The Labyrinth of the Forgotten Artifacts

The Labyrinth of the Forgotten Artifacts

Beneath the ruins of an ancient city, long lost to time, lies a hidden labyrinth teeming with the remnants of bygone eras. Known as the Labyrinth of the Forgotten Artifacts, this dungeon was once the storied vault of the long-forgotten Order of the Watchful Ones, a guild of scholars who accumulated knowledge and strange items from across the realms. However, the guild was lost to a horrific fate, and now their secrets and remnants are entombed within these winding corridors. Adventurers brave enough to venture deep within may uncover treasures and dark truths that can rewrite history—or doom them forever.

1. The Entrance Hall

  • Description: A heavy stone door, embossed with faded reliefs representing scholars and mystical artifacts, creaks open, revealing a vast, echoing hall. Dust swirls in the dim light as intricate mosaics scatter the floor, depicting the guild's accolades. The air is thick with the scent of ancient parchment.
  • Monsters: Stone Golem (Mv 20'/60', AC 5, HD 12***, Atk 1 (smash +1), Save F6, Morale N/A)
  • Treasures: A locked chest holds 50 gold coins and a scroll of Detect Magic.

2. The Hall of Curiosities

Description: This room is lined with towering glass cases containing peculiar artifacts—some shimmer with latent power, while others seem completely mundane. The flickering torchlight casts distorted shadows across grimacing faces carved into the wood paneling.

  • Monsters: Wight (Mv 30', AC 3, HD 5*, Atk 1 touch (enervating touch, 7+), Save F5, Morale +1).
  • Treasures: The jar can be sold for 1,000 gold pieces or used as a unique magical component.

3. The Broken Archive

Description: Shattered shelving and scattered tomes cover the floor like fallen leaves. A flickering apparition, once a devoted librarian, murmurs fragments of forgotten languages as it writhes, unable to move on.

  • Monsters: Phantom Apparition (Mv 30', AC 2, HD 4**, Atk 1 gaze (fear, Save vs. Spells), Save F4, Morale +2)
  • Treasures: Among the debris lies a tome of lost lore that grants a +2 bonus to arcane knowledge proficiency checks.

4. The Alchemical Lab

Description: Glass beakers bubble on a sturdy wooden workbench, surrounded by books filled with cryptic notes and diagrams. A faint glow emanates from a central cauldron filled with a luminescent liquid.

  • Monsters Toxic gas trap. When triggered, fills the room in 1 round. Save v. Blast or take 1d6 damage and be incapacitated for 1d4 turns.
  • Treasures:
  • Potion of Cure Light Injury
  • Experimental Elixir: Roll 1d6:
    • 1. Heal 2d6 HP
    • 2. Gain infravision (1 hour)
    • 3. Polymorph into goat (Save v. Spells)
    • 4. +2 to next Proficiency throw
    • 5. Suffer hallucinations (-2 to all throws, 1 turn)
    • 6. Become invisible for 1d6 rounds.

Description: Shadowy figures flicker on the walls as if the past is replaying itself. A sense of dread looms heavy in the air, and whispers grow louder as adventurers approach.

  • Monsters: Shadow (Mv 30'/90', AC 2, HD 2+2***, Atk 1 (enervating touch 8+), Save F2, Morale +4).
  • Treasures: Within a niche, a silver pendant glistens dimly, worth 750 gold pieces.

6. The Chamber of Echoes

Description: Sound carries strangely in this circular room, creating disorienting echoes. Every whisper of the adventurers is amplified, making communication difficult.

  • Monsters/Traps: Magical Sound Puzzle: A Proficiency Throw is required to interpret the harmonic echoes and align the sound resonance that unlocks the exit.
    • Suggested Proficiency: Magical Engineering or Collegiate Wizardry.
    • Throw Required: 11+ (adjust based on Judge's sense of difficulty).
    • Characters without a relevant proficiency may attempt it at a -4 penalty
  • Treasures: Successfully solving the puzzle rewards them with an enchanted flute that can cast Calm Emotion once per day.

7. The Pit of Despair

Description: A deep pit surrounded by crumbling stone and jagged edges opens in the floor. The distant echo of dripping water resonates from below.

  • Monsters: A pit trap opens beneath unwary adventurers (save vs. Blast or fall damage for 20').
  • Treasures: At the bottom of the pit lies a forgotten treasure hoard (2,000 gold pieces and a +1 spear).

8. The Symbolic Doorway

Description: A massive door carved with intricate symbols of the guild, radiating with protective runes. It requires a magical inscription to open, known only to those who decipher the secrets of the labyrinth.

  • Monsters: A riddle must be answered correctly; failure causes a magical blast (2d6 arcane damage, Save v. Blast for half).
  • Treasures: Successful navigation grants a Key of the Guild, a magical artifact that opens any door bearing the guild’s mark.

9. The Tomb of the Watchful Ones

Description: The final chamber is lavishly adorned, containing sarcophagi of the guild's founders. Their faces are shrouded in peace, as if in eternal watch over their domain.

  • Monsters: 1d4 Wraiths (Mv 40'/120', AC 6, HD 4**, Atk 1 (enervating touch or weapon 7+), Save F4, Morale +4)
  • Treasures: Each sarcophagus holds a unique artifact linked to its occupant and a scroll of Minor Wish.

10. The Lightless Hall

Description: This long corridor is entirely devoid of light. A faint glow can be seen at the far end, emanating from another room.

  • Monsters: 1d4 Giant Crab Spider (Mv 40'/120', AC 2, HD 2*, Atk 1 (bite 9+), Save F1, Morale -1).
  • Treasures: A luminous gem collected from the remains of the spiders can illuminate dark areas for an entire day.

Conclusion

Game Masters seeking to expand or adapt this dungeon can infuse it with additional encounters or unexpected events. Players might encounter rival adventurers searching for the same artifacts or a mysterious patron interested in their findings. Link the Labyrinth of the Forgotten Artifacts to a larger narrative by suggesting that the artifacts have been known to warp reality or alter destinies, leading to deeper quests beyond the labyrinth's confines. Use the guild's ancient knowledge to set the tone for future encounters with secretive organizations or arcane studies in your campaign.