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[[Category:DM Info]]
[[Category:DM Info]]
[[Crashed Spaceship - Level 3]]
[[Crashed Spaceship - Level 3]]
[[Crashed Spaceship - Level 4]]
[[Crashed Spaceship - Level 4]]


== The Setting and Scene ==
== The Setting and Scene ==
The Sakura Protocol
The Sakura Protocol: The Mezzanine Breach


'''Location:'''
'''Location:'''
Level III: Botanical Labs / The Western Cherry Blossom Sector
Level III: Observation Mezzanine / The Overgrown Southern Gallery


== Recapping the Tale ==
== Recapping the Tale ==
=== Previous Session ===
=== Previous Session ===
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the "Green Room" and sighted a bizarre cherry-blossom grove to the west.
[[Session 148 The Verdant Sentinel]]: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the "Green Room" and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.


== Scene Overview ==
== Scene Overview ==
The session opens with the party standing in the smoking mulch of the Tri-Flower Frond. To the West, the air carries the scent of cherry blossoms and ozone. The immediate pressure is twofold: the moral obligation to escort the hydrated Shambling Mound, '''George''', back to his home garden, and the tactical necessity of finding the '''Emerald Green Door Key''' to bypass the facility's security lockouts.
The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the '''Swaying Sakura''' below. To the Exterior, the heavy blast doors leading to the ship's recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting '''George''' across the dangerous vines and finding the '''Emerald Green Door Key''' held by a skeleton at the tree's base on the deck below.


== Setting Details ==
== Setting Details ==
High-tech corridors overgrown with mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has given way to a striking new visual. To the west, a massive tree with an appearance identical to a Japanese Cherry Blossom sways in an unsettling motion as though listening to music. Emergency lights flicker red, casting "Grimdark" shadows, and the "Artificial Source of Light" George mentioned hums with a low-frequency vibration.
High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a "Techno-Organic" jungle. To the center, the shaft overlooks the '''Swaying Sakura''' (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.


== Notable Personages ==
== Notable Personages ==
=== Key NPCs ===
=== Key NPCs ===


'''George (Shambling Mound):''' An allied botanical creature. He is currently "Hydrated" but his mood is volatile near the "Artificial Light" or contaminated coolant leaks.
'''George (Shambling Mound):''' Currently hydrated. He recognizes the Overgrown Mezzanine as "home territory" but is fearful of the sterile rooms behind the blast doors.


'''The Janitor (Maintenance Droid):''' A relentless construct programmed to "dispose of biological waste" (the party).
'''The Janitor (Maintenance Droid):''' A relentless construct on the walkway programmed to "weed" the mezzanine—this includes the party and George.


'''The Swaying Sakura:''' A gargantuan, semi-sentient botanical guardian that dominates the Western Grove.
'''The Swaying Sakura:''' Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.


== BOSS ENCOUNTER: THE SWAYING SAKURA ==
== BOSS ENCOUNTER: THE SWAYING SAKURA ==
''(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)''


{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
! style="width:40%;" | Guardian Visual !! style="width:60%;" | Legendary Statblock
! style="width:40%;" | Guardian Visual !! style="width:60%;" | Legendary Statblock
|-
|-
| style="vertical-align:top;" |  
| style="vertical-align:top;" |  
Line 41: Line 42:
{| style="width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;"
{| style="width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;"
! STR !! DEX !! CON !! INT !! WIS !! CHA
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
|-
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)
Line 46: Line 48:
<br/>
<br/>
'''Tactical Notes for the GM:'''
'''Tactical Notes for the GM:'''
* '''Positioning:''' It has 0 speed but 20ft reach. It dominates the Western Grove center.
* '''Verticality:''' It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).
* '''Terrain:''' The area is "Hallucinogenic Terrain"—the pink mist provides half-cover (+2 AC/Dex saves) to the Sakura.
* '''Terrain:''' The "Hallucinogenic Terrain" mist reaches the walkway, providing half-cover to the Sakura.
* '''Lethality:''' Focus on grappling with Vines first, then triggering Petal Storm to shred those caught in its reach.
* '''Lethality:''' If a PC is grappled, the Sakura uses its next action to pull them off the walkway.
 
| style="vertical-align:top;" |
| style="vertical-align:top;" |
'''THE SWAYING SAKURA'''<br/>
'''THE SWAYING SAKURA'''<br/>
Line 59: Line 62:
* '''Damage Vulnerabilities:''' Fire
* '''Damage Vulnerabilities:''' Fire
* '''Damage Resistances:''' Bludgeoning, Piercing
* '''Damage Resistances:''' Bludgeoning, Piercing
* '''Senses:''' Tremorsense 120 ft., Passive Perception 13
* '''Challenge:''' 13
* '''Languages:''' Telepathy 60 ft.
* '''Challenge:''' 13 (10,000 XP)
----
----
'''Legendary Resistance (3/Day):''' If the Sakura fails a saving throw, it can choose to succeed instead.
'''Aura of Fragrance:''' Any creature starting its turn within 30 feet (including the walkway) must succeed on a '''DC 17 Wisdom save''' or be charmed.
 
'''Aura of Fragrance:''' Any creature that starts its turn within 30 feet must succeed on a '''DC 17 Wisdom save''' or be charmed until the start of its next turn.


'''ACTIONS'''
'''ACTIONS'''
* '''Multiattack:''' Makes three Vine attacks.
* '''Multiattack:''' Makes three Vine attacks.
* '''Vine:''' ''Melee Weapon Attack:'' +10 to hit, reach 20 ft. ''Hit:'' 15 (3d6 + 5) bludgeoning damage, and the target is '''Grappled''' (escape DC 17).
* '''Vine:''' +10 to hit, reach 20 ft. ''Hit:'' 15 dmg + '''Grappled''' (escape DC 17).
* '''Petal Storm (Recharge 6):''' Whirls razor petals in a 40-foot radius. Each creature must make a '''DC 17 Dex Save''', taking 44 (8d10) slashing damage on a failure, or half on success.
* '''Petal Storm (Recharge 6):''' 40-foot radius. '''DC 17 Dex Save''' or 44 (8d10) slashing damage.


'''LEGENDARY ACTIONS'''
The Sakura can take 3 legendary actions, choosing from the options below:
* '''Vine Lash:''' Makes one Vine attack.
* '''Pollen Puff (Costs 2 Actions):''' One creature within 30ft must make a DC 17 Con Save or be '''Poisoned''' for 1 minute.
* '''Root Pulse (Costs 2 Actions):''' Ground within 20ft shakes. Creatures must succeed on a DC 17 Strength save or be knocked '''Prone'''.
|}
|}


== The Player's Path ==
== The Player's Path ==
=== Player Goals ===
=== Player Goals ===


Locate the '''Emerald Green Door Key''' to access the deeper garden levels.
Retrieve the '''Emerald Green Door Key''' from Chief Botanist Ishikawa's remains on Deck 4 to unlock the Mezzanine Terminals.


Successfully escort '''George''' back to the 3rd Level gardens.
Tear through the vines to access the '''Officers' Lounge''' and '''Holographic Theater''' to find the '''Locket''' and Lexana's Log-Crystal.


Investigate the '''Cherry Blossom anomaly''' and the source of the "Artificial Light."
Investigate the source of the "Artificial Light" (leaking fusion core) visible from the Mezzanine.


== The Adventure Unfolds ==
== The Adventure Unfolds ==
=== Adventure Hooks ===
=== Adventure Hooks ===


'''The Corrupted Intercom:''' A distorted female voice repeats: "Welcome to Level 3. Please do not feed the specimens. The Sakura Protocol is currently... ACTIVE."
'''The Corrupted Intercom:''' A female voice repeats: "Welcome to Level 3. The Sakura Protocol is currently... MANDATORY."


'''The Musical Sway:''' The Sakura tree moves in time to a corrupted audio file—a rhythmic vibration that pulses through the floor plates.
'''The Southern Clamor:''' Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.


=== Key Events ===
=== Key Events ===


'''The Emerald Lock:''' Discovering the body of Chief Botanist Ishikawa; retrieving the key triggers a localized '''Radiation Leak'''.
'''The Descent:''' Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.


'''The Threshold:''' Attempting to move George through narrow security doors while being hunted by automated defenses.
'''The Emerald Terminal:''' Turning the key in the Mezzanine terminal stops the Sakura's swaying; all petals suddenly point at the party as the "Security Slicers" activate.
 
=== Planned Events ===
 
When the Emerald Key is turned, the Sakura Tree stops its rhythmic swaying; every petal in the room turns to point toward the party like a compass needle before the attack begins.


== Perils and Rewards ==
== Perils and Rewards ==
=== Challenges ===
'''Lethal Encounters:''' Navigating a sector where gravity, radiation, and mutated predators (like the Wolf-in-Sheep's-Clothing) intersect.
'''Resource Management:''' The party is "glass-cannon" status; deciding when to push and when to retreat is vital.
=== Clues and Info ===
Botanical samples suggest these plants are being "fed" a mixture of nutrient-rich slurry and liquid data-streams.
The "Artificial Light" George mentioned is actually a leaking, unshielded fusion core.
=== Treasure and Rewards ===
=== Treasure and Rewards ===


'''Emerald Green Door Key''' (Essential progression item).
'''Emerald Green Door Key:''' Found on Deck 4, used to clear Level 3 lockouts.
 
'''Laser Pistols''' (2) found in a high-security locker.
 
'''Botanical Samples''' (Value: 500gp to an alchemist or researcher).
 
== Interludes and Shadows ==
=== Interludes ===


George stops at a cracked pipe, patting it affectionately and letting out a low, vibrating hum that causes nearby vines to temporarily retract.
'''Suloise Fire-Tubes (2):''' Found in a security locker (Laser Pistols).


=== Potential Conflicts ===
'''Lexana’s Locket:''' Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.
 
A disagreement on whether to prioritize George's "home" or the facility's data logs.
 
George going berserk if he comes into contact with the "black water" (contaminated coolant).


== DM's Guidance ==
== DM's Guidance ==
=== Notes and Reminders ===
=== Notes and Reminders ===
* '''Industrial vs Botanical:''' Describe the walkway as a battle between steel and vine.
* '''Gritty Realism:''' The '''Sleep-Cells''' in the southern wing are the only safe place to rest once cleared of Mind-Mold.
=== Random Encounters (The Overgrown Mezzanine) ===


Emphasize the techno-organic horror: describe monsters as "genetically modified" or "mutated by reactor coolant" rather than magical.
{| class="wikitable" style="width:100%;"
! style="width:5%;" | Roll !! style="width:25%;" | Monster Link !! style="width:70%;" | Encounter Details & Statblocks


Use red emergency lighting and digital status voices to maintain the "Barrier Peaks" atmosphere.


=== Random Encounters ===
== Session 149: Level 3 Garden Encounters ==
{| class="wikitable" style="width:100%;"
! style="width:5%;" | Roll !! style="width:25%;" | Visual !! style="width:70%;" | Encounter Details & Statblocks
|-
|-
| style="text-align:center;" | 1
| style="text-align:center;" | 1
| [[File:Radiation_Hazard.jpg|center|200px]]
| [https://dndbeyond.com Radiation Hazard]
 
| '''RADIATION LEAK'''
| '''RADIATION LEAK'''
----
----
* '''Effect:''' Each creature in the area must make a '''DC 15 Con Save'''.
* '''Effect:''' Ruptured coolant lines vent invisible energy.
* '''Failure:''' 4d10 Radiant damage + 1 level of Exhaustion.
* '''Save:''' '''DC 15 Con Save'''.
* '''Success:''' Half damage and no exhaustion.
* '''Failure:''' 4d10 Radiant damage + '''1 level of Exhaustion'''.
 
|-
|-
| style="text-align:center;" | 2
| style="text-align:center;" | 2
| [[File:Wolf_Sheep_Individual.jpg|center|200px]]
| [https://dndbeyond.com Aurumvorax]
| '''WOLF-IN-SHEEP'S-CLOTHING'''
 
| '''AURUMVORAX (Original S3 Encounter)'''
----
----
* '''Stats:''' AC 14 | HP 102 | Speed 10ft
* '''Lore:''' The "Golden Gorger." An 8-legged badger-like beast with a ravenous hunger for precious metals.
* '''Ambush:''' Advantage on attacks against surprised targets.
* '''Lethality:''' Sensing the party's metal gear, it ambushes from the vines. On a hit, it grapples (DC 16 Strength) and rakes for 4d6 damage per round.
* '''Actions:''' 3 Tentacles (+7 to hit, 15ft reach, 11 dmg, Grapple DC 15) and 1 Bite (+7, 17 dmg).
 
|-
|-
| style="text-align:center;" | 3
| style="text-align:center;" | 3
| [[File:Security_Drones.jpg|center|200px]]
| [https://dndbeyond.com Froghemoth]
| '''SECURITY SLICERS'''
 
| '''FROGHEMOTH (Original S3 Encounter)'''
----
----
* '''Effect:''' Automated drones move in a fixed path.  
* '''Stats:''' [https://www.aidedd.org/dnd/monstres.php?vo=froghemoth 161 HP, AC 14].
* '''Lethality:''' Any creature in the path takes '''4d4 Slashing damage''' (No Save).
* '''Tactics:''' Reaches from the lower deck with 20ft tentacles to pull PCs into its maw.
* '''Shock Sickness:''' Lightning damage slows it, mimicking the ''slow'' spell.
 
|-
|-
| style="text-align:center;" | 4
| style="text-align:center;" | 4
| [[File:GasSpore_Square.jpg|center|200px]]
| [https://dndbeyond.com Gas Spore]
| '''GAS SPORE CLUSTER (1d6)'''
 
| '''GAS SPORE (Original S3 Encounter)'''
----
----
* '''Stats:''' AC 5 | HP 1 | Fly 10ft
* '''Lore:''' These floating fungi look nearly identical to Beholder Observers.
* '''Death Burst:''' Explodes on death. 20ft radius, '''DC 15 Con Save''' or die in 1d4+1 hours (sprouts 2d4 spores).
* '''Death Burst:''' Explodes on death. 20ft radius, '''DC 15 Con Save''' or be infected.
* '''Lethality:''' Infected targets die in 1d12+Con hours unless the disease is removed.
 
|-
|-
| style="text-align:center;" | 5
| style="text-align:center;" | 5
| [[File:Intellect_Devourer.jpg|center|200px]]
| [https://dndbeyond.com Intellect Devourer]
| '''INTELLECT DEVOURER'''
 
| '''CEREBRAL PARASITE'''
----
----
* '''Stats:''' AC 12 | HP 21 | Speed 40ft
* '''Devour Intellect:''' Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned.
* '''Tactics:''' Targets character with highest INT (Durmen/Egon).
* '''Body Thief:''' Initiates an Int contest with an incapacitated humanoid to take control of their body.
* '''Body Thief:''' Int contest vs incapacitated humanoid. On success, takes total control of body.
 
|-
|-
| style="text-align:center;" | 6
| style="text-align:center;" | 6
| [[File:TriFlower_Individual.jpg|center|200px]]
| [https://dndbeyond.com Lurker Above]
| '''ELITE TRI-FLOWER FROND'''
 
| '''LURKER ABOVE (Original S3 Encounter)'''
----
----
* '''Multi-Stage CC:'''  
* '''Ambush:''' Disguised as a ceiling panel or overgrown vent.
# '''Orange Pollen:''' Sleep (DC 12 Con).
* '''Smother:''' Target is grappled, restrained, and begins suffocating.
# '''Yellow Acid:'' 2d6 Acid dmg.
 
# '''Red Tendrils:''' Grapple + 2d6+2 Sap (Heals plant).
|-
|-
| style="text-align:center;" | 7
| style="text-align:center;" | 7
| [[File:Atmospheric_Scrubber.jpg|center|200px]]
| [https://dndbeyond.com Stinking Cloud]
 
| '''ATMOSPHERIC SCRUBBERS'''
| '''ATMOSPHERIC SCRUBBERS'''
----
----
* '''Effect:''' Malfunctioning vents release gas.  
* '''Lethality:''' Malfunctioning vents release cryo-gas. '''DC 12 Con Save''' or lose action.
* '''Lethality:''' Identical to ''Stinking Cloud'' spell. DC 12 Con Save or become '''Poisoned/Nauseated''' (lose action).
 
|-
|-
| style="text-align:center;" | 8
| style="text-align:center;" | 8
| [[File:PoliceBot_Individual.jpg|center|200px]]
| [https://dndbeyond.com Shield Guardian]
| '''POLICE BOT (ENFORCER)'''
 
| '''POLICE BOT (THE JANITOR)'''
----
----
* '''Stats:''' AC 18 | HP 85 | Speed 30ft
* '''Stats:''' Use Shield Guardian stats but replace fist with Stun Baton.
* '''Stun Baton:''' +8 to hit, 8 bludgeoning + 4 lightning.
* '''Save:''' '''DC 15 Con''' or Stunned until end of next turn.
* '''Save:''' '''DC 15 Con''' or Stunned until end of next turn.
|-
|-
| style="text-align:center;" | 9
| style="text-align:center;" | 9
| [[File:Gravity_Trap.jpg|center|200px]]
| [https://dndbeyond.com Reverse Gravity]
 
| '''GRAVITY REVERSAL TRAP'''
| '''GRAVITY REVERSAL TRAP'''
----
----
* '''Effect:''' Sudden 180° shift in gravity.
* '''Damage:''' Sudden 180-degree shift. '''5d6 falling damage''' as targets hit the ceiling.
* '''Damage:''' '''5d6 falling damage''' as targets hit the ceiling.
 
* '''Hazard:''' Targets are entangled in ceiling-mounted cabling/vines.
|-
|-
| style="text-align:center;" | 10
| style="text-align:center;" | 10
| [[File:VegepygmyChief_Individual.jpg|center|200px]]
| [https://dndbeyond.com Vegepygmy Chief]
| '''VEGEPYGMY CHIEF'''
 
| '''VEGEPYGMY CHIEF (MOLD-OFFICER)'''
----
----
* '''Stats:''' AC 14 | HP 55 | Speed 20ft
* '''Actions:''' Makes two Claw attacks (+4 to hit, 5 dmg).
* '''Gear:''' Armed with scavenged '''Laser Pistol'''.
* '''Spores:''' 15ft cloud; DC 12 Con save or poisoned for 9 (2d8) poison damage per turn.
* '''Action:''' Laser Pistol (+4 to hit, 40/120 range, '''2d6 Radiant''').
* '''Gear:''' Scavenged '''Suloise Fire-Tube''' (2d6 Radiant).
|}
|}


Line 233: Line 210:
=== Story Arcs and Themes ===
=== Story Arcs and Themes ===


'''The Temptation of the Unknown:''' The lure of high-tech rewards vs. the fragility of the flesh.
'''The Temptation of the Unknown:''' The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.


'''Automation vs. Life:''' The conflict between the station's rigid security protocols and the chaotic growth of the botanical specimens.
'''Automation vs. Life:''' The conflict between the station's rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).


== The Next Chapter ==
== The Next Chapter ==
=== Cliffhanger ===
=== Cliffhanger ===
The elevator behind the Sakura tree dings. The doors hiss open without a button being pressed. The lift is empty, but a voice speaks: "Going down, General?"
The elevator behind the '''Swaying Sakura''' tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck's intercom: "Going down, General?"

Latest revision as of 00:11, 1 May 2026

Crashed Spaceship - Level 3 Crashed Spaceship - Level 4

The Setting and Scene[edit | edit source]

The Sakura Protocol: The Mezzanine Breach

Location: Level III: Observation Mezzanine / The Overgrown Southern Gallery

Recapping the Tale[edit | edit source]

Previous Session[edit | edit source]

Session 148 The Verdant Sentinel: Emerging from their secure rest, the party navigated the botanical anomalies of the lower level. After befriending a displaced Shambling Mound named George, the group faced a massive floral guardian blocking their path. Through a devastating combination of blade barriers and elemental magic, the party cleared the "Green Room" and sighted a bizarre cherry-blossom grove leaking through the floorplates of Level 3.

Scene Overview[edit | edit source]

The session opens with the party standing on a curved steel mezzanine overlooking the Deck 4 Botanical Bay. To the Interior, the air is choked with pink mist from the Swaying Sakura below. To the Exterior, the heavy blast doors leading to the ship's recreational wing (Arcade, Lounge, etc.) are choked with mutated thorns. The pressure is twofold: escorting George across the dangerous vines and finding the Emerald Green Door Key held by a skeleton at the tree's base on the deck below.

Setting Details[edit | edit source]

High-tech circular walkways completely reclaimed by mutated vines. The sterile, industrial-overgrowth aesthetic of the previous rooms has shifted; the entire mezzanine is now a "Techno-Organic" jungle. To the center, the shaft overlooks the Swaying Sakura (Deck 4) which pulses in time to a rhythmic floor vibration. Emergency lights flicker red, and the scent of ozone mixes with a cloying, hallucinogenic cherry blossom fragrance.

Notable Personages[edit | edit source]

Key NPCs[edit | edit source]

George (Shambling Mound): Currently hydrated. He recognizes the Overgrown Mezzanine as "home territory" but is fearful of the sterile rooms behind the blast doors.

The Janitor (Maintenance Droid): A relentless construct on the walkway programmed to "weed" the mezzanine—this includes the party and George.

The Swaying Sakura: Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine.

BOSS ENCOUNTER: THE SWAYING SAKURA[edit | edit source]

(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)

Guardian Visual Legendary Statblock
File:SwayingSakura Boss.jpg


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 14 (+2) 16 (+3) 18 (+4)


Tactical Notes for the GM:

  • Verticality: It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).
  • Terrain: The "Hallucinogenic Terrain" mist reaches the walkway, providing half-cover to the Sakura.
  • Lethality: If a PC is grappled, the Sakura uses its next action to pull them off the walkway.

THE SWAYING SAKURA
Huge Plant (Legendary), Neutral Evil


  • Armor Class: 16 (Natural Armor)
  • Hit Points: 210 (20d12 + 80)
  • Speed: 0 ft.
  • Saving Throws: Con +9, Wis +8, Cha +9
  • Damage Vulnerabilities: Fire
  • Damage Resistances: Bludgeoning, Piercing
  • Challenge: 13

Aura of Fragrance: Any creature starting its turn within 30 feet (including the walkway) must succeed on a DC 17 Wisdom save or be charmed.

ACTIONS

  • Multiattack: Makes three Vine attacks.
  • Vine: +10 to hit, reach 20 ft. Hit: 15 dmg + Grappled (escape DC 17).
  • Petal Storm (Recharge 6): 40-foot radius. DC 17 Dex Save or 44 (8d10) slashing damage.

The Player's Path[edit | edit source]

Player Goals[edit | edit source]

Retrieve the Emerald Green Door Key from Chief Botanist Ishikawa's remains on Deck 4 to unlock the Mezzanine Terminals.

Tear through the vines to access the Officers' Lounge and Holographic Theater to find the Locket and Lexana's Log-Crystal.

Investigate the source of the "Artificial Light" (leaking fusion core) visible from the Mezzanine.

The Adventure Unfolds[edit | edit source]

Adventure Hooks[edit | edit source]

The Corrupted Intercom: A female voice repeats: "Welcome to Level 3. The Sakura Protocol is currently... MANDATORY."

The Southern Clamor: Faint sounds of rhythmic music and metallic clinking (Arcade tokens) emanate from behind the vine-choked doors of the Southern Wing.

Key Events[edit | edit source]

The Descent: Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit.

The Emerald Terminal: Turning the key in the Mezzanine terminal stops the Sakura's swaying; all petals suddenly point at the party as the "Security Slicers" activate.

Perils and Rewards[edit | edit source]

Treasure and Rewards[edit | edit source]

Emerald Green Door Key: Found on Deck 4, used to clear Level 3 lockouts.

Suloise Fire-Tubes (2): Found in a security locker (Laser Pistols).

Lexana’s Locket: Found in the Holographic Theater; contains a portrait linking her to Suel Royalty.

DM's Guidance[edit | edit source]

Notes and Reminders[edit | edit source]

  • Industrial vs Botanical: Describe the walkway as a battle between steel and vine.
  • Gritty Realism: The Sleep-Cells in the southern wing are the only safe place to rest once cleared of Mind-Mold.

Random Encounters (The Overgrown Mezzanine)[edit | edit source]

Roll Monster Link Encounter Details & Statblocks


1 Radiation Hazard RADIATION LEAK
  • Effect: Ruptured coolant lines vent invisible energy.
  • Save: DC 15 Con Save.
  • Failure: 4d10 Radiant damage + 1 level of Exhaustion.
2 Aurumvorax AURUMVORAX (Original S3 Encounter)
  • Lore: The "Golden Gorger." An 8-legged badger-like beast with a ravenous hunger for precious metals.
  • Lethality: Sensing the party's metal gear, it ambushes from the vines. On a hit, it grapples (DC 16 Strength) and rakes for 4d6 damage per round.
3 Froghemoth FROGHEMOTH (Original S3 Encounter)
  • Stats: 161 HP, AC 14.
  • Tactics: Reaches from the lower deck with 20ft tentacles to pull PCs into its maw.
  • Shock Sickness: Lightning damage slows it, mimicking the slow spell.
4 Gas Spore GAS SPORE (Original S3 Encounter)
  • Lore: These floating fungi look nearly identical to Beholder Observers.
  • Death Burst: Explodes on death. 20ft radius, DC 15 Con Save or be infected.
  • Lethality: Infected targets die in 1d12+Con hours unless the disease is removed.
5 Intellect Devourer CEREBRAL PARASITE
  • Devour Intellect: Target must succeed on a DC 12 Int save or have their Int score reduced to 0, becoming stunned.
  • Body Thief: Initiates an Int contest with an incapacitated humanoid to take control of their body.
6 Lurker Above LURKER ABOVE (Original S3 Encounter)
  • Ambush: Disguised as a ceiling panel or overgrown vent.
  • Smother: Target is grappled, restrained, and begins suffocating.
7 Stinking Cloud ATMOSPHERIC SCRUBBERS
  • Lethality: Malfunctioning vents release cryo-gas. DC 12 Con Save or lose action.
8 Shield Guardian POLICE BOT (THE JANITOR)
  • Stats: Use Shield Guardian stats but replace fist with Stun Baton.
  • Save: DC 15 Con or Stunned until end of next turn.
9 Reverse Gravity GRAVITY REVERSAL TRAP
  • Damage: Sudden 180-degree shift. 5d6 falling damage as targets hit the ceiling.
10 Vegepygmy Chief VEGEPYGMY CHIEF (MOLD-OFFICER)
  • Actions: Makes two Claw attacks (+4 to hit, 5 dmg).
  • Spores: 15ft cloud; DC 12 Con save or poisoned for 9 (2d8) poison damage per turn.
  • Gear: Scavenged Suloise Fire-Tube (2d6 Radiant).

The Larger World[edit | edit source]

Story Arcs and Themes[edit | edit source]

The Temptation of the Unknown: The lure of high-tech rewards vs. the fragility of the flesh in the 630 CY Flanaess.

Automation vs. Life: The conflict between the station's rigid security protocols (The Janitor) and the chaotic growth of the botanical specimens (The Sakura Protocol).

The Next Chapter[edit | edit source]

Cliffhanger[edit | edit source]

The elevator behind the Swaying Sakura tree dings—a sharp, mechanical sound that cuts through the howling petal storm. The doors hiss open without a button being pressed. The lift is empty, illuminated by a steady, cold white light. A distorted, digital Suloise voice speaks through the deck's intercom: "Going down, General?"