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Ebonpeak Isle

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Letters from the Dark 1: Out of Time · p.19-42 · 3p

Open source p.19 ↗
Run 0/39 visited· 12 fights left

managed to piece together his notes and do the
This knowledge wasn’t meant for mortals, and Ebras’ unthinkable: she found the Kytherian Mechanism! She
Following his death, Ebras’ apprentice Krixi Pigfoggle body and mind were destroyed by the information.
EBONPEAK ISLE
Stranded in the Temporal Plane
Ebonpeak Academy was once the most secretive and
Known World. Built into the side of the long-dormant
Ebonpeak Mountain, its wizards learned to control the
A decade ago, one of the academy’s diviners, a young advanced school of arcane experimentation in the forces of nature and reality to unknown ends.
even managed to retrieve six of the seven Kytherian
To make matters worse, Kytheros, Lord of Time and to rumble. Driven mad by her master’s notes, Krixi
The party has teleported to Ebonpeak Isle. This is where creator of the Kytherian Mechanism, learned of Krixi’s
But time had run out: Ebonpeak Mountain was starting defied her elders and activated the incomplete their adventure begins: stranded somewhere between arrogance and dispatched his monitors to kill her and
Kytherian
Mechanism.
The partial
Mechanism launched Ebonpeak Isle into the Temporal Plane.
Cogs needed to activate the device.
the rest of the Ebonpeak wizards.
past, present, and future… solution proved fruitless. In desperation, Ebras turned
Ebras studied three ancient tomes describing the for ways to avert the foretold catastrophe. Each academy’s headmaster, Omonar Ebras, a search began course of history itself. He learned every detail about the machine and its construction, and wrote copious academy with it. After revealing this premonition to the elf named Thidel, had a vision of Ebonpeak Mountain legendary Kytherian Mechanism. The machine, built to a form of magic long-forbidden from the academy:
erupting. He saw it destroy the entire island, and the by a god, was said to have the power to change the notes describing how it might be found and utilized.
the magic of time manipulation.

No extracted maps for this adventure — the map is in the source book: Open source p.19 ↗

Rooms (39)

A Ebonpeak Academy · elemental p.22 ↗

A. EBONPEAK ACADEMY
The most prestigious and mysterious school of arcane magic in the Known World.
Monitors from the Temporal
Plane have slaughtered all its humanoid inhabitants, leaving only elementals, undead, and magical traps behind.
Full description starts on page 24

Foes tap HP · attacks roll
  • elemental

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B Krixi’s Laboratory · Krixi Pigfoggle p.22 ↗

B. KRIXI’S LABORATORY
Krixi Pigfoggle’s laboratory inside the volcanic Ebonpeak
Mountain. The only entrance is in the academy (A18).
Full description starts on page 34

Foes tap HP · attacks roll
  • Krixi Pigfoggle AC 12 HP 36 LV 8 C
    1 spell +6

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C Ebonpeak Fortress p.22 ↗

C. EBONPEAK FORTRESS
Stone fortress built to defend the isle from invaders.
Full description starts on page 38

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D Monument p.22 ↗

D. MONUMENT
Statue of a smirking wizard. A plaque reads “Omonar Ebras:
Headmaster 1441-1486” (Current year is 1487).

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E Teleportation Circ p.22 ↗

E. TELEPORTATION CIRC.
Malfunctioning teleportation circle. If a creature steps on it, they must pass a DC 12 DEX check or be teleported to a random point on the island
x 10 feet above ground.

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F Greenhouse · hedrone,owlbear,pegasus,rot flower,shambling mound,tindalos,yithian p.22 ↗

F. GREENHOUSE
A hungry shambling mound ambushes intruders. Six rot flowers sit amongst the rows of mundane flora and attack when someone gets in range.
A
B
D
E
F
Ebonpeak Isle
Whenever the party moves from one outdoor location to another on the island, roll a . On a 1-3, roll a random encounter:
OUTDOOR RANDOM ENCOUNTERS

Details
1
The bell in Ebonpeak Fortress’ belltower (Area C10) rings loudly for about a minute
2
A pegasus from the stable (Area C4) lands nearby
3
hedrones* scouting
4
A tindalos* catches the party’s scent
5
A Yithian* looking for Krixi’s underground lab (Area B)
6
An owlbear driven from its cave by volcanic activity
*New monster, see page 43.
C

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)
  • owlbear AC 13 HP 30 LV 6 N
    2 claw +5 (1d10)
  • pegasus AC 12 HP 15 LV 3 N
    2 hooves +3 (1d6)
  • rot flower AC 9 HP 10 LV 2 N
    1 bite +1 (1d4 + toxin)
  • shambling mound AC 14 HP 20 LV 4 N
    2 slam +3 (1d6 + engulf)
  • tindalos AC 14 HP 33 LV 7 L
    2 claw +5 (1d8) and 1 bite +5 (1d12 + drain)
  • yithian AC 12 HP 39 LV 8 N
    2 pincer +5 (1d8) or 1 spell +5

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A1 Foyer p.28 ↗

A1. FOYER
Mosaic on floor: Multicolor, immaculately clean. Spiral Staircase:
Leads to balcony upstairs. Fountain: Fed by clear water.
• Mosaic. Depicts nine deities’ symbols: St. Terragnis, Gede, Madeera, Ord, Memnon, Ramlaat, Shune, and two unknown.
▸ Reward. Touching a symbol that matches your deity gives a luck token (only once). Touching the symbol of another deity deals
damage and removes all luck tokens.
• Spiral Staircase. Magical. Stairs seem to be endless unless you ascend while wearing one of the cloaks found in the academy.
• Fountain. Fed by a magical floating spout that requires no external water source. Stops working if damaged or removed.
Banquet Tables: Each place is set with fine dinnerware. Food: Warm, fresh. Chandelier: Unlit (unless boiler fixed in Area A17)
• Dinnerware. 20 gold-inlaid plates (25 gp each).
• Food. Magical. Stays warm and fresh while in the dining hall.

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A10 Storeroom p.28 ↗

A10. STOREROOM
High Ceiling: 30’ tall. Crates: Various shapes and sizes. Walkways:
Rickety platforms crisscrossing around the crates.
• Reverse Gravity. One round after entering, gravity in the area reverses.
▸ Fall. Everything and everyone in the room “falls” 30’. DC 12 DEX check to land safely or damage.
▸ Escape. Only way out of the room is through the entrance door, which is now 20’ off the “ground.”
• Crates. Contain 200 gp, three items from Treasure 0-3 Table (SD
270-271) and two items from the Treasure 4-6 Table (SD 272-73).

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A11 Library · hedrone p.28 ↗

A11. LIBRARY
Bookshelves: 10’ tall. Packed with volumes.
• Bookshelves. Block line of sight. DC 15 STR to tip over.
▸ Books. Three rare books of essays (100 gp each). One spellbook containing scrolls of illusion and magic circle. Other books too niche to be valuable.
• Monitors. Three hedrones and two clockwork soldiers scattered between the bookshelves. Attack humanoids on sight.

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)

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A12 Orrery Tower p.28 ↗

A12. ORRERY TOWER
Ceiling: 60’ high. Orrery: Massive crystal spheres suspended by brass rods. Spiral Staircase: Leads up to orrery. Desks: Three with an open book on each.
• Wittan. The spirit of Ebonpeak’s former headmaster, Omanar
Ebras, dwells here as a wittan. Forgot everything he knew in life except his forbidden knowledge (see below). Attacks intruders.
• Orrery. Three-dimensional map of the planes of existence. If second-floor boiler (Area A17) is fixed, mechanism moves, depicting the movement of the planes.
• Open Books. Three. Contain the Kytherian Mechanism’s blueprints, which drove Ebras mad.
▸ Forbidden Knowledge. Reading one of the books with more than a glance requires a DC 15 INT check with the effects of the wittan’s forbidden lesson ability.
▸ Value. Together, books are worth 2,000 gp, but can only be sold to a very knowledgeable collector of legendary artifacts.

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A13 Practice Range · hedrone p.28 ↗

A13. PRACTICE RANGE
Range: Shooting range with four lanes. Hedrones: Two. One at the downrange end fighting an orc, one by the door pressing a big red button.
• Orc. Illusion used for target practice. Stands perfectly still. One hedrone attacks it repeatedly, causing it to disappear each time.
• Button. Causes the orc illusion to reappear. One hedrone presses button repeatedly to create another “humanoid” to kill.
• Distraction. 1:6 chance each round of combat that hedrones ignore player characters to fight the “orc.”

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)

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A14 Wizards’ Quarters p.28 ↗

A14. WIZARDS’ QUARTERS
Beds: 10 in each room. Still neatly made.

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A15 Rec Room p.28 ↗

A15. REC ROOM
Game Tables: Overturned. Dice and gems spilled on floor. Corpses: 4 wearing black cloaks.
• Dice and Gems. Three polished stone dice (20 gp each) and four small sapphires (40 gp each), used for playing Wizards and
Thieves.
• Corpses. Apprentices at the academy. One has a loaded six-sided die (40 gp) and a vial of magic ink (SD p. 306).

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A16 Workshop p.28 ↗

A16. WORKSHOP
Tool Racks: Covered in various mining tools.
• Tools. Mundane tools used for excavating Area A18. Includes six pickaxes, 60’ of rope, a grappling hook, a lantern with three flasks of oil, and two torches.

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A17 Second-floor Boiler · elemental p.28 ↗

A17. SECOND-FLOOR BOILER
Boiler: Three chambers with levers, as in Area A6. Still intact, but not currently operating.
• Chambers. Left chamber contains a lesser water elemental, right contains lesser fire elemental. Can be freed by breaking open the metal chambers.
• Levers. DC 15 INT check to operate.
▸ Success. Turn second-floor lights on.
▸ Failure. Combine elementals into an angry steam elemental.
Breaks free after one round and attacks.

Foes tap HP · attacks roll
  • elemental

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A18 Tunnel p.28 ↗

A18. TUNNEL
Hole: Deep, dark. Spiral Staircase: Stone. Descends into darkness.
Heat: Sulfurous, dry. Rises from hole.
• Tunnel. Leads to Area B1.
• Dirt. Volcanic ash.
• Footprints. Large, recent. Belong to amber golem (Area B2)

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A3 Scriptorium p.28 ↗

A3. SCRIPTORIUM
Statue: Granite. Old, bearded wizard seated behind granite slab.
• Statue. Speaks a prerecorded message, “To give knowledge is to gain knowledge.”
• Slab. A blank, open book along with a quill and ink sit on top.
▸ Treasure. If a piece of genuinely useful knowledge is written in the book, page transforms into a random 2nd-tier spell scroll (SD
288). Only happens once.

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A4 Alchemy Lab · hedrone p.28 ↗

A4. ALCHEMY LAB
Alchemical Supplies: Various unlabeled vials of ingredients.
Damaged Hedrone: Tied to a table, partially dissected.
• Alchemical Supplies. Enough to make a random potion (SD 286-
87). Excess ingredients worth 100 gp.
• Damaged Hedrone. Opened up, but still alive.
▸ Programming Core. Brass “heart” of Hedrone. Contains its programmed task, etched in Celestial: “Kill all humanoids on
Ebonpeak Isle.”
▸ Inner Workings. Impossibly intricate brass mechanisms. Worth
200 gp if removed carefully.

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)

open full entry →

A5 Divination Room p.28 ↗

A5. DIVINATION ROOM
Crystal Ball: On short table. Carpet: Plush, ornate. Aroma: Old incense.
• Crystal Ball. Shows a volcanic eruption.
▸ Treasure. Picking it up clears the image, making it function as a regular crystal ball (SD 302).

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A6 First-floor Boiler · elemental p.28 ↗

A6. FIRST-FLOOR BOILER
Boiler: Three chambers. Left and right chambers busted open.
• Elementals. Lesser water elemental and fire elemental who escaped from the left and right chambers, respectively.
▸ Water Elemental. Wants to free its friends from the boiler upstairs (Area A17).
▸ Fire Elemental. Wants to get revenge on humanoids.
• Boiler. Levers control water and fire flow.
▸ Broken. Doesn’t work since the elementals have escaped.

Foes tap HP · attacks roll
  • elemental

open full entry →

A7 Cloakroom p.28 ↗

A7. CLOAKROOM
Cloak Racks: Twenty black cloaks.
• Cloaks. Allow wearer to ascend staircases (Area A1 and Area A9).
• Cloak of the Bat. One cloak looks identical to the others, but functions as a cloak of the bat (SD 302).
▸ Probability. Cumulative 5% chance of picking this cloak at random, or can be found with detect magic.

open full entry →

A8 Gallery p.28 ↗

A8. GALLERY
Suits of Armor: Four from different eras and cultures. Carpet: Large, colorful. Paintings: Two large landscapes.
• Animated Objects. Armor and carpet come to life as four animated armors and a living rug.
▸ Cloaks. The constructs attack anyone not wearing a black cloak.
• Paintings. Depict scenes from another world. Each worth 500 gp.
Too big to fit in a bag.

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A9 Information p.28 ↗

A9. INFORMATION
Spiral Staircase: Leading upstairs. Portraits: Two identical portraits depicting an elderly wizard.
• Staircase. Same magic as Area A1: requires black cloak to ascend.
• Portraits. Both depict headmaster Omonar Ebras.
▸ Information. On inspection, both portraits animate and offer to answer any questions about locations in the academy.
▸ Trick. One portrait tells the truth, and the other tells lies, but which one is which swaps after each question.

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B1 Entryway p.34 ↗

B1. ENTRYWAY
Vault Door: Massive, magically warded. Control Panel: Beside door.
Brass keypad and a magical speaker.
• Monitor. Clockwork soldier futilely tries to guess the combination to the control panel.
• Door. Leads to Area B2. Impossible to open without entering
Krixi’s combination into the Control Panel.
• Control Panel. Requires combination.
▸ Paradox. As the party discusses how to open the door, the speaker plays a pre-recorded message: “Main door manual override.” The vault door then swings open.

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B2 Forge p.34 ↗

B2. FORGE
Forge: Fed by magma. Armor: Suit of armor on a mannequin.
• Amber Golem. Attacks intruders. Retreats to Area B6 if it fails a check on its flashback ability.
• Armor. plate mail made of hardened amber with one random benefit and one random curse (SD 285).
B5
B6

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B3 Ooze Laboratory p.34 ↗

B3. OOZE LABORATORY
Walls: Criss-crossing copper pipes and valves. Floor: Slimy. Ooze
Cube: Random, see below.
• Ooze Cube. Random type of ooze cube* (Monster Monday 3).
Immune to morale checks.
▸ Unstable. Krixi’s attempts to create a super-powered ooze cube have produced unpredictable results. Roll at the start of each round. The ooze cube morphs into the corresponding type:
1-2 = heal cube, 3-4 = magnetic cube, 5-6 = necrotic cube.

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B4 Workshop p.34 ↗

B4. WORKSHOP
Marbas: Lion-headed devil wearing oil-splattered apron. Tools: All shapes and sizes, many with unknown functions. Blueprints:
Scattered around the room.
• Marbas. Mechanic from Hell. Krixi stole one of the Kytherian Cogs from him.
▸ Motive. Came here for revenge, but got distracted reading the blueprints of the Kytherian Mechanism in this room.

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B5 Control Room p.34 ↗

B5. CONTROL ROOM
Glass Panels: Cover all walls. Glowing warmly. Control Panel: In center of room. Covered in brass buttons.
• Panels. Show live surveillance images from all over the academy.
▸ Paradox. One screen shows the party, standing outside the vault door in Area B1. It’s a time paradox!
• Control Panel. Buttons controlling various devices in the lab.
▸ Paradox. One button is labeled “MAIN DOOR MANUAL
OVERRIDE.” Pressing it opens the vault door, allowing the party’s past selves into the lab.
• Door. The forces of causality prevent any party members from continuing to B6 until they open the door for their past selves.
*http://tinyurl.com/ooze-cubes

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B6 Kytherian Mechanism p.34 ↗

B6. KYTHERIAN MECHANISM
Mechanism: Enormous brass contraption with millions of gears, pulleys, levers, and pipes. Surrounds the entire room.
• Krixi. Working frantically on the Mechanism, which is spinning out of control. Easy to surprise. Immune to morale checks.
• Mechanism. Entire room is inside the Mechanism.
▸ Cogs. In the center of the machine/room. Seven small silver rods and six small silver cogs. One cog is obviously missing.
▸ Solution. If the players received a Kytherian Cog from an
Unstable Time Event, they can insert it here to fix the
Mechanism.
AFTERMATH
If the party defeats Krixi in combat, the Lord of Time Kytheros thanks them for stopping her. He recalls his monitors and returns the island (and the adventurers) to the Material Plane.
If the party fixes the
Kytherian Mechanism by installing the missing cog, the machine transports the island back to the
Material Plane. Kytheros recalls his monitors.
Regardless of how the adventurers get back home, Kytheros takes back the Kytherian
Mechanism, and its cogs are scattered throughout existence.

open full entry →

C1 Entryway p.39 ↗

C1. ENTRYWAY
Portcullis: Heavy wrought iron. Ceiling: Metal grate. Ground: Mud with footprints, cart tracks, and hoofprints.
• Portcullis. DC 18 STR to lift open.
• Grate. Part of defensive acid trap (Area C7).

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C10 Belltower · hedrone p.39 ↗

C10. BELLTOWER
Noise: Something huge rustling in the belfry. Bell: Large, bronze.
• Desert Dragon. Hiding in the belfry. Attacks with lightning breath when someone enters, but apologizes profusely (in Common)
when he realizes what he’s done.
▸ The dragon is actually Thidel, the elf diviner who first predicted the volcanic eruption.
▸ When he realized the monitors were only killing humanoids, he quaffed a potion to polymorph into a desert dragon. Now the monitors ignore him.
▸ Killed many hedrones in the tower (Area C7) with his lightning breath, but all his allies perished in the fight.
▸ Doesn’t know how to reverse the potion’s effects.
▸ Is now too large to fit through most doors.
▸ Can share any information from the backstory on page 21.

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)

open full entry →

C2 Armory · hedrone,tindalos p.39 ↗

C2. ARMORY
Weapon Racks: Mostly empty. Corpses: Scorched, wearing black cloaks and clutching weapons.
• Monitors. Two hedrones and a tindalos attack on sight.
• Corpses. Six. Each has a Celestial symbol burned into their skin
(from the hedrones’ etch ability).
• Treasure. One corpse clutches a shortsword.

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)
  • tindalos AC 14 HP 33 LV 7 L
    2 claw +5 (1d8) and 1 bite +5 (1d12 + drain)

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C3 Scullery p.39 ↗

C3. SCULLERY
Shelves: Stocked with jars of non-perishable food (rations).
• Staircase. Leads up to C8.
TO C10*
= 5 ft.

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C4 Stables · pegasus p.39 ↗

C4. STABLES
Barn Doors: Wide open. Smell: Mud, hay, manure. Sounds: Snorting and braying from the stalls.
• Stalls. Six total. Contain two regular horses, a nightmare, a unicorn, and a camel. All healthy and well-fed.
▸ Nightmare. Wears a magical fireproof saddle worth 200 gp - if you can safely remove it.
▸ Sixth Stall. Broken open. Long, white feathers scattered around.
Contained a pegasus, which escaped.

Foes tap HP · attacks roll
  • pegasus AC 12 HP 15 LV 3 N
    2 hooves +3 (1d6)

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C5 Pulley Room p.39 ↗

C5. PULLEY ROOM
Wheel: Wooden wheel connected to chains. Lever: Connected to chains running up into ceiling. Ladder: Leads up.
• Wheel. Raises and lowers portcullis (Area C1).
• Lever. Releases acid cauldron (Area C7).
• Ladder. Leads to Area C7.

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C6 Chapel p.39 ↗

C6. CHAPEL
Mural: Depicts a man surrounded by magic runes. Shrine: Ceramic bowl full of water.
• Mural. Depicts Ord, deity of magic.
• Offering Bowl. Coins/gems dropped in water disappear in a flash of light.
▸ Boon. 1/day, donate 100 gp to restore a random spell.

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C7 Acid Cauldron p.39 ↗

C7. ACID CAULDRON
Cauldron: 10’ wide. Bubbling green acid. Grate: Floor. Can see entryway (Area C1) below. Chains: Connected to cauldron.
• Cauldron. Tipped over by chains connected to lever in Area C5.
Dumps acid into entryway, dealing damage to all creatures below.

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C8 Office p.39 ↗

C8. OFFICE
Corpse: Seated in chair at desk. Desk: Bloodstained, open book.
Bookshelves: Line the walls. Packed with thick, identical tomes.
• Corpse. Ebonpeak scribe in black cloak. Killed by monitors while writing in the open book.
• Open Book. Cover and spine are labeled “1487” (current year).
▸ History. Contains a log of recent history on Ebonpeak Isle.
▸ Recent Entries. Detail a time machine developed to save
Ebonpeak Academy from volcanic eruption.
▸ Final Entry. Incomplete and hastily scribbled. Mentions a secret
“contingency plan” dedicated to Omonar Ebras, but no details on what it is or where.
• Bookshelves. Hundreds of books labeled and ordered by year.
Each is an exhaustive record of the academy during that year.
▸ Floor Scratches. In front of the rightmost bookshelf, indicating a secret door. No visible way to open it.
▸ Secret Door. Pulling both the “1441” and “1486” books causes the bookcase to swivel out, revealing a hidden compartment.
• Hidden Compartment. Contains diamond-studded mace named Deconstructor. Deals double damage against construct creatures like golems and monitors, but can’t harm non- constructs.

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C9 Tower · hedrone p.39 ↗

C9. TOWER
Walls: Badly burned. Corpses: Smoldering, blackened. Stairs: Stone, covered in blood and ash. Sand: Many small piles.
• Burns. Caused by powerful electricity.
• Corpses. Gear and clothing disintegrated by lightning. Seem to have been electrocuted after dying.
• Stairs. Lead up to a bridge that connects to the belltower (Area
C10).
• Sand. Remains of destroyed hedrones. Some turned to glass, indicating they were struck by lightning.

Foes tap HP · attacks roll
  • hedrone AC 11 HP 4 LV 1 L
    1 laser (near) +0 (1d4 + etch)

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