Escape from Lost Laboratories
1 Unfinished Lab: Water drips in slowly. Next to a corpse in remnants of fashion from last century, a name is carved into the cave floor, followed by “No hope”.
2 Item Repair: Bones of over fifty different humanoids are piled among stone work tables, endlessly sifted by the ravenous undead remains of five worm skeletons.
3 Endless Foundry: Clockwork slowly, but methodically, assembles mechanical beasts from the myriad parts scattered all over.
4 Temple to Eberron: This large cathedral is still consecrated (and quite impressive), but water seeping through cracks has filled it entirely.
5 Fabrication: A large, partially assembled, stunningly beautiful double helix of stained glass dominates the room. The room’s air, alas, is a poisonous prismatic spray.
6 Vestibule: Alcoves with exquisitely detailed statues of various spell casters surrounds a long dry healing fountain.
7 Glass Works: A bizarre glass works, with still active furnaces. Active, because the place is crawling with fire elementals.
8 Blast in the Past: Devastated by an ancient magical accident. Remaining stray energy attracts extra planar creatures.
9 Demonstration Theater: The devil in room 11 keeps three ogres for entertainment. It has corrupted this room into a shrine to its own greatness.
10 Grotto: Magical light sustains an arboretum grown amok, complete with birds. Growing by the red circle, a huge, fireproof, orcwort wants to feed.
11 Alchemy Lab: A pit fiend (devil) is often here experimenting on the elementals from room 7, attempting to unlock more circles.
12 Flight Lab: A plate on the floor instantly transfers everything landing on it to
the ceiling, causing it to fall in an endless cycle. The teleporters are on the wall
(the balconies around them are long since destroyed). A few zombies are also falling.
13 Conjuration Lab: Hundreds of thousands of imps are cramped in this tiny room.
14 Trap Proving Grounds: Six chambers in which room traps were developed. Many of them are still armed.
15 Enchantment Lab: A magical fog (condensation of the room’s ambient magic) inflicts temporary “confessional insanity”. Victims yell out secrets at random intervals. The wide, high ceiling—close to collapse—doesn’t like loud noises.
16 Transmutation Lab: The direction of gravity randomly switches every few seconds.
17 Human Trials: Millennia of exposure to the room’s residual energy allows dozens of angry spirits them to shoot energy out of their mouths.
18 Bestiary: Filled with towering crystal chambers holding abberations, giants, animals, and even a warforged in suspended animation. A few are empty.
19 Climate Lab: The air and other elementals who shape the weather in this chamber like it extremely cold and windy.
20 Targeting Range: An extended family of blink dogs has made this vast, columned chamber home for centuries.
21 Time Lab: Ancient experiments have left random pockets of accelerated and decelerated time throughout this chamber. Some are obvious. Most are not. Some only activate when magic items enter them.
22 Council Room: A stone table seating 100 sits at the center of a silver pentagram. Five animated stone enforcers stand opposite each point of the star.
23 Smithy: Magical constructs with very large hammers waiting for years to do what they were built to do: pound things. They’ve grown a bit…twitchy.
24 Necromancy Lab: A deranged wight oversees dozens of corpses in a vain attempt to resurrect them.
25 False Control Room: A convincing (but heavily trapped) facsimile of the network’s control room conceals the circle that leads to the real thing.
26 Control Room: A massive, inscrutable device seems to grow out of the rock. It teleports you safely anywhere they want to go within the chambers or to the portable gate.