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.


No comments:

Post a Comment

Lessons from the OSR Part VII – More Combat!

 In our last installment , we discussed how old school (A)D&D combat needs to be paradoxically both abstract and concrete depending on ...