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Crashed Spaceship - Level 3
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=== Southern Half of Level 3 === The southern half of this deck serves as the primary recreation and disciplinary sector for the crew. Unlike the sterile command tiers or the overgrown botanical mezzanine to the north, this area retains a heavy, industrial density. It is a maze of entertainment halls and tactical simulators where the Suloise crew once honed their skills and distracted themselves from their long exile. '''Dungeon Master Note:''' While the northern sector is choked with the '''Sakura Protocol''', the Southern Half is defined by "Ghost-Echoes"—flickering holograms, the mechanical hum of dormant skill-tutors, and the stale scent of ancient spirits in the lounge. This area should feel like a graveyard of Suel culture. The lighting here is sporadic, with amber emergency strips casting long, rhythmic shadows across the checkerboard floors and trashed lounges. Use this sector to emphasize the '''Phasnosh''' obsession with martial perfection and the eerie preservation of Suel nobility before their ship became a derelict. {{Location | name = THE STRATEGIC COURT | dialog = The floor of this square chamber is composed of a striking checkerboard pattern in various muted colors. The grid is exactly six squares by six. Overhead, a specialized light-emitter casts a dim, vertical beam onto each square. The walls are lined with empty weapon racks, and the air carries a faint, lingering scent of burnt ozone. | notes = * '''The Grid:''' This is a '''Tactical Simulation Floor'''. If a creature stands on a square, a holographic "opponent" (a Suel soldier) flickers into existence. * '''The Puzzle:''' Moving across the board triggers a high-speed game of strategy. A creature must succeed on a '''DC 16 Intelligence (Investigation)''' check to navigate the grid without triggering a '''Shock Trap''' (3d10 lightning damage). * '''Kitchenette Access:''' A sliding steel door in the north wall leads to the galley. }} {{Location | name = THE CREW KITCHENETTE | dialog = Attached to the tactical room is a compact galley. Unlike a tavern kitchen in the Great Kingdom, there are no hearths or wood-stoves. Instead, metallic surfaces feature recessed heating plates and dispensers that once provided nutrient-slurry. Metal trays and silver utensils lie scattered across the floor, long since tarnished by time. | notes = * '''The Dispensers:''' Most are dry, but one dispenses a viscous, grey liquid. It is still edible but requires a '''DC 14 Constitution Save''' to avoid being '''Poisoned''' for 1 hour due to its extreme age. * '''Scavenge:''' Tucked into a cooling unit is a pressurized canister of '''Suloise Spice'''. If used in a meal during a Long Rest, it grants 1d10 temporary hit points to those who eat it. }} {{Location | name = THE OFFICERS' LOUNGE | dialog = This wide lounge was once a place of respite, now reduced to a trashed ruin. Circular tables have been overturned, and the "Furniture"—made of a strange, molded grey substance—has been shredded as if by claws. Shattered glass from Suloise spirit-bottles litters the deck, and a long bar of brushed steel stands dented and empty at the far end. | notes = * '''The Destruction:''' A '''DC 15 Survival''' check reveals the damage was caused by a large, multi-limbed construct or beast long ago. * '''Hidden Stash:''' Behind the bar is a single, sealed bottle of '''Blue-Ointment Wine'''. It acts as a '''Potion of Greater Healing''' but causes a feeling of intense cold when consumed. }} {{Location | name = THE HOLOGRAPHIC THEATER | dialog = Tiers of plush, high-backed seats face a sunken circular pit in the center of the room. Half of the seats are occupied by skeletal remains, many still wearing the fine silks of Suloise nobility. A flickering, ghostly image repeats in the center of the pit: a high-altitude view of a city being consumed by white fire, played back in a silent, agonizing loop. | notes = * '''The Projection:''' This is a recording of the '''Invoked Devastation'''. Watching the full cycle (3 minutes) requires a '''DC 16 Wisdom Save''' or the PC takes 3d6 psychic damage from the sheer horror of the event. * '''The Audience:''' One of the skeletons clutches a '''Clearance Level 2''' keycard and a small locket containing a miniature portrait of a woman who looks remarkably like a younger **Lexana**. }} {{Location | name = THE ARCADE OF TRIALS | dialog = This narrow hall is packed with light-emitting machines. Four upright cabinets stand against the wall, their glass screens dark and cracked. Three low tables nearby feature embedded grids of light and bags of heavy, metallic tokens. The room feels cramped, designed for the distraction of a crew far from home. | notes = * '''The Cabinets:''' These are "Skill-Tutors." A PC can attempt a '''DC 20 Dexterity (Sleight of Hand)''' check to play a dead game. Success grants them a +1 bonus to their next Initiative roll as their reflexes are "calibrated." * '''The Tokens:''' The metallic tokens are made of '''Electrum''' and are stamped with the face of a Suel Emperor. There are 250 tokens in total (worth 125 gp). }} {{Location | name = THE MAIN CARGO BAY | dialog = A massive cavern of a room, the air here is stale and dusty. Over fifteen large crates are scattered haphazardly across the floor, some stacked precariously, others smashed open. Heavy magnetic tracks on the ceiling indicate where a gantry once moved these massive weights. In the shadows at the back of the room, a large, bulky shape remains motionless. | notes = * '''The Crates:''' Most contain mundane supplies (fibrous cloth, dried rations). However, two crates contain '''Suloise Steel Ingots'''—highly prized by smiths in the Great Kingdom (worth 500 gp total). * '''The Lurker:''' The bulky shape is a dormant '''Phasnosh War-Forged''' (use '''Iron Golem''' stats but reduced to 100 HP due to age). It activates if any crate marked with a "Security" rune is opened. }}
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