About this Map
The Cloneworks exchange Sandpoint's familiar streets for a disturbing underground laboratory. Natural stone passages open into chambers where pools, organic growths, work areas, and deliberately prepared spaces suggest experimentation rather than ordinary habitation. The complex is irregular enough to feel excavated beneath older ground, but the placed equipment and altered surfaces make it clear that someone has imposed a purpose on the caves.
The map gives a GM strong control over pacing. Narrow connecting tunnels let information and threats be revealed chamber by chamber, while larger experimental spaces provide room for set-piece encounters around whatever the laboratory is producing or studying. Different textures and colors help each section read clearly during exploration, which is especially useful in a dungeon built around investigation. In Seven Dooms for Sandpoint, the Cloneworks can retain its unsettling original context; in another campaign it becomes an alchemical breeding facility, fleshwarping laboratory, forbidden research complex, or hidden workshop where the evidence on the floor is more alarming than any locked door.
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