Area B: Administration and Security
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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.
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 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.