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The Laborotory of Exus Narr
\pagebreak ##### An Adventure for 3rd-level Characters # The Laborotory of Exus Narr #### writen by Kye Ehrlich, adapted from Joys of Extradimensional spaces by Michael Polkinghorn
# The laborotory of Exus Narr is inteneded to supliment GMs looking to make the first year at Strixhaven University more engaging while folding in more intreague and tying it in to the larger over arching plot. The ground work for this adventure should be put in place after the first exam of the year by hinting at a student (preferably not a first year) gone missing, the chosen student will not be returning so make your choice carefully, this document will call them Morigan. Aditionally it is advised you read all sections on Murgaxor prior to running this adventure so as to avoid giving away any secret information that should not be disclosed. ## The Prelude to Adventure Let the PCs overhear students mention that a student named Morigan has missed a club meeting or a shift at work. A few days/weeks later have the PCs run into a student that is looking for Morigan and have them mention that no one has seen them in a week or so. If your players decide to go looking for Morigan they turn up loose ends and rumors that last Morigan was seen was on Silverquill near an old disused building, Encrer Hall, (odd, as they are a Quandrix student not taking any classes in Silverquill). If your players talk to the faculty have them dismiss the mater say that student often go off to do research or return home if they have the means. Do your best to make this seem earnist and have the faculty say they will look into it if pressed. Ultimately they will find that attempts to message/scry/ect Morigan are futile but wont mention this to the students trying not to raise alarm. ## Finding the Book Upon completing the Sassy Sally events in Dapplewing have the students find the book amongst the other oddities in the attic. The book is a leather bound tome filled with beautifully handwritten notes in a unknown language it has a slight conjuration magic but that is all they can determine as it is written in a cypher. ## Understanding the book Any student can with a weeks of free time can decode the book they find with a DC15 intelligence check this check can only be made once a week by one student at a time, other students can assist to give advantage on the check. Upon success they learn the following: * The book was writen by Extus Narr * There is a Transdimentional space in Narr's old lab * The command word for this space is Damacleas What they don't know but the DM does: * Extus was a human warlock who attended Strixhaven as part of Silverquill College many years ago * He was passed over for the role of Oracle by the five Founder Dragons * He had a special hatred for the Dragonsguard, who had stood in his way, and all the rest of Strixhaven's elite with them * Extus was all ego, he believed he was the preeminent mage in the entire plane of Arcavios. * His arrogance was spiked with fits of rage * He was furious that others did not appreciate and recognize his superiority, and he would take it out on anyone who did not show utter deference to him ## The hunt is on The PCs can discover the lab in a few ways and find out some other pertanent information information along the way. If they ask any long term faculty member who Narr is they will be told that he was once a professor who left the school and that is it. that faculty member will keep an eye on the students after this growing susspisious of them. If they go to the Biblioplex and look up Narr they can find the following information: * He was a Silverquill professor of shadow * There were numerous complaints filed agains him for being rude * He left Strixhaven the year after the current oracle was promoted to the position * His research lab was in Encrer Hall ### Encrer Hall Encrer Hall is a small 3 story stone building that seems far less spectacular than most of the other buildings on campus. The front and back doors are locked DC 12 Thieves tools. The building is clean and has a few everburning torches keeping it lit but has fell into dissuse a few decades back and now serves as storage for the most part. The first floor is 2 classrooms that sit opposite each other in a hall with an the front and rear entrance at either end along with a stair way up and down near the front door. The class rooms are filled with boxes of odds and ends of little value. The second floor is a large seating area with clothes draped over the furniture and several smaller rooms that appear to have been offices indicated by plaques on the doors with professor's names. these offices are similarly filled with old furniture and odds and ends. At the end of the hall past the sitting room and offices is a smaller staircase going up to the 3rd floor. \pagebreakNum ### The Lab? Going up the stairs to the third floor leads to a wood door labeled "Private". The door is locked DC15 thieves tools. This is the old public lab of Narr, if the PCs speak the command word in this room while the book is present a sparkling door will appear on the wall opposite the stairs. The door is from a permanent version of *Magnificent Mansion*. The door will remain for 1 minute or until 1 round after someone enters it. Inside this attic like space most of the furniture is covered with white sheets if the PCs look under the sheets they find out dated books on remeidial magic on several bookcases, an Alchemists lab that has some black residue on it (a DC10 Nature/Arcana can determine that it seems from within the last few months), a fine desk with nothing in the drawers, and a a bunch of expired low cost alchemical ingreadiance. ## Narr's Secret Lab Narr's secret lab was created using a *Magnificent Mansion* spell made permanent by Narr in order to have a sanctum to do his nefarious research. Narr's mansion is a cold magic research facility with only the necessities. The mansion is all black marble and steel with little to no organic material present except in the bed room. each room is lit by daylight spells enchanted into each ceiling creating a well lit but sterile environment. Beyond the Mansion is a ever shifting purple fog that stays 20 feet away from the mansion on all sides. If a creature enters the purple fog it will take a level of exhaustion every 1 minute.
### Keys to the Lab Upon entering the Mansion the PCs will find the door shuts behind them, this was designed by Narr to keep anyone from following him in. In order to get out they will have to find the **spare keys**. The Large metal door where they entered has 7 key holes the players must find these keys and put them into the correct holes. The keys each have a letter on the bow of the key that when inserted in the correct order spell ARCHAIC. \columnbreak ### Encounters & Locations The lab is beyond quiet, the air is perfectly still and a little on the cold side. The windows all have a dull pink glow from the swirling mists outside. The following locations are keyed for the provided map: #### G1. Entryway & Hall The PCs Enter from Encrer Hall into a quiet stone entry hall behind them is a reinforced steal door.
You cross the glittering threshold and the air becomes cool and the cozy room you had been in vanishes behind you. Before you is a stone entry hall bathed in a sterile light with stone steps ahead of you and a hallway extending to your left and right. Your foot falls are the only thing you hear as you take you find yourself in a unfamiliar location.
The Entry gives way to a long hallway that runs the length of the mansion, with several doors on the wall opposite the entrance. #### G2. PATIO A semicircular patio paved with gray flagstones is nestled against the building, lit by the swirling indigo miasma that surrounds the mansion. #### G3. LIBRARY
Towering shelves filled with books line the walls of this room loom ominously as if they might colapse. Two more shelves run through the middle of the room with a ten-foot-wide aisle between them. Several stacks of books are piled high throughout the room. There are small reading desks with black velvet chairs in the corners.
The shelves contain books on Narr's favorite subjects: arcana, great orators, religion, Literature, and the shadowfell, as well as volumes of written in ancheint languages dating back millenia. **Book Attack.** Two of the heaps of books are swarms of animated books (see the accompanying stat block). As the characters move through the room, the swarm knocks one of the 10-foot-wide freestanding sections of bookshelf over onto the characters. Any creatures in the affected area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by the fallen shelf. A restrained creature can use an action to make a DC 13 Strength (Athletics) check. On a success, it frees itself. Restrained creatures are also freed if the shelf is lifted with a successful DC 15 Strength (Athletics) check. **Treasure.** Sitting on the reading desk is a jeweled letter opener worth 20 gp. **Key:** The key with the letter A sits in the desk drawer. Any character who searches the desk notices the key. \pagebreakNum #### G4. DOJO
This room contains a battered wooden mannequin and a weapon rack holding staffs and daggers, all lit by lavender-tinted light oozing through a window. The floor is stained and scorched. At the far end of the room, a broom hovers in the air, sweeping the floor by itself!
This room was where Narr practiced his martial and magical skills (at the expense of the fine floors). The mannequin which bears a striking resemblance to the Oracle has numerous cuts and chips. The weapons in the rack are mundane but finely made. There are four daggers, four quarterstaffs, and twenty darts in a bandolier hanging from one of the pegs. One wall holds diagrams of attack and parry positions for wielders of staffs and daggers. The broom is an **animated broom**. If left alone, it goes about its duties cleaning the floors and ignores the characters. If a creature attempts to grab it or menace it in any way, it attacks. ___ #### G5. STUDY The door to this room is ajar the Gazers can come and go as they please.
The entire far wall of this room is a floor-to-ceiling bookshelf. Even more books are resting on a large leather armchair and small onyx table, and there are several paintings on the walls. Floating in the room a tiny green scaly mass slowly turns snarling its maw driping and its 5 eyes fix upon you.
If the characters spend 30 minutes investigating the books in this room, they discover the following facts: * Almost all the books in this study are Narr's memoirs. * Narr was a powerful mage as well who was a dean at Strixhaven * Narr thought very little of his colleagues at Strixhaven * Narr was repeatedly repremanded for controversial magical research * When the current Oracle was elevated to her position by the founding dragons Narr felt he had been overlooked and was filled with anger and resentment * The next few years were dedicated to research into dark magics to command the respect he thought he deserved * The journals abruptly end **Paintings**. There are three paintings hanging on the eastern wall forming a triptych that has dark imagery through out but the central panel mainly consists of a large 4 armed demonic radiating red energy. (the blood avatar) **Secret Door**. There is a secret door behind the left bookcase on the northern wall. When the bottom leftmost book in the bookcase is pulled, the bookcase slides forward to reveal the passage behind it. A character who succeeds on a DC 12 Intelligence (Investigation) check discovers the proper book. **Key**. The key with the letter R on a chain hanging from the Gazer. > ## SWARM OF ANIMATED BOOKS >*Medium swarm of tiny constructs* > ___ > - **Armor Class** 12 > - **Hit Points** 22 > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10(+0)|13(+1)|12(+1)|1(-5)|10 (+0)|1(-5)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison & Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Grapple, Paralyzed, Petrified, Poisoned, Prone, Restrained, & Stuned > - **Senses** Blindsight 60 ft. (blind beyond this) > - **Languages** None > - **Challenge** 1/4 (50xp) > - **Proficiency Bonus** +2 > ___ >**False Objects**. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the swarm is animate. > >**Swarm**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a l-foot-tall , 8-inch-wide, 2-inch-thick object. The swarm can't regain hit points or gain temporary hit points. > > ### Actions >**Book Club**. >Melee Weapon Attack: +3 to hit, reach Oft., one target in the swarm's space. >Hit: 6(2d4 + l) bludgeoning damage, or 3(ld4 + l) bludgeoning damage if the swarm has half its hit points or fewer. > #### G6. KITCHEN
A well adorned kitchen sits quiet. A large iron stove takes up one wall a pot still on a flame sits atop it the contents of which are carbonized, and the rest of the room is filled with large tables and racks lined with hanging pots, pans, and cooking utensils. Everything is pristine except for two small winged skeletons laying on the ground.
The skeletons are that of homunculi. A character who succeeds on a DC 15 Intelligence (Arcana) check knows these are the remains of Homunculi. A DC 12 Medicine check will reveal these are from within the last month or so. If they touch the remains they notice they are covered in a sticky substance, a DC 12 Wisdom check will help them remember their encounter with the fake mimic on their first day of school. \pagebreakNum #### G7. PANTRY The shelves in this pantry are stocked with sacks of flour, vegetables, preserved meats, and other staples. All the dry goods needed to sustain a household for several weeks. #### G8. DINING ROOM
The eternity of the eastern wall is glass, looking out on another room that is dark but seems verdant and lush. Within this room, a ruby chandelier hangs above a table made of dark wood. A lone wooden chair with black satin cushions sits facing the glass wall. A second identical chair sits alone in the far corner.
In addition to the furnishings described above, this room is adorned with unremarkable tapestries that depict grapevines and the process of making wine. **Mimic Chair**. The chair closest to the door to area G6 is a mimic that escaped from area B19. It moved the real chair to the corner and took its place, hoping to capture any creature entering from the kitchen. This is what killed the Humonculi **Treasure.** The buffet contains silverware and a service for six, worth a total of 20 gp. #### G9. ARBORETUM
This end of the building is an arboretum with open , arched walls. Flowering shrubs and small trees grow between paved paths that meet in a semicircular patio. This was clearly a beautiful sight unfortunately all the plants seem are yellowing and slightly slumped.
Two invisible violet **faerie dragons** are perched in the trees. They are mischievous creatures, always looking for fun, the homunculi use to provide a little entertainment but since their passing are of little interest, so they hope to keep the characters in the arboretum for as long as possible so they can play with them. Giggling incessantly, they fly toward the characters, use their Euphoria Breath, and flit out of danger, still invisible. If they are attacked, they disengage and retreat to a safe place, becoming invisible again if their concentration is broken. Any player with a passive Wisdom (Perception) 13 or higher will notice there are two glass spheres floating 1 foot from the ceiling. A DC 10 Nature check will inform the player the plants are dying from lack of light. **Treasure**. The two orbs are driftglobes. The homunculi from G6 use to periodically activate the globes to provide light for the plants. If the Globes are not activated within a week the plants will die. #### U10. STAIRS The landing at the top of the stairs is occupied by a black suit of armor with glowing eyes holding a longsword, point down. It sits upon a wooden stand in front of a large window. The armor is clearly decorative, though the helmet and the sword are genuine items of good quality. Above the armor is a trapdoor that opens upward into an attic that runs the length of the building. The attic is stuffy, dimly lit, and covered in a fine layer of dust. A character who has a passive Wisdom (Perception) score of 13 or higher notices light coming through the floorboards above area U13. The floorboards can be broken through with a successful DC 15 Strength (Athletics) check to allow access to the room below. **Treasure**. The helm is a **Dread Helm** (XGE) and the Sword is a Adamantine long sword. #### U11. LABORATORY
Most of this room is taken up by long wooden tables that are covered with glass vessels and books. Cabinets with glass doors line the walls, and they contain all manner of specimens. Just below the ceiling in the middle of the room, colorful globes circle each other in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door.
The cabinets are crowded with skulls, bones, mounted animals, rocks and minerals, dried plants, and jars with creatures floating in liquid. Measuring devices, glassware, and other scientific apparatus sit on the tables between books on the natural sciences, astronomy, astrology, physiology, and natural philosophy. Complex charts and mathematical formulas are drawn on a mobile blackboard. **Star Map**. The map on the wall is the solution to the planetarium puzzle in area M12. Most of the stars are represented by mere dots or small circles, but the five most prominent stars are rendered as blazing silver suns. Those are the five bright stars to which the telescopes must be pointed to open the door to area U13. **Key**. The key with the letter I on it is in a corked vile on the table. #### U12. PLANETARIUM
The door opens into a dark, open space offering a view of the starry firmament of the night sky. Five telescopes mounted on bronze plates point toward the constellations above. In the middle of the space, a one-foot-diameter sphere of clear crystal sits in a circular brass stand.
The room is a detailed and convincing illusion of a grassy knoll on a moonless night. Springy turf compresses underfoot, and when the doors to the room are closed, the starry night sky is visible in all directions. Terrain more than 20 feet away at ground level, however, is shadowy and indistinct; only the sky above seems sharp and clear. In fact, the stars shine down with an almost fierce light. Anyone who explores the room discovers that this effect is an illusion and can determine the size and shape of the actual space. If the characters try to manipulate the telescopes, they find that it's easy to change the orientation of these well-balanced instruments. The telescopes cannot be moved in any other way, however, and are sturdily mounted to their pedestals. The crystal ball is also firmly fixed and cannot be moved. \pagebreakNum **Planetarium Puzzle**. The planetarium is a useful feature for anyone who wants to gaze upon the stars. Its other purpose is to open the secret door to area M13. In order to solve the puzzle, the five telescopes must be pointed into the sky at the five brightest stars shown on the map in area Mll. When all five telescopes are aligned, the light of the stars is focused through them onto the crystal ball and refracted to illuminate a secret door on one wall. The secret door to area M13 can be discovered only by solving the planetarium puzzle. From inside area M13, however, the door is plainly visible. #### M13. THE CHAINED LIBRARY To reach this room, the characters must solve the telescope puzzle in area U12 or break through the ceiling from the attic above area U1O.
This room's' bare stone walls make the lone bookshelf covered in chains against one wall stand out. built into the shelf is a plain wooden bench, and a reading desks. A solitary book lays open on the desk a key sititng upon it, A chain tether leading to the top shelf.
___ > #### ANIMATED CHAINED LIBRARY > *Large Construct* > ___ > - **Armor Class** 14 > - **Hit Points** 45 (6dl0 + 12) > - **Speed** 10ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|8 (-1d)|14 (+2)|1 (-5)|5 (-3)|1 (-5)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone > - **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 7 > - **Languages** -- > - **Challenge** l (200 XP) > ___ >***False Object***. If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate. > ### Actions > ***Multiattack.*** The library makes two attacks. > > ***Chained Book***. *Melee Weapon Attack:* +4 to hit, reach 5 ft ., one target. *Hit*: 6 (ld8 + 2) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 12) . The three shelves are filled with books bound in iron covers, which are attached to chains that secure them to the shelves- a chained library. The reading desk is used to support the chained books while they are being read. This chained library has been enchanted to be jealously possessive of its contents. It attacks any creature that comes within its reach (use the accompanying **animated chained library** stat block). Narr's most treasured knowledge is kept here. There are rare tomes on the sciences, arcana, and alchemy, as well as books about planar lore and the summoning of fantastic creatures. All the books are firmly affixed to the shelves by enchanted chains and can't be freed without being destroyed. **Treasure**. If the characters defeat the animated chained library, one of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques. **Key**. The open book on the reading desk has the key with the letter A sitting in it. #### U14. TROPHY ROOM
Each corner of this dark parlor has a scarlet armchair and a reading table piled high with books. A cheery fire burns in the fireplace. A pair of swords sits in a rack above the fireplace, and the heads of various animals are mounted on the walls.
The books are all poetry or heroic fiction meant for entertainment. The trophy heads- an owlbear, a dire wolf, a peryton, a hell hound, and a black dragon wyrmling- are purely decorative. The fire is an illusion that looks pleasant but provides no heat. The swords above the mantel are two **flying swords** that attack if anything in the room is touched. **Key**. The key with the letter C on it can be found in the mouth of the wyrmling. #### U15. BEDROOM
This is an open and sumptuous bedroom in stark contrast to the rest of the mansion. A canopied bed with rich vermillon curtains occupies one corner, sheets a tussle. A jug and a washbasin stand on top of a chest of drawers, and a large wardrobe stands nearby. One wall is covered with a large painting of a Dragon with a large jellyfish like creature upon its back tentacles grasping the dragons head. Opposite the painting is a plush couch and coffee table with a backpack upon it and tattered pages scattered about.
The wardrobe contain elegant, well-made robes. While The chest of drawers hold more utilitarian clothes. Anyone with a passive Wisdom (Perception) 12 or higher will notice there are robes for a medium creature and a small one. The medium robes are mostly black and white while the smaller clothes tend to be green and black. The backpack is Morigan's the tattered pages are the remnants of a journal the pages are shredded, with teeth marks on the cover. \pagebreakNum The players can glean some snippets but the damage is extensive and makes it difficult to read. * "...makes a good point why shouldn't we be allowed to study anything we want..." * "... gave me an interesting book that talks of Transdimentional spaces..." * "...when i first met Fandi i was scared but all the help they have given shows that maybe i have misjudged them..." * "...I have made another batch of eldritch balm with the help of Fandi..." * "...Sometimes people get hurt on the way to greatness Fandi assures me that the formula is nearly perfect..." * "...if we can corrupt the source perhaps Fandi will see me as worthy..." * "...tonight i will ascend with the help of Fandi, they assure me the ritual is just as Narr did it years ago. immortality is in my grasp..."" **Key**. The key with the letter H on it is sitting in the top drawer of the chest. #### B16. Basement Landing
As you arrive on the lower landing you hear unearthly cries and moaning from your left that are abruptly cut off by a cold and alien voice yelling from the iron door across the way where light pools at the bottom. The dank stone halls go quite once again and the cold air send a chill down your spine
Any player who speaks Undercommon understands the yelling as "If you don't stop that caterwauling ill give you a reason to cry" This undecorated stone room has iron doors to the north, east, & west. The door to the west, where the wailing was coming from, has an metal bar preventing it opening from the inside. With a Wisdom (Perception) 13 check at the north door a voice can be heard muttering to itself. #### B17. ALCHEMICAL LABORATORY
The air here smells of astringent chemicals. Long wooden tables stretch across the room, laden with vials, beakers, and flasks hold ing various liquids and powders. Books are stacked between the glassware and chemicals. Yellowed paper charts and blackboards full of complex formulas cover the walls. Floating before the blackboards a green mass slowly turns as a eye protruding from the end of a psduopod fixes on you.
Fandi is a **Spectator** recently freed of its servitude to Murgaxor (do not reveal this to players any referance it makes to its summoner is calling him a worthless frog or something in that vein). It will try to get the players to work for it, or monologue, before betraying them as soon as it has the upper hand. If the players are hostile or Fandi catches them lying or trying to close the distance it will attack. Fandi will offer them immortality if they agree to help (this is a lie). The books here cover chemical science, archano biology, and alchemy. Judging by the numerous scorch marks and acid burns on the furniture, the laboratory was the scene of several spectacular failures. There are diagrams and maps of the Sedgemore here. As well as vats of black ooze A character who makes a successful DC 12 Intelligence (Arcana) check can tell that this is the same substance they have encountered before, Eldritch balm. **Treasure**. Several of the reagents here are quite valuable. By searching the room, the characters can gather 50 gp of alchemical materials. In addition, two of the vials contain potions of healing. **Key**. The key with the letter C on it is suspended in a jar filled with an ochre fluid. #### M18. RITUAL ROOM The door to this room is dented and barred shut. A character who has a passive Wisdom (Perception) score of 13 or higher hears breathing and a low growling from the room beyond.
As the door creaks open you a dark room becomes illuminated. The floors are inscribed with complex arcane ritual circles but you attention is drawn to the far side of the room where a spiked humanoid form sits hunched over breathing heavily. Slowly its head turns and a single central large green eye fixes on the open door.
in the room is what remains of Morigan, after Fondi tricked them into performing a fake ritual for immortality, a **Nothic**. The Nothic doesn't attack immediately but if given the chance it will try to rush out and escape. If the players try to approch the nothic it will attack. If the Nothic is subdued rather than killed and is brought back to the school faculty will inform the players that there is nothing they can do to reverse the process and that nothing of Morigan is left inside the creatures mind, but will commend them for their honorable actions. #### M19. PRESERVED MENAGERIE
Smells of alcohol and brine permeate this room. Glass vessels large and small stand in rows on the floor and tables, ranging from one foot to six feet tall. Inside each vessel is the body of a creature floating in clear liquid. One four-foot-tall container is missing its lid and has no occupant.
Narr knew there was much to belearned from magical creatures and collected many rare specimens to study. He kept examples of common and natural creatures in area U11, and rare or aberrant creatures in this room. The collection includes a cockatrice, a flumph, a giant fire beetle, a small grell, a myconid sprout, a pseudodragon, four severed hands in the same jar, and a **slaad tadpole** that's still alive and attacks if its jar is opened. The empty container that once held the mimic found in area G8 sits in middle of the room. Gravely injured when it was captured, it feigned death until it could recover and escape into the upper levels of the mansion. \pagebreakNum ### ASSEMBLING THE KEYS The command word to reopen the mansion's portal is "Archaic," and once all keys have been inserted into the door it must be spoken within 10 feet of the portal to cause it to open. When it is spoken, a pulse of power ripples through the mansion as the double door in area G1 swings open, forming a portal that leads back to the lab in Encrer hall. The doorway remains open only for a minute, but the characters can simply speak the command word to reveal it again. ### WHERE DO WE GO FROM HERE? So your players have escaped the Lab of Extus Narr now what? well this is where things can get interesting depending on their actions below are a few possible senarrios but im sure some players will do something completely unaccounted for so remember the goal of this was to give the players a sense that they figured out what was behind the Eldritch Balm, however leaving a loose thread or two to leave them a little uneasy will keep them guessing. 1. If they go to the faculty of the school after escaping the lab have the school thank them for their help in uncovering all this but they confiscate the book. In a few weeks, have their archano biology professor invite them to help resolve the spring as a thank you. The rose stage festival goes off without an issue and the players get to enjoy the rest of their year. They will be praised for their help and all positive relationships will go up. 2. If they don't go to the faculty and try to solve it on their own have them do some research and figure out where the spring maybe and how to remedy the situation on their own with some study/help. If they resolve this before the rose festival they get to enjoy a nice festival with no attack. If it takes them too long to resolve it have the rose festival events take place as written. If they are ever discovered with the book they will be reprimanded for not coming forward and endangering the school, and will not be allowed to be in any clubs or hold any jobs the rest of the year as well as having all their relationships will go down as other students see them as dangerous. 3. if they go to the faculty more than a few weeks after discovering the lab they will be helped and the rose stage festival goes off without an issue however no rewards are given as they should have come forward sooner, however no consequence are assesed as things worked out fine in the end. 4. If they do nothing have the events of the book take place as written. If they are ever discovered with the book they will be accused of being the ones behind the plot.