Wednesday, November 29, 2023

Dungeon23: Week 47

Area C: Medical and Biolab

This map is released under terms of the  CC BY-SA 4.0 license.


Room 15: Medical

There are multiple areas with reclining beds and machines, closed off by curtains.  A few have ancient skeletons on them.  One has a Yellow access card.

If power is turned on, the machines connected to the beds come to life with lights and illusory displays.  If a character lays on a bed, illusory images appear all over their body, indicating any ailments such as wounds, poisons, or disease.  The bed then provides first aid via injection mechanisms.  These function as a cure spell for light wounds, poisons, and/or diseases, depending on their ailment(s).   If the character needs further help, including if they have been at 0 HP or below for an hour (6 turns) or less, a disembodied voice utters: “Please remove the patient to the Lazarus chamber immediately.”  It is referring to the machine in Room 16.  Otherwise, the displays and voice indicate that life signs have ceased.

"Life signs are stable"  (AI image courtesy of Bing Image Creator.)

 There is a 2-in-6 chance that a medical bed malfunctions.  The images over the body turn red and the machine injects them with a lethal level of drugs.  The character must save against poison at -2 or die.

Room 16: Lazarus Chamber

This room has a central dais on  the far end with plasti-canvas straps and tubing hanging from the ceiling.  An inactive metal man painted in white with a blue caduceus symbol on its chest is behind a plasti-steel altar.

If the power is on, the altar and dais have lights and illusory images.  The metal man projects the image of a friendly human in a white coat.  If a wounded or dead character is brought in, the metal man instructs them to place them on the straps hanging above the dais.  Otherwise, it requests that they please leave the area.  However, it does not attack under any circumstances, even to defend itself.  It sends an alert to the Security area if attacked, but there is no response.

If the wounded character is attached to the straps and tubing under the metal man's direction, it will then operate the Lazarus chamber.  A field of force surrounds the ailing character, and a viscous fluid dispenses from the ceiling, filling the enclosed area and submerging the character.  This fluid is not unlike that of the flesh vats in the True Temple of the Snake-Men (Level 4.)  However, the process is benign.  The PC recovers 2d8 hit points every hour (six turns) until they are at their HP maximum.  This includes characters that are at 0 HP or below for one hour or less.  They are also cured of any poison or nonmagical disease.  Once the character is fully healed, the fluid drains and the force field deactivates.  The metal man instructs the PCs to “Please remove the patient to recovery.”

Room 17: Biolab

To a wizard or alchemist, this room is somewhat recognizable as kind of laboratory, with tables, tools, and glass containers; all pristine and antiseptic, as if it is still in use.  Regardless of power status, the room has full lighting and illusory displays on machinery along the walls.

These machines have multiple, cylindrical enclosures with creatures in various stages of development; from fetal to fully-grown.  These are floating in some sort of stasis, and enclosed in fields of force.  While most of them are recognizable as human, the adolescent to fully-grown ones exhibit increasing mutations to the point where they become monstrous.

If the PCs search the room for a turn, the force field enclosures that contain monstrous creatures open, releasing these fluid-dripping mutations to attack.  There are six (6) in number.

Failed Ones: AC 7 [12]; HD 5 (HP 36, 37, 34, 30, 39); MV 120 ft. (40 ft.); ATK 1d6/1d6 (claws); SV fighter 5; ML 7; AL C; XP 500 (or HD plus one special)

Enhanced Constitution:  The failed ones have physiques that are more resilient than that an average human.  They have two (2) additional hit points per HD and can regenerate one (1) HP per round.

Mutation:  Each failed one exhibit a unique mutation.  Roll 1d20:

  1. Radioactive: The failed one’s body has the sinister glow of radioactivity.  Characters engaged in melee with the creature, must save against poison every round or suffer 1d6 damage.
  2. Unstable molecules:  The failed one appears to be semi-incorporeal, like a ghost (it cannot be turned.)  Non-magical melee attacks automatically miss 20% of the time.  In addition, the failed one can forego attacks to become fully incorporeal, gaining the ability to pass through walls.
  3. Psychic blast: The failed one can project a blast of psionic energy at enemies in a 15-foot long, 10-foot wide cone.  The blast deals 1d4 damage and stuns victims (unable to act) for one round.  A save against spells negates.
  4. Acidic blood: The failed one’s blood is caustic.  A successful melee attacker must save against poison or suffer 1d4 damage.
  5. Elastic Limbs: The failed one’s limbs are semi-tentacular.  It can stretch them to attack opponents up to 10 feet away.
  6. Chameleon skin:  The failed one’s skin can change to blend with surroundings, giving it a 4-in-6 chance at surprise.
  7. Sonic scream: The failed one emits a high-pitched scream that deals 1d8 damage to all creatures in a 20-foot radius.  They must also save against wands or become stunned (unable to act) for one round.
  8. Improved regeneration: The failed one regenerates two (2) HP per round.
  9. Psychic mind control: The failed one has large, iridescent eyes that can charm person at will with their gaze.
  10. Scaled skin: The failed one has chitinous, scaly skin, that grants it an improved AC of 5 [14].
  11. Venomous bite: The failed one gains a 1d4 damage bite attack.  Victims must also save against poison or die.
  12. Spit acid: The failed one can spit acid at a single creature up to 30 feet away.  A successful hit deals 2d4 damage plus 1d4 damage the following round.
  13. Quantum molecules: The failed one can “blink” as a blink dog.
  14. Energy absorption: The failed one feeds on energy. Energy attacks, such a fireball and lightning bolt spells, or wands of burning light and rods of blasting heal a number of hit points equal to half the damage dealt.
  15. Psychic resistance: The failed one has 30% resistance against spells.
  16. Enhanced reflexes: The failed one has AC 6 [13]; a +2 bonus to saving throws against attacks that can be dodged, and can only be surprised on a 1-in-6 chance.
  17. Bioluminescent flash: The failed one’s body has a bioluminescent glow, which it can increase to a brief, but intense flash of light.  Creatures in a 10-ft. radius must save against spells or become blinded for one (1) turn.
  18. Hyper-Agility: The failed one moves with blinding speed.  It can attack twice in a round and has a Move of 240-ft. (80-ft.)
  19. Telekinetic: The failed one can cast telekinesis at will.
  20. Multiple arms: The failed one can attack four (4) times in a round.

The failed ones were released by Dr. Diamante (in Room 19) to deal with the PCs, or at least gauge their abilities.  She is monitoring the room via the facility’s surveillance system.  

The Failed Ones (AI image courtesy of Bing Image Creator.)

Room 18: Materials Storage

This climate-controlled room contains several materials, chemicals, and organic supplies necessary for work in the biolab.  If PCs search inside, Dr. Diamante (in Room 19) activates the room’s powerful decontamination system.  The door shuts, and an animated, black cloud, like a swarm of bees, emits from the ceiling.  These are powerful nanites that break down organic matter.  Characters inside must save against paralysis or suffer 5d6 damage and temporarily lose two points from Strength, Dexterity, and Constitution from bodily weakness.  A successful save results in half damage and no ability score loss.

In addition to the biolab supplies, there is a case of eight (8) clear, plasti-steel ampoules with different colored liquids inside.  These have an auto injection system when pressed against the skin and produce varied effects.  Roll for each ampoule to determine the contents (roll 1d8):

  1. A sky-blue liquid cures any natural disease.
  2. A light green liquid cures 1d8+1 HP.
  3. The deep crimson liquid is an analgesic that grants 2d6 temporary hit points.  The effects last one hour (six turns.)
  4. The pitch black liquid inside are nanites that cause cosmetic changes in the user (roll 1d6): 1 – body changes to that of the opposite sex,   2 – the hair on their head grows and/or changes color (50/50 chance,) 3 – all body hair falls off, 4 – skin, hair, nails and teeth are cleaned and produce a pleasant scent, 5 – body fat is reduced to 10%, 6 – the character’s body changes to a different species (roll on the resurrection spell table.)  These effects wear off in 2d6 hours.
  5. The golden liquid is an antitoxin that cures poisons.
  6. An amethyst liquid is a synth-steroid that grants a +2 bonus to attacks, damage, and rolls to open doors.  However, the character is afflicted with uncontrollable rage and attacks anyone they can see within 10 feet.
  7. An iridescent liquid produces a euphoric feeling, mild hallucinations and enhanced sensations (treat as a confusion spell; save against poison to resist.)  The effect lasts 2d6 rounds.
  8. A quicksilver liquid that produces no discernible effect (it is actually a contraceptive that lasts for 30 days.)

Other chemicals stored here are of immense valuable to an alchemist or snake-man flesh-crafter such as Qiu-Seti (see Level 4,) who would gladly pay 4,000 gp for the lot.

Room 19: Chief Scientist’s Office

This room is a fascinating juxtaposition of the Halls' strangeness and more familiar elements.  The antiseptic, plasti-steel walls are adorned with old wooden bookshelves and artifacts of a technology more recognizable to the PCs.  An ancient, framed sketch of a male human with four arms and legs spread in a star pattern rests on the wall behind a plasti-steel desk with scattered plasti-sheets and curious artifacts such as a miniature of the atrium sculpture and an ancient spyglass.   While the bookshelves are dusty, the desk is pristine, if a little cluttered.  Regardless of main power status, the lights have been dimmed here.

When the PCs enter a, woman nervously emerges from behind the desk, nefrvously pointing a wand of burning light in their direction.  If the PCs make peaceful overtures, she relaxes and introduces herself as “Anna.”

If asked what she is doing here, she claims that she has a difficult time remembering, and that these chambers looked familiar to her, but she hid in fear as soon as she heard noise in the adjoining room.  However, this is all an act.  “Anna” is an android - a cybernetic copy of Dr. Anna Diamante, former Chief Science Officer of this facility, whose consciousness is trapped inside its MYTHRAS AI.  She has broken herself from the AI’s hold but cannot leave the Halls, as she currently has no body, so she has found a temporary solution in an android one.  However, the android cannot leave the facility without her losing her connection.

To actually escape her prison, Dr. Diamante needs to create a new body that can hold her consciousness, but not just any clone will do.  She needs one especially adapted to hold her psychically-powerful, but Ovoid-cursed mind, while maintaining stability in her original (birth) form without mutation.  Alas, she has had to work with a partially-reconstructed lab and limited supplies, leading to failure after failure (these are the failed ones in Room 17.)

Dr. Diamante will agree to join the PCs and guide them through the facility as best she can, but cautions that her memories are spotty, claiming that she has been asleep for a long time (which is partially true.)  She will use this as a pretext to lead them into traps, monsters, and other dangers.  She will avoid combat, only supporting them with her wand of burning light when a monsters gets too close (metal men and similar creatures will not attack her.)  She may even attempt to murder any PCs that she can get alone and without witnesses.  Under no circumstances does she want them to turn on main power in the Maintenance section and/or access the facility's servers (Area D.)  If found out, she will drop the ruse and attack, cackling maniacally even as her broken, android body twitches in the throes of system failure.

Dr. Diamante (Android): AC 4 [15]; HD 9+2 (HP 42); MV 120 ft. (40 ft.); ATK by weapon or special; SV elf 10; ML 12; AL C; XP 6,000 (or HD plus three specials)

Monomolecular blades: the android’s forearms eject a pair of sharp, crystaline-edged blades.  She can attack with these twice per round for 2d4+3 damage each.  They function as magical weapons.  

Plasma blaster: the android’s left arm opens to reveal an embedded, rod of blasting.  She can only attack once in melee when firing the blaster.

Spells: Dr. Diamante has diminished, but formidable psychic powers that she can still employ via the android, and can cast the following spells: charm person, confusion, detect thoughts (ESP,) dispel magic, feeblemind, fly, hallucinatory terrain, hold person, invisibility, levitate, shield, sleep, telekinesis, wall of fire. 

Immunities: Dr. Diamante’s android body does not need to eat, sleep, or breathe (although she can pretend to.)  She is immune to poisons, poisonous gases, and diseases.  She cannot benefit from cure spells, but is also immune to any reversed versions of these.

The artifacts on the desk and shelves have some value as art objects.  While Dr. Diamante no longer cares for these, she will feign offense if they try to take any, relenting to one or two items as a reward for being her rescuers.  She will not try to stop them if they take all of them, however:

  • The well-made spyglass is worth 3,250 gp.
  • A fragile, gem-encrusted egg is worth 4,600 gp.
  • The sets of books on the shelves contain invaluable knowledge to sages (even if it would take centuries to understand, let alone master it.)  They are worth 12,600 gp as a lot.
  • The sketch of the four-armed man is worth 900 gp.
  • The small model of the atrium sculpture is worth 98 gp.

Dr. Diamante herself has her wand of burning light, a mirror of sending, and a Red access keycard (even though she doesn’t need it.)  She will not divulge that she has one.

Dr. Diamante is far more dangerous than she seems (AI image courtesy of Bing Image Creator.)

Room 20: Large Enclosures

There are a number of force field enclosures similar to the ones in Room 17.  These used to hold large creatures for transfaunal experimentation in the biolab.  Two of these are currently holding chimeras (HP 46, 36,) while the others are inactive.

If the PCs are here alone, Dr. Diamante (in Room 19) will release the enclosure remotely, freeing the monsters to attack.  If the PCs are here with her, she will only release them as a deadly stalling tactic if they try to enter Room 21 .

Room 21: Small Enclosures

This room has smaller, force field enclosures with several humanoids in stasis.  These could be a number of human and demihumans, including eunshiel and/or ennan.  If the PCs have any known, NPC adventurer rivals, they are found trapped here.  Any freed prisoners have a 2-in-6 chance of recognizing Dr. Diamante as an enemy, at which point she’ll drop any pretenses and attack.

Any PCs that are still alive in the event they are defeated by Dr. Diamante may end up here, but will be mysteriously freed after 2d6 hour, the same as in the Brig (Room 10.)


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


Saturday, November 25, 2023

On Censorship

Coming soon to a politically correct table near you! (AI image courtesy of Bing Image Creator)

I was thinking whether I should post about this at all.  Not in a fit of self-censorship, mind you, but if you follow the same blogs and/or RPG video channels I do (and you probably do,) you’ve about heard enough concerning this subject: that Wizards of the Coast (WotC) has been retroactively editing their 5e books to replace words which have become (quite suddenly) politically incorrect with less “problematic” vernacular.

Still, this is my joint to speak out, and so I will, but instead of sitting here and pontificating, I’ll take the Socratic route and ask some hypothetical questions of WotC:

  • Why are you doing this?  (Yes, I know they have their sanitized, corporate reasons, but I want to know the actual “why?”)
  • How many complaints did you get from actual customers regarding the language in your books?  Was there a survey I missed?
  • Do you expect sales of your products to increase in or at least maintain their sales volume after this decision?
  • Will you be retroactively editing your entire catalog?  What about classic (previous edition) books?
  • If this is truly an organic change in language over time (as your defenders claim,) why do your books need to be edited at all?  Wouldn’t they already be compliant with current, socially-acceptable language?
  • How will future potential customers view your decisions?  What about your current ones?  Do you want to keep me as a customer?
  • Extra Credit: how much money would you save by foregoing the use of commissars sensitivity readers?

I began my D&D journey in the AD&D 2nd Edition era, long after Gary Gygax had left TSR and their products had lost some of their edginess to appease concerned moms, the infamous Patricia Pulling, and other hysterical and deceptive proponents of the Satanic Panic of the 80s (which I am old enough to remember.  Did you know The Smurfs were satanic?)  On the subject, here’s TSR’s 1995 Code of Ethics, courtesy of Grognardia.  It makes for fun reading with a slight hint of déjà vu.

Now, I happily bought TSR’s products with my meager paper route money, completely oblivious to their self-censorship.  It was only in later years that I discovered what I had missed out on in their earlier products.  I wonder if it will be the same for future D&D generations if WotC continues in this trajectory.  More’s the pity, because I can't think of any time in which past censorship has been looked at favorably by future generations.

Don't forget your three S's: (Satanic) Sacrifice, Sex, and Slavery!

 


Thursday, November 23, 2023

Happy Thanksgiving!

 

AI image courtesy of Bing Image Creator

 

Just a quick post to express my thanks for reading my blog.  Hope you and yours are having a safe and happy Thanksgiving!

Wednesday, November 22, 2023

Dungeon23: Week 46

 Area B: Administration and Security

 

This map is released under terms of the  CC BY-SA 4.0 license.

Room 8: Containment Trap

The walls of this section of hallway are lined with semispherical protrusions about a foot in diameter.  Stepping into a 10-foot section in either direction causes the protrusions to glow with energy.  There is a 2-in-6 chance a trap activates at this point, increasing by one as creatures advance to the next 10-foot section (the last section is automatic.)

The trap is a mesh of multiple lines of burning light that connect the protrusions suddenly, like a lightning flash.  Creatures caught in the area suffer 18d6 damage (save against breath for half,) as they are cut by the burning lines multiple times.  Creatures at 0 HP or less are cut into several geometric pieces of flesh.

Once triggered, the trap will reactivate every other round until all creatures are slain or leave the area.

 

The hallway of burning light (AI image courtesy of Bing Image Creator.)

Room 9: Security Office

This room includes a metal desk and opposing bench next to the entrance, while a second bench opposite a storage enclosure on the opposite end.  The far wall has four (4) spindly, metal men similar to the one in Room 2, each in their own alcove.  These are inactive, unless the power is turned back on or they are attacked, at which point they come to life with an illusory projection of burly men in one piece outfits with the symbol of the atrium sculpture and the word “SECURITY” on their chests.  They will utter phrases like “You are in violation of directive…” followed by numbers and letters, “You are under arrest,” and “do not resist.”  PCs that are subdued (or surrender to) the metal men are stripped of belongings (which are placed in the EVIDENCE enclosure) and taken to the brig (Room 10.)

Security Metal Men: AC 3 [16]; HD 9 (HP 38, 48, 41, 39); MV 120 ft. (40 ft.); ATK 3d8 (shock mace); SV fighter 9; ML 12; AL N; XP 1,500 (or by HD)

Shock mace: The security metal men attack with maces that produce an electric shock when they hit. Victims brought to 0 or less hit points due to mace strikes fall unconscious for 2d6 turns, regaining 75% of the damage taken (round down) when they wake up.  These are inert without the metal man holding them, and function as normal maces.

Shield deployment: If attacked by projectiles or spells, the security metal man deploys a field of force that functions as a shield spell, granting it AC 2 [17] against missile attacks.

The southern enclosure is locked with a Red access door and is inactive unless power is turned back on.  The controls come to life with the illusory word “EVIDENCE/CONTRABAND.”  The enclosure has multiple, mundane items, some makeshift weapons (daggers, clubs, spears,) and a few other items of interest:

·         Sword of burning light: This is a sword-like weapon without an edge.  When a button is pressed on the hilt, the edge comes to life with burning light.  It functions as a +1 sword, which increases to +2 against living creatures of flesh and +3 against plant-like creatures or undead.  This counts as fire damage for purposes of weaknesses, immunities, or features like a troll’s regeneration ability.

·         Another mirror of sending (see Room 6.)

·         Harness of floating: These are plasti-steel discs connected by straps of plasti-canvas, which can be worn as a harness.  When a button on the central disc is pressed, the other discs hum to life and allow the wearer to either levitate, or fly.  The effect lasts 2d6 turns.  Before the last turn, the harness will warn the wearer with a sound and a flashing, red light.  It will cease functioning and drop the wearer to the ground after the duration.  A power cell in the central disc must be replaced to reuse the harness.  There is a second power cell next to the harness here.

·         Six (6) javelins with blunt heads similar to the maces the security metal men use.  When thrown, these emit a shock like the maces.  They only deal damage as a club to living beings, but are quite effective against the metal men and similar creatures, who suffer 3d6 damage.  Each javelin can only be used once.

If power is turned on, the southern desk also comes alive with illusory controls and images of rooms on this level.  These can be cycled through by swiping with a hand:  The PCs may do this for 1d6 rounds, at which point an image of the religious figure appears, requesting help (see Rooms 2 and 3): “…must…activate….main power…  The illusion is dispelled and the desk crackles with electricity, rendering it inoperable.

 

Room 10: Firing Range and Brig

The eastern end of this room has a shelved alcove with a number of metal wands and rods.  If power is turned on, the alcove wall comes alive with an illusion of a distanced hall with humanoid silhouettes at various ranges.  One can use the metal wands and rods to “shoot” at the silhouettes as if they were targets.  The weapons are harmless against living beings, however.

The western end has a Yellow access door.  Inside are two platforms, 10 feet in diameter.  If power is turned on, an illusory control panel on the north wall can activate impenetrable energy fields (as a wall of force) that turn each platform into a secure enclosure.

If the PCs are subdued by the security metal men in Room 9, they are brought here and placed inside one or both of the enclosures.  They will languish here for 2d6 hours before the enclosures are mysteriously deactivated, and the exit door opens without explanation.

 

Room 11: Armory

This room features racks with a number of metal wands and rods, fist-size spheres, plasti-steel plate armor, and power cylinders.  At the northeastern end is a large, headless metal statue with a blocky, semi-humanoid appearance.  If power is turned on, or it is attacked, this metal goliath comes to life.  In the first round, it will utter “Unauthorized personnel present, please leave the area.  It will not attack this round unless attacked.  If attacked, or on the second round (if PCs do not leave,) it will utter “… rioting is a violation of directive…” followed by numbers and letters, and “…disperse at once…” then use its caustic gas attack.  At this point, its melee attacks will be partly subdual damage, the same as the security metal men’s shock maces (see Room 9.)  If the PCs continue to stay or attack on the third round, the metal goliath will utter “lethal force authorized” and employ fully lethal melee attacks and burning light barrages until the PCs are unconscious or slain.

Metal Goliath: AC 0 [19]; HD 18 (HP 80); MV 60 ft. (15 ft.); ATK 4d10 (arms); SV fighter 18; ML 12; AL N; XP 18,000 (or HD plus three specials)

Caustic gas: The metal goliath projects a 20-foot cloud of caustic, but nonlethal gas up to 30 feet away that blinds and disrupts living creatures.  Creatures in the cloud must save against poison or be unable attack due to tearing and coughing from respiratory irritation.  The effect lasts 1d6 rounds after they leave the cloud.  Creatures that save are unaffected, but must save each round while in the cloud.  The cloud lasts three turns.

Burning light barrage: The metal goliath fires a barrage of burning light from its arms in a 10-foot wide line, dealing damage equal to its remaining hit points (save against breath for half.)  It may do this at will, but cannot attack in melee while attacking with the barrage.

Immunities: The metal goliath’s metal alloy body can only by hit by +1 or better weapons, wands of burning light, or rods of blasting.  Electrical damage spells such as lightning bolt cause the metal goliath to move at half speed and be only able to attack every other round.  It is immune to all other magical attacks and spells save for magic missile.

 

The metal goliath (AI image courtesy of Bing Image Creator.)

The racks feature the following items:

·         Two (2) wands of burning light (see Room 5) with 8 and 10 (10 max) uses respectively.

·         Horn of the banshee: This rod produces a beam of high-frequency sound that is disruptive to the auditory organs of creatures subjected to it.  The target must save against wands or become stunned and unable to act for one (1) round.  A second application of the rod to a stunned target deals 2d6 damage and continues to stun unless they make a successful saving throw.  Targets brought to 0 HP or fall unconscious for 2d6 turns, regaining 75% of the damage taken (round down) when they awaken.  The horn has 11 uses (15 max) before its power cylinder needs to be replaced.

·         Three (3) rods of blasting with 7, 9, and 10 charges respectively (15 max.)  These function like the wands of burning light, but must be held with both hands.  They fire more powerful pulses of burning light that deal 2d6 damage and have a missile range of 50/100/200.

·         Apples of woe: These metal spheres feature a gem-like button under a flip covering to avoid inadvertently pressing the button.  When the button is pressed, the spheres flash briefly with light before exploding, releasing energy, or caustic gas, depending on their label.  Four (4) of them are labeled “FRAG” and explode as a fireball for 3d6 damage, another four (4) are labeled “EMP” and function similarly to the “FRAG” apples, but cause 1d4 damage to organic creatures and 3d6 against metal men and similar creatures.  Finally, there are two (2) labeled “TG” that dispense caustic gas as the metal goliath above.

·         Two (2) suits of plasti-steel plate mail with helmets.  These offer AC 1 [18] protection.  The helmets have clear visors that display information such as the wearer’s health status on a wavy line based on percentage of HP left (up to 100-80% - Green, 79-21% – Yellow, 20% or less – Red, with a flat line at 0%,) the number of charges left on a held, wand of burning light or rod of blasting, compass direction, and the health status of others wearing these suits in a 60-foot radius, with the addition of being able to communicate with them as a mirror of sending.

·         Seven (7) power cylinders.  These can recharge the wands of burning light, rods of blasting, and other devices (see description.)

 

Room 12: Administration Offices

This room has several featureless, plasti-steel desks and chairs.  The walls have several patches of corruption from the Ovoid, which converge on a Yellow access door to the southwest.  The door was once barricaded by a couple of upturned desks and chairs that have been tossed aside.

If power is turned on, the desks (eight in number) have illusory images on their surfaces of geometric shapes, images, words, and/or numbers. Each desk may contain items if searched (roll 2d6):

2. A krigg (see Room 5) nesting under the desk.

3. A stim ampoule (see Room #, TBD) with iridescent liquid inside. Injecting with this one results in unpredictable reactions, such as mild hallucinations and enhanced sensations (treat as a confusion spell; save against poison to resist.)  The effect lasts 2d6 rounds.

4. A stim ampoule with light green liquid.  Injecting this one cures 1d8+1 hit points.

5. a uni-tool (see Room 4)

6. 1d6 power cylinders.  These can recharge the wands of burning light, rods of blasting, and other devices (see description.)

7.  Strange, or mundane personal items of no real interest.

8. A Green access card

9. A Yellow access card

10. a wand of burning light (see Room 5) with 9/10 charges left

11. a mirror of sending (see Room 6)

12. A Red access card.

Every turn spent rummaging through this room has a 2-in-6 chance of alerting the monster in Room 13.

 

Room 13: Administrator’s Office

This room was once an office that blended rich, wooden furnishings with stark, antiseptic surroundings.  All this is marred by the organic corruption of the ovoid, with patches on the walls converging on a mass of organic bodies appear to be melded together, resting on the remains of a mahogany desk and other debris.  The mass comes to life if has been awakened (see Room 12,) or if the PCs intrude upon this room.  It rises to form a large, humanoid shape that attacks.

Corrupt Amalgamation: AC 3 [16]; HD 14+3 (HP 64); MV 180 ft. (60 ft.); ATK 2d6+3/2d6+3/2d6+3*(arms);  SV fighter 14; ML 10; AL C; XP 8,000 (or HD plus one special)

*Extra arm: If attacked from a flank or from behind, the corrupt amalgamation grows a third arm to attack.

Amalgamation: A creatures brought to 0 HP or less is absorbed into the corrupt amalgamation.  The amalgamation gains half of the slain creature’s HD (1 minimum.)

A button under the desk opens the northeast wall panel to reveal a Red access door.  It leads to the administrator’s panic room (Room 14.)

 

The corrupt amalgamation grows with additional victims (AI image courtesy of Bing Image Creator.)

Room 14: Panic Room

The wall of opposite to the door has an expletive followed by “HAHAHA!” written in blood.  The entrance has a trip wire connected to a small, cylindrical device.  Tripping the wire causes the object to activate briefly with flashing lights before it explodes.  Everyone in a 20-foot radius from the door suffers 10d6 damage (save against breath for half.)

Inside are skeletal remains surrounded by empty, silvery foil packets, empty,  plasti-steel water flasks, a hand axe with a sharp, crystalline edge (treat as a +1 hand axe,) and a mirror of sending (see Room 6.)   The remains are wearing a tattered outfit with a belt of plasti-canvas and plasti-steel disks.  Anyone wearing the belt can press a button on the buckle to project a personal force shield.  However, this one is malfunctioning so that the shield’s polarity is reversed.  The wearer suffers a -1 penalty to AC and projectiles meant for characters within a 10-foot radius of the wearer hit them instead.

The remains also have a Red access card inside of a pocket. 

 

 

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Friday, November 17, 2023

Dungeon23: Week 45

Level 10 – The Wondrous Halls of the Wyrld-Makers


The Wondrous Halls appear to be the ancient redoubt of a people whose level of technology is far beyond anything imaginable by the denizens of the Northern Marklands.  The Halls are dangerous, with strange, lethal defenses and metal creatures, alongside corruptions from the Ovoid, wandering about.

Illumination: Most passages of the halls and some rooms are lit dimly by flickering, emergency lighting, while others are pitch dark (see room description.)  If main power is turned back on, all rooms and passages are lit by bright, blue-white light that gradates to a warm red-orange in a cycling, 24-hour period.

Walls: Walls and flooring are made of solid metal, with tendril like connections and pipes covered by solid or grated pasti-steel plating.  Parts of the walls are coated in organic patches similar to the inside of the Ovoid (Level 9,) which are especially concentrated in areas where monsters and mutations are present. 

Doors: Doors within the Halls have colored banding that denotes their access level: General (Charcoal,) Green, Yellow, and Red.  General access doors can be opened by anyone touching an illusory button over a control panel next to the door.  Green, Yellow, and Red doors require flashing the proper, plasti-steel access card before the control panel to open them.  Higher access cards can also open lower access doors (Red>Yellow>Green.)  Doors slide open and close shortly after all creatures pass through them.  General and Green access doors are made mostly of plasti-steel and can be destroyed with 30 hit points of damage or forced open physically (roll to open doors at -1.)  Yellow and Red doors are made of thick blast steel and are impervious to brute force or magical attack.  A knock spell can open any door, but it closes after being used (potentially trapping characters.)  Metal creatures (robots) in the Halls can open any door.
Maintenance Hatches: Most rooms and hallways are interconnects by narrow maintenance tunnels with hatch openings that spider-like robots can easily access to conduct repairs.  Characters have a 3-in-6 chance of finsing a maintenance hatch in any room or every 60 feet of hallway.  These can only be opened by a special type of uni-tool that can be found in several locations.  Spider bots can automatically open any hatch.

The hatches are narrow enough for a halfling-sized character to crawl through and still maneuver or turn around, while dwarves and human-sized characters can barely squeeze through and must crawl backwards to return.  All characters move at half speed and may encounter wandering monsters inside(!)  In such a case, human-sized characters fight at -2 to hit and suffer a -1 penalty to armor class (AC) while in a tunnel.  

To simulate the tunnels, the GM should roll a d6 every 60 feet end use the shape of the number as the tunnel's layout.  Where a tunnel logically meets a wall or floor, there is likely a maintenance hatch (GM's discretion.)  The  GM should make notes of these tunnels and hatches on their map once they are found.  The following rooms do not have maintenance hatch exits (but may have tunnels running through them): 11, 14, 18, 26, and 28.


Area A: Common Areas

This map is released under terms of the  CC BY-SA 4.0 license.



Room 1: Atrium

The cavern exiting the Ovoid (Level 9) dumps the player characters (PCs) into a domed atrium 30 feet below.  The atrium is dimly lit by flickering lights along the walls.  The center of the atrium features a metal sculpture of spheres connected by both straight and curved connections, like an orrery that does not move.   Indeed, it bears a stark resemblance to the orrery and its smaller model in the True Temple of the Snake-Men (Levels 5-6.)

Faded frescoes can be seen all along the walls, partly covered by corruption from the Ovoid.  These depict idyllic scenes of animals in the countryside as well as people in strange clothes living happily among spired buildings of silvery white.  Other people, dressed in either white robes, or tight-fitting, one piece tunic and breeches seem to labor below them in underground, metal houses. The central fresco in the dome above depicts a starry sky with one, very bright star, creating the feeling that the central sculpture is flying towards it.  Where the dome meets the wall is the phrase: “To Alpha Centauri!  Working today for the future of humanity tomorrow.”  Despite their age, the frescoes are of high, artistic quality, rivaling even the work of great masters that grace the temples of the Holy Civitas of Law in the southern continent.

There are five exits from the atrium.  Each has one or more words in a strange dialect of Common on the wall beside them.

A: Recreation, Berthing
B: Administration, Security
C: Medical, Biolab
D: Maintenance, Servers
E: Galley, Monorail

Above each exit is a protrusion of dark metal made up of many cylinders.  These are dormant unless main power is turned back on.  In this case, the dark protrusions come alive each with a single, glowing eye when PCs come within 20 feet of the exits inside the atrium.  The protrusions fire barrages of burning light into the area every round for 2d6 damage (save against breath for half) until characters either perish or leave the area.  Even if they leave, the protrusions continue to watch them with their glowing eyes, pivoting in their direction.  They become dormant again if no living creature approaches the area for one turn.  Each protrusion has an AC of 0 [19] and can suffer 12 HP of damage before being destroyed in a shower of sparks.

Room 2: Gymnasium

This room is littered with strange machines, steel staves and rods of various lengths that end in one or more discs of dark iron, as well as bedrolls, spheres, and other shapes made of a soft, rubbery material.  Parts of the floor are also rubbery.  There is a spindly, metal man or statue leaning off to one side.

If main power is turned back on, the metal man comes to life, and will approach the PCs and ask them to “P…P…Please ch…ch…choose your trainer.” It projects an illusion that changes its outward appearance into an athletic, human woman that says “Hi!  I’m your trainer, Gina.  Ready to work out?”  Then, it quickly changes to a muscular, human male that says: “Hey, bro!  I’m your trainer, Mark.  Ready to give it 110% today?”  The metal man remains in the visage of the muscular man, smiling brightly, and waiting for a response.

"Ready to work out, bro?" (AI image courtesy of Bing Image Creator.)


If the PCs choose by uttering the specific name, the metal man remains in, or changes to the desired visage, then directs them in various forms of stretches, calisthenics, and other exercises using the objects and machines in the room, giving them tough, but cheerful words of encouragement as they do so.  The “training” lasts one hour and leaves the PCs exhausted unless they rest for one turn afterward.  However, there is a 2-in-6 chance that the “trainer” becomes unreasonably demanding, requiring Strength or Constitution checks from the PCs to keep up.  If they stop, or refuse, the “trainer” attempts to force them to do the exercises physically, while smiling the whole time (combat ensues.)   The metal man is unusually strong for its size and build (see below).  It will strike the closest ones with its limbs or hurl heavy exercise equipment at those who try to flee.  

If at any point the PCs tell the metal man that they are lost or need help, it projects the appearance of a friendly-looking man or woman in a tight, one-piece outfit with the image of the atrium sculpture on their left breast.  They will answer questions or direct them to any area with General or Green access.  Questions about Yellow or Red access areas will be met with the same response: “I’m sorry, that area is restricted.  Please display the proper access card to continue.” It will direct to or answer questions about those areas only if they show the proper access card.  There is also a 2-in-6 chance the metal man inexplicably turns on the PCs and attacks them during this time as well.

In either case, and before it attacks, the metal man briefly takes on the blurry visage of a religious figure such as the hero-god of Law, Mythras, the Great One of the Far West (his face blurred by light,) or Woaden of the Northmen, depending on the characters’ cultural background.  The religious figure briefly asks for help before the metal man dispels the illusion and attacks.

Metal man: AC 4 [15]; HD 9 (HP 38); MV 120 ft. (40 ft.); ATK 3d8 (strike or hurl objects); SV fighter 9; ML 12; AL N; XP 1,500 (or by HD)

Hurl objects: the metal man can lift heavy objects and throw them with great force, dealing 3d8 damage.


Room 3: Lounge

This area appears to be a salon of sorts, featuring comfortable seating and tables.  One end has two small box-like shrines similar to the ones in Room 6 (see below).  Another end has curtained alcoves with comfortable, reclining chairs inside.  Each chair has a strange, crystal chandelier or lamp about a foot above head level.

If power is restored to this room, the box shrines come to life the same as the ones in Room 6, with illusory labels like “DRINKS” with an image of a teacup, and “SNACKS” with what may be images of food items.  After choosing one from a menu of mostly unfamiliar words, the shrines create a food item seemingly out of thin air (as create food and/or drink spells.)  Each shrine can do this 2d6 times before the words “MATERIAL REFILL REQUIRED” scroll across the illusory displays in red.

The chandeliers above the alcove chairs also come to life with illusory images.  Characters sitting on a reclining chair can see that the chandelier image is a menu with a number of titles.  Touching one of the titles produces a themed, hallucinatory terrain around the character.

  • Donjons and Dragonslayers: the illusion is a strange and colorful mockery of the PCs world.  They are harnessed in unusually large and/or spiky armor and weapons.  A horde of vicious oor-men stands before them, brandishing nasty weapons as a dragon circles the sky.
  • Master and Commander of the Seven Seas: the PC is standing on some sort of advanced, wooden ship in the middle of the sea, dressed in colorful clothes and tricorn hat and surrounded by working sailors.
  • Call of the Supernatural: the PC stands before an ominous, old manor on a misty, wooded hill.  They are dressed in a light brown coat with a brimmed hat, holding a magical, light-projecting torch.
  • Omega World: the PCs takes on the appearance of some sort of combination humanoid and plant creature with a metal arm, standing among strange ruins in a blasted wilderness.
  • Amores Mortales: the PC is inside some villa, standing before a beautiful woman or handsome man (the chandelier knows their preference.) The person is emoting and speaking dramatically in a language similar to that spoken by the people of the Torraskan Isles.
  • Trek to the Border Stars: the PC is dressed in tight, combination breeches and tunic of black and royal blue, sitting on a throne at the center of a room with a wide window to the night sky.  Other people are sitting or standing around dressed in similar clothing, and look to the PC as if they are awaiting orders.

Any illusion is quickly interrupted by a distorted image of the religious figure (as in Room 2) that says: “require…assistance…MYTHRAS…corruption…must…repair.”  The illusion ends abruptly and the chandelier bursts with smoke and sparks.  That chandelier is no longer usable.

One of the chairs has a Green access card buried between the seat and back cushions.

Room 4: General Berthing

This chamber features separate apartments, each with two simple, but comfortable beds separated by a privacy barrier, and small, adjoining tables and lockers.  A single, Green access card can open only one of the apartments (roll randomly.)  Otherwise, attempting to force a door open causes a shrill alarm to sound, which alerts the creature(s) in Room 5.  They try to break through that room’s door barricade in 1d4+1 rounds to get at the source of the noise.

The apartments contain interesting, but otherwise mundane item such as clothes or personal effects.  Contents of note are detailed below:

a. The lockers here have been opened and are empty.  There is a small set of discarded, high quality tools, that a thief could use and gain a +10% bonus to open locks and disarm small traps.

b. The apartment has been partly destroyed and useless items are scattered about.  There is a hammer and some spikes on the floor.

c. One of the lockers has a strange kind of mask or visor.  When worn, it allows the character to see in the dark in black and white, and can magnify faraway images like a spyglass, negating long range missile penalties by one.

d. This room has a human-sized, padded suit with a helmet next to it.  The helmet has a solid, glass visor.  If donned, several lights, shapes and words play across the inside of the glass visor.  The visor warns the wearer with red words when they are hurt, deploying a gel-like substance that quickly solidifies to seal punctures and tears in the suit, providing AC 2 [17] protection.  The suit also provides a +2 bonus to save against fire and cold.  The suit is lightweight, and may be used by anyone that can wear leather armor.  It is worth 2,000 gp for purposes of calculating XP from treasure.

e. This apartment has an ancient skeleton in a torn, one-piece outfit.  Next to it is a Green access card as well as some sort of metal object with several protrusions.  This uni-tool can be used to open maintenance hatches.

f. Someone has camped in this apartment, as evidenced by the cold remains of a small cook fire with scattered bones and pieces of flint and steel nearby.

g. A glossy, plasti-sheet lying on a side table has instructions labeled in the same, strange dialect of Common, stating that the words below are “decoded and transliterated from the emanations of the xenovessel,” and when read aloud, can provide a temporary, protective effect against the “extranormal radiations of some xenoforms.”  Below these instructions is writing in the language of magic (requiring a read magic spell.)  This functions as a scroll of protection from magic.

h. Under one of the bed’s pillows is a knife with a crystalline blade that is incredibly sharp.  The knife functions as a +1 dagger.  It can also provide neon light in a 5-foot radius when a button on the hilt is pressed.

Two rooms at the end of the hall are labeled “lavatories.”  Each has a number of ceramic basins with mirrors above and enclosed areas with garderobe-like seats filled with polluted water.  Completely tiled areas at the ends have multiple metal protrusions on the walls.  If main power is turned back on, the ceramic basins can dispense water with a touch on an illusory display, which also allow the person to change the water’s temperature with a sliding icon.  The tiled area with the metal protrusions has similar, illusory controls, which cause them to dispense rain-like showers of water.  The garderobe seats swallow the polluted water and refill with clean water automatically.

Room 5: Administrator and Scientist Suites

This area requires a Green access card to enter.  However, the door is partly open and surrounded by corruption from the Ovoid as well as barricaded with large pieces of junk and debris.

There are five apartments like in Room 4, each requiring a singular, Yellow access card to open (roll randomly.)  However, the doors are made of the same material as Green access doors.  Opening them does not trigger an alarm (it does trigger an alert in the Security area, but there are no living personnel to respond.)

This area is infested with 10 creatures that are dormant and blended into the organic patches on the walls and ceiling unless the PCs awakened them by triggering the alarm in Room 4, or clearing the barricade to enter this area.   The creatures are strange mutations with possible human origins.  Their limbless torsos barely resemble anything human, and several tendrils protrude from their shoulders, which allow them to propel themselves and climb along walls with frightening speed to attack prey, pulling them towards a humanoid head with a maw of needle-sharp teeth.

Krigg: AC 4 [16]; HD 2 (HP 8, 4, 11, 5, 7, 12, 4, 13, 6, 11); MV 60 ft. (20 ft.), climb 40 ft. (10 ft.); ATK 1d6/1d6 (tendrils); SV fighter 2; ML 10; AL C; XP 50 (or by HD)

Camouflage: The krigg’s flesh can change coloration to blend with their surroundings, surprising opponents on a 4-in-6.
Feeding: If a krigg hits a single victim with two tendrils, it pulls them into its maw for a bite attack that deals 1d4 damage each round the victim is held.

The krigg are human mutations somehow connected to the Ovoid (AI image courtesy of Bing Image Creator.)


Each suite has one large bed and nicer furniture than those in Room 4, including their own ceramic garderobe and tiled area with protruding water sprayer.  Like the apartments, the suites have unique, but otherwise mundane, personal effects.  Item of note in each suite are below:

a. This suite has had its furniture upturned and the walls have been painted with what may be dried blood with symbols and nonsensical ramblings like: “MAKE THE NOISE STOP”, “SURRENDER TO HIS CALL,” and “DON’T TRUST THE DIAMOND.”

b. A disc on a table near the bed projects illusory images in continuous succession of a man sitting at a desk, the same man with other individuals in similar white robes, and finally, with a woman and two children outside of a silvery-white building.  A medallion in the shape of the atrium sculpture is next to it.  This item is a medallion of understanding, which allows the wearer to communicate in any language with 80% accuracy.  The medallion does this by repeating words in a language the wearer understands and translating their own spoken words.  The medallion is worth 1,000 gp for purposes of calculating XP from treasure.

c. The door to this suite is partially open.  Inside is a skeleton in a torn outfit and white robe with a Yellow access card inside a breast pocket.

d. Under the bed is a backpack made of plasti-canvas.  Inside is a set of clothes, a uni-tool (see Room 4,) a water flask that can turn even polluted water into drinkable water, three packets of what appears to be food bars that are still edible (each bar counts as 1 days’ rations,) and a small, cylindrical wand with two buttons: one that that can shed a beam of light to illuminate 90 feet ahead, and another that makes the head glow like a candle in a 5-foot radius, with small, extendable legs that can prop it upright.

e.   A desk opposite the bed has a crystal decanter half-filled with caramel-colored alcohol (whiskey) and two cups.  The decanter is of a craftsmanship unavailable to people in the Northern Marklands without sorcery, and easily worth 1,500 gp to the right buyer.  A drawer in the desk has a curved, silvery metal wand of burning light that can fire harmful beams of light when a button is pressed.  The wand has a missile range of 20/50/100 feet and deals 2d4 damage.  It can be fired 6/10 times before it is expended, ejecting a cylindrical object.  The wand is worth is worth 800 gp for purposes of calculating XP from treasure.


Room 6: Galley   

This room has multiple, steel benches and seats, some which have been upturned.  One end of the room has stacks of metal trays, glass-like cups that do not break easily, and silverware which is not actually silver, but steel.  Some of these items are also scattered around the floor.  Next to them are multiple box-like shrines like in Room 3.  If power is turned back on, these have illusory images of what appear to be food items, with words like: PROTEIN, VEGETABLES, CARBOHYDRATES, and DRINKS.  Each display also has the words “MATERIAL REFILL REQUIRED” scrolling across them in red.

There are also two cylindrical, metal statues with multiple arms/legs at opposite corners of the room.  These come to life if main power is turned back on and begin to tidy up the area.  If active statues detect the PCs, they stop what they are doing and utter: “raw materials detected” along with pointing out  percentages of “protein”, “fat”, and “water,” for each character,  followed by “commencing to recycle,” before rolling  towards the PCs on a number of arms/legs with wheels and claws to attack.

Metal Statues of Recycling: AC 0 [19]; HD 7+3 (HP 37,38); MV 120 ft. (40 ft); ATK 2d4/2d4/2d4/2d4 (claw arms); SV fighter 7; ML 11; AL N; XP 4,000 (or HD plus one special)

Recycle: A metal statue that hits a single creature with two of their arms will grasp and blast them with a central beam that disintegrates them (as the spell.)  It will then spend one round suctioning the disintegrated remains into itself, oblivious to any attacks.

Geostabilizers: the metal statue of recycling can immediately use its multiple arms/legs to right itself after it is knocked down or has its legs tripped from under it.

RECYCLE...RECYCLE  (AI image courtesy of Bing Image Creator.)

Beneath a pile of the debris is a Green access card, as well as a palm-sized, square object of rounded glass that comes to life with small words and geometric lights when held.  Characters holding this mirror of sending can, upon command, communicate and see another person that possesses another mirror.  It is worth 800 gp for purposes of calculating XP.

Room 7: Monorail Station

The entrance to this room is General access.  However, the doors are made of blast steel the same as Yellow and Red access doors.  When characters enter and press the second door’s control button, the door behind them shuts and a disembodied voice says “STAND BY FOR DECONTAMINATION.” A cool mist then sprays on them before the second door opens.  This mist functions as a spell that cures diseases.

The inside is a platform with benches before a wide,  perpendicular tunnel.  Arrows on the far wall point to each end of the tunnel with the words: “WT028” on the left and “WR030” on the right.  Each end of the tunnel is sealed by large steel doors with yellow and black banding that are beyond the PCs capabilities to open.

The monorail station is under quarantine and inactive (AI image courtesy of Bing Image Creator.)

 On the south end of the platform is a Yellow access door that leads to a small room.  There are two seats and desks and windows that can see into the tunnel and platform.  If the main power is turned on, the desk and windows come to life with myriad geometric shapes, numbers, and letters.  The scrolling word “QUARANTINED” in red can be seen scrolling over these displays, as well as in illusory signs above the platforms.


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Monday, November 13, 2023

Dungeon23: Level 9 – The Ovoid From Beyond the Stars

This map is released under terms of the  CC BY-SA 4.0 license.

Area Links:

Area A – Chalazaeic Passages
Area B – Albumic Chambers - East
Area C – Albumic Chambers - West
Area D – Embryonic Core

Ovoid Encounters (2d6)

2.  A worm-dragon (see Room 15)
3-4. 1d4 handmaids (see Room 5)
5. A bone creature (golem, see Room 1)
6. An ochre jelly – part of the Ovoid’s immunity response
7. A gelatinous sphere - a semi-solid, mucosal secretion that cleans the Ovoid’s passages.  Treat the same as a gelatinous cube.  Indeed, these may have evolved from the original creatures within the Ovoid.
8. A black pudding – the Ovoid’s organic waste product.
9.  An amber beast (golem, see Room 21).  These do not have inner brain-nodes.
10-11. 1d4 handmaids
12. Elgezerd the Hunchbacked (see the Sorcerers of the Underworld encounter table,) accompanied by an NPC adventuring party that he has hired (equal classes/levels to the PCs or known rivals.)


Commentary

 

The Alien Level

I had been toying with the idea of the Snake God being a cosmic horror of some sort since early on and I hope this level makes good on that promise.  However, there aren’t many answers to be had regarding its nature.  Is it an avatar or extension of the Old One sleeping within the Ovoid, a representative like the Mouth of Sauron in the Lord of the Rings, or just another alien servant like the Handmaids?  My preference is to keep the players guessing in this regard.  After all, some things man was just never meant to know.  Still, some answers concerning the Ovoid will be forthcoming in Level 10.


I Goofed!

In what is an incredibly embarrassing math error, I misjudged the number of levels/city quarters/map portions that I would get out of 52 weeks by sticking to a strict schedule of one entry per day, a section per week, and a level/map per month.  It looks like I will finish Dungeon23 about four weeks early (not really trusting my math at the moment.)  This is just as well, since it’ll provide me with some leeway in the case of any disruptions due to the holidays.

What about any remaining time before the end of the year?  Well, I think I’ll go back and fix some of the ugly temp maps I had way back in Level 1.  I’m also considering adding some bonus rooms or sub-levels where I think they might fit.  Finally, I'd like to do a third, bonus mythology article to round out the known deities of the Northern Marklands.

Despite the error, I’m very proud of having stuck it out all the way to the end, and I hope the dear reader has enjoyed this journey with me.



This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


Cyberpunk Edgerunners Mission Kit Solo Log – Part 5 (Plus Megabuilding Encounters)

Building Bash (Lost?  Rewind to Part 1 )   Image from cyberpunk.fandom.com It was about two days days after the incident in Northside before...