The Forgotten Repository of Agnoria
Within the shadowy expanse of the Beneath, deep in the forgotten labyrinth known as Agnoria, lies a repository built long ago by an enigmatic society whose truths have slipped into obscurity. This derelict dungeon is a trove of ancient knowledge and bizarre artifacts, crafted with techniques both mystical and alchemical. The repository's patrons believed themselves the custodians of time, and through their strange writings and mechanical wonders, they sought to manipulate fate itself.
Room 1: Entrance Hall of Echoes
As the adventurers step through the crumbling archway, the beginnings of eerie whispers echo off the damp stone walls, seeming to rise from the very ground beneath their feet. Bioluminescent fungi flicker in the gloom, casting a soft green hue that reveals faded murals depicting the society's history. On the far wall, a set of heavy iron doors waits, rusted but resolute, holding who knows what behind them.
Encounter: 1d3 Giant Fire Beetles
(AC 3, HD 1, MV 60', ATK +1 bite (1d6), SV F1, ML 0, Special: Emits light for 6 hours after death)
Treasure: Glowstone – casts Light 1/day
Room 2: The Testing Chamber
This room is curious, featuring a large circular platform embedded with various metallic and glass devices. Mysterious sigils adorn the walls, suggesting it was used for experimental magic. Amidst the remnants of broken potions and shards of glass lies a rusted, mechanical arm, still twitching as if charged by some residual energy.
Trap: Electrically charged mechanical arm (3d6 electric damage, Save vs. Blast for half damage)
Treasure: Tome of Ethereal Manipulation – grants 1 spell after 1 week of study
Room 3: The Gallery of Faces
The air is thick with the scent of strange oils and incense. Twelve masks, each more grotesque than the last, hang from the walls, their eyes seeming to follow the party. A pedestal stands in the center of the room with an unlit lantern atop it. Each mask can be taken, but doing so summons 1d4 Phantoms of former acolytes, desperate to reclaim their essence.
Encounter: 1d4 Lesser Shadows
(AC 4, HD 2, MV 60', ATK +2 touch (1d4 necrotic), SV F1, ML +1, Special: Incorporeal, immune to sleep/charm*)
Treasure: Lantern of Souls – trap a soul for 1 hour, 1/day
Room 4: The Hall of Whispers
This long, narrow hallway is filled with the soft sound of whispers amplifying with each step of the adventurers. Glowing glyphs light the path, leading to a single door at the end. Those attuned to magic can sense a pulsating energy resonating through the walls—attempts to read them will reveal ancient secrets (auctions a free roll for deciphering).
Encounter: None (lore-based interaction)
Feature: Gain +2 on one future Arcane/History roll per PC
Treasure: 3–5 Ancient Crystals (50gp each)
Room 5: The Chamber of Null
A vast empty space extends before the party, filled with an uncomfortable silence. The floor is marked with geometric patterns that bend light and shadow. An enormous spherical object, covered in runes, floats quietly, pulsing with a blue energy. Touching the object invokes visions of alternate realities.
Trap: Unstable Reality; touching sphere triggers random teleportation to another room; no save
Treasure: Spherical Chronometer; +2 to Navigation/Arcane checks related to time, 1/day
Room 6: The Keeper's Domain
The opulent decorations contrast sharply with the decay everywhere else. Heavy tapestry drapes reveal scenes of glory, a symbol of their hubris. In the center of the room stands a living statue, cascading with a magical aura, poised to protect the secrets within. The adventurers may negotiate or fight to gain entry past its unwavering vigilance.
Encounter: 1d2 Construct Guardians
(AC 6, HD 3+1, MV 30', ATK +3 slam (1d8), SV F2, ML +2, Special: Immune to mind effects, poison, critical hits)
Treasure: Ring of Insights – use Sense Lies 1/day
Room 7: The Archives of Agnoria
Littered with decaying scrolls and brittle tomes, the shelves sag dangerously under their weight. The musty scent of antiquity fills the air. Each shelf offers the potential for lost knowledge, but the room is watched by 1d3 Metal Swarms that will attack if any intruders dare to mishandle the documents.
Encounter: 1d3 Stirges
(AC 6, HD 1, MV 60' fly, ATK +2 drill (1d3 + attach), SV F1, ML +1, Special: drains 1 HP/round until detached*)
Treasure: Scroll of Time Stop (cannot be used until level 9+, but valuable for sale or lore)
Room 8: The Final Revelation
This room is the culmination of the repository. A massive circular table lies at its center, engraved with celestial maps and unfathomable equations. In the dim light, a single prism pulses rhythmically on the table—appearing as if alive. It hums proof of the ancients’ power, inviting the party to insight or catastrophe.
Encounter: Prophetic visions – roll 1d3 per player
Treasure: Prism of Foretelling – reroll 1 failed saving throw, 1 use total
Conclusion
To enhance and expand upon the Forgotten Repository of Agnoria, Judges can introduce connections to the larger world, using factions that seek the knowledge and artifacts within. They could develop plot lines involving secretive groups, rival adventurers seeking the same treasures, or ancient enemies returned to reclaim their lost realms. Additionally, special events during the quest can heighten tension, such as time distortions or echoes of the past affecting the present.
This structure provides a rich narrative backdrop, allowing players to immerse themselves in the lore while engaging with unique challenges and treasures that steer clear of typical undead or nature themes.