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Session 146 Prep

From greyhawk


The Setting and Scene[edit source]

Title: The Threshold of the Lift
Location: Level I: Northern Maintenance Corridor / Elevator Entryway.

Recapping the Tale[edit source]

Previous Session

Session 145 Bad Kitties of the Barrier Peaks

Scene Overview

The session opens with the party standing over the cooling remains of the Displacer Beasts. To their front is a functional, humming elevator—an invitation to the unknown depths. To their rear is the "Orange Access" room and the corridors they have yet to fully map. The immediate pressure is medical and resource-based: Balmaris is combat-impaired by a mangled arm, Nail is shaking off a deep stun, and the party's 5th-level reserves are empty.

Setting Details

The elevator room is a sharp contrast to the rotted fungal hallways. It is clean, illuminated by flickering overhead strips, and smells of ozone. The elevator doors are currently closed, but a large, haptic "Call" button glows with a steady, inviting orange light—matching the keycard found in the recreational sector.

Notable Personages[edit source]

Key NPCs

Aldran: Currently holding the salvaged iPad and Pistol parts. He feels the weight of the "Guard Summon" device he successfully bypassed—a reminder that this floor still has active security protocols.

Poision Egon: (Status: Empowered). His Protection from Poison is ticking down. He knows the "sparkling" toxin is still present in the air outside this clean room.

Balmaris: (Status: Mangled Arm/Disadvantage). His arm is a mess of tentacle-lashed bruising. Every movement is a reminder of the "Bad Kitties."

Nail: (Status: Weapon Recovered). Restored to his senses but physically spent.

Durmen: The tactical anchor. He knows the party is "glass-cannon" status right now without a long rest.

The Player's Path[edit source]

Player Goals

Decide between Descending via the elevator or Backtracking to the terminal; Attempt a Short/Long Rest in the elevator lobby; Repair the Salvaged Pistol.

The Adventure Unfolds[edit source]

Adventure Hooks

The Unopened File: The iPad in Aldran’s bag vibrates—a low-battery warning that triggers a momentary splash screen: "USER: L. BRIGHTSHORE - SYNCING TEMPLATE..."

Key Events

The Choice: Pressing the call button triggers an automated greeting from the facility. Resource Management: If the party rests in the lobby, they risk a random encounter with wandering security or the "Janitor."

Planned Events

If the party stays on the floor and returns to the Orange Terminal, they can finally unlock the L. Brightshore logs. If they enter the elevator, the floor numbers go down to -10, with Level -2 (Botanical) and Level -7 (Processing) flashing red.

Perils and Rewards[edit source]

Clues and Info

The elevator floor-display indicates "Level I: Research" (Current), "Level II: Botanical Labs," and "Level VII: Core Integration."

Treasure and Rewards

Potential salvage from the elevator's internal components; Knowledge of the facility's layout.

Interludes and Shadows[edit source]

Interludes

As the party stands in silence, the elevator makes a "ding" sound on a floor far below them, the vibration traveling up through the floor plates.

Potential Conflicts

A disagreement on whether to push deeper or retreat; The elevator doors opening to reveal something that was already inside.

DM's Guidance[edit source]

The Larger World[edit source]

Story Arcs and Themes

The Temptation of the Unknown; The Fragility of the Flesh; Automation vs. Life.


The Next Chapter[edit source]

Cliffhanger

The elevator doors hiss open without the button being pressed. The lift is empty, but a voice speaks: "Going down, General?"


Level I: Random Encounter Table (The Barrier Peaks)[edit | edit source]

Roll 1d10 every 2 turns of exploration or every 2 hours of resting in an unsecure area.

Roll Encounter Stats & Links Description
1 Police Bot (Damaged) Shield Guardian A hovering chrome sphere with a cracked lens. It attempts to "detain" a random party member for "Vagrancy" using a non-lethal (but painful) Neural Scrubber (DC 14 Con Save or Stunned).
2 Irradiated Vegepygmies Vegepygmy 1d6+2 small, fungal creatures. These ones are "sparkling" with radiation. Their touch imposes the Poisoned condition as they try to scavenge the party’s metal gear.
3 Automated Floor Waxer Grease (Spell) A low, circular droid that moves at high speed. It doesn't attack, but the floor behind it becomes under the effect of the Grease spell for 1d4 rounds.
4 Gravity Flux Reverse Gravity A localized failure in the ship's internal dampeners. For 1 minute, the area becomes Zero-G. Players are effectively Restrained unless they have a fly speed.
5 The "Janitor" Helmed Horror The Maintenance Droid from the log. It is currently dragging a dead Displacer Beast toward a disposal chute. It ignores the party unless they try to take the "waste."
6 Displaced Stalker Displacer Beast A lone, younger Displacer Beast that was separated from the pack. It is starving and will use its Displacement to strike from the shadows before retreating.
7 Static Discharge Shocking Grasp A cluster of exposed wires in the ceiling arcs. Any creature wearing metal armor must pass a DC 14 Dexterity save or take 2d10 Lightning damage.
8 Holographic Guide Ghost (Non-hostile) A flickering, life-sized blue hologram of a woman in a lab coat appears. She gives a cheerful, but heavily corrupted, tour of the "Botanical Gardens" before dissolving into static.
9 Gas Leak (Halon) Cloudkill (No damage) A fire-suppression pipe bursts. The room fills with non-toxic gas that displaces oxygen. Players must hold their breath or begin Suffocating.
10 Medical Probe Spider (Construct) A tiny, multi-legged robot drops from a vent. It attempts to "scan" Balmaris’ mangled arm. If allowed, it sprays a cold blue mist that restores 2d4 HP but causes a temporary 1-hour hallucination.