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  2
  
  TABLE	OF	CONTENTS
  Section
  Page
  Background	and	Synopsis
  3
  The	Crackling	Gate
  4
  Black	Diamond
  5
  North	Ruins
  6
  South	Ruins
  7
  Into	The	Rift
  8
  Hiding	Prince
  9
  Brood	Queen
  10
  Water	Caves
  11
  Central	Hub
  12
  Trash	and	Treasure
  13
  Captured	Prince
  14
  Astronomy	Lab
  15
  Aftermath
  16
  Appendix	A:	Maps
  17
  The	Chronicle
  17
  Cavern	Floor
  18
  Lunar	Spider	Warrens
  19
  Lens	Wizard	Labs
  20
  Appendix	B:	New	Monsters
  21
  Lens	Wizard
  21
  Lunar	Spider
  21
  Moon	Worm
  22
  Void	Bat
  22
  Appendix	C:	Encounter	Tables
  23
  Appendix	D:	NPC	Generators
  24
  Appendix	E:	New	Magic	Items
  25
  GATE	OF	THE	LENS	WIZARDS
  2
  
  BACKGROUND	
  • On	a	sweltering	jungle	moon	circling	a	
  distant	planet,	an	archaic	civilization	built	a	
  time-controlling	artifact	called	The	
  Chronicle.		
  • The	Chronicle’s	makers	eventually	vanished,	
  leaving	behind	a	crumbling	laboratory	
  beneath	the	moon’s	surface.	Millennia	
  passed,	and	a	colony	of	cyclopian,	glass-
  skulled	wizards	discovered	and	took	hold	of	
  the	lunar	complex.	
  • These	astronomical	magicians,	called	the	
  lens	wizards,	found	one	of	The	Chronicle’s	
  power	cores.	But	before	they	could	discover	
  The	Chronicle’s	ability	to	rewrite	time	itself,	a	
  hive	of	lunar	spiders	expanded	into	the	area,	
  creating	a	warren	in	the	surrounding	moon	
  worm	tunnels.	
  • The	spiders	chanced	upon	another	one	of	The	
  Chronicle’s	three	power	cores,	and	the	
  resulting	surge	of	energy	awakened	them	
  into	sentient,	intelligent	beings.	
  • Since	then,	the	spiders	have	warred	with	the	
  wizards	for	control	of	The	Chronicle’s	power	
  cores.	The	spiders	hope	the	cores	will	further	
  their	burgeoning	intelligence,	while	the	
  wizards	want	the	cores	to	fuel	their	mighty	
  telescope	so	they	can	.inally	glimpse	what	
  lurks	at	the	center	of	the	cosmos.							
  SYNOPSIS	
  • At	the	start	of	the	adventure,	the	characters	
  happen	upon	a	battered,	metallic	gate	in	the	
  lonely	.ields	of	the	Dhalpurna	Mountains.		
  • The	PCs	learn	the	gate	has	recently	come	
  alive	with	blue,	crackling	energy	that	.ills	its	
  threshold.	A	pair	of	rival	Kyzian	princes	
  stepped	through,	never	to	return,	and	now	
  their	tribes	spiral	into	fear	and	animosity.	
  • The	PCs	enter	the	gate,	.inding	themselves	in	
  the	midst	of	the	conLlict	between	the	lunar	
  spiders	and	lens	wizards.		
  • The	characters	explore	the	site,	impact	the	
  ongoing	war,	ally	with	or	make	enemies	of	
  the	residents,	and	even	activate	The	Chronicle	
  for	their	own	purposes.	
  A	WORD	TO	THE	GM	
  This	adventure	is	meant	to	be	run	at	a	glance	
  with	minimal	preparation	and	a	natural	
  delivery.	This	required	re-thinking	the	normal	
  adventure	presentation	a	bit.	Here’s	what	you’ll	
  .ind	included:	
  • Each	encounter	contained	on	one	page.	
  • Bulleted	lists.	Bolded	keywords.	
  • Hyperlinks	to	monsters	and	rules	online	for	
  quick	reference.	
  • Printable	cards	for	each	monster	and	PC	so	
  you	can	run	encounters	using	a	card	stack.	A	
  short	video	walkthrough	of	this	method	can	
  be	found	here.	
  • Printable	cards	for	special	treasure	handouts.	
  • Short	room	and	area	descriptions.	No	
  paragraphs	of	droning	.lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie.ly	explained	non-encounter	rooms.	
  Again,	embellish	as	desired!	
  • GM	maps	and	player-safe	digital	maps	for	use	
  with	virtual	tabletops.	
  • A	short	video	walkthrough	of	the	adventure	
  that	can	be	found	here.	
  PACING/TRANSITIONS	
  A	dramatic	question	is	presented	with	some	
  scenes.	Once	that	question	has	been	answered,	
  the	tension	of	the	scene	is	resolved.	That’s	your	
  cue	to	work	toward	the	transition	provided	at	
  the	end	the	scene	—	even	if	that	means	
  summarizing	the	end	of	a	clearly	decided	
  combat,	or	in	the	case	of	clever	players,	
  skipping	combat	altogether.	Keep	the	game	
  moving	toward	the	next	challenge!		
  	 Room	descriptions	that	are	usually	long	
  blocks	of	literary	read-aloud	text	have	been	left	
  short	and	informational	in	this	adventure.	
  Many	Game	Masters	prefer	to	paraphrase	read-
  aloud	text	and	set	the	scene	based	on	what	
  tone	and	level	of	detail	the	group	.inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  GATE	OF	THE	LENS	WIZARDS
  3
  
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  3
  
  NORTH	RUINS	
  Exploration	in	Areas	2-4	
  • Light:	Dim,	ambient	light	from	Area	1.		
  • Sound:	Still	silence.	Chalky	dust	drifting	
  down	from	the	.loating	stones	mutes	noises.	
  • Encounters:	For	every	10	minutes	the	PCs	
  spend	here,	or	whenever	they	make	a	loud	
  noise,	there’s	a	15%	chance	of	a	random	
  encounter	(Ruins	Encounters,	Appendix	C).	
  AREA	2:	ANCIENT	LABORATORY	
  • Rubble	and	rusty	metal	scraps	accumulate	
  around	the	collapsing	stone	walls.	
  • Inside,	snowlike	dust,	splinters	of	wood,	and	
  cracked	glass	carpets	the	.loor.	
  DEVELOPMENT	
  • Characters	who	examine	the	room	.ind	light	
  drag	marks	in	the	dust.	Passing	a	DC	18	
  Wisdom	(Survival)	check	reveals	the	marks	
  are	from	the	tread	of	four	robed	humanoids.	
  Treasure	
  • Searching	through	the	rubble	produces	a	
  dust-caked	potion	of	mind	reading.	
  AREA	3:	ANCIENT	MESS	HALL	
  • A	black	leather	robe	hangs	on	the	south	wall.	
  • Objects	are	piled	around	the	clean-swept	
  .loor.	There	are	neat	towers	of	cracked	
  ceramic	bowls,	stacks	of	petri.ied	wood,	and	
  rows	of	thumb-sized,	sealed	metallic	tubes	
  with	pinprick	holes	in	the	tops.		
  DEVELOPMENT	
  • The	robe	is	really	a	sleeping	void	bat.	Loud	
  noises	or	physical	contact	wakes	it.	Roll	its	
  attitude	on	the	Reaction	Table	in	Appendix	C.	
  • The	metallic	tubes	contain	desiccated	herbs	
  and	spices	that	are	now	strong	irritants.	
  • The	lens	wizards	who	recently	inventoried	
  this	room	are	in	Area	6	for	one	hour	after	the	
  PCs’	.irst	arrival	in	Area	3.	
  AREA	4:	CHASM	
  • This	jagged	pit	cuts	across	the	cavern	.loor.	
  The	stench	of	sulfur	emanates	from	it.		
  • An	occasional	screaming	hiss	echoes	from	
  somewhere	deep	within.	
  DEVELOPMENT	
  • The	chasm	is	60	feet	deep.	It	drops	to	Area	9.	
  TRANSITION	
  • If	the	PCs	move	to	Areas	5-7,	go	to	South	
  Ruins.	
  • The	chasm	in	Area	4	connects	to	Area	9	of	
  Into	The	Rift.	
  • Circle	A	leads	to	Area	1	in	Black	Diamond.	
  • Flying	up	leads	to	Area	1	in	Black	Diamond.	
  GATE	OF	THE	LENS	WIZARDS
  6
  
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  23
  
  AFTERMATH	
  THE	KYZIAN	WARRIOR-PRINCES	
  • If	both	Ardo	and	Talj	return	to	their	people	
  safely,	the	tension	between	the	tribes	eases	
  and	war	is	averted.	The	Kyzians	give	each	PC	
  a	roc	egg	and	regard	them	as	folk	heroes.	
  Zaya	Torm	writes	a	ballad	in	their	honor.	
  • If	only	Talj	returns	alive,	he	is	able	to	calm	
  tensions	after	a	week,	and	the	Kyzians	settle	
  into	an	uneasy	peace.	They	award	each	PC	a	
  roc	egg.	If	only	Ardo	returns	alive,	his	tribe	
  begins	making	isolated	attacks	on	traveling	
  merchants	and	Talj’s	tribe,	destabilizing	
  trade	on	the	Bronze	Caravan	route.	
  • If	neither	warrior-prince	returns	alive,	the	
  tribes	descend	into	open	war,	halting	trade	
  along	the	Bronze	Caravan	route.	Dangerous	
  gangs	of	bandits	and	rabble	take	over	the	
  paths	through	the	Dhalpurna	Mountains,	and	
  the	Kyzian	tribes	suffer	great	loss	of	life.	
  THE	POWER	CORES	
  • If	the	lunar	spiders	take	possession	of	all	
  three	power	cores,	Hsssssk’a	uses	their	
  combined	might	to	raise	all	the	lunar	spiders’	
  Intelligence	scores	to	20	and	hers	to	25.	She	
  becomes	an	archmage	and	mighty	warlord	
  over	the	next	year,	quickly	overtaking	the	
  entire	jungle	moon.	If	the	characters	helped,	
  she	views	them	as	strategic	allies	and	will	
  assist	them	when	called	upon.	
  • If	the	lens	wizards	acquire	all	three	power	
  cores,	their	magic	becomes	so	ampli.ied	that	
  they	eventually	route	the	lunar	spiders.	The	
  lens	wizards	look	deep	into	the	center	of	the	
  universe	with	their	empowered	telescope	
  and	see	something	so	shocking	that	they	
  abandon	their	lunar	complex,	taking	the	
  power	cores	and	telescope	with	them.	
  USING	THE	CHRONICLE	
  • If	the	characters	use	The	Chronicle,	it	undoes	
  one	event	within	the	last	1,000	years	as	
  instructed.	Then,	it	goes	completely	inert	for	
  1,000	years.	
  • The	power	cores	shoot	away	from	The	
  Chronicle	in	random	directions	and	also	go	
  completely	inert	for	1,000	years.		
  • The	current	generation	of	lunar	spiders	
  retain	their	intelligence,	but	future	
  generations	devolve	into	lower	
  consciousness.	
  • The	lens	wizards	lose	their	ability	to	see	into	
  deeper	space	with	their	telescope.	
  THE	GATE	
  • Destroying	the	gate	in	Area	1	cuts	off	the	
  connection	to	the	caves	beneath	the	jungle	
  moon.	The	characters	can	still	travel	there	
  using	teleport	or	gate	depending	on	whether	
  the	GM	places	the	location	on	the	Material	
  Plane	or	another	plane	of	existence.		
  • If	the	characters	leave	the	gate	intact,	it	
  remains	functional.	The	Kyzians	regard	it	as	a	
  taboo	area	and	keep	its	location	a	secret.	
  FUTURE	ADVENTURE	HOOKS	
  • Hsssssk’a	reaches	out	to	the	characters	with	
  a	request	—	help	her	overtake	a	nearby	
  moon	and	defeat	the	lich	warlord	who	
  controls	it	and	threatens	her	reign.		
  • The	lens	wizards	ask	the	characters	to	travel	
  to	a	planet	in	a	vessel	they	provide,	.ind	a	
  book	called	The	Bleak	Tome,	and	bring	it	to	
  them.	The	fate	of	the	universe	depends	upon	
  what	is	written	in	its	grim	pages.	
  • If	the	Kyzian	tribes	descended	into	war,	the	
  characters	might	be	able	to	help	restore	
  peace	and	also	protect	the	extremely	
  lucrative	Bronze	Caravan	trade	route	that	is	
  the	lifeblood	of	many	peoples	and	kingdoms.	
  • Another	gate	is	found	in	a	distant,	black	sand	
  desert…	
  GATE	OF	THE	LENS	WIZARDS
  16
  
  APPENDIX	A:	MAPS	
  THE	CHRONICLE	
  GATE	OF	THE	LENS	WIZARDS
  17
  
  CAVERN	FLOOR	
  GATE	OF	THE	LENS	WIZARDS
  18
  
  LUNAR	SPIDER	WARRENS	
  GATE	OF	THE	LENS	WIZARDS
  19
  
  LENS	WIZARD	LABS	
  GATE	OF	THE	LENS	WIZARDS
  20
  
  APPENDIX	B:	NEW	MONSTERS	
  Lens	Wizard	
  The	grey-skinned,	robed	being	clasps	its	bony,	
  many-.ingered	hands.	It	watches	you	with	the	large	
  eye	.illing	the	dome	of	its	translucent	skull.	Its	gaze	
  twitches	over	every	small	detail	of	your	appearance,	
  analyzing	and	assessing.		
  Astronomer	Wizards.	Lens	wizards	are	masters	
  of	mind-bindingly	complex	cosmic	magic.	They	
  hope	one	day	to	build	a	telescope	powerful	enough	
  to	observe	the	nexus	of	power	that	lies	at	the	center	
  of	the	universe.	
  Space	Travelers.	Lens	wizards	use	their	powerful	
  intellects	to	build	spacefaring	vehicles	fueled	by	
  science	and	magic.	They’ve	established	several	
  outposts	on	different	worlds	to	study	the	stars	and	
  hunt	for	artifacts	useful	to	their	goals.	
  LENS	WIZARD	
  Medium	humanoid	(lens	wizard),	lawful	neutral		
  Armor	Class	12	
  Hit	Points	88	(16d8	+	16)	
  Speed	30	ft.	
  Skills	Arcana	+8,	Perception	+9	
  Damage	Vulnerabilities	bludgeoning	
  Senses	passive	Perception	19	
  Languages	Astrologic,	Common,	Primordial	
  Challenge	7	(2,900	XP)	
  Telescopic	Vision.	The	lens	wizard	has	advantage	on	all	
  Wisdom	(Perception)	checks	that	rely	on	sight.	
  Spellcasting.	The	lens	wizard	is	a	10th-level	spellcaster.	
  Its	spellcasting	ability	is	Intelligence	(spell	save	DC	16,	+8	
  to	hit	with	spell	attacks.	The	lens	wizard	has	the	following	
  spells	prepared:	
  Cantrips	(at	will):	fire	bolt,	light,	mage	hand,	message,	
  shocking	grasp	
  1st	level	(4	slots):	detect	magic,	magic	missile,	shield	
  2nd	level	(3	slots):	invisibility,	levitate	
  3rd	level	(3	slots):	counterspell,	dispel	magic,	fly,	lightning	
  bolt,	tongues	
  4th	level	(3	slots):	arcane	eye,	fabricate,	resilient	sphere	
  5th	level	(2	slots):	hold	monster,	telekinesis	
  Lunar	Spider	
  A	pale	arachnid	the	size	of	a	horse	scuttles	down	the	
  ceiling	of	the	tunnel.	It	suddenly	disappears	as	if	it	
  were	never	there,	but	you	can	still	sense	its	milky	
  eyes	watching	you.	
  Cosmic	Phase	Spiders.	Lunar	spiders	are	distant	
  descendants	of	phase	spiders	who	traveled	
  ethereally	through	the	far	reaches	of	space.	They	
  form	colonies	in	subterranean	caves	of	small	
  planets	and	conduct	occasional	surface	raids.	
  LUNAR	SPIDER	
  Large	monstrosity,	chaotic	neutral	
  Armor	Class	16	(natural	armor)	
  Hit	Points	110	(13d10	+	39)	
  Speed	40	ft.,	climb	40	ft.	
  Saving	Throws	Dex	+6,	Wis	+4	
  Skills	Stealth	+9	
  Senses	darkvision	60	ft.,	passive	Perception	11	
  Languages	Common	
  Challenge	8	(3,900	XP)	
  Ethereal	Jaunt.	As	a	bonus	action,	the	lunar	spider	can	
  magically	shift	to	the	Ethereal	Plane,	or	vice	versa.	
  Spider	Climb.	The	lunar	spider	can	climb	dif.icult	
  surfaces,	including	upside	down	on	ceilings,	without	
  needing	to	make	an	ability	check.	
  Web	Walker.	The	lunar	spider	ignores	movement	
  restrictions	caused	by	webbing.	
  ACTIONS	
  Multiattack.	The	lunar	spider	makes	two	Bite	attacks	or	
  one	Bite	and	one	Steel	Web	attack.	
  Bite.	Melee	Weapon	Attack:	+7	to	hit,	reach	5	ft.,	one	
  target.	Hit:	15	(2d10	+	4)	piercing	damage	and	the	target	
  must	make	a	DC	14	Constitution	saving	throw,	taking	22	
  (5d8)	poison	damage	on	a	failed	save,	or	half	as	much	
  damage	on	a	successful	one.	
  Steel	Web	(Recharge	5-6).	Ranged	Weapon	Attack:	+6	to	
  hit,	range	30/60	ft.,	one	Large	or	smaller	creature.	Hit:	
  The	creature	is	restrained	by	webbing.	As	an	action,	the	
  restrained	creature	can	make	a	DC	15	Strength	check,	
  escaping	from	the	webbing	on	a	success.	The	effect	also	
  ends	if	the	webbing	is	destroyed.	The	webbing	has	AC	18,	
  20	hit	points,	vulnerability	to	.ire	damage,	and	immunity	
  to	bludgeoning,	poison,	and	psychic	damage.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7	(-2)
  14	(+2)
  12	(+1)
  20	(+5)
  16	(+3)
  12	(+1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18	(+4)
  16	(+3)
  16	(+3)
  15	(+2)
  12	(+1)
  8	(-1)
  GATE	OF	THE	LENS	WIZARDS
  21
  
  Moon	Worm	
  The	earth	trembles,	and	a	pearlescent	worm	the	
  size	of	a	castle	keep	bursts	forth.	It	rears	above	you,	
  rivers	of	moon	dust	falling	from	its	spinning	maw.		
  Moon	Burrowers.	Moon	worms	churn	beneath	
  the	surface	of	celestial	rocks,	creating	enormous	
  networks	of	tunnels.	Only	about	25-30	of	these	
  titanic	worms	inhabit	each	moon	or	asteroid.	They	
  rely	on	void	bats	to	symbiotically	transport	their	
  glowing	eggs	across	space	to	new	locations.	
  Curious.	Moon	worms	are	intelligent	creatures	
  and	are	curious	about	unfamiliar	beings.	
  MOON	WORM	
  Gargantuan	monstrosity,	unaligned	
  Armor	Class	18	(natural	armor)	
  Hit	Points	231	(14d20	+	84)	
  Speed	50	ft.,	burrow	30	ft.	
  Saving	Throws	Con	+12,	Int	+4	
  Senses	blindsight	30	ft.,	tremorsense	60	ft.,	passive		
  	 Perception	11	
  Languages	—	
  Challenge	18	(20,000	XP)	
  Legendary	Resistance	(3/Day).	If	the	moon	worm	fails	a	
  saving	throw,	it	can	choose	to	succeed	instead.	
  Tunneler.	The	moon	worm	can	burrow	through	solid	
  rock	at	half	its	burrow	speed.	A	fully-grown	moon	worm	
  leaves	a	10-foot	diameter	tunnel	in	its	wake.	
  ReMlective	Shell.	The	moon	worm’s	pearly	shell	has	a	30%	
  chance	of	re.lecting	a	line	spell,	a	magic	missile	spell,	or	a	
  spell	that	requires	a	ranged	attack	roll.	The	spell	re.lects	
  back	at	the	caster	as	though	it	originated	from	the	moon	
  worm,	turning	the	caster	into	the	target.	
  ACTIONS	
  Multiattack.	The	moon	worm	makes	three	melee	attacks.	
  Bite.	Melee	Weapon	Attack:	+15	to	hit,	reach	10	ft.,	one	
  target.	Hit:	35	(4d12	+	9)	piercing	damage.	If	the	target	is	
  a	creature,	it	is	grappled	(escape	DC	19).	Until	this	
  grapple	ends,	the	target	is	restrained	and	the	moon	worm	
  can't	bite	another	target.	
  Slam.	Melee	Weapon	Attack:	+15	to	hit,	reach	15	ft.,	one	
  target.	Hit:	31	(4d10	+	9)	bludgeoning	damage.	
  Void	Bat	
  Glossy,	black	wings	unfurl	to	reveal	an	eyeless,	
  toothy	head	with	rows	of	earholes.	The	beast	
  unleashes	an	echoing,	disorienting	scream.	
  Space	Fliers.	Void	bats	travel	between	moons	and	
  planets,	propelling	themselves	through	space	with	
  blasts	of	energy	generated	by	their	screams.	
  Bat	Roosts.	Void	bats	roost	together	in	caves	and	
  crags,	basking	near	the	ambient	light	sources	they	
  need	for	nourishment.	They	hibernate	for	long	
  stretches	while	preparing	for	space	.light	and	are	
  particularly	irritable	if	disturbed	while	sleeping.	
  VOID	BAT	
  Large	beast,	unaligned	
  Armor	Class	18	(natural	armor)	
  Hit	Points	120	(16d10	+	32)	
  Speed	10	ft.,	.ly	40	ft.	
  Damage	Resistances	cold	
  Condition	Immunities	blinded	
  Senses	blindsight	60	ft.,	passive	Perception	11	
  Languages	—		
  Challenge	8	(3,900	XP)	
  Echolocation.	The	void	bat	can't	use	its	blindsight	while	
  deafened.	
  Keen	Hearing.	The	void	bat	has	advantage	on	Wisdom	
  (Perception)	checks	that	rely	on	hearing.	
  Knockback.	On	a	successful	melee	attack,	the	void	bat	
  may	choose	to	forgo	dealing	damage	and	instead	push	the	
  target	up	to	15	feet.	
  Void	Traveler.	Void	bats	do	not	need	to	breathe.	They	
  absorb	ambient	light	through	their	hide	for	sustenance.	
  ACTIONS	
  Multiattack.	The	void	bat	makes	three	Bite	attacks.	
  Bite.	Melee	Weapon	Attack:	+7	to	hit,	reach	5	ft.,	one	
  target.	Hit:	15	(2d10	+	4)	piercing	damage.		
  Sonic	Scream	(Recharge	5-6).	The	void	bat	unleashes	a	
  reverberating	scream	in	a	30-foot	cone.	Each	creature	in	
  the	area	must	make	a	DC	13	Constitution	saving	throw,	
  taking	45	(10d8)	thunder	damage	on	a	failed	save,	or	half	
  on	a	successful	save.	On	a	failed	save,	the	target	is	also	
  paralyzed	until	the	end	of	its	next	turn.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28	(+9)
  7	(-2)
  22	(+6)
  7	(-2)
  12	(+1)
  4	(-3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6	(-2)
  18	(+4)
  14	(+2)
  3	(-4)
  12	(+1)
  4	(-3)
  GATE	OF	THE	LENS	WIZARDS
  22
  
  APPENDIX	C:	ENCOUNTER	TABLES	
  • If	the	PCs	have	made	enemies,	those	
  creatures	are	always	hostile	when	
  encountered.	Otherwise,	roll	on	the	Reaction	
  table	for	a	creature’s	starting	attitude.	
  • Roll	on	the	Starting	Distance	table	to	
  determine	how	far	from	the	PCs	an	
  encounter	appears.	
  • Roll	on	the	Activity	table	for	what	a	creature	
  is	doing	when	the	PCs	encounter	it,	if	needed.	
  RUINS	ENCOUNTERS
  D8
  Detail
  1
  A	curious	moon	worm
  2
  A	.lickering	major	image	of	a	moon	
  worm	projected	by	an	oxidized	orb
  3
  A	rusty,	motion-activated	homunculus
  4
  1d4	nervous	lens	wizards
  5
  A	hungry	moon	worm
  6
  1d4	aggressive	lunar	spiders
  7
  An	injured	void	bat
  8
  Reroll	twice;	two	groups	in	con.lict
  WARRENS	ENCOUNTERS
  D8
  Detail
  1
  A	carpet	of	lunar	spider	hatchlings	
  (swarm	of	insects)	and	their	guardian
  2
  A	lost	and	terri.ied	lens	wizard
  3
  1d4	lunar	spider	husks	that	seem	alive
  4
  1d4	panicked	void	bats
  5
  1d4	distracted	lunar	spiders
  6
  A	blocking	patch	of	lunar	spider	webs
  7
  1d6	con.ident	lunar	spiders
  8
  A	moon	worm	bursts	through	the	wall
  LAB	ENCOUNTERS
  D8
  Detail
  1
  A	lens	wizard	wrestling	a	moon	worm	
  hatchling	(giant	centipede)	onto	a	cart
  2
  A	forcecage	trap	that	lasts	10	minutes
  3
  1d4	lens	wizards	debating	a	calculation
  4
  A	forcecage-trapped	lunar	spider
  5
  2	lens	wizard	mold	farmers	with	rakes
  6
  A	lens	wizard	eye	in	a	rolling	glass	orb
  7
  A	stone	golem	guard	made	of	moon	rock
  8
  2	lens	wizards	and	2	shield	guardians
  REACTION
  D6
  Detail
  1-3
  Hostile
  4-5
  Indifferent
  6
  Friendly
  STARTING	DISTANCE
  D6
  Detail
  1-2
  20	feet	away
  3-5
  40	feet	away
  6
  60	feet	away
  ACTIVITY
  D6
  Detail
  1-2
  Patrolling/guarding
  3-4
  Searching/hunting
  5
  Hiding/.leeing
  6
  Resting/eating
  GATE	OF	THE	LENS	WIZARDS
  23
  
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  APPENDIX	E:	NEW	MAGIC	ITEMS	
  THE	CHRONICLE	
  Wondrous	item,	artifact	
  A	human-sized,	black	diamond	of	polished	obsidian	
  stands	silently	on	its	point.	Three	parallel	lines	of	
  neon	blue,	green,	and	pink	run	down	its	center	into	
  three	hand-sized	holes	in	the	ground.	
  Touching	The	Chronicle	causes	a	creature	to	relive	
  vivid	experiences	from	its	past.	That	creature	must	
  pass	a	DC	18	Charisma	save	or	be	stunned	for	1d4	
  rounds.	After	that,	whether	the	creature	passed	or	
  failed,	it	is	immune	to	this	effect	for	the	next	24	
  hours.	
  The	Chronicle	has	three	power	cores,	each	matching	
  its	blue,	green,	and	pink	lines.	If	each	of	The	
  Chronicle's	power	cores	is	placed	into	the	matching	
  holes	in	front	of	it,	it	activates	and	begins	humming.	
  While	The	Chronicle	is	activated,	a	creature	can	
  touch	it	and	command	it	to	undo	any	single	event	
  that	occurred	within	the	last	1,000	years	that	has	a	
  plausible	alternative	outcome.	For	example,	The	
  Chronicle	can	undo	the	birth	of	an	enemy,	the	killing	
  blow	that	struck	an	ally,	or	the	casting	of	an	
  apocalyptic	spell.	The	Chronicle	enacts	this	
  command	in	a	mighty	rush	of	wind	and	the	
  trembling	of	earth.	The	multiverse	adjusts	to	.it	this	
  new	reality	as	determined	by	the	GM.	
  After	The	Chronicle	completes	its	commanded	task,	
  its	power	cores	rocket	away	in	three	random	
  directions.	The	Chronicle	and	its	three	power	cores	
  then	go	inert	for	1,000	years	and	cannot	be	used.	
  SPIDER	CHARM	
  This	charm	allows	you	to	cast	the	spider	climb	spell	
  as	a	bonus	action	targeting	yourself.	The	spell	lasts	
  for	an	hour	without	you	needing	to	maintain	
  concentration.		
  Once	used	three	times,	this	charm	vanishes	from	
  you.	
  BLUE	POWER	CORE	
  Wondrous	item,	legendary	
  This	hand-sized,	round	tube	with	pointed	ends	
  glows	neon	blue	and	is	unexpectedly	heavy.	
  This	magical	object	is	one	of	three	power	cores	that	
  activates	The	Chronicle.	
  The	blue	power	core	magically	enhances	arcane	
  power.	Under	circumstances	determined	by	the	GM,	
  it	can	double	the	numerical	effects	of	a	spell,	magic	
  item,	or	magical	ability.	
  GREEN	POWER	CORE	
  Wondrous	item,	legendary	
  This	hand-sized,	round	tube	with	pointed	ends	
  glows	neon	green	and	is	unexpectedly	heavy.	
  This	magical	object	is	one	of	three	power	cores	that	
  activates	The	Chronicle.	
  The	green	power	core	magically	imbues	higher	
  consciousness.	Under	circumstances	determined	by	
  the	GM,	it	can	permanently	raise	a	creature's	
  Intelligence	score	by	12	points	if	the	creature’s	
  Intelligence	score	is	6	or	lower.	
  PINK	POWER	CORE	
  Wondrous	item,	legendary	
  This	hand-sized,	round	tube	with	pointed	ends	
  glows	neon	pink	and	is	unexpectedly	heavy.	
  This	magical	object	is	one	of	three	power	cores	that	
  activates	The	Chronicle.	
  The	pink	power	core	magically	affects	the	.low	of	
  time.	Under	circumstances	determined	by	the	GM,	
  the	pink	power	core	can	be	used	to	stop,	reverse,	or	
  speed	time	for	1d6	rounds.	
  GATE	OF	THE	LENS	WIZARDS
  25
  
  THE	ARCANE	LIBRARY	
  If	you	join	The	Arcane	Library's	newsletter,	you’ll	get	a	FREE	copy	of	Temple	of	the	Basilisk	
  Cult,	a	1st-level	adventure	set	in	the	jungle!	
  	
  GATE	OF	THE	LENS	WIZARDS
  26
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	Major	
  appreciation	to	Hank	at	Runehammer	for	being	a	tremendous	creative	inspiration.	Very	
  many	thanks	to	The	Angry	GM	for	wisdom,	especially	about	pacing	and	structure.	My	
  gratitude	to	Bryce	Lynch	for	encouraging	writers	to	push	their	boundaries	and	innovate.	
  Finally,	my	most	heartfelt	thanks	to	Jessee	Egan	for	phenomenal	art	direction	and	design.	
  This	adventure	is	dedicated	to	Mikael	Henaff,	a	real-life	wizard!	
  Art	Credits	
  Logos,	trade	dress,	and	art	direction:	Jessee	Egan	/	jesseeegan.com		
  Cartography:	OneDayGM	/	.iverr.com	
  Cover:	Tithi	Luadthong	/	shutterstock.com	
  Bandit,	Needles:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	Hershey	/	Fat	Goblin	Games		
  Blue	Magic	Circle:	Tithi	Luadthong	/	shutterstock.com		
  Void	Bat,	Starry	Hallway:	©	Gary	Dupuis	/	Purple	Duck	Games	
  Laser	Gun:	spiphotoone	/	shutterstock.com	
  Warrior	1	and	2:	Camilkuo	/	shutterstock.com	
  Green-Lit	Cave:	©	Daniel	Comerci	/	danielcomerci.com	
  Lunar	Spider	1	and	2:	Warpaint	/	shutterstock.com	
  Green	Eggs:	Lana	Po	/	shutterstock.com	
  Glass-Eyed	Machine:	GrandeDuc	/	shutterstock.com	
  GATE	OF	THE	LENS	WIZARDS
  27
  
  ©	2020	The	Arcane	Library,	LLC.	All	rights	reserved.	Not	for	resale	or	
  redistribution.	Permission	given	to	print	or	copy	for	personal	use	only.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de.ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
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  Content	are	not	included	in	this	declaration.	
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  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	
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  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
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  Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	
  Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	
  and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.		
  Gate	of	the	Lens	Wizards	©	2020	The	Arcane	Library,	LLC.	
  END	LICENSE
  GATE	OF	THE	LENS	WIZARDS
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/Gate of the Lens Wizards/Gate of the Lens Wizards V1 Print Friendly.pdf