So, last week I put up a call for a crowdsourced wizard tower. After some contributions, editing, and lots of writing, that wizard tower is now 90% complete. A lot of the monsters don't have stats, most of the magic items don't have descriptions, and I haven't gone through the tower to make sure that it has (roughly) the right amount of treasure, but I'll do all those things later.
I intend the bottom half of the tower to be burgle-able for a party of six level 3 characters.
I'm posting the room descriptions below, so that authors +Alex Chalk, +Cédric Plante, +Christopher Wood, +Claytonian JP, +Michael Raston, and +Greg Acker can read and review them in the context of the mostly completed tower. Guys, if you want to edit your room, this is your chance.
I figure that I'll compile all of this into a PDF as soon as it's complete. People seem to like PDFs.
So
here's a random wizard tower. Ready to be plopped down anywhere.
This
is intended to be used as either:
- A totally naïve encounter. The PCs just stumble into it. Plop it onto a random hex.
- A provider of wizardly services (information, identification, scrying).
- A place that can and should be robbed. A planned dungeon.
- Maybe use Rumor #4: The wizard is dead and his loot is ripe for the picking, etc.
Rumors
- The master of the Spire of Righteous Verticality is half man, half machine. (T)
- Khazan Khiraj is called the Machinist because he can turn into a train. (F)
- Khazan Khiraj has built himself an artificial moon. (T)
- The Machinist is dead! Someone should rob his tower. (F)
- Khiraj the Machinist killed his first wive with a demon! (T)
- Khiraj the Wizard once struck a deal with a dragon! (T)
- The Machinist has traps in his tower specifically designed to foil thieves. (T)
- There is a tapestry or painting in the tower that is a portal to Khiraj's vault. (F)
NPCs
Khazan
Khiraj the Machinist is a wizard at the end of an illustrious
career. (See Room #46.)
The
Spire of Righteous Verticality is his tower. He built it.
Bossic
and Bartleby are servants. They cook, clean, arrange
deliveries. (See Room #1.)
Doxum
and Scarlip are his apprentices. Doxum is fat. Scarlip,
skinny. (See Room #40.)
Laridia
is Khiraj's second wife. She's a succubus, and usually confined to
Room #25.
Situation
After
traveling the world and wizarding the shit out of everything he came
across, Khazan settled down and built a tower. He is trying to
achieve immortality by transferring his consciousness into a perfect
metal shell that he has built by following the instructions given to
him by the concept god that Khiraj calls The Great Machine. It might
just be an artifact of spirit journey hallucinogens, though. Either
way, building the perfect metal body that will house his
consciousness for all eternity is a demanding task.
Khazan
Khiraj has been at it for years, but has become especially obsessed
nowadays, since he fears that he is getting old, and may die soon.
He's stopped eating, stopped being interested in sex with his
succubus “wife”, has stopped teaching his apprentices, etc. He's
just sealed himself up in his artifical moon. This is the final dash
for the finish line, the way he sees it.
Towers
Khiraj's
research and experience are mostly in the field of machine magic,
mechanical grafts, and creating animal cyborg servants. In fact, the
nearby forest is filled with his creations (he used to release his
cyborg animals into the wild in order to test which enhancements made
the animals stronger and more likely to survive). His tower reflects
this focus.
The
Tall Tower – The Little Tower – The Red Tower – The Crystal –
The Moon
The
Tall Tower and the Little Tower both have windows every floor (every
20'). None of the other towers have regular windows.
The
Little Tower has a diameter of 20'. The Tall Tower, the Red Tower,
and the Crystal have diameters of 30' (although this is a rough
estimate, in the case of the Crystal. The moon is not as big as it
looks on the map, and actually has a diameter of 40'.
The
towers are all stone, except for the Red Tower, which is made of
wood. However, it is alchemically treated to be completely
inflammable.
The
floors are about 20' apart. The Tall Tower is 280' off the ground.
The Moon is at 500'.
Random
Encounters
- 1d6+3 berserkers arrive on pterodactyls, intent on robbing the tower. They perch their mounts on the top of the Tall Tower, and rappel down. If this encounter doesn't happen on the first day, it will automatically be the first encounter of the second day.
- 1d4+2 giant spiders, they're the size of loyal hounds, act like loyal hounds, covered in an extremely soft purple fur. Morale 4, but only because they like to conduct hit and run attacks.
- 1d3 mundane objects / items of furniture in this room are actually constructs. Roll 3d6 for each to determine its Intelligence score. If you want, you can roll an additional d6 for each. 1-4 it's an animated objects (a la beauty and the beast). 5-6 it's a motherfucking Transformer disguised as furniture.
- A random visitor to the tower. Roll a d3. 1 bandit king, impatiently waiting for an audience. 2 alchemy reagent merchant carrying samples. 3 wizard-associate snooping around.
- Scarlip the apprentice, fumbling with an erection, on his way to visit Laridia the succubus in Room #30 WIFE.
- Doxum the apprentice, grumbling as he heads to Room #4 DINING for a couple glasses of scotch to warm him up.
Room
Key
a
Although
this bridge appears to be broken, the 20' gap is actually illusory,
and can be safely walked across.
1 CARETAKER
This
is the home of Bartleby and Bossic, the caretakers of Khazan's tower.
If the PCs just walk up to the tower and knock on one of the doors,
this is who they'll meet.
Bartleby
was once a singular human, until Khazan cut off his head and put some
propellers and mechanical manipulators on it. He flies around,
cleans the tower, and interacts with visitors.
Bossic
is Bartleby's old body. After cutting off his head, Khazan implanted
a silver-plated psuedo-golem head on it, creating a new
flesh-and-metal servant. Rather than look freakish, it looks quite
refined.
Bossic-the-pseudogolem
cannot talk, but communicates by showing the most relevant page of a
30-page phrasebook of common responses. It usually cleans and cooks.
This
operation was done to reward Bartleby for his years of service.
Bartleby is a little over sixty years old and quite loyal to the
wizard. He keeps half a dozen cats, and grows sunflowers beside his
small, 2-story cottage-tower. He is also a secret opium addict and
keeps his stash in a snuff box on the mantle.
At
any given time, one of the two caretakers is in the mansion, while
the other remains at home (determine randomly). Bartleby has
knowledge of all rooms #1-8, #15, and #16, but is very loyal to his
master, and very scornful of other wizards.
2 BARRELS
This
is the storeroom. Dirt floor, dirt walls. A few barrels on pallets
(to keep them off the damp soil). Flour. Salted herring. A few
bottles of expensive wine, carelessly stored. A mummified bear is in
the corner of the room, under a tarp. It is fearsome looking, but
completely harmless.
3 TAPESTRIES
The
front door leads to this room. It is usually locked, but Bossic and
Bartleby both carry a copy.
This
room contains three large tapestries and an elaborate chandelier, as
well as a small golden timepiece on a tiny table, doggedly ticking
away the hours.
The
tapestries show Khazan Khiraj in some of his greatest moments of
triumph: paying dragons with several chests of gold, seducing a
succubus on top of a church (Khiraj is a famous blasphemer), and
speaking with the God Machine in the astral sea.
The
golden timepiece is valuable and nonmagical, but it is still a trap.
If it or any of the tapestries are removed from their places, the
chandelier will animate, drop down, and attack like a mantis made of
steel and crystal. It will also emit metal shrieks (a mundane
alarm), activate the guardian in Room #34 (a magical alarm), and the
tapestries will all shout imprecations and threats for a couple of
rounds. Roll for more random encounters.
4 DINING
This
is a dining room. White, wood-paneled walls. U-shaped, mahogany
table. Softly glowing globes of different colors and sizes, arranged
unevenly around the upper periphery of the room, representing the
planets. The table's centerpiece is a miniature, techno-organic
angeloid (modeled after the Guardian in room #34). If the tiny sword
is pulled from its scabbard, it is revealed to be a corkscrew.
Well-stocked,
locked liquor cabinet. (Neither Khiraj nor his caretakers are
boozers, but both his apprentices are.)
5 KITCHEN
This
is a large but surprisingly mundane kichen. Pans. Bread. Fruit.
Cast iron oven in the shape of a pig. The only thing out of the
ordinary is a tiny packet of black lotus (deadly poison) hidden in
the back of the pantry. Khazan Khiraj is immune to black lotus
poison.
The
way up is blocked by a heavy steel door. No door knob. The keyhole
is a false one, and is electrified. The door is apparently engraved
with pictures of faces--many copies of the wizard, the caretakers,
the apprentices. There's even a carving of a darkly beautiful woman
(the succubus) and the face of a local duke.
The
door only opens when you push on it with your bare hand. However,
doing this also allows the door to "take your picture" and
add it to the collection of engravings on it's front (potentially
overwriting a previous face).
6 TROPHIES
There
are six glass cases here, each containing different treasures that
Khiraj has accumulated over his lifetime. These are all fakes,
although this isn't apparent at first glance.
<The
real versions of the six treasures are all in different room. I'll
add their descriptions in this room as I write them.>
7 PORTRAITS
This
room is a small gallery for paintings. It has 12 paintings in it,
mostly mundane. The first 8 paintings are by Khazan's brother.
#1
– A young woman walking to the gallows. Her face is not visible.
(The church hung Khazan's sister, Pafionne, for witchcraft.)
#2
- Red horses on a yellow field, gathered around something on the
ground.
#3
- A toothless beggar, huddling under his coat. This is Omezon, who
was once Khiraj's former rival, until the latter robbed him over his
memory. Omezon doesn't even know that he can cast spells anymore.
Khiraj sometimes goes into town simply to see his old rival digging
through the garbage cans. The old man's memories are stored in a
golden thread, woven into the back of the canvas. The players might
recognize this beggar from seeing him in town, but probably not.
#4
- A dashing young man with a magnificent goatee. This is a
self-portrait of Khazan's brother, Aumenteen.
#5
- A clock tower, in the rain.
#6
- Bartleby, the Caretaker, standing proudly beside his sunflowers
before his decapitation. (See Room #1 CARETAKER).
#7
- A voluptuous woman in a black dress, who is sitting cross-legged
above a still life (fruits, flowers, and a wine bottle) apparently
hovering 3 inches above a table. This is Laridia, the succubus.
#8
- An imperious mage with a tremendous nose holds a phoenix egg in one
hand, and a complicated gearshaft-staff in the other. This is a
portrait of Khazan. Although it doesn't detect as magic, Khazan can
see through it's eyes at any time, as well as sense where the
portrait is relative to him.
The
last four paintings were painted by different artists. Their styles
are dissimilar.
#9
- A fungal skeleton, blending into a fungal throne.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYvt5KQgSD5HndQeCTr9Mh_o_yO9DUkwSgJ8ZX8gDzWxLKpqAUfRYMyrgsCcY6D48Y6UOVfg7FZo0NGbtwgkfUzyrZVMQVkl0uTHps3HUlBv1V4tlZpyPiPH9fI5UXGmaKO0LDnSG1T5w/s1600/funguspaladinprimogen1L.jpg
(by +Cédric Plante)
#10
- A foul and noisome beast, vaguely sharklike, but on four legs.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhaEt5RbqxFbxDajFqAh0-uEoP9ikq-NXT7-v71-N66e_RZI7fktXh_ZneHWQqTnmqNCakQlrRS2JJ0sFWxbSnpT4WPLk2pie0kfxHgFLtm3HoPv5UXDrbM1Qmt9nSZM-hUtgeb_Ai5F0/s1600/zhark.jpg
(by +Scrap Princess)
#11
- A girl and an octopus, embracing on a floor.
http://fredericksfreisergallery.com/zaxart/octopus_girls/g03.html (by
+Zak Smith)
#12
- An androgynous halfling holding an umbrella.
https://lh4.googleusercontent.com/-oPpFG92Q9wE/UvOuemSQrFI/AAAAAAAAFDM/jxUMXP8l2Ss/w406-h566-no/14+-+1
(by +Logan
Knight)
8 BEASTS
Big
windows, warm colored lights, sumptuous wooden chairs, small table.
A large cat is sitting on the table, watching out the window. A
small-but-athletic dog is sleeping under the window. At the other
end of the room is a pair of mechanical suits of armor, except that
they cannot be worn, since they are completely full of gears and
pistons. The helmets of these suits of armor open and close like
clamshells, and are much too small for a human head anyway. They
appear inert. There's also a bookcase here filled with sketchbooks
and a few, elementary-level books on engineering.
The
cat and the dog each have Int 12. They are residents and guards of
the Spire. If the PCs come stomping into the room, the dog will emit
a growl and hide behind the table, while the cat will not move from
the windowsill, although it will allow itself to be petted.
Examining the back of the cat's or dog's head will reveal a bunch of
scar tissue and electrical ports. Their usual strategy is to pretend
to be normal animals for as long as possible. They can't speak.
The
two animals can jump into the “helmets” of the “suits of armor”
and be mechanically grafted to it. Then they can pilot them around
like a gundam and break shit. They might use this to attack the
party from behind after the party passes through the room, or they
might armor up and head downstairs if they hear a disturbance, or if
one of the caretakers or apprentices alerts them. While piloting the
armor, their faces are hidden unless someone peers into the helmet.
Small
Animal Warbody Armor
HD
4
AC
18
Atk
buzzsaw +4 (1d8+1)
Atk
laser +6 (3d6, 1/hour only)
Move
12
Save
12+
Morale
9
9 SLIME
This
room contains a sludge vampire (detailed in this post:
http://goblinpunch.blogspot.com/2013/10/when-is-wolf-not-wolf.html)
named Omox.
Omox
is currently in slime form, and trapped inside a pump system, where
is forced to pump himself around, turning the gears that provide the
towers with electrical power. The room has pipes, turbines, gaskets,
and a stack of wrenches.
If
Omox hears someone in the room, he will speak to them from the pipes,
trying to convince the PCs to let him out. He may try to convince
them that he is an imprisoned djinni prince (false), or that he will
help them kill Khiraj (possibly true), or might just beg.
Omox
HATES Khiraj for enslaving him, but his biggest impulse is
self-preservation and greed. If he thinks he can kill the PCs and
take their stuff, he will do that. If he thinks that the PCs have a
shot at killing Khiraj, he may join them for a while (only to betray
them later). Otherwise, he will flee the towers, intending to
revenge himself on the wizard at some later date. He may grow quite
powerful with an appropriate source of corruption.
Freeing
him will turn all of the electric lights off in the tower, which is a
pretty big heads up for the apprentices, cartakers, and succubus.
Omox
is not just an ordinary sludge vampire, but is actually more of a
toxic sludge vampire. In addition to normal sludgey vampire powers,
he can (a) turn into smog, (b) breath flammable gases, and (c) grow
very powerful is provided with a source of pollution. He's pretty
much just Tim Curry from Fern Gully.
10 PEARLS
Catwalk
over a giant fan used to circulate a lot of air through the chamber.
This is necessary so that the clams can filter-feed.
There
are 3 of the clam demons who are anchored high up on the wall. If
they haven't been fed today (50% likely, but if not check again
later) they will attempt to eat people by launching out sticky, black
frog-tongues and pulling people into their crushing mouths.
If
one of the clam demons is injured, all of them will simultaneously
change tactics, detach themselves from the wall, and hover-fly after
their prey while screaming blasphemies.
Their
mouths are full of dull teeth and eyeballs. They move slow, but if
their prey gets too far away, they will shoot flaming pearls after
them.
A
mechanical, hovering seahorse also floats around in this room,
grooming the demon clams with a variety of tongue appliances. It
will also attempt to follow and groom the party.
Clam
Demon
HD
3
AC
16, or AC 20 when clamming up defensively
Atk
tongue +3 grab (30' range, pulls target into mouth)
Atk
crushing bite +3 (1d6+1 damage)
Atk
spit flaming pearl +3 (1d6+1 damage, 60' range)
Move
6
Save
14+
Morale
10
11 FIRE
White
stone room. Angelic busts protrude from the walls. Advancing
through this room requires going through a wall of fire (a permanent
enchantment on the room). The wall of fire can be dispelled with the
word "quietus" and can also be used to scry on stuff, like
a crystal ball (although this secondary usage is not obvious).
12 URNS
This
is the graveyard centrifuge, where Khiraj continuously spins the
incinerated remains of of the dead around the circumference of the
room. This centrifugation is required to keep them in a state of
half-summoning. So yeah, it's a centrifuge for cremation urns and
coffins, and it's always spinning.
Basically,
if you stick one of the urns into the corpse-clock (in the center of
the room), the skulls of the corpse-clock will be animated by the
spirit of the deceased and will be able to speak, sharing the
knowledge/advice that the spirit had in life.
The
corpse-clock looks like a cross between an orrery, the gears of a
clock, and a hastily machined jumble of corpses. In it's central rib
cage, it is currently holding the remains of Volzhulai, a necromancer
who died over 200 years ago.
It's
actually an extremely dangerous machine when it has the soul of a
spellcaster in it. Only Khiraj knows how to use it safely. Each
time the PCs enter the room, there is a 4-in-6 chance that their
psychic yammering will "awaken" the corpse-clock. Once it
is awake, it will try to kill people.
The
corpse-clock portion has numerous attack limbs (skull bites and
skeleton claws), and it prefers to fight in melee. It also has the
powers of a powerful poltergeist, and can attack by throwing urns
(getting corpse dust everywhere and royally pissing off Khiraj if he
finds out).
It'll
also try to hold the door closed, so the PCs can't escape. It's a
pretty horrible encounter.
Corpse-clock
Centrifuge
HD
8
AC
15
Atk
claw/bite/slam +8/+8/+8 (1d6, can only attack people near center of
room)
Atk
centrifugal arm +8 (1d6, attacks each target near the walls of
the room)
Move
0
Save
8+
Morale
12
Special
telekinesis, ash jar
Note:
It can use either the claw/bite/slam or the centrifugal arm each
turn, not both.
Telekinesis:
In
addition
to it's normal attack, it can throw urns at people (1d6 damage),
attempt to hold the door closed, or throw people around (if they fail
a save vs spells).
Ash
jar:
In the center of the centrifuge is an urn (AC 20, HP 3). If this urn
is broken, the corpse-clock centrifuge immediately grinds to a halt
and Volzhulai the Ash-wraith emerges.
Volzhulai the Ash-wraith
HD 4
AC 14
Atk claws +4/+4 (1d4 HP and
1d4 Con)
Move 12
Save 10+
Morale 10
Special choking cloud,
possession, immunities
Choking
cloud:
all breathing creatures within 30' of Volzhulai's whirlwind of
choking ash take 1d4 damage each round if they fail a CON check.
Possession:
Volzhulai can attempt to possess a person by flying into their lungs,
similar to the magic
jar
spell. They get a save vs spell to resist this.
Immunities:
Immune to non-magical weapons.
13 DUST
Players enter the room
through an ornate set of solid, wooden double doors. Intricately
carved upon the wood on the left door is what appears to be the rear
half of an ostrich, upon the right is the front half of what is most
definitely a gazelle; the doors appear to be a matching set, and upon
closer inspection the carvings together clearly represent a singular
creature. Players proceed through the unprotected door into a room
approximately 20 feet wide and 50 feet deep. The room has dark, wood
panel lined walls, and smooth well crafted wooden floors. The right
wall is lined with a series of thin, yellow leaded glass windows,
emitting several small, blinding rays of light that give the room a
warm, welcoming glow. Standing on the floor, lining the other three
walls, are what must be Khazan Khiraj’s abominations. Nearly a
dozen taxidermied statues representing the mage’s penchant for
“improving” animals surround the room; hewn together - some with
great care but most haphazardly - bodies and limbs magically
stitched to one another. The suffering of these creatures is
permanently affixed upon their lifeless faces. Curiously, each
creature is adorned in bright, garish clothing, the likes of which is
not found in this world. Some wear weapons upon their belts, others
hold nautical devices or implements used to perform acts of magic.
For the GM, these creatures provide a red herring to distract the
players. These creatures no longer pose a threat, and their items
are worthless.
Everything in the room is
covered by a thick coating of dust. The statues are so thoroughly
encrusted, the details of their appearance are difficult to make out
from the entryway. Cobwebs line the corners of the room, and the
sills of the windows look as if they are ensconced in a fresh winter
snow. One could kick the dust on the floor into piles and scoop it
with their hands if they were so inclined, though this would be
unwise.
At the center of the room is
a 4 foot tall, thin, smooth brass pedestal with a slightly enlarged
platform resting at the top. Upon the pedestal sits an upright,
silver tuning fork, and upon the tuning fork sits a perfectly
balanced creature. It stands only about 12 inches tall, and 4 inches
wide. It also appears to be constructed of smooth brass. It looks
innocuous, as it has a gentle smile upon it’s cheerful face, and is
sitting with it’s eyes closed, humming an almost inaudible, though
pleasant, tune.
After the players have
entered the room, the tiny brass creature opens its eyes and whispers
‘dust.’ Regardless of the players response, the creature again
whispers, ‘dust...’ Any attempt to attack the creature are
rebuffed by a small protective force being emitted from the pedestal.
After several hushed warnings, if the players remain in the room,
the creature drops from atop the silver tuning fork, and shrieks,
‘DUST!’, grasping the tuning fork tight, it strikes the fork
against the top of the brass pedestal. The noise is deafening.
Players have a 1d6 chance of
being affected by the sound (no save): 1-2 no effect, 3-5 deafened
for 1d4 hours, 6 deafened permanently.
The
vibrations emitted from the tuning fork cause the dust to fall from
the walls and statues like cascading water, creating a thick, acrid
cloud in the room. Players begin to choke and wheeze, and their eyes
begin to burn. Players have a 1d6 chance of being impacted by
breathing the dust (no save): 1-2 minor cough with no effect, 3-5
severe, lingering cough causing -1 to hit for 1d4 hours, 6 lungs fill
with mixture of dust and blood causing death in 1d4 rounds.
Players have a 1d6 chance of
their vision being impacted by the dust (no save): 1-2 no effect, 3-5
character’s vision is impaired causing -2 to visual/spot checks and
-1 to all ranged attacks for 1d4 hours, 6 permanently blinded.
The brass creature vanishes
in the dust cloud, he’s achieved his goal in deterring the party
from continuing on; he has caused an array of lasting damage to the
characters. However, 2 large spiders (very easy encounter) drop from
the corners during the confusion to ensure his escape. The magic,
silver tuning fork provides a sizable treasure.
14 LIQUID BEDROOM
This is where Khiraj lives.
The door itself is a giant mechanical head shaped like Khiraj's head.
The giant mechanical head is also an airlock, since Khiraj's room is
filled with a green, oxygenated fluid. (It only feels like you're
drowning--once you get it into your lungs, you're fine. Although
breathing it is exhausting if you don't have reinforced bellows-lungs
like Khiraj.)
The door is imbued with a
simple elemental spirit. It has been commanded not to let anyone
except Khiraj enter, and it will communicate this in harsh, grunting
tones. It is, however, quite stupid, and it has no magical way of
verifying Khiraj's identity.
The face-door has no attacks
except a bite, if someone is halfway through it at the time.
However, it CAN awaken the Guardian in room #29.
Inside the bedroom (which
feels like swimming around in the aquarium), you can find all the
important stuff you'd expect to find in a wizard's room.
The spellbook is a
mechanical head that can project it's pages onto a flat surface. By
holding a metal stylus, anyone can edit those pages. So it's like a
cross between a projector and a laptop (and the pages are like
individual files).
There's no bed. Khiraj
prefers to sleep floating in the center of the room, drifting like an
embryo. It reminds him of his mother's womb (his earliest memory).
There's a work bench.
Khiraj does a lot of work with volatile metals here, some of which
explode upon contact with air. On this bench you can find samples of
gold, silver, iron, adamantine, starmetal, nectarite, prosperitine
(turns into a poisonous gas upon contacting air), tantalum, tungstun,
scalavite (burns when it touches air), infernite (explodes when it
touches air), potassium (burns in water), cesium (explodes in water),
lead, and pyrite (fool's gold).
There's also a mechanical
octopus that guards this room. It lives inside an ominous iron
barrel and has the head of Khiraj's first wife grafted on it. In
addition to tentacles and the biting beak, it can also electrocute
people.
The walls are
magically-strengthened green glass, so that anyone in the room can
see the surrounding landscape for miles around.
There's also a closet
containing a bunch of clothing (men's and women's), a keychain with
all the keys for the dungeon, a Staff of Bottled Lightning affixed to
the wall, and a thing that looks like a motionless mechanical crab
but is actually a harmless chest containing 1000pp and a jeweled
helmet that has glowing rings around the eyes, and can shed light
like a bullseye lantern.
I've decided that the two
"ears" on the sides of this tower are just boring old
lightning rods. They're made of gold-plated copper, though, so
they're worth a ton if you can find a way to get them off the tower.
(If the barbarian-burglar event has occurred, these prongs will
probably be where the the pterodactyls roost.)
15
MEAT
This is where Khazan
disposes the meat that he strips from his experiments. An otyugh
(with wheels for legs) lurks in this room, unable to climb the
stairs. It is enchanted to smell like lilacs and pile garbage/bones
into tidy piles. It is domesticated, but if the PCs knock over its
bone piles or menace it with weapons, it will attack. It will fall
asleep instantly if it ever hears the word, "apsa", which
means "meat" in Elvish.
16 STAIRS
Stairwell
landing has a stuffed sloth-bear on a pedestal, holding a small
lantern in each of it's claws. The sloth-bear has a magic mouth cast
on it, and will speak when the PCs approach, saying "Greedy eyes
will never gaze upon the wonders of Khazan. Wisdom only comes to
those who do not seek it." It's a clue to the staircase.
Unless a PC closes their eyes while on the stairs, the staircase will
loop back around to the landing, trapping them there. (Khazan is
immune to this, natch.)
17 LIZARDS
The
walls contain a complex mural of lizards. Many shapes, many colors.
There's a rack containing saddles and harnesses here, as well as a
tightly sealed bin full of rancid meat (the gecko's favorite food,
aside from fat halflings.)
In
the center of the room is a raised altar with a complicated clockwork
mechanism of some sort. It's missing a gear, but Khiraj can use this
device to submerge the entire tower in the ground. (The towers
spiral down like a screw.)
Every
time someone says the word "lizard" in this room, a giant
gecko of a random color will leap out of the wall. These summoned
lizards always obey the wizard or the apprentices, but everyone else
gets a reaction roll (modified by rancid meat and halflings, as
appropriate). The lizards disappear with a poof once 4 hours and
1d20 minutes have passed.
Giant
gecko
HD
2
AC
14
Atk
bite +2 (1d6)
Move
12, climb 9
Save
15+
Morale
9
18 CLEAN
This
room is filled with a central work bench and four un-lidded vats.
Everything is made of white marble and an itchy heat pervades the
room. Mounds of flesh, organs and bones are heaped on the work bench.
The mounds are tended by a variety of golems, who dip the myriad of
meat parts into the vats. The end result of the golem's work is
neatly stacked piles of calcified organs and bones.
The
exit from this room leading to the Golem's Crystal part of the Tower
is a tubular, glass decontamination chamber. Khazan is loath for any
flesh to enter and taint the Crystal. Exiting golems stand in the
decontamination chamber until all organic matter is radiated from
their bodies. Any organic based life form caught in the
decontamination chamber will have their fur, flesh, muscles and
organs burnt into nothingness. Their bones will be left behind, clean
as whistles. Calcified organs and flesh may be able to withstand the
process.
The
background radiation of the decontamination chamber will very slowly
start to singe all organic matter in this room, affecting it in the
following manner: 24 hours: the flesh suffers first degree burns. 48
hours: severe burns to the flesh and the destruction of cloth and
paper armor/items. 72 hours: Flesh is cooked and destroyed,
destruction of leather armor and items.
Vat
1: Clear, tasteless and odorless liquid. Turns the outer covering of
organic material (ie: skin) translucent.
Vat
2: Looks, tastes and smells like milk. Calcifies organic, fleshy
matter into rocky, inorganic matter. The right amount applied to skin
may increase it's hardiness, but the procedure may lead to the
eventual petrification.
Vat
3: A pleasingly colored blue liquid, the smell of which can't be
pinned down but recalls childhood memories. Liquifies flesh. Used to
remove large swathes of organic matter from test subjects. Once
liquified the flesh can be combined with Vat 2's contents to make a
putty like substance.
Vat
4: A beige colored liquid, smelling of oil. This is organic matter
sealant. It will close all pores and orifices in organic matter.
Could probably be used to close grievous flesh wounds and burns, but
the over use off the stuff will affect the skins ability to sweat,
breathe and move.
By
+Michael Raston
There's
also a rack here, containing 3 decontamination suits (and one empty,
fourth slot). -AK
19 EYE
The
only entrance to this chamber is a series of long chains connecting
it with the floors above and below. The fleshless remains of 6
adventurers lie on the ground here. Only the ends of bones and burned
clothing remain, although metal weapons and bits are strangely clean
and shiny. The walls are covered in emerald wallpaper in a fern motif
and framed in wood paneling.
Anyone
climbing down from the chains onto the floor must save vs spell or be
compelled to walk to the wallpaper and embrace it. Anyone still on
the chains will see the wallpaper patterns wink open with a multitude
of eyes. The wallpaper is actually a colony of paper thin creatures
created by the wizard. Their hypnotic effect is powerful but only
works on one creature at a time. Anyone touching the wall takes 1d6
damage a turn from the potent acid excreted by the creatures, who lap
up the digested remains with impossibly long, dark tongues. The
wallpaper colony can withstand 20 points of damage before expiring.
20 POOL
Mechanical
piranhas swim in a pool of clear, watery acid. One of the pirhanas
is solid gold. The acid only dissolves flesh and other organics. A
ordinary but well-crafted sword lies on the bottom, along with a
single gold coin.
21 PIXIES
This
room is full of (hidden) zombie pixies. But they aren't dead; Khiraj
merely removed their consciousnesses and placed it cubic box in the
center of the room. The box resembles a metal-and-paper lantern
(complete with a red light inside).
Khiraj
uses the bodies of the tiny pixes as spies and messengers, and sends
them out into the world as he pleases. The enslaved zombie-pixies
are hidden in this room. There's over a hundred of them.
The
rest of the room is crowded with techno-organic sculptures of trees
(complete with copper and brass leaves) and with a small desk, which
contains writing material and a small journal, where Khiraj has been
writing down the most recent news that his spy-pixies have brought
him. If the journal is opened without the password ("solitude")
the book will erase itself.
If
anything in the room is touched or messed with, all of the zombie
pixies will erupt from their hiding places inside the metal trees and
attack with toothpick-sized swords (they like to attack the eyes and
face) and with tiny pixie bites (10% chance of catching Pixie Rot, a
wholly unique disease, and potentially valuable to people who are
interested in rare diseases).
The
glowing box in the center of the room, containing the bound souls of
the pixies, constantly mumbles lamentations about how much they miss
the sunlight on their cheeks. If there is a commotion in the room,
the box will clamor loudly as all the pixies beg to be put out of
their misery. ("Kill us! No, kill me! You must!")
Sending
the pixie souls to the afterlife is as simple as opening the box
(it's sturdy and sealed shut) and having a cleric perform the
appropriate rites. Or sprinkle holy water. Whatever.
For
killing them, the grateful pixie souls will pass on some secrets,
including the secret door on the East Tower, Khiraj's plan to build a
new body for himself, and what they know about the guardian in room
#34 (not much).
Zombie
Pixie Swarm
HD
4
AC
10
Atk
swarm (1d6 + 10% of contracting Pixie Rot) automatically hits all
targets in 10' area.
Move
fly 15
Save
12+
Morale
12
Swarm:
Take minimum damage from weapons and spells that don't affect an
area.
Undead:
Exactly what it says on the tin.
Pixie
Rot: This disease your skin
to turn into glitter and slough off. Does 1d4 damage to Cha and Con
every few days, until recovered. It also ensures that you are always
visible, even when invisible or in absolute darkness.
22 GOLEMS
This
room was once a stone cavern, but every single surface has been
“painted” with smooth contours of gleaming chrome. A duo of
asymmetrical golems are hard at work here, monotonously polishing the
body of a third golem that lies on the ground. All three of these
golems are active. Their skulls are those of a tiger, a stag, and a
goat.
Three
more golems stand against the back wall. These are inert, and
require a couple hours of work before they can be used.
The
golems will ignore anyone who is wearing a decontamination suit from
Room #18 CLEAN. The golems will attack anyone who is unsanitary (not
wearing a decontamination suit) and drag the corpses back to Room #18
CLEAN for reprocessing. And the golems will obey any command given
to them by Khiraj or his apprentices.
These
are bone-and-metal golems—asymmetrical mechanical bodies with the
polished skulls of animals (their only organic part). Metal claws
and hoofs. Everything else is gears and pipes and pistons with no
biological analogue. Their eyes are glowing red LEDs, and arcane
runes are scratched on their foreheads.
Bone-and-Metal
Golem
HD
6
AC
15
Atk
fist (1d8)
Move
12
Save
14+
Morale
12
Immunities:
Immune to all spells except fire damage (which heals them for 1/3 of
the damage it would normally do) and lightning damage (which
automatically slows
them).
Weaknesses:
Take double damage from bludgeoning weapons.
Strobe
Eyes:
1/day, they can howl and strobe their eyes. Targets in a 60' cone in
front of them who are looking in their direction must save or be
blinded for 1d6 rounds.
23 SALT
This
room is filled with a number of rare salt crystals growing on the
walls and ceiling. A small fountain puts a thin fog into the air.
This solution is mildly poisonous, and those who breathe it must save
or suffer nausea for 1d6 hours (-2 to hit).
The
crystals are valuable magical components that are useful in the
construction of golems. Each crystal is worth 1d4 x 100 gp,
depending on size and quality. There are 8 such crystals in this
room. Retrieving them requires a good blow with a sledgehammer, or
equivalent.
24 MIRRORS
This
room is a madhouse, filled with crystal mirrors of all shapes and
orientations. A shred of pink light filters in through the mirrored
crystals, casting the room in a reddish-pink gloom. In the center of
this room, Scarlip the apprentice attempts to bind an elemental
spirit into the body of a bone-and-metal golem. This process will
take 1d20 more minutes, and he has a 100% chance of success.
If
intruders just walk up to him, he will attempt to hasten the process,
immediately binding the elemental spirit with a 75% chance of
success. If he is tackled or otherwise immediately distracted, he
has a 0% chance of success.
If
he succeeds in binding the elemental spirit into the golem, it is now
a new bone-and-metal golem under his control. If he fails, the
bone-and-metal golem goes berserk, attacking everyone impartially.
The
mirrors in this room have a strange effect. Firstly, every attack
has a 2-in-6 chance of affecting someone else within range (unless
you're super close up, like grappling). Secondly, whenever a
bone-and-metal golem uses its Strobe Eyes ability, it affects
everyone in the room, and they must all save at a -2 penalty.
Scarlip
is carrying 50gp, a wand of paralyze
golem
(6 charges left), a ruby ring that gives him immunity to ingested
poisons (worth 200g as a gem, 500gp as a magic item), and has his
spellbook, containing five level 1 spells, two level 2 spells, and
two level 3 spells. His familiar is perched on his shoulder—a
mechanical owl worth 300gp. He is a level 5 magic-user.
25 HOLE
The
door to this room reads “Test Subject Disposal Area”. The door
is locked by a huge, reinforced lock. Despite its strength, the huge
lock is easy to pick (+20% success). Only Khiraj carries a key for
this room.
Inside
the dirt-walled chamber, a small desk holds a dull knife and a scrap
of paper, written in code. If the code is deciphered, it is revealed
to be a list of pit occupants. These are the failures that Khiraj
released into the wild, but then later returned too soon, or with
injuries or signs of malnutrition. It reads, “bear 40% replacement
FAIL, stag 20% replacement with Auroch vacillators UNSATISFACTORY,
etc”.
The
pit is sealed with a mechanical blast door. If someone listens at
this door, they'll hear groans, grumbles, and metallic screeches.
The pit can be opened with a nearby lever. If the pit remains open
for more than a minute, the inhabitants of the pit will begin their
escape.
The
pit contains 1d6+2 creatures, each of which has 1d6 HD. Use animals
from the local wildlife tables (possibly bears, bobcats, wolves,
etc). Each one is partially mechanical, extremely aggressive, and
has some sort of deficiency. Roll a d6: 1 attacks inanimate objects
25% of the time, 2 missing legs, 3 weakened attack, 4 catches on fire
the first time it takes damage, 5 half health, 6 explodes when
killed.
26 BLOOD
This
dark, dirt-rimmed room contains a blood jelly sitting in a vat. The
jelly is magically calmed, and will not leave its vat unless it is
attacked. It will, however, still attack things that fall in it.
This is where the wizard disposes of organic stuff that he is certain
he wishes to eradicate completely.
The
vat that the blood jelly is sitting in is lined with beaten gold,
about 1/100” thick. Still, it is a huge vat, and if the gold is
scraped off, it will be worth about 500gp. Players can estimate this
by examining the thickness of the gold near the lip of the vat.
Blood
Jelly
HD
8
AC
14
Atk
pseudopod +6 (1d6 damage + 1d6 acid + poison + grab)
Move
6
Save
13+
Morale
10
Poison:
Save or suffer chills and vomiting for 1d6 hours, as heavy metal
poisoning turns your blood to sludge in your veins. -2 to hit and
all healing is reduced by 50%.
27 CELLS
This
is where Khiraj keeps prisoners and creatures. This is also where
the PCs will be thrown if they are captured, while the wizard decides
what to do with them (horrible experiments, probably).
There
is a bone-and-metal golem standing here (elephant skull for a head).
It will ignore everyone who enters the room. It's only job is to
guard the cells and protect itself. It has a spare key around it's
neck.
Cell
1: Empty.
Cell
2: Pitiful goblin named Gutch, begging for release.
Cell
3: Sickly robo-bear (use grizzly bear stats). Fearsome and
aggressive, but the first time it takes damage, sparks will shoot out
of its nose and it will collapse. One round later it will catch on
fire.
28 SECRET ENTRANCE
The
base of the East tower is accessed by casting a spell on the base.
Any spell will suffice. Even a minor magical effect produced by an
item or something. If the PCs observe the tower over a long period
of time, they may notice the apprentices using this entrance (and
lighting magnesium torches before they go inside). The east tower is
where Khiraj does most of his biological-mechanical conversions and
experiments.
29 DARKNESS
The
darkness in this room is profound and hungry. Light sources will
dwindle under the fantastic shadow-pressure exuded by this room.
Torches
will flicker, turn pale, and only illuminate for a couple of feet.
Candles, even less. Unless everyone in the party is holding a torch
(or some brighter alternative), some of the PCs will be in darkness
(and blind).
Being
in darkness is a terrible idea. The darkness will literally eat you,
and you will never be seen or heard from again.
The
darkness is created by a number of magical, 6" square plates on
the wall, made from anti-gold and bought from the drow in exchange
for many human slaves. They're very valuable, but the party will
never see them unless the examine the upper reaches of the walls or
have a fantastically bright light source.
The
4 plates of anti-gold only have this hungry darkness power when
arranged in a room, facing each other.
30 WIFE
This
is where Laridia lives. She is a bound succubus, serving Khiraj
until he dies and she may claim his eternal soul. She's also his
second wife (not sanctified by any church nor cult). Khiraj summoned
her fourteen years ago, and her first task was to kill his first
wife, Eliza.
The
room is just a circular room with mirrors on every wall, arranged
around a heart-shaped bed in the center. By the terms of the
contract, Laridia can never act against Khiraj or assist his enemies,
either with words or with deeds. But Khiraj rarely visits her
anymore, claiming that "the joys of the flesh are nothing
compared to the purity of the machine". She's massively bored,
and more than a little bit concerned that Khiraj might actually
complete his machine-body and become immortal, thereby increasing the
length of her servitude indefinitely.
Laridia
knows an awful lot about the Towers of Righteous Verticality, but
cannot leave her room. The circle of silver wire that goes around
the circumference of the room prevents her, but she is forbidden from
mentioning it, even indirectly. She's very evil and very friendly
(unless the party gives her a reason to be otherwise). It has been
months since she has been allowed to leave this room. She has also
been sleeping with both of the apprentices.
31 ECHOES
This
room is filled with a scrap, tools, and machinery. On a table in the
center of the room is a clockwork man, all brassy and lanky and made
from hundreds of non-matching pieces. It's chest is opened up and a
few screwdrivers are hanging out.
There's
a desk, containing the blueprints for the clockwork man, that
describe it as a "psychic puppet". There's also a bunch of
wires everywhere. Some of these wires link the clockwork man to a
strange helmet that is sitting on the desk. A dull grey wire bridges
a small gap in the helmet's forehead.
If
the helmet is placed on someone's head (1) the dull grey wire in the
helmet's forehead burns out, and (2) the person's consciousness is
transferred into the clockwork man.
Reversing
or repeating this process requires another dull grey wire (actually
made from noetic tungstun, an extremely rare meta-material). The
spares are kept in Room #40 SHADOW.
While
inhabiting the clockwork man, all of their physical stats are treated
as 10s (so adjust your character sheet accordingly) and you are
immune to disease and poison. Electrical damage stuns you for 1d6
rounds, however. You can speak in a faint, tinny voice. Every 100'
away from the towers that you travel reduces the physical stats of
the clockwork body by 1 (reversibly).
Your
body is incapable of doing anything except sitting there and
breathing. However, your meat-body will echo whatever you say in a
breathy voice, no matter how far away you travel in the clockwork
body.
32 GARDEN
This
spherical room is surrounded on all sides by green glass. It can be
reached by a short walkway through an airlock that resembles a pair
of rubber, beaded curtains with a vacuum between them.
Most
of the plants in this garden are harmless. There's a tiny artificial
waterfall and a non-agressive gardener-golem, shaped like a small
gnome. The only real danger in here comes from the two miniature
tigers that lurk among the orchids. The tigers are 4' long and are
best buddies. They have metal teeth and wear gem-studded collars.
33 ICE
This
is where Khiraj keeps stores the creatures he intends to work with at
a later date, so that they don't rot. A bunch of creatures are
stacked on shelves in here, frozen solid in a room-temperature
gelatin clathrate.
A
blue pedestal freezes things. A red pedestal thaws them.
Currently
stored: 24 blackbirds, two ettin heads, a dead beholder missing half
of its eyestalks, two ham hocks (destined for the kitchen) and an
owlbear. The owlbear and the blackbirds can be revived alive.
Doxum
the apprentice can usually be found here. He is being punished, and
his current task is counting the feathers on the frozen blackbirds.
He is fat, sullen, and cold. He is a level 4 magic-user, but he's
also a bit of an oaf.
34 GUARDIAN
The
contents of this room are Khiraj's pride and joy. Since his early
days, he has been building a guardian construct. Originally a
beautiful woman crafted in the likeness of an angel, made from
elegant, symmetrical metal and golden wires, Khiraj has been
gradually refining her shape into something more industrial, more
utilitarian, more powerful, more inhuman.
He
calls her his Iron Angel. Although she no longer looks an angel, he
still appreciates the irony of a godless man having an angelic
protector. That's why he left the halo.
The
Iron Angel is an 8' metal woman-golem. Her legs are huge, thick, and
armored. She has a sword-arm and a crossbow-arm. She has two faces
that revolve around her head. Just picture a metal angel sculpture
and fuck it up until it looks scary.
In
the corners of the room, underneath cloth sheets, players can find
all the pieces that Khiraj has been removing from the Angel,
discarding them as symbols of human weakness and fleshy weakness.
The gracile, feminine hands. The supple legs. A metal boob.
It
doesn't speak, and it doesn't activate itself unless an alarm
triggers it from elsewhere in the dungeon, or if someone starts
messing with it. Otherwise, it just sits on it's pedestal, looking
metal as fuck.
While
his interest in the fleshy succubus has waned, Khiraj has grown to
love his Angel romantically. He intends to find a way to bring her
to life after he finds immortality, and then the two of them can shed
their last vestiges of human form together.
The
Iron Angel
HD
8
AC
17
Atk
sword +8 (1d6+2 plus metal infection)
Atk
crossbow +8 (1d6+1 plus metal infection)
Move
12, Glide 18
Save
8+
Morale
11
Metal
Infection: Treat this as a
magical disease. While you suffer from it, you must make saves to
avoid eating any small scraps of metal or machine fluid that you come
across (screws, bolts, shavings, gasoline). Every day, make a save.
It takes three consecutive saves to cure yourself. If you fail your
save, you lose 1d4 points in 2 random stats, and gain 1d4 points in a
random stat. If you fail 5 of these saves, you become an insane NPC
in thrall to the God Machine.
35 DEMON
In
this room, bound and floating within a summoning circle, is a
cyber-demon's mechanical constituents (an arm/gun, a leg, an laser
eye, and misc smaller components). The summoning is incomplete, as
the demon has fleshy components with a different secret name that is
suspended between worlds.
Anyone
crossing the bounds of the circle will be accepted as a substitute
body part (the missing leg, arm, abdomen, or head) and effectively
killed automatically. A demon completed this way will be free to
leave the circle. Any robot parts will similarly be accepted, but a
complete robo-demon will be freed and friendly to the party.
Any
wizard with moxie can attempt to complete the ritual and summon the
missing fleshy bits. This is a bad idea though, as fumbling the
process will have a bad result such as:
- Possession of the caster
- Cyber-NPCing of the caster
- Releasing a complete cyber-demon
- Caster switching places with the demon in hell
36 SKULL
In
this room stand the lead-plated remains of 9 ogres. In life, they
called themselves the Skullcrusher Clan, ironically enough.
After
Khiraj killed them, he plated their bones in lead and turned them
into his servants.
The
lead-plated ogre skeletons can be controlled by used of the
Skullcrusher staff, topped by the jeweled skull of Hagrigosh, the
clan's chieftan.
However,
every command given to the lead-plated ogre skeletons requires an
opposed charisma check against the resentful spirit of Hagrigosh,
with failure always meaning that the ogre skeletons abandoning
everything else in order to murder the staff holder. This caveat
isn't obvious, not even when an identify spell is cast. (It's
hidden, much like a curse, because it sorta is a curse.)
If
the Skullcrusher staff is not used to (foolishly) attempt to control
the ogre skeletons, it can be used as a normal staff. It can cast enlarge on the wizard who wields it or cast rage on anyone. It
can also be used as a mace +1 (the lead-plated skull of an ogre magi
makes a great weapon--and even sullen, furious Hagrigosh appreciates
the irony of crushing a foes skull with your own lead-plated one).
37 TRAPS
This
room has a checkboard floor with a single red tile near the center.
The ceiling has four globes hanging from it that look like sequined
balloons, each containing poisonous gas. There are a couple of slits
on the walls, not apparent at first glance.
On
a plinth in the center of the room is a small chest made of verdigris
and gold. The chest is trapped with a needle coated in anti-toxin
(gives a new save against any poison with a +2 bonus). The chest
contains a perfectly ordinary 100gp. The chest itself is worth
500gp.
The
walls are covered with wallpaper that contains a dense pattern of
trees and animals, repeating but with some differences from area to
area. This is the trap.
Anyone
inspecting the wallpaper will be struck with the idea that the
wallpaper is hiding some secret pattern, and if they keep on
inspecting it, they'll figure it out. Anyone watching someone
inspect the wall will notice them unfocus their eyes and run their
fingers absentmindedly over the wallpaper. As soon as someone
searches the wallpaper for the third time (prompt your players) the
enchantment takes effect, and anyone searching the wallpaper at that
time must make a save vs spell or be affected.
Those
who are affected by the wallpaper suddenly say, "Aha!" or
whatever, and then just step into the wallpaper. Once they are
inside the wallpaper, they will travel round and round the room,
hunting through the dense wallpaper pattern for clues. While trapped
in the wall, they will respond to people talking to them by saying,
"Not now! I'm busy! I've almost got this figured out! Etc."
Anti-curse
or dispel magic shit might work here, but another way to get them out
is to present them with an item or concept that they care about
intensely, which gives them another save to free themselves.
38 SWINE
The
room is full of clockworks and steam pipes. A
gigantic steam-powered clockwork swine reclines on a central throne. She is the engine that powers most of this tower. The cyborg pig is quite
motherly once you know how to approach "her". Eight
humanoid piglets tend to her and rotate shifts to suck at her
cyber-clockwork-udders. (use your favorite humanoid monsters stats
for the piglets). Naturally, the steam powered pig-milk has special
properties.
39 AQUARIUM
This
room is sealed by a mechanical fish head that also functions as an
airlock. The fish head-door will allow anyone into the room who
steps inside it's mouth.
The
aquarium is a sphere of green glass, 100% filled with water and home
to several exotic fish. The fish are all harmless, but they are
delicate, and if a dirt-covered adventurer goes in there, they water
will get muddy and kill all the fish. Two of the fish in here are
jewelled sculpins, and are worth 400gp alive.
Exiting
the room is as simple as knocking on the side of the airlock. It
does take a few seconds for it to fill up the airlock with water,
though, and once you step inside, it takes several more to drain the
water.
40 SHADOW
This
is the room where Doxum and Scarlip live. They are Khiraj's
apprentices. The room has a pair of beds (with footlockers beneath
them), a pair of desks, and a scroll unrolled on the wall, that shows
the circulatory system of a human being as well as some arcane
encryptions. If anyone casts read magic on the scroll-poster,
they will see that it contains a spell called command blood.
Command
Blood
Level
1 Magic-user spell
Range:
20'.
Has
3 uses. (1) can close or open a wound. (2) can deal 1d6+1 damage to
a creature that has blood. (3) Can restore hp that a creature lost
to injury, but can only restore HP that was lost last round, and
cannot restore more than 1d6+1 HP.
A
black cat is floating 8" off the table. This is Doxum's
familiar, who has been put into a magical coma by Khiraj as means of
motivating the sluggard apprentice. It cannot be woken up without
magic (such as an inverted _sleep- spell).
The
desks contain paper, pens, quills. Doxum's desk contains 34gp.
Scarlip's desk contains a bunch of amateruishly-drawn erotica.
Doxum's
footlocker contains wizard robes suitable for a chubby apprentice, as
well as a full loaf of bread, stuffed with jelly and butter.
Scarlip's footlocker is trapped with mechanical viper (poison) that
is worth a good bit of money unharmed. It also contains skinny
wizard robes and his spellbook, which contains 3 level 1 wizard
spells and 2 level 2 wizard spells.
Doxum
and Scarlip have had their shadows separated from their bodies by
Khiraj. If anyone looks closely at the desks, they will notice that
the _shadows- of the chairs seem to show the two apprentices sitting
in them, laboriously copying their notes. The two shadows cannot be
roused through normal means, but if anyone fucks with their desk or
the papers that they are copying, the shadow will attack (as a
shadow). Killing the shadow will also kill the linked apprentice.
There's
also a barrel of water here, with 2/3 of a cheese wheel atop it,
along with a small cheese knife.
41 EMBRYO
This
room is bisected by a dimensional placental barrier. Quite visible
and floating about beyond it is a gigantic embryo. The embryo reached
up through time to answer the arcane summons performed in this room.
The embryo will one day be born at some point in the past and become
a power in the world. It is at a very impressionable age, and so it
will reflect (when it grows up) the actions on any PCs or NPCs that
interact with and around it.
The
barrier is crossable if you are riding a lizard from Room #17 LIZARDS
or carrying one of the large iron keys such as Bartleby carries. It
would be quite detrimental to the embryo for such a thing to happen,
and it will be a malformed thing if that case. The embryo will know
any that have interacted with it (though not sure how) when it grows
to maturity in the past.
The
species of the embryo is completely in the hands of the DM, as the
dimensional shenanigans at play have things not to scale.
42 PORTAL-A
The
room at the top of the giant egg is circular. The walls are coated
with padded, red velvet pillows (like a posh asylum cell).
In
the center of the room is a dull silvered mirror, facing up.
Inspection reveals that is slightly rusted in some parts. On a small
table is a large carafe (suitable for about 8L of fluid), currently
empty.
If
the dull mirror is ever covered with water, it will open a portal to
44 PORTAL-B, and half of the water will seep through the portal so
that both dull mirrors are activated.
43 MEMORY
A
spherical room, coated on all sides with spirals of pink carpet. A
green pearl the size of a man's fist hangs in the air in the center
of the room.
As
soon as the PCs get to the center of this spherical room they will
fall into a deep slumber. Tell them to give you their character
sheets. Then give them a new character sheet, describing a young
12HD dragon. Give everyone a different color.
The
players are suddenly dragons, flying through red evening clouds to
conduct a raid on a flying castle. They have forgotten their
previous identities as PCs, and think only of completing their
current mission.
The
city is defending with ballistas, knights, and lots of crossbowmen.
There's also a single cyclops on one of the towers, throwing stones.
Also a trio of wizards. As dragons, their objective is to crash into
the castle's vault (they know where it is) and steal a fist-sized
green pearl that hangs in the air. The dragons know the pearl as
_The Wing of Heaven-.
The
dream ends when they die, escape with the pearl, or flee. If the
player-dragons successfully steal the pearl, the flying castle will
fall out of the sky a few minutes later. After the dream ends, they
will wake up. If they fell asleep, there is a 2-in-6 chance that
Khazan Khiraj discovered them while they are sleeping.
If
the PCs successfully complete the dream, have them each make a CHA
check. Those that succeed are imbued with the dream of a dragon.
This means that, once in their lifetime, they can use the breath
attack of the dragon that they "piloted" in the dream. It
does 1d6 damage per character level, with a save for half.
If
the giant green pearl (The Wing of Heaven) is taken from this room,
Khazan's artificial moon will begin tilting to the side 1d6 minutes
from now, and will plummet from the sky 1 minute after that.
The
Wing of Heaven is the most valuable thing in the whole dungeon. So
valuable, that simply finding a buyer who can afford to buy it will
be a quest in itself. Of course, there's no limit to the people who
are willing to kill to possess it.
The
Wing of Heaven can also be used to build flying castle, tower, or
whatever, but that's another quest as well. Lastly, the Wing of
Heaven can be hatched into a baby rainbow space worm, since it is an
egg, after all.
44 PORTAL-B
This
room is hewn from light blue marble, veined with white streaks and
crimson flecks.
In
the center of the room is a dull silvered mirror, facing up.
Inspection reveals that is slightly rusted in some parts. On a small
table is a large carafe (suitable for about 8L of fluid), currently
full of water.
If
the dull mirror is ever covered with water, it will open a portal to
37 PORTAL 1, and half of the water will seep through the portal so
that both dull mirrors are activated.
45 DREAMS
Floating
in this room are 1d3 creatures. They just float in the air, inside
softly glowing bubbles. Bookshelves along the walls contain tons of
books. Mostly bestiaries, but also histories, maps, and quite a few
children's books. All of the books are fictitious (at least in part)
but this will not be obvious at first. The shelves also contain a
spellbook (with an animal on every page) that contains 2 level 2
spells, 2 level 3 spells, and 1 level 4 spell.
Unless
the room is entered in a state of perfect calm (WIS check to
succeed), a character's psychic disturbances has a 4-in-6 chance to
wake up one of the sleeping creatures. (Roll separates for each
creature and each PC.)
The
creatures are imaginary creatures that have dreamed themselves into
life, spawned by the imaginations present in the books. The
creatures are not real, and as such, they take 1/3 of their HP as
damage each round that they are awake. When they die, they disappear
in a puff of dreamstuff, and will then permanently reside in the
dreams of whoever killed them.
The
1d3 random creatures are taken from a random encounter table of the
most dissimilar module that the DM has within arm's reach.
Khazan
Khiraj is also in the adjacent room most of the tiime. He has a
4-in-6 chance of hearing any commotion that takes place in this
room.
46 AVATAR
This
is where Khazan Khiraj has been for the last couple of weeks. In the
center of this room is a raised workbench containing the new avatar
that Khiraj has been building to receive his consciousness.
His
avatar is an utterly inhuman him, a mass of mechanical tentacles of
different diameters and materials. A few of the tentacles have
handlike manipulators on the tips. Neon lights travel through
grooves in the tentacles, from the central mass to the tips. It is
monstrous, heavy, entirely metal, utilitarian, and brutal. The only
concession that has been made towards beauty is the metal face-mask
that Khiraj has placed on the top of it, which looks like a steel
burial mask with Khiraj's features (which is appropriate, since
Khiraj intends for the Avatar of the Machine to be the herald of his
flesh-death). But the mask is just an ornament, in the end, on final
nod to it's creator's inhumanity.
The
Avatar of the Machine can fly, shoot lightning bolts, grab things
with it's powerful tentacles, and shred them with it's garbage
disposal-mouth. And once Khiraj has completed the process of
transferring his consciousness into it, it (he) will be able to cast
spells as well.
Khiraj
is a high level wizard. He is also completely naked, and most of his
body parts have been replaced with cyborg substitutes. His most
notable feature is his hunched back, which is actually a mechano-hive
for his 4 flying, quadrotor-servitors.
If
there is trouble, Khiraj may (in order of escalation). (a) send this
flying quadrotor-servitors to investigate, (b) send his incomplete
Avatar of the Machine, which he will control like a puppet, or (c) go
in person.
The
room also has four big mechanical arms, one in each corner. Khiraj
can control this as well as his own arms, but if so, that's all he
can do on his turn.
He
has the Staff of the God-Machine as well as a Screw-Worm Symbiote.
His left hand has been replaced with the Black Hand of Ruin.
47 ALCHEMY
This
room has a full alchemy kit (worth many thousands of GP), all the
equipment required to add and remove cyber-grafts and
mechano-symbiotes, as well as Parsemmex, a symbiotic suit of armor
that can control others through a series of pheromone vents.
Credits
Alex
Chalk: Random Encounter #3
Cedric
Plante: #38 SWINE
Christopher
Wood: Room #19 EYE
Claytonian
JP: Room #35 DEMON, Room #41 EMBRYO
Micheal
Raston: Room #18 CLEAN
Greg
Acker: Room #13 DUST
Everything
else written and designed by Arnold Kemp.
shared under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
I really want to figure out a way to get Omox into one of those cat/dog-mechs. He's got plenty of experience operating mechanisms, after all...
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