Crashed Spaceship - Level 3: Difference between revisions
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== Level 3: Crew & Utility Deck == | == Level 3: Crew & Utility Deck == | ||
The third deck of the derelict Suel vessel serves as the heart of the ship's daily operations. Unlike the upper command tiers, this level is cramped, functional, and carries a palpable sense of ancient, industrial decay. | |||
The third deck of the derelict Suel vessel serves as the heart of the ship's daily operations. Unlike the upper command tiers, this level is cramped, functional, and carries a palpable sense of ancient, industrial decay. | |||
{{Location | {{Location | ||
| name = The Hydro-Font (Room 3-A) | | name = The Hydro-Font (Room 3-A) | ||
| dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white. | | dialog = The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white. | ||
| notes = | | notes = | ||
**The Sentry: | * '''Acidic Fluid:''' The water has soured over centuries. Any creature entering the liquid takes 4d10 acid damage per round. | ||
* '''The Sentry:''' Disturbing the pool triggers a Suloise Guardian (Water Elemental Myrmidon). | |||
* '''Salvage:''' A DC 18 Athletics check allows a diver to retrieve a silver keycard ('''Clearance Level 2''') from the skeleton at the bottom. | |||
}} | |||
{{Location | |||
| name = The Vapour Vault (Room 3-B) | |||
| dialog = As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates are stacked in orderly rows, though the frost covering them makes their markings illegible. | |||
| notes = | |||
* '''Cryo-Stabilizer:''' The blue gas reduces visibility and torchlight to a 5-foot radius. | |||
* '''Environmental Hazard:''' DC 17 Con Save or take 3d6 cold damage and have movement speed halved at the start of each turn. | |||
* '''Guardians:''' Two Invisible Stalkers (Aero-Assassins) haunt the mist. | |||
}} | |||
{{Location | |||
| name = The Steel Caches (Room 3-C) | |||
| dialog = This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure. | |||
| notes = | |||
* '''Automated Gantry:''' Moving more than 15 feet in a turn triggers the loader claws (+10 to hit, Grappled). Victims are hoisted 30 feet and dropped (6d6 falling damage). | |||
* '''Loot:''' One crate contains 6 Beads of Force, labeled in Ancient Suloise as "Siege Pellets." | |||
* '''Logic Puzzle:''' The claws can be deactivated if a PC uses Ancient Suloise to command the ship's terminal (DC 20 Intelligence/History). | |||
}} | |||
{{Location | |||
| name = The Sleep-Cells (Room 3-D) | |||
| dialog = A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding. | |||
| notes = | |||
* '''Mind-Mold:''' The lockers are infested with psychic spores. DC 16 Wisdom Save or be affected by a Confusion spell for 1 minute. | |||
* '''Phasnosh Relic:''' One locker contains a Translation Slate. | |||
* '''Lore:''' The uniforms bear the crest of the '''House of Rhola''', a prominent Suel noble house before the Cataclysm. | |||
}} | |||
{{Location | |||
| name = The Kinetic Atheneum (Room 3-E) | |||
| dialog = This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine. | |||
| notes = | |||
* '''Power Siphon:''' Operating a machine for 3 rounds restores power to the deck's lighting but deals 2d10 necrotic damage to the user. | |||
* '''Athletic Training:''' Successful operation (DC 15 Athletics) grants the user Access Rank 1 on the ship's sensors for 1 hour. | |||
}} | |||
{{Location | |||
| name = The Circle of Ordeal (Room 3-F) | |||
| dialog = This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat. | |||
| notes = | |||
* | * '''Duel-Construct:''' Stepping onto the stage activates a Steel Predator (Phasnosh War-Hound). | ||
* '''Electrified Perimeter:''' The wire ropes deal 4d8 lightning damage and knock targets back 10 feet toward the center of the ring on a failed DC 18 Strength Save. | |||
* '''Audience:''' Faint, spectral "Ghost-Echoes" of Suel officers appear in the bleachers when a fight begins. | |||
}} | }} | ||
Revision as of 23:08, 30 April 2026
Level 3: Crew & Utility Deck
The third deck of the derelict Suel vessel serves as the heart of the ship's daily operations. Unlike the upper command tiers, this level is cramped, functional, and carries a palpable sense of ancient, industrial decay.
The Hydro-Font (Room 3-A)
The air in this chamber is thick with a biting, chemical odor that stings the nostrils. Centered in the room is a sunken basin, 40 feet long and 20 feet wide, filled with a vibrant, translucent green liquid. Pale, cold light emanates from recessed strips in the ceiling, refracting through the churning water. A series of metal ladders descend into the pool, and at the far end, a skeletal figure in a tattered silver tunic floats face down, its bones bleached a terrifyingly pure white.
Notes:
- Acidic Fluid: The water has soured over centuries. Any creature entering the liquid takes 4d10 acid damage per round.
- The Sentry: Disturbing the pool triggers a Suloise Guardian (Water Elemental Myrmidon).
- Salvage: A DC 18 Athletics check allows a diver to retrieve a silver keycard (Clearance Level 2) from the skeleton at the bottom.
The Vapour Vault (Room 3-B)
As the metallic iris-door cycles open, a wall of freezing, cerulean mist pours into the hallway. The room beyond is obscured by this heavy, roiling gas, which clings to the floor in thick blankets. Massive, rectangular crates are stacked in orderly rows, though the frost covering them makes their markings illegible.
Notes:
- Cryo-Stabilizer: The blue gas reduces visibility and torchlight to a 5-foot radius.
- Environmental Hazard: DC 17 Con Save or take 3d6 cold damage and have movement speed halved at the start of each turn.
- Guardians: Two Invisible Stalkers (Aero-Assassins) haunt the mist.
The Steel Caches (Room 3-C)
This vast, vaulted chamber serves as a storehouse. A complex network of iron rails is bolted to the ceiling, from which several multi-jointed mechanical claws hang motionless. Hundreds of crates are organized in tiers, many of them burst open as if by internal pressure.
Notes:
- Automated Gantry: Moving more than 15 feet in a turn triggers the loader claws (+10 to hit, Grappled). Victims are hoisted 30 feet and dropped (6d6 falling damage).
- Loot: One crate contains 6 Beads of Force, labeled in Ancient Suloise as "Siege Pellets."
- Logic Puzzle: The claws can be deactivated if a PC uses Ancient Suloise to command the ship's terminal (DC 20 Intelligence/History).
The Sleep-Cells (Room 3-D)
A narrow, sterile corridor leads to a series of cramped alcoves. Each contains a pair of stark, metal bunk-frames. There is a haunting lack of comfort here—no wood, no cloth, only cold surfaces and thin, grey padding.
Notes:
- Mind-Mold: The lockers are infested with psychic spores. DC 16 Wisdom Save or be affected by a Confusion spell for 1 minute.
- Phasnosh Relic: One locker contains a Translation Slate.
- Lore: The uniforms bear the crest of the House of Rhola, a prominent Suel noble house before the Cataclysm.
The Kinetic Atheneum (Room 3-E)
This room contains several rows of bizarre, stationary apparatuses. Constructed of brass and iron, they feature circular foot-pedals and heavy, leaden flywheels. Large glass spheres are mounted to the front of each machine.
Notes:
- Power Siphon: Operating a machine for 3 rounds restores power to the deck's lighting but deals 2d10 necrotic damage to the user.
- Athletic Training: Successful operation (DC 15 Athletics) grants the user Access Rank 1 on the ship's sensors for 1 hour.
The Circle of Ordeal (Room 3-F)
This wide auditorium is dominated by a raised, octagonal stage. Taut, braided wires form a perimeter around the platform, shimmering with a deadly, blue static discharge. Tiers of metal benches rise toward the ceiling in a grim theater of combat.
Notes:
- Duel-Construct: Stepping onto the stage activates a Steel Predator (Phasnosh War-Hound).
- Electrified Perimeter: The wire ropes deal 4d8 lightning damage and knock targets back 10 feet toward the center of the ring on a failed DC 18 Strength Save.
- Audience: Faint, spectral "Ghost-Echoes" of Suel officers appear in the bleachers when a fight begins.