds (4), potion of mirror image, potion of invisibility. Other Gear +3 dagger, amulet of natural armor +2, +2 Drow elven chain, belt of incredible dexterity +2, cloak of resistance +3, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), 3 onyx gems (worth 300 each), 3623 gp

If the group searches the room, they will find a few choice items currently being studied including a Wand of Web (CL3, 16 ch), 2 Potions of Cure Moderate Wounds, Potion of Remove Curse (CL7), Fedge’s silver & aquamarine ring (DC appears as a Major Ring of Fire Resistance (CL7-DC22 spellcraft, with a DC25 an aura of incomplete Universal magic can be detected, DC30 reveals it has more potential), Ring of Evasion

19)    Fedge’s secret lab is where he keeps most of his spellbooks (all water element magic spells), research (worth 5000gp if sold – weighs 35#) as well as many magic items. Wand of Spider Climb (CL3, 28 ch), Staff of Journeys (this walking stick, which still has dark gray bark along its entire length, branches into a decorative fork at its top. It allows use of the following spells: detect snares and pits (1 charge), endure elements (1 charge), longstrider (1 charge), pass without trace (1 charge), freedom of movement (2 charges)), 4 Potions of Invisibility (CL5), 2 Potions of Lesser Restoration, 3 Potions of Tongues (CL5), 3 Potions of Comprehend Languages (CL7), Goggles (glasses) of Night, 9675gp, 1250pp, 24 x100gp diamonds, 4x500gp sapphires, 2x1000gp emeralds.
 

bottom of page