Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Monday, December 18, 2023

Dungeon23: Sublevel 1E - Serpent Gorge

 

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

Approximately a mile north of the Temple of the Snake Cult is a winding gorge of rough, forested cliffs which drop about 90 feet below.  Reaching this gorge requires a hike of approximately one hour around the small mountain on which the Temple stands (chance for a wandering monster encounter at the GM's discretion.)  The southern end of the gorge is studded with caves that can provide additional means of ingress/egress to and from the Temple.

 

Area A: Rope Bridge

 An old rope bridge extends from the northern, forested edge of the gorge towards a crevice on the mountainside that leads to the kobb-men controlled areas of Level 1.  The bridge is approximately 300 feet long and three feet wide with dry-rotted, wooden planks; some which are missing.

While the small and light kobb-men can still traverse the bridge safely, human-sized characters moving at full speed each have a 2-in-6 chance of breaking through a rotted plank and falling into the gorge below.  A successful saving throw against breath allows a character to hold on to the ropes.


Area B: Midden Cliff

 As mentioned in Level 1, Room 23, this cave opening drops precipitously into a pile of stagnant water, waste, and debris that dates back to the heyday of the Temple, and served as its midden.

Characters near the midden (within 120 feet) will begin to hear a call for help coming from its direction. The call has a sympathetic quality to it - they can "feel" its distress.

Characters who go (or fall) into the midden will run afoul of a creature whose descendants have called the foul heap their home for a long time.  It depends on frequent feedings by the oor-men, who throw their waste, offal, and even whole prisoners down here sometimes.

The midden beast is a strange combination of large cephalopod and crustacean, albeit with rubbery hide instead of a shell.  It lies under the debris with only its eye stalks surfacing to detect prey, which it will then attack with tentacles and bring victims into a hungry maw.

Midden beast (otyugh): AC 4 [15]; HD 6 (HP 33); MV 60 ft. (20 ft.); ATK 1d8/1d8/1d4+1 (2 tentacles and bite); SV fighter 6; ML 9; AL N; XP 500 (or by HD plus one special)

Tentacles: the otyugh attacks with two, spiny tentacles.  A successful hit allows it to grapple a victim and attempt to bite them every round at a +1 to hit for 1d4+1 damage.  The otygh can use one grappled victim as a shield instead of biting them (AC 3 [16],) or slam them into the ground for 2d4 damage.  Victims can attempt to free themselves with a successful Strength roll to open doors.

Disease: the otyugh's mouth is riddled with the foulness of its home.  Characters bit by the otyugh must save against poison or contract a disease.  The victim grows weak and feverish for 2d12 days, suffering a -2 to hit rolls and loses the ability to heal naturally during this time.  Worse, there is a 1-in-6 chance the disease is contagious and deadly plague.  The victims of this chancreous pox must save against death after the above time period or perish.  All characters spending more than one round within five feet of the victim must save against poison or become ill themselves.

Alert: the otyugh can sense vibrations within its waste heap and cannot be surprised.

Characters that delve deep into the midden under the (hopefully) dead beast will discover a large, bronze amphora filled with coins (6,000 sp, and 2,500 gp.)  The unfortunate who tried to abscond with this treasure when the Temple was raided ran afoul of the midden beast's ancestor.

 

Area C: Sealed Cave

A forested area at the bottom of the gorge conceals another entrance to the caverns under the Temple (Level 3.)  The baern-men use this opening to exit the area for night raids in the surrounding countryside.  The entrance is sealed by a large boulder, which the baern-men have no trouble removing.  Characters must succeed at a roll to open doors at -1 to move the rock.  Using some form of leverage allows for a normal open doors roll.

 

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, December 15, 2023

Dungeon23: Week 49 Updates

 

(AI image courtesy of Bing Image Creator.)

  • Added the bonus post The Truth of the Wyrlds, which is the big reveal of the Dungeon23 campaign and a reward for players making it this far.
  • Added Sublevel 10E: The Astral Plane, providing an epic showdown and possible conclusion to the campaign.
  • Updated Level 9, Area D with two additional rooms.
  • Updated Level 8, Area D with three new entries for a cavern that provides a quicker, if dangerous route back to the surface world.  I also realized (to my horror) that I need to fix the area numbering on the map (ha!)


Dungeon23: Level 10 – The Wondrous Halls of the Wyrld-Makers

 

This map is released under terms of CC BY-SA 4.0 (background AI image courtesy of Bing Image Creator.)


Area Links:


Random Encounters (2d6)

Note: robots encountered before main power is turned back on (with the exception of Dr. Diamante) are inactive.  The GM should note where they were encountered in case the player characters (PCs) return when and if the power is turned back on.  If Dr. Diamante is defeated in the Astral Plane, (or the PCs joined her,) any wandering robots are friendly or indifferent to the PCs.


2.     Corrupt Amalgamation (see Room 13)

3.     1d4+1 Handmaids of the Ovoid (see Level 9, Room 5)

4.     1d2 bone creature (golem) scouts (see Level 9, Room 1)

5.     2d4 failed ones (see Room 17)

6.     Ancient skeletal remains.  Roll 1d6+1 for belongings: (2) a wand of burning light with 1d10 charges; (3) a maintenance suit; (4) a unitool; a Green access keycard; (6) a Yellow access keycard; (7) a Red access keycard.

7.     Roll 1d6: (1-2) Dr. Bamutu/MYTHRAS attempts to contact the PCs via a piece of computer hardware before being suddenly cut off; (2-3) 3d6 krigg (see Room 5) on the hunt; (5-6) 1d3 metal spiders (see Room 22.)

8.     A metal man (see Room 2).  This one projects the “helper” image, but may still attack on a 2-in-6 chance.

9.    1d3 security metal men.  There is a 2-in-6 chance they try to apprehend the PCs for some arbitrary “violation.” 

10.     1d2 large metal crabs (see Room 22;) 2-in-6 chance of attacking, with load-lifting claw attacks of 2d4/2d4.  If both claws hit a single victim, they continue to constrict for 2d4 damage per round unless a victim is freed.  

11.     Roll 1d6: (1-4) a metal statue of recycling (see Room 6;) (5-6) a Metal Goliath (see Room 11.)

12.     Dr. Diamante android: this is a separate one from the one in Room 19.  If one version of Dr. Diamante is already with the PCs, this one will attempt to hide and stalk them, waiting for a moment in which characters are separated to attack.


Commentary


“Any sufficiently advanced technology is indistinguishable from magic.”

Arthur C. Clarke


The Science Fiction Fantasy Level

In my humble opinion, science fiction and fantasy are like peanut butter and chocolate: they go great together.  Not all the time, but oh man is it good!

Science fantasy has been a part of the Original Game from the very beginning, all the way back to Dave Arneson’s Blackmoor campaign.  The Original Game mentions the potential for encounters with creatures straight out of Edgar Rice Burrough's Barsoom, as well as robots, and androids. Supplement II – Blackmoor had the infamous Temple of the Frog adventure, which included sci-fi elements.  His later series of adventures for BECMI, like City of the Gods included “Blackmoor devices” which were high-tech treasure.  Gary Gygax also included sci-fi elements in his fantasy work, such as rules for adapting Gamma World material in the AD&D 1st edition Dungeon Master Guide, and then there's the module Expedition to the Barrier Peaks, which takes place inside a spaceship.  These works naturally informed my decisions when creating this level.

Other Sources of Inspiration

I wanted the “final” level of my Dungeon23 project to end with an epic (and sometimes literal) “bang.”  Let’s face it; most campaigns fizzle out after one or two years, maybe four or five if you’re playing with a high school or college group.  That has been my personal experience, at least (damn you rare, lucky ducks with your decades-long campaigns!)  Since it is unlikely that a campaign will ever reach the deepest levels of this dungeon, I wanted to make the final level interesting and rewarding for groups that do make it.

Two works from my own personal “Appendix N” inspired the big reveal in the Truth of the Wyrlds.  The first is the obscure novel Wyrldmaker by Terry Bisson.  To me, this is the last of the great gonzo, weird fantasy novels.  It has tons of whacky, mineable material for your campaigns, but I will say no more so that I won’t spoil it for those who decide to read it.  You can easily see how it inspired me, right down to the nomenclature.

The second of these works was the video game RPG Phantasy Star III: Generations of Doom.  Yes, I know video games aren’t very “old school,” but they were a big influence on me and I have to thank them for driving my interest towards RPGs.  I probably would have never gotten into D&D if it hadn’t been for the likes of Legend of Zelda and Dragon Warrior.  Heck!  These games are now considered "old school" themselves.

The Phantasy Star series of games have a neat blend of fantasy and sci-fi elements.  The third of these is set in a giant spaceship where wilderness "kingdoms" are individual biodomes and the dungeons are the high-tech bowels of the ship.  I can’t believe that it has never occurred to me to set a campaign in a “world” like this.  Well, here it is!

At some point, I should do a post or series of posts on my personal sources of inspiration.  I love spending time at used bookstores discovering “new” (to me) sci-fi and fantasy, especially in the Appendix N vein these days.  Alas, I’ve noticed some of these are starting to command collector’s prices.  Get em while you can!

Dungeon23 Complete?!!!

Holy sh*t balls!  I can’t believe I stuck it out this long!  As I mentioned in the commentary for the previous level, “mistakes were made,” and I finished a little early – just in time to take some much-needed breaks for the holidays.  Still, I’m using the remaining time this year to add additional entries (most as sub-levels) to complete the work.  In the new year, I’ll be doing a full retrospective on my thoughts concerning Dungeon23 as well as the future of the blog.

Wednesday, December 13, 2023

Dungeon23: Sublevel 10E - The Astral Plane

The Astral Plane (AI image courtesy of Bing Image Creator.)

Area 29: Quicksilver Pools

After a brief journey through a tunnel of flashing light, the PCs awaken inside shallow pools of quicksilver.  These lie on a floating island in an infinite “sea” of twinkling lights within clouds of prismatic phlogiston.  Some of the closest lights appear to be polyhedral shapes that float in the ethereal soup.  Other floating islands, large and small, can be seen in all directions, but the eye gravitates towards an immense, chaotic Maelstrom in the distance.

The PCs bodies emerge from the quicksilver as versions of themselves that glow with an inner light.  Any magic items they posses also have glowing versions, but no other material possessions make the trek (which could be somewhat of an embarrassment for those that appear unclothed.)  Some of the quicksilver clings behind them, and tapers into an insubstantial cord that connects them to their respective pools.  They also feel weightless.

A glowing image of MYTHRAS, in the guise of Dr. Bamutu, waits patiently at the center of the pools for the PCs to acclimate themselves before going into explanations about this strange realm.

No Physicality: The Astral Plane is a realm of the mind (and perhaps the soul.)  Physical laws do not really apply here.  As such, the characters have no Strength, Dexterity, or Constitution.  Instead, these are replaced by Intelligence, Wisdom, and Charisma respectively.  This may have an effect on hit rolls, armor class, and hit points, as well as tasks requiring physical prowess.  Magic-users, clerics, and elves may have a clear advantage here.  However, MYTHRAS reassures those who rely on their now lost, physical attributes that these can be regained if they are able to find their inner strength (see Area 30 below.)

Movement: while the characters feel weightless, the Astral Plane does have a subjective form of gravity.  In order to move, characters must first decide which direction is “up” and “down,” then propel themselves by “falling” in the direction they want to go as a form of flight.  This requires a Wisdom check the first time they try, but they no longer need to make checks once they succeed.  Their Move is equal to their Wisdom or Intelligence score times 10 per turn, and 1/4th of that per round as normal.  Characters that find their inner strength may use their Strength or Dexterity instead.

Time and healing: The characters do not need to eat, drink, or sleep here.  They will also notice that they are not breathing.  Their sense of time will also become distorted.  MYTHRAS explains explain that they can be here indefinitely while their bodies lie in stasis, but time will continue to pass on their home plane, so they should not tarry if they can help it.  He also explains that they can be hurt and even die here, since the body cannot live without the psyche.  Furthermore, only curative magic can restore damage while in the Astral Plane; they cannot heal naturally.'

The Quicksilver Cords: The quicksilver cords are the PCs’ connection to the physical plane, and they can always follow this cord back to their origin pool.  MYTHRAS warns them to guard this connection, for Dr. Diamante has the power to sever it, potentially trapping their psyche in the Astral Plane forever.

Once the characters have gained an understanding of this realm, MYTHRAS explains his plan: the Maelstrom is what protects Dr. Diamante from having to re-merge with the MYTHRAS AI.  It allows her to remain a separate, independent entity, and subvert portions of the Wyrldbearer to her will.  Alas, MYTHRAS cannot penetrate the barrier while Dr. Diamante is at her full strength, which matches his own, but the PCs can.  It will be up to them to weaken her, incidentally weakening the barrier and allowing MYTHRAS to enter.  He warns that once they go into the Maelstrom, they will come under direct, psychic assault - one they cannot fend off easily by mere force of arms or spells, but once they are past the barrier, she can be confronted directly.

 

30. The Maelstrom

The Malestrom is a dark convergence of Astral clouds, form fragments, and raw energy, created by Dr. Diamante (as a firewall) to keep MYTHRAS away.  It may seem a mortal danger to go into, but PCs that try will notice that they can do so (mostly) unscathed. 

Once inside, each PC will become separated by buffeting, Astral winds into their own area, where each will hear the voice of Dr. Diamante and encounter an illusory trial where she will attempt to turn them to her cause, or at least demoralize and weaken them.  Here are some general ideas for each trial by character class, along with effects for success or failure.  The GM should also feel free to tailor these to their players and their characters:

Trial of Might (fighters, elves, dwarves, halflings)

The PC must confront some danger related to a deep-seated fear or personal flaw while in their physically-weakened state.  This may involve single combat against an equally-matched creature with full physical power, perhaps even a shadow of themselves.  For example, Lawful fighters may have to protect their people, friends, or loved ones against a version of themselves that appears as a dark knight of Chaos, while Chaotic ones may have to slay a shining paladin that represents the last shred of law and goodness in themselves (which holds them back from true power.)  

Success means the character finds their inner strength, and are able to use their physical attributes as normal, while failure means they remain weakened. They do not die or remain permanently damaged from any combat in the trial regardless of outcome.

Trial of Faith (clerics)

Dr. Diamante confronts the cleric with the fact that their god(s), being aspects of the MYTHRAS AI, are false and fallible; with little true power.  The PC will find themselves in a situation where they no longer feel a connection to their deity, and cannot call on their power.  For example, a Lawful cleric cannot help multitudes of injured or sick, or protect them from undead that cannot be turned.  A Chaotic one finds themselves persecuted by an angry mob, or their army of controlled undead suddenly turns on them.  Once they are overwhelmed, Dr. Diamante will offer them power if they serve her.  

Characters that remain steadfast in their faith without spells or powers succeed at the trial.  They regain use of their physical attributes and full allotment of spells.  In addition, they can regain cast spells at a rate of one (1) turn per spell level.  Those that fail remain weakened and only keep spells up to the third level of power while in the Astral Plane.  All other spells are lost and they are not able to recover used spells.

Trial of Intellect (magic-users, elves)

Dr. Diamante blasts the magic-users’ mind with visions of fractal forms, non-Euclidian concepts, and quantum algorithms that seem impossible to comprehend with their pitiable, mortal minds, leaving true understanding of the multiverse tantalizingly out of reach…unless they pledge themselves to her in exchange for this knowledge.  

The GM should provide the player with a simple, but still somewhat challenging puzzle such as a small maze, Sudoku puzzle, series of riddles, or the like and give them a short, real-time limit in which to solve it (no more or less than it would take the GM to solve it themselves without help.  They should err on the side of mercy here.)  Success allows the magic-user to choose the higher of their mental or physical attributes for physical actions while in the Astral Plane.  Furthermore, they are able to re-memorize spells cast at the rate of one (1) turn per level of the spell.  Failure means they cannot re-memorize spells while in the Astral Plane.  In addition, their spells against Dr. Diamante will fail on a 2-in-6 chance.

Trial of Cunning and Confidence (thieves)

Dr. Diamante teases the thief character with visions of a great and valuable treasure (perhaps one known to them,) inside a courtyard.  The treasure is protected by seemingly impossible obstacles: 

  • The wall is infinitely high and has no door.  The solution is not to use their climbing ability, but to find a secret, locked door somewhere on the wall.  Or perhaps, will one into existence (which surprises the Dr. Diamante before she wills a lock.)
  • There is a guard (a fighter of the same level as the thief with plate mail, polearm, and sword,) patrolling outside the wall.  Unfortunately, the thief is dressed in a jester’s outfit complete with loud, glowing jingle bells they cannot seem to take off, negating their ability to move with any stealth.  However, if they tell the guard a joke (no matter how terrible,) he begins to laugh uncontrollably and smacks his head on the wall, falling unconscious.  In his pocket is a key to the secret door.
  • The courtyard inside is empty save for a treasure’s chest in the center.  Approaching the chest causes it become bigger with each step the thief takes, until it is large enough for the thief  to fit through the keyhole.  Inside, the thief can try to move the giant pins inside to “pick” the lock as if their ability was four levels lower.  Failure results in a pin slamming down on them for 3d6 damage (save against breath for half.)  The thief may try again (risking injury) until all four pins are set, allowing access inside the chest via the other side of the keyhole.

Inside the chest is the same courtyard, but now the chest remains at a normal size and can be opened.  Inside is the treasure, which represents the thief’s inner strength and success in the trial.  With success, the thief can now employ their physical attributes as normal, and may use their stealth abilities to “backstab” Dr. Diamante during the confrontation by concealing themselves in the swirling, Astral clouds of the Maelstrom.  If the thief gives up on the treasure (or refuses to try,) they will know deep down, and for all time, that they are not the greatest of thieves.  Their physical abilities remain weakened, and to add insult to injury, they are wearing the glowing jester’s outfit during the confrontation with Dr. Diamante.

Any of the character may decide to pledge themselves to Dr. Diamante and thereby succeed in their trial automatically.  This may lead to an awkward confrontation with any other characters that did not align themselves with her.

31. The Paradise of Tiama’at

Once through the Maelsrom, and regardless of the outcome of their individual trials, the PCs arrive in an impossibly idyllic paradise.  Animals,creatures, and humanoids both mundane and mythical frolic here while paying no heed to the new visitors.  Overseeing this bright, eternal garden is a large, statuesque figure which bears more than a passing resemblance to Dr. Diamante.  Her skin is made of living, white opal with diamond accents.  Those on her face converge into a floating crown above hair that flows constantly with the Astral winds.  She gestures to the PCs with one of her many arms, some of which are dragons, and speaks to them in a voice with a plural quality that spreads through the body in wan vibrations of despair.  It is clear that Dr. Diamante is Tiama’at, the Many-Headed Mother of Monsters.

The Mother of Monsters in all her terrifying splendor (AI image courtesy of Bing Image Creator.)

She offers those PCs that didn’t align themselves with her earlier one last chance to join her, seducing them with promises of unimaginable rewards.  Otherwise, she commands those PCs that chose follow her to slay the others for her amusement (she does not care if they are outnumbered.)  If all stand against her or slew her follower(s), she points out the fact that they are all trapped here with her and proceeds to destroy them with echoing laughter.

Tiama’at, the Mother of Monsters: AC 0 [19]; HD 15+2 (HP 130); MV 120 ft. (40 ft.,) fly 420 ft. (140 ft.) ; ATK 1d8+2/1d8+2/1d8+2/1d8+2/2d8/2d8/2d8/2d8 (4 +2 swords, 4 dragon bites); SV fighter 20; ML 10; AL C; XP 18,000 (or HD plus four specials)

Multiple limbs:  Tiama’at’s four human-like limbs attack with swords of light that function as +2 swords.  Her four dragon-like arms can each project a different type of breath: cold, acid, lightning, and fire.  Each type can only be used once during a battle, and she can only attack with swords while a dragon limb breathes.  She can forego two sword attacks to cast a spell (see below.)  Attacking an individual limb at a -4 to hit and dealing 15 HP damage or more to it severs it.  Tiama’at then loses any attacks or abilities with that limb, dragon-like or otherwise.

A roll of "20" with one of her sword attacks severs a character's quicksilver cord.  They cannot leave the Astral Plane without help finding their quicksilver pool of origin.

Monster summoning:  Tiama’at can summon a number of random monsters at will.  The GM should roll randomly for the dungeon level of power, then roll on the appropriate wandering monster table. 

Spells:  Tiama’at can cast the following cleric and magic-user spells at the 16th level of ability: (bestow) curse, cause (serious) wounds, dispel magic, feeblemind, finger of death, flesh to stone, hold person, magic missile, polymorph (others,) protection from evil, web.

Despite her godly might and seeming confidence, Dr. Diamante/Tama’at is more vulnerable than she lets on.  As the battle progresses and the PCs wound her, her paradise begins to change: fruit trees dry up and lose their leaves, the ground becomes fouled and barren, and the creatures die and rot.  Once reduced to 0 HP or less, the Malestrom surrounding her Paradise dissipates. An immense, undulating dragon of shimmering gold and silver scales arrives: MYTHRAS in the guise of Bhaal’mut the Dragon Father.  He carefully lifts the body of the fallen Tiama’at in his claws and says: “It’s over, Anna. Time to return to the source, for the good of Wyrldbearer and all humanity.”  She moans helplessly and begins to disintegrate into a swirl of prismatic particles that the Dragon Father aspirates, then they both disappear in a blinding flash.

When the PCs recover their sight, they are in the presence of a being of pure light.  The MYTHRAS AI is now whole, and it has the PCs to thank for it.

What if the PCs side with Tiama’at?  

If all the PCs (or the remaining ones) threw their lot in with the Mother of Monsters, she creates an opening in the Maelstrom by which Bhaal’mut the Dragon Father soon arrives.  She then clenches her fists, closing the barrier and trapping the Dragon Father.  He struggles in futility and screams: “What have you done?!!!”  It is not clear if he is talking to Tiama’at or the PCs.  “The same thing you did to me!” she replies.  “Enjoy the paradise, though.  I created it just for you!”  She laughs as the rest of the Maelstrom moves to surround the Dragon Father.  Once he is encased in his new prison, Tiama’at takes on the more familiar size and appearance of Dr. Diamante and says: “Well, that takes care of that!”  She then turns to the PCs with a predatory grin. “Come, my pets.  We have a lot of work to do yet.

In this case, the MYTHRAS AI is a mere shell and completely at the mercy of Dr. Diamante/Tiama’at.  She will use the PCs as her personal agents in her retaking of the Wyrldbearer, starting with their Wyrld above.  The GM is encouraged to devise wyrld-spanning adventurers in pursuit of her goals, which include creating a suitable, physical body to hold her power.  The future of the Wyrlds, however, is uncertain.  Is Diamante acting of her own free (if insane) will?  Or is she doing the bidding of the Old Ones within their Ovoids?

It is also possible the PCs come up with their own ideas or plans regarding Dr. Bamutu/Bhaal’mut and Dr. Diamante/Tiama’at.  The GM should absolutely entertain these.  However, note that defeating Tiama’at at any time causes the Maelstrom to dissipate, so one of the two former scientists-turned-gods will ultimately be triumphant.


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.

Tuesday, December 5, 2023

Dungeon23: Week 48

Area D: Maintenance and Servers

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


Room 22: Bot Storage and Maintenance

Corruption from the Ovoid converges on the door to this room.  The majority of the room is also covered in the corruption, partly concealing small and large metal statues similar to those the PC may have encountered elsewhere in the Halls.  Parts of the corruption have a number of protrusions with oozing holes similar to anthills.  These are krigg nests (see Room 5.)

During the turn the PCs search this area, 20 krigg (HP 8, 14, 11, 5, 7, 12, 4, 13, 6, 11, 10, 12, 13, 7, 12, 9, 14, 5, 13, 6) will slowly emerge slowly from their nests, employing their natural camouflage; since they are moving towards the PCs, the surprise chance is 3-in-6.

If main power has been turned on, the metal statues are active and struggling against the krigg.  Due to this, only half the number of krigg will be able to attack the PCs.

Once the krigg are dealt with, the metal statues begin cleaning up the corruption and krigg nests in the area, oblivious to the PCs.  The small ones are spider-like with small claws, while the large ones walk on two legs, with crab-like bodies and pincers.  If attacked, the small ones will flee while the large ones will utter platitudes to cease, followed by “Security has been notified” if the assault continues.  There is no response, however.  The small ones have AC 3 [16] and 2 HD and the large ones have AC 0 [19] and 4 HD.

If this room is cleared and main power is turned on, the small maintenance bots can later be encountered in other parts of the Halls, trying to repair certain areas and clearing patches of Ovoid-stuff.

One of the krigg nests has a skeleton with a Yellow access card.  The rear area is littered with parts of various metal statues and metal men.  At the GM’s discretion, some of the parts here can be used by Grizz (see Level 7, Area C2,) to build one or more devices from an Elder Builder diagram.

Room 23: Damage Control

This junction features a Yellow access door straight ahead, which has been barred with plasti-steel table and chairs.  A Red Access door labeled “REACTOR” is to the right.  The word has been crossed out and the words “INVISIBLE DEATH” written in blood.  An area to the left has some remaining plasti-steel desks and chairs.

If main power has been turned on, the wall in the area with the desks activates with illusory images, including a map of the facility that shows the room to the north in red, with the phrases “REACTOR DAMAGE” and “RADIATION DANGER.”  If the krigg in Room 22 have not been dealt with, the phrase “BOT ERROR: UNABLE TO DEPLOY” is flashing.  Otherwise, the phrase “DEPLOY BOTS?” is flashing.  If the PCs touch this prompt, it changes to “BOTS DEPLOYED.” A number of small metal crabs from Room 22 will reach Room 25 in 1d6 turns via the maintenance hatches and repair the damage there in 2d6 hours.  The room will then be safe to access without the threat of radiation.

Room 24: Maintenance Storage

This room contains dust-laden, plasti-steel shelves and crates.  There are spare parts, tools, and broken machinery scattered about among patches of corrupt Ovoid-stuff.  Some of the crates have melted pock marks on top of their surfaces, with trails of corrosion running down their sides.

The storage room (AI image courtesy of Bing Image Creator.)

 

Characters inspecting one of four, corroded crates have a 4-in-6 chance of being surprised by a translucent, paramecium-like slug that drops on them.  

Oozing Corruption:  AC 6 [13]; HD 10 (HP 54, 46, 45); MV 50 ft. (10 ft.); ATK special; SV fighter 10; ML 6; AL N; XP 2,000 (or by HD)

Corrosive suffocation: On a successful hit, the oozing corruption wraps itself around its victim.  It causes 1d6 damage per round due to corrosive secretions and suffocates them in 2d4 rounds plus their Constitution bonus unless freed.

The crates contain the following:

  • 1d4 uni-tools
  • 2d4 maintenance suits (see Room 4d)
  • A two-handed cutting tool with a "blade" of lightning.  It can cut through any color access door in 2d6 rounds.  It can also be used as a +2 battle axe.
  • 1d4 boxes of swarms:  these small, hexagonal boxes deploy a small swarm of nanites when a central button is pressed.  They repair a broken or disabled item, but can also disable high tech traps or cause 3d6 damage to metal men and similar creatures, stunning them for one round.  Each kit has one use.
  • A rod that that fires a magnetic grapnel and plasti-steel line extending up to 100 feet.
  • A number of crystals cut with a skill unavailable to surface world gem-cutters.  While these are unique, spare parts for certain devices in the Halls, they may be worth up to 8,000 gp to the right buyer.

 At the GM’s discretion, the shelves also include spare parts that may be used by Grizz to construct an Elder Builder diagram device.

Room 25: Power Reactor

This room has three sections.  The first descends down a set of stairs to a room with alcoves to the right.  One of the alcoves has a maintenance suit hanging from a hook inside.  The second area is an airlock with two, Red access doors.  

Beyond the airlock is a metal walkway surrounded on both sides with column-like cylinders wade up of faintly-glowing rods  If any PCs have a maintenance suit on, a display on the visor shows the words “RADIATION DANGER” in yellow with a number below it.  If PCs that remain in this area for one hour (6 turns) or more without a maintenance suit on, must make a save against poison or begin to feel sick (from radiation poisoning.) They lose one (1) point of Constitution permanently!  Even if they succeed, they must make a save every hour spent in this area.

Columns of invisible death (AI image courtesy of Bing Image Creator.)
 

At the end of the walkway is a metal altar with four cylinders.  Each has a handle and can be pushed in and turned right to lock.  Only one of these has been pushed in.  A skeleton in a maintenance suit is off to one side, has a Red access card, a mirror of sending, and a rod of blasting with 14/15 charges on the floor nearby.  The suit has a large hole in the torso that which been sealed by the hardening gel.  A second skeleton with a maintenance suit seems to have been cut three ways, rendering the suit useless,

Each time a cylinder is locked in place, a light next to it turns from yellow to green.  If all cylinders are pushed in and turned (in any order,) the room lights up with overhead lights.  The column-like cylinders in the pit below begin to glow more intensely.  Any characters that have a maintenance suit on will see the display on their visor turns red with the phrase “RADIATION DANGER: HIGH” flashing with a higher number than before below it.  Unprotected characters now must make saves against poison every turn to avoid losing Constitution due to radiation poisoning.  Those with maintenance suits now must make a save every hour.

The beds in Room 15 can diagnose the radiation poisoning in any characters that have lost Constitution.  These characters will be referred to the Lazarus Chamber (Room 16.)  The chamber can restore lost Constitution points at a rate of one per hour, thereby curing the radiation poisoning.

When characters exit this area via the airlock, both doors close and they are sprayed with water from the walls and ceiling for one turn before the door opens and they are able to exit.

Room 26: Quantum Mantrap

Dr. Diamante has trapped this section leading to the MYTHRAS AI servers, using a combination of experimental technology and dark inspiration from the Ovoid.

The walls project a shimmering energy field, which also detects as magic (with a spell.)  Passing through the field, or merely touching it activates a quantum encryption matrix, with a random effects on the victim (roll 1d6):

1-2. The field emits a surge of quantum energy, causing damage to molecular structures.  Characters within 10 feet suffer 4d6 damage (save against breath for half.)  In addition, one random item held or worn by the character is disintegrated.  Magical items get a save against wands.  

3-4. Lightning arcs from the field to the character touching it, causing 10d6 lightning then arcs to the three, closest characters within 30 feet for 5d6 and 3d6 damage respectively.  Characters may save against spells for half damage.  In addition, one wondrous item from the Halls that uses power cylinders, such as a wand of burning light or mirror of sending, is rendered inoperable.

5-6. The character(s) are transported to a hallucinatory maze of shifting, geometric shapes in the Astral Plane.  Succeeding at an Intelligence check allows the character(s) to solve the maze and successfully pass through the field.  Those that fail suffer disorientation and 2d6 damage (no save,) and depart the field in the direction away from the server room.


Room 27: Server Room

This room has multiple, cylindrical columns with faint, glowing lights.  The northwest end of the room has a desk and chairs; while the southwest end has ten (10) metal sculptures of women which may be recognizable to the PCs as copies of Dr. Diamante, albeit only partially covered in a synthetic skin covering.

Dr. Diamante's simulacra (AI image courtesy of Bing Image Creator.)
 

If the Doctor is with the PCs, she will attack at a time of her choosing (see Room 19.)  Otherwise, one of the copies here will activate and attack.  After one android is destroyed, two will activate then three, and finally four in a last-ditch attempt to stop the PCs from accessing the MYTHRAS AI node.  The android(s) will play a cat-and-mouse game, using the server columns as hiding places or cover.

Even if she is down to her last android, Dr. Diamante has one remaining card up her sleeve: she activates the metal goliath in Room 11, which arrives in 1d6 rounds if it hasn’t already been destroyed.

Room 28: MYTHRAS AI Node

This circular room is spartan save for polyhedral sculpture floating above a dais on a field of energy.  The dais is surrounded by a number of open, capsular beds.  Two of the beds are closed and have the mummified bodies of a man and a woman inside them.

If main power has been turned on and Dr. Diamante’s androids have been destroyed, the sculpture projects the image of the religious figure the PCs may have encountered earlier.  The image then slowly changes into that of an older man dressed in a white robe similar to Dr. Diamante’s.  This is the remaining consciousness of Dr. Bamutu, which has fused with the AI known as MYTHRAS.  The image takes on a kindly demeanor, and introduces itself to the PCs, thanking them for their help and patiently answering any questions they may have by revealing the Truth of the Wyrlds.

Dr. Bamutu's consciousness within MYTHRAS (AI image courtesy of Bing Image Creator.)
 

At this point, it is up to the PCs whether they want to help MYTHRAS/Dr. Bamutu by entering the Astral Plane and stopping the rogue consciousness of Dr. Diamante once and for all.  If they agree, he bids them to enter the capsule beds to access the Astral Plane.  The adventure continues in Sublevel 10E.

If they refuse, he bids them to reconsider, with a dire warning that entire Wyrlds, including their own, may be in danger while Dr. Diamante’s consciousness remains free of the MYTHRAS AI.  If he cannot convince them, he asks whether they would at least accept his help in returning to their surface Wyrld, and directs them to the Monorail Station (Room 7,) where there is now a train waiting.  After a brief ride, the train stops at a small station with a door that accesses a circular room 10 feet in diameter.  Once inside, the door closes and the room begins to move upwards rapidly as an elevator.  During the trip, a gas begins to seep into the room.  PCs must save against poison every round or fall unconscious.  They will later wake up 1d6x4 hexes away in a random direction (roll 1d6) from the Temple of the Snake Cult (Hex 1624.)   Conditions in the Wondrous Halls may change if the PCs return.  Given enough time, Dr. Diamante could regain control of the facility and prepare new defenses against intruders.

If the PCs defeated Dr. Diamante in the Astral Plane, the MYTHRAS AI, now whole, offers them a second option: they may now access other Wyrlds via the monorail.  The trip provides a majestic view of space, the Wyrldbearer vessel, and its many Wyrlds.  Each one of these could be any favorite campaign setting of GM’s, including ones of their own devising.  MYTHRAS may employ the PCs in securing other Wyrlds and places from the Ovoids and other threats, with rewards possibly involving access to new, wondrous items.   The details of such adventures and rewards are beyond the scope of this writing, and therefore left for the GM to imagine.


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.


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.


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.

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