Runner-Up Prize Winner: Haunted Temple Category
Created for
Adventure Design Contest at Eric Noah's Unofficial D&D Third Edition News


Uncle Albrecht’s Lab

by Dale Roberts


This adventure is for use with the d20 system, and is copyright 2001 Dale Roberts.

The azer in room 13 was generated by Jamis Buck’s NPC generator, thank you Jamis Buck.


Introduction and Scaling the Adventure: This is a D & D Adventure for characters levels 4-6, total character levels around 20. Encounters are an average of EL 5, with a few easier and a few tougher. A party with less than 20 combined levels may have a tough time with the more difficult encounters. It would be useful (for encounter 13) if one of the Player Characters spoke Gnome or Dwarf. If the PCs are generally higher than 5th level, the adventure can be toughened up by increasing the numbers of multiple monsters (zombies and animated objects), and advancing the other monsters a few levels or hit dice. If this is done, increase the amount of treasure to compensate.


Preparation: The DM needs a copy of the three core rule books; the Player’s Handbook,

the Dungeon Master’s Guide and the Monster Manual. The DM also needs to read the entire adventure over and decide how they want to handle the different monsters, especially the Azer in room 13 and the Erinyes Devil in room 17. You can find the map for the adventure here: http://www.wizards.com/dnd/images/mapofweek/TheHauntedTemple.jpg


Adventure Background: About two days ride East of Greyhawk, near the Western edge of the Cairn Hills, there is a small square tower. Built over 100 years ago for some lord or other, it was abandoned and reclaimed several times since. The most recent owner has been Albrecht Nimblenoodle, an altogether loopy Gnome wizard of no small power. Albrecht took possession of the tower 20 years ago and had it majorly refurbished as his lab and workshop. Over the years, he has slipped deeper and deeper into the grasp of madness and evil, and his experiments have gotten more and more dangerous. Albrecht’s latest experiment has resulted in his demise. He summoned an Erinyes devil and tried to negotiate a contract with it. He was not as skilled a negotiator as he had thought. His tower now contains a collection of undead, traps and outsiders waiting to be sprung on unsuspecting PCs.


Character Hooks: The Player Characters may need a reason for visiting Uncle Albrecht’s Lab. Some possibilities are:

Helping a someone in need: If one of the PCs is a Gnome, he gets a visit from a distant cousin, one Poppinjay Nimblenoodle (Expert 1) who asks for the PC’s assistance in finding out what happened to his crazy uncle Albrecht (by definition, also the PC’s uncle/distant cousin). If none of the PCs is a Gnome, the same Poppinjay seeks out the PCs as an adventuring group who might assist him for monetary reward. Either way, he’ll offer 2,000 gp plus whatever the characters can liberate from the tower. He only wants one thing for himself (apart from the tower, of course): a ring his uncle was working on recently. (The Ring of Counterspells on Albrecht’s corpse).


Contracted: A local minor official of Greyhawk, Rolf Goodwyn (Aristocrat 3) is anxious about a ring that he had commissioned Albrecht Nimblenoodle to create. It is two weeks after the due date, and there is a rumor that something bad has happened at Albrecht’s lab. He hires the adventurers to find out what has happened and offers a 2,000 gp reward for the return of the ring. (Same Ring of Counterspells mentioned above.)

Establishing a Base: The PC’s have heard that the ‘lease’ on a tower East of Greyhawk is available; they just have to clear out the previous occupants to take possession.

Simple Adventuring: Your favorite and mine, the PCs have heard that something strange has happened at a little wizard’s tower East of Greyhawk, and just want to loot the place.


Encounters Along the Way (EL 5): Now that the characters are properly motivated to adventure, they have to brave the road to the tower. Each day and night there is a 20% chance of encountering a mated pair of griffons that have been hunting this area and have a nest nearby. After encountering the griffons once, the party will have a quiet journey.

Griffons (2): CR 4; Large Beast ; HD 7d10+21; hp 64,55; Init +2 (Dex); Spd 30 ft, fly 80 ft (average); AC 17 (-1 size, +2 Dex, +6 natural); Atk +8 melee (Bite 2d6+4), 2 claws +3 melee (1d4+2); Face (5 ft. x 10 ft.); SA (Pounce, Rake 1d6+2); SQ (Scent); AL (neutral); SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8.

Skills (Jump +8, Listen +6, Spot +11* (+15 in daylight).

SA--Pounce (Ex): If a griffon dives or leapes upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A griffon that pounces on an opponent can make two rake attacks (+8 melee) with its hind legs for 1d6+2 slashing damage each.

If encountered, the griffons will attempt to make off with the smallest horse the PCs have, or one of the PC’s if they have no horses. If their hunt is successful, the griffons will take their prey back to their nest, or flee to their nest if wounded below half hit points. PC’s attempting to track the griffons back to their nest have to make a Wilderness Lore check (DC 19) if the griffons are returning with prey that was killed quickly, or (DC 14) if either the griffons or their prey suffered many wounds that would have bled and caused more spoor.


Treasure: If encountered in Spring, the griffons will have one egg at their nest (worth 3500 gp), or one chick (worth 7000 gp) in Summer. In Fall or Winter, the nest will have no treasure.


Arriving at Uncle Albrecht’s Lab: Albrecht’s tower is a 40’ by 40’ three story stone building in fair shape. The second story has a balcony; the third story has a "widow’s walk". The tower is surrounded by a crumbling wall and some scrub, bushes and a few stunted trees. All doors are good wooden doors (DC 18 to break), with fair locks (DC 20 to pick). Room descriptions will specify whether doors are locked or unlocked. Walls are DC 15 to climb.


Keyed Entries:

1. Courtyard and Pool

This is a pleasant little courtyard with a bench and a pool. The pool has clear, fresh water and is about 6’ deep. There is a trap in the pool, and a hidden magic wand as well.

Treasure: Behind a loose rock near the bottom of the pool is a magic wand of Knock (13 charges remaining) which looks like a large 1’ long golden key. Albrecht was often forgetting his keys, so kept this "master key" here for emergencies. The rock is Search (DC 20) to locate; one roll is allowed per round the character is below water. Note that characters can hold their breath easily for CON rounds; also, see the rules for drowning on page 85 of the Dungeon Master’s Guide.

Hold person Trap:CR 3; When the loose rock is first touched, it activates a Hold Person spell, unless the rock is rapped three times before it is disturbed. Will save negates (DC 19); Search (rogue only) (DC 28) to detect; Disable Device (DC 28) to disable. A Held character may begin to drown if not promptly rescued.

2. Entryway and Circular Stairs

The door leading to the courtyard, area 1, is unlocked and open slightly. There are silvery runes which cross the stairs outside the front door, and continue on to surround the building. This is a permanent Magic Circle against Evil, encompassing the whole building, except area 6. Decipher Script or Knowledge Arcana (DC 20 each) or read magic will reveal what the circle does. The door leading to area 6 is locked. The entryway is a 15’ square room with a staircase winding along the North and East walls. The staircase starts near the front door and winds its way up. Pegs along the North wall under the stairway hold several cloaks and hats, ranging from Gnomish to Human in size.

Creatures (EL 4): There are eight medium-sized zombies hidden behind cloaks on the wall, former servants of Albrecht and locals who wandered in and were animated by the Erinyes in room 17. The Zombies are easy to spot (DC 12) by their feet below the cloaks. The zombies will attack as soon as someone enters the room. They have no treasure.

Zombies (8) : CR 1/2; Medium -Size Undead; HD 2d12+3; hp 16 each; Init -1 (Dex); Spd 30 ft. ; AC 11 (-1 Dex, +2 natural); Atk +2 melee (1d6+1 slam); SQ (Undead, partial actions only); AL (neutral); SV Fort +0, Ref -1, Will +3; Str 11, Dex 8, Con -, Int -, Wis 10, Cha 1.

Feats (Toughness).

SQ--Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Partial Actions Only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).

3. Sitting Room

Yes, even wizards occasionally entertain guests. There are several chairs, sofas and tables strewn about in disarray, all of which have been fouled by the blood of several people being murdered here. The corpses are not present; they were made into the zombies in area 2.

Treasure: There are 1d6 tables and chairs that could be cleaned up and sold; they weigh 1d6+4 lb. each, and are worth 1 sp per lb.

4. Kitchen

There is rotting food here, and more dried blood from Albrecht’s servants. The sinks have hot and cold running water, if the PCs can figure out how turn it on (Use magic Device, DC 20), as well as a garbage disposal with a small Gelatinous Cube inside. For safety, nothing bigger than 6" can be jammed down the garbage disposal, which is 6’ down.

Treasure: A search (DC 10) will turn up 100 gp worth of fairly good silverware, as well as 1d8 kitchen knives, treat as daggers, if the PCs care to take them.

5. Hallway

There is a long trail of dried brown blood leading to the intersection marked 5. There is evidence of a struggle and more gruesome murders.

6. Sun deck

There are two iron statues of human warriors holding glaives here, one at the North end of the deck, and one at the South. There are also 5 ‘contraptions’, strange devices of Gnomish manufacture, along the East end of the deck. There is nothing of value here. The door to room 2 is locked.

Creatures: (EL 5) If anyone touches either of the statues or any of the five devices, two of the devices (Northern most and Southern most ones) will animate and become Large Animated Objects and attack the PCs. If the PCs leave area 6, the animated objects will not pursue unless attacked from range.

Large Animated Objects (2): CR 3; Large Construct; HD 4d10 (Hit Dice); hp 22 each; Init +0; Spd 20 ft. ; AC 14 (-1 size, +5 natural); Atk +5 melee (1d8+4 slam); Reach (10 ft.); SA (trample size small creatures); SQ (Construct, Hardness 10); AL (neutral); SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1.

SA--Trample (Ex): An animated object of at least size Large and with a hardness of at least 10 can trample creatures of two or more sizes smaller (small) for the object’s slam damage. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 14) to halve the damage.

SQ--Hardness 10 (Ex): An animated object has the same hardness it had before it was animated (see Attack an Object, page 135 in the Player’s Handbook).

7. Furnace Room

This room contains a large brass cauldron-like object (furnace). There is heat and steam emanating from the furnace, and pipes run from it to the South and East walls. A system of pipes runs through tower, controlling heat to the rooms above. There are over two dozen levers, knobs and dials on the furnace, all labeled obscurely in Gnomish. If the PCs fiddle with the instruments, they can make a Use Device (DC 30, 25 if they read Gnomish) to correctly ascertain how to change the heat to different rooms and sinks. If they fail they can try again, but there is a 20% cumulative chance per failure that they will release the ‘power supply’ for the furnace, a Large Fire Elemental, in a BAD mood. If so, the elemental attacks immediately.

Creature (EL 5): Fire Elemental (1): CR 5; Large Elemental (Fire) (16 ft. Tall, 4 lb.); HD 8d8+24; hp 60; Init +9 (+5 Dex, +4 Improved Initiave); Spd 50 ft. ; AC 18 (-1 size, +5 Dex, +4 natural); Atk +10/+5 melee (2d6+3 slam and 2d6 fire); Reach (10 ft.); SA (Burn DC 17); SQ (Elemental, damage reduction 10/+1, fire subtype); AL (neutral); SV Fort +5, Ref +11, Will +2); Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11.

Skills (Listen +11, Spot +11).

Feats (Dodge, Improved Initiave, Weapon Finesse [Slam]).

SA--Burn (Ex): Those hit by a fire elemental’s slam attack must succeed at a Reflex save or catch fire. The fire burns for 1d4 rounds (see Catching on Fire, page 86 in the Dungeon Master’s Guide). The save DC is 17 for a large Fire Elemental. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save.

SQ--Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Treasure: The Elemental has no treasure, but the furnace (if not destroyed in the fight... no cold or other violent spells used in
the room) could be worth as much as 1,000 gp (if you could move it...it weighs 1,000 lb., and would have to be disassembled).


8. Basement Workshop

This was Albrecht’s basement workshop. There are several projects laying around in various stages of completion, gears and gizmo’s are all over the place. Scattered throughout the junk are a three sets of Masterwork Artisan’s tools, for use with metalworking skills (jeweler, tinsmith, clock maker, etc.). Search (DC 10) to find them. The doors to rooms 7 and 9 are unlocked.

Treasure: Masterwork Artisan’s tools (3), 55 gp each.

9. Larder

This is where Albrecht’s servants kept the food. There are two cabinets here, one wooden (North) and one metal (South). The wooden one contains jellies, jams, preserves, hard cheese, jerky, etc. to the tune of 100 days worth of trail rations. The metal cabinet is actually a freezer that is dangerous enough to count as a trap. If the freezer is opened without disarming it, it fills the room with a blast of magical cold; it then takes the freezer 24 hours to build up another charge of cold. Albrecht lost several good cooks to this thing. The door to room 8 is unlocked.

Magical Cold Trap: CR 4; fills entire room (5d6 cold damage); Reflex save (DC 15), avoids; Search (DC 25); Disable Device (DC 25). The DC for the Reflex save should be increased by 1 for each additional character in the room after the first, up to +4; there are fewer places to leap out of the way.

Treasure: Inside the freezer, as well as ice cream, frozen steaks etc. are several rare monster bits which are worth 1,000 gp to an alchemist. They will keep outside the freezer for about a week, long enough to bring them to Greyhawk. There is also 100 days worth of trail rations, 50 gp value, in the wooden cabinet.

10. Master Bedroom

This is Albrecht’s bedroom. He actually spent very little time here, and the room appears mostly unused. There is bed, dresser, desk and chair here, all Gnome sized and of good quality, weight 100 lb., which would fetch 100 gp if sold. The Northwestern door is locked and leads to a balcony with a good view of the sunset. The doors to rooms 11 and 14 are unlocked. To the East up a small flight of stairs is a corridor with three ‘guest’ rooms / cells, currently unoccupied. The doors to these three rooms are all locked. The door to the East balcony is also locked. The balcony has a small ladder leading up to the widow’s walk, area 19.

Treasure: 100 gp worth of furniture.


11. Bathroom

This is Albrecht’s private bathroom. There is a tub, sink and toilet and some towels, soap, etc. here. The controls are the same as the kitchen, room 4. The toilet empties into the garbage disposal’s Gelatinous Cube, so any organic matter dropped down is gone. Nothing of value in here.

12. Storage room

This is where Albrecht kept failed experiments that he couldn’t bear to throw away. The room is stacked wall to wall, floor to ceiling with useless junk. Everything from clocks to magical wands are here, none of which works.

Treasure: A search roll (DC 20) will find 100 gp worth of golden gears, small gems, etc. in a little wooden box.

13. Gong room

This room is bare except for a large copper gong. There are scorch marks on the ground and wall near the gong. It is a Gong of Gating keyed to the elemental plane of fire, with 4 charges remaining. If struck, a gate is opened to the elemental plane of fire, right into the workshop of Angikarah, an Azur smith. Angikrah has a deal with Albrecht to make Mastercrafted weapons and armor for half the going rate. One round after the gate is opened Angikrah will step through and ask in Gnomish what is requested of him. If he is not understood, he will repeat himself in every language he speaks. If attacked, he will defend himself. He will flee through the portal if things look really bad. Upon request (and proper payment) he will make any metal weapon or armor the PCs give him into a masterwork item in ten rounds. The gate will remain open for 17 rounds, long enough for Angikrah to rework one item and return home. If he stays longer, he will strike the gong again himself to return home. He has the several masterwork items for sale in his workshop on the elemental plane of fire: 2d6 martial weapons appropriate for a dwarf and one suit each of dwarf sized scalemail, chainmail and breastplate, and two large masterwork steel shields. His price for these items is half the Player’s Handbook value, and he won’t budge on them. All his masterwork items receive a special +4 save vs fire because of their origin (item only, not user).

PCs going through the gate will probably want to return in a hurry; although Angikrah’s workshop is only temperate for the elemental plane of fire, anyone there takes 20 pts of fire damage every round. The items Angikrah has for sale are within reach on the other side, and could be collected by the PC if they could live that long.

Creature: (EL 5): Angikrah, male azer Ftr3: CR 5; Size M (4 ft., 3 in. tall); HD 2d8+4 + 3d10+6; hp 44; Init +1 (+1 Dex); Spd 30 ft.; AC 17 (+1 Dex, +6 Natural); Attack +9 melee (1d8+5 crushing); SV Fort +8, Ref +5, Will +3; AL lawful neutral; Str 18, Dex 13, Con 15, Int 14, Wis 9, Cha 5. Languages Spoken: Dwarf, Gnome, Ignan, Terran.

Skills: Appraise +8, Climb +5, Craft +11, Diplomacy -2, Hide +1, Intuit direction +1, Listen +4, Move silently +1, Search +5, Spot +2;

Feats: Blind-fight, Combat reflexes, Dodge, [Power attack], Quick draw.

Possessions: Warhammer +1, masterwork large metal shield, masterwork artisan’s tools (Weaponsmithing).

Angikrah has the ability to smith mastercrafted weapons and armor with supernatural speed, taking only 10 rounds per item.

Treasure: The Gong of Gating (4 charges), and EITHER 2d6 masterwork martial weapons, one suit each of dwarf sized scalemail, chainmail and breastplate, and two masterwork large steel shields, OR Warhammer +1, masterwork large metal shield, masterwork artisan’s tools (Weaponsmithing) if Angikrah is slain and looted.


14. Bathroom

This is the staff bathroom. It is exactly like Albrecht’s in room 11, but smaller. Nothing of value in here.


15. Mobile

A gold and silver mobile made up of globes connected by rods floats in the air here, revolving slowly. If moved, it will float in place at the new location.

Treasure: A collector of magical artwork might pay 1000 gp for the mobile.

 

16. Kennel

This room is dark, dank, musty and smells of some beast. Some gnawed bones are scattered about the floor, but nothing else is visible unless there is a daylight spell illuminating the area. Very well hidden in the shadows is a Shadow Mastiff, which is very hungry and eager to kill and devour one of the party members. Albrecht kept it as a pet and watchdog. The door to this room is locked. It has no treasure.

Creature (EL 5): Shadow Mastiff (1); CR 5; Medium-Size Outsider (Evil); HD 4d8+12); hp 30; Init +5 (+1 Dex, +4 Improved Iniative); Spd 50 ft. ; AC 14 (+1 Dex, +3 natural); Bite +7 melee (1d6+4 Bite); SA (Bay, Trip); SQ (Shadow blend, scent); AL (neutral evil); SV Fort +9, Ref +2, Will +2; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13.

Skills (Listen +8, Spot +8, Wilderness Lore +7* (+11 when tracking by scent).

Feats (Dodge, Improved Iniative).

SA--Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind affecting fear effect. Whether or not the save is successful, an affected creature is immune to that mastiff’s bay for one day.

SA--Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (see page 139 in the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

SQ--Shadow Blend (Su): During any conditions other than full daylight, a shadow mastiff can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.


17. Summoning room

This room has a small collection of magical summoning paraphernalia, used be Albrecht

to summon and control his various servants. There is also what appears to be a beautiful female elf, bound and gagged in the Southeast corner of the room. She is actually an Erynes Devil, who has used her polymorph self and entangle abilities to appear as she does.

Creature (EL 7): Allaya, Erinyes Devil (1): CR 7; Medium-Size Outsider (Evil, Lawful); HD 6d8+6: hp 33; Init +1 (Dex); Spd 30 ft., fly 50 ft. (average); AC 20 (+1 Dex, +9 natural); Atk Longsword +8/+3 melee (1d8+3, slashing) or rope +7 ranged (rope entangles); SA (Rope entangles, charm person, spell use); SQ (Damage reduction 10/+1, SR 12, Baatezu qualities, tongues); AL (lawful evil); SV Fort +6, Ref +6, Will +7; Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20.

Skills: Concentration +9, Disguise +11*(+21 with polymorph self), Escape Artist +8, Hide +9, Listen +10, move Silently +9, Search +9, Spot +10.

Feats: Dodge, mobility.

Spell-Like Abilities: At will-animate dead, charm monster, desecrate, Invisibility (self only), magic circle against good (self only), major image, polymorph self, produce flame, see invisibility, suggestion, and unholy blight. These abilities are as the spells cast by an 8th-level sorcerer (save DC 15 + spell level).

Charm Person (Su): An erinyes can charm a humanoid creature with a look. This is not a gaze attack, and the target need not meet the erinyes’s eye. The ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or become utterly loyal to the erinyes. The victim will do anything to protect the erinyes, even it that means slaying his or her companions or facing certain death. The ability is otherwise similar to charm person cast by an 8th-level sorcerer.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell cast by a 16th-level sorcerer. The erinyes can hurl the rope 30 feet with no range penalty.

Summon Baatezu (Sp): Once per day an erinyes can attempt to summon 2d10 lemures with a 50% chance of success, or 1d4 barbazu with a 35% chance of success. Allaya cannot use this ability until the magic circle against evil surrounding the tower is dispelled.

Tongues (Su): An erinyes has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Erinyes usually use verbal communication when dealing with mortals and save telepathic communication for conversing with other fiends.

Tactics: If ‘rescued’ by the PCs, she will tell them her name is Allaya, and she was kidnapped by Albrecht who was going to sacrifice her to some horrible demon. She will then attempt to charm either a paladin or sorcer / wizard. Her goal is to convince the PCs to dispel the Magic Circle vs Evil which traps her here and prevents her from gating in any other devils. If trickery fails, she will make use of her various powers (especially teleport, invisibility, charm and entangle) to subdue the PCs. She needs at least a few of them alive, (especially spell-users) or she’ll be trapped here until the next bunch of adventurers come along...

Summoned and stranded here, she has no treasure.


18. Albrecht’s Lab

This room can be entered through either of two doors, both of which are unlocked. There is a Gnome sized desk along the West wall, a couch along the South wall, and various alchemical tools along the East wall. In the Southeast corner is the rotted remains of a gnome ... this is where Albrecht actually met his demise. The corpse wears the ring Albrecht was last working on. After Albrecht summoned Allaya and left her a loophole to exploit, she entangled him and tortured him slowly until he went mad and swallowed his own tongue for release. His horrible demise has resulted in him remaining on this plane as an Allip, an undead creature driven to revenge.

As the PCs enter, Albrecht is sitting at his desk, mumbling to himself. After they have been in his room for a round or two, he’ll begin to Babble, then rise to the attack.

Creature (EL 4*): Albrecht the Allip (1); CR 5 (Albrecht is a stronger than average allip); Small-Size Undead (Incorporeal); HD 8d12: hp 52; Init +5 ( +1 Dex, +4 Improved initiave); Spd fly 30 ft. (perfect); AC 16 (+1 Dex, +4 deflection, +1 size); Atk Incorporeal touch +6 melee; Incorporeal touch 1d4 permanent Wisdom drain; SA (Babble, Wisdom drain, madness); SQ (Undead, incorporeal, +2 turn resistance); AL (neutral evil); SV Fort +3, Ref +4, Will +6;

Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18.

Skills: Hide +8, Intimidate +11, Intuit Direction +4, Listen +9, Search +9, Spot +9.

Feats: Improved Initiave, Dodge.

Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a will save (DC 16) or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip’s babble for one day.

Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored.

Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of temporary Wisdom damage.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Treasure: Alchemist’s Lab (value 500 gp), Ring of Counterspells (value 4,000 gp).

19. Widow’s Walk

Albrecht occasionally came up here to pace and scheme on the future. He won’t come up here anymore.


New Magic Items: The following section is considered Open Game Content.


Gong of Gating: This is a 3’ diameter copper or brass gong which when struck will open a gate to a particular plane of existence, determined when the gong is created. The gate will remain open for 17 rounds, then close. There is a 10% chance after 10 rounds that an outsider will come through the gate looking for food, fun, or trouble. If the gong is brought through the gate created and struck from the other side, it will open another gate back to the original plane. When first created, the gong will have 50 charges. When there is only one charge left, cracks will appear on the surface of the gong. When the last charge is used, it will shatter.

Caster Level: 17th; Prequisites : Craft Wondrous Item, Gate; Market Price: 57,375 gp. Weight: 25 lb.

 


 

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3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,

worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent

that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this

License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text

of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add

the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game

Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as

expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not

to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content

except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product

Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any

Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are

distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any

authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any

version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You

Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor

unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all

of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game

Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such

breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the

extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,

based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE