Session 149 Prep: Difference between revisions
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[[Category:Session Prep]] | [[Category:Session Prep]] | ||
[[Category:DM Info]] | [[Category:DM Info]] | ||
[[Crashed Spaceship - Level 3]] | |||
[[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: | 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 | [[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 | 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 | 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):''' | '''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 | '''The Swaying Sakura:''' Dominates the Deck 4 Grove below. Its vines are long enough to strike players on the Level 3 Mezzanine. | ||
'''The | == 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%;" | |||
! style="width:40%;" | Guardian Visual !! style="width:60%;" | Legendary Statblock | |||
|- | |||
| style="vertical-align:top;" | | |||
[[File:SwayingSakura_Boss.jpg|center|450px]] | |||
<br/> | |||
{| style="width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;" | |||
! STR !! DEX !! CON !! INT !! WIS !! CHA | |||
|- | |||
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4) | |||
|} | |||
<br/> | |||
'''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. | |||
| style="vertical-align:top;" | | |||
'''THE SWAYING SAKURA'''<br/> | |||
''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 == | == The Player's Path == | ||
=== Player Goals === | === Player Goals === | ||
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 | 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 | '''The Corrupted Intercom:''' A female voice repeats: "Welcome to Level 3. The Sakura Protocol is currently... MANDATORY." | ||
'''The | '''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 | '''The Descent:''' Navigating the overgrown walkway while the Sakura attempts to pull PCs into the pit. | ||
'''The | '''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 == | == Perils and Rewards == | ||
=== Treasure and Rewards === | === Treasure and Rewards === | ||
'''Emerald Green Door Key''' | '''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 == | == 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. | |||
* '''Bone-Breaking Combat:''' When the Sakura or a monster scores a Critical Hit, describe the wound in graphic,-inspired detail (shattered ribs, severed leather straps, internal bruising). This emphasizes the "Fragility of the Flesh." | |||
* '''The Weight of Ages:''' Treat the crashed ship not as a "dungeon," but as a fallen kingdom. Every piece of Suloise tech should feel like a "Relic of a Lost Age." | |||
* '''The Fatigue of the Journey:''' Every time a PC fails a save against a Hazard (Radiation/Gas), describe the mental exhaustion. The Barrier Peaks are "Life-Sapping". | |||
=== Random Encounters (The Overgrown Mezzanine) === | |||
=== Random Encounters === | |||
{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
! style="width:5%;" | Roll !! style="width:25%;" | | ! style="width:5%;" | Roll !! style="width:25%;" | Monster Link !! style="width:70%;" | Encounter Details & Statblocks | ||
|- | |- | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| [ | | [https://dndbeyond.com Radiation Hazard] | ||
| '''RADIATION LEAK''' | | '''RADIATION LEAK''' | ||
---- | ---- | ||
* '''Effect:''' | * '''Effect:''' Ruptured coolant lines vent invisible energy. | ||
* '''Failure:''' 4d10 Radiant damage + 1 level of Exhaustion | * '''Save:''' '''DC 15 Con Save'''. | ||
* '''Failure:''' 4d10 Radiant damage + '''1 level of Exhaustion'''. | |||
|- | |- | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
| [ | | [https://dndbeyond.com 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. | ||
|- | |- | ||
| style="text-align:center;" | 3 | | style="text-align:center;" | 3 | ||
| [ | | [https://dndbeyond.com Froghemoth] | ||
| ''' | |||
| '''FROGHEMOTH (Original S3 Encounter)''' | |||
---- | ---- | ||
* ''' | * '''Stats:''' [https://www.aidedd.org/dnd/monstres.php?vo=froghemoth 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. | |||
|- | |- | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
| [ | | [https://dndbeyond.com Gas Spore] | ||
| '''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 die in | * '''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 | ||
| [ | | [https://dndbeyond.com 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. | |||
* '''Body Thief:''' Int contest | |||
|- | |- | ||
| style="text-align:center;" | 6 | | style="text-align:center;" | 6 | ||
| [ | | [https://dndbeyond.com Lurker Above] | ||
| ''' | | '''LURKER ABOVE (Original S3 Encounter)''' | ||
---- | ---- | ||
* ''' | * '''Ambush:''' Disguised as a ceiling panel or overgrown vent. | ||
* '''Smother:''' Target is grappled, restrained, and begins suffocating. | |||
|- | |- | ||
| style="text-align:center;" | 7 | | style="text-align:center;" | 7 | ||
| [ | | [https://dndbeyond.com Stinking Cloud] | ||
| '''ATMOSPHERIC SCRUBBERS''' | | '''ATMOSPHERIC SCRUBBERS''' | ||
---- | ---- | ||
* ''' | * '''Lethality:''' Malfunctioning vents release cryo-gas. '''DC 12 Con Save''' or lose action. | ||
|- | |- | ||
| style="text-align:center;" | 8 | | style="text-align:center;" | 8 | ||
| [ | | [https://dndbeyond.com Shield Guardian] | ||
| '''POLICE BOT ( | |||
| '''POLICE BOT (THE JANITOR)''' | |||
---- | ---- | ||
* '''Stats:''' | * '''Stats:''' Use Shield Guardian stats but replace fist with Stun Baton. | ||
* '''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 | ||
| [ | | [https://dndbeyond.com Reverse Gravity] | ||
| '''GRAVITY REVERSAL TRAP''' | | '''GRAVITY REVERSAL TRAP''' | ||
---- | ---- | ||
* ''' | * '''Damage:''' Sudden 180-degree shift. '''5d6 falling damage''' as targets hit the ceiling. | ||
|- | |- | ||
| style="text-align:center;" | 10 | | style="text-align:center;" | 10 | ||
| [ | | [https://dndbeyond.com Vegepygmy Chief] | ||
| '''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). | ||
|} | |} | ||
| Line 183: | Line 201: | ||
=== 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 | 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 19:16, 1 May 2026
Crashed Spaceship - Level 3 Crashed Spaceship - Level 4
The Setting and Scene
The Sakura Protocol: The Mezzanine Breach
Location: Level III: Observation Mezzanine / The Overgrown Southern Gallery
Recapping the Tale
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 leaking through the floorplates of Level 3.
Scene Overview
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
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
Key NPCs
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
(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 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
THE SWAYING SAKURA
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
|
The Player's Path
Player Goals
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
Adventure Hooks
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
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
Treasure and Rewards
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
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.
- Bone-Breaking Combat: When the Sakura or a monster scores a Critical Hit, describe the wound in graphic,-inspired detail (shattered ribs, severed leather straps, internal bruising). This emphasizes the "Fragility of the Flesh."
- The Weight of Ages: Treat the crashed ship not as a "dungeon," but as a fallen kingdom. Every piece of Suloise tech should feel like a "Relic of a Lost Age."
- The Fatigue of the Journey: Every time a PC fails a save against a Hazard (Radiation/Gas), describe the mental exhaustion. The Barrier Peaks are "Life-Sapping".
Random Encounters (The Overgrown Mezzanine)
| Roll | Monster Link | Encounter Details & Statblocks |
|---|---|---|
| 1 | Radiation Hazard | RADIATION LEAK
|
| 2 | Aurumvorax | AURUMVORAX (Original S3 Encounter)
|
| 3 | Froghemoth | FROGHEMOTH (Original S3 Encounter)
|
| 4 | Gas Spore | GAS SPORE (Original S3 Encounter)
|
| 5 | Intellect Devourer | CEREBRAL PARASITE
|
| 6 | Lurker Above | LURKER ABOVE (Original S3 Encounter)
|
| 7 | Stinking Cloud | ATMOSPHERIC SCRUBBERS
|
| 8 | Shield Guardian | POLICE BOT (THE JANITOR)
|
| 9 | Reverse Gravity | GRAVITY REVERSAL TRAP
|
| 10 | Vegepygmy Chief | VEGEPYGMY CHIEF (MOLD-OFFICER)
|
The Larger World
Story Arcs and Themes
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
Cliffhanger
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?"