TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  The Clockwork Laboratory  
   
  Part Two of the Ruined Tower of the Tempest Mage 
   
  Knock, knock, open the door.  
  Tick tock, time is short.  
  Stalk, stalk, it comes for you.  
  How will you open the lock, once you can no longer wind the clock?  
  A four-hour adventure for 5th-10th level characters 
    
  Design Jeremy Vosberg 
   
   
   
   
   
   
  Art Ben Siekert 
  Development Greg Marks   
   
   
   
   
   
  Adventure Code CCC-CIC-02 
  Produced by Cold Iron Conventions  
   
   
   
   
  Sponsored by Draxtar Games 
  Organized Play: Chris Lindsay 
   
   
   
   
   
  Version 3 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan 
  Patrick 
     
      
     
   
   
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  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
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  Welcome to DDALCIC-02 The Clockwork 
  Laboratory, a D&D Adventurers League™ 
  adventure, part of the official D&D 
  Adventurers League™ organized play system 
  and Con Created Content Program. 
   This adventure is designed for 5th 
  through 10th-level characters, and is 
  optimized for five 7th-level characters. 
  Characters outside this level range cannot 
  participate in this adventure. 
   The adventure takes place in the Earthspur 
  Mountains southeast of Mulmaster, within the 
  Forgotten Realms campaign setting. 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is 
  the official organized play system for 
  DUNGEONS & DRAGONS®. Players can create 
  characters and participate in any adventure 
  allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their 
  characters’ experience, treasure, and other 
  rewards, and can take those characters 
  through other adventures that continues their 
  story. 
   If you’re running this adventure as a part of 
  a store event or at certain conventions, you’ll 
  need a DCI number. This number is your 
  official Wizards of the Coast organized play 
  identifier. If you don’t have a number, you can 
  obtain one at a store event. Check with your 
  organizer for details. 
   D&D Adventurers League play is broken up 
  into storyline seasons. When players create 
  characters, they attach those characters to a 
  storyline season, which determines what rules 
  they’re allowed to use to create and advance 
  their characters. Players can continue to play 
  their characters after the storyline season has 
  finished, possibly participating in a second or 
  third storyline with those same characters. A 
  character’s level is the only limitation for 
  adventure play. A player cannot use a 
  character of a level higher or lower than the 
  level range of a D&D Adventurers League 
  adventure. 
   For more information on playing, running 
  games as a Dungeon Master, and organizing 
  games for the D&D Adventurers League, 
  please visit the D&D Adventurers League 
  home at: 
   
  www.dndadventurersleague.org 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should 
  do the following to prepare. 
   Make sure to have a copy of the most 
  current version of the D&D Basic Rules or 
  the Player’s Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in a combat. 
   Get familiar with the monster statistics in 
  the Appendix. 
   Gather together any resources you’d like to 
  use to aid you in running this adventure--
  such as notecards, a DM screen, miniatures, 
  and battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as 
  noted throughout the adventure. 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most 
  common passive ability check 
   Anything notable as specified by the 
  adventure (such as backgrounds, traits, 
  flaws, etc.) 
  Players that have characters outside the 
  adventure’s level range cannot participate in 
  the adventure with those characters. 
  Players with ineligible characters can make a 
  new 1st-level character or use a pregenerated 
  character. Players can play an adventure they 
  
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  previously played or ran as a Dungeon Master, 
  but not with the same character. 
   Ensure that each player has an official 
  adventure logsheet for his or her character (if 
  not, get one from the organizer). The player 
  fills out the adventure name, session number, 
  date, and your name and DCI number. In 
  addition, the player also fills in the starting 
  values for experience, gold, downtime, renown, 
  and number of permanent magic items. He or 
  she fill in the other values and write notes at 
  the conclusion of the session. Each player is 
  responsible for maintaining an accurate 
  logsheet. 
   If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that 
  nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask 
  them to use a standard ability score array. 
  Point players to the D&D Adventurers League 
  Player’s Guide for reference.  
   If players wish to spend downtime days and 
  it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the 
  days now. Alternatively, they can do so at the 
  end of the adventure or episode. Players 
  should select their characters’ spells and other 
  daily options prior to the start of the adventure, 
  unless the adventure specifies otherwise. Feel 
  free to reread the adventure description to 
  help give players hints about what they might 
  face. 
  Throughout this adventure, sidebars provide 
  information to assist you in making 
  adjustments for smaller or larger groups and 
  characters of higher or lower levels than the 
  adventure is optimized for. This is typically 
  used exclusively for combat encounters.  
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a 
  group of inexperienced players, you might 
  want to make the adventure a little easier; for 
  very experienced players, you might want to 
  make it a little harder. Therefore, five 
  categories of party strength have been created 
  for you to use as a guide. Use these as a guide, 
  and feel free to use a different adjustment 
  during the adventure if the recommended 
  party strength feels off for the group.  
   This adventure is optimized for a party of 
  five 7th-level characters. To figure out 
  whether you need to adjust the adventure, do 
  the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party 
  level (APL) for the adventure. To figure out the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no 
  recommended adjustments to the adventure. 
  Each sidebar may or may not offer suggestions 
  for certain party strengths. If a particular 
  recommendation is not offered for your group, 
  you don’t have to make adjustments. 
  As the Dungeon Master of the session, you 
  have the most important role in facilitating the 
  enjoyment of the game for the players. You 
  help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun 
  game session often creates stories that live 
  well beyond the play at the table. Always follow 
  this golden rule when you DM for a group: 
   
  
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  Make decisions and adjudications that 
  enhance the fun of the adventure when 
  possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You are empowered to make adjustments to 
  the adventure and make decisions about 
  how the group interacts with the world of 
  this adventure. Doing so is especially 
  important and applicable outside of combat, 
  but feel free to adjust the adventure for 
  groups that are having too easy or too hard 
  of a time.  
   Don’t make the adventure too easy or too 
  difficult for a group. Never being challenged 
  makes for a boring game and being 
  overwhelmed makes for a frustrating one. 
  Gauge the experience of the players (not the 
  characters) with the game, try to feel out (or 
  ask) what they like in a game, and attempt 
  to give each of them the experience they’re 
  after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game 
  session moving along appropriately. Watch 
  for stalling, since play loses momentum 
  when this happens. At the same time, make 
  sure that the players don’t finish too early; 
  provide them with a full play experience. Try 
  to be aware of running long or short. Adjust 
  the pacing accordingly  
   Read-aloud text is just a suggestion; feel free 
  to modify the text as you see fit, especially 
  when dialogue is present.  
   Give the players appropriate hints so they 
  can make informed choices about how to 
  proceed. Players should be given clues and 
  hints when appropriate so they can tackle 
  puzzles, combat, and interactions without 
  getting frustrated over lack of information. 
  Doing so helps to encourage immersion in 
  the adventure and gives players “little 
  victories” for figuring out good choices from 
  clues.  
  In short, being the DM isn’t about following 
  the adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game 
  environment for the players. The Dungeon 
  Master’s Guide™ has more information on the 
  art of running a D&D game. 
  At the beginning of each play session, players 
  must declare whether or not they are spending 
  any days of downtime. The player records the 
  downtime spent on the adventure logsheet. 
  The following options are available to players 
  during downtime (see the D&D basic rules or 
  the D&D Adventurers League Player’s Guide 
  for more information): 
   Catching up  
   Crafting (exception: multiple characters 
  cannot commit to crafting a single item)  
   Practicing a profession  
   Recuperating  
   Spellcasting services 
   Training  
  Other downtime options might be available 
  during adventures or unlocked through play, 
  including faction-specific activities.  
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs 
  are per day, so a character that spends ten 
  days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. 
  Some downtime activities help with lifestyle 
  expenses or add lifestyle expenses. 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters 
  need to be able to travel to the settlement to 
  obtain these services. 
   Spell services generally available include 
  healing and recovery spells, as well as 
  information-gathering spells. Other spell 
  services might be available as specified in the 
  adventure. The number of spells available to 
  be cast as a service is limited to a maximum 
  of three per day total, unless otherwise noted. 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any. 
  
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  Spellcasting Services 
  Spell  
   
   
   
  Cost 
  Cure wounds (1st level)  
   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  Sometimes bad things happen, and characters 
  get poisoned, diseased, or are killed. Since you 
  might not have the same characters return 
  from session to session, here are the rules 
  when bad things happen to characters.  
  A character still affected by diseases, poisons, 
  and other similar effects at the conclusion of 
  an adventure can spend downtime days 
  recuperating until such time as he or she 
  resolves the effect to its conclusion (see the 
  recuperating activity in the D&D Basic Rules). 
   If a character doesn’t resolve the effect 
  between sessions, that character begins the 
  next session still affected by the debilitating 
  effect. 
  A character who is killed during the course of 
  the adventure has a few options at the end of 
  the session (or whenever arriving back in 
  civilization) if no one in the adventuring party 
  has immediate access to a raise dead or 
  revivify spell, or similar magic. A character 
  subject to a raise dead spell is affected 
  negatively until all long rests have been 
  completed during an adventure. Alternatively, 
  each downtime day spent after raise dead 
  reduces the penalty to attack rolls, saving 
  throws, and ability checks by 1, in addition to 
  any other benefits the downtime activity might 
  provide.  
   Create a New 1st-Level Character. If the 
  dead character is unwilling or unable to 
  exercise any of the other options, the player 
  creates a new character. The new character 
  does not have any items or rewards possessed 
  by the dead character.  
   Dead Character Pays for Raise Dead. If 
  the character’s body is recoverable (it’s not 
  missing any vital organs and is mostly whole) 
  and the player would like the character to be 
  returned to life, the party can take the body 
  back to civilization and use the dead 
  character’s funds to pay for a raise dead spell. 
  A raise dead spell cast in this manner costs 
  the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. 
  As above, except that some or all of the 1,250 
  gp for the raise dead spell is paid for by the 
  party at the end of the session. Other 
  characters are under no obligation to spend 
  their funds to bring back a dead party member. 
   Faction Charity. If the character is of level 
  1 to 4 and a member of a faction, the dead 
  character’s body can be returned to civilization 
  and a patron from the faction ensures that he 
  or she receives a raise dead spell. However, 
  any character invoking this charity forfeits all 
  experience and rewards from that session 
  (both those earned prior to and after death 
  during that session) and cannot replay that 
  episode or adventure with that character again. 
  Once a character reaches 5th level, this option 
  is no longer available. 
  Nearly a half a millennia ago when Mulmaster 
  was a growing fortress at the end of the North 
  Road overlooking the River Lis, a follower of 
  the Sorcerer-King Nesker retired into the 
  Earthspur Mountains to build a tower and 
  further his studies. His name is lost to time, 
  he is now known only as the Tempest Mage 
  after the extreme weather surrounding the 
  peak that he made his home. His servants 
  constructed a small village below, which would 
  come to be known as Windy Valley and 
  remains today. 
   The Tempest Mage studied a wide variety of 
  magic from conjuration to constructs, but 
  would eventually succumb to age and passed 
  from memory. While Windy Valley remains due 
  
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  to the presence of a small mine, the Tower and 
  surrounding buildings are no longer regularly 
  inhabited. Occasional bandits or goblin tribes 
  might lair there, but the story of the Tempest 
  Mage also attracts young adventurers from 
  Mulmaster who seek to test their mettle in the 
  extensive out buildings, crypts, and tunnels of 
  the complex. Most believe the dungeon to be 
  relatively played out, having been looted for 
  five hundred years, but there remain a few 
  levels that are yet undiscovered. 
   In the recent past, a group of adventurers 
  came to the aid of Windy Valley, venturing into 
  a vault in the ruins in the pursuit of a dark 
  traveler that had abducted the town’s baker, 
  Jalie, and attempted to sacrifice the young 
  woman to an entity named the Grasping Flame. 
  She was rescued by the heroes, but during 
  their explorations of the vault they discovered 
  a brass clockwork door, and beyond it a 
  strange grey door. Seemingly on a magical 
  timer that could not be circumvented to open 
  the door early, the adventurers were forced to 
  bide their time. Two symbols, a clockwork gear 
  with a vial inside it, and a holy symbol of the 
  god of necromancy Velsharoon where all that 
  hinted at what lay beyond the strange grey 
  door. Now the adventurers have returned as 
  the magical timer nears the time to open a 
  passage into the Clockwork Laboratory, one of 
  the Tempest Mage’s greatest accomplishments. 
   The Clockwork Laboratory is a massive, 
  living construct, a set of massive clockwork 
  gears residing inside the mountain that 
  houses areas for the Tempest Mage and his 
  apprentices to work on the study of arcana, 
  conjurations, clockwork devices, magical 
  constructs, and other areas of interest. One of 
  his failsafe plans in the construction of the 
  Clockwork Laboratory was to have the grey 
  door open automatically based upon a magical 
  timer, and the time to allow entrance is 
  nearing when the party arrives in Windy Valley. 
  The Tempest Mage and his most trusted 
  apprentices had their own means to enter and 
  exit the Clockwork Laboratory, but the failsafe 
  was left in place in case an alternative method 
  for entering was required. With the clockwork 
  symbol on the gray door nearing the zenith, 
  the Clockwork Laboratory awakens, stirring its 
  massive gears and causing minor tremors to 
  occur on the mountain and creating small 
  landslides. These earthquakes, along with 
  stories of the recent discoveries in the ruins, 
  have brought forth interested individuals in 
  the possible treasures that might be within, 
  along with ending the earthquakes plaguing 
  the village of Windy Valley once and for all. 
  The adventure begins with a request from 
  Intun Alderson, the guardsman of Windy 
  Valley, to investigate the occurrences of 
  landslides and tremors from the mountain 
  were the ruins of the Tower of the Tempest 
  Mage resides, fearing that they could bring 
  ruin to the village of Windy Valley if the entire 
  mountainside should collapse. 
   Part One:  The party enters the previously 
  explored vault and examines the strange grey 
  door, finding that it is nearly ready to open. 
  Upon opening, the characters enter the central 
  chamber and find the Clockwork Column and 
  the Clockwork Vault Door. The characters can 
  determine that they need to find Clockwork 
  Keys to explore the level further and gain 
  entrance to the vault below. 
   Part Two:  Having entered the main 
  chamber and finding their first Clockwork 
  Keys, the characters begin to explore and 
  search the other side chambers to try and find 
  the Clockwork Vault Keys, to open the 
  Clockwork Vault Door. 
   Part Three:  Opening the  Clockwork Vault 
  Door, the characters descend into the  
  Clockwork Vault, were a means to stop the 
  earthquakes, and treasures of the Tempest 
  Mage, can be found. 
  The adventure begins with the characters 
  being asked by Intun to investigate the causes 
  of the earthquakes occurring from the ruins. 
  For why the characters are already in Windy 
  Valley, consider one of the following hooks: 
   Return to the Vault:  The characters may 
  have previously explored the Vault of the 
  Devourer (DDALCIC-01 The Vault of the 
  Devourer) and have determined that the 
  
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  previously sealed grey door is close to opening, 
  providing new opportunities to explore further 
  into the ruins. Since they are going anyway, 
  Intun offers them 500 gp if they can stop the 
  quakes. 
   Knowledge of Gond:  Characters are 
  approached by a priest of Gond named Wilfanc 
  Blanthenston and asked to explore the 
  Clockwork Laboratory. Wilfanc has researched 
  the ruins and believes a new level will be 
  opening in the soon. He is willing to pay 500 
  gp for any information and knowledge 
  discovered within the area beyond the grey 
  door. 
   Arcane Secrets:  A wizard, or perhaps a 
  Cloak of Mulmaster, has requested aid in the 
  exploration of the ruins of the Tower of the 
  Tempest Mage. They have heard of the recently 
  discovered new areas and would be interested 
  in any newly discovered arcane knowledge that 
  might be discovered within. He offers 500 gp to 
  tempt the characters to explore the laboratory 
  for him. 
  This adventure requires some preparation to 
  run – you can make some of the preparations 
  as you run, but it may lead to delays in the 
  play of the module or confusion on some of the 
  random results. The following items can be 
  prepped before the start of the event: 
   Map:  The module is designed to allow the 
  outer rooms to be assorted in a random order 
  every time this event is run, to change the play 
  experience for each table. The Clockwork 
  Laboratory is a living construct, and the outer 
  rooms are just a handful of the many rooms 
  that the Tempest Mage had constructed.   
  When prepping the map, randomly determine 
  the location of rooms 2 through 9 around the 
  central chamber (Room 1) on Level One of the 
  dungeon. Options include rolling an eight-
  sided die, create cards and draw the order, or 
  even choosing an order that suits you. The 
  design is to try and make the dungeon varied 
  for players, to allow different experiences for 
  each table. Once this order is determined, it 
  should remain set in that order, though the 
  players may move the rooms around the 
  central chamber during play (see the 
  Clockwork Column information in Part 1). 
   It may be convenient for you to draw each 
  room on a separate piece of graph paper to 
  make it easier to move them once the 
  characters begin experimenting with the 
  Clockwork Rotation Keys. 
   Clockwork Vault Keys:  There are four 
  Clockwork Vault Keys (aka Platinum Keys) 
  that are placed randomly in the outer eight 
  rooms in Part 2 of the event. These Clockwork 
  Vault keys are in addition to the Clockwork 
  Keys that are randomly placed in Rooms 1-9. 
  Randomly determine the four rooms in the 
  outer circle of chambers (Rooms 2-9) that 
  contain the four Clockwork Vault Keys, then 
  roll on the Item Placement charts for the 
  selected rooms to place these keys in the 
  Clockwork Laboratory – note the location of 
  each of these keys. The location on the Item 
  Placement Chart has the necessary Wisdom 
  (Perception) DC to find the key at that location, 
  though read the specific description for each 
  location in the room for more specific 
  information on possible traps, hazards, or 
  opportunities to offer Advantage to these 
  checks. These four keys are used to open the 
  Clockwork Vault Door in Room 1. 
  If you are running this event in a time sensitive environment, 
  you might consider placing one platinum Clockwork Vault Key 
  in each of the first two or three rooms so as you better gauge 
  the speed at which your players explore and make sure they 
  are able to still complete the adventure. It is likely that players 
  will not be able to explore all of the room 2 through 8 in a four 
  time slot. If you limit the number of rooms the characters can 
  explore, the DM should be sure to include room 3: the figurine 
  workshop, so the characters do not miss out on the magic 
  item.  
   Clockwork Keys:  In the Level One rooms, 
  in addition to possible platinum Clockwork 
  Vault keys, there are three different types of 
  Clockwork Keys that are assigned to each 
  room: a Clockwork Door Key (aka Copper Key), 
  a Clockwork Rotation Key (aka Silver Key) and 
  a Clockwork Timer Key (aka Gold Key). Each of 
  these keys has an affect when used on the 
  Clockwork Column – these affects are noted in 
  the description of the Clockwork Column in 
  Part 1 of the event. Roll a die sized for the Item 
  
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  Placement chart for each room, noting the 
  location in each chamber were the Clockwork 
  Key is located and hidden at for reference 
  during play. The location on the Item 
  Placement Chart has the necessary Wisdom 
  (Perception) DC to find the key at that location, 
  though read the specific description for each 
  location in the room for more information on 
  possible traps, hazards, or opportunities to 
  offer Advantage to these checks. 
  This adventure relies on the characters locating four different 
  types of keys that are hidden throughout the laboratory: 
   Clockwork Door Keys: There are eight of these copper keys. 
  Each can be used to open a different door on Level One.  
   Clockwork Rotation Keys: There are eight of these silver 
  keys. Each can be used to rotate the rooms on Level One. 
   Clockwork Timer Keys: There are ten of these gold keys. 
  Each can be used to add more time to the countdown 
  before the laboratory is resealed and the characters are 
  trapped. 
   Clockwork Vault Keys: There are four of these platinum 
  keys. Each can be used to access Level Two. 
   
  This adventure is Part Two of the Ruins of the Tempest Mage's 
  Tower series, which premiers with DDALCIC-01 The Vault of 
  the Devourer at Milwaukee Summer Revel, July 1-3 2016. The 
  series concluded with DDALCIC-02 The Clockwork Laboratory 
  by Jeremy Vosberg and DDALCIC-03 The Desolate Undercroft 
  by Gary Affeldt, both of which premiered at Dan's Con of the 
  Vale, October 21-23, 2016. You can learn about these other 
  Cold Iron Conventions shows in Milwaukee & Chicago by going 
  to http://www.coldironconventions.com/.  
   
  The art in this series has been drawn by artists Joe 
  Abboreno and Ben Siekert and has been sponsored by the 
  generous support of Draxtar Games. You can learn more about 
  Draxstar by visiting http://draxtargames.com/.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Part 1: Enter the Clockwork Laboratory
  The characters should arrive in Windy Valley, 
  and have felt the tremors that are being 
  caused by the Clockwork Laboratory’s 
  awakening. Once they arrive in the village, 
  word spreads of their arrive and they find 
  themselves sought out by Intun Alderson, a 
  retired adventurer who has been into the ruins 
  of the Tempest Mage in the past, and de facto 
  protector and spokesman for the village. He 
  offers the following information to the party: 
   
  Over the past few weeks, tremors have 
  started to occur from the mountain 
  that the ruins of the Tempest Mage’s 
  Tower are built upon. It was one or two 
  light tremors at first, but over the past 
  month they have increased in 
  frequency and severity. 
   
  As the tremors have increased, 
  avalanches and rockslides have been 
  occurring, and Intun fears that one 
  may eventually hit the village and 
  cause harm. Additionally, the 
  earthquakes are getting stronger and 
  some structures in town are starting to 
  show cracking and shifting from the 
  activity. 
   
  Intun feels the discovery of a new area 
  in the ruins may have something to do 
  with the activity, as a strange door was 
  found that had an image of a clockwork 
  gear and another of a skull with a 
  crown. Previous explorers found but 
  could not bypass the door. 
   
  Intun recalls tales of the ‘living 
  mountain’ being spoken in regards to 
  the ruins, as if some powerful creature 
  or entity resided in the mountain, likely 
  one related to the Tempest Mage. He 
  asks for the party to find and end this 
  threat, if it exists. 
   
  Intun states that adventurers/a priest 
  of Gond/Cloak (depending on the hook 
  used) visited the discovered door in the 
  recent past, and recently sent word 
  that it was likely the door would be 
  opening in the near future, offering a 
  chance to see if what lies beyond the 
  door may be related to the tremors that 
  are occurring. 
  Intun has taken up a collection, and tapped 
  into his own wealth, offering 500 gp if they will 
  explore and attempt to end the threat. If the 
  characters agree, he will provide a directions 
  and a rough map to them, which leads them 
  without issue to the grey doorway, the 
  entrance to the Clockwork Laboratory.  
  "Someday the bill comes due and we all pay for our mistakes. 
  When the time comes, you just hope you can settle the tab."  
   
  Over twenty-five years ago Intun Alderson fought for 
  Mulmaster against a number of foes and was good at his job; 
  not because he was a great warrior or had any grand mind for 
  strategy, though he were passable at both, but because he 
  knew that his men had to work as a team in order to survive. 
  He became their sergeant and kept them alive. It is his great, 
  and secret, shame that he eventually abandoned them. One 
  night, while in his cups with several other natives of Windy 
  Valley who had joined up with him, he got to talking. It would 
  be easy to slip away from the Soldiery. What did he owe some 
  Mulman noble and the crusade against the goblinfolk? There 
  was no great glory or pay in war! No, but with the weapons, 
  armor and training he now had, the dusty dungeons below the 
  Tower would lay their treasure bare before him. And so, to his 
  shame, he let his friends talk him into abandoning his 
  commission and leaving his men on the eve of a battle. He 
  deserted.  
   
  In the haze of drink and big stories he and his fellows made 
  their way to the mountain ruin and broke into the old tombs. 
  None of the others survived. He remembers the goblins, but 
  the creatures worshiped other things; horrible things, with 
  tentacles and fanged maws. The dreams still haunt him. He 
  fled again leaving his friends to die, taking a magic sword and 
  what coins he could carry on the way, and going back to the 
  village of his birth; forever in the shadow of his guilt.  
   
  Now his "legend" as a war hero and adventurer made him 
  the guard of little Windy Valley when a darkly cowled Traveler 
  and a group of rough men made off with Nal-qui's sister Jalie 
  the town looked to him to find a way to rescue her. Worse yet, 
  the men have made for the pass at the Tempest Mage's 
  Tower. Who knows what horrible thing they planned to do to 
  that sweet girl? He was desperate to find a way to save her 
  but he was too old and too much of a drunk to do it himself. A 
  group of adventurers became his salvation, and now he looks 
  to them to do it again as earthquakes and landslides plague 
  the village only months later.   
   
   
   
  
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  The Clockwork Laboratory
   
  When the party departs, they have minimal 
  trouble scaling the mountain. A few tremors 
  occur during their trip, but no avalanches or 
  landslides affect them, though signs of the 
  activity are visible as they make the climb. 
  They proceed through the Vault passageways, 
  seeing no signs of recent inhabitants, and 
  arrive at the previously sealed vault: 
  The clockwork brass door lies open, having 
  previously been disabled of its traps and opened by 
  past visitors. A small vault, 10 feet by 15 feet, lies 
  empty and looted, with the only object of note a dull 
  grey door. Studying the door, two faint grey symbols 
  can be seen floating upon it, opposite of each other, 
  moving slowly in a clockwise rotation. One symbol 
  nearing the bottom of the door is that of a skull 
  wearing a crown, while the other symbol, that of a 
  clockwork gear with a bottle inside it, is nearly 
  reaching the zenith of the path it follows. 
  This grey door is the entrance to two 
  additional areas of the Tempest Mage’s ruins, 
  both areas inaccessible by most unless opened 
  by the right timing. The grey door is five 
  minutes away from opening a stairwell to the 
  Clockwork Laboratory, the Tempest Mage’s 
  center for research and study into clockwork 
  devices, constructs, and other related topics. 
  The Tempest Mage and his most powerful 
  apprentices had other methods to access the 
  Laboratory, but that luxury is not available to 
  the adventurers. 
   When the door opens, it will remain open for 
  only 20 minutes before it closes, forcing the 
  party to move quickly in their exploration of 
  the Clockwork Laboratory. This time can be 
  extended by an additional 10 minutes by 
  activating portions of the Clockwork Column 
  that control the timing of the countdown timer 
  using a gold Clockwork Timer Key. As soon as 
  time runs out, the grey door will close and seal 
  anyone still in the laboratory within its halls 
  for centuries. 
   When the door opens, read the following 
  description to the groups: 
  As the clockwork symbol reaches the zenith of its 
  path on the grey door, the room rumbles and 
  shakes, causing some light dust and debris to fall 
  from the ceiling above. The walls echo a grinding 
  noise, and the grey door jerks upwards, a clinking 
  sound echoing as it moves up a foot at a time, as if 
  a gear was controlling its ascent. After a few 
  seconds, a 10-foot wide brass staircase is revealed, 
  descending downwards to a metal chamber.  
  The way into the Clockwork Laboratory is now 
  open, and the countdown timer begins on the 
  Clockwork Column, ticking down the seconds 
  until the entrance is sealed once again. At this 
  point, roll Initiative for the party, as every 
  action from this point forward matters – they 
  are on the clock, and once the clock hits zero, 
  if they are not out of the Clockwork Laboratory 
  they are trapped within. As the party triggers a 
  combat in any chamber, roll initiative for any 
  foes and insert them into the initiative order as 
  needed. It is highly recommended that a map 
  be used to determine locations of characters 
  for this event, as tracking of actions will be 
  critical with the time limit the characters have 
  in exploring the Clockwork Laboratory. 
  The following General Features apply to all the 
  rooms of the Clockwork Laboratory: 
   Illumination:  There is no light at all but 
  that which the characters bring with them. All 
  of the descriptions assume the characters 
  have a light source. If this is not the case the 
  DM will have to adjust the descriptions. 
   Smell:  The interior of the Clockwork 
  Laboratory usually smells of grease and oil, 
  with a tinge of metal. 
   Sounds:  The ticking from the Clockwork 
  Column echoes perfectly in the Clockwork 
  Laboratory, constantly reminding any within 
  the area that their time is limited. The sound 
  of clockwork gears and uncoiling springs 
  provide a background noise, constantly 
  coming from the doors and walls. 
   Height:  All of the chambers have a height of 
  20 feet, unless otherwise noted in a room’s 
  description. 
  
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  The Clockwork Laboratory
   
   Doors:  The doors into the eight side 
  chambers of Part 2 are of brass construction, 
  covered in gears, blades, and tubes, with no 
  discernible handles or knobs to open them. 
  They can only be opened through interact with 
  the Clockwork Column in Room 1: The 
  Entrance Chamber. Attacking or attempting to 
  force open a door causes a Clockwork Trap to 
  activate and retaliate against the attacker – 
  use the utilize the Clockwork Laboratory Trap 
  Chart in this part to determine the type of trap 
  triggered and its effects. Any doors regenerate 
  30 hit points each round, making the walls 
  nearly indestructible to damage, given they 
  have 500 hit points each and have resistance 
  to all damage types, except psychic and poison, 
  to which they are immune. The Clockwork 
  Vault Door in Room 1 also shares these 
  properties, but any traps triggered from the 
  Clockwork Laboratory Trap Chart double their 
  damage dice or duration for their effects. 
   Walls:  The walls are made of stone or metal, 
  depending on the room descriptions, with 
  clockwork buried beneath it. Any attacks 
  against the walls are useless, as the clockwork 
  within repairs the walls constantly, 
  regenerating 100 hit points each round. The 
  walls have 1000 hit points and are resistance 
  to all damage types, except psychic and poison, 
  to which they are immune. 
   Magic:  Teleportation spells and effects fail 
  when used to enter or leave the Clockwork 
  Laboratory, but will function normally within 
  chambers as long as line of sight is available. 
  Transmutation spells and effects fail if they 
  attempt to alter or damage the floors, walls, 
  ceiling, or clockwork components of the 
  Laboratory. 
   
   
  Descending the metallic stairwell 30 feet from the 
  chamber above, you come to a circular chamber 
  with a diameter 80 feet across. Eight brass 
  clockwork doors like the one above are spaced 
  evenly among the curved outer wall and a pillar 
  stand floor to ceiling in between each doorway. In 
  the center of the chamber, standing 20 feet tall from 
  floor to ceiling, a square pillar made of clockworks 
  stands with its parts moving in perfect harmony. A 
  large central dial is in the center of each of the four 
  sides, ticking downwards at an even pace. Beyond 
  the column, on the floor opposite the stairwell into 
  the chamber, a large brass vault door is embedded 
  on the floor with a large clockwork gear in its center 
  and numerous other gears and clockwork 
  mechanisms upon it.  Lastly, a dozen desiccated 
  corpses randomly litter the floor of this chamber, 
  signs that this place has not seen a visitor in 
  perhaps a long, long time… 
  This massive chamber is the central gear to 
  the Clockwork Laboratory, and the access 
  point to all other chambers in it. There are 
  several guardians within the chamber, undead 
  risen by the Clockwork Laboratory to guard 
  this chamber and test any newcomers; a 
  punishment dealt to the last group that 
  ventured into the Laboratory and meet their 
  ends here. 
   When a character either interacts with the 
  Clockwork Column or a corpse, four ghouls 
  animate and four specters rise from the other 
  corpses, which should be randomly scattered 
  around the chamber. They attack without 
  hesitation, attempting to take vengeance on 
  the living for their cursed states. They fight 
  until destroyed.  
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Remove 2 ghouls and 2 spectres. 
   Weak Party:  Remove 1 ghoul and 1 spectre. 
   Strong Party: Add 1 ghoul and 1 spectre. 
   Very Strong Party: Add 2 ghouls and 2 spectres. 
  
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  The Clockwork Laboratory
   
  Located randomly in this chamber, the party 
  may find the following items. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
   
   
   
   
   
   
  Item Locations – Entrance Chamber 
  Die Roll 
  Location 
  Search DC 
  1 
  Clockwork Column 
  20 
  2 
  Clockwork Vault Door 
  15 
  3 
  Entrance Stairway 
  10 
  4 
  Corpse 
  10 
  5 
  Column #1 
  15 
  6 
  Column #2 
  15 
  7 
  Column #3 
  15 
  8 
  Column #4 
  15 
  9 
  Column #5 
  15 
  10 
  Column #6 
  15 
  11 
  Column #7 
  15 
  12 
  Column #8 
  15 
  
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  The Clockwork Laboratory
   
   Clockwork Column:  The Clockwork 
  Column is one of the main features in the 
  Clockwork Laboratory, a method to access the 
  outer chambers, rotate the outer rooms on the 
  central room, or extend the time that the grey 
  door stays open. On each side of the column, a 
  central dial is visible in the upper center part, 
  ticking down to zero and the closing of the 
  grey door. Additionally, numerous gears, 
  switches, springs, keyholes, and other 
  clockwork mechanisms built throughout it. At 
  each corner, an forged suit of armor acts as 
  framing to the column – inside the armor, four 
  helmed horrors wait to be activated, the 
  circumstances detailed in Part 3 of this 
  adventure. The last section in Part 1 (below) 
  details the Clockwork Column and how the 
  characters can interact and manipulate it. Any 
  Clockwork Key assigned to the column is 
  concealed within its structure, easily 
  retrievable once located. 
   Clockwork Vault Door:  Beyond the 
  Clockwork Column, set in the floor, is a 10’ by 
  10’ vault door, which blocks entrance to the 
  vault level below. At each corner of the Vault, 
  four platinum keyholes are visible, the method 
  to open this vault door – the rest of the door 
  otherwise matches the appearance of the 
  Clockwork Column: a surface covered in gears, 
  handles, springs, and other clockwork 
  mechanisms. More details on how the 
  Clockwork Vault Door can be opened are at 
  the beginning of Part 3 of this adventure. Any 
  Clockwork Key assigned to the vault door is 
  concealed within its structure, easily 
  retrievable once located. 
   Columns:  The columns between each door 
  are carved with images of craftsmen at work, 
  creating wonders with their trades. Any 
  Clockwork Keys assigned to a column can be 
  found within a hidden compartment with a 
  successful DC 15 Wisdom (Perception) check. 
  The secret compartment is trapped, requiring 
  a successful DC 15 Intelligence (Investigation) 
  check to discover the trap. Utilize the 
  Clockwork Laboratory Trap Chart from Part 1 
  (below) to determine the nature of the trap on 
  the secret compartment and its affect. A 
  successful DC 15 Dexterity (Thieves’ Tools) or 
  Intelligence (Arcana) check disables a trap 
  upon the secret compartment, allowing any 
  Clockwork Key within to be retrieved. 
   Corpses:  A dozen corpses are randomly 
  scattered about the chamber, most of their 
  gear and equipment long ago rotted away. If 
  searched the corpses have 100 gp in various 
  type coins upon them. Any Clockwork Key 
  assigned to a corpse is located on one of the 
  dozen corpses, randomly determined. 
  The Clockwork Laboratory was one of the 
  Tempest Mage’s greatest achievements – a 
  huge, living construct that served as a 
  structure for his further research into various 
  arts and trades. It has a simple, mechanical 
  intelligence, following its instructions and 
  keeping itself running for use, even if the 
  Tempest Mage and his apprentices are long 
  gone. It knows to defend itself, utilizing the 
  traps constructed throughout its structure to 
  do so, and repairing any damage that comes to 
  it.  
   Any reactions it takes are noted in the room 
  descriptions, but it does not take proactive 
  actives, always responding when interacted 
  with. Most of the reactions will be either 
  activating traps in response to character 
  actions or attacks, or the mindless automated 
  repairing process. Use best judgment and be 
  inventive on when or how the Clockwork 
  Laboratory may interact with the group, but 
  keep in mind it does not speak nor have the 
  capability to alter its structure or contents. 
  The corpses have 100 gp in various type coins 
  upon them that can be looted. 
   
  The Clockwork Column is the center of the 
  Clockwork Laboratory, serving as its neural 
  center, its brain. The running of the clockwork 
  mechanisms here control all that occurs in the 
  Laboratory precisely, unless the Column is 
  disturbed. Clockwork Keys can be used to 
  
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  The Clockwork Laboratory
   
  modify the running of the Clockwork 
  Laboratory, opening doors, moving chambers, 
  or altering the timer. When a key is used, it is 
  locked in place and cannot be removed. There 
  are three types of keyholes in the Clockwork 
  Column for Clockwork Keys: 
   Copper Keyholes:  Eight copper keyholes 
  are on each side of the Column, the keyholes 
  corresponding with each Clockwork Door 
  that blocks entrance into the outer 
  chambers in Part Two (Rooms 2-9). The 
  Clockwork Door Keys, also made of copper, 
  are used to open the Clockwork Doors. The 
  keys are universal, and can be used to open 
  any of the doors, and can be used on any 
  side – turning a Clockwork Door Key right 
  closes the matching door, turning a 
  Clockwork Door Key to the left closes an 
  open door. A successful DC 15 Intelligence 
  (Arcana) or Intelligence (Tinker’s Tools) will 
  determine how the Copper Keyholes operate 
  and work; as will a successful DC 20 
  Intelligence (Investigation) check. Since the 
  Copper Keyholes are on four sides of the 
  column, an individual Clockwork Door can 
  be altered four times before becoming 
  permanently locked, until the Clockwork 
  Laboratory resets, which will not happen 
  until after the end of this adventure. 
   Silver Keyholes:  Inside the ring of Copper 
  Keyholes, a ring of eight Silver Keyholes are 
  set within a smaller ring. These Silver 
  Keyholes are on all four sides of the Column, 
  like the Copper Keyholes, and correspond to 
  a room location on the outer chambers. The 
  Clockwork Rotation Keys, also made of silver, 
  are used to rotate the rooms around the 
  central chamber, in a determined order, to 
  change their location. The keys are universal, 
  and can be used to open any of the doors (by 
  rotation), and can be used on any side to 
  rotate the rooms. When a Silver Key is 
  inserted to a Silver Keyhole, it matches up 
  with an outer chamber, which is the initial 
  room in the chain for the movement of the 
  rooms. The Clockwork Rotation Key can be 
  turned to the left or right, and every time it 
  is turned it clicks, signifying that the rooms 
  have moved along the gears one spot, 
  shifting the rooms one place to the right or 
  left as the key is turned. The key cannot be 
  turned one way and then another, nor can it 
  be turned in one direction more than eight 
  times – the original room in the chain cannot 
  be turned back to once moved. A steel door 
  drops during this time, and the rooms are 
  not accessible during the turning of the 
  Clockwork Rotation Key; additionally, the 
  Key is only able to be turned during one 
  action – any stop in the turning locks the 
  Key in place, freezing the rotation and new 
  order of the chambers. After the turning of 
  the Key ends, the steel plates open back up 
  and any previously open Clockwork Doors to 
  Rooms 2-9 remain open, changing the 
  chambers that are accessible to the group. 
  Keep in mind that any characters in an 
  outer chamber when this process are 
  trapped within the room while the order is 
  changes, and depending on the end location 
  of the room, may find themselves trapped 
  inside a chamber, as the brass Clockwork 
  Doors are unable to be opened by a 
  character from within. A successful DC 15 
  Intelligence (Arcana) or Intelligence (Tinker’s 
  Tools) will determine how the Silver Keyholes 
  operate and work, as will a successful DC 20 
  Intelligence (Investigation) check. Even 
  though the Silver Keyholes are on four sides 
  of the column, once a room location on the 
  outer chambers is chosen, that room cannot 
  be the start of another rotation of the outer 
  rooms a second time until the Clockwork 
  Laboratory resets, which will not happen 
  until after the end of this event. Any Silver 
  Keyholes on other column sides seal up for 
  an outer room location once it has been used 
  on one Clockwork Column sides. 
   Gold Keyholes:  Inside the Clockwork Dial 
  that counts down the time remaining before 
  the grey door in the entrance chamber closes, 
  a row of ten Gold Keyholes are arranged in a 
  line on all four sides of the Clockwork 
  Column. The Clockwork Timer Keys, also 
  made of gold, are used to either add or 
  remove time from the timer, either increased 
  or decreased by current duration by one 
  minute (ten rounds). Turning a Clockwork 
  Timer Key clockwise adds one minute as an 
  
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  The Clockwork Laboratory
   
  Action; turning a Clockwork Timer Key 
  counter-clockwise removed one minute as an 
  Action. A successful DC 15 Intelligence 
  (Arcana) or Intelligence (Tinker’s Tools) will 
  determine how the Gold Keyholes operate 
  and work, as will a successful DC 20 
  Intelligence (Investigation) check. Even 
  though the Gold Keyholes are on four sides 
  of the column, once a Clockwork Timer Key 
  is used on any side of the Column, one Gold 
  Keyhole on the other side seals up and is 
  closed as well, meaning the timer can only 
  be changed a total of ten times. 
  Even though the Clockwork Column is 
  designed to be manipulated by use of the 
  Clockwork Keys, a skilled individual may be 
  able to manipulate a set of Clockwork 
  Keyholes by using a Dexterity (Thieves’ Tools), 
  Dexterity (Tinker’s Tools), or Intelligence 
  (Arcana) check. The DC to try and activate a 
  Keyhole in the Clockwork Column is DC 20 
  check – if successful, the Keyhole selected is 
  activated as if the correct Clockwork Key was 
  inserted and turned as needed for the desired 
  effect, locking out the Keyholes as if the Key 
  was used, per the descriptions above. If the 
  attempt to activate a Keyhole fails, it causes 
  the Clockwork Column to retaliate by 
  activating a Clockwork Trap – utilize the 
  Clockwork Laboratory Trap Chart from Part 1 
  to determine the nature of the trap and its 
  effect. Additionally, going forward, the DC to 
  manipulate a Keyhole goes up by 1, 
  permanently, for the failure. Every future 
  attempt that fails also activates a Clockwork 
  Trap, as the Clockwork Laboratory defends 
  itself from improper operation. Lastly, once a 
  Keyhole has been activated by a successful 
  check, the DC for manipulating the Clockwork 
  Column increases by 2 permanently – the 
  Clockwork Laboratory only allows improper 
  operations so many times before it learns its 
  lesson. 
   Note that it is obvious that the Clockwork 
  Column is trapped, and that attempting to 
  modify the Column or Keyholes in it using 
  methods other than the Clockwork Keys may 
  cause a trap to trigger. 
  The Clockwork Laboratory is filled with 
  protections in the form of traps, crafted to be 
  deadly and varied whenever needed. When a 
  trap is triggered or called for, utilize the 
  following chart to determine the type of trap, 
  the save DC or attack bonus, the range of the 
  effect, and the damage/effect. 
  Clockwork Laboratory Traps 
  1d8 
  Trap 
  Save or 
  Attack 
  Range 
  Damage/ 
  Effect 
  1 
  Acid Spray 
  Dex DC 15 
  Halves 
  15’ Cone 
  4d6 acid 
  2 
  Scything 
  Blade 
  +5 Melee 
  Attack 
  One Target 
  4d8 slashing 
  3 
  Deafening 
  Din 
  Con DC 15 
  Halves & 
  Negates 
  Deafness 
  20’ Radius 
  from 
  location 
  4d6 thunder 
  & deafens 
  for 1d6 rds 
  4 
  Fear 
  Wis DC 15 
  Negates 
  One Target 
  Frightened 
  for 1d6 rds 
  5 
  Creeping 
  Cold 
  Con DC 15 
  Negates 
  One Target 
  Paralyzed 
  for 1d6 rds 
  & 2d6 
  cold/rd 
  6 
  Pillar of 
  Fire 
  Dex DC 15 
  Halves 
  20’ Radius 
  8d6 fire 
  7 
  Arc of 
  Lightning 
  Dex DC 15 
  Halves  
  30’ line 
   
  4d6 
  lightning 
  8 
  Spike 
  +5 Ranged 
  Attack 
  One Target 
  within 30’ 
  2d10 
  piercing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The Clockwork Laboratory
   
  Part 2: The Clockwork Laboratory 
  Having entered the Clockwork Laboratory, the 
  characters find themselves in a race against 
  the clock to explore the laboratory and gain 
  entrance to the lower vault of the complex. The 
  Clockwork Laboratory, being an enormous 
  complex mixing engineering and magic, will 
  offer numerous paths and opportunities to 
  gain entrance to the vault below, all the while 
  attempting to impede and stop their progress 
  as uninvited interlopers to the laboratory.  
  Entering this granite chamber, two large capped 
  urns flank each side of the doorway at the entrance, 
  their stone surfaces carved with imagery of gears 
  and springs that are painted in the hues of precious 
  metals. Two stone pillars are spaced equally across 
  the chamber, acting as dividers between three pairs 
  of finely crafted chests that are in turn spaced 
  equally around the chamber. 
  This chamber was constructed as a trap for 
  would-be intruders and treasure seekers, as 
  the Tempest Mage and his apprentices were 
  well aware that this chamber held nothing but 
  danger to those unaware of its purpose. 
   Concealed in one of the capped stone vases 
  is one black pudding, entrapped until 
  released by an unsuspecting victim or the 
  Clockwork Laboratory. As for the chests, three 
  mimics are disguised among the six; magically 
  sustained by the Laboratory over the centuries 
  to serve as predators for the unwary. The 
  creatures will wait to ambush the party until a 
  vase with a black pudding is opened. a mimic 
  surprises a character, or a mimic is attacked 
  and damaged before either of those actions 
  occur. When combat begins, the Clockwork 
  Laboratory will open any sealed vases with a 
  black pudding within so it can attack any 
  intruders.  
   
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Remove 2 mimics. 
   Weak Party:  Remove 1 mimic. 
   Strong Party: Add 1 mimic. 
   Very Strong Party: Add 1 black pudding to the other vase. 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
  Item Locations – False Treasure Chamber 
  Die Roll 
  Location 
  Search DC 
  1 
  Inside Left Stone Urn 
  5 
  2 
  Inside Right Stone Urn 
  5 
  3 
  Left Column 
  20 
  4 
  Right Column 
  20 
  5 
  Chest/Mimic #1 
  15 
  6 
  Chest/Mimic #2 
  15 
  7 
  Chest/Mimic #3 
  15 
  8 
  Chest/Mimic #4 
  15 
  9 
  Chest/Mimic #5 
  15 
  10 
  Chest/Mimic #6 
  15 
   Stone Vases:  The stone vases, each 
  weighing 1200 lbs. and standing 5 ft. tall, 
  serve as containers for either black puddings 
  or possibly clockwork keys; possibly both. The 
  two vases are capped with heavy stone lids, 
  each one locked to prevent access to the 
  containers. A successful DC 15 Dexterity 
  (Thieves Tools), Dexterity (Tinker’s Tools), or 
  Intelligence (Arcana) check causes the 
  clockwork lid to open. Otherwise they can be 
  forced open with a successful DC 20 Strength 
  (Athletics) check. Any Clockwork Keys 
  assigned to a vase lay at the bottom of the 
  vase, requiring a method to retrieve a key from 
  the bottom of the five-foot tall vase through a 
  one-foot diameter opening. Some examples for 
  retrieval include: lowering a small-sized 
  character that can fit into the vase to retrieve 
  the key, turning the vase over with a 
  successful DC 20 Strength check, using a 
  mage hand or similar spell, or any reasonable 
  method to retrieve a key.  
  
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  The Clockwork Laboratory
   
   Chests:  Spaced out in three pairs of two are 
  chests, some of which are actual chests while 
  others are mimics in disguise. The chests are 
  all identical, appearing as steel chests with 
  numerous gears and springs built on and into 
  their surfaces. Each chest is built into the 
  surface of the floor, so they cannot be moved 
  from their locations unless destroyed. Each is 
  trapped, but a successful DC 15 Intelligence 
  (Investigation) check discovers the trap. Utilize 
  the Clockwork Laboratory Trap Chart from 
  Part 1 to determine the nature of the trap on 
  each of the actual chests and its affects. A 
  successful DC 20 Dexterity (Thieves Tools), 
  Dexterity (Tinker’s Tools), or Intelligence 
  (Arcana) check disables a trap upon a chest. 
  Opening a chest finds a mix of fake coins and 
  gems apparently worth 200 gp unless a 
  successful DC 15 Intelligence (Investigation) 
  check appraises their true, worthless value. 
  Any Clockwork Keys assigned to a chest will 
  be concealed with the fake valuables. 
   Mimics:  Hiding in plain sight, some of the 
  chests are actually mimics, waiting for 
  unsuspecting victims to approach and interact 
  with them. With their False Appearance ability, 
  the mimics are undistinguishable from normal 
  chests. Once interacted with and possible 
  capturing a character with their Adhesive 
  ability, they will attack. Additionally, if 
  attacked first, the mimics will animate and 
  move to attack.  Any Clockwork Keys assigned 
  to a mimic can be found within the remains of 
  the creature once slain. 
  Entering the chamber, two sets of stone shelves are 
  set to the immediately left and right of the entrance, 
  one filled with metal ingots and the other with 
  wooden lumber. Across the chamber, two 
  workbenches stand silently, covered in a mix of 
  tools for sculpting various materials, with a half-
  dozen crates scattered on the floor about them. The 
  left workbench only contains tools, but the right 
  workbench surface is covered with numerous small 
  clockwork figurines. 
  This workshop was utilized in the past by the 
  Tempest Mage and his apprentices to craft 
  constructs and magical figurines. The Tempest 
  Mage’s constructs were placed throughout the 
  his lairs, but his apprentices did not always 
  enjoy the same success in their creations.  
   The figurines upon the right workbench are 
  all clockwork figurines of wondrous power, but 
  most are flawed in some way and were left in 
  the workshop as guardians against intruders. 
  On the workbench are the following figurines: 
  a silver raven, an onyx dog, a serpentine owl, 
  three ivory goats, a pair of golden lions, an 
  obsidian steed, a bronze griffon, and a marble 
  elephant. Upon handling any of the figurines, 
  the Clockwork Laboratory will activate some of 
  the clockwork figurines, including the two 
  lions, a nightmare, a griffon, and an 
  elephant, causing their winding keys to spin 
  suddenly as they animate and attack the party.
    
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  The 2 lions do not animate. 
   Weak Party:  One of the lions does not animate. 
   Strong Party: Animate the three goats. 
   Very Strong Party: Animate the three goats, the dog 
  (mastiff), and the raven. 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
  Item Locations – Figurine Workshop 
  Die Roll 
  Location 
  Search DC 
  1 
  Left Shelf 
  15 
  2 
  Right Shelf 
  15 
  3 
  Left Workbench 
  15 
  4 
  Right Workbench 
  15 
  5 
  Crate #1 
  20 
  6 
  Crate #2 
  20 
  7 
  Crate #3 
  20 
  8 
  Crate #4 
  20 
  9 
  Crate #5 
  20 
  10 
  Crate #6 
  20 
  
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  The Clockwork Laboratory
   
   Shelves:  Each of the two stone shelves is 
  filled with materials for the creation of 
  constructs and magic items. The left-hand 
  shelf upon entering the chamber is filled with 
  iron ingots and bars; the right-hand shelf is 
  filled with lumber of various lengths and types. 
  Any Clockwork Keys assigned to a shelf will be 
  found among the building materials.  
   Left Workbench:  This wooden workbench 
  has several sets of tools upon it, all useful in 
  the crafting of clockworks, constructs, and 
  sculptures, primarily larger ones. These tools 
  include a crowbar, a hammer, carpenter’s 
  tools, potter’s tools, and smith’s tools. Any 
  Clockwork Keys assigned to this workbench 
  will be concealed behind or beneath some of 
  the tools on it. 
   Right Workbench:  This wooden workbench 
  has two sets of items upon it of interest:  the 
  clockwork figurines and the tools for the 
  crafting of them. The flawed clockwork 
  figurines here were all attempts to create 
  figurines of wondrous power and one of each 
  type is upon the workbench; though only the 
  onyx dog was a fully successful creation and 
  permanent in its enchantment. Any 
  interaction with the figurines will cause the 
  Clockwork Laboratory to animate some of the 
  figurines and have them attack (see above). 
  The tools present include a magnifying glass, 
  jeweler’s tools, tinker’s tools, and woodcarver’s 
  tools – all tools useful in the crafting of smaller 
  clockworks, figurines, and sculptures. Any 
  Clockwork Keys assigned to this workbench 
  will be concealed behind or beneath some of 
  the tools on it. 
   Crates:  Six crates are scattered on the floor 
  around the two workbenches, containing the 
  more precious raw materials for use in the 
  crafting that occurred in the workshop. These 
  materials include carving materials, precious 
  metals, and uncut precious gemstones. Each 
  crate holds a mixture of materials, weighing 
  100 lbs. each. Unless a crate taken in its 
  
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  The Clockwork Laboratory
   
  entirety or dumped into a suitable container 
  by lifting and tipping the crate, it takes 10 
  rounds to empty a crate by hand. Any 
  Clockwork Keys assigned to one of the crates 
  can be found within the materials within with 
  a successful DC 15 Wisdom (Perception) check. 
  Once the animated clockwork figurines are 
  defeated, all of the figurines will be shattered 
  and in fragments save the figurine of wondrous 
  power (onyx dog). Any character examining the 
  remains of the clockwork figurines can make a 
  check to realize a Clockwork Key may be 
  scavenged for the remains of the devices. A 
  successful DC 15 Intelligence (Arcana) or 
  Intelligence (Tinker’s Tools) check will allow a 
  character to realize the fragments of the 
  clockwork keys in the figurines may possibly 
  be assembled utilizing the tinker’s tools into 
  one copy of one of the three standard types of 
  Clockwork Keys. Three successful DC 20 
  Dexterity (Arcana) or Dexterity (Tinker’s Tool) 
  checks allow a character to utilize the 
  fragments of the figurines clockwork keys to 
  create either: a Clockwork Door Key (copper), a 
  Clockwork Rotation Key (silver), a Clockwork 
  Timer Key (gold) or a Clockwork Vault Key 
  (platinum). Accruing three failures before three 
  successful checks causes the available 
  fragments to be damaged too severely to be 
  used in the creation of a Clockwork Key. There 
  are only enough fragments to create one 
  Clockwork Key, regardless of the number of 
  fragments collected or any magic attempted to 
  repair the key fragments.  
  After defeating of the animated figurines, a 
  figurine of wondrous power (onyx dog) can be 
  retrieved. The raw materials in each crate are 
  worth 25 gp per crate (150 gp total).  
   Additionally, the tools on each of the 
  workbenches are retrievable as well. 
  The shimmering air and heated atmosphere of A a 
  fully-functional forge assaults the senses. Bronze-
  skinned humanoids with burning hair and beards 
  stop their work at an anvil, one of them waving a 
  hand over a glowing sigil at the nearby furnace, 
  which quickly fades as the flames within slither out 
  and form a living being of fire that moves forward 
  with malice towards you. 
  This forge was created for the necessary 
  crafting of metal objects, including armor, 
  weapons, and construct parts. Two azers were 
  summoned by the Tempest Mage for this 
  purpose, with a fire elemental entrapped in 
  the furnace of the forge to provide 
  supernatural heat in their metalworking. Upon 
  seeing the party intrude into the forge, one of 
  the azers decided to free the fire elemental and 
  have it aid in the defense of the forge for their 
  summoner. 
   However, the azers are tired of their 
  entrapment in the Clockwork Laboratory and 
  endless servitude to an absent master. A 
  successful DC 15 Wisdom (Insight) check will 
  reveal to a character that the azers’ hearts are 
  not fully in a fight against the party, even 
  though they fight for the Tempest Mage. The 
  azers can be enticed to end the combat with a 
  successful DC 20 Charisma (Persuasion) 
  check. If the party succeeds, the azers’ will 
  speak a command word that should bind and 
  return the fire elemental to the furnace, only 
  to find that it will not heed the command. The 
  azers will assist the party in combat against 
  the fire elemental until the combat ends. 
   At the end of combat, if left alive, the azers 
  talk with the party if convinced to betray their 
  master, revealing that they wish to be returned 
  home, but state they are trapped in the forge 
  due to enchantments placed upon the bracers 
  they wear.  
  Speaking with the Azers. If asked of the 
  layout of the Clockwork Laboratory, they can 
  reveal that along with the forge chamber, they 
  know of the summoning and waterworks 
  
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  The Clockwork Laboratory
   
  chambers existing, along with the random 
  nature of the layout of the upper level 
  chambers they cannot say exactly where they 
  are. They can also state that they assisted in 
  the construction of several constructs over the 
  centuries, but are unaware if they are with the 
  Laboratory or wait elsewhere. The azers also 
  know that the apprentices worked within the 
  Laboratory, and beings of elemental water 
  were used by them to power the waterworks. 
  They are unaware of any other creatures with 
  the Laboratory.   
   Freeing the Azers. An azer can be sent 
  home by several methods:  
   A successful DC 25 Intelligence (Arcana) check 
   A successful DC 25 Intelligence (Thieves’ Tools) check 
   A dispel magic spell targeting a 5th level spell 
   A banishment spell 
   If the party agrees to assist the azers with 
  returning home, the azers will offer to forge 
  one Clockwork Key of their choosing (any of 
  the four types), automatically succeeding in 
  the creation of the key in three rounds. Also, if 
  a Clockwork Key is assigned to the azer, they 
  will offer that Clockwork Key as additional 
  thanks, dropping it with a loud metallic ring 
  as they are sent home. If slain, the Clockwork 
  Key is found on the corpse of an azer. 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Remove one azer, halve the hit points on 
  the fire elemental. 
   Weak Party:  Remove one azer. 
   Strong Party: Add one azer. 
   Very Strong Party: Add one fire elemental. 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
   
   
   
  Item Locations – Forge 
  Die Roll 
  Location 
  Search DC 
  1 
  Shelf 
  15 
  2 
  Table w/ Weapons 
  10 
  3 
  Table w/ Smith’s Tools 
  10 
  4 
  Crate #1-#3 (Choose One) 
  20 
  5 
  Crate #4-#5 (Choose One) 
  20 
  6 
  Crate #6-#7 (Choose One) 
  20 
  7 
  Anvil 
  20 
  8 
  Quenching Tub 
  10 
  9 
  Furnace 
  20 
  10 
  Azer (Choose One) 
  15 
   Shelf:  This stone shelf holds ingots of iron 
  and other metalworking that occurs in the 
  forge. Any Clockwork Key assigned to the shelf 
  will be concealed among the ingot bars on it.  
   Table with Weapons: This table is covered 
  with several weapons crafted by azers during 
  their time in the forge, including a silvered 
  greatsword, a longsword, a shortsword, two 
  daggers, a silvered mace, and a warhammer. 
  Any Clockwork Key assigned to this table will 
  be concealed among the weapons on it. 
   Table with Smith’s Tools:  This table is 
  covered with a set of smith’s tools, along with 
  several molds and small ingots of precious 
  metals. A successful DC 15 Intelligence 
  (Arcana), Intelligence (Smith’s Tools), or 
  Intelligence (Tinker’s Tools) check reveals that 
  with the tools and materials present, one 
  Clockwork Key could possibly be crafted for 
  use. Three successful DC 15 Intelligence 
  (Smith’s Tools) checks allow someone to create 
  either: a Clockwork Door Key (copper), a 
  Clockwork Rotation Key (silver), a Clockwork 
  Timer Key (gold), or a Clockwork Vault Key 
  (platinum). Accruing three failures before three 
  successful checks causes the available 
  materials to be damaged too severely to be 
  used in the creation of a Clockwork Key. There 
  are only enough materials for one attempt to 
  create one Clockwork Key. Any Clockwork Key 
  assigned to this table will be concealed among 
  the table and tools upon it. 
   Crates:  The crates scattered around the 
  room are filled with either ore waiting to be 
  processed into ingots, or scrap metal waiting 
  to be recycled and reused. Any Clockwork 
  
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  The Clockwork Laboratory
   
  Keys assigned to a crate will be found buried 
  among its contents. 
   Anvil:  The anvil sits upon a pedestal and is 
  well crafted. Any Clockwork Key assigned to 
  the anvil is concealed in a secret compartment 
  on the pedestal, which requires a DC 20 
  Wisdom (Perception) check is discover. A trap 
  protects this compartment, requiring a 
  successful DC 15 Intelligence (Investigation) 
  check to locate. Utilize the Clockwork 
  Laboratory Trap Chart from Part 1 to 
  determine the nature of the trap protecting the 
  secret compartment. A successful DC 20 
  Dexterity (Thieves Tools) check disables the 
  trap upon the compartment, allowing access to 
  the Clockwork Key within. 
   Quenching Tub:  This tub of water, used in 
  the quenching of hot metal when forging, is 
  unremarkable. Any Clockwork Key assigned to 
  the tub will be found at the bottom of the tub, 
  concealed by only the murky water. 
   Furnace:  This furnace is heated magically, 
  utilizing permanent magical effects that feed 
  off the fire elementals contained within it. 
  Even with the expulsion of the fire elemental, 
  the furnace is still extremely hot to enter or 
  interact with. Anyone reaching into or entering 
  the furnace takes 6d6 fire damage per round 
  of exposure. Any Clockwork Key assigned to 
  the furnace is hidden within the furnace itself; 
  requiring a character to reach into or enter the 
  furnace unless deploying another method to 
  retrieve it, such as mage hand, a metal pole, 
  etc... Any Wisdom (Perception) checks to spot 
  a Clockwork Key within the furnace is made at 
  disadvantage, due to the distortions of the 
  heated air when attempting to look in, unless 
  the character physically interacts with the 
  interior to search by feel or enters the furnace 
  to search it to circumvent this hindrance.  
  The weapons on the table can be looted, along 
  with the set of smith’s tools on the other table. 
  Additionally, if the party decides against 
  crafting a Clockwork Key with the materials 
  available in the forge, the precious metal 
  ingots are worth 200 gp.  
   
  Entering reveals a finely appointed chamber with 
  various instruments and objects revealing its dual 
  role as an alchemical laboratory and personal 
  study. Two suits of armor flank the entrance into 
  the chamber, and two long counters filled with all 
  manner of devices and resources run along the 
  length of the chamber. A fine rug depicting the 
  inner planes lies on the floor between them while a 
  desk sits opposite the entrance, covered with books, 
  papers, and other collected trinkets. A cauldron 
  rests on a metal stand to the left of the desk, and 
  an empty cage sits on the floor to the right of the 
  desk. Hanging from the walls are five paintings. An 
  ancient wizard is depicted in the painting above the 
  desk, with the otherworldly paintings depicting one 
  of the inner planes in each of the other four. 
  This laboratory and study was used by the 
  Tempest Mage and his apprentices for both 
  alchemical and magical research. Some of the 
  fruits of that research reside here; unfriendly 
  to unwanted guests. 
   Upon the desk, a humanoid skull is actually 
  a flameskull, the head of a former arcane foe 
  now serving as a guardian to this laboratory. It 
  will ignite in flames when a member of the 
  party enters the chamber, announcing the 
  start of combat. Along with the flameskull, the 
  painting of the Tempest Mage above the desk 
  is actually a guardian portrait, providing 
  support with spells to the other monsters. The 
  two suits of armor are actually animated 
  armors that attack once their initiative is 
  reached but conceal their actual nature from 
  intruders until the very last moment. Lastly, 
  the carpet in the middle of the floor is actually 
  a rug of smothering, which attacks once a 
  character moves within its reach. 
   Once the guardians are defeated, the party 
  may search the room and explore its contents.  
   
   
   
   
   
  
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  The Clockwork Laboratory
   
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Remove an animated armor. 
   Weak Party:  Remove the rug of smothering. 
   Strong Party: Add a rug of smothering, under the desk 
  chair. 
   Very Strong Party: Add a second guardian portrait. 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
  Item Locations – Laboratory 
  Die Roll 
  Location 
  Search DC 
  1 
  Left Suit of Armor 
  15 
  2 
  Right Suit of Armor 
  15 
  3 
  Left Laboratory Counter 
  15 
  4 
  Right Laboratory Counter 
  15 
  5 
  Rug 
  20 
  6 
  Desk 
  20 
  7 
  Cauldron 
  15 
  8 
  Cage 
  10 
  9 
  Wizard Painting 
  15 
  10 
  Elemental Paintings 
  10 
   Suits of Armor:  The suits of armor are 
  actually constructs, left here as guardians 
  against intruders. Any Clockwork Keys 
  assigned to a suit of armor can be found 
  among their remains with a successful 
  Wisdom (Perception) check after combat is 
  completed.  
   Left Laboratory Counter:  The left 
  laboratory counter is covered with alchemical 
  supplies, which can be collected and as a set 
  of alchemical artisan’s tools. A successful DC 
  15 Intelligence (Arcana) or Intelligence 
  (Alchemical Supplies) check reveals that with 
  the laboratory and materials present, one 
  Clockwork Key could possibly be crafted for 
  use. Three successful DC 20 Intelligence 
  (Arcana) or Intelligence (Alchemical Supplies) 
  checks allow someone to create either: a 
  Clockwork Door Key (copper), a Clockwork 
  Rotation Key (silver), a Clockwork Timer Key 
  (gold), or a Clockwork Vault Key (platinum). 
  Accruing three failures before three successful 
  checks causes the available materials to be 
  misused and the process of the creation of a 
  Clockwork Key ends in failure. There are only 
  enough materials for one attempt to create one 
  Clockwork Key. Any Clockwork Key assigned 
  to this counter is concealed among the 
  alchemical supplies. 
   Right Laboratory Counter:  The right 
  laboratory counter is covered with the 
  creations of this chamber. Among the 
  numerous empty vials, the following items can 
  be discovered: fours flasks of alchemist fire, 
  four vials of acid, two vials of antitoxin, two 
  potions of healing, and a vial containing oil of 
  slipperiness. Any Clockwork Key assigned to 
  this counter is concealed among the vials and 
  alchemical items. 
   Rug:  This carpet, actually a rung of 
  smothering, is woven with imagery of the four 
  inner planes. Any Clockwork Key assigned to 
  the rug is woven into the rug itself, and can be 
  retrieved by cutting it out of the fabric. 
   Desk:  The desk has a pair of books and 
  numerous parchments upon it. One of the 
  books is journal, logging the experiments and 
  results in this laboratory; worth 20 gp to an 
  alchemist or arcane historian. The other book 
  is an alchemy guide, which provides advantage 
  to any Intelligence-based checks to identify 
  alchemical items, worth 50 gp to the right 
  buyer. A magnifying glass is upon the desk’s 
  surface and two silver candlestick holders, 
  together worth 50 gp. 
   The desk has five drawers, mostly containing 
  numerous notes and other items of use in the 
  Clockwork Laboratory: 
   Middle:  This drawer has two uncharged rest 
  crystals and instructions on the method for 
  recharging them. These refer to the Stasis 
  Chamber (Room #7), and provide instructions 
  on how to drain the life force from a living 
  creature to charge a rest crystal; an obviously 
  evil act. 
   Upper Left:  This drawer contains an 
  obsidian orb, useful as an arcane focus or 
  worth 50 gp. 
  
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  The Clockwork Laboratory
   
   Lower Left:  This drawer contains a small, 
  grease-covered book that has instructions on 
  the crafting of a Clockwork Key from 
  clockwork components. This book provides 
  advantage to checks made when attempting to 
  craft a Clockwork Key in the Figurine 
  Workshop (Room #3). 
   Upper Right:  This drawer contains a small, 
  soot-covered book that has instructions on the 
  forging of a Clockwork Key within the forge, 
  along with a small chest containing precious 
  metal ingots worth 200 gp that could be used 
  in the forging of the Key in the Forge Chamber 
  (Room #4), allowing a second key to be crafted 
  via this method. Due to the destruction of the 
  molds in creating a Clockwork Key, any 
  second key created via this method needs to 
  be of a different type than the first one crafted. 
  Referencing the journal during an attempt of 
  forging a Key in the forge offers advantage to 
  the checks made. 
   Lower Right:  This drawer contains a small 
  tome, encrusted with various precious gems, 
  detailing the method by which a summoning 
  could be performed of raw elemental materials 
  in a specially constructed chamber and then 
  force the materials into the shape of a 
  Clockwork Key. Referencing the tome during 
  the performance of the elemental summoning 
  ritual in the Summoning Chamber (Room #8) 
  offers advantage to the checks made. The tome 
  is worth 50 gp to the right buyer.  
   Any Clockwork Key assigned to the desk is 
  either hidden under the chair or hidden in one 
  of the drawers, randomly determined. 
   Cauldron:  The cauldron is filled with a 
  caustic, green liquid, which causes 2d4 acid 
  damage to anyone touching the liquid. Any 
  Clockwork Key assigned to the cauldron will 
  be at the bottom of it, concealed by the liquid. 
  To avoid contacting the acid, the cauldron 
  could be tipped over with a DC 15 Strength 
  (Athletics) check to remove the acid and gain 
  access to any Key within. Otherwise a Key 
  within could be fished out using a ladle or 
  other similar instrument, requiring a DC 15 
  Dexterity (Acrobatics) check at disadvantage. 
   Cage:  This cage is empty, with only rotten 
  straw and a skeleton of a lizard-like creature 
  within it. Any Clockwork Key hidden within 
  the cage is within the remains of the skeleton. 
   Wizard Painting:  This painting is of the 
  Tempest Mage, as he appeared at the height of 
  his power. Any Clockwork Key assigned to the 
  painting will be found within a secret 
  compartment in the frame of the painting. 
   Elemental Paintings:  These four paintings 
  are a set, each one of a different elemental 
  plane: air, earth, fire, and water. Each 
  painting is worth 100 gp each to a collector. 
  Any Clockwork Key assigned to the elemental 
  paintings will be found behind one of the four 
  paintings, randomly determined. 
  The left table has alchemical supplies that can 
  be collected; the right table has fours flasks of 
  alchemist fire, four vials of acid, two vials of 
  antitoxin, two potions of healing, and a vial 
  containing oil of slipperiness. The desk has an 
  alchemy journal (worth 20 gp), alchemy guide 
  (worth 50 gp), a magnifying glass, two silver 
  candlestick holders (worth 50 gp), an arcane 
  focus (50 gp), precious metal ingots (worth 200 
  gp), and summoning tome (worth 50 gp). The 
  four elemental paintings are worth 100 gp 
  each. 
  The engraved symbol of a toothed cog with four 
  spokes in the floor of this marble chamber, with the 
  altar beyond it, announces it as a shrine. Three 
  rows of benches lay to either side of a central aisle, 
  imagery of clockworks, gears, and other marvels 
  carved into their surfaces. A matching sculpture to 
  the symbol on the floor hangs on the wall behind 
  the altar. 
  This shrine was dedicated to Gond, the 
  Wonderbringer, to allow those faithful of him 
  to seek his blessings and guidance in their 
  work. A successful DC 10 Intelligence 
  (Religion) check identifies the holy symbol on 
  the floor and the sculpture as belonging to 
  Gond. Followers of Gond automatically 
  succeed on this check. 
   
  
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  The Clockwork Laboratory
   
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
  Item Locations – Shrine of Gond 
  Die Roll 
  Location 
  Search DC 
  1 
  Back Row of Benches 
  15 
  2 
  Middle Row of Benches 
  15 
  3 
  Front Row of Benches 
  15 
  4 
  Floor Etching 
  25 
  5 
  Left Column 
  20 
  6 
  Right Column 
  20 
  7 
  Altar 
  25 
  8 
  Hanging Sculpture 
  20 
   Benches:  The benches in the shrine are oak, 
  and carved with images of clockworks, gears, 
  and other engineering marvels that show favor 
  to the tenets of Gond. Any Clockwork Keys 
  assigned to a set of benches are found hidden 
  within the carvings on a bench, randomly 
  determined between the left or right set of any 
  row.  
   Floor Etching: The holy symbol of Gond is 
  etched into the marble floor of the central aisle. 
  In its surface, the door to a hidden 
  compartment can be found with a successful 
  DC 25 Wisdom (Perception) check. The door to 
  the compartment is trapped, requiring a 
  successful DC 20 Intelligence (Investigation) 
  check to discover the trap. Utilize the 
  Clockwork Laboratory Trap Chart from Part 1 
  to determine the nature of the trap on the 
  secret compartment and its effect, though 
  double the damage dice for this trap. A 
  successful DC 20 Dexterity (Thieves’ Tools) 
  check disables the trap upon the secret 
  compartment. The compartment contains an 
  ancient holy scripture to Gond, worth 200 gp. 
  Any Clockwork Keys assigned to the floor 
  etching are also found within the secret 
  compartment alongside the scripture. 
   Columns:  The columns in the shrine are 
  carved with images of craftsmen at work, 
  creating wonders with their trades. Any 
  Clockwork Keys assigned to a column can be 
  found within a hidden compartment; 
  discovered with a successful DC 20 Wisdom 
  (Perception) check. The secret compartment is 
  trapped, requiring a successful DC 15 
  Intelligence (Investigation) check to discover 
  the trap. Utilize the Clockwork Laboratory 
  Trap Chart from Part 1 to determine the 
  nature of the trap on the secret compartment 
  and its affect. A successful DC 15 Dexterity 
  (Thieves’ Tools) or Intelligence (Religion) check 
  disables a trap upon the secret compartment, 
  allowing any Clockwork Key within to be 
  retrieved. 
   Altar:  This marble altar is dedicated to 
  Gond. Anyone who speaks a proper prayer of 
  supplication to the altar is granted Inspiration. 
  The words are automatically known to a 
  worshipper of Gond and others can attempt a 
  DC 15 Intelligence (Religion) check to recall an 
  appropriate prayer. The altar has a secret 
  compartment, which can be located with a DC 
  25 Wisdom (Perception) check. The 
  compartment is trapped, but if the proper 
  prayer was completed it magically disarms 
  itself. If no prayer was uttered, the trap 
  remains active and can be found with a 
  successful DC 20 Intelligence (Investigation) 
  check. Utilize the Clockwork Laboratory Trap 
  Chart from Part 1 to determine the nature of 
  the trap on the secret compartment and its 
  effect, though double the damage dice for this 
  trap. A successful DC 20 Dexterity (Thieves’ 
  Tools) check disables the trap upon the secret 
  compartment. Opening the compartment, it 
  will contain four vials of holy water and a spell 
  scroll with the 2nd-level cleric spell prayer of 
  healing. Any Clockwork Keys assigned to the 
  altar are found within the secret compartment 
  along with the spell scroll. 
   Hanging Sculpture:  A metal sculpture of 
  the holy symbol of Gond hangs above the area 
  behind the altar, suspended 15’ in the air by 
  six wire cables. Any Clockwork Key assigned to 
  the sculpture is concealed within it, but 
  characters must find a way to either reach the 
  sculpture or have it come down to them to 
  reach the Key. 
  
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  The Clockwork Laboratory
   
  The hidden compartment in the floor etching 
  has a holy scripture of Gond worth 200 gp. 
  The hidden compartment in the altar has four 
  vials of holy water and a spell scroll with the 
  2nd-level cleric spell prayer of healing. 
  In this chamber, six glass and metals sarcophagus 
  are arranged in two rows of three. Directly across 
  from the entrance is a metal shelf covered in 
  numerous crystals, flasks, and containers. The 
  sarcophagi begin to glow with an inner light as the 
  chamber comes to life, the furthest two’s lids 
  popping upward slightly with an audible hissing 
  sound escaping them. 
  This chamber was constructed to allow the 
  Tempest Mage and his apprentices to rest and 
  recover more quickly than normal, shortening 
  the time needed to rest from hours to minutes 
  at the price of draining the essences living 
  creatures. The chamber also allowed for the 
  long periods of stasis, utilized as needed. Six 
  charged crystals still sit upon the shelf.  
   In fact, a mage and an apprentice have 
  been in stasis for centuries, waiting as 
  sleeping guardians for their master’s return. 
  Upon waking, they exit their sacrophagi and 
  attack the intruders to the Laboratory. They 
  will fight to the death, fearing the possible 
  retribution of the Tempest Mage for their 
  failure over any death the characters might 
  meet out. 
   When defeated, if a Clockwork Key is 
  assigned to the mage or apprentice, it can be 
  found hidden among their belongings with a 
  successful Wisdom (Perception) check. 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Remove the mage. 
   Weak Party:  Remove the apprentice. 
   Strong Party: Add an apprentice. 
   Very Strong Party: Make the apprentice a mage. 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
  Item Locations – Stasis Chamber 
  Die Roll 
  Location 
  Search DC 
  1 
  Back Row of Sarcophagus 
  10 
  2 
  Middle Row of Sarcophagus 
  10 
  3 
  Front Row of Sarcophagus 
  10 
  4 
  Shelving Rack 
  20 
  5 
  Mage 
  15 
  6 
  Apprentice 
  15 
   Stasis Sarcophagus:  These glass and steel 
  sarcophagi were constructed with a mix of 
  arcana and engineering, utilizing crystals 
  crafted to drain the essence of living creatures, 
  leaving them no more than dust. In turn the 
  energy could be transferred to other living 
  creatures allowing them to rest and regain 
  their strength a shorter period of time than 
  normal. At one end of the sarcophagus, a 
  control panel with four depressions is on the 
  exterior of the sarcophagus, allowing the 
  functions of the device to be activated.  
   By inserting an uncharged rest crystal into 
  the control panel of a sarcophagus holding a 
  living creature, the sarcophagus can be 
  activated with a successful DC 20 Intelligence 
  (Arcana) or Intelligence (Tinker’s Tools) check 
  or a successful DC 25 Intelligence (Thieves’ 
  Tools) check. Doing so charges a rest crystal 
  for future use, but drains the creature within 
  the sarcophagus of its life force, killing it.  
   By inserting a charged rest crystal into the 
  control panel of a sarcophagus holding a living 
  creature, the sarcophagus can be activated 
  with a successful DC 15 Intelligence (Arcana) 
  or Intelligence (Tinker’s Tools) check or a 
  successful DC 20 Intelligence (Thieves’ Tools) 
  check will also activate a charged rest crystal. 
  Doing so drains and disintegrates a charged 
  rest crystal, providing a short rest to the 
  creature within the sarcophagus over the 
  course of one minute (ten rounds). If four 
  
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  The Clockwork Laboratory
   
  charged rest crystals are inserted into a 
  control panel of a sarcophagus, a living 
  creature within gains the effects of a long rest 
  over the course of two minutes (20 rounds). 
  Any interruption or ending of the process 
  before the allotted time has passed ruins the 
  crystal and no benefit is gained from the time 
  within the sarcophagus. 
   Any Clockwork Key assigned to a 
  sarcophagus is concealed within its interior 
  with a successful Wisdom (Perception) check. 
  Randomly determine if the left or right 
  sarcophagus of a row has the Key within it. 
   Shelving Rack:  Opposite the entrance, this 
  glass and metal shelving rack has items useful 
  in the healing and rest of the Tempest Mage 
  and his apprentices. The following items are 
  on the shelves: four potions of healing, two 
  antitoxins, four healing kits, several sets of 
  blankets, several pillows. Any Clockwork Keys 
  assigned to the shelf will be concealed among 
  the items on it. 
  The shelving rack has four potions of healing, 
  two antitoxins, and four healing kits. 
  The pale light of the arcane circle in the middle of 
  the room provides slight illumination, allowing the 
  standing mass of living earth within it to be visible. 
  Snickers echo throughout the chamber, as the light 
  of the circle fades, and the elemental within is 
  freed… 
  The earth elemental in the center of the 
  chamber was summoned centuries ago, 
  entrapped by abjuration magic to lay in wait 
  for either its summoner or intruders to appear. 
  Freed, the rage of its long imprisonment 
  causes it to attack immediately, supported by 
  a half-dozen mephits, one of each type (dust, 
  ice, magma, mud, smoke, and steam) in its 
  attack upon the party. 
   The earth elemental will engage in melee as 
  the mephits emerge from their hiding places 
  among the shelves and table in the room to 
  assist in the combat. They will attempt to 
  catch several party members with their breath 
  weapons and then dart out of range and to let 
  their breath weapon recharge. 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Remove two mephits (your choice). 
   Weak Party:  Remove a mephit (your choice). 
   Strong Party: Add a mephit (your choice). 
   Very Strong Party: Add two mephits (your choice) 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
  Item Locations – Summoning Chamber 
  Die Roll 
  Location 
  Search DC 
  1 
  Left Shelves 
  20 
  2 
  Middle Shelves 
  20 
  3 
  Right Shelves 
  20 
  4 
  Table 
  15 
  5 
  Summoning Urn #1 
  10 
  6 
  Summoning Urn #2 
  10 
  7 
  Summoning Urn #3 
  10 
  8 
  Summoning Urn #4 
  10 
   Table:  This table holds a large tome, filled 
  with arcane rituals that can be used with the 
  summoning chamber, summoning circle, urns, 
  and components to summon outsiders from 
  the outer and inner planes. A successful DC 
  15 Intelligence (Arcana) check reveals the 
  information contained in the tome, but also 
  informs the examiner that the rituals are 
  beyond the characters' capabilities, take hours 
  to complete and are designed specifically to 
  work only in the Clockwork Laboratory. 
  However, the tome is worth 200 gp to the right 
  buyer interested in the history of the Tempest 
  Mage. Any Clockwork Key assigned to the 
  table is concealed underneath it.  
   Shelves:  These stone shelves are filled with 
  all manner of mundane components, primarily 
  ones useful in the summoning of outsiders. A 
  successful DC 15 Intelligence (Arcana) allows a 
  
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  The Clockwork Laboratory
   
  character to realize this, as well as that most 
  of components are spoiled from age and no 
  longer useful. Any Clockwork Keys assigned to 
  a set of shelves is concealed among the 
  components upon them.  
   Summoning Circle:  Engraved into the 
  granite floor of this chamber and filled with 
  silver, this summoning circle acted as a focus 
  for summoning spells of elementals and other 
  outsiders, along with acting as a magic circle 
  to keep summoned creatures entrapped. A 
  successful DC 15 Intelligence (Arcana) reveals 
  the purpose and protections of the circle. 
   Summoning Urns:  These four urns were 
  used as foci for summoning spells that 
  occurred within this chamber. A trained user 
  could place the proper components into the 
  four urns and then summon a creature 
  through an arcane ritual. A successful DC 15 
  Intelligence (Arcana) check reveals the purpose 
  of the urns.  Any Clockwork Keys assigned to a 
  summoning urn can be found within the 
  remains of the ash of consumed components 
  within the urns. 
  If the party is successful in the four 
  Intelligence (Arcana) checks with the 
  summoning tome on the table, the 
  components on the shelves, the summoning 
  circle, and summoning urns, they are able to 
  determine to that a ritual could be attempted 
  to create a Clockwork Key, though only 
  enough materials for one attempt and the type 
  of Clockwork Key to be created must be 
  decided before the ritual is begun. After 
  placing the four required components, one per 
  urn, from the materials on the shelves, one 
  character can attempt the ritual. Three 
  successful DC 15 Intelligence (Arcana) checks 
  summon elemental materials from the inner 
  planes and shape the materials into the 
  Clockwork Key determined at the beginning of 
  the ritual. Having three failures before three 
  successful checks causes the ritual to fail and 
  the available materials to be used up. There 
  are only enough materials for one attempt to 
  create one Clockwork Key. 
  The summoning tome on the table is worth 
  200 gp. 
   
  The sounds of machinery and moving water reaches 
  your ears upon entering this chamber, two 
  triangular pools of water lay to the left and right, a 
  10’ foot path between them leading to a control 
  panel. The back half of the chamber is filled with 
  three large tanks that have numerous pipes 
  snaking between them to move the water utilized to 
  create power for the facility. 
  This waterworks is one of many, assisting in 
  the powering of the Clockwork Laboratory. The 
  control panel is used to manage the turbine in 
  this chamber, which is in the center tank with 
  water moving between the other two holding 
  tanks. 
   The two holding pools are only four feet deep, 
  but a water elemental and water weird 
  reside in the pools, lying in wait until someone 
  interacts with the pools or attempts to move 
  beyond them, at which point they attack the 
  intruders. 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
   Very Weak Party:  Change the water elemental to another 
  water weird. 
   Weak Party:  Remove the water weird. 
   Strong Party: Add another water weird. 
   Very Strong Party: Change the water weird to another 
  water elemental. 
  Located randomly in this chamber, the party 
  may find the following items. If this chamber 
  was one of the four rooms with a Clockwork 
  Vault Key, randomly roll for its location as well. 
   Clockwork Door Key 
   Clockwork Rotation Key 
   Clockwork Timer Key 
   
   
   
  
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  The Clockwork Laboratory
   
  Item Locations – Waterworks 
  Die Roll 
  Location 
  Search DC 
  1 
  Left Holding Pool 
  10 
  2 
  Right Holding Pool 
  10 
  3 
  Control Panel 
  20 
  4 
  Turbine 
  20 
  5 
  Left Holdling Tank 
  15 
  6 
  Right Holding Tank 
  15 
   Holding Pools:  The two holding pools are 
  filled with water, and are both four feet deep. 
  Any Clockwork Keys assigned to a holding pool 
  lay at the bottom of the pool.  
   Control Panel:  In the center of the chamber, 
  this control panel has dials, switches, and 
  other clockwork instrumentation to control the 
  power generated in this chamber. A successful 
  DC 15 Intelligence (Tinker’s Tools) check can 
  be used to turn on or off the waterworks, 
  although it will not have any measurable effect, 
  as the Tempest Mage made sure several of 
  similar waterworks were constructed 
  elsewhere in his towers to provide redundant 
  power. Any Clockwork Keys assigned to the 
  control panel are concealed in one of the 
  numerous panels that provide access to the 
  interior of the control panel. 
   Turbine:  The large middle cylinder, 
  standing 15’ tall, houses a water turbine, 
  which can be heard spinning in a steady 
  rhythm. Any Clockwork Keys assigned to the 
  turbine can be found on its exterior, hidden 
  among the pipes leading into the cylinder. 
   Holding Tanks:  The two large side 
  cylinders are holding tanks for water, both 
  standing 15’ tall. Any Clockwork Keys 
  assigned to a holding tank can be found 
  hidden on the top of the tank. 
   
  When the characters successfully find and use 
  the four platinum Clockwork Vault Keys, 
  proceed to Part 3: The Clockwork Vault.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The Clockwork Laboratory
   
  Part 3: The Clockwork Vault 
  The Clockwork Vault Door in Room 1 leads 
  down to level two, but requires the four 
  platinum Clockwork Vault Door Keys to open, 
  matching the four Platinum Keyholes on the 
  door, one in each corner of the Vault Door.  
   Like the Clockwork Column Keyholes, even 
  though the Clockwork Vault Door is designed 
  to be manipulated by use of the Clockwork 
  Vault Door Keys, a skilled individual may be 
  able to manipulate the Keyholes by using a 
  Dexterity (Thieves’ Tools), Dexterity (Tinker’s 
  Tools), or Intelligence (Arcana) check. The DC 
  to try to activate one of the four Keyholes in 
  the Clockwork Vault Door is 25. If successful, 
  the selected Keyhole is opened as if the 
  correct Clockwork Vault Door Key was 
  inserted and turned. If an attempt to activate 
  a Keyhole fails, it causes the Clockwork Vault 
  Door to retaliate by activating a Clockwork 
  Trap. Utilize the Clockwork Laboratory Trap 
  Chart from Part 1 to determine the nature of 
  the trap and its effect. Additionally, going 
  forward, the DC to manipulate a Keyhole on 
  the Vault Door goes up by one, permanently, 
  for each failure. Every attempt that fails also 
  activates a Clockwork Trap, as the Clockwork 
  Laboratory defends itself from improper 
  operation. Lastly, once a Keyhole has been 
  activated by a successful check, the DC for 
  manipulating the Clockwork Vault Door 
  increases by 2 permanently – the Clockwork 
  Laboratory only allows improper operations 
  so many times before it learns it lesson. 
   Note that it is obvious that the Clockwork 
  Vault Door is trapped, and that attempting to 
  modify the Vault Door or its Keyholes using 
  methods other than the Clockwork Vault 
  Door Keys may cause a trap to trigger. No roll 
  is needed to detect the traps.  
   Once the Vault Door has been opened, the 
  characters can descend into the Lower 
  Clockwork Vault. 
   
   
   
  With a loud grinding sound, the center gear in the 
  vault door slowly starts to turn, descending into 
  the surface as additional hidden clockworks start 
  to echo through the stone floor, violently shaking 
  the chamber. Slowly, the vault door drops and 
  slides into the floor, revealing a metallic stairwell 
  that descends 30 feet into the chamber below. 
  This lower chamber is the Tempest Mage’s 
  Vault in the Clockwork Laboratory, where the 
  wizard stored some of his valuables and 
  treasures.  
   Desk:  This simple desk was where the 
  Tempest Mage and his apprentices would 
  study and memorize spells. A spellbook still 
  lies open on this desk, and may be taken. 
   Counter:  A long brass counter in the 
  chamber has three items of interest upon it. 
  There is a pair of brass candlesticks worth 25 
  gp, a silver clockwork music box worth 100 
  gp, and a tome on clockwork engineering 
  worth 50 gp. Inside the silver clockwork 
  music box is a scroll of protection (elementals). 
   Chests:  The four chests are spaced around 
  the outskirts of the chamber, holding 
  treasures stored here by the Tempest Mage. 
  Chest #1 holds five diamonds worth 50 gp 
  each, Chest #2 holds 2000 sp, Chest #3 holds 
  10 silver trade bars worth 20 gp each, and 
  Chest #4 holds 250 gp.  
   Statues:  Four metal statues are arranged 
  about the chamber, each depicting a human 
  wizard of middle age. The statues appear to 
  be hollow if checked for. These were intended 
  for the construction of a new type of 
  clockwork construct, but were never 
  completed. 
   Clockwork Heart:  Opposite the stairwell 
  into this lower vault chamber, built into the 
  wall, a Clockwork Heart is constructed. The 
  Clockwork Heart is the mechanism that 
  controls the workings of the Clockwork 
  
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  The Clockwork Laboratory
   
  Laboratory, and is currently malfunctioning, 
  causing the tremors that are plaguing the 
  mountain and the surrounding area. A 
  successful DC 15 Intelligence (Arcana), 
  Intelligence (Thieves’ Tools) or Intelligence 
  (Tinker’s Tools) determines that the device is 
  malfunctioning, and that it can be repaired. 
  This repair requires a successful DC 20 
  Dexterity (Thieves’ Tools), Dexterity (Tinker’s 
  Tools), or Intelligence (Arcana) check to 
  complete.  
   This Clockwork Heart is also obviously 
  trapped, and if the attempt to repair it fails, it 
  causes the Clockwork Heart to retaliate by 
  activating a Clockwork Trap. Utilize the 
  Clockwork Laboratory Trap Chart from Part 1 
  to determine the nature of the trap and its 
  effect. 
  Once the Clockwork Heart is repaired, the 
  Clockwork Laboratory regains some higher 
  functionality, and realizes that the characters 
  are not servants of the Tempest Mage. The 
  Clockwork Laboratory activates the 
  Clockwork Vault’s hidden protector, a shield 
  guardian. The Clockwork Heart retreats into 
  the floor, revealing the golem, which attacks 
  immediately. Additionally, the Clockwork 
  Column activates the four helmed horrors 
  from the floor above. These constructs are 
  programmed to wait in the central chamber, 
  so they will not engage any characters until 
  they enter that room. The characters do not 
  need to defeat these guardians to escape, but 
  the constructs interfere with any attempts to 
  do so, harming characters or trying to delay 
  the characters until the Clockwork Timer 
  runs out. 
   
   
   
   
   
   
  Here are some suggestions for adjusting this encounter. 
  These are not cumulative. 
   Very Weak Party:  Change the shield guardian to a helmed 
  horror. 
   Weak Party:  Reduce the shield guardian hit points by 30 
   Strong Party: Increase the shield guardian hit point by 30. 
   Very Strong Party: Change the shield guardian to a clay 
  golem. 
  The desk has the Clockwork Spellbook upon 
  it. The counter has a pair of brass 
  candlesticks worth 25 gp, a silver clockwork 
  music box worth 100 gp, a tome on clockwork 
  engineering worth 50 gp, and scroll of 
  protection (elementals). Chest #1 holds 5 
  diamonds worth 50 gp each, Chest #2 holds 
  2000 sp, Chest #3 holds 10 silver trade bars 
  worth 20 gp each, and Chest #4 holds 250 gp.  
  The characters are free to exit the Clockwork 
  Laboratory at any time, as long as the 
  Clockwork Timer has not struck zero. If the 
  Clockwork Timer is out of time, the grey door 
  lowers and seals off the exit, with no 
  mechanisms to reopen it. If the characters do 
  not have a means of escape, they may find 
  themselves trapped forever within the 
  Clockwork Laboratory. Use best judgment 
  when adjudicating the fate of characters 
  trapped within the Clockwork Laboratory. 
   
   
   
   
   
   
   
   
   
   
   
  
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  The Clockwork Laboratory
   
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (is applicable) so players can record 
  who ran the session. 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
   
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Animated Armor 
  200 
  Apprentice 
  1,100 
  Azer 
  450 
  Clay Golem 
  5,000 
  Dust Mephit 
  100 
  Earth Elemental 
  1,800 
  Elephant 
  1,100 
  Fire Elemental 
  1,800 
  Flameskull 
  1,100 
  Ghoul 
  200 
  Giant Goat 
  100 
  Griffon 
  450 
  Guardian Portrait 
  200 
  Helmed Horror 
  1,100 
  Ice Mephit 
  100 
  Lion 
  200 
  Mage 
  2,300 
  Magma Mephit 
  100 
  Mastiff  
  25 
  Mud Mephit 
  50 
  Nightmare 
  700 
  Raven  
  10 
  Rug of Smothering 
  450 
  Shield Guardian 
  2,900 
  Smoke Mephit 
  50 
  Spectre 
  200 
  Steam Mephit 
  50 
  Water Elemental 
  1,800 
  Water Weird 
  700 
   
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Manipulating a Keyhole 
  100 per keyhole 
  Crafting a Clockwork Key 
  100 per key created 
  Sending the Azers Home 
  250 
  Repair the Clockwork 
  Heart 
  500 
   
  The minimum total award for each character 
  participating in this adventure is 3,750 experience 
  points. 
  The maximum total award (for a party of five 7th-
  level characters) for each character participating is 
  5,000 experience points. 
   
  The characters receive the following treasure, 
  divided up amongst the party. Characters 
  should attempt to divide the treasure evenly 
  whenever possible. Gold piece values listed 
  for sellable gear are calculated at their selling 
  price, not their purchase price. 
   Consumable magic items should be 
  divided up however the group sees fit. If more 
  than one character is interested in a specific 
  consumable magic item, the DM can 
  determine who gets it randomly should the 
  group be unable to decide. 
   Permanent magic items are divided 
  according to a system. See the sidebar if the 
  adventure awards permanent magic items. 
  Treasure Awards 
  Item Name 
  GP Value 
  Reward for Exploring 
  100 
  Corpses in the Entrance 
  Chamber 
  100 
  Hammer 
  1 
  Crowbar 
  1 
  Carpenter’s Tools 
  4 
  Potter’s Tools 
  5 
  Smith’s Tools 
  10 
  Magnifying Glass [2] 
  50 each 
  Jeweler’s Tools 
  12 
  Tinker’s Tools 
  25 
  Woodcarver’s Tools 
  1 
  Raw Material Crate [6] 
  25 each 
  Silvered Greatsword 
  75 
  Longsword 
  7.5 
  Shortsword 
  5 
  Dagger [2] 
  1 each 
  Silvered Mace 
  52.5 
  
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  The Clockwork Laboratory
   
  Warhammer 
  7.5 
  Precious Metal Ingots [2] 
  200 
  Alchemical Supplies 
  25 
  Alchemist’s Fire (Flask) [4] 
  25 each 
  Acid (Vial) [4] 
  12.5 each 
  Antitoxin (Vial) [4] 
  25 each 
  Potion of Healing [6] 
  25 each 
  Alchemy Lab Journal 
  20 
  Alchemy Guide 
  50 
  Pair of Silver Candlesticks 
  50 
  Obsidian Orb (Arcane Focus) 
  50 
  Summoning Tome 
  50 
  Elemental Painting [4] 
  100 each 
  Holy Scripture to Gond 
  200 
  Holy Water [4] 
  12.5 each 
  Healer’s Kit [2] 
  2.5 each 
  Summoning Tome 
  200 
  Pair of Brass Candlesticks 
  25 
  Silver Clockwork Music Box 
  100 
  Diamond [5] 
  50 each 
  2000 Silver Pieces [Chest #2] 
  200 
  Silver Trade Bar [10] 
  20 each 
  250 Gold Pieces [Chest #4] 
  250 
   
   
  If they wish, a character may choose to keep 
  any of the mundane or trinket gear above as 
  part of their share of the gold. 
   
  Wondrous Item, rare 
  When not activated, this clockwork dog 
  statuette capers about as a toy if its key is 
  turned. A figurine of wondrous power is a 
  statuette of a beast small enough to fit in a 
  pocket. If you use an action to speak the 
  command word and throw the figurine to a 
  point on the ground within 60 feet of you, the 
  figurine becomes a living creature. If the 
  space where the creature would appear is 
  occupied by other creatures or objects, or if 
  there isn't enough space for the creature, the 
  figurine doesn't become a creature. 
  The creature is friendly to you and your 
  companions. It understands your languages 
  and obeys your spoken commands. If you 
  issue no commands, the creature defends 
  itself but takes no other actions. See the 
  Monster Manual for the creature's statistics, 
  except for the giant fly. 
  The creature exists for a duration specific to 
  each figurine. At the end of the duration, the 
  creature reverts to its figurine form. It reverts 
  to a figurine early if it drops to 0 hit points or 
  if you use an action to speak the command 
  word again while touching it. When the 
  creature becomes a figurine again, its 
  property can't be used again until a certain 
  amount of time has passed, as specified in 
  the figurine's description. 
   Onyx Dog. This onyx statuette of a dog can 
  become a mastiff for up to 6 hours. The 
  mastiff has an Intelligence of 8 and can speak 
  Common. It also has dark vision out to a 
  range of 60 feet and can see invisible 
  creatures and objects within that range. Once 
  it has been used, it can't be used again until 
  7 days have passed. 
  This spellbook is crafted from brass plates, 
  with numerous miniature clockwork gears 
  riveted to the surface. It contains the 
  following spells: 1st – absorb elements, alarm, 
  earth tremor, grease, Tenser’s floating disk, 
  unseen servant; 2nd – arcane lock, knock, 
  magic weapon, shatter; 3rd – glyph of warding, 
  lightning of bolt, magic circle, sending; 4th – 
  conjure minor elementals, fabricate, stone 
  shape, stoneskin; 5th – animate objects, 
  conjure elementals. 
  When consulted for 1 minute, this 
  handwritten guide provides advantage on 
  Intelligence-based checks to identify 
  alchemical items. It is worth 50 gp.  
  Scroll, rare 
  This scroll provides protection against 
  elementals. A description of this item can be 
  found in the Dungeon Master’s Guide. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
  Potion, common 
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  Potion, uncommon 
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  Scroll, uncommon 
  This scroll contains the 2nd-level cleric spell 
  prayer of healing. A description of this item 
  can be found in the Dungeon Master’s Guide. 
   
  All faction members earn one renown point 
  for participating in this adventure. 
  Each character receives ten downtime days 
  at the conclusion of this adventure. 
  You receive 1,250 XP, 625 gp, and ten 
  downtime days for running this session. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
   
  Apprentice (Azbara Jos) 
  Medium humanoid (human), lawful evil 
  Armor Class 13 (16 with mage armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  16 (+3) 
  14 (+2) 
  16 (+3) 13 (+1) 
  11 (+0) 
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, Deception +2, Insight +3, Stealth +5 
  Senses passive Perception 11 
  Languages Common, Draconic, Infernal, Primordial 
  Challenge 4 (1,100 XP)  
  Potent Cantrips. When the apprentice casts an 
  evocation cantrip and misses, or the target succeeds 
  on its saving throw, the target still takes half damage 
  but suffers no other effect. 
  Sculpt Spells. When the apprentice casts an evocation 
  spell that affects other creatures that he can see, he 
  can choose a number of them equal to 1 + the spell’s 
  level to succeed on their saving throws against the 
  spell. Those creatures take no damage if they would 
  normally take half damage from the spell. 
  Spellcasting. The apprentice is a 6th level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). The apprentice has the 
  following wizard spells prepared: 
   
  Cantrips (at will): acid splash, fire bolt, mage hand, 
  prestidigitation 
  1st level (4 slots): mage armor, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): mirror image, misty step, scorching 
  ray 
  3rd level (3 slots): counterspell, dispel magic, lightning 
  bolt 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 3) piercing damage. 
   
  Note the Apprentice uses the stat block of Azbara Jos 
  from Tyranny of Dragons 
   
   
  Animated Armor  
  Medium construct, unaligned  
  Armor Class 18 (natural armor)  
  Hit Points 33 (6d8 + 6)  
  Speed 25 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
  Damage Immunities poison, psychic  
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned  
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6  
  Languages --  
  Challenge 1 (200 XP)  
  Antimagic Susceptibility. The armor is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster's spell 
  save DC or fall unconscious for 1 minute.  
  False Appearance. While the armor remains 
  motionless, it is indistinguishable from a normal suit 
  of armor.  
  Actions 
  Multiattack. The helmed horror makes two melee 
  attacks.  
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Azer 
  Medium elemental, lawful evil 
  Armor Class 17 (natural armor, shield)  
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  Saving Throws Con +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses passive Perception 11  
  Languages Ignan 
  Challenge 2 (450 XP) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
  Heated Body. A creature that touches the azer or hits it 
  with a melee attack while within 5 feet of it takes 5 
  (1d10) fire damage. 
  Heated Weapons. When the azer his with a metal 
  melee weapon it deals an extra 3 (1d6) fire damage 
  (included in the attack). 
  Illumination. The azer sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) bludgeoning damage or 
  8 (1d10+3) bludgeoning damage if used with two 
  hands to make a melee attack plus 3 (1d6) fire 
  damage. 
   
  Black Pudding 
  Large ooze, unaligned 
  Armor Class 7  
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  5 (-3) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius) 
  passive Perception 8 
  Languages —  
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or 
  hits it with a melee attack while within 5 feet of it 
  takes 4 (1d8) acid damage. Any nonmagical weapon 
  made of metal or wood that hits the pudding corrodes. 
  After dealing damage, the weapon takes a permanent 
  and cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal or wood that 
  hits the pudding is destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical 
  wood and metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.  
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 
  plus 18 (4d8) acid damage. In addition, nonmagical 
  armor worn by the target is partly dissolved and 
  takes a permanent and cumulative -1 penalty of the 
  AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10.  
  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits 
  into two new puddings if it has at least ten hit points. 
  Each new pudding has hit points equal to half the 
  original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding. 
  Clay Golem 
  Large construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 133 (14d10 + 56) 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5) 
  Damage Immunities acid, poison, psychic; bludgeoning, 
  piercing, or slashing from nonmagical weapons that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 9 (5,000 XP) 
  Acid Absorption. Whenever the golem is subjected to 
  acid damage, it takes no damage and instead gains a 
  number of hit points equal to the acid damage dealt. 
  Berserk. Whenever the golem starts its turn with 60 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the 
  golem attacks the nearest creature it can see. If no 
  creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an 
  object smaller than itself. Once a golem goes berserk, 
  it continues to do so until it is destroyed or regains 
  all its hit points. 
  Immutable Form.  The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 15 
  Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the 
  damage taken. The target dies if this attack reduces 
  its hit points maximum to 0. The reduction lasts until 
  removed by the greater restoration spell or other 
  magic. 
  Haste (Recharge 5-6). Until the end of its next turn, the 
  golem magically gains a +2 bonus to AC, has 
  advantage on Dexterity saving throws, and can use 
  its slam attack as a bonus action. 
   
  Earth Elemental  
  Large elemental, neutral  
  Armor Class 17 (natural armor)  
  Hit Points 126 (12d10 + 60)  
  Speed 30 ft., burrow 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  8 (-1) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
  Damage Vulnerabilities thunder  
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison Condition Immunities 
  exhaustion, paralyzed, petrified, poisoned, 
  unconscious  
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10  
  Languages Terran  
  Challenge 5 (1,800 XP) 
  Earth Glide. The elemental can burrow through 
  nonmagical, unworked earth and stone. While doing 
  so, the elemental doesn’t disturb the material it 
  moves through.  
  Siege Monster. The elemental deals double damage to 
  objects and structures.  
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
   
   
   
   
   
  Elephant  
  Huge beast, unaligned  
  Armor Class 12 (natural armor)  
  Hit Points 76 (8d12 + 24)  
  Speed 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  9 (-1) 
  17 (+3) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
  Senses passive Perception 10  
  Languages —  
  Challenge 4 (1,100 XP) 
  Trampling Charge. If the elephant moves at least 20 
  feet straight toward a creature and then hits it with a 
  gore attack on the same turn, that target must 
  succeed on a DC 12 Strength saving throw or be 
  knocked prone. If the target is prone, the elephant 
  can make one stomp attack against it as a bonus 
  action.  
  Actions 
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) piercing damage.  
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one prone creature. Hit: 22 (3d10 + 6) bludgeoning 
  damage. 
   
  Fire Elemental 
  Large elemental, neutral 
  Armor Class 13 
  Hit Points 102 (12d10 + 36) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (-1) 
  10 (+0) 
  7 (-2) 
  Damage Resistances. bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities. fire, poison 
  Condition Immunities. exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses. darkvision 60 ft., Passive Perception 10 
  Languages. Ignan 
  Challenge 5 (1,800 XP) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature 
  that touches the elemental or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire 
  damage. In addition, the elemental can enter a 
  hostile creature's space and stop there. The first 
  time it enters a creature's space on a turn, that 
  creature takes 5 (1d10) fire damage and catches fire; 
  until someone takes an action to douse the fire, the 
  creature takes 5 (1d10) fire damage at the start of 
  each of its turns. 
  Illumination. The elemental sheds bright light in a 30-
  foot radius and dim light in an additional 30 feet.  
  Water Susceptibility. For every 5 feet the elemental 
  moves in water, or for every gallon of water splashed 
  on it, it takes 1 cold damage. 
  Actions 
  Multiattack. The elemental makes two touch attacks. 
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until the 
  creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire at the start of each of its turns.  
   
  Flameskull 
  Tiny undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  Skills Arcana +5, Perception +2 
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Illumination. The flameskull sheds either dim light in a 
  15-foot radius, or bright light in a 15-foot radius and 
  dim light for an additional 15 feet. It can switch 
  between the options as an action. 
  Magic Resistance. The flameskull has advantage on 
  saving throws against spells and other magical 
  effects. 
  Rejuvenation. If the flameskull is destroyed, it regains 
  all its hit points in 1 hour unless holy water is 
  sprinkled on its remains or a dispel magic or remove 
  curse spell is cast on them. 
  Spellcasting. The flameskull is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It requires no somatic or 
  material components to cast its spells. The flameskull 
  has the following wizard spells prepared: 
   
  Cantrip (at will): mage hand 
  1st level (3 slots): magic missile, shield 
  2nd level (2 slots): blur, flaming sphere 
  3rd level (1 slot): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice. 
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage. 
   
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target 
  is a creature other than an elf or undead, it must 
  succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
  Goat 
  Medium beast, unaligned 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  11 (+0) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
  Senses passive Perception 10 
  Languages — 
  Challenge 0 (10 XP) 
  Charge. If the goat moves at least 20 feet straight 
  toward a target and then hits it with a ram attack on 
  the same turn, the target takes an extra 2 (1d4) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 10 Strength saving throw or be 
  knocked prone. 
  Sure-Footed. The goat has advantage on Strength and 
  Dexterity saving throws made against effects that 
  would knock it prone. 
  Actions 
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
   
  Griffon 
  Large monstrosity, unaligned 
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  8 (-1) 
  Skills Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages - 
  Challenge 2 (450 XP) 
  Keen Sight. The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The griffon makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
   
  Guardian Portrait  
  Medium Construct, unaligned  
  Armor Class 5 (natural armor)  
  Hit Points 22 (5d8)  
  Speed 0 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  1 (-5) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  Damage Immunities poison  
  Condition Immunities charmed, exhausted, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained  
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common  
  Challenge 1 (200 XP)  
  Antimagic Susceptibility. The portrait is incapacitated 
  while in the area of an antimagic field. If targets by 
  dispel magic, the portrait must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or become unconscious for 1 minute.  
  False Appearance. While the figure in the portrait 
  remains motionless, the portrait is indistinguishable 
  from a normal painting. 
  Innate Spellcasting. The portrait innate spellcasting 
  ability is Intelligence (spell save DC 12). The portrait 
  can innately cast the following spells, requiring no 
  material components:  
   
  3/day each: counterspell, crown of madness, hypnotic 
  pattern, telekinesis  
   
  Helmed Horror  
  Medium construct, neutral  
  Armor Class 20 (plate, shield)  
  Hit Points 60 (8d8 + 24)  
  Speed 30 ft., fly 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Skills Perception +4  
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren't 
  adamantine  
  Damage Immunities force, necrotic, poison  
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned  
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14  
  Languages understands the language of its creator but 
  can't speak  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Clockwork Laboratory
   
  Challenge 4 (1,100 XP)  
  Magic Resistance. The helmed horror has advantage 
  on saving throws against spells and other magical 
  effects. 
  Spell Immunity. The helmed horror is immune to 
  fireball, heat metal, and lightning bolt.  
  Actions 
  Multiattack. The helmed horror makes two longsword 
  attacks.  
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
   
  Lion 
  Large beast unaligned  
  Armor Class 12  
  Hit Points 26 (4d10 + 4) 
  Speed 20 ft., climb 20 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  13 (+1) 
  3 (-4) 
  12 (+1) 
  8 (-1) 
  Skills Perception +3, Stealth +6 
  Senses passive Perception 13 
  Languages —  
  Challenge 1 (200 XP) 
  Keen Smell.  The lion has advantage on Wisdom 
  (Perception) checks that rely on smell.  
  Pack Tactics. The lion has advantage on an attack roll 
  against a creature if at least one ally is within 5 feet of 
  the creature and the ally is not incapacitated.  
  Pounce. If the lion moves at least 20 feet and then hits 
  with a claw attack on the same turn the target must 
  succeed on a DC13 Strength saving throw or be 
  knocked prone. If the target is prone, the lion can 
  make one bite attack as a bonus action. 
  Running Leap. With a 10-foot running start, the lion 
  can long jump up to 25 feet.  
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.  
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
   
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The mage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage. 
   
  Mastiff 
  Medium beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 5 (1d8 + 1) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  7 (-2) 
  Skills Perception +3 
  Senses passive perception 13 
  Challenge 1/8 (25 XP) 
  Keen Hearing and Smell. The mastiff has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) piercing damage. If the target is 
  
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  a creature, it must succeed on a DC 11 Strength 
  saving throw or be knocked prone. 
   
  Mephit, Dust  
  Small elemental, neutral evil 
  Armor Class 12  
  Hit Points 17 (5d6) 
  Speed 30 ft., fly 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  5 (-3) 
  14 (+2) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  10 (+0) 
  Skills Perception +2, Stealth +4 
  Damage Vulnerabilities fire  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of dust. Each creature within 5 feet of it must 
  then succeed on a DC 10 Constitution saving throw or 
  be blinded for 1 minute. A blinded creature can 
  repeat the saving throw on each of its turns, ending 
  the effect on itself on a success.  
  Innate Spellcasting (1/Day). The mephit can innately 
  cast sleep, requiring no material components. Its 
  innate spellcasting ability is Charisma.  
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) slashing damage. 
  Blinding Breath (Recharge 6). The mephit exhales a 15-
  foot cone of blinding dust. Each creature in that area 
  must succeed on a DC 10 Dexterity saving throw or 
  be blinded for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  he effect on itself on success.  
   
  Mephit, Ice  
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1) 
  Skills Perception +2, Stealth +3 
  Damage Vulnerabilities bludgeoning, fire 
  Damage Immunities cold, poison 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Auran, Common (badly) 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of jagged ice. Each creature within 5 feet of it 
  must make a DC 10 Dexterity saving throw, taking 4 
  (1d8) slashing damage on a failed save, or half as 
  much damage on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  shard of ice. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast fog cloud, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 2) slashing damage plus 2 (1d4) 
  cold damage. 
  Frost Breath (Recharge 6). The mephit exhales a 15-
  foot cone of cold air. Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw, taking 5 
  (2d4) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
  Mephit, Magma  
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 22 (5d6 + 6) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  12 (+1) 
  12 (+1) 
  7 (-2) 
  10 (+0) 
  10 (+0) 
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of lava. Each creature within 5 feet of it must 
  make a DC 11 Dexterity saving throw, taking 7 (2d6) 
  fire damage on a failed save or half as much damage 
  on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of lava. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast heat metal (spell save DC 19), requiring no 
  material components. Its innate spellcasting ability is 
  Charisma. 
  
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  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) 
  fire damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of fire. Each creature in that area must make a 
  DC 11 Dexterity saving throw, taking 7 (2d6) fire 
  damage on a failed save, or half as much damage on 
  a successful one. 
   
  Mephit, Mud 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 27 (6d6 + 6) 
  Speed 20 ft., fly 20 ft., swim 20 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 12 (+1) 12 (+1) 9 (−1) 
  11 (+0) 7 (−2) 
  Skills Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Terran 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of sticky mud. Each Medium or smaller 
  creature within 5 feet of it must succeed on a DC 11 
  Dexterity saving throw or be restrained until the end 
  of the creature’s next turn. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of mud. 
  Actions 
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) bludgeoning damage. 
  Mud Breath (Recharge 6). The mephit belches viscid 
  mud onto one creature within 5 feet of it. If the 
  target is Medium or smaller, it must succeed on a DC 
  11 Dexterity saving throw or be restrained for 1 
  minute. A creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success. 
   
   
   
   
  Mephit, Smoke  
  Small elemental, neutral evil 
  Armor Class 12 
  Hit Points 22 (5d6 + 6) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  Skills Perception +2, Stealth +4 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive perception 12 
  Languages Auran, Ignan 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it leaves behind a 
  cloud of smoke that fills a 5-foot-radius sphere 
  centered on its space. The sphere is heavily obscured. 
  Wind disperses the cloud, which otherwise lasts for 1 
  minute. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast dancing lights, requiring no material components. 
  Its innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Cinder Breath (Recharge 6). The mephit exhales a 15-
  foot cone of smoldering ash. Each creature in that 
  area must make a DC 10 Dexterity saving throw or be 
  blinded until the end of the mephit's next turn. 
   
  Mephit, Steam  
  Small elemental, neutral evil 
  Armor Class 12 
  Hit Points 22 (5d6 + 6) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (-3) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive perception 10 
  Languages Aquan, Ignan 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  cloud of steam. Each creature within 5 feet of the 
  mephit must succeed on a DC 10 Dexterity saving 
  throw, or take 4 (1d8) fire damage. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast blur, requiring no material components. Its innate 
  spellcasting ability is Charisma. 
  
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  Actions 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4) slashing damage plus 2 (1d4) fire 
  damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of scalding steam. Each creature in that area 
  must make a DC 10 Dexterity saving throw, taking 4 
  (1d8) fire damage on a failed save, or half as much 
  damage on a successful one. 
   
  Mimic  
  Medium monstrosity (shapechanger), neutral  
  Armor Class 12 (natural armor)  
  Hit Points 58 (9d8 + 18)  
  Speed 15 ft.  
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1) 
  Skills Stealth +5  
  Damage Immunities acid  
  Condition Immunities prone  
  Senses darkvision 60 ft., passive Perception 11  
  Languages -  
  Challenge 2 (450 XP)  
  Shape Changer. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies.  
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage.  
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. 
  If the mimic is in object form, the target is subjected 
  to its Adhesive trait. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  acid damage. 
   
   
   
   
   
  Nightmare 
  Large fiend, neutral evil 
  Armor Class 13 (natural armor)  
  Hit Points 68 (8d10 + 24) 
  Speed 60 ft., fly 90 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 13 (+1) 
  15 (+2) 
  Damage Immunities fire 
  Skills passive Perception 11  
  Languages Understands Abyssal, Common and Infernal 
  but can't speak.  
  Challenge 3 (700 XP) 
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it.  
  Illumination. The nightmare sheds bright light in a 10-
  foot radius, and dim light for an additional 10 feet.  
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage 
  plus 7 (2d6) fire damage.  
  Ethereal Stride: The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the 
  Ethereal Plane from the Material Plane, or vice versa. 
   
  Raven 
  Tiny beast, unaligned 
  Armor Class 12 
  Hit Points 1 (1d4 - 1) 
  Speed 10 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
  14 (+2) 
  8 (-1) 
  2 (-4) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 0 (10 XP) 
  Mimicry. The raven can mimic simple sounds it has 
  heard, such as a person whispering, a baby crying, or 
  an animal chittering. A creature that hears the 
  sounds can tell they are imitations with a successful 
  DC 10 Wisdom (insight) check. 
  Actions 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. 
   
  
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  Rug of Smothering 
  Large construct, unaligned 
  Armor Class 12 
  Hit Points 33 (6d10) 
  Speed 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  14 (+2) 
  10 (+0) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 2 (450 XP) 
  Antimagic Susceptibility. The rug is incapacitated while 
  in the area of an antimagic field. If targeted by dispel 
  magic, the rug must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute. 
  Damage Transfer. While it is grappling a creature, the 
  rug takes only half the damage dealt to it, and the 
  creature grappled by the rug takes the other half. 
  False Appearance. While the rug remains motionless, it 
  is indistinguishable from a normal rug 
  Actions 
  Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one Medium or smaller creature. Hit: The creature is 
  grappled (escape DC 13). Until this grapple ends, the 
  target is restrained, blinded, and at addition, at risk 
  of suffocating, and the rug can't smother another 
  target. In addition, at the start of each of the target’s 
  turns, the target takes 10 (2d6 + 3) bludgeoning 
  damage. 
   
  Shield Guardian 
  Large construct, neutral 
  Armor Class 17 (natural armor) 
  Hit Points 142 (15d10 + 60) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (-1) 
  18 (+4) 
  7 (-2) 
  10 (+0) 
  3 (-4) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Special Senses blindsight 10 ft., darkvision 60 ft., 
  passive Perception 10 
  Languages understands Common 
  Challenge 7 (2,900 XP) 
  Bound. The shield guardian Is magically bound to an 
  amulet. As long as the guardian and it's amulet are on 
  the same plane of existence, the amulet's wearer can 
  telepathically call the guardian to travel to it, and the 
  guardian knows the distance and direction to the 
  amulet. If the guardian is within 60 feet of the 
  amulet's wearer, half of any damage the wearer takes 
  (rounded up) is transferred to the guardian.  
  Regeneration. The shield guardian regains 10 hit points 
  at the start of its turn If it has at least 1 hit point.  
  Spell Storing. A spellcaster who wears the shield 
  guardian's amulet can cause the guardian to store one 
  spell of 4th level or lower. To do so, the wearer must 
  cast the spell on the guardian. The spell has no effect 
  but Is stored within the guardian. When commanded 
  to do so by the wearer or when the situation arises 
  that was predefined by the spellcaster, the guardian 
  casts the stored spell with any parameters set by the 
  original caster, requiring no components. When the 
  spell is cast or a new spell is stored, any previously 
  stored spell is lost. 
   This shield guardian has stoneskin stored. 
  Actions 
  Multiattack. The guardian makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Reactions 
  Shield. When a creature makes an attack against the 
  wearer of the guardian's amulet, the guardian grants 
  a +2 bonus to the wearer's AC if the guardian is 
  within 5 feet of the wearer.  
   
  Specter 
  Medium undead, chaotic evil  
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover)  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  
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  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1 (200 XP)  
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw 
  or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until 
  the creature finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0. 
   
  Water Elemental 
  Large elemental, neutral 
  Armor Class 14 (natural armor)  
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., swim 90 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  5 (-3) 
  10 (+0) 
  8 (-1) 
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons  
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed,  
  petrified, poisoned, prone, restrained, unconscious  
  Senses darkvision 60 ft., passive Perception 10  
  Languages Aquan 
  Challenge 5 (1,800 XP)  
  Water Form. The elemental can enter a hostile 
  creature’s space and stop there. It can move through 
  a space as narrow as 1 inch wide without squeezing.  
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end 
  of its next turn.  
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Whelm (Recharge 4–6). Each creature in the emental’s 
  space must make a DC 15 Strength saving throw. On 
  a failure, a target takes 13 (2d8 + 4) bludgeoning 
  damage. If it is Large or smaller, it is also grappled 
  (escape DC 14). Until this grapple ends, the target is 
  restrained and unable to breathe unless it can 
  breathe water. If the saving throw is successful, the 
  target is pushed out of the elemental’s space.  
  The elemental can grapple one Large creature or up to 
  two Medium or smaller creatures at one time. At the 
  start of each of the elemental’s turns, each target 
  grappled by it takes 13 (2d8 + 4) bludgeoning 
  damage. A creature within 5 feet of the elemental 
  can pull a creature or object out of it by taking an 
  action to make a DC 14 Strength and succeeding. 
   
  Water Weird 
  Large elemental, neutral 
  Armor Class 13  
  Hit Points 58 (9d10 + 9) 
  Speed 0 ft., swim 60 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons  
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed,  
  petrified, poisoned, prone, restrained, unconscious  
  Senses blindsight 30 ft., passive Perception 10  
  Languages Understands Aquan but doesn't speak 
  Challenge 3 (700 XP)  
  Invisible in Water. The water weird is invisible while 
  fully immersed in water.  
  Water Bound. The water weird dies if it leaves the 
  water to which it is bound or if that water is destroyed. 
  Actions 
  Construct. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 13 (3d6 + 3) bludgeoning damage. If 
  the target is Medium or smaller, it is grappled 
  (escape DC 13) and pulled 5 feet toward the water 
  weird. Until this grapple ends, the target is 
  restrained, the water weird tries to drown it, and the 
  water weird can't constrict another target. 
   
   
   
    
   
   
  
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  Level One 
   
   
   
   
   
  
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  The Clockwork Laboratory
   
  Level Two 
   
   
  
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  The Clockwork Laboratory
   
  Player Handout: Treasure
   
  Wondrous Item, rare 
  When not activated, this clockwork dog 
  statuette capers about as a toy if its key is 
  turned. A figurine of wondrous power is a 
  statuette of a beast small enough to fit in a 
  pocket. If you use an action to speak the 
  command word and throw the figurine to a 
  point on the ground within 60 feet of you, the 
  figurine becomes a living creature. If the 
  space where the creature would appear is 
  occupied by other creatures or objects, or if 
  there isn't enough space for the creature, the 
  figurine doesn't become a creature. 
  The creature is friendly to you and your 
  companions. It understands your languages 
  and obeys your spoken commands. If you 
  issue no commands, the creature defends 
  itself but takes no other actions. See the 
  Monster Manual for the creature's statistics, 
  except for the giant fly. 
  The creature exists for a duration specific to 
  each figurine. At the end of the duration, the 
  creature reverts to its figurine form. It reverts 
  to a figurine early if it drops to 0 hit points or 
  if you use an action to speak the command 
  word again while touching it. When the 
  creature becomes a figurine again, its 
  property can't be used again until a certain 
  amount of time has passed, as specified in 
  the figurine's description. 
   Onyx Dog. This onyx statuette of a dog can 
  become a mastiff for up to 6 hours. The 
  mastiff has an Intelligence of 8 and can speak 
  Common. It also has dark vision out to a 
  range of 60 feet and can see invisible 
  creatures and objects within that range. Once 
  it has been used, it can't be used again until 
  7 days have passed. 
  This spellbook is crafted from brass plates, 
  with numerous miniature clockwork gears 
  riveted to the surface. It contains the 
  following spells: 1st – absorb elements, alarm, 
  earth tremor, grease, Tenser’s floating disk, 
  unseen servant; 2nd – arcane lock, knock, 
  magic weapon, shatter; 3rd – glyph of warding, 
  lightning of bolt, magic circle, sending; 4th – 
  conjure minor elementals, fabricate, stone 
  shape, stoneskin; 5th – animate objects, 
  conjure elementals. 
  When consulted for 1 minute, this 
  handwritten guide provides advantage on 
  Intelligence-based checks to identify 
  alchemical items. It is worth 50 gp.  
  Scroll, rare 
  This scroll provides protection against 
  elementals. A description of this item can be 
  found in the Dungeon Master’s Guide. 
  Potion, common 
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  Potion, uncommon 
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  Scroll, uncommon 
  This scroll contains the 2nd-level cleric spell 
  prayer of healing. A description of this item 
  can be found in the Dungeon Master’s Guide. 
   
   
  
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  The Clockwork Laboratory
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-CIC-02 The Clockwork Laboratory.pdf