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!123%45%263%)378%,9:1;<8 2
TABLE OF CONTENTS
Section Page

Background and Synopsis 3

The Crackling Gate 4

Black Diamond 5

North Ruins 6

South Ruins 7

Into The Rift 8

Hiding Prince 9

Brood Queen 10

Water Caves 11

Central Hub 12

Trash and Treasure 13

Captured Prince 14

Astronomy Lab 15

Aftermath 16

Appendix A: Maps 17

The Chronicle 17

Cavern Floor 18

Lunar Spider Warrens 19

Lens Wizard Labs 20

Appendix B: New Monsters 21

Lens Wizard 21

Lunar Spider 21

Moon Worm 22

Void Bat 22

Appendix C: Encounter Tables 23

Appendix D: NPC Generators 24

Appendix E: New Magic Items 25

GATE OF THE LENS WIZARDS 2


BACKGROUND A WORD TO THE GM
• On a sweltering jungle moon circling a This adventure is meant to be run at a glance
distant planet, an archaic civilization built a with minimal preparation and a natural
time-controlling artifact called The delivery. This required re-thinking the normal
Chronicle. adventure presentation a bit. Here’s what you’ll
• The Chronicle’s makers eventually vanished, .ind included:
leaving behind a crumbling laboratory
beneath the moon’s surface. Millennia • Each encounter contained on one page.
passed, and a colony of cyclopian, glass- • Bulleted lists. Bolded keywords.
skulled wizards discovered and took hold of • Hyperlinks to monsters and rules online for
the lunar complex. quick reference.
• These astronomical magicians, called the • Printable cards for each monster and PC so
lens wizards, found one of The Chronicle’s you can run encounters using a card stack. A
power cores. But before they could discover short video walkthrough of this method can
The Chronicle’s ability to rewrite time itself, a be found here.
hive of lunar spiders expanded into the area, • Printable cards for special treasure handouts.
creating a warren in the surrounding moon • Short room and area descriptions. No
worm tunnels. paragraphs of droning .lavor text — set the
• The spiders chanced upon another one of The scene naturally and embellish as desired.
Chronicle’s three power cores, and the • Brie.ly explained non-encounter rooms.
resulting surge of energy awakened them Again, embellish as desired!
into sentient, intelligent beings. • GM maps and player-safe digital maps for use
• Since then, the spiders have warred with the with virtual tabletops.
wizards for control of The Chronicle’s power • A short video walkthrough of the adventure
cores. The spiders hope the cores will further that can be found here.
their burgeoning intelligence, while the
wizards want the cores to fuel their mighty PACING/TRANSITIONS
telescope so they can .inally glimpse what
A dramatic question is presented with some
lurks at the center of the cosmos.
scenes. Once that question has been answered,
the tension of the scene is resolved. That’s your
SYNOPSIS
cue to work toward the transition provided at
• At the start of the adventure, the characters the end the scene — even if that means
happen upon a battered, metallic gate in the summarizing the end of a clearly decided
lonely .ields of the Dhalpurna Mountains. combat, or in the case of clever players,
• The PCs learn the gate has recently come skipping combat altogether. Keep the game
alive with blue, crackling energy that .ills its moving toward the next challenge!
threshold. A pair of rival Kyzian princes Room descriptions that are usually long
stepped through, never to return, and now blocks of literary read-aloud text have been left
their tribes spiral into fear and animosity. short and informational in this adventure.
• The PCs enter the gate, .inding themselves in Many Game Masters prefer to paraphrase read-
the midst of the conLlict between the lunar aloud text and set the scene based on what
spiders and lens wizards. tone and level of detail the group .inds
• The characters explore the site, impact the engaging. Anything listed before a
ongoing war, ally with or make enemies of Development section is safe to share however
the residents, and even activate The Chronicle you prefer to do so.
for their own purposes.

GATE OF THE LENS WIZARDS 3


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!123%45%263%)378%,9:1;<8 3
NORTH RUINS
Exploration in Areas 2-4
• Light: Dim, ambient light from Area 1.
• Sound: Still silence. Chalky dust drifting
down from the .loating stones mutes noises.
• Encounters: For every 10 minutes the PCs
spend here, or whenever they make a loud
noise, there’s a 15% chance of a random
encounter (Ruins Encounters, Appendix C).

AREA 2: ANCIENT LABORATORY


• Rubble and rusty metal scraps accumulate
around the collapsing stone walls.
• Inside, snowlike dust, splinters of wood, and
cracked glass carpets the .loor.

DEVELOPMENT
• Characters who examine the room .ind light
drag marks in the dust. Passing a DC 18
Wisdom (Survival) check reveals the marks
are from the tread of four robed humanoids.
AREA 4: CHASM
Treasure • This jagged pit cuts across the cavern .loor.
• Searching through the rubble produces a The stench of sulfur emanates from it.
dust-caked potion of mind reading. • An occasional screaming hiss echoes from
somewhere deep within.
AREA 3: ANCIENT MESS HALL
DEVELOPMENT
• A black leather robe hangs on the south wall.
• The chasm is 60 feet deep. It drops to Area 9.
• Objects are piled around the clean-swept
.loor. There are neat towers of cracked
ceramic bowls, stacks of petri.ied wood, and
rows of thumb-sized, sealed metallic tubes
with pinprick holes in the tops.

DEVELOPMENT
• The robe is really a sleeping void bat. Loud TRANSITION
noises or physical contact wakes it. Roll its
attitude on the Reaction Table in Appendix C. • If the PCs move to Areas 5-7, go to South
• The metallic tubes contain desiccated herbs Ruins.
and spices that are now strong irritants. • The chasm in Area 4 connects to Area 9 of
• The lens wizards who recently inventoried Into The Rift.
this room are in Area 6 for one hour after the • Circle A leads to Area 1 in Black Diamond.
PCs’ .irst arrival in Area 3. • Flying up leads to Area 1 in Black Diamond.

GATE OF THE LENS WIZARDS 6


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!123%45%263%)378%,9:1;<8 23
AFTERMATH USING THE CHRONICLE
• If the characters use The Chronicle, it undoes
THE KYZIAN WARRIOR-PRINCES one event within the last 1,000 years as
instructed. Then, it goes completely inert for
• If both Ardo and Talj return to their people 1,000 years.
safely, the tension between the tribes eases • The power cores shoot away from The
and war is averted. The Kyzians give each PC Chronicle in random directions and also go
a roc egg and regard them as folk heroes. completely inert for 1,000 years.
Zaya Torm writes a ballad in their honor. • The current generation of lunar spiders
• If only Talj returns alive, he is able to calm retain their intelligence, but future
tensions after a week, and the Kyzians settle generations devolve into lower
into an uneasy peace. They award each PC a consciousness.
roc egg. If only Ardo returns alive, his tribe • The lens wizards lose their ability to see into
begins making isolated attacks on traveling deeper space with their telescope.
merchants and Talj’s tribe, destabilizing
trade on the Bronze Caravan route. THE GATE
• If neither warrior-prince returns alive, the
tribes descend into open war, halting trade • Destroying the gate in Area 1 cuts off the
along the Bronze Caravan route. Dangerous connection to the caves beneath the jungle
gangs of bandits and rabble take over the moon. The characters can still travel there
paths through the Dhalpurna Mountains, and using teleport or gate depending on whether
the Kyzian tribes suffer great loss of life. the GM places the location on the Material
Plane or another plane of existence.
THE POWER CORES • the characters leave the gate intact, it
If
remains functional. The Kyzians regard it as a
• If the lunar spiders take possession of all taboo area and keep its location a secret.
three power cores, Hsssssk’a uses their
combined might to raise all the lunar spiders’ FUTURE ADVENTURE HOOKS
Intelligence scores to 20 and hers to 25. She
becomes an archmage and mighty warlord • Hsssssk’a reaches out to the characters with
over the next year, quickly overtaking the a request — help her overtake a nearby
entire jungle moon. If the characters helped, moon and defeat the lich warlord who
she views them as strategic allies and will controls it and threatens her reign.
assist them when called upon. • The lens wizards ask the characters to travel
• If the lens wizards acquire all three power to a planet in a vessel they provide, .ind a
cores, their magic becomes so ampli.ied that book called The Bleak Tome, and bring it to
they eventually route the lunar spiders. The them. The fate of the universe depends upon
lens wizards look deep into the center of the what is written in its grim pages.
universe with their empowered telescope • If the Kyzian tribes descended into war, the
and see something so shocking that they characters might be able to help restore
abandon their lunar complex, taking the peace and also protect the extremely
power cores and telescope with them. lucrative Bronze Caravan trade route that is
the lifeblood of many peoples and kingdoms.
• Another gate is found in a distant, black sand
desert…

GATE OF THE LENS WIZARDS 16


APPENDIX A: MAPS

THE CHRONICLE

GATE OF THE LENS WIZARDS 17


CAVERN FLOOR

GATE OF THE LENS WIZARDS 18


LUNAR SPIDER WARRENS

GATE OF THE LENS WIZARDS 19


LENS WIZARD LABS

GATE OF THE LENS WIZARDS 20


APPENDIX B: NEW MONSTERS Lunar Spider
A pale arachnid the size of a horse scuttles down the
ceiling of the tunnel. It suddenly disappears as if it
Lens Wizard were never there, but you can still sense its milky
The grey-skinned, robed being clasps its bony, eyes watching you.
many-.ingered hands. It watches you with the large Cosmic Phase Spiders. Lunar spiders are distant
eye .illing the dome of its translucent skull. Its gaze descendants of phase spiders who traveled
twitches over every small detail of your appearance, ethereally through the far reaches of space. They
analyzing and assessing. form colonies in subterranean caves of small
Astronomer Wizards. Lens wizards are masters planets and conduct occasional surface raids.
of mind-bindingly complex cosmic magic. They
hope one day to build a telescope powerful enough
to observe the nexus of power that lies at the center LUNAR SPIDER
Large monstrosity, chaotic neutral
of the universe.
Space Travelers. Lens wizards use their powerful Armor Class 16 (natural armor)
intellects to build spacefaring vehicles fueled by Hit Points 110 (13d10 + 39)
science and magic. They’ve established several Speed 40 ft., climb 40 ft.
outposts on different worlds to study the stars and
hunt for artifacts useful to their goals.
STR DEX CON INT WIS CHA
LENS WIZARD 18 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 8 (-1)
Medium humanoid (lens wizard), lawful neutral

Armor Class 12
Hit Points 88 (16d8 + 16) Saving Throws Dex +6, Wis +4
Speed 30 ft. Skills Stealth +9
Senses darkvision 60 ft., passive Perception 11
Languages Common
STR DEX CON INT WIS CHA Challenge 8 (3,900 XP)

7 (-2) 14 (+2) 12 (+1) 20 (+5) 16 (+3) 12 (+1)


Ethereal Jaunt. As a bonus action, the lunar spider can
magically shift to the Ethereal Plane, or vice versa.
Skills Arcana +8, Perception +9 Spider Climb. The lunar spider can climb dif.icult
Damage Vulnerabilities bludgeoning surfaces, including upside down on ceilings, without
Senses passive Perception 19 needing to make an ability check.
Languages Astrologic, Common, Primordial Web Walker. The lunar spider ignores movement
Challenge 7 (2,900 XP) restrictions caused by webbing.
ACTIONS
Telescopic Vision. The lens wizard has advantage on all
Wisdom (Perception) checks that rely on sight. Multiattack. The lunar spider makes two Bite attacks or
one Bite and one Steel Web attack.
Spellcasting. The lens wizard is a 10th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 16, +8 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
to hit with spell attacks. The lens wizard has the following target. Hit: 15 (2d10 + 4) piercing damage and the target
spells prepared: must make a DC 14 Constitution saving throw, taking 22
(5d8) poison damage on a failed save, or half as much
Cantrips (at will): fire bolt, light, mage hand, message, damage on a successful one.
shocking grasp
Steel Web (Recharge 5-6). Ranged Weapon Attack: +6 to
1st level (4 slots): detect magic, magic missile, shield hit, range 30/60 ft., one Large or smaller creature. Hit:
2nd level (3 slots): invisibility, levitate The creature is restrained by webbing. As an action, the
3rd level (3 slots): counterspell, dispel magic, fly, lightning restrained creature can make a DC 15 Strength check,
bolt, tongues escaping from the webbing on a success. The effect also
ends if the webbing is destroyed. The webbing has AC 18,
4th level (3 slots): arcane eye, fabricate, resilient sphere
20 hit points, vulnerability to .ire damage, and immunity
5th level (2 slots): hold monster, telekinesis to bludgeoning, poison, and psychic damage.

GATE OF THE LENS WIZARDS 21


Moon Worm Void Bat
The earth trembles, and a pearlescent worm the Glossy, black wings unfurl to reveal an eyeless,
size of a castle keep bursts forth. It rears above you, toothy head with rows of earholes. The beast
rivers of moon dust falling from its spinning maw. unleashes an echoing, disorienting scream.
Moon Burrowers. Moon worms churn beneath Space Fliers. Void bats travel between moons and
the surface of celestial rocks, creating enormous planets, propelling themselves through space with
networks of tunnels. Only about 25-30 of these blasts of energy generated by their screams.
titanic worms inhabit each moon or asteroid. They Bat Roosts. Void bats roost together in caves and
rely on void bats to symbiotically transport their crags, basking near the ambient light sources they
glowing eggs across space to new locations. need for nourishment. They hibernate for long
Curious. Moon worms are intelligent creatures stretches while preparing for space .light and are
and are curious about unfamiliar beings. particularly irritable if disturbed while sleeping.

MOON WORM VOID BAT


Gargantuan monstrosity, unaligned Large beast, unaligned

Armor Class 18 (natural armor) Armor Class 18 (natural armor)


Hit Points 231 (14d20 + 84) Hit Points 120 (16d10 + 32)
Speed 50 ft., burrow 30 ft. Speed 10 ft., .ly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

28 (+9) 7 (-2) 22 (+6) 7 (-2) 12 (+1) 4 (-3) 6 (-2) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3)

Saving Throws Con +12, Int +4 Damage Resistances cold


Senses blindsight 30 ft., tremorsense 60 ft., passive Condition Immunities blinded
Perception 11 Senses blindsight 60 ft., passive Perception 11
Languages — Languages —
Challenge 18 (20,000 XP) Challenge 8 (3,900 XP)

Legendary Resistance (3/Day). If the moon worm fails a Echolocation. The void bat can't use its blindsight while
saving throw, it can choose to succeed instead. deafened.
Tunneler. The moon worm can burrow through solid Keen Hearing. The void bat has advantage on Wisdom
rock at half its burrow speed. A fully-grown moon worm (Perception) checks that rely on hearing.
leaves a 10-foot diameter tunnel in its wake. Knockback. On a successful melee attack, the void bat
ReMlective Shell. The moon worm’s pearly shell has a 30% may choose to forgo dealing damage and instead push the
chance of re.lecting a line spell, a magic missile spell, or a target up to 15 feet.
spell that requires a ranged attack roll. The spell re.lects Void Traveler. Void bats do not need to breathe. They
back at the caster as though it originated from the moon absorb ambient light through their hide for sustenance.
worm, turning the caster into the target.
ACTIONS
ACTIONS
Multiattack. The void bat makes three Bite attacks.
Multiattack. The moon worm makes three melee attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
target. Hit: 35 (4d12 + 9) piercing damage. If the target is
Sonic Scream (Recharge 5-6). The void bat unleashes a
a creature, it is grappled (escape DC 19). Until this
reverberating scream in a 30-foot cone. Each creature in
grapple ends, the target is restrained and the moon worm
the area must make a DC 13 Constitution saving throw,
can't bite another target.
taking 45 (10d8) thunder damage on a failed save, or half
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one on a successful save. On a failed save, the target is also
target. Hit: 31 (4d10 + 9) bludgeoning damage. paralyzed until the end of its next turn.

GATE OF THE LENS WIZARDS 22


APPENDIX C: ENCOUNTER TABLES LAB ENCOUNTERS

• If the PCs have made enemies, those D8 Detail


creatures are always hostile when 1 A lens wizard wrestling a moon worm
encountered. Otherwise, roll on the Reaction hatchling (giant centipede) onto a cart
table for a creature’s starting attitude.
2 A forcecage trap that lasts 10 minutes
• Roll on the Starting Distance table to
determine how far from the PCs an 3 1d4 lens wizards debating a calculation
encounter appears.
• Roll on the Activity table for what a creature 4 A forcecage-trapped lunar spider
is doing when the PCs encounter it, if needed.
5 2 lens wizard mold farmers with rakes
RUINS ENCOUNTERS
6 A lens wizard eye in a rolling glass orb
D8 Detail
7 A stone golem guard made of moon rock
1 A curious moon worm
8 2 lens wizards and 2 shield guardians
2 A .lickering major image of a moon
worm projected by an oxidized orb
REACTION
3 A rusty, motion-activated homunculus
D6 Detail
4 1d4 nervous lens wizards
1-3 Hostile
5 A hungry moon worm
4-5 Indifferent
6 1d4 aggressive lunar spiders
6 Friendly
7 An injured void bat

8 Reroll twice; two groups in con.lict


STARTING DISTANCE
D6 Detail
WARRENS ENCOUNTERS
1-2 20 feet away
D8 Detail
3-5 40 feet away
1 A carpet of lunar spider hatchlings
(swarm of insects) and their guardian 6 60 feet away
2 A lost and terri.ied lens wizard

3 1d4 lunar spider husks that seem alive ACTIVITY


4 1d4 panicked void bats D6 Detail

5 1d4 distracted lunar spiders 1-2 Patrolling/guarding

6 A blocking patch of lunar spider webs 3-4 Searching/hunting

7 1d6 con.ident lunar spiders 5 Hiding/.leeing

8 A moon worm bursts through the wall 6 Resting/eating

GATE OF THE LENS WIZARDS 23


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APPENDIX E: NEW MAGIC ITEMS BLUE POWER CORE
Wondrous item, legendary
THE CHRONICLE
This hand-sized, round tube with pointed ends
Wondrous item, artifact
glows neon blue and is unexpectedly heavy.
A human-sized, black diamond of polished obsidian
stands silently on its point. Three parallel lines of This magical object is one of three power cores that
neon blue, green, and pink run down its center into activates The Chronicle.
three hand-sized holes in the ground.
The blue power core magically enhances arcane
Touching The Chronicle causes a creature to relive power. Under circumstances determined by the GM,
vivid experiences from its past. That creature must it can double the numerical effects of a spell, magic
pass a DC 18 Charisma save or be stunned for 1d4 item, or magical ability.
rounds. After that, whether the creature passed or
failed, it is immune to this effect for the next 24 GREEN POWER CORE
hours. Wondrous item, legendary

This hand-sized, round tube with pointed ends


The Chronicle has three power cores, each matching
glows neon green and is unexpectedly heavy.
its blue, green, and pink lines. If each of The
Chronicle's power cores is placed into the matching
This magical object is one of three power cores that
holes in front of it, it activates and begins humming.
activates The Chronicle.
While The Chronicle is activated, a creature can
The green power core magically imbues higher
touch it and command it to undo any single event
consciousness. Under circumstances determined by
that occurred within the last 1,000 years that has a
the GM, it can permanently raise a creature's
plausible alternative outcome. For example, The
Intelligence score by 12 points if the creature’s
Chronicle can undo the birth of an enemy, the killing
Intelligence score is 6 or lower.
blow that struck an ally, or the casting of an
apocalyptic spell. The Chronicle enacts this
command in a mighty rush of wind and the PINK POWER CORE
trembling of earth. The multiverse adjusts to .it this Wondrous item, legendary
new reality as determined by the GM.
This hand-sized, round tube with pointed ends
glows neon pink and is unexpectedly heavy.
After The Chronicle completes its commanded task,
its power cores rocket away in three random
This magical object is one of three power cores that
directions. The Chronicle and its three power cores
activates The Chronicle.
then go inert for 1,000 years and cannot be used.

The pink power core magically affects the .low of


SPIDER CHARM time. Under circumstances determined by the GM,
This charm allows you to cast the spider climb spell the pink power core can be used to stop, reverse, or
as a bonus action targeting yourself. The spell lasts speed time for 1d6 rounds.
for an hour without you needing to maintain
concentration.

Once used three times, this charm vanishes from


you.

GATE OF THE LENS WIZARDS 25


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GATE OF THE LENS WIZARDS 26


Acknowledgements
Special thanks to John from www.5thsrd.org for permission to link to his site. Major
appreciation to Hank at Runehammer for being a tremendous creative inspiration. Very
many thanks to The Angry GM for wisdom, especially about pacing and structure. My
gratitude to Bryce Lynch for encouraging writers to push their boundaries and innovate.
Finally, my most heartfelt thanks to Jessee Egan for phenomenal art direction and design.

This adventure is dedicated to Mikael Henaff, a real-life wizard!

Art Credits
Logos, trade dress, and art direction: Jessee Egan / jesseeegan.com
Cartography: OneDayGM / .iverr.com
Cover: Tithi Luadthong / shutterstock.com
Bandit, Needles: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Blue Magic Circle: Tithi Luadthong / shutterstock.com
Void Bat, Starry Hallway: © Gary Dupuis / Purple Duck Games
Laser Gun: spiphotoone / shutterstock.com
Warrior 1 and 2: Camilkuo / shutterstock.com
Green-Lit Cave: © Daniel Comerci / danielcomerci.com
Lunar Spider 1 and 2: Warpaint / shutterstock.com
Green Eggs: Lana Po / shutterstock.com
Glass-Eyed Machine: GrandeDuc / shutterstock.com

GATE OF THE LENS WIZARDS 27


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