Adventure: Tukima's Laboratory

## Outline

* The elven wizard Tukima Zara has kidnapped the players and many others for her arcane experiments.
* She is seeking to perfect her lich transformation ritual, but not for herself. She has an adopted human son named Sylas who is sickly and close to death despite his mother's interventions.
* She is feeding her son's phylactery with powerful souls which she finds by subjecting her prisoners to magic experimentation so that the ritual will succeed.
* An explosion rocks the laboratory and frees the players. It is a regiment of evil Duergar who want to plunder the lab's arcane artifacts.
* She is unwittingly the last component of the ritual to transform her son: While preparing, the escaped players will interrupt her, causing the ritual to end prematurely and disastrously - her essence will be absorbed into the phylactery, and her son will become an undead monstrosity who lashes out in confusion and rage.

## Adventure

*You wake up locked inside a silver cage hanging from the ceiling of a dark laboratory. The residents of all other cages but two are dead. Your memory of the last few days is hazy. You were traveling when a deep sleep took you. You remember a woman's sneering smile. You see that smile standing in front of your cage.*

*"Life is power. It is simple enough. You live, you change, you affect the world. But is that all? This woman lives, and has power of a sort.* [She gestures to the woman in a nearby cage] *She lost her parents to plague, but took over their family's farm and it prospered. She had several children, and they were safe and well fed. She lived as she thought she should. And now she is dead.* [Tukima casts a spell and the woman shudders, her body going limp] *Her land will be divided, her children will move on, and she will be forgotten. She lived a good life, but she had no power. She was a slave to death. But I will not be forgotten. My legacy will be eternal. And you will aid me, when the time comes."*

*You black out, but are awoken by a distant explosion. You feel a considerable time has passed. All you have in your possession are basic clothes.*

### Room: Cages

*Twelve silver cages hang from the ceiling of this room. In ten of them, a lifeless corpse lays. In a nearby area, you hear the roar of an incinerator.*

* The cages contain an antimagic field that nullifies all spells and magical items.
* A close inspection with DC 12+1d4 of the corpses will reveal a tiefling man had a +1 ring of protection on their finger. On it are the words engraved, "For my pookie, to keep him safe."
* A small office with a portrait of Tukima on the wall is the default location of the clay golem. In it is a locked chest (DC 7+1d4 to open with an appropriate tool) that contains the players possessions as well as 3 potions of superior healing.
* Also in the room is a hidden safe behind the portrait. It requires a DC 12+1d4 Perception or Investigation check to discover and a 15+1d4 Dc to unlock. It can also be unlocked with two power stones. Inside is a +2 Light Hammer "Dismantler" that deals an additional 20 damage on an attack to constructs and a supreme potion of healing.
* The golem has limited programming, but knows basic information about Tukima's experiment and can be tricked. It has the keys to the cages and to the chest bound to a ring embedded in its side. It can be ripped out or unclipped with sleight of hand.
* There is a door locked by magic that cannot be opened without inserting a power stone into the slot.

The Golem will approach the cages, saying "EMERGENCY PROTOCOL. PLEASE FOLLOW ME. EMERGENCY PROTOCOL. PLEASE FOLLOW ME."

The golem will lead them to the incinerator, then tell them to dispose of themselves in it. If the players refuse, he will attempt to into the incinerator by force.

* If a player begins their turn in the incinerator, they take 4d6 fire damage.

### Room: Power Station

*A large metal spire spits lightning out into the air and along the metal floor. At the center, 20 feet in the air, is a white spherical object that glows brightly.*

* The spire will shoot lightning at creatures inside the room that do not possess a powerstone. Every 10 feet the players move inside the room, they must succeed on a DC 12 Dexterity saving throw or take 2d6 lightning damage.
* The power stone can be removed easily, and afterwards the machine falls dormant.

### Room: Wind Tunnel

T*his long corridor is full of gusting wind generator by a huge fan. It would be difficult to move against the wind.*

* You can move 5 feet by succeeding on a DC 11 Strength (Athletics) check. If you fail, you are moved back 10 feet. At either end of the corridor are whirring blades which drive the air into the lab. Moving into them will result in 3d12 slashing damage.
* Halfway through the tunnel is a small recess in which a corpse lies. He was a former prisoner who escaped but died of injuries in the tunnel and wasn't discovered. He is wearing a Belt of Stone Giant Strength, which grants 23 Strength.
* At the far end of the tunnel is an Air Elemental which is trapped inside a magic forcefield which can be unlcoked with a power stone. Th elemental only speaks auran.

### Room: Tube Chamber

*This room is full of hissing glass cylinders connected with machinery. From within, humanoid silhouettes squirm and pound the glass. Above each tube is a kind of mechanical seal. At the end of the room is a lever and an arcane illusion atop a machine.*

* Most of the tubes contain remnants of Tukima's experiments that are beyond recognition, their minds stripped away. Each of the tubes can be opened with a power stone, or be pried from their seals. One tube contains Tukima's former assistant, Renzor, who pleads for his release.
* A duergar named Farux is hiding behind one of the tubes. He will attempt a stealth check each turn to hide.
* The duergar will attempt to attack the players if the opportunity strikes, but he can be bargained with.

"Master Tukima, you've come back for me! I always knew the experiment would be a success! I-I-I was strong enough to survive intact! Release me now. Please!"

* The machine at the end controls the tubes and the lever opens all the tubes simultaneously. The arcane display requires a power stone to be functional and gives the ability to release or destroy the contents of each tube individually.
* Each tube contains a remnant of Tukima's magic, either a normal gelatinous cube or an intelligent one in the case of Renzor.
* Renzor will be horrified at his appearance and upon seeing that the players are not Tukima, he will attack them along with the other cubes.

### Room: Kesh's Library

*This dusty library contains thousands and thousands of esoteric texts lined up neatly in wooden shelves. Piled up in front of you are six dead duergar with crossbow bolts sticking from them.*

* Kesh the Kobold is the librarian of this library and he is enchanted to be permanently invisible after Tukima grew tired of beholding his ugliness. He has the stats of an archer only with 21 hitpoints. Kesh is not very intelligent, but is dedicated to his duty. If the characters can convince him, he will stop attacking.
* The room is littered with tripwire dart traps that Kesh set up after the explosion.
* He carries the Arcanocross, a +1 light crossbow that ignores the loading property and can be fired as a bonus action.
* Kesh will greet the players and tell them they go no further, as he was charged with preventing anyone but the master to read these priceless books.
* A DC 6+1d4 Medicine check will determine the Duergar were killed only minutes before.
* A DC 8+1d4 Perception or Investigation check reveals that a book about extending life is open on a lectern. A DC 13+1d4 Arcana check reveals it is describing becoming a lich. Inside the book is signed, "May your endeavors be fruitful. Pleasure doing business, signed, A."
* the book contains instructions which could be used to sabotage the ritual.

### Room: Kesh's Bedroom

*This messy-looking room looks like a converted supply closet. Some clockworks and tinkering tools lay out on a table next to a small chest.*

* On the table is a set of tinker's tools and what is upon closer examination, toys made for Sylas. One of them has a note attached. "Please tel master am not ugly then she change Kesh back.
* Inside the chest, which can be opened with a DC 10+1d4 thieves tools check or a 15+1d4 Strength check, is a bronze dragon idol and a power stone.

### Room: Realm Portals

*This small room contains four iron circles with a power stone slot below each. In the center is a small human boy trapped in a shimmering purple forcefield.*

* The forcefield traps Ashakumaryan, a Rakshasa devil who is shapeshifted into the shape of Sylas, Tukima's adopted son. He will plead for the players to release him using a power stone and has a +10 bonus to deception and +8 bonus to insight.
* He has important information: The cat named Sabertooth is Sylas's treasured pet, and Tukima will be reluctant to hurt him. He also knows that Sylas is ill and Tuikima's experiments are to extend his life.
* If he is released, he will jump through a portal after the Forbiddance begins to destroy him.
* Without Ashakumaryan, the portal room no longer functions and the portals fade away.
* Each portal leads to a different realm:
	+ The first leads to the Wilderrealm (Feywild)
	+ The second leads to the Shadowrealm (Shadowfel)
	+ The third leads to the Abyss, home of fiends and elementals
	+ The fourth leads to Tukima's personal bedroom.
* Tukima's bedroom is lavishly decorated, and covered in portraits of a young human boy in different stages of childhood. He is smiling in each.
* There is a small child's bedroom adjacent to Tukima's, and it is simply decorated but covered in clockwork toys.
* On a pedestal is a wand crafted from oaken roots. It is a wand of command for the dryad in the Magic Garden and can only be released from the pedestal by speaking the dryad's name.
* Searching the room will reveal a cat's food bowl and litterbox. The cat can be found under the bed with a DC 8+1d4 ability check and is skittish but friendly. The cat's name is Sabertooth and has a slight overbite.
* Hidden in a locked trunk (DC 14+1d4 to open) is a dusty portrait of Tukima with an elven man and a young elf boy as well as a diamond betrothal necklace worth 1000gp. A character who wears the necklace is not considered an enemy of the magic servants Tukima employs.

### Room: Magic Garden

*This lovely garden full of brightly colored flowers is illuminated by a magical star embedded in the ceiling of this dome-shaped room. A dryad delicately tends to the plants, paying you no attention.*

* The star is a magical orb that sheds light as if it was permanently illuminated by the *Daylight* spell. It can be dislodged from the ceiling with a DC 13+1d4 Strength ability check. When shone in the direction of the duergar, it blinds them, granting them disadvantage on attacks.
* The Dryad's name is Madeira, and she has been blinded with magic and bound to the garden. She doesn't know much except that Tukima treats her kindly despite trapping her here. She can be freed or commanded with the wand found in Tukima's bedroom.
* If she is befriended, she will explain that Tukima once gave her a diamond necklace to wear that made the magical servants friendly.
* She also knows that Sylas is very ill and Tukima is trying to help him.

### Room: Atrium

*This large room is decorated with marble statues and elegant rugs. On one side of the room is a large door with three power stone slots with a pile of rubble next to it. Near it is a wall of force with two power stone slots, and at the far end is a portal ring with three slots. Seated in the center of the room is a group of Duergar, some injured, loudly discussing something in Deep Speech over a pile of crumbled golems of different sizes.*

* The Duergar are led by Captain Thorngk, who wanted to plunder the laboratory for its magical artifacts and slay the "witch" who has antagonized his tribe. they know Deep Speech and understand a little Dwarvish.
* They are unable to proceed past a wall of magical force that leads to more of the lab without another power stone. They possess one, but still need the others.
* Thorngk will accuse the players of being servants of Tukima, and will attack them unless they succeed on a DC 17+1d4 Charisma check or give them a magic artifact. However, the duergar are evil characters and will seek to betray the players and steal their items if they move on without hostility.
* They are tired, wounded, and thirsty. Agropom lost all the ale in the cave-in.

### Room: Golemarium

*This room smells deeply of sulfur and smoke, and a door blocks further passage. Half-formed golems and other magical constructs litter the area. As you enter, four clay golems awaken, shouting: "INTRUDER. LEAVE IMMEDIATELY OR PERISH."*

* The door on the far side can be opened by lockpick (DC 12+1d4) or by forcing it (DC 15+1d4). Inside is a power stone, and many gems and magic components, as well as a Manual of Clay Golems and a Manual of Stone Golems.
* On one shelf is four aliquots of wizard's solution, which instantly dissolves the golems. It can be discovered with a DC 8+1d4 Arcana check.

### Room: Ritual Chamber

*Before you is a harrowing sight. A young human boy, barely conscious, is strapped to a machine surrounded by glowing arcane symbols. The wizard Tukima is absorbed in chanting her spell before she turns to you, a golem made of stone looming silently over her.*

*"You dare interrupt me! You, who will amount to nothing! Your lives are better spent in service."*

* When Tukima begins combat, the stone golem will mutter: "ERADICATE."
* Tukima has the stats of an Archmage.

If Tukima is killed, her body to crumble to dust and she will shout out, "What is happening, what have you done? Sylas!" Her essence is sucked into a nearby phylactery in the shape of a ship in a bottle. When she dies, a massive sapphire embedded in am amulet clatters to the floor.

The ritual commences using Tukima's essence, and Sylas calls out for his mother. In a flash of purple light, his flesh is stripped to bone and his twisted form slumps off the table. He will shout out in confusion and attack the players wildly.

* Sylas has the stats of a Nightwalker.
* Sylas's Phylactery has 20 AC and 10 hitpoints, and when destroyed Sylas is instantly vaporized.
* Sylas is wearing a necklace that identifies himself as a friend to the golems. If it is somehow removed, any remaining golems will fight him.