TEXT: AN ADVENTURE FOR 4 PCS  
  OF 4TH LEVEL BY PAUL SCOFIELD
  Legend of Beacon Rock
  Legend of Beacon Rock
  
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  are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game Licenseversion 1.0a, Section 1(e), and are not 
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  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open Content in this adventure includes the 
  orichalcum golem.
  © 2020 Design LLC
  www.koboldpress.com
  Adventure Summary
  The adventure is set in the ruins of an ancient Ankeshel 
  lighthouse and research complex. It is designed for four 
  4th-level PCs. (Characters of 3rd level who are cautious and 
  rest often can also find success while 5th-level characters will 
  likely find this easy.) 
  The PCs will have to contend with rogue archeologists 
  camped at the top entrance, locate a lost boy hiding near the 
  sea-cave entrance at the bottom, and raid potential treasures 
  from the ruins of the ancient lighthouse. To access the final 
  room, face the ancient golem guardian, and recover the 
  Undying Vril Battery, they will need to gather both keys and 
  coordinate turning them simultaneously at the bottom and 
  the top of the complex. 
  ANKESHEL ARCHEOLOGY 
  Throughout the ruins, the party may have opportunities 
  to extract delicate Ankeshelian relics. Each of these art 
  objects has a base value of 1d6 × 10 gp. Requiring care and 
  patience, each object takes 10 minutes to extract, and the 
  PC should make a DC 12 ability check with either Dexterity, 
  Intelligence, or Wisdom. They may add their proficiency 
  bonus if they have History, Sleight of Hand, or proficiency 
  LEGEND OF BEACON ROCK
  Design: Paul Scofield
  Editing: Scott Gable
  Art Director & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  supported on patreon | www.dysonlogos.com
  Publisher: Wolfgang Baur
  TM
  TM
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  The "Lighthouse of the Sun," if it was even real, was lost three 
  millennia ago along with every other vestige of Ankeshel. If 
  ever found, robbers and thieves would set on it like vultures. 
  Nothing within would be nailed down for long.
  —Elder Arch Kallimachus, The Power of Vril and the 
  Founding of Cassadega
  Adventure Background
  Three millennia have passed since the island nation of 
  Ankeshel sank beneath the waves of the Western Ocean. 
  Legends speak of temples of solid orichalcum and the 
  strange and powerful vril magic. When the small Palas 
  family of shrimpers discovered the ruins of an ancient 
  structure on Beacon Rock, north of Maillon, the City of 
  Alchemy, rumors spoke of this being the fabled Lighthouse 
  of the Sun, supposedly powered by an Undying Vril Battery. 
  Despina Grave, head of the Grave Raiders, a ragtag band 
  of discredited archeologists and mercenaries, convinced 
  the family they would be paid handsomely if they guided 
  the crew to the ruins. Unfortunately for the family, leading 
  the crew there ended in betrayal with the father wounded, 
  his wife on the run for help, and their son missing in the 
  monster-infested ruins.
  
  3
  in an appropriate set of tools such as tinker's, jeweler's, or 
  mason's tools. Succeeding these checks extracts the object at 
  full value; failing extracts the object damaged and divides the 
  value in half. The PC may also roll again, as above, to further 
  spend 1 hour restoring one item to double its value on a 
  success; failure divides its value in half. Neither of these tasks 
  can be done during a rest.
  Adventure Hooks
  You can place the ruins in the adventure anywhere you 
  like in your campaign world. The adventure works well on 
  any rocky coastline where legends of an ancient civilization 
  would draw grave robbers. The ultimate prize is an Undying 
  Vril Battery, an artifact for those using vril technology (see 
  Midgard Worldbook). If this doesn't suit your campaign or 
  setting, feel free to replace the artifact with another magic 
  item, such as a wand of lightning bolts. The characters could 
  gain access to ancient vril dive harnesses (see Appendix) by 
  rebuilding them from salvageable dive components, which 
  could jumpstart an undersea campaign. If you don't wish 
  to use vril technology, replace the dive suits with similarly 
  styled caps of water breathing. 
  Decide how you want your characters to seek out the ruins 
  of the lighthouse by choosing one of the following options or 
  making one up yourself. 
  SHRIMPER’S SON
  While traveling on a coastal road or resting at a tavern, the 
  PCs meet a frantic Isidora Palas (NG human commoner). 
  She is desperate for help. Her husband Kostas (NG human 
  commoner) has been hurt, and her son, Dimitrios, is 
  missing. The Palas family are shrimpers, and Isidora and her 
  son discovered ruins atop Beacon Rock after a storm. They 
  were hired as guides by Despina Grave who told them she 
  thinks it is the legendary Ankeshelian Lighthouse of the Sun 
  and that it contains a powerful vril battery that never loses its 
  charge. Isidora's husband Kostas insisted on coming along, 
  and when the group entered the ruins, they were attacked by 
  undead. During the struggle, Despina tried to use the family 
  as bait. Kostas was injured, yet he and Isidora managed to 
  escape. However, in the confusion, Dimitrios was lost, and 
  Isidora fears he’s still inside the ruins.
  Isidora will lead the party to her husband who will refuse 
  healing, preferring the players use it to save his son, though 
  he will confirm the story. Isidora recalls there being eight 
  mercenaries, three archeologists, and Despina herself, 
  though she's not sure how many survived the undead 
  ambush. The couple will plead with the party to save their 
  son, offering them the upfront fee Despina paid them of 
  20 gp. If brought up, Isidora is willing to take the party 
  there by rowboat. While ashamed of this, neither parent 
  is brave enough to face the mercenaries again or go into 
  the ruins, though they will wait nearby to rendezvous for 
  their rescued son.
  RAIDER’S RIVAL
  A gruff alchemist, Ronvaldr Buask (N dwarf noble), hires the 
  party to retrieve the Undying Vril Battery from the recently 
  discovered Lighthouse of the Sun. A rival archeological 
  group, the Grave Diggers, already mounted an expedition 
  to the ruins, and Ronvaldr doesn’t care how they are dealt 
  with and has no love for Despina, their leader. He will pay 
  the party 500 gp for the battery. They are welcome to keep 
  anything else they find. On their way to the site, the party 
  could also run into Isidora Palas, outlined above.
  BABBLING BRAGGART
  Scratch (CN halfling thug), Despina Grave’s talkative fence, 
  is getting drunk at a tavern, and the party overhears them 
  boasting about mountains of rich artifacts their business 
  partner is digging out of the legendary Lighthouse of the 
  Sun. With a little careful prying and persuasion, the party 
  can extract the location, Beacon Rock, and the ultimate prize, 
  the Undying Vril Battery. Running into Isidora on the way 
  is also possible.
  Approaching Beacon Rock
  The ruins can be entered from the top of Beacon Rock 
  or from the concealed cave at sea level. If and how the 
  characters discover the sea cave is up to you. Most of the 
  mainland is marshy, but this part of the coast gives way to 
  outcrops of white granite and clumps of tall coastal pine 
  trees. Once the characters get within a couple miles of the 
  location, read or paraphrase the following:
  You follow the cold, humid coastline for a few miles before 
  finding the spit of rocky land that extends northward out to 
  sea. Through breaks in the scraggle of coastal pines, you can 
  make out the white granite dome that gives Beacon Rock its 
  name, rising 150 feet above the water. Wisps of smoke rise 
  from a campfire somewhere just below the summit. You make 
  out a relatively flat stretch of land that rises toward the peak 
  from the south.
  BY LAND
  This is the easiest approach, though the Grave Raiders are 
  guarding the entrance to their claim. Clumps of coastal 
  trees provide enough cover for the party to get close to the 
  camp before running the risk of being detected, though the 
  raiders are not diligently watching the approach. If someone 
  searches the rise for tracks, a successful DC 10 Wisdom 
  (Survival) check reveals that a large group with a heavily 
  ladened handcart climbed up to the summit in the last 
  couple days, including close to a dozen Medium humanoids.
  The players will approach area 1 on the map 
  from the south. 
  
  4
  BY SEA
  Beacon Rock is easy enough to reach by sea. A rowboat can 
  navigate close into the rocks at the base of the cliffs, but a 
  keelboat or anything larger would require anchoring farther 
  out and finding another way to shore. Coastal fog blankets 
  the area every early afternoon, and the party can use that 
  or the cover of night to approach unseen. While vessels are 
  common in the area, any open approach to the shore will be 
  spotted by the Grave Raiders and put them on alert.
  The players will approach area 14 on the map 
  from the west.
  Beacon Rock
  Beacon Rock is a remote, monolithic dome of white granite 
  that rises 150 feet above the surrounding land and sea and 
  acts as a navigation point for trade ships traveling north 
  and south as well as a point of reference for local fisherfolk. 
  Prehistorically, it was hundreds of feet taller, but time 
  has shed several layers from the rocky coast surrounding 
  it and the built-up spit of land that attaches it to the 
  marshy mainland. 
  Map
  The map shows the four main sections of Beacon Rock 
  arranged with north at the top.
  The Ruins
  The stone of the ruins was cut from the mountain it was 
  built on, fitted, and polished smooth. Though time has dulled 
  the polish, you can still see its shine in some of the more 
  sheltered corners. This was clearly once a very solid structure, 
  and erosion likely didn't topple it long ago, though what 
  catastrophe could have caused this level of destruction is 
  lost to legend.
  The ruins are of Ankeshelian make, and for anyone taking 
  the time to carefully inspect the ruins, a successful DC 20 
  Intelligence (Investigation) check will reveal that it was 
  toppled into the sea three thousand years ago by an external 
  force, likely a massive creature. There are thick orichalcum 
  conduits, oxidized beyond salvaging, that ran up through 
  the walls from somewhere underground to the missing 
  upper structure.
  1. LIGHTHOUSE RUINS AND ARCHEOLOGISTS’ CAMP
  The pathway to the summit camp is winding and dotted 
  with tumbled boulders of white granite and broad pine trees, 
  providing plenty of cover for the party to get close:
  Nearly a hundred feet up the western face of Beacon Rock 
  is a flat expanse, scores in the stone imply that this spot 
  was carved away by the same ancient civilization that built 
  the lighthouse. The base of the building was once clearly a 
  rectangle, though the rest has tumbled away to the rocky 
  shores below. The northern wall of the ruin is tall enough to 
  hint at the very bottom corners of a second story, which has 
  been converted to a sentry's nest.
  A large white tent has been erected in the eastern shade of 
  the ruin, sheltering a hand-drawn cart and bags of vegetables. 
  Folding cots have been set up around and under the ruined 
  eaves, which also provide shelter to a campfire. A large 
  L-shaped opening in the ground implies stairs descending 
  belowground.
  There are enough cots for eight individuals and braziers and 
  lanterns set up for light at night. There's a rope ladder to the 
  sentry perch on the north face of the ruins. If the party has 
  not alerted the Grave Raiders, continue with the following:
  A rather ragtag group of five mercenaries, all wearing chain 
  shirts and armed, are camped here. Two are manning a cook 
  fire and another is wandering along the cliff face, not so much 
  patrolling as bored. A fourth is racked out, softly snoring, in 
  one of the cots. A warmly dressed elfmarked sentry polishes a 
  crossbow from a perch on the north wall where they've even 
  strung up a makeshift hammock. 
  DESPINA AND THE GRAVE RAIDERS
  Despina Grave is a robber and con artist who touts herself 
  as an archeologist in high society but has no interest in 
  preserving history. She wants cash and no headaches. When 
  she heard about the ruins on Beacon Rock, it didn't take 
  long for her to figure out this was potentially the fabled 
  Lighthouse of the Sun, and she immediately set out to 
  claim the site for her own. She set off with three discredited 
  archeologists, nine mercenaries, and their guides: the 
  Palas family.
  They set up camp and cleared the first two rooms of the 
  ruins, expecting to find their prize, an Undying Vril Battery, 
  immediately beyond the first door. Instead, they found a 
  much larger complex beyond and on delving farther were 
  attacked. A skeleton burst to life and killed an archeologist, 
  and several other skeletons emerged, killing one of the 
  bandits. In the chaos, everyone escaped except a second 
  mercenary and the boy Dimitrios. When Isidora realized her 
  son was missing, the remaining bandits restrained her and 
  then had to restrain and beat her husband before driving 
  them both away.
  Down three of her hires and unsure what else lie in the 
  chambers beyond, Despina is trying to decide how to 
  proceed. At the first sign of additional trouble, she will do 
  whatever she needs to escape. The rest of the band aren't 
  very loyal and will also flee if any more of them are seriously 
  injured or killed.
  
  5
  14
  The Grave Raiders. This area is normally occupied by five 
  bandits with various swords, spears, and axes; the one in 
  the sentry's nest also has a light crossbow. They are usually 
  bickering about their situation. Use this as an opportunity 
  to remind the party that these mercenaries drove away and 
  refused to pay their guides, beat a man almost to death, and 
  left a child and an ally to die in undead-infested ruins. The 
  sentry cuts off their conversation, reasoning that if they can 
  just get past the "skellies" there will be bigger cuts of the 
  take all around.
  Loud combat will attract the two bandits in area 2. This 
  also alerts the two archeologists (LE commoners) there 
  who warn Despina Grave (LE human spy) in area 3 after 
  which they all try to escape, coming up the stairs and 
  running south.
  High Alert. If the Grave Raiders have been alerted to the 
  party's presence, then all seven bandits will be dug in around 
  the entrance to the ruins, waiting to attack. Despina and 
  the two archeologists will be ready to make a break for it if 
  there's trouble. Despina will strike a deal if the players can 
  convince her she will still profit; she will also betray them 
  without even thinking twice.
  Treasure. Amongst the belongings and bodies of the five 
  mercenaries is 27 gp, 29 sp, and 18 cp. One had a large gold 
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  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  
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  set of thieves' tools. The two bandits have 10 gp and 18 sp 
  between them. The archeologists have 66 gp, two banded 
  agates (10 gp), malachite (10 gp), a single platinum piece 
  from some forgotten kingdom, a potion of greater healing, 
  and a ring of warmth. With a successful DC 10 Wisdom 
  (Perception) check, a character can find throughout the 
  room an abacus, a magnifying glass, a pearl (100 gp), and a 
  dungeoneer's pack.
  3. LEAD ARCHEOLOGIST’S ROOM
  You enter a well-lit, three-chamber room on a lower landing 
  with eastern stairs going up to a larger chamber. The 
  southern wall of this 10-foot-square landing has an ancient 
  mosaic of colored tiles showing a towering lighthouse atop 
  the unmistakable dome of Beacon Rock. The top of the 
  lighthouse has a 2-inch polished disc of golden glass, the tile 
  arranged around it to imply the sun. The mosaic depicts lines 
  of orichalcum, extending downward into the stone of the 
  mountain where another 2-inch disc of blue glass is mounted, 
  surrounded by lightning bolts.
  Despina Grave. This multipart chamber was once the office 
  of the director of the lighthouse and the submarine research 
  facility. Not unusually, Despina (LE human spy) has claimed 
  it as a private temporary residence. Despina's main goal is 
  survival, and she will attempt to escape. She is not willing to 
  die for the dig and will bargain her way out of the situation if 
  given half the chance. She refuses to go farther into the ruins 
  but will mention it's infested with undead. 
  Secret Passage. At the bottom of the stairs, leading into 
  the room on the southern wall, is an intricate Ankeshelian 
  mosaic that conceals an access door to the lighthouse 
  control room (area 6), the door opens if the two glass 
  disks are pressed simultaneously and held for five seconds. 
  Despina had no idea it was here. Detecting the secret door 
  requires a successful DC 20 Wisdom (Perception) check; 
  opening the door requires a DC 15 Wisdom (Insight) or 
  Intelligence (Investigation) check. These checks can be made 
  with advantage if the party has encountered the matching 
  mosaic in area 11.
  The upper chamber is bare except for more crates ready 
  for wares and a simple folding workbench. There's a third 
  chamber in the northeast corner with a gauzy cloth tacked 
  over it for some privacy. Beyond is a cot and a chest, probably 
  belonging to the band's leader.
  Treasure. Successfully searching the rooms, DC 10 
  Wisdom (Perception), yields a coffer with 120 gp, a small bag 
  of gems (one citrine, one jasper, two chalcedony, and two 
  zircons all worth 50 gp each), and a scroll tube containing 
  two spell scrolls (arcanist's magic aura and spider climb.)
  tooth (clearly not theirs) in their pocket, worth about 10 
  gp. With a successful DC 10 Wisdom (Perception) check, 
  the party will find a potion of healing in the bottom of the 
  sentry's pack.
  The Lighthouse of the Sun
  The doors throughout the complex are made of monolithic 
  slabs of slate bound in bronze with bronze pull rings and 
  large, center-hung hinges that are accessible from both 
  sides. None are locked but do make noise when opened if 
  no precautions are taken, like oiling the hinges. Most of 
  the complex was carved directly from the white granite 
  with 8-foot ceilings unless otherwise noted. Decayed vril 
  sconces hang on the walls or from the ceiling throughout. 
  These provide no light but could easily be rigged to hold 
  torches or candles.
  Except for the two rooms the Grave Raiders occupy, the 
  rest of the facility hasn’t been touched in three millennia. 
  Bronze and orichalcum objects are covered in green patina, 
  iron and steel are almost solid rust, glass and ceramics are 
  permanently yellowed if not shattered completely, leathers 
  and fabrics have long ago turned to dust and dirt, and wood 
  that hasn't rotted to powder is dry and brittle.
  2.  LANDING
  The large landing, like the rest of the underground complex, 
  is hewn and polished directly from the solid white granite 
  of Beacon Rock. The northwest corner is piled with 
  dust and detritus, swept there while its occupants were 
  clearing the space. 
  Several crates, stuffed with straw but otherwise empty, 
  are stacked here, waiting for archeological spoils. There are 
  several bolts of plain cloth to wrap finds. Three cots and a few 
  worktables covered in old but well-cared-for brushes and tools 
  are arranged around the room, and it is well lit with lanterns 
  and candles.
  In antiquity, this was a common living space and office for 
  the researchers who once lived in this facility. While the 
  bandits have occupied the ruins above, the archeologists are 
  staying in this antechamber. Besides their own supplies, this 
  room was already stripped of anything of value by ancient 
  explorers, and the door to the south has been sealed.
  South Door. The door to the rest of the complex is 
  currently braced shut with large timbers. 
  The Grave Raiders. There are two bandits and two 
  archeologists (LE human commoners) here, unless drawn 
  to another area. The archeologists will attempt to flee either 
  up the stairs or through the east door into area 3 if a fight 
  occurs. Fighting will also alert any bandits remaining in area 
  1 and Despina in area 3 who will attempt to escape. 
  Treasure. The room contains a complete set of tinker's 
  tools, a set of mason's tools, a set of jeweler's tools, and a 
  
  7
  (orichalcum) pieces, an antique healing potion that has gone 
  off and counts as a potion of poison. The room itself has 
  fifteen Ankeshelian relics throughout.
  6. LIGHTHOUSE CONTROL ROOM
  This room is lined with arrays of ancient consoles covered 
  in dials, knobs, switches, ancient pressure gauges, and other 
  bits and bobs. Three thousand years of decay have left it 
  an unworkable ruin. Wood accents and handles have long 
  crumbled to dust, and the bronze, copper, and orichalcum 
  have all fused into a vague dark-green mass. There is an 
  alcove in the southeast corner with one console seemingly 
  untouched by the ravages of time.
  Obvious Exits. The northern door and western access panel 
  are both obvious from inside the room.
  This was the control room to the lighthouse above, filled 
  with fused orichalcum levers, knobs, and other ephemera. 
  The party may attempt to recover ten Ankeshelian relics 
  from this room. There's a large alcove in the eastern wall 
  that contains more ancient, decayed detritus and one of 
  two key podiums.
  Underneath a layer of dust is a small podium, bolted in place, 
  made of deeply stained wood, reinforced throughout with 
  polished-copper appointments. On the left side of the top is 
  a delicate keyhole, no key, but icons are engraved around 
  it showing it is in a locked position and is one of two such 
  devices. On the right side is a copper-framed plate of crystal 
  with the etching of a handprint on it.
  Key Podiums. The podiums in areas 6 and 10 are joined 
  magically and mechanically, and any investigation reveals 
  they will be rendered useless if removed or tampered with. 
  Turning both keys at the exact same time opens the door 
  between areas 10 and 12. Turning again closes the door 
  again. Picking the lock in one automatically fails if the other 
  is not turned at the same time but otherwise requires a DC 
  20 Dexterity (thieves' tools) check. A humanoid placing their 
  hand on the glass plate causes the glass plate on the other 
  podium to glow red. When someone places their hand on the 
  other podium, they both glow green, and while activated, the 
  two users may communicate with each other as if using the 
  message spell. The distance between these locations by foot is 
  310 feet if the access panel to area 4 has been cleared, 380 feet 
  if taking the exit to area 3, and 100 feet linearly (in case spell 
  range is important).
  4. ANCIENT BUNKROOM
  This long chamber is lined on both sides with alternating 
  alcoves, each containing a set of corroded bronze lockers and 
  corresponding bunk beds, mostly collapsed among piles of 
  dusty detritus. The far end opens into a larger room. Near 
  the north door is the hacked and torn body of a mercenary 
  lying in a pool of drying blood. Two other corpses lay near the 
  corner at the other end. 
  North Door. If the party didn't come through this door from 
  the north, it is blocked from the other side by the Grave 
  Raiders' barricade. It takes a DC 15 Strength (Athletics) 
  check to force it open, which will alert the bandits.
  Previous Victims. In the middle of this chamber are 
  three bodies: an archeologist and two mercenaries who were 
  attacked by the undead in area 5. 
  Lockers. Tightly sealed by the buildup of a thick 
  patina, these bronze lockers require a DC 15 Strength 
  (Athletics) check to open, making a lot of noise, and any 
  noise louder than calm talking will attract the attention 
  of the six skeletons in area 5. The lockers contain five 
  Ankeshelian relics. 
  Concealed Passage. By succeeding on a DC 18 Wisdom 
  (Perception) check, a searching character will find a 
  concealed passage behind the southernmost locker on 
  the eastern wall. This ancient bronze access panel can be 
  pried open (same as opening the lockers), and the debris 
  inside removed to grant access to area 6 for any creature 
  Medium or smaller. 
  5. ANCIENT COMMON ROOM
  The north wall of this chamber is lined with alcoves with 
  corroded bronze lockers and rotted bunks. The rest has 
  remains of what used to be a common living space for 
  whoever occupied this facility.
  More bunks line the northern wall of this room, but the rest 
  of the room is dominated by drifts of ancient dust around 
  the rotting frames of several chairs, couches, and the remains 
  of a kitchen in the southwest corner. 
  Creatures. Six skeletons are standing motionless near the 
  top of the stairs to the southeast, the last place they sensed 
  the missing boy, and will attack anyone they perceive.
  Treasure. The skeletons once wore clothes that 
  disintegrated long ago. Scattered about the floor are 
  the surviving contents of their pouches and pockets: a 
  dozen various gemstones worth 10 gp each, 54 electrum 
  
  8
  7. ANCIENT WORKSHOP
  This long, tiled chamber appears to have once housed some 
  sort of workshop, implied by ancient mounds of rusted steel 
  and bronze patina. The 15-foot ceilings are smooth and white, 
  like the rest of the ruins, except a cluster of dark stalactites at 
  the southern end. 
  Creatures. Three darkmantles, disguised as stalactites, will 
  hungrily ambush the first party member to get within 30 feet.
  Storeroom Doors. The doors to the south are 
  unidirectional: the one on the right swinging into area 8, 
  and the one on the left swinging out into area 7. The door 
  on the right is blocked on the other side by fallen debris and 
  requires a DC 18 Strength (Athletics) check to force open. 
  The door on the left can only be opened from this side with a 
  successful DC 16 Dexterity (Sleight of Hand or thieves' tools) 
  check or a knock spell.
  Treasure. Lighthouse parts, dive suits, and parts of an 
  ancient submersible were once maintained in this long 
  bay. A successful DC 12 Wisdom (Perception) check 
  locates twelve Ankeshelian relics and three salvageable 
  dive components.
  Exits. The eastern exit to area 9 smells strangely acidic, 
  and the partially dissolved remains of a fourth darkmantle 
  are crumpled under the archway. Hollow, distant sounds of 
  crashing waves are coming up from the western stairs. 
  8. ANCIENT SAMPLE STOREROOM
  Once an ancient storeroom, the shelves have long rusted and 
  collapsed, and the floor is covered in time-stained shattered 
  aquariums, jars, and bottles in various states. In the middle 
  of the room, partially crushed by a fallen rack, is an ancient 
  bronze automaton.
  This room housed rare creatures and minerals brought up 
  from the undersea canyon offshore and was maintained and 
  catalogued by Unit Two, a clockwork servant (see Creature 
  Codex), now deactivated and pinned beneath fallen shelving. 
  Only its head, one shoulder, and an arm still function. A 
  character can make a DC 15 Intelligence (Arcana, tinker's 
  tools, or smith's tools) check to reactivate it. It can also be 
  revived with a mending spell.
  Unit Two's Failing Memory. Once reactivated, Unit Two 
  can speak broken, glitchy common. It can speak to its prior 
  function but doesn't know specifics about the researchers 
  or what happened three thousand years ago to destroy the 
  lighthouse. If persuaded, Unit Two can relay that Unit One 
  was a "powerful if dull security construct" that protected 
  the lighthouse's power source and can supply the basics of 
  opening the door in area 10. Its charge will drain soon after. 
  At your discretion, a tinker or similarly skilled character 
  could extract the working parts, provide a power source, and 
  reactivate Unit Two as a type of companion (though they'd 
  need a way to carry around the 20 pounds of stone and 
  bronze it’s made from.)
  Treasure. Successfully searching the room with a DC 
  12 Wisdom (Perception) check finds among the dust and 
  debris a circlet of blasting, six pearls (25 gp each), and a 
  pearl of power.
  9. ANCIENT BATHROOM
  This area is covered floor to ceiling in dark blue tiles. 
  Collapsed pipes jut over tiled tubs in two corners, and the 
  three alcoves around the center of the room feature latrine 
  benches. Rust encrusted bars with dangling rings imply the 
  area was once divided by curtains for privacy.
  This area is relatively pristine and dry, scoured clean by the 
  ooze that wandered in from the sea cave months ago. 
  Creature. A solitary, ravenous skitterhaunt (see Tome 
  of Beasts), infesting the carapace of a giant crab, has been 
  lying dormant in one of the bathtubs waiting for prey 
  to come along.
  Stairs Down. The stairs to the north go 30 feet down to 
  area 10. The soft trickling sound and salty smell of seawater 
  comes from down there. A character who succeeds at a DC 
  15 Wisdom (Perception) check can also detect the faint 
  smell of ozone.
  Ammo in the Toilet. Anyone who checks inside the 
  latrine will find a set of twelve +1 crossbow bolts lodged four 
  feet down in one of them.
  The Power Core
  The lighthouse's power core is still very much operational.
  10. DIVE SUIT CHARGING STATIONS
  Ancient orichalcum stands, not unlike armor racks, are set 
  in various terminals throughout this irregular area. Cables 
  extend down from the ceiling to each of these stations. 
  The lower section of the chamber is partially flooded with 
  water, apparently seeping in from the northern alcove before 
  draining into a small grate in the center of the space. 
  There is a landing here from the stairs above, and each of 
  
  9
  the alcoves contains inoperable charging stations for several 
  dive suits. There is an impenetrable security door in the 
  northeast area.
  Treasure. There are five salvageable dive components 
  throughout the room.
  The north wall is a heavy, bronze security door. Cast into its 
  solid surface is the image of a towering lighthouse atop the 
  unmistakable dome of Beacon Rock. The top of the lighthouse 
  bears a 2-inch-diameter depiction of a sun, enameled in gold. 
  The carving depicts enameled lines of orichalcum extending 
  downward into the stone of the mountain where there is 
  another 2-inch circle surrounded by lightning bolts and 
  enameled in blue lapis.
  To the right of this door is a small dusty podium, bolted in 
  place, made of deeply stained wood and reinforced throughout 
  with polished copper appointments. On the left side of the 
  top is delicate keyhole with a simple bronze key inserted. 
  From icons engraved around it, it seems to be in a locked 
  position and is the second of two such keyholes. On the right 
  side is a copper-framed plate of crystal with the etching of a 
  handprint on it.
  Security Door. This door leads to area 12 and can't be 
  opened without the use of the key podiums. It effectively 
  has an arcane lock spell on it to protect against a knock spell. 
  It is 2 feet thick, made of stone, and clad in an inch of solid 
  bronze. When the key podiums are successfully activated, 
  the two enameled discs on its surface make a loud clicking 
  sound and begin to magically glow. Pressing these discs 
  causes the door to split down the middle and recede into the 
  walls on either side. The door opens to the smell of ozone, 
  and seawater will pour out to flood the lower portion of 
  this chamber to about knee height. Successfully opening the 
  security door awards a 1,100 XP puzzle bonus.
  Key Podiums. See the description in area 6 for operating 
  the key podiums.
  11. ANCIENT ELECTRICAL WORKSHOP
  Unlike most of this complex, the equipment here has managed 
  to avoid a lot of corrosion. This was clearly a workshop of 
  some kind with racks of bronze tools with ceramic handles on 
  old racks and workbenches.
  Workshop. This was once a workshop for working on 
  the vril technology throughout the facility. Most of it is 
  corroded but not beyond usefulness. There are enough 
  working parts that someone using a set of tinker's tools in 
  this space would get advantage on their roll if working on 
  vril technology. Throughout the room, the characters can 
  find eight Ankeshelian relics; their preserved condition 
  means that making rolls to extract and clean them are made 
  with advantage. 
  Trapped Lockbox. A character who searches the room 
  thoroughly and succeeds at a DC 13 Wisdom (Perception) 
  check will find an old bronze lockbox mounted into the 
  western wall behind a fallen cabinet. The bronze is pristine 
  and if detect magic is used will radiate with faint magic. 
  The safe is locked with an old mechanical combination that 
  can be bypassed with a successful DC 12 Dexterity (thieves' 
  tools) check. Opening the safe will trigger a thunder blast. 
  This magical trap can be spotted with a DC 15 Wisdom 
  (Perception) check and disarmed with a successful DC 
  10 Intelligence (Arcana) check. If triggered, each creature 
  within 10 feet must make a DC 15 Constitution saving 
  throw, taking 11 (2d10) thunder damage on a failed save or 
  half as much damage on a successful one. The sound is loud 
  enough to be heard anywhere in the lair.
  12. FLOODED SECURITY ROOM
  This large, dank room has 2 feet of standing seawater in it. 
  At the northern end is an alcove with what appears to be a 
  statue wearing a heavy suit of orichalcum armor, untouched 
  by the decay of the ruins or the algae growing up the walls. 
  Unit One. Even three-thousand years ago, an Undying 
  Vril Battery was rare and expensive. As such, the scientists 
  protected it by stationing an orichalcum golem (see 
  Appendix) here to protect it. This powerful automaton will 
  attempt to stop anyone it can sense accessing this room or 
  area 13. It will prioritize attacking the closest creature to 
  the battery in area 13 and will pursue anyone who takes the 
  battery. Algae-slick floors and 2 feet of water mean the entire 
  flooded area is difficult terrain, though the golem has been 
  patrolling here for millennia, knows every surface, and is 
  therefore unaffected by the movement penalty.
  Treasure. A rack on the west wall just north of the door 
  holds a portable vril dive harness charger (see Appendix).
  13. FLOODED VRIL CORE
  Various corroded pipes and orichalcum conduits emerge 
  from the walls and ceiling of this flooded room, converging 
  on a dais in the center that contains a long, faintly glowing 
  cylindrical object connected to the power lines running out 
  of the room. 
  Loud noises or talking will activate the orichalcum golem in 
  area 12 if it is still operational.
  Extracting the Battery. No roll is needed to remove the 
  Undying Vril Battery (see Appendix), but it does take two 
  actions. A successful DC 18 Intelligence (Investigation) 
  check will reveal that removing it will drop the weakened 
  retention fields protecting the entire C and D levels from 
  
  10
  being flooded. Once removed, seawater will start gushing in 
  through cracks in the western wall. In 2 rounds, areas 16 and 
  17 will flood to 3 feet and areas 13, 12, and the lower portion 
  of 10 will be completely submerged. Another 2 rounds after 
  that and the rest of areas 10 and 11 will be flooded to 3 feet. 
  Removing the vril battery automatically alerts the golem.
  Sea Cave
  The sea cave provides an alternative entry point 
  to the lighthouse—and also the invitation to 
  continue the adventure.
  14. APPROACH TO SEA CAVE
  The sea here is choppy but partially tamed by massive kelp 
  forests, brushing the surface from below. The rocky coastline is 
  a tumble of rounded white granite boulders and crags stuffed 
  with browning kelp fronds.
  The water is very deep just off the sea cave, descending 
  rapidly into the depths of a massive underwater canyon that 
  extends off to the west. The climb from here to the top is 100 
  feet of difficult terrain.
  Spotting the Cave. The color and placement of the rocks 
  make it hard to spot the sea cave entrance from the water, 
  requiring a successful DC 15 Wisdom (Perception) check. 
  The sea cave is impossible to spot from above. The cave 
  entrance is right at sea level, under an overhang, and is 90 
  feet below and 60 feet southwest of the entrance to the ruins 
  above. The cliff is not sheer but is steep and considered 
  difficult terrain.
  15. SEA CAVE
  The sound of waves breaking at the entrance of this cave 
  creates a near constant drone as the water swirls around 
  tumbles of rounded cobbles, slick with green algae and lining 
  the floor. Small fish dart through the cold, clear water while 
  starfish and small crustaceans cling to the rocks.
  Long ago, this cave was completely submerged, and 
  Ankeshel scientists used it to launch expeditions into the 
  undersea canyon beyond. Now, it has 1–5 feet of seawater 
  swirling about its uneven floor. As such, the whole area is 
  difficult terrain.
  Glass Gator Lair. The central chamber is dominated 
  by the skeletal bronze frame of an ancient submersible, 
  destroyed by the ravages of time and seawater. It is now the 
  nest of two glass gators (see Tome of Beasts) who are waiting 
  in stealth to ambush any hapless prey that comes along. This 
  submersible cannot be repaired, but a tinker could study it 
  for 3 months to create a working prototype, though it would 
  need a source of power and air to operate. 
  Treasure. Sitting in the submersible's rotted-out control 
  seat is an ancient pilot's skeleton, encrusted with barnacles 
  and mussels, wearing a rotted suit with three salvageable 
  dive components.
  The key to the console in area 6 dangles from a control box 
  in front of the pilot. 
  16. ANCIENT DIVE PREP
  The hollow sound of crashing waves is very distinct here. The 
  room is lined with ancient cubbies carved into the walls and 
  heavy stone benches arrayed around the tiled floor.
  This is an old staging area for expeditions. Among the 
  rotted dive suits are three salvageable dive components. The 
  northern doorway frames a faintly glowing magic field that is 
  holding back 3 feet of swirling water in the sea cave beyond.
  17. ANCIENT DIVE LOCKER
  The walls are lined with shoulder-shaped racks that now hold 
  the remains of several strange bronze suits. The shells of a 
  few crabs are scattered on the floor, recently eaten after being 
  cooked on a tiny campfire.
  This was a dive storage locker for the ancient crew.
  Missing Child. The 10-year-old, Dimitrios Palas (LN 
  human commoner) with one level of exhaustion, has been 
  hiding out here since escaping the ambush in area 4. He 
  remembers stumbling in the dark, down some stairs, being 
  swooped upon by something in a large room (area 7), and 
  following the sound of the ocean down more stairs to this 
  area. He tried escaping through the sea cave but spotted the 
  glass gators there. He managed to catch some small crabs 
  through the magical field. He's weak and will beg the party to 
  help him get out. He's good at following directions but won't 
  agree to anything dangerous.
  Dive Harnesses. There are several rotted dive harnesses 
  here from which two salvageable dive components can be 
  scavenged. Diagrams etched into the walls allow anyone 
  to rebuild four vril dive harnesses (see Appendix) from the 
  sixteen salvageable dive components found throughout 
  the facility.
  Conclusion
  Ending the adventure depends on the party's goals. If they 
  accepted the mission to save the boy, Isidora and Kostas 
  will pay them the promised price (20 gp) when their son is 
  returned. Whether this is refused or not, they will offer to 
  feed the party an excellently prepared shrimp stew at their 
  simple coastal home. If hired by Ronvaldr to get the battery, 
  he will make good on his offer. Otherwise, if word gets 
  around that the party got the battery, they will receive offers 
  to buy it from Ronvaldr and Scratch the Fence, among others 
  at the GM's discretion.
  
  11
  Onward and Downward. Extracting Ankeshelian relics 
  from the ruins takes time, and the party might want to spend 
  some downtime extracting all they can. Depending on how 
  they contended with the Grave Raiders, the cart and packing 
  crates are still present for carrying their findings to market. 
  The ruins are unclaimed and could conceivably be converted 
  to a base and the lighthouse rebuilt. Challenges could include 
  dealing with the flooding in the lower levels, restoring Unit 
  Two as a potential robotic butler, and reconnecting the vril 
  power systems throughout the base. With four rechargeable 
  vril dive harnesses, a portable vril dive harness charger, and 
  the Undying Vril Battery, the characters could also choose 
  to seek out the underwater canyon beyond the cave and 
  find out what the ancient civilization was investigating 
  in the depths.
  A Dish Unserved. If Despina Grave was able to escape, she 
  will be interested in revenge on the party to at least get back 
  the battery she thinks was rightfully hers.
  APPENDIX
  All of the new game elements in this adventure are 
  presented here.
  New Magic Items
  These items may prove useful to resourceful adventurers.
  UNDYING VRIL BATTERY
  Wondrous item, artifact
  This faintly glowing cylinder of polished, blue-green crystal 
  appears to have been grown around a pocket of fluid with 
  thin disks of copper and orichalcum suspended in it. The 
  entire device is covered in a filigreed copper cage engraved 
  with runes and has two thumb screws on either end to 
  connect to vril-powered devices. This item acts as a normal 
  vril battery but recharges its 50 charges every dawn.
  VRIL DIVE HARNESS
  Wondrous item, rare
  This harness features a fishbowl-like helmet made of thick 
  glass with a stretchy rubber neck seal. Several adjustable 
  straps and air hoses anchor the helm to an adjustable 
  harness and a heavy, powerpack that sits on the wearer's 
  chest. The powerpack contains a permanent vril battery 
  with 50 charges. When underwater, the wearer can breathe 
  for 10 minutes per charge and communicate normally with 
  those around them. It may be recharged by connecting it to 
  another vril battery or an appropriate charging device for 10 
  minutes while exchanging charge for charge. It continues 
  to operate while charging. Any Medium or Small creature 
  may wear the suit.
  VRIL DIVE HARNESS CHARGER
  Wondrous item, rare
  This bronze case can be worn like a backpack and has four 
  5-foot-long charging cables. This device can only be used 
  to charge vril dive harnesses. One charge from a single vril 
  battery placed in the device charges up to four connected vril 
  dive harnesses one charge each. Charge time is reduced from 
  10 minutes to 1 minute. 
  Monsters & NPCs
  There are many foes that seek to block your progress.
  ORICHALCUM GOLEM
  A gold-colored construct like a heavy suit of armor adorning 
  a living statue rises before you. Tendrils of blue-white lighting 
  trace time-worn runes etched into its ancient carapace as it 
  plods toward you.
  Ancient Guardians. Through powerful magic and strange 
  technology, the orichalcum golems were once common 
  protectors of the genius tinkers that made them. The art 
  of creating these perfectly loyal constructs is as dead as 
  the civilization they originated from, but many of these 
  guardians still stand watch over the ruins of their old 
  masters' workshops. 
  Endless Obedience. While many orichalcum golems 
  were once dynamic and sometimes clever servants, their 
  instructions have worn down over millennia. Most have 
  latched onto a single directive and will follow it until the next 
  few millennia break them down completely. Occasionally a 
  golem loses any logical direction and repeats a single task, 
  such as digging, walking, or even attacking, until some 
  external force puts a stop to it.
  Powered Servant. An orichalcum golem doesn't require 
  air, food, drink, or sleep. 
  ORICHALCUM GOLEMS IN MIDGARD
  Orichalcum golems were ancient servants and soldiers for 
  the lost kingdom of Ankeshel. Powered by vril batteries and 
  forged of orichalcum, plentiful at the time, most of these 
  constructs were lost three thousand years ago, though 
  they can occasionally be found guarding ancient ruins of 
  this once great civilization or wandering the depths of the 
  Western Ocean. The aboleths have been known to hunt 
  down and destroy these constructs, claiming revenge for an 
  ancient betrayal.
  
  12
  ORICHALCUM GOLEM
  Medium construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  10 (+0) 
  17 (+3) 
  3 (−4) 
  10 (+0) 
  1 (−5) 
  Damage Immunities fire, lightning, poison, psychic; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator 
  but can’t speak
  Challenge 5 (1,800 XP)
  Ethereal Sight. The golem can see into the Ethereal 
  Plane up to 60 feet, though it cannot affect objects or 
  creatures there.
  Immutable Form. The golem is immune to 
  any spell or effect that would alter its form.
  Lightning Deflection. Whenever the 
  golem is subjected to lightning damage, 
  it takes no damage, and the lightning 
  arcs instead to all creatures within 30 
  feet. Targets must succeed a DC 13 
  Dexterity saving throw, taking 13 (3d8) 
  lightning damage on a failed save or 
  half as much on a successful one. (If 
  there're no creature within range, the 
  lightning dissipates harmlessly into 
  the ground.)
  Magic Resistance. The golem has 
  advantage on saving throws against spells 
  and other magical effects.
  Magic Weapons. The golem's weapon attacks 
  are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the 
  target is Medium or smaller, it is knocked prone.
  Vril Surge (Recharge 5–6). The golem targets one 
  metallic object it can see within 30 feet. Crackling arcs 
  of brilliant blue electricity burst toward the target. The 
  creature, wearing or holding the targeted object, must 
  succeed a DC 13 Dexterity saving throw, taking 27 
  (6d8) lightning damage if wearing the object and being 
  stunned until the end of its next turn or taking 18 (4d8) 
  lightning damage if holding the object and dropping 
  said object, or half as much on a successful one. If the 
  creature is submerged or standing in more than 6 inches 
  of water, it makes the roll with disadvantage. 
  
  13
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