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{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
! style="width:5%;" | Roll !! style="width:25%;" | Visual !! style="width:70%;" | Encounter Details & Statblocks
! 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
| [[File:Radiation_Hazard.jpg|center|200px]]
| [https://dndbeyond.com Radiation Hazard]
 
| '''RADIATION LEAK'''
| '''RADIATION LEAK'''
----
----
* '''Effect:''' A ruptured coolant line from the fusion core below vents invisible energy onto the walkway.  
* '''Effect:''' Ruptured coolant lines from the fusion core vent invisible energy.
* '''Save:''' Each creature in the area must make a '''DC 15 Con Save'''.
* '''Save:''' '''DC 15 Con Save'''.
* '''Failure:''' 4d10 Radiant damage and '''1 level of Exhaustion'''.
* '''Failure:''' 4d10 Radiant damage + '''1 level of Exhaustion'''.
* '''Success:''' Half damage and no 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:''' This mutated predator uses the pink mist as cover. It has 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 disc-shaped drones move in a fixed, high-speed patrol circuit along the mezzanine railing.  
* '''Lore:''' An 18-foot alien amphibian with tentacle limbs and a retractable eye-stalk.
* '''Lethality:''' +7 to hit, '''2d10 Slashing damage'''. Any creature hit must make a '''DC 13 Strength Save''' or be knocked toward the 40ft drop into the Sakura Grove.
* '''Tactics:''' Reaches up from the garden below to pull PCs off the mezzanine. Lighting damage slows it; Fire causes it to go into a frenzy.


|-
|-
| 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, fungus-filled bladders look identical to a Beholder Observer (DC 15 Perception to notice).
* '''The Hazard:''' These translucent, floating bladders resemble Suloise observer drones but are biological.  
* '''Death Burst:''' If struck, it explodes. 20ft radius, '''DC 15 Con Save''' or be infected.
* '''Death Burst:''' Explodes on death. 20ft radius, '''DC 15 Con Save''' or die in 1d4+1 hours as spores sprout from the host (sprouts 2d4 spores).
* '''Lethality:''' Infected targets die in 1d4+1 hours as new spores sprout from the host.


|-
|-
| style="text-align:center;" | 5
| style="text-align:center;" | 5
| [[File:Intellect_Devourer.jpg|center|200px]]
| [https://dndbeyond.com Intellect Devourer]
| '''CEREBRAL PARASITE (Intellect Devourer)'''
 
| '''CEREBRAL PARASITE'''
----
----
* '''Stats:''' AC 12 | HP 21 | Speed 40ft
* '''Tactics:''' Targets character with highest INT. On success, takes total control of body.
* '''Tactics:''' Targets character with highest INT (Durmen/Egon).
* '''Body Thief:''' Int contest vs incapacitated humanoid. On success, takes total control of body. It knows how to operate Suloise terminals.


|-
|-
| 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 concentrated cryo-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 (THE JANITOR)'''
| '''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 plates.
* '''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 and vines.


|-
|-
| style="text-align:center;" | 10
| style="text-align:center;" | 10
| [[File:VegepygmyChief_Individual.jpg|center|200px]]
| [https://dndbeyond.com Vegepygmy Chief]
 
| '''VEGEPYGMY CHIEF (MOLD-OFFICER)'''
| '''VEGEPYGMY CHIEF (MOLD-OFFICER)'''
----
----
* '''Stats:''' AC 14 | HP 55 | Speed 20ft
* '''Gear:''' Scavenged '''Suloise Fire-Tube''' (Laser Pistol).
* '''Gear:''' Armed with a scavenged '''Suloise Fire-Tube'''.
* '''Action:''' Fire-Tube (+4 to hit, 40/120 range, '''2d6 Radiant''').
* '''Action:''' Fire-Tube (+4 to hit, 40/120 range, '''2d6 Radiant''').
|}
|}

Revision as of 00:00, 1 May 2026

[Category:Echos of Lhynn Campaign]] 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
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

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.

Random Encounters (The Overgrown Mezzanine)

Roll Monster Link Encounter Details & Statblocks


1 Radiation Hazard RADIATION LEAK
  • Effect: Ruptured coolant lines from the fusion core 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)
  • Lore: An 18-foot alien amphibian with tentacle limbs and a retractable eye-stalk.
  • Tactics: Reaches up from the garden below to pull PCs off the mezzanine. Lighting damage slows it; Fire causes it to go into a frenzy.
4 Gas Spore GAS SPORE (Original S3 Encounter)
  • Lore: These floating, fungus-filled bladders look identical to a Beholder Observer (DC 15 Perception to notice).
  • Death Burst: If struck, it explodes. 20ft radius, DC 15 Con Save or be infected.
  • Lethality: Infected targets die in 1d4+1 hours as new spores sprout from the host.
5 Intellect Devourer CEREBRAL PARASITE
  • Tactics: Targets character with highest INT. On success, takes total control of 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)
  • Gear: Scavenged Suloise Fire-Tube (Laser Pistol).
  • Action: Fire-Tube (+4 to hit, 40/120 range, 2d6 Radiant).

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?"