Laboratory
Great war mage colleges, secluded wizard’s towers, and alchemists’ workrooms are all examples of laboratories. Laboratories are places of research and typically include unique magical and alchemical effects that can’t be found anywhere else. In addition to living spaces, a laboratory requires workrooms and libraries.
Tiers. While laboratory inhabitants often include students and apprentices, the masters of large laboratories are commonly tier 3 or 4.
Laboratory Size. Each 50-foot-square node of a laboratory contains either a room or a section of passage. A small laboratory is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).
Magic Auras. Adventurers trained in Arcana have advantage when making Investigation or Perception checks to examine magical phenomena.
Creating a Laboratory
To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.
Laboratory: Description
Roll 1d12 + 8 to generate the first area of the dungeon. Then roll 1d20 on this table to determine what’s beyond each exit, and so on.
1 |
Narrow passage. 5 feet wide. Roll on Passage Contents and Exits. |
|
2 - 7 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
|
8 |
Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4: |
|
1 | 15 ft. | |
2 - 3 | 20 ft. | |
4 | 30 ft. | |
9 - 14 | Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4: | |
1 | 15 x 15 ft. | |
2 |
15 x 20 ft. |
|
3 |
20 x 20 ft. |
|
4 |
20 x 30 ft. |
|
15 - 20 |
Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6: |
|
1 |
30 x 30 ft. |
|
2 |
30 x 40 ft. |
|
3 |
40 x 50 ft. |
|
4 |
50 x 50 ft. |
Laboratory: Passage Contents
1 - 10 |
Empty |
|
11 - 14 |
Roll on Passage Scenery |
|
15 - 18 |
Roll on Escalations |
|
19 - 20 |
Roll on Obstacles |
Laboratory: Room and Chamber Contents
Roll 1d20 in small room, 1d20 + 2 in large chamber.
1 - 3 |
Empty |
|
4 - 8 |
Roll on Small Room Scenery or Large Chamber Scenery |
|
9 - 11 |
Roll on Novelties |
|
12 - 14 |
Roll on Obstacles |
|
15 - 16 |
Roll on Discoveries |
|
17 - 19 |
Roll on Escalations and on Small Room Scenery or Large Chamber Scenery |
|
20+ |
Roll on Set Pieces |
Laboratory: Exits
If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.
1 - 3 |
No Exits |
|
4 - 5 |
One exit left |
|
6 - 7 |
One exit straight |
|
8 - 9 |
One exit right |
|
10 - 11 |
Two exits, left and right |
|
12 - 13 |
Two exits, left and straight |
|
14 - 15 |
Two exits, straight and right |
|
16 - 18 |
Three exits, left, straight, and right |
|
19 - 20 | Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits | |
1 - 2 |
Stone stairs down |
|
3 |
Stone spiral staircase down |
|
4 |
Trapdoor down (50 percent chance concealed under rug or furniture) |
|
5 |
Floor tile inscribed with a red X. Anyone standing on it is teleported to the level below |
|
6 |
Stone spiral staircase up |
Laboratory: Novelties
1 |
Complex illusions conceal the walls, ceiling, and floor so that a visitor appears to be in a snowy wilderness or an expanse of starry space. The room’s exits are clearly visible |
|
2 |
Vaulted chamber with excellent acoustics. Every whisper can be heard by all creatures in the chamber |
|
3 |
A creature that knows at least one language can understand every word spoken in this room, no matter the language |
|
4 |
Library with floor-to-ceiling shelves and no ladders. A ghostly hand (as mage hand ) retrieves books on command (50 percent chance of a Minor Treasure) |
|
5 |
Pristine ballroom floor being swept by dozens of animated brooms |
|
6 |
The ceiling of this observatory mirrors the current state of the sky. Several telescopes sit in the center of the room |
|
7 |
Shadowy, illusionary dancers perform an endless ballet in a dark and dusty theater |
|
8 |
Huge, multilevel hall with wind tunnels instead of stairs |
|
9 |
Tiles on the walls cycle through text as if displaying an unrolling scroll; you can touch a tile to temporarily pause it, or tap it with a new scroll to change the displayed text |
|
10 |
Room like a large-scale alchemist’s kit. Fireplaces boil cauldrons, colored liquid races through coiled tubes overhead, and acids and poisons drip into cisterns on the floor |
|
11 |
Model planets, each large enough to stand on, orbit a burning sphere |
|
12 |
An enchanted scriptorium. Books float to tables and animated pens copy pages |
Laboratory: Obstacles
1 |
Lock: From a locked stone door protrudes a carved lion head with missing eyes. The door unlocks if cat’s eye gems are inserted. Key: A bag containing a pair of cat’s eye gems |
|
2 |
Lock: Arcane locked stone door inscribed with the words “Knock to enter.” The knock spell opens the door. Key: Wand of knocking, a wand topped with a stone fist, which can cast knock once per 24 hours |
|
3 |
Lock: Translucent stone door made of blue crystal. Key: A translucent blue crystal key |
|
4 |
Lock: Arcane locked door bearing a riddle. The door opens when the answer is spoken. Key: An ancient book, Jest Book of Infinite Mirth |
|
5 |
Heavy stone doors (DC 18 + half dungeon level Strength check to push open), inscribed with “Magic prevails where might fails.” Any magical wind or force, including mage hand , pushes open the doors |
|
6 |
An intensely bright white dot floats in the middle of this freezing, snowy laboratory. Touching the dot deals 3 (1d6) cold damage per dungeon level |
|
7 |
Bookcase filled with books in many languages. (Examination or DC 15 Perception check: The only book in Common, New Directions in Architecture, has no dust on the top. Pushing it opens the door) |
|
8 |
Segment of the wall is illusory and can be passed through effortlessly. (Examination or DC 15 Perception check: a slight draft) |
|
9 - 12 |
Trap based on the dungeon level: level 1–2 illusory balcony trap or invisible caltrops; 3–4 lightning-blast statue or sigil trap; 5–10 bookcase trap or reverse gravity trap ; 11–16 explosive runes trap or gas vacuum trap; 17–20 floating sphere of annihilation or necromantic bridge trap |
Laboratory: Discoveries
1 - 4 |
Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock |
|
5 |
Tea room populated by intelligent animated objects: walking tables, talking cups, lazy sofas, and the like. They are happy to gossip about other inhabitants |
|
6 |
Familiar carrying a message |
|
7 |
Guard patrol (roll 1d4 on Escalations table) responding to a magical mishap, such as an escaped monster or magical fire; they accept help from anyone, even intruders |
|
8 |
Dressing room with a vanity with attached mirror. Once per day while sitting at the vanity, anyone can cast alter self |
|
9 |
Bedroom with a luxurious bed, a vanity covered with perfumes, and a wardrobe full of clothes. The wardrobe contains a seemingly empty silver jewelry box containing an invisible piece of jewelry. The box is magical: any object placed inside the box becomes invisible while in the box |
|
10 |
Comfortable office shielded by a private sanctum spell, blocking teleportation, scrying, sound, and vision (50 percent chance of a Minor Treasure) |
|
11 |
Blazing fireplace with strange forms swirling in it: a permanent portal to the Plane of Fire |
|
12 |
Machine room containing several pulsing crystals suspended in midair, a wall covered with clacking intermeshed gears, and a brass tube emerging from the wall at head height. Up to five times each day, a creature that speaks into the tube can cast sending through the device |
Laboratory: Escalations
50 percent of guards possess a Minor Treasure.
1 |
Guards: question intruders about their reason for being there |
|
Level 1–2: apprentice mage with imp ; druid |
||
Level 3–4: scout with hell hound |
||
Level 5–10: mage with flesh guardian or ogre zombie |
||
Level 11–16: archmage with grimalkin or water elemental |
||
Level 17–20: archmage with chain devil or clay guardian |
||
2 |
Guards: may attack intruders who don’t speak the right password |
|
Level 1–2: 1d4 guards or flying swords |
||
Level 3–4: apprentice mage with walking statue ; green hag |
||
Level 5–10: mage with flesh guardian or any elemental |
||
Level 11–16: mage with 2 flesh guardians or 2 chuul |
||
Level 17–20: arcane blademaster ; 3 mages |
||
3 |
Denizens: maintain an uneasy alliance with the local overlord (roll or choose from Set Pieces) but are on the lookout for betrayal |
|
Level 1–2: cult fanatic |
||
Level 3–4: 2 gargoyles |
||
Level 5–10: 1 or 2 night hags or scorpionfolk imperators |
||
Level 11–16: alchemist , mage , or shadow elf mage with shield guardian |
||
Level 17–20: lich |
||
4 |
Guards: unwillingly bound to guard a location, following the letter of their instructions |
|
Level 1–2: 1d4 spark mephits or steam mephits |
||
Level 3–4: shadow demon | ||
Level 5–10: ogre mage or chain devil |
||
Level 11–16: 2 ogre mages or bone devils |
||
Level 17–20: 2 chain devils or invisible renders | ||
5 |
Guardians: attack if approached |
|
Level 1–2: 1d4 gear spiders or sprites |
||
Level 3–4: bearded devil or scarecrow harvester |
||
Level 11–16: dead man’s fingers; 2 air elementals |
||
Level 17–20: greater sphinx ; 2 guardian nagas |
||
6 |
Guardians: attack on sight |
|
Level 1–2: animated armor with flying sword |
||
Level 3–4: rug of smothering with 2 animated armors |
||
Level 5–10: elder black pudding ; 2 black puddings |
||
Level 11–16: 2 salamanders or shambling mounds |
||
Level 17–20: 2 guardian nagas or giant elementals |
||
7 - 10 |
Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs |
Laboratory: Set Pieces
Set piece encounters usually feature a Treasure Hoard.
1 |
Arcane Academy. The magic school’s instructors have always educated young spellcasters responsibly—until the new chancellor arrived. |
|
Level 1–2: doppelganger with 1 or 2 apprentice mages ; green hag with 1d6 guards |
||
Level 5–10: mage or necromancer with 2 or 3 shadow demons |
||
Level 11–16: vampire mage with giant earth elemental ; archmage with 2 or 3 elementals |
||
Level 17–20: archmage with 1 or 2 horned devils |
||
Setting: The luxurious office is filled with programmed illusions masquerading as the new chancellor. |
||
2 |
Philosopher’s Stone. The laboratory’s spellcasters are dedicated to pure research—never mind that their new spells or concoctions drain life from the nearby countryside. |
|
Level 1–2: goblin warlock or kobold sorcerer with gargoyle ; sea hag with 1d4 ice mephits |
||
Level 3–4: merrow mage ; mage with 1d6 guards |
||
Level 5–10: alchemist with 1 to 3 clockwork sentinels or scarecrow harvesters; mage with 2d6 animated armors |
||
Level 11–16: alchemist or mage with 2 stone guardians or glabrezu |
||
Level 17–20: lich with giant elemental or rakshasa |
||
Setting: An alchemical laboratory. Any miss with an attack breaks equipment, causing an effect as if the attacker targeted the missed creature with a wand of wonder. |
||
3 |
Summoning Gone Wrong. Fiends have killed their summoners and now threaten to wreak destruction far and wide. |
|
Level 1–2: 2 or 3 shadows |
||
Level 3–4: malcubus or shadow demon with 1d4 quasits |
||
Level 5–10: cambion with 2 elementals of any type |
||
Level 11–16: 2 or 3 horned devils |
||
Setting: The floor of the room is marked with an error-ridden magic circle. A creature can use an action to fix the error with an Acana check (DC 10 + half dungeon level). After three successes, the magic circle binds fiends within it. |
||
4 |
An archmage offers a test, such as the demonstration of a spell of each characters’ choice. In return, the archmage grants a boon, such as a scroll of the same level as the demonstrated spell, or acceptance to a spellcasters’ guild. |
Laboratory: Minor Treasure
1 |
Scroll containing a rare version of a spell from the wizard spell list (such as amber prince’s shocking grasp) |
|
2 |
Book of forbidden lore containing a rare version of a spell from the warlock spell list, such as Sebirus’s Imprisoning Skeletal Hands |
|
3 - 5 |
Spell scroll containing a spell from the wizard list appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9) |
|
6 - 7 |
Rare book worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp) |
|
8 |
Rare book that imparts a (possibly false) cosmic or magical secret (such as the cosmic dangers of using psionics) |
|
9 |
Research notes that allow a random cleric spell to be learned as a wizard spell |
|
10 |
Research notes that include the true name of several powerful devils |
|
11 |
Poetry or musical score containing a rare version of a spell from the bard spell list (such as Elvatar’s thunderous entrance) |
|
12 | Instructions for building a homunculus |
Laboratory: Treasure Hoards
Dungeon Level 1–2 |
Valuables: 1d4 × 100 gp worth of gold coins, jewelry, or alchemical equipment Magic (30 percent chance): brooch of shielding or wand of the war mage +1 |
|
Dungeon Level 3–4 |
Valuables: 2d4 × 100 gp worth of gold coins or rare books Magic (40 percent chance): boots of levitation or headband of intellect |
|
Dungeon Level 5–10 |
Valuables: 1d6 × 1,000 gp worth of gold coins, jewelry, or powdered gems Magic (50 percent chance): robe of eyes or wand of the war mage +2 |
|
Dungeon Level 11–16 |
Valuables: 1d4 × 10,000 gp worth of gold and platinum coins, jewelry, or rare books worth 1,000 gp each Magic (60 percent chance): mantle of spell resistance or wand of lightning bolts |
|
Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 gp worth of platinum coins,diamonds worth 5,000 gp each, or components for making magic items Magic (70 percent chance): robe of the archmagi or staff of striking |
Laboratory: Passage Scenery
1 |
Wall-mounted scarab or butterfly collection |
|
2 |
Wall-mounted diagrams of various magical circles |
|
3 |
Bookshelves along the walls |
|
4 |
Thick carpet (grants advantage on Stealth checks made to move silently) |
|
5 |
Dozens of everburning candles or torches |
|
6 |
Wall rack containing nonmagical staffs, wands, and other focuses. 50 percent of a magical wand, such as a wand of secrets , among them |
|
7 |
Hatstand hung with flamboyant hats |
|
8 |
Rack containing pipes and snuffboxes |
Laboratory: Small Room Scenery
1 |
A table of dusty alchemical equipment |
|
2 |
Unlit braziers filled with coal |
|
3 |
Scrolls in labeled vases (50 percent chance of a Minor Treasure) |
|
4 |
Library under a permanent silence spell. Entrances bear a sign that reads “Silence!” |
|
5 |
Wizard’s study with books on lecterns, candles inside skulls, and an empty birdcage (50 percent chance of a Minor Treasure) |
|
6 |
A desk with locked drawers contains papers of no importance (50 percent chance of a false bottom concealing a Minor Treasure) |
|
7 |
Pinned to the walls of this cluttered study are dozens of pictures: maps, anatomical illustrations, and sketches of renowned figures (possibly including the adventurers). The pictures are connected by a cat’s cradle of red string |
|
8 |
Den with mounted monster heads, comfortable chairs, sherry, and stacks of books on arcane topics |
|
9 |
Bedroom cluttered with wizard staffs, monster skulls, figurines, books, crystal balls, and the like (50 percent chance of a Minor Treasure) |
|
10 |
A dusty bed chamber contains a bed with a rotting canopy and a wardrobe of moth-eaten clothes |
|
11 |
Kitchen where sumptuous dishes are prepared. A locked trapdoor leads to an alcove containing vintage wines worth several hundred gold pieces |
|
12 |
Dining room with comfortable chairs around white-clothed tables |
|
13 |
Pantry stocked with flour and beans and hung with herbs |
|
14 |
Cellar with a wine rack and several beer barrels |
|
15 |
Latrine containing a book of forbidden lore. Half of its pages are torn out (50 percent chance of a Minor Treasure) |
|
16 |
Luxurious bath with pipes that deliver heated water |
|
17 |
Dressing room with a vanity, mirror, and wardrobe. Two unseen servants stand ready to obey any orders |
|
18 |
Bedroom with a single canopied bed. The canopy depicts fairies sprinkling dust. The first time each day anyone lies on the bed, the bed casts the sleep spell on them |
|
19 |
Bedroom that appears to be on fire. Bed, tables, chairs, books, and bookcases all have harmless continual flame spells cast on them |
|
20 |
Bathtub containing toy galleys and sailing ships engaged in an endless sea battle; the vessels ram each other and fire illusory ballista bolts but do no damage. Bathrobes and soaps fill one corner of the room |
Laboratory: Large Chamber Scenery
1 |
Library with scrolls in latticed shelves (50 percent chance of a Minor Treasure) |
|
2 |
Charred library; all the books’ spines are burned beyond recognition (50 percent chance of a Minor Treasure) |
|
3 |
Library of forbidden tomes, each chained to the bookshelf (50 percent chance of a Minor Treasure) |
|
4 |
Library of drearily cheerful children’s literature with titles such as Happy Bear’s Jolly Day, The Sunshine Bunch, and The Postman Always Leaves Cake. In fact, each book is a forbidden tome with a false cover (50 percent chance of a Minor Treasure) |
|
5 |
Luxurious lounge containing comfortable chairs, sofas, and game boards, as well as a fully stocked bar |
|
6 |
Common room with bookshelves, mounted trophies, and a set of shabby chairs drawn around a fireplace |
|
7 |
The walls are pitted and black. The charred remains of practice dummies lie on the floor. Against one wall are buckets and barrels half full of rank water |
|
8 |
Workroom with scarred wooden tables stacked with magical texts, vials of colored liquid, and strange magical instruments such as dowsing rods and distorting magnifying glasses (50 percent chance of a Minor Treasure) |
|
9 |
Half-completed ritual circle of no obvious use |
|
10 |
Laboratory containing alchemical equipment and bars of lead beside identically sized bars of soap, ivory, and matted hair. Notes indicate that lead-to-gold experiments have repeatedly failed |
|
11 |
Scriptorium in which a single book is being copied a dozen times. It may be an autobiography of a local archwizard, a book of forbidden lore, or a recently discovered book of ancient knowledge (50 percent chance of a Minor Treasure) |
|
12 |
Magnificently comfortable bedchamber. Every wall and sharp corner is padded. Doors can be locked only from the outside |
|
13 |
Richly furnished bed chamber containing a four-poster bed, a desk, wardrobes, and a painted wooden chest (50 percent chance of a Minor Treasure) |
|
14 |
Two beds on either side of the room. A piece of string runs down the middle of the floor. The room on one side of the string is messy |
|
15 |
Active kitchen where all the work is done by invisible servants |
|
16 |
Dining room with every place set. When anyone sits down, a meal appears on their plate |
|
17 |
Dozens of taxidermied monsters in lifelike poses |
|
18 |
Crated telescopes, alchemical glassware, and other breakables |
|
19 |
Guardroom containing benches and tables, cards and game boards, wine jugs and plates of half-eaten food |
|
20 |
Chapel containing a statue, an altar on a dais, and hangings bearing religious symbols |