Jump to content

Crashed Spaceship - Level 3: Difference between revisions

From greyhawk
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}
{{Special:Whatlinkshere/{{BASEPAGENAME}}}}
[[Category:Corsairs Campaign]]
[[Category:Echos of Lhynn Campaign]]


== Level 3: Crew & Utility Deck ==
== Level 3: The 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.


{{Location
{{Location
 
| name = THE HYDRO-FONT
 
| 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 =  


* '''Acidic Fluid:''' The water has soured over centuries. Any creature entering the liquid takes 4d10 acid damage per round.
* '''The Liquid:''' This is Suloise Rejuvenation Fluid that has soured over centuries. Any creature entering the water takes 4d10 acid damage per round.
* '''The Sentry:''' Disturbing the pool triggers a Suloise Guardian (Water Elemental Myrmidon).
* '''The Sentry:''' If the pool is disturbed, a '''Water Elemental Myrmidon''' rises. It is programmed to drown "unauthorized swimmers."
* '''Salvage:''' A DC 18 Athletics check allows a diver to retrieve a silver keycard ('''Clearance Level 2''') from the skeleton at the bottom.
* '''The Prize:''' The skeleton wears a '''Medallion of Rank'''. If recovered, it grants "Clearance Level 2," allowing the party to bypass the electrified traps in the Fighting Ring.
}}
}}


{{Location
{{Location
 
| name = THE VAPOUR VAULT
 
| 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 of a dull, grey alloy are stacked in orderly rows, though the frost covering them makes their markings illegible. A low, rhythmic thrumming vibrates through the floorplates, and the temperature here is cold enough to crack leather.
| 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 =  
| notes =  


* '''Cryo-Stabilizer:''' The blue gas reduces visibility and torchlight to a 5-foot radius.
* '''The Gas:''' The blue mist is a Cryo-Stabilizer. Torchlight is reduced 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.
* '''The Hazard:''' Any creature starting its turn here must make a '''DC 17 Con Save''' or take 3d6 cold damage and have their movement speed halved.
* '''Guardians:''' Two Invisible Stalkers (Aero-Assassins) haunt the mist.
* '''The Guardians:''' Two '''Invisible Stalkers''' (Suloise Aero-Assassins) haunt the mist. They prioritize targets carrying open flames or light sources.
}}
}}


{{Location
{{Location
 
| name = THE STEEL CACHES
 
| 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. Scattered across the deck are strange artifacts: jagged metal shards, crystalline tubes containing swirling mercury, and heavy canisters marked with the jagged sun-heraldry of the Suel.
| 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 =  
| 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).
* '''The Logic Puzzle:''' The mechanical claws are active but "blind."
* '''Loot:''' One crate contains 6 Beads of Force, labeled in Ancient Suloise as "Siege Pellets."
* '''The Gantry:''' Any PC moving more than 15 feet per turn triggers the '''Automated Loader'''. It attempts to "stow" the PC. Treat as a Grapple (+10) followed by being hoisted 30 feet into the air and dropped into a disposal chute (6d6 falling damage).
* '''Logic Puzzle:''' The claws can be deactivated if a PC uses Ancient Suloise to command the ship's terminal (DC 20 Intelligence/History).
}}
}}


{{Location
{{Location
 
| name = THE SLEEP-CELLS
 
| 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. Several lockers have been wrenched from the walls, their contents strewn about: stiff, high-collared uniforms and small, hand-held devices that emit a faint, dying amber glow.
| 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 =  
| notes =  


* '''Mind-Mold:''' The lockers are infested with psychic spores. DC 16 Wisdom Save or be affected by a Confusion spell for 1 minute.
* '''The Infestation:''' The rooms are infested with '''Suel Mind-Mold'''.
* '''Phasnosh Relic:''' One locker contains a Translation Slate.
* '''The Trap:''' Anyone searching a locker must make a '''DC 16 Wisdom Save'''. Failure results in a '''Confusion''' spell effect as the PC is overwhelmed by "ghost-memories" of the ship’s final, catastrophic moments.
* '''Lore:''' The uniforms bear the crest of the '''House of Rhola''', a prominent Suel noble house before the Cataclysm.
}}
}}


{{Location
{{Location
 
| name = THE KINETIC ATHENEUM
 
| 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. The walls are covered in flickering, translucent tapestries—holographic projections—showing Suloise warriors engaged in feats of impossible athleticism.
| 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 =  
| notes =  


* '''Power Siphon:''' Operating a machine for 3 rounds restores power to the deck's lighting but deals 2d10 necrotic damage to the user.
* '''Kinetic Generators:''' These machines jump-start the ship's ancient batteries.
* '''Athletic Training:''' Successful operation (DC 15 Athletics) grants the user Access Rank 1 on the ship's sensors for 1 hour.
* '''The Interaction:''' A PC with '''Str 15+''' can operate a machine. Doing so for 3 rounds restores power to the Vapour Vault lights but deals 2d10 necrotic damage to the PC as the machine siphons their life force.
}}
}}


{{Location
{{Location
 
| name = THE CIRCLE OF ORDEAL
 
| 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. Hovering silently above the center of the ring is a large, metallic sphere bristling with glass lenses and dormant weaponry.
| 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 =  
| notes =  


* '''Duel-Construct:''' Stepping onto the stage activates a Steel Predator (Phasnosh War-Hound).
* '''The Combatant:''' Stepping onto the stage activates a '''Steel Predator''' (re-flavored as a Phasnosh Duel-Construct).
* '''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.
* '''The Boundary:''' The wire ropes are '''Electrified'''. Any creature touching them takes 4d8 lightning damage and must make a '''DC 18 Strength Save''' or be thrown back into the center of the ring.
* '''Audience:''' Faint, spectral "Ghost-Echoes" of Suel officers appear in the bleachers when a fight begins.
}}
}}

Revision as of 23:16, 30 April 2026

Level 3: The Crew & Utility Deck


THE HYDRO-FONT

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:
  • The Liquid: This is Suloise Rejuvenation Fluid that has soured over centuries. Any creature entering the water takes 4d10 acid damage per round.
  • The Sentry: If the pool is disturbed, a Water Elemental Myrmidon rises. It is programmed to drown "unauthorized swimmers."
  • The Prize: The skeleton wears a Medallion of Rank. If recovered, it grants "Clearance Level 2," allowing the party to bypass the electrified traps in the Fighting Ring.


THE VAPOUR VAULT

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 of a dull, grey alloy are stacked in orderly rows, though the frost covering them makes their markings illegible. A low, rhythmic thrumming vibrates through the floorplates, and the temperature here is cold enough to crack leather.
Notes:
  • The Gas: The blue mist is a Cryo-Stabilizer. Torchlight is reduced to a 5-foot radius.
  • The Hazard: Any creature starting its turn here must make a DC 17 Con Save or take 3d6 cold damage and have their movement speed halved.
  • The Guardians: Two Invisible Stalkers (Suloise Aero-Assassins) haunt the mist. They prioritize targets carrying open flames or light sources.


THE STEEL CACHES

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. Scattered across the deck are strange artifacts: jagged metal shards, crystalline tubes containing swirling mercury, and heavy canisters marked with the jagged sun-heraldry of the Suel.
Notes:
  • The Logic Puzzle: The mechanical claws are active but "blind."
  • The Gantry: Any PC moving more than 15 feet per turn triggers the Automated Loader. It attempts to "stow" the PC. Treat as a Grapple (+10) followed by being hoisted 30 feet into the air and dropped into a disposal chute (6d6 falling damage).


THE SLEEP-CELLS

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. Several lockers have been wrenched from the walls, their contents strewn about: stiff, high-collared uniforms and small, hand-held devices that emit a faint, dying amber glow.
Notes:
  • The Infestation: The rooms are infested with Suel Mind-Mold.
  • The Trap: Anyone searching a locker must make a DC 16 Wisdom Save. Failure results in a Confusion spell effect as the PC is overwhelmed by "ghost-memories" of the ship’s final, catastrophic moments.


THE KINETIC ATHENEUM

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. The walls are covered in flickering, translucent tapestries—holographic projections—showing Suloise warriors engaged in feats of impossible athleticism.
Notes:
  • Kinetic Generators: These machines jump-start the ship's ancient batteries.
  • The Interaction: A PC with Str 15+ can operate a machine. Doing so for 3 rounds restores power to the Vapour Vault lights but deals 2d10 necrotic damage to the PC as the machine siphons their life force.


THE CIRCLE OF ORDEAL

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. Hovering silently above the center of the ring is a large, metallic sphere bristling with glass lenses and dormant weaponry.
Notes:
  • The Combatant: Stepping onto the stage activates a Steel Predator (re-flavored as a Phasnosh Duel-Construct).
  • The Boundary: The wire ropes are Electrified. Any creature touching them takes 4d8 lightning damage and must make a DC 18 Strength Save or be thrown back into the center of the ring.