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The Jeweler's Sanctum

Open source p.4 ↗

OSE AA1

Jesem , grandson of the renowned jeweler-magician Draxas, is troubled by inexplicable sounds from his grandfather’s sealed laboratory below the old family mansion: scratching, squeaking, giggling, screaming, even a humming tune. He has posted a notice of “ADVENTURERS WANTED” to enter the laboratory and clear out the lingering dangers. As the family’s fortune has been depleted, Jesem can offer no reward, but allows explorers to keep any treasures they find in the laboratory. He believes it still contains piles of gold ingots and precious stones—in addition to deadly traps and magical guardians placed to deter thieves. Three days ago a dwarf adventurer named Orrick ventured inside; after about an hour he screamed, didn’t answer Jesem’s calls, and never reemerged…

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The Adventure

Overview & introduction p.4 ↗

Jesem , grandson of the renowned jeweler-magician Draxas, is troubled by inexplicable sounds from his grandfather’s sealed laboratory below the old family mansion: scratching, squeaking, giggling, screaming, even a humming tune. He has posted a notice of “ADVENTURERS WANTED” to enter the laboratory and clear out the lingering dangers. As the family’s fortune has been depleted, Jesem can offer no reward, but allows explorers to keep any treasures they find in the laboratory. He believes it still contains piles of gold ingots and precious stones—in addition to deadly traps and magical guardians placed to deter thieves. Three days ago a dwarf adventurer named Orrick ventured inside; after about an hour he screamed, didn’t answer Jesem’s calls, and never reemerged…

  • If starting a new campaign: The PCs may be strangers who all replied to Jesem’s notice and agreed to venture into the laboratory together.
Random Happenings p.5 ↗

(1-IN PER TURN) 1. Giant Rats come scurrying (ignore in Area 15). If Skiks (Area 10) is alive, one immediately goes to her to report about the characters. 2. Giant Centipedes crawl from small holes in the walls. 3. Figment of Jorranda appears (see p.6). 4. Squeaking or scratching (giant rats). 5. Manic laughter (mirror in Area 8). 6. Eerie humming tune (tarantella in Area 14).

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Denizens p.6 ↗

FIGMENT OF JORRANDA

A thief who broke into the laboratory during draxas’s lifetime and was killed by his pet Tarantella. A spectral figment of her last moments haunts the halls.

  • Manifestation: When rolled as a random happening (p.5), the spectral image Jorranda appears in Area 5 and proceeds to recreate the last moments of her life. A faint light and sobbing can be perceived from nearby rooms as she moves through the dungeon: she sneakily moves to Area 7, then passes through the wall where the secret passage is. In Area 14 she mimics a fight with an invisible opponent, screams as if wounded and falls into the northernmost pit, then disappears. PCs cannot interact with the figment. If PCs are too far to see the ghostly light, they will hear her sobbing and her death scream from Area 14.

MORLAN

Draxas’s former apprentice, a greedy and treacherous man. Morlan tried to loot the laboratory following his master’s death, but was caught in one of draxas’s traps—a magical mirror (Area 8).

GUARDIANS

draxas’s pet tarantella spider is magically bound to Area 14, though is bored and yearns to leave. Magically animated iron statues mindlessly guard the enchantment workshop in Area 17.

VERMIN

In the decades in which the laboratory has remained sealed up, giant rats and centipedes have tunneled into Area 10 and now roam throughout. skiks the rat queen rules the rodents, having gained sentience by accidentally putting on one of draxas’s magic rings. She believes she reigns over the laboratory and all within.

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General Notes p.6 ↗

CONSTRUCTION

Limestone blocks. Damp. Dust, cobwebs, rat droppings. Giant rats and centipedes have burrowed small (½' or less) tunnels through the walls, allowing them to scuttle through most rooms.

LIGHTING

Apart from magical lighting in draxas’s inner workshop (Areas 14–17), the laboratory is unlit.

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Keyed entries (17)

1. 1. Cellar p.7 ↗

Under Jesem’s mansion. Stacked barrels of wine and salted fish. Cobwebbed racks of ring and jewelry cases (empty). Iron door (locked): engraved with a giant spider draped with bejeweled necklaces and rings.

  • Dungeon entrance: Jesem has the key, lets the PCs in and waits here for them to return.

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2. 2. Smiling Faces p.7 ↗

Along the corridor are three archways (A, B, C), each decorated with a stone face (wrinkled man smiling). A and B are made of black stone, C is white.

  • The colors: Indicate the safe tiles on the checkered floors in Areas 3, 4, and 5.

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3. 3. Checkered Blade Trap p.7 ↗

2’ square tiles, checkered black and white. Dried blood stains sprayed around.

  • Inspecting the walls: 4’ long horizontal slits 3’ above floor level.
  • Stepping on black tiles: Safe.
  • Stepping on white tiles: Activates blades from walls ( damage). Save versus wands to avoid.
  • Walking carelessly: 5–in–6 chance of triggering the blades.

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4. 4. Checkered Electrocution Trap p.8 ↗

2’ square tiles, checkered black and white. The burnt carcass of a giant rat lies on a white tile.

  • Stepping on black tiles: Safe.
  • Stepping on white tiles: Electrocutes the character ( damage). Save versus wands to avoid.
  • Walking carelessly: 5–in–6 chance of electrocution.

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5. 5. Checkered Gas Trap p.8 ↗

2’ square tiles, checkered black and white. Smell of vinegar, greenish dust on tiles.

  • Stepping on white tiles: Safe.
  • Stepping on black tiles: Releases a poisonous gas in a 10’ radius, causing unconsciousness for turns. Save versus poison to avoid.
  • Walking carelessly: 5–in–6 chance of releasing the gas.

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6. 6. Ransacked Bedroom p.8 ↗

Giant rat droppings everywhere, stench. Bed, chair, rags, all broken and dirty. 3 Giant Rats (hp: 2, 3, 3) emerge from under the bed.

  • Under the bed: Spell book, “Morlan’s Marvelous Magic”: sleep, light. Belonged to Morlan, see Area 8.

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7. 7. Ruined Library p.9 ↗

Hefty bookcases line the north and east walls. Books and scrolls, shredded and illegible, scattered on the floor. Ornate desk and leather-upholstered chair, carved with spider-like legs. 4 Giant Centipedes (hp: 1, 1, 2, 2) chewing paper.

  • Secret door to Area 14: One of the bookcases has hidden hinges and opens like a door.

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8. 8. Cages p.9 ↗

Metal and wooden cages of all sizes, containing skeletal remains of bizarre

  • creatures: stirges, a two-headed snake, an owlbear cub, a goat with 7 horns. One cage contains a framed mirror.
  • Looking into the mirror: Morlan can be seen. Insane, giggling, babbling.
  • Breaking the mirror: Frees Morlan. Thankful, happy, confused, no idea how much time has passed (over 70 years).

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10. 10. The Queen’s Parlor p.10 ↗

Skiks the Rat Queen lounges on a dusty sofa, welcomes visitors, proclaims the dungeon as her domain and demands tributes. Ornate gold bowl (800gp) beside her, with gnawed bones. 5 giant rats (hp: 2, 2, 2, 3, 4—stats on p.8) standing to attention, awaiting the Queen’s orders. Ruined armchairs.

  • Behind the sofa: ½’ tunnel, the source of the rat infestation.

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9. 9. Ruined Alchemical Lab p.10 ↗

Floor cluttered with broken lab equip-

  • ment: workbench, broken vials and pots. Foul chemical smell. 3 giant rat carcasses sprawled amid heaps of multicolored powders. A purple cloak hangs on a coat rack, covered in a dusty ochre growth.
  • Examining the rats: No apparent wounds, a solidified yellow froth around their muzzles.
  • Examining the cloak: Ochre growth is Yellow Mould—50% chance of releasing spore cloud if touched. Hidden pocket contains a scroll of fireball and a jade medallion engraved with a “D” (100gp).

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11. 11. The Pool p.11 ↗

Pool of murky water, occasionally bubbling: 15’ deep, water level is 1’ below the floor. Dead dwarf face down at the bottom of the pool, clothes, backpack, and plate armor partially dissolved, horrid wounds like scalds. Beside

  • the pool: broken lantern, axe.
  • In the dwarf’s backpack: 2 oil flasks, crowbar, rope, 170gp, clan medallion (100gp).
  • Examining the water: 5 grey oozes can be spotted, floating.
  • Disturbing the water: The oozes immediately react to objects put into the pool. They are unable to climb out of the pool.

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12. 12. Study p.11 ↗

Tapestries of astrological diagrams. Floral embroidered chair. Wooden table carved with spider-like legs: tall, colored candles, bone flute (20gp), glove of curse detection. A gargoyle-like granite lectern holds the tome of black and white doom.

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13. 13. Magic-Suppressing Circle p.12 ↗
  • Piles of corroded metal: rods, sheets, and flakes. A small iron casket, locked, chained to the floor in the middle of a circle of glowing purple salt, 8’ wide.
  • Effects of the circle: Suppresses all magic inside.
  • Inside the casket: Note reading “Morlan: hands off!”, signed by Draxas, and 5 defective rings. All are cursed, but won’t work while within the circle. Once worn, cursed rings cannot be removed. Curse (and ring) can be removed by magic (e.g. remove curse).

defective rings

Ring Form Curse Gold serpent –2 AC. Silver waves Bad luck, –2 to all saves. Bronze star Nightmares disturb the character’s sleep. Healing from rest is halved. Lead bands No magic item works for the character. Cursed items are not affected! Brass vine Daylight imposes –2 to attack rolls.

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14. 14. The Hairy Guardian p.13 ↗

Ceiling glows with continual light. Four silver statues of girls playing flutes (250gp each), 2' tall, on plinths in the corners. A Tarantella is magically bound inside the room, humming a cheerful tune, wearing a silver collar (100gp). Open pits 10’ wide, 15’ deep, iron spikes at the bottom.

  • Removing the collar or statues: The tarantella becomes free to leave the room. She won’t pursue if she has a victim to eat; giant rats and centipedes are as good as adventurers.
  • Singing or playing music: Makes the tarantella friendly for turns, also ends the effect of her bite.
  • Dancing characters: 2–in–6 chance every round of falling into a random pit.
  • Falling into a pit: falling damage + damage from spikes.
  • Inside northernmost pit: Skeleton in rags, rusty sword, ruined thief tools. The Figment of Jorranda (see Random Happenings) can be put to rest by burying her remains in a proper tomb. Characters who do so dream of spending a night at a tavern with the cheerful Jorranda, who buys them all drinks and teaches them a sleightof-hand trick. DEX permanently increases by 1.
  • Secret door to Area 7: Opened by a button on the plinth under the south-west statue.

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15. 15. Jewelry Workshop p.14 ↗

Ceiling glows with continual light. Murals depict efreet forging metals. Heap of coal beside a small forge. Jeweler’s tools (tongs, pliers, files) arranged on wall racks. Oak

  • workbench: crystal crucible, 2 rings with precious stones (1,000gp each), 10 small ingots: 3 gold (40gp each), 5 silver (4gp each), 2 platinum (400gp each).

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16. 16. Gem Cutting Workshop p.14 ↗

Ceiling glows with continual light. Murals depict xorns unearthing crystals. Pedal-operated machines for grinding, cutting, and polishing stone. Granite workbench: silver spinner, 37 uncut gems (80gp each), small iron key for the casket in Area 13. 7 Giant Centipedes (hp: 1, 1, 2, 2, 3, 4, 4—stats on p.9) scuttle beneath the workbench.

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17. 17. Enchantment Workshop p.15 ↗

Ceiling glows with continual light. Murals depict jewels being infused with lunar and solar emanations. Silver magic circle inlaid in floor. 2 Living Iron Statues of muscular men armed with great swords. Table: tome of looping enchantments, ruby ring of fire resistance, paper envelope labeled “For my grandson Jesem”.

  • Entering the room: A voice booms out from the 2 statues: “Show us the seal of approval!”. Unless shown one of Draxas’ jade medallions (see Areas 8 and 9), they animate and attack intruders.
  • Inside the envelope: A ring of protection.

After the

Adventure

A group that rids the dungeon of all sources of noise (morlan, jorranda, skiks and her rats, tarantella), or gives jesem the envelope from Area 17, will be contacted by jesem a few days later. He is happy to give them an old tome with draxas’s seal. Written in a language jesem cannot understand, it may contain a treasure map, spells, or clues to another adventure.

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