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The Mephitic Laboratory of The Pescamancer PDF

1. The laboratory of the wizard Meztli contains several rooms, including an anemone garden, pond of abnormal fish creatures, and room where she experimented on transforming creatures into mermaids. A large sea turtle named Ayotl is held captive and can help restore the cursed bay if freed. 2. The village of Mazunte is offering a reward to restore the bay, which has been cursed and now contains misshapen fish in place of normal ones. Villagers blame Meztli, who dwells in the ruins of a pyramid east of the village. 3. To lift the curse and collect the reward, the player characters must navigate Meztli's laboratory, avoid her dangerous cre

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0% found this document useful (0 votes)
347 views2 pages

The Mephitic Laboratory of The Pescamancer PDF

1. The laboratory of the wizard Meztli contains several rooms, including an anemone garden, pond of abnormal fish creatures, and room where she experimented on transforming creatures into mermaids. A large sea turtle named Ayotl is held captive and can help restore the cursed bay if freed. 2. The village of Mazunte is offering a reward to restore the bay, which has been cursed and now contains misshapen fish in place of normal ones. Villagers blame Meztli, who dwells in the ruins of a pyramid east of the village. 3. To lift the curse and collect the reward, the player characters must navigate Meztli's laboratory, avoid her dangerous cre

Uploaded by

Miguel Scq Scl
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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2 Sharklings stand guard by her.

2d4 Fishlings stand on


the walkways around the room. The pool teams with the
weird creations of Meztli. Most are harmless except for
the 2 Mer-Jaguars. Meztli’s life goal is to become a mer-
maid and live in the sea. Anyone who interferes with her
research is her enemy. Anyone who helps is her friend.
She wants more creatures to experiment on to perfect
her Mermaidification spell. She trapped Ayotl, in the Lab
to siphon her magical energy. She didn’t mean to curse
the bay but doesn’t care.

6. Incubation Room: Large egg sacs are attached to


magical warming plates($15) in the floor. The sacs are
clear but filled with an opaque, milky liquid. Hints of
movement can be detected within. To pass through, PCs
must carefully squeeze between the egg sacs or risk pop-
ping them. If popped, roll to determine the contents.

1d4 Egg Sac Contents


1. White putrid slime. -1 on DEX for an hour or until
slime’s washed off.
2. Poison yellow slime. 1d6 poison damage to any
one near.
3. A Fishling.
4. A Sharkling.

7. Frozen Hall: This room is painfully cold due to mal-


functioning warming plates. CON save or take 1d4
damage every turn in this room. Egg sacs in this room
are frozen solid.

8. Store Room: A neglected room full of clay jars,


rotted shelves, and furniture. A faded tapestry barely
conceals a secret door to the Cave Room.
Searching this room will reveal an opal idol of a winged
lizard ($50), a quiver of 10 onyx tipped arrows (+1), a
stone tablet with the spell Seahorse Steed, and a turtle
shell shield.

9. Cave Room: The pool from the Spawning Hall


continues into this room. There’s an underwater
cave in the east wall that eventually leads to the bay.
This is how the almost-fish get out and how Ayotl
was brought in.

2
The coastal village of Mazunte has been cursed! The
once lucrative fishing industry is in shambles as the 1d4 Almost-Fish
normal fish have all but disappeared from the bay and

The
1. Hairy tilapia with multiple cat-like eyes
been replaced with smelly, hideous almost-fish that all over its body.
have random body parts of other animals. There are 2. Yellow stingray with clumps of human-like

Mephitic
also reports of missing pets and cattle. Cualli, leader fingers on its back.
of the fishers union will give $100 and a magic fishing 3. Tumorous catfish with human ears.
net to whoever can restore the bay to normal. The 4. Cyclops bass with two reptilian legs.
villagers blame the wizard Meztli! She dwells beneath
the ruins of an old step pyramid east of Mazunte. Laboratory
1. Anemone Garden: Strong smell of fish. Brightly
colored “plants” sit in ceramic planters. They’re really
Once a day,
Cualli’s magic of the
Pescamancer
Sea Anemones. DEX save to avoid being grabbed by fishing net will
their tentacles if PC walks near. catch 1d8 fish
if cast into the
2. Almost-Fish Pond: A murky pond in the floor con- ocean
AN OL SKOOL DUNJEN UDVENTURE
tains 3d4 almost-fish. 2 Fishlings sprinkle fish food
OF DOOBIOUS QUOLIDEE
into the pond.

3. Failed Mermaid Room: Rotten meat stench. Blood BY NATE TREME


Cualli
stained metal table with surgical tools is in the center
of the room. Dead mermaid experiments litter the
floor. Cats, dogs, goats, and other small animals with
lower bodies replaced with fish tails. 1d6 Pirahna
Fishlings gnaw on them.

4. The Lab: Smells of rotten fish and chemicals.


Shelves of books, beakers, bottles, and plants. A large
cauldron contains a simmering red liquid (turns skin Fishling
Meztli
to fish scales if consumed). Ayotl, a large sea turtle
encased in a glass cube turns to watch the PCs. Ayotl
is the ancient Guardian of the Bay and her presence
MONSTERS
there will cause the natural fish to return. She can
only fit through the east door to the Cave Room. She SEA ANEMONE
will give the PCs an emerald turtle egg if they help her (HD: 1; AD: 9; ATT: 1 Tenacle 1d4, 1 Bite 1d6; ML: 9;)
escape. FISHLING
(HD: 1; AD: 11; ATT: 1 Claw 1d6; ML: 5; SP: 30’)
This room contains 2 potions of Water Breathing, 1 PIRHANA FISHLING
potion of Fish Speech, and a sharkskin bound tome of (HD: 2; AD: 12; ATT: 1 Bite 1d8; ML: 6; SP: 30’)
Marine Anatomy ($150). SHARKLING
(HD: 3; AD: 12; ATT: 1 Bite 2d6; ML: 7; SP: 30’)
5. Spawning Hall: A pool fills most of this room with MER-JAGUAR
(HD: 3; AD: 12; ATT: 1 Bite 1d8, 2 Claws 1d6; ML: 7;
walkways along the wall and a walkway extending SP: 40’ Swim)
into the center of the room. Here, Meztli stands at a MEZTLI
pedestal mixing potions and pouring them in the pool. (HD: 3; AD: 12; ATT: 2 Water Missile 2d4 ML: 9; SP: 30’)
NATETREME.COM
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