What follows is Level 2 of the Black Monolith from Another Sun. While I haven't yet done so, I need to go back and fiddle with the Level 1 map to make them slot together a bit nicer.
ENCOUNTERS
1-3: 1d4 Zealous Geometers (cultists)
4: 1d4 Purple Sun elves (thieves)
5: 1d4 Serpents of the Legless Star Seekers (fighting men)
6: Escaped Science Experiment from level 3 (4HD, 15 [5] AC, +2 to hit, 1d8 damage with tentacles, 1d3 poison-per-turn attack with fangs), looks like several animals and humans melting together
7: Fast-moving poison cloud from a nearby pipe rupture, run or save against paralysis
8: 1d6 giant desert spiders from a crack in a nearby wall
9: 1d6 escaped prisoners from Level 2, feral, as commoners
10: 1d3 irradiated mutants from a nearby loose floor hatch, as ghouls
MAP
KEY
- Urban Projection Hall: Massive hall still partially provided with electricity. Five working circular devices in the floor project a holographic representation of Vymrrys into the air. A portion of the city flickers in and out of form from the six broken projector.
- Hallway Connector: Several dismembered serpentine corpses litter this room. A pipe hangs from a broken ceiling dripping green ooze onto the floor. A metallic ceiling section has bisected a corpse and sticks jaggedly out of the floor.
- Experimental Fluidic Time Room a: Large room lined with semi-functional computer terminals and heavy glass barriers. Floors, walls, and ceiling clearly marked with fluorescent orange paint in heavy stripes near the Fluidic Time Barrier.
- Wargames Room: A large holographic display in the center of the room flickers on and off. What seem to be thousands of dots litter the display in various colors. All are marked with coordinates in an alien language. A group of Geometers (1d4) are using this room to rest, but seem determined to defend the room at all costs.
- Gravity Control Room: Formerly a control room for the gravity on this floor, it is now in disrepair. A loot cache with alien tech worth 400gp can be found if one manages to dig around in the machinery without loosing a limb (make a successful ability or skill check, or save if none are available).
- Botanical Room: Formerly a small-yet-dense vegetable garden, the room now contains foul-smelling ooze made by the decaying plant matter. Radiation has turned it into a hostile and unintelligent life form [3HD, 1d4 grab attack with slime, save or lose a piece of armor]. If the door is left open, the ooze will seek out radiation sources to continue growing, gaining 1HD per day left alone.
- Fluidic Time Observation Room: Several (1d6) geometers can be found here observing and taking meticulous notes of the (1d3) Serpents they've locked in the Fluidic Time Chamber†.
- Rest Space: Once an old rest space, this area has been trapped against intruders (namely Purple Sun elves sneaking around). Metal furniture sits facing the large glass window, all turned away from any PCs in the hallway. If disturbed, small electric batteries adhered to the front sides discharge, electrocuting the offending PCs for 2d6 damage and stunning them for 2 rounds (save for half damage).
- Hidden Refuge: A Being from Another Sun* lies dormant in a hibernation chamber behind the secret door. Empty food packs and used medical supplies litter the room. If the being is woken they will die within 3 rounds if not provided medical attention and rations. They will be grateful to whoever rescues them, however they will not understand any languages aside from their own.
- Enclosed Communications Room: Heavy doors seal this cubical room in completely. Painted completely in white with a small orange triangle on the floor. Full power still supplied. By standing still on the spot for 10 minutes, one can access a higher dimension for 5 minutes, and learn 1 true fact about the nature of this place. This 5 minutes will feel like an entire lifetime for the user. A PC not used to the effects of dimensional travel will have to make an appropriate save or lose 1 point of wisdom.
- Experimental Fluidic Time Room b: Large room lined with semi-functional computer terminals and heavy glass barriers. Floors, walls, and ceiling clearly marked with fluorescent orange paint in heavy stripes near the Fluidic Time Barrier.
- Experimental Storage Room: Mostly caved-in room that used to house a variety of experimental parts for the Fluidic Time Chamber. 1 round of searching will yield a variety of unique glasses and metals that could be crafted with or sold.
- Sanctuary of the Most Transformed Being: Massive room encased in especially heavy iron slabs which overlap like scales. The SW corner of the room has been crushed off by the nearby mountain, but most of the sanctuary remains intact. A serene natural environment (trees, flowers, animals, etc.) are replicated in brilliant ruby crystal. NE corner of the room contains a pool of phosphorescent glass containing a captured Most Transformed Being**. Most sound is silenced immediately by the acoustics of the metal scales.
- Medical Bay: Several (1d6) Purple Sun elves are ransacking medical supplies*** and tools labeled in an alien language.
- Makeshift Tomb: This old room has been made into a makeshift crypt since the crash. Shimmering black obsidian houses the body of the ship's captain. If the lid is unsealed, the room begins to flood with toxic gas, and is full within 3 rounds. The crypt contains a laser sword (1d8 damage, will set fire to anything flammable), treasure worth 500gp, and a visor that allows the user to see heat signatures through walls twice per day.
- Organic Robotics Room: The remains of an old organic-robotics laboratory. Mechanized components lay smashed on lab benches while organic matter decays in fungus-filled tanks. 1d4 Star Serpents have locked themselves in the room and are attempting to build a small army to push out the invaders.
- Caved in Elevator Bay: Sparking electronics dangle where the lifts up to Level 3 used to be. If enough time is devoted to clearing debris, this could potentially be used as a shortcut. Would require several days hard labor.
- Art Gallery: An old walkthrough art gallery. Mostly dark now. Full of refractive glass sculptures, alien animals trapped in liquids, and several small singularities contained in forcefields.
- Meditation Room: Formerly a room used for brief meditation sessions, now it's full of decaying corpses. You'd need a strong stomach to want to loot these bodies.
- Observatory: A second deck observatory providing a view of the desert expanse through dusty glass. If found, a shortcut can be opened here down to Level 1, but will initially be full of live electrical and mechanical components. These can be disabled by accessing room 22.
- Small Meeting Hall: This small meeting hall has been barricaded from both sides by the furniture in the room. Any retreating enemies will end up here if encountered on the left side of the map. If they are of opposing groups, they will be fighting in the room, with a 50% chance of either group winning, -1 member.
- Junction Room: Making a successful skill check (i.e. Tinkering) in this room, will allow the PC to disable the electric cables blocking the shortcut in room 20.
- Drug Storage Room: Still contains a large supply of deep-space stimulants meant to keep ship occupants awake during long on-duty shifts. Consuming a stimulant gives the user a +1 to hit, and heightened awareness to sounds, but each dose carries a 20% chance of addiction. If addicted, more must be consumed each hour or suffer exhaustion penalties.
- Propagandists' Office: Contains holographic computer terminals displaying alien propaganda. If deciphered, the holograms indicate some sort of war effort between the Beings from Another Sun, and the Star Serpents.
- Airlock/Caved in Escape Hatch: A completely sealed airlock deprived of oxygen, leading to a caved in escape tunnel. Preserved corpse inside still carrying 500gp worth of alien gems and green fiberglass armor (+1), resistant to burning.
- Armory: An old, raided armory. The north-side closet still contains a laser pistol (1d6, exploding damage) in a glass box.
- Sub-commandant's Chamber: Former office of the Star Serpent Sub-Commandant. All walls, floor, and ceiling are thick glass, allowing PCs to see the still semi-functional internal workings of the ship.
† Massive amounts of power have been diverted to the fluidic time chamber. Between the barriers, time has been liquefied in a vacuum and flows in streams in eddies chaotically. Physical objects trapped in the chamber will age, un-age, die, and be born sporadically. 3rd dimensional consciousness will be ripped apart if contact is made between the brain and a time stream. However, if a PC can make it through the chamber while avoiding consciousness obliteration, they will emerge with +2 to any Ability score, at the cost of a few mutations wherever they've touched a liquid time stream with any other body part.
*Neither Star Serpent nor humanoid creature, the Being most closely resembles a Drow...(see my upcoming post on Drow for further explanation).
**The glass pool initially looks still and empty. Nearby several UV lights are powered off. If power can be restored via the indicated junction, the glass will glow a phosphorescent blue and begin undulating in a fractalized pattern. The undulation will hypnotize any onlookers for 2 rounds if they fail an appropriate save. Un-hypnotized onlookers will notice that a small, glowing, humanoid fetus lies curled up in the undulating blue glass. It will make telepathic contact and probe the intentions of the PCs. If its questions can be satisfied, it will ask to be freed in return for a reward.
***Searching through the medical supplies will yield a random result from the following table unless the PC can pass a hard DC check to make an educated guess as to what they're looking at.
D4
1 - Healing liquid. If applied to wound, it will instantly staunch bleeding and heal for 2d6 HP.
2 - Radioactive slime. If consumed, random mutation from appropriate table.
3 - Liquid bone-fixing agent. Contained in a plastic pouch. If spread over broken limb, will seep into the skin and reset the bone. However, it's a bit expired and it will accidentally add 1 foot of length to the applied limb.
4 - Alien antibodies. If consumed orally, antibodies will immediately begin attacking and modifying the organ systems of the PC. After taking 1d6 damage, genetic modification will be complete. Gain infravision, add 5 to movement speed, but hearing is now dulled.

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