FIRST DUNGEON ADVENTURE ----------------------- * Ancient Tech site discovered by hunters. One man was killed and one injured by a metal man(blue). * Site is in the forest, built into the side of an artificial hill. There is a post with a flashing yellow light (powered by radium battery) 25 yards in front of (NORTH OF) the entrance. Entrance is on the NORTH side of the hill. ENTRY FOYER is SOUTH of the entrance. THE SIGN READS "AUTHORIZED PERSONNEL ONLY". BELOW IT ARE SYMBOLS FOR RADIATION AND HAZARDOUS MATERIALS. WHEN READ WITH MAGIC, THESE SYMBOLS TRANSLATE AS "DANGEROUS ELEMENTAL FORCES". INTERIOR SIGNS may be somewhat readable the way that middle english is to modern. Upon approach, an automated gun emplacement will activate, rising from a buried platform and spinning around to aim at the party. Demi-humans and thieves will be able to detect a high-pitched whine as a turbine spins in vain to fire the gun. It is out of ammo. * Entrance is 20' wide x 10' tall. Reinforced concrete. Durasteel doors - one is hanging off the hinges. No power to locks. Debris on floor of entry foyer. * Blue Sun motif. "BLUE SUN: BUILDING A BRIGHTER TOMORROW" * Emergency Lighting is quite dim, white lighting. In hallways, this will be mixed with red light from the exit signs on the ceiling at junctions. * Radiation signs when read with Read Languages will translate as "Dangerous Elemental Forces" * An evil force is at work in the world and, because of this, the 7 Crystal Skulls are beginning to awaken and to set events in motion which will enable them to be found by the right person(s). * Vegepygmies will begin to show up around the forest outside after the adventurers have been active. They have been created by the Green Man to hate and wish to destroy all hi-tech and those who use it. They will not attack a well armed party unless they vastly outnumber the party. In this case, their main objective is to watch for the emergence of the clear Crystal Skull, as the Green Man believes it to be here, and retrieve it, if possible. If the skull is found by the characters, the Brothers of Balthazar will become aware of it and, likewise, seek out the characters. * There is an experimental machine here which can be used to genetically transform life of one type into another. Followers of the Green Man plan to use it to transform state leaders into plant-based creatures and replace them with clones. * Certain party member(s) will have visions of the BLUE CRYSTAL SKULL once they begin exploring the site. These visions will lead the adventurers to find and free the skull from its crystal chamber where it powers the tech site. * Most doors have a colored square on the wall near the keycard lock to show what color keycard is needed for entrance. Note that any card will grant access to the complex from outside. BLUE KEYCARD = MAINTENANCE and is used by the maintenance bots. It allows access to all BLUE and SILVER areas. RED KEYCARDS = SECURITY(Secbots) and allows access to ALL areas EXCEPT GOLD. SILVER KEYCARDS = TECHNICIAN(Zombies) and allows access to all SILVER areas on the Generator (and other) Levels. GOLD AND SILVER KEYCARD = LEVEL MANAGER for Generator Level. Allows access to ALL AREAS on the GENERATOR LEVEL (and anywhere a silver door exists). GREEN KEYCARDS = LABORATORIES(Green Goblins) and allows access to all GREEN areas on the Lab Level. GOLD AND GREEN KEYCARD = LEVEL MANAGER for Lab Level. Allows access to ALL AREAS on the LAB LEVEL. GOLD KEYCARD = SITE MANAGER. Allow access to ALL AREAS. * Fire Suppression System in special areas. Activates 1 round after a fire/fireball spell/etc. Gas. Save vs Poison. If save is failed, take D4 damage and be incapacitated and choking. Save each round PCs are in area. Gas continues for 3 rounds. Maintenance Bots will be called to put out the fire, arrive D4 rounds after gas ceases. * Periodic whine as the generator tries to kick over and fails - hair stands on end, ferrous items magnetize for a few rounds, possible dizziness and clairsentience/visions of other lab areas/past/future GROUND LEVEL ------------ EMERGENCY AND EXIT LIGHTS ON CEILING AT HALLWAY ENDS PROVIDE A DIM RED AND WHITE LIGHT IN SOME AREAS REGULAR DOORS ARE WOOD. SECURITY DOORS ARE METAL WITH KEYCARD READERS ABOVE THE DOOR HANDLE. WALLS ARE DRYWALLED OR CEMENT. FLOORS ARE TILED, CEMENT (utility rooms), OR CARPETED (offices) 1) ENTRY FOYER: Dirt and debris on floor, blue and white tile - faded, large reception desk on right side of room, angled. ROOM IS DIMLY LIT BY EMERGENCY LIGHTS There is a juice and coffee bar and glass-doored fridge unit on the left wall before the reception area. Fridge is non-operative. There are some heavy chairs and a wooden table in the foyer as well. The uphostery is cracked and faded. RECEPTION DESK - has small safe(locked) in locked cubby underneath. Key to cubby is in glass jar on desk by computer keyboard. Key to the safe is in secret compartment in desk. SAFE contains rotted papers, 2 POTIONS OF NEUTRALIZE POISON, RED KEYCARD, PURSE w/3D6 X 10 SILVER PIECES, and tray of ordered colored papers(ancient currency) in tray slots(petty cash). There is a LARGE SPIDER in the cubby. SUNLIGHT FILTERS IN. WIDE HALLWAY back to CENTRAL ATRIUM where CENTRAL STAIRS and MAIN ELEVATORS are located is to the left of the reception area and runs SOUTH. Continuing SOUTH past the ATRIUM are OFFICES, CONFERENCE ROOM, and MARTIAN APE ROOM. * Another hallway leading EAST from the ATRIUM goes to a set of small bedrooms and the large bedroom of the SITE CHIEF. DOOR ON THE RIGHT WALL, in front of reception desk, opens to a SIDE HALLWAY which leads WEST to the SHIPPING and the LOADING DOCK and, turning SOUTH, leads on to the MAINTENANCE GARAGE where a blue maint robot is working. A HALLWAY on the LEFT WALL leads EAST to the GYM, LOCKER ROOM and SHOWERS, BREAK ROOM, and MAIL ROOM 2) WIDE HALLWAY: Faded wall mural of scientists doing work, happy communities, playing children, bright future. "Blue Sun, for a brighter tomorrow". Faded blue and white tile floor. Dirt and dust. Leads back(SOUTH) to CENTRAL ATRIUM. DIM SUNLIGHT FILTERS IN. 3) SIDE HALLWAY: Door/Threshold on right(WEST) wall just before reception desk. Leads WEST from ENTRY FOYER 60' to a LARGE ROOM with a LOADING DOCK. Before the room, the hall turns SOUTH to the FREIGHT ELEVATORS and an ALCOVE. HALLWAY IS DARK (EXCEPT FOR RED EXIT LIGHT BY FOYER DOOR/THRESHOLD) UNTIL IT REACHES THE LARGE ROOM AND TURNS SOUTH. AT THAT POINT, EMERGENCY LIGHTS ARE ON. Dust with large animal tracks and wavy patterns. JANITOR CLOSET MPR, and UTILITY ROOM. 4) JANITOR CLOSET: Cleaning supplies, BOTTLE OF LEMONY SCENT (cleans anything), large grey wheeled trash bins, mops/buckets/brooms, bottle of scotch in bucket under rags. WOODEN DOOR IS LOCKED * INCINERATOR CHUTE: In Janitor Closet. 5) UTILITY ROOM: DOOR IS LOCKED. BLUE KEYCARD TO ENTER. Water heater, sink basin, piping, water shutoff valves. Light blue valves, red valves. Water is shut off to bathrooms (due to whirlpool problem). Old waterstains on cement floor. LIGHT WAND (flashlight - working) sitting in between pipes. 6) MAIN PANEL ROOM: Gray electrical panels and wire conduit. DUCT TAPE. 7) LARGE ROOM: SHIPPING. Door is open. Keycard reader has colorless square above. Remains of wooden pallets and crates, wood debris, trash, metal barrel rims on floor(cardboard has rotted away), peeling colored tape on floor, empty metal shelves. Loading dock doors are jammed shut. There is a small office for the dock foreman and a GIANT RATS NEST in the corner. There are 7 GIANT PACKRATS with bushy tails here. ONE RAT HAS SWALLOWED AN INVISIBILITY POTION. There are 2 POTIONS OF HEALING and SEVERAL SMALL TREASURES** in the nest as well as a few humanoid bones woven in. There is a FIRST AID KIT on the wall (will give 1D6 healing for 8 people). ROOM IS DIMLY LIT BY EMERGENCY LIGHTS. ** SONY WALKMAN, TORTOISE SHELL COMB, GOLD RING, COLORED HAIR RIBBONS, CIG LIGHTER(Fuel dried up/flint rusted), SPARKLY COFFEE MUG, 3 SHINY E-CELLS, BUBBLE WRAP, COMIC BOOK, PRY BAR 8) DOCK FOREMAN OFFICE: door is ajar. desk, filing cabinets, papers everywhere(gnawed), faded map of unrecognizable places/names on wall with pushpins stuck in it. Coffee machine burnt black, copier, printer, shelves of packaging supplies. FLASK OF SOVEREIGN GLUE in desk drawer (D10 ounces, 1oz covers a 1' by 1' area) WALL SAFE behind map. Locked. Contains small velvet pouch of 3D6 INDUSTRIAL DIAMONDS, BLUE KEYCARD, and SOME POTIONS (CURE DISEASE, PROTECTION FROM ELECTRICITY, UNIVERSAL SOLVENT, POTION OF HEALING x 2). ROOM IS DARK 9) HALLWAY (SOUTH TURN): Runs 60'. to SODA ALCOVE, FREIGHT ELEVATORS, FREIGHT ELEV MECH ROOM STAIRS, MAINTENANCE BAY. There is a FIRE EXTING- UISHER and fire axe in a cubby in the wall by the turn. EMERGENCY LIGHTING ON. 10) SODA ALCOVE: on left near where the hall turns south. 2 Coke machines - red light. 500 sp / 375 sp in machines' coin boxes. Soda bottles inside but soda has solidified. SODA MACHINES LIGHT ALCOVE WITH RED LIGHT. 11) FREIGHT ELEVATORS: on west wall across from SODA MACHINE ALCOVE. Elevators are locked out from a lower level. Doors can be opened with a crowbar and held open with heavy furniture. Shaft is dark. Button panel on wall is inoprative. ROOM IS DIMLY LIT BY EMERGENCY LIGHTS 12) FREIGHT ELEV MECH ROOM STAIRS: Blue keycard colors above reader. Metal door is closed but bottom half has been dissolved. Gray stone floor beyond - looks wet and shiny. (GREY OOZE on floor), surprise on 1-5. Metal stairs down are partially dissolved. EMERGENCY LIGHTING ON. 13) MAINTENANCE GARAGE: Door is open. Blue keycard square above reader. 3 electric air cars in bay, shelves, parts, tools, machines. Two Blue MAINTENANCE BOTS are working on an electric air car. Large, metal garage doors are closed (blocked by cave in on other side). Bots will not attack unless prevented from doing their job/tools are stolen/cars messed with... * SECRET TRAP DOOR in floor. Spiral Stairs down to lower levels. The stairs run through a stone column near the MAINTENANCE BAY on the GENERATOR LEVEL. The door is located under one of the rolling work tables. 14) CENTRAL ATRIUM: Domed ceiling about 15' high, painted mural, chandelier. Round room. Wide, spiral stairs lead down. 3 elevators south of (behind) stairs. There is a keyed door to the right of the elevators leading to the ELEVATOR MECH ROOM STAIRS. There is a door to the left of the elevators leading to the COMMUNICATIONS ROOM. There are TWO BATHROOMS on the EAST wall and a threshold on the right(WEST) wall leads to a NORTH/SOUTH HALLWAY. Elevators are locked down from the BLUE SKULL LEVEL. The buttons on the wall are inoperative. If the doors are pried open, a colony of bats fly out causing confusion for D4 rounds and the doors will slam shut. They cannot be held open with spikes but could be with something heavy. It is possible to repel down the elevator shaft. The CENTRAL STAIRS have collapsed beyond the first landing but the Wooden bannister is sturdy enough to tie rope to and repel down to the landing 15' above the FIRST LEVEL. EMERGENCY LIGHTING ON. 15) ELEVATOR MECH ROOM STAIRS: Metal door locked. Requires Keycard (blue) to activate door. Blue square inlaid beside keycard reader. Cobwebs, 2D6 LARGE SPIDERS. EMERGENCY LIGHTING ON. 16) COMMUNICATIONS ROOM: Blue square inlaid beside keycard reader. Door is partially blackened by electrical damage. Blue wall panels and conduit inside room. PROTECTION FROM ELECTRICITY scroll in metal tube is set on low panel top. TRAY OF COMM TOOLS. WIRETAP KIT. There are also Gray Panels on the walls. Some of these panel doors are open. 1-4 on D6 chance of D4 damage by electrical shock if playing with open panels. TRAP DOOR in floor leads down to GENERATOR LEVEL COMM ROOM. DARK. 17) BATHROOMS (2): Blue and white tiled floor. Water is shutoff. 1) GIANT LIZARD stuck in bathroom stall. DIAMOND RING(300 sp) stuck in sink drain. Visible with 'light wand'. DARK. 2) Whirlpool of glowing, swirling water in center of floor. Water can be waded into but each round there is a 50% chance per round of being pulled into the maelstrom and sucked down - transported to the cyclone in the EARTH-SCI LAB CLOSET on the SECOND LEVEL. DIMLY LIT BY GLOWING WHIRLPOOL. 18) NORTH/SOUTH HALLWAY: Leads to OFFICES, CONFERENCE ROOM, GYM, BREAK ROOM, MARTIAN APE ROOM. Dust and debris. EMERGENCY LIGHTING IS ON. 19) CONFERENCE ROOM: Wooden Door torn to pieces. Rosewood and cherry paneled walls. Ornate Cherrywood table on which sits a black vase holding a red rose which pulses with an inner light(indestructable, unchangeable, immovable). The rose is a manifestation on this plane of what is an enormous, multi-dimensional tower on another. It radiates intense magic and otherworldly forces. There are blood smears on the wall and carpeted floor and raking claw marks on what's left of the backside of the door! ROOM IS DARK EXCEPT FOR SLOWLY PULSATING LIGHT FROM ROSE 20) GYM: Pell of Klingon warrior with bat'leth. If struck, it will strike back...and continue striking (F:4, AC:5, HP:20, D:D6+1, MR:100%) If the Warrior 'kills' any opponents it will give a Klingon howl of victory. Damage is only temporary and lasts D4 turns. 'Dead' PCs will wake up after this time. ROOM IS DARK 21) GYM CLOSET: Closet has animated 'Punching Bag'(AC: 7, HP:32, does stunning damage, attacks 2 times/round at 8th level of Fighter ability), Will get surprise attacks as soon as the door is opened. Behind the Punching Bag is a suit of LEATHER HELMET +1 and GLOVES OF THE PUGILIST (HTH combat - always wins initiative, +2 to hit, strikes twice/round, D4 damage per hit.) ROOM IS DARK 22) MARTIAN APE ROOM: 15' tall, 4-armed white ape scowls menacingly on a black pedastal. A bronze plaque reads: Donated by Captain John Carter 1885 Field Museum of Natural History Chicago, Illinois * There is a SECRET DOOR in the wall behind the Ape Statue to a TELEPORTER ROOM that leads to the BARSOOM ROOM ROOM IS DARK BARSOOM ROOM: 20x20x15h room, Strange stone statues around perimeter(martian), window set high in wall on East side - can see Mars rising at the right time of the year. Falling asleep in this room while the planet rises teleports persons to Barsoom * 4 statues of green stone(Green Men). Red light from Mars will reflect around room from statues' eyes - room will glow a hazy red. 23) BREAK ROOM: Vending machines (silver pieces in coin box) with glass doors smashed. ONE BAG OF CHEESY POOFS stuck in one of the machines. Cheesy crumbs on floor around vending machines. ** Vending machines will resupply with cheesy poofs each day. Tables and chairs (some are broken or overturned). Cupboards and sink(works - water is stale but palatable). ROOM IS DIMLY LIT BY EMERGENCY LIGHTS A GREEN GOBLIN vanishes through an unfindable secret door in floor when PC's appear. 24) OFFICES(3): DARK FIRST office is blackened as if from fire. Oak desk is partially hacked up. Some burnt papers and broken glass on floor. has Grafitti scrawled on the wall which reads, "FUCK THE HEAD". SECOND OFFICE has broken furniture, overturned bookshelf, piles of papers and books on the floor. Papers are tech drawings, diagrams, and mathematical calculations. Books are mostly tech textbooks and reference manuals. There are also a few magazines with pictures of nude models in gray filing cabinet drawer. THIRD OFFICE has a giant VENUS FLYTRAP in a large plant potter in the corner. It is still alive and will attack anyone close to it unless fed giant rat meat. Attacks as a 3rd level fighter. Encloses halfling-sized creatures whole on a roll of 18-20. Catches larger creatures in mouth and won't let go until fed meat. 25) MAIL ROOM: Mountains of envelopes, boxes, bags, packages, and cardboard tubes are piled everywhere in bins, in large, canvas carts, on desks. STAMP MACHINE hidden under clutter on table has multi-versal stamps which teleport a parcel anywhere in the multiverse. A family of BOGGLES plays in the heaps of letters. ROOM IS DIMLY LIT BY EMERGENCY LIGHTS 26) REDRUM ROOM: Extra envelopes, boxes, and tubes storage. The word REDRUM is scrawled in red marker on all of the walls, boxes, and bins. A large wall mirror is propped against one wall and covered with a dingy sheet. If the sheet is removed, the word MURDER will be reflected from the mirror! Anyone looking at the mirror must SAVE vs SPELLS or begin mumbling, "Redrum, redrum" and attack nearest creature. Insanity departs 1 round after leaving room. Note that those affected will not willingly leave the room. 27) SECRETARY'S OFFICE: 28) SITE CHIEF'S OFFICE: Shelves containing many volumes of site records and general operational data. 29) SMALL BEDROOMS(6): 10'x10' plus closet. Each furnished with bed, footlocker, desk and office chair. 30) SECRETARY'S BEDROOM: 31) SITE CHIEF'S BEDROOM: Painting of man parachuting into mountain forest from an airplane. The man is holding a sack with a sigil painted on it(a large S with two lines perpindicular through it). The painting is signed "Dan Cooper". IF the sack is reached into, it contains 5000 S.P. in diamonds. WANDERING MONSTERS ------------------- GIANT RATS GIANT LIZARD GIANT FERRETS GIANT SNAKE 'S'-Shaped Pattern in dust on floor Dissolved Area LARGE and HUGE SPIDERS GREEN GOBLIN (will avoid contact and disappear through an unfindable secret door) MAINTENANCE BOT GREY OOZE -------------------------------------------------------------------------- FIRST LEVEL (GENERATOR LEVEL) ----------------------------- * Important areas have metal doors/frames with a small metal panel with key slit set on door above the door handle. The wall beside the handle is marked with a rectangle the color of the keycard needed. Less critical areas, like offices and storage closets have wooden doors with no keycard reader. * Most of this level is dimly lit by emergency lights situated at convenient locations, though some areas are completely dark and one or two areas(Main hallways) are fairly well lit**. Exit lights at stairwells glow red. ** There are 4'x 2' 'crystal' light panels set into the ceiling in rooms (mostly non-working though some flicker) and 8' long light fixtures attached to the ceilings of the main hallways leading from the Elevator Hub to Sysops and from Sysops to the Generator Room. These are at 1/2 to 3/4 power. * Most stairwells are dimly lit. There are metal grates(air vents) set in the walls near the ceiling along passages and in most rooms. Most of these are too small for even a gnome to crawl through. There are steam radiators in many rooms, along with outlets and light switches. Some ceilings have fans. * ZOMBIE TECH WORKERS: Will mostly ignore any PC activity and go about their business UNLESS they are attacked or interferred with, machinery is tampered with, coffee pots are taken(or sometimes if they just run out of coffee - roll for it), or when a General Alarm is sounded. They carry Silver Keycards * MAINTENANCE BOTS: 6+ Tall, bluish metal, 4 arms. They will mostly ignore PC activity and go about their business UNLESS they are prevented by the PCs from doing so, attacked, OR a General Alarm has been sounded. They cannot easily be conversed with. * WORKER BOTS(C3PO, R2D2): Tall one speaks any language, short one can connect to any device and communicate with it/program it, etc. Neither will fight unless trapped and unable to flee. The Tall one will try and talk himself out of the situation. The short one has a shock attack(D4 points). It may also have useful things stored in its cannister body(flashlights, batteries, keycards, etc). Worker Bots are able to access all SILVER areas. * SECBOTS: 7' tall, made of Red metal, single red glowing eye which drifts back and forth(cylon-like). They fire stun beams and lasers. Secbots are the only residents which can sound a General Alarm. Secbots will try to capture PCs and take them to the holding cells on the PRISON SUB- LEVEL. *** Drinking the coffee here gives the effect of having 8 hours rest so wizards can relearn spells. Drinking coffee too often results in an actual rest needed - need 16 hours of sleep * Wererats will claim 1) to be from the village(lie). If this lie is detected by magic, they will admit that they are scavenging for goods and treasure (partially true - they are setting up an ambush for unwary adventurers). 2) know a secret room that's safe from the zombies/skeletons (true) 3) They are looking for their friend(s) who was separated on this level(partially true) SILVER KEYCARDS = TECHNICIAN(Zombies) and allows access to all SILVER areas on the Generator (and other) Levels. GOLD AND SILVER KEYCARD = LEVEL MANAGER for Generator Level. Allows access to ALL AREAS on the GENERATOR LEVEL (and anywhere a silver door exists). 1) MAIN ELEVATROR LOBBY (ATRIUM): Has 3 metal panels(elevator doors). If doors are forced open, a colony of bats will be disturbed and fly out, circle around the lobby several times, then continue up the staircase shaft and out through the front doors into the forest. Confusion D6 rounds. Marble floor. HALF LIGHTING. 1A) CENTRAL STAIRS: Staircase rises about 15'(to the second landing) where lies some stone rubble and broken wood fallen from above. It continues down to the TECH LABS LEVEL (to large, metal doors - bottom of 1 door is dissolved away. 1B) ELEVATOR MECH ROOM ACCESS STAIRS: Metal door with blue rectangle above slot for keycard. Stairs go up to GROUND FLOOR LEVEL (COBWEBS going up )and down to TECH LABS LEVEL. Steam pipes on wall. EMERGENCY LIGHTING ON. 1C) COMMUNICATIONS CLOSET: Bottom of metal door is partially dissolved. Blue Keycard square. Masses of wire, wire trays, conduit - some is melted. TRAP DOORS IN CEILING AND FLOOR LEAD UP TO GROUND LEVEL COMM ROOM AND DOWN TO TECH LABS LEVEL COMM ROOM. A BLUE KEYCARD is set in one of the wire trays. A search will reveal. 1D) BATHROOMS(2): Blue partitions, white tile floor, 3 sinks in counter. In one, a very slowly flailing Zombie floats in mid-air just beyond the door (GELATINOUS CUBE) 2) FREIGHT ELEVATOR: 1 metal panel (elevator). Goes down to the BLUE SKULL LEVEL. The elevator is locked out on that level but can be turned on from that Elevator Mech Room. 2A) FREIGHT ELEVATOR MECHANICAL ROOM ACCESS STAIRS: Door has been completely dissolved as well as much of the metal stairway leading up and down. Most of the railing and stair framing is intact. EMERGENCY LIGHTING ON 3) SECURITY STATIONS: There are at least a couple of these. A Red Keycard is needed for entry. SECBOTS, CCTV camera screens, desk with chair and mainframe interface. 4) ZUMDAHL STATUE HUB: Ivory pedestal with a titanium statue of a man in a long lab coat with a Van Dyke Beard boldly striding forward. In his left arm is a large tome. The statue will be facing in a different direction each time the party passes through the chamber. 5) LIZARD LOUNGE: Passage spirals around and enters a round area in the center of cushioned wooden benches surrounding a 10' wide central planter of lush, green vegetation. Similar planters are situated behind and above the wooden benches ringing the room. Within the central area are 2 GIANT CHAMELEONS. Silver pieces in between/under cushions 6) LUNCH ROOM 4 Ghouls sit at a lunch table in the semi-dark munching on the remains of a human cleric. They will wait until the party is close before attacking. ROOM VERY DIMLY LIT BY VARIOUS NEARBY SOURCES - Snack machines, emergency lighting, etc. 7) SNACK LOUNGE(off to the side of the Lunch Room): Vending machines, silver coins in machines and on floor, CHEESY SNACKS in machines (Green Goblins love these!), Dead Cleric of Thoth possessions stuffed in corner behind a vending machine (Mace +2 vs undead, scale mail, clerical vestments, ankh medallion(silver with Lapis), small blue scarab(glows in the presence of Sons of Set), 250 copper rings and 115 silver rings both on strings of blue silk, bone scroll case - Excorcism spell) LOUNGE DIMLY LIT BY SNACK MACHINES 50% chance D3 zombies are here. ** Food in vending machine = grow, shrink, mild poison, healing, etc. There are also some CHEESY SNACKS(Green Goblins LOVE these) ** Taking coffee pots summons 2D8 zombies who will fight as the others when coffee is taken UNLESS the pots are put back on the warmers. 8) MAINTENANCE BAY AREA: Maintenance for the main complex. Sounds of metal work can be heard along the passageway outside the doors. Several Maint Bots are at work here(or recharging). A Blue Keycard is needed for access. ROOM IS LIT 9) OFFICE SUPPLY ROOM: Wooden door. Unlocked. Language Translation Machine(requires 2 fusion batteries, looks like a small typewriter), BAG OF HOLDING stuffed full of junk. 10) OFFICES: A) 2 Zombies working at desks, Blue Angels pic on wall, Apollo 11 pic on wall, moving coffee pot causes instant attack(zombies get init., strike first, +1 to-hit/dmg, attack as 4HD monsters) The closet has a Metal Detector B) Cookie Jar picture(Wall safe behind pic, locked, silver and gold coins), Desktop toys, plastic kiddie slide C) Erotic pictures plastered all over wall, small mechanism in pieces on desk, fine electronic/mech tools, bonzai tree D) Blacklight posters, small fridge(juice), Blue Keycard in desk drawer and bag of grass and water pipe, surf board in closet E) Small fridge in room has bullet holes in it, stuffed crocodile, desk drawer has revolver + 34 shots, closet door inside has TGIF poster with kitty, closet contains scuba gear + fins/mask F) Book - Confessions of a Jewel Thief(Thief gains 500xp if read takes 8 hours), Steel pirate hook, In locked drawer is Potion of Treasure Finding and small bag of cut jewels(750sp) G) Round poker table, lariat, pony keg hidden in file cabinet (spigot disquised as the drawer handle), gorilla chest vest H) 2 zombies putting - whole floor is a fake putting green, hawaiian leis hanging, closet has golf clubs, ukelele, and hawaiian shirts, hula girl doll in corner - secret door to daiquiri machine opens by throwing a leis around her neck I) "torch" wall sconces, Iron portcullis door, Horned Viking helm on desk(+1 AC), 2-H sword on wall plaque(25% cumulative per round chance to break if used), painted cinderblock walls, closet has giant stacks of wargaming books J) Atari posters on wall, monitor on desk has game on screen, desk drawers are full of little black cartridges 11) LEVEL CHIEF'S OFFICE: GOLD and SILVER KEYCARD to enter. Large oak desk, padded chair, Human? skins on floor, Periodic Table on wall, Saturn 5 rocket model on table, Rubik's Cube on desk, HEAVY CHEST(screams bloody murder if moved or tampered with, Undead Ogre will arrive in D4 rounds). 12) GENERATOR CONTROL ROOM: Silver Keycard Black control consoles against Turbine Room wall, conduitwire trays along walls and ceiling, NULL MAGIC AREA * There is a secret access door in the floor from here to an area under the main generator turbines where the CLEAR CRYSTAL SKULL is housed. Removal of the shull will cause a security alert which will sound a General Alarm throughout the level. * D12 + 2 ZOMBIES are working here. Tampering with equipment = attack. EMERGENCY LIGHTING ON 13) GENERATOR TURBINE ROOK: Silver Keycard Flickering blue-white light all over, static electricity makes hair stand on end, ozone smell. Lightning bolts arc across the top of the room occasionally striking the ground. Non conductive pathways of black, hexagonal, spongy tile wind through the room(stepping off the path = 1-2(D6) chance per round of being struck by lightning for 2D6 damage). 3 Giant Turbines, giant heavy black cables run from turbine bases along the floor and through the walls. Labyrinth of stairs, catwalks with railings. 3D6 ZOMBIES, + 2D4 WORKER DROIDS. NULL MAGIC AREA. EMERGENCY LIGHTING ON 14) BATTERY BACKUP ROOM: Silver Keycard 20' tall racks of black boxes on shelves(batteries), heavy black cables run along the floor and down as well as along the walls, metal electrodes run through stacks and connect to cables. ! in 6 chance of 1-2 ZOMBIES here. Shock hazard: 2D6 damage NULL MAGIC AREA EMERGENCY LIGHTING ON 15) PYRAMID ROOM: Silver Keycard needed Power transfer from generator to all levels. Room is pyramid shaped, floor and walls are of blue sunstone, large coils and conduits of wire, floor is blanketed with small sparkling gems(left by Shockers. DEAD MAGIC-USER has spellbook, scrolls, and ..................... * Shocker(AC:0, HD:2, HP:10, touching one with metal discharges it through the body of the attacker - D6 damage) One forms every D10 rounds - 25% chance to leave behind a small gem when it 'dies'. NULL MAGIC AREA FLICKERING LIGHTING FROM SHOCKERS 16) MAINFRAME ROOM: Large gray metal boxes with blinking lights, switches, and humming/ whirring/clicking sounds. A pair of worker droids is here, the taller one is endlessly fretting and cease-lessly berating the other. "you must have forgotten to decouple the ....link EMERGENCY LIGHTING ON 17) XEROX ROOM: Giant copier machine, several smaller machines on tables, tables/floor stacks of papers and boxes. EMERGENCY LIGHTING ON 18) RECORDS/FILE STORAGE: Maze of 6' tall metal filing cabinets, small desk with monitor and chair EMERGENCY LIGHTING ON 19) CLASSROOMS/MEETING ROOMS: Whiteboard on wall with purple markers. Mathematical formulas(strange ciphers) on boards may cause a variety of magical effects if tampered with(or just by entering the room). 19A) PROJECTOR ROOM: Droning voice, mesmerizing images, save vs paralysis or fall asleep for D4 turns. 20) LEVER ROOM: 1) Painful electric shock - no damage 2) Secret compartment opens in wall. Compartment contains Level Chief Keycard(Gold) 3) Does nothing 4) Summons Maintenance Bots to begin working on lever assembly. They will not attack unless their work is interfered with. Arrive in 6 rounds. 5) Iron portcullis drops in front of door. Secbots summoned 6) Programmed Illusion - Secbots appear and orders intruders to remain where they are. 7) Severe Electric Shock - D8 damage 8) General Alarm Sounded. Security appears in D4 rounds 9) Main circuit bypass to AUX control. Worker Bots alerted. 10) Battery backup power/Emergency switchover. Maintenance Bots alerted. Emergency lights flicker 11) Main Generator Startup/Shutdown - Everybody alerted. WM check each turn. 12) Powerplant Auto Self-Destruct - Offline, though an audible countdown begins and is heard throughout the level on wall speakers. 21) JANITOR'S CLOSET: Locked Cleaning supplies, located near central elevator hub large grey wheeled trash bins, mops/buckets/brooms INCINERATOR CHUTE: In Janitor closet. Slide down to incinerator (may be off...or on) 22) WIDE HALLWAY: 20' wide, Long plant boxes run down the center. 25' high ceiling (Vampire Bats fly around the light fixtures), Wand of Magic Missiles is being used as a support trellis(search to find) HALF-LIGHTING 23) SYSOPS: requires SILVER KEYCARD Located off the WIDE CORRIDOR. All plant operations are controlled from here and any irregularities will show up on these panels. There is a silent alarm flashing on the wall(red). Dim illumination, long blinking console behind the dark tinted 60' long window which looks out upon the corridor. Mainframe computers slicking, whirring, and spinning in the back. 2D6 ZOMBIES, D4 MAINT BOTS, D6 WORKER DROIDS EMERGENCY LIGHTING ON 24) OPS CHIEF OFFICE: Cluttered desk, monitoring panel on wall(meters, flashing lights), Coffee pot on serving table (moving it causes Zombies(2) to attack as 4HD creatures/always attack FIRST, +1 to damage), fishbowl on table with 2 sea horses, painting of a sailing ship(central hold of ship is an illusion - can be reached into - clamshell coffer with PEARLS(600sp) and STAR SAPPHIRE(1500sp)). There is a CRYSTAL KEY in the locked desk drawer. It looks like a tuning fork and can be used to open the Crystal Skull Chamber under the generator which contains the Clear Crystal Skull that powers the main generator. DESK LAMP ON. 25) AUX CONTROL: Requires Silver Keycard(but door is open), 2D4 ZOMBIES sit at lighted consoles peering into colorful glass screens. Occasionally they pull a lever or turn a dial which causes some of the lights to flash. EMERGENCY LIGHTING ON 26) LOCKER ROOM: Wooden benches and many blue lockers(locked) containing: 1) Entirely filled with copper coins (2750 cp) 2) Centerfold inside on door, Large Venus Flytrap(alive and hungry) 3) Gorilla mask and handcuffs(no key) 4) Mirror, makeup, lingerie, umbrella, small key(for handcuffs) 5) Bonzai tree(a magical gem buried in the dirt keeps it alive 6) Hockey sticks, puck, jersey, season tickets 7) Hawaiian shirts, ukelele, Don Ho album 8) Tech manuals, binders, pens, quarters 9) Towel, gym bag with dirty clothes, water bottles (filled) 10) kite string, duct tape, small magnets, lockpicks(+1) 11) Baseball cards, cheesy snacks 12) 2 fencing foils, fencing masks and gloves 13) Jug of homemade brandy(plum), rain jacket, wristwatch(windup) 14) RC helicopter, batteries 15) Necklace of shrunken heads, spade 16) Old gaming magazines, 3 LBB, sci fi novel, troll figurine 17) Top hat, deck of cards, wand(enhances illusion magic: -2 to saves vs illusion) 18) Plastic vampire fangs, Frankenstein mask, Godzilla poster 27) SAFETY EQUIPMENT ROOM: Heavy gloves/boots(electrical work), aprons, goggles, first aid kit on wall(D6 HEALING FOR 8 PEOPLE), gas masks, hazmat suits, fire axe, exting- uishers 28) PARTS STORAGE: BLUE KEYCARD Generator parts, coils, wires, switches, dials, manuals, etc. Operations Manual for Translating Machine is here. Deactivated Worker Droid(R2D2) is here(requires Activation Rod and Programming Book to operate - using just the Activation Rod will cause the robot to turn on, lights to blink and sounds to cheerfully beeping, chirping, and blinking). ** May use an Activation Card instead which fits into a slot in the silvery domed head 29) MAIN PANEL ROOM: BLUE KEYCARD to enter. There is a Shocker here. It is a man-shaped electrical charge/lightning and will discharge itself as soon as it is hit by metal weapon. Large grey metal panels - 2 in 6 chance of shock if tampered with - fuses. One panel is blackened with scorch marks. * 30) WATER MAIN ROOM: BLUE KEYCARD to enter boilers, waterheaters, maze of water and steam pipes, valves: steam vent: D4 damage if turned - 50% chance water flow: if turned off, 75% chance for WH to blow in 3 turns for 2D6 dmg to all in area steam flow: as above Main water shutoff: WH/Boilers begin blowing or venting steam in 3 turns * tool box with pipe wrenches, flashlight, tools 31) SECURITY RAMP: Down to DETENTION SIDE-LEVEL 1A 32) SECRET MAINT STAIRS: In stone column Leads up to MAINT GARAGE and down to BLUE SKULL LEVEL 33) STAIRWELL NEAR GENERATOR ROOM: Stairwell has a COKE MACHINE (takes 2 silver coins to work) and a dead adventurer on the floor behind it. The dark stairwell is lit by the red glow of the machine. It leads down to the TECH LABS LEVEL where it ends in a metal door. There are silver pieces(600) in the machine. There is MOVEMENT beside the machine. A BABY GIANT SNAKE(8' long) is trying to eat a meal that is too big for it - a GREEN GOBLIN. On the floor next to the half-eaten body is a pillowcase full of CHEESY POOFS packages. 34) STORAGE ROOM: Stacked office furniture, door frames, dusty floor 35) TUNNEL TO ZOMBIE LIVING QUARTERS is blocked by cave in. 20+ zombies on the other side are late for their shift and trying to get to work. Zombies will ignore characters unless forcefully impeded or attacked. Cave-in takes 3 turns to clear. 36) UNFINISHED AREA/NEW CONSTRUCTION ROOM(S): Nearby the Conference Room hub. Partially carved, limestone room, temporary wooden door, 12' ladder, lumber, plaster compound, wheel barrow, trowels, shovels, picks, prybar, rock hammers, sledge, push broom. Connects to Empty Room beyond. 37) FOOTSTEPS FOUR-WAY: 4-way intersection which activates the sound of footstepss moving toward the party as they enter it. Roll a D4 to find which direction the footsteps are heard approaching from, and another D4 to find what direction they head after leaving the intersection. NEEDS: ACTIVATION CARD, ACTIVATION ROD, PROGRAMMING BOOK......... Wandering Monsters ------------------ Zombie Workers Worker Droid(s) - usually a pair Maintenance Bot(blue) Secbot(red) Wererats (appear a day after the party) Green Goblins Giant Snake Giant Ferrets Giant Lizard Rust Monster Gel Cube Giant Rats Carrion Crawler Grey Ooze Shocker Electrical/Magnetic Anomaly SIDE-LEVEL 1A (DETENTION LEVEL) ------------------------------- 1) RAMP UP to GENERATOR LEVEL. RAMP DOWN to LABS LEVEL and BASEMENT LEVEL. 2) SECURITY MONITORING ROOM: RED KEYCARD to enter. Partially lighted. Shorted out secbot in chair behind metal desk. There are video screens - some working, some not - showing views from all around the complex. There are some old, pinkish metal filing cabinets against one wall. One of the drawers is stuck partially open. In the space behind it is the Keycard Machine Operations Manual which is keeping the drawer from closing. There are 3 pairs of electronic handcuffs(STR 20 to break) in the locked desk drawer. SECRET DOOR to KEYCARD ROOM: 2A) KEYCARD ROOM: Behind a SECRET DOOR. Contains a kEYCARD MACHINE and key blanks of all colors. 3) HOLDING CELLS: Cells have force walls operated by a lever on the wall by each entry. Force walls only fuction at 10% power - shimmer and flicker. May be passed through with no damage, just a strange tingly feeling. 4) SECBOT RECHARGE AREA: Recharging alcoves with places for 3 bots in each one. Bots are kept in suspended animation while charging. 5) ROOM 101: Save vs Fear or cannot approach. Inside is a table, chair, and rusty ratcage. The room is at the end of a long, spooky hall. 6) ARMORY: Robot lasers, motorized laser mounts, energy packs, targeting systems, LEVEL 2 (TECH LABS) ------------------- * SIGNS: - Know your chemical hazards - Eye wash station - Know your hazardous materials - Danger: Radiation Zone/Area/Hazardous Materials Storage - Setting the standard in safety...quality...excellence... - ___ days without an accident - You are HERE (sign is mostly busted/unintelligible) ** Neurotoxin gas traps ** The hallways around the atomic reactor(and everything in them) have a photo negative effect. The atomic labs may have an xray effect ** Hallways around the teleporter labs have a phase shifting effect * Pendulum Atrium is the geographic center of the level, not the Elevator/Main Stairs Atrium. GREEN KEYCARDS = LABORATORIES(Green Goblins) and allows access to all GREEN areas on the Lab Level. GOLD AND GREEN KEYCARD = LEVEL MANAGER for Lab Level. Allows access to ALL AREAS on the LAB LEVEL. 0) A 20' wide particle accelerator/collider rings the entire level. Vacuum, giant electromagnets, Ring-shaped. If activated with anyone inside, they are picked up on the 2nd round and begin to spin through the air along the ring corridor. Speed will increase each round until maximum is reached. Those inside will be circling at a sickening pace and take D6 loss to CON from internal trauma every turn. Those spending more than one turn spinning will be dis- oriented and unable to do anything for D6 turns. Afterward, they will move at half speed and fight at -4 until CON is restored to within 2 points of normal. CON points are restored at 1pt/hour. 1) MAIN ELEVATOR LOBBY (ATRIUM): Has 3 metal panels(elevator doors). Marble floor. 3 Elevators. Up to GENERATOR LEVEL, down to BLUE SKULL LEVEL. Locked out on BLUE SKULL LEVEL. HALF LIGHTING. There is a SECURITY DESK here and SECBOT checking I.D.'s. for entry onto the level. 1A) CENTRAL STAIRS: UP to GEN LEVEL, DOWN to the TECH LABS LEVEL (to large, metal doors - bottom of 1 door is dissolved away. 1B) ELEVATOR MECH ROOM ACCESS STAIRS: Metal door with blue rectangle above slot for keycard. Stairs go UP to GROUND FLOOR LEVEL and DOWN to BLUE SKULL LEVEL. Steam pipes on wall. EMERGENCY LIGHTING ON. 1C) COMMUNICATIONS ROOM: Metal door is mostly dissolved. Blue Keycard square. Large sections of conduit and wire trays are dissolved away - wires dangle. Puddles of Green Goo all over(harmless). Green Goblin dead(drained of blood). Keycards lying in Goo. TRAP DOORS IN CEILING AND FLOOR LEAD UP to GROUND LEVEL COMM ROOM and DOWN to BLUE SKULL LEVEL COMM ROOM. 1D) BATHROOMS(2): Blue partitions, white tile floor, 3 sinks in counter. GREEN SLIME inside sink faucets(50% chance of getting spattered if turned on. 2 in 6 chance to notice SLIME beforehand if sinks are examined. 2) MAIN PANEL ROOM: BLUE KEYCARD to enter. Large grey metal panels - 2 in 6 chance of shock if tampered with - fuses. 3) WATER MAIN ROOM: BLUE KEYCARD to enter boilers, waterheaters, maze of water and steam pipes, valves: steam vent: D4 damage if turned - 50% chance **BLUE VALVE** water flow: if turned off, 75% chance for WH to blow in 3 turns for 2D6 dmg to all in area **RED VALVES** steam flow: as above **BLUE VALVE** Main water shutoff: WH/Boilers begin blowing or venting steam in 3 turns **BLACK VALVE** 4) FREIGHT ELEVATOR: 1 Elevator. Up to GEN LEVEL, Down to BLUE SKULL LEVEL. Locked out on BLUE SKULL LEVEL. 4A) FREIGHT ELEVATOR MECHANICAL ROOM ACCESS STAIRS: Door has been completely dissolved as well as much of the metal stairway leading up, though most of the railing and stair frame are intact. Stairs and railing leading down are undamaged. EMERGENCY LIGHTING ON 5) TRASH ROOM: Cleaning supplies, located near central elevator hub large grey wheeled trash bins, mops/buckets/brooms. INCINERATOR CHUTE: In Janitor closet. Slide down to incinerator (may be off...or on). 6) PENDULUM ATRIUM: 2' wide, 240# pendulum suspended on a 54' tall cable continually swings slowly, following a large compass rose set in the floor. The pendulum ball is made of solid brass. A set of stairs spiral around the perimeter of the room allowing access to a balcony overlook 60' up. 7) LEVEL CHIEF'S OFFICE: Broken aquarium, file cabinets, clutter. Painting by the master, Zozen - Post Impressionistic prehistoric landscape (worth 750sp). Several Gorbels bouncing. 7a) SECRETARY'S OFFICE: Desk is partially dissolved, folders and papers everywhere, Blue Goo on desk chair and floor beneath(harmless), * DIAMOND NECKLACE in Goo on floor 8) HALLWAY TO SCIENTISTS' SLEEPING AREA has been purposefully caved in. Green Goblins now get around by secret tunnels known only to them. 9) APPLIED PHYSICS LAB: Cats cradles of wire/track/pulleys, planetary and atomic mobiles hang from ceiling. GREEN GOBLINS working on a REPULSOR RAY*. Lever on wall turns on Anti-Gravity - Goblins wear special boots to keep them grounded. * Repulsor Ray: large, wheeled globe with barrel of concentric circles. Affects all within 10'D area(cone- shaped ray), pushes anything back 60', DEX roll or Save vs Paralysis to remain on feet. D6 dmg if pushed into a wall. 9A) CENTRIFUGE: Round room attached to the Physics Lab. Stepping into it, the door closes and then opens 3 rounds later (room spins). There are several passages the now open door might lead to... 1) 2) ... 11) BEAKER BAR: Arched, brown brick entry. Brick fireplace. Polished walnut tables with chairs and padded stools. The bar is shaped like a beaker. * Worker droid beeps cheerfully while taking orders. * The bar is run by a Maintenance Bot programmed by the green Goblins to mix drinks * Magical potions are often available on request 12) CHEMICAL WASTE STORAGE: Hundreds of barrels, many leaking a flourescent yellow-green liquid(TOXIC). Fumes in room cause unconsciousness unless a Save vs Poison be made (or one is wearing a Chemsuit). Death in 10 rounds unless pulled from the room. 13) LAB SUPPLY: Lots and lots of expensive glassware. 14) LAB SUPPLY: Motors, gears, batteries, optics, metal framing, tools, O-scopes, fasteners, spray paint, wheels, wire, oil, propane torches 15) OFFICE SUPPLY ROOM: Wooden door. Unlocked. Language Translation Machine(requires 2 fusion batteries, looks like a small typewriter), BAG OF HOLDING stuffed full of junk. 16) BLUE LOUNGE: Blue Sun on wall ("Blue Sun, for a brighter tomorrow"). Lounge with sofas, tables, cushioned chairs (silver pieces behind/under couch cushions), standing ashtrays, and cigarette machine. A balcony with an ornamental iron railing gives view to .......... 16a) SNACK KITCHEN: Off of Scenic Overlook. Has vending machines which operate if fed silver coins. Eating the snacks causes strange effects. 1) Grow to giant size 2) Shrink to 6" tall 3) 17) ATOMIC LAB: A) Entry: grey lockers with radiation symbols containing Radiation Suits(4), 8 pointed star-shaped table with 2 lead boxes upon it which each contain a small metallic sphere. * Opening left box = uncontrollable wretching/serious skin burns within 3 rounds. Lose 1 pt of CON every 3 hours until death(unless healed COMPLETELY. Being only partially healed, the effectcs will begin again within 1 hour). Affects everyone within a 10'R. Remove Curse, Cure Disease, Regenerate, Heal, Neutralize Poison, work as a healing spells. * Opening right box = anyone taking and possessing this sphere will get a bonus of +2 to CON, immunity to disease as long as the object is carried. (This sphere can also be used to create an elixir which will heal fully anyone who has been contaminated by the left sphere. However, it will be dissolved in the making of the potion and thus all bonuses lost. ** If the spheres are touched together, it will start a chain reaction which will destroy a spherical area of 60' in all directions. B) Lab: Human shapes are burned into the walls and there is a fine, grey dust over all surfaces. A console here powers the Collider. If played with, the Collider hatch will close and the cycle will begin. FOUR SHADOWS ARE HERE. 5 in 6 chance of surprise. C) Collider Controls: Ring-shaped. If activated with anyone inside, they are picked up on the 2nd round and begin to spin through the air along the ring corridor. Dmg is D4 on round 2, D6 on round 3... 18) TELEPORTATION LAB: Passages surrounding the lab have a Dimension Door/Phase shifting effect. Bulging black metal and glass pods (one at each end) with antennae of concentric circles. Black cables run across floor to a dark panel of blinking lights at one end. Pressure plate in front of each pod(1-2 D6) chance to spring - closes door trapping PC inside. Possible effects: 1) Blink Spell for D6 hours. Must rest for 8 hours afterward 2) Gaseous form 3) Teleport to other pod(exchange places if other pod is occupied 50%, exchange bodies 25%, Fusion into single entity 25%) 4) Teleport 300' in random direction 5) Turn invisible along with pod for D6 hours 6) Become ethereal D6 hours or indefinitely 7) Physically altered - 3 arms, 2 heads, etc 8) Whirring, clanking sounds and smoke. Nothing happens 19) TIME LAB: Passages surrounding the lab have a haste/slow/Temporal Distortion effect. Dark, blinking console at one end. Heavy black cables run to a raised, round platform at other end, behind which is a spinning black/white spiral. An 8-armed dome of electromagnets spins above the platform. The spiral elongates into an extra-dim cone when device is activated. 25% cumulative chance of activating the machine each round spent playing with it. Possible effects: 1) Timestop - all in room are frozen in time for 1 hour 2) Temporal Stasis: Suspended Animation. 50% chance for operator/50% chance for everyone else in room. Can be dispelled. 3) Out of Time: Move D10 minutes forward/backward in time. Lasts for D4 hours. 50% chance for operator, 50% chance for all others. Those not affected may see ghostly/ethereal images of the ones so affected. Communication MAY be possible(Capt Kirk in Tholian Web) 4) All Age 30 years 5) All regress 15 years 6) Endless time loop - Mobius effect. Possible to leave clues 7) Out of Phase: Victims wil seem to have disappeared. Floors for them are partially solid(will sink some), walls are not solid. Lasts 2 hours. 8) Amnesia for 3 days 9) Dizzy and confused for 3 turns from watching spinning spiral. Move at 1/2 speed, attack at -4 10) Mesmerized: Charmed by spinning spiral. Do the next thing that anyone says out loud or suggests. There is a desk on one of the walls. Inside the locked drawers is a KeyCard, Potions of Longevity(3), Oil of Timelessness(6 apps) 20) Laundry Pool Room: Neat stacks of cleaned laundry, Chute from ######## LEVEL drops dirty laundry at one end of the room. Any person, garment, or item dipped in pool for 1 turn is cleaned (includes magical dyes). Drinking water cures disease, removes charms/curses/geas. Bathing in works as CSW spell once/week/PC. Bathing eyes restores sight. 20a) Laundry Master's Qtrs: Oriental furnishings, wood cuts on wall, rattan furniture, low table with cushions, tea is brewing on table. 2' tall woodcut of 2 Samurai engaged in battle 20b) Bed Chamber: Collection of woodcuts and rice paper prints. Fine, soft brushes and colored pigments. Collection of asian armor/weapons. Pallet on floor for sleeping. * Ring of Contrariness on bed table(appears to be a Ring of Invisibility). * Pearl of Wisdom in secret wall vault along with a small velvet sack of opals(700sp) 20C) Dojo: Polished oak floor, reed mats, bamboo poles for cutting. Kobold Washmaster - Kaiji(F:6/N:6, AC:4, HP:35) Kaiji is mild-mannered and pleasant. He keeps an eye on things. Has Ring of Invisibility, Samurai armor +1, Katana +1/+2 vs Undead, 21) Biolab: Wand on counter is knocked onto floor when door is opened. It is a black wand tipped with a silver star( WAND OF LIGHTNING) and says "Point me toward danger and say Shazam". * OCHRE JELLY(HP:34) hidden behind center counter * AutoDoc: Multi-armed machine next to lab table (AC:4, HD:4, HP:22, ATT:6, DMG:1-3 each, attacks PCs as if they were AC:9) If activated magically or with Red and White Activation Card on counter, it will begin to "operate" on the party. It has a STR of 18 and MOVE:6") * Compression Chamber: Dark red cylinder with glass- windowed door If control buttons are pushed with someone in of it, the door hatch will close and latch automatically and the pressure change will cause 1-3 damage per round(crushing or suffocation depending on increasing or decreasing pressure). Save vs Death Ray for any fragile items carried if crushing damage. * Specimen Cylinders: One has spider-like, tentacled alien(still alive) * Bottles(3) of Ether in cabinet(acts as sleep gas) * Red and White Keycard hangs on wall hook next to Windowed Gallery... * A long, WINDOWED GALLERY leads from here to LEVEL 2A - HOSPITAL ENTRY 22) Organic Chemlab: Yellow chemsuit lockers BLACK PUDDING(HP:54). 3 Fireman's axes in hanger on wall Potions of Hill Giant Str, Polymorph Self, Gaseous Form, 23) Inorganic Chemlab: Lab is covered in ORANGE SLIME (a failed cheesy snack experiment). HAZMAT SUITS(4) in yellow lockers. One suit is torn and one of the breathers has ORANGE SLIME in it (detectable if searched thoroughly). 24) Electromagnet Room: Sign on the door says "Please remove all metal items before entering." The giant electromagnet powers the atomic collider in the Atomic Lab. A floor plate which activates the magnet has a 2 in 6 chance of being tripped. Any metal armor wearing characters will be affixed to the magnet in 1 round + 1 round per +1 of STR bonus. 25) Room of Giant Rat Cages: Most are overturned and open. All are empty. Some wood shavings are on the floor. 26) Living Plant Door: Door in middle of passage is made of slender, woven trees........... Leads from Agrolab and Arboretum to GREEN MAN CAVES. It will bar entry unless the Green Man wishes otherwise. The plant door may be chopped down, shrunk or bypassed magically, but will regrow/reappear within 3 turns no matter what. The plant door will attempt to entangle if attacked. 30) Stinking Room: Large Stinking Cloud envelops anyone opening the door to this (mostly bare) room. 31) Sound Lab: A) Entry: storage area, sound equipment. Emergency lighting is on B) Sound Booth: Dusty console/mixer(can be turned on). Playing with console will have certain effects(see 25C). Large glass window looks into area 25C C) Sound Studio: Walls have egg carton appearance. There are 'wands'(mics on booms, tripods, hanging), amplifiers, 4 bell-shaped recording booths. One booth has guitars, drum kit, amps(turning amplifiers to 11 and playing guitar(s) causes a tiny Stonehenge model to descend from the ceiling thereby opening the Secret Door to 25D). if Mixer controls in sound booth are played with while anyone is in the recording booths, the door(s) will close and: 1) Heavy Metal music in booth. Occupants fly 2 fingered devil-warding sign and headbang. Doors open after D10 turns. Must rest after. 2) deafening sound in booth. Occupant deaf for D4 hours 3) Deafening sounds outside of booths. Same as above but those inside booths are unaffected. 4) Same as 2 and 3 but the sounds are outside of the Sound lab. WM check each ROUND for pissed off, half-deafened denizens. 5) Catchy music plays - PCs just gotta dance - starts with toe tapping, lasts D6 turns (Irresistable Dance) 6) PC voices are miked and heard throughout the level(though not in the Sound Lab). Now everybody knows where you are and what you're doing...WM meal call! D) Small Room with several Gold and Platinum Disks on the wall - worth 50,000gp. 32) Optics Lab: L-shaped room. table with black cylindrical machine fronted by an array of focusing lenses and mirrors. GREEN GOBLINS working on 1) Ruby Laser - Dmg 2D6, can fire for 3 rounds then must recharge for 1 round 2) Holographic Projector - rainbow-lighted piece of machinery - creates optical illusions One group will ready the laser while the other creates a hologram showing all the Goblins fleeing, or some such. * Eye of Minute Seeing, keycards, coinage 33) Mechanics Lab: Ordered chaos. Smell of metal shavings, machine oil and solder. Charts, diagrams and tools everwhere. Several GREEN GOBLINS are working on a large Mole Drill(tracked vehicle with an auger at each end OR a Dungeon Boring Bot spinning/cutting drill head(s). Bot will shut down at room perimeter. It is missing a gyroscope). 34) Electrical/Electronic Lab: * Clutter of coils, antennae, dishes, and wires * Wooden bins full of parts * Schematic diagrams and charts cover walls * Electronics manuals on shelves * workstations with o-scopes, soldering irons, tools * wall pegs and bench locker near doors contain gloves, boots, safety goggles, etc * metal cabinet contains Fine Quartz Crystals( ) * 2 blaster pistols at work station. 1 detonates on 3rd shot (2D6 dmg 5'R), 1 is working(does 2D6 damage, 25 shots) * Black cabinet contains several E-clips for blasters(and other things) 35) Energy Lab: Blue, warp cylinder item with heavy black wires running along the ground to a blinking console. Makes a throbbing, humming sound. 2 pyramid-topped, thin obelisks with inscribed runes which glow a dim, pulsing red. Lighted globes, arrays of coils, ... 2 round platforms with large, force shields over them. Each contains a strange creature (XEG YI and XAG YA) which will telepathically communicate with the characters, "Release us." We must join." 36) StarDome(planetarium): 'stars' on machine are tiny, cut jewels 37) Storeroom: Empty. Fossilized dino footprints all over rock walls floor and ceiling. 38) ASSEMBLY ROOM: Shadows are seen moving about and whispered conversations are heard (too many simultaneous conversations to make any one intelligible) - the echoed remnants of years of technical meetings and conferences. Folding chairs, stage in front, refreshment table in back. 38B) Storage Closet: Also off of the Assembly Hall(near the front of the room). Contains folding metal chairs, 8mm film projector, film reels in metal cannisters, screen/tripod, Gem Of Brightness inside one of the cannisters. 39) Hidden Maint Stairs Silo: Stairs spiral up/down. Secret Door to enter 40) Old Bunk Room(s): Mostly unused. 41) Arboretum: Heavily overgrown(visibility 10'), narrow dirt paths wind through the overgrowth. 10% chance Dumduxal(Druid 7) is here. * overhead sprinkler system * 1-2 on D6 of snare traps each turn examining room * Vegepygmies tribe lives here * Carved wooden idol of Pygmy god (potions of Plant Growth and large star emerald in secret compartment in idol * Drums wrapped in Badder fur 42) Ballistics Test Lab 1: shiny grey-black frictionless floor. Yellow friction tape leads around perimeter of room. There is a hole at one end of the long narrow room. In the hole is a Skeleton(AC:5, F:2, HP:12) with a sack of gems. Anyone killed by the Skeleton will be raised in one week as the next undead(skeleton) guardian of the gems. (colored crystals may be in sack instead of gems) *** Hole may also be used to catch and recycle things *** 43) Ballistics Test Lab 2: Heavy triple crossbow under sheet at one end. Pressure plate on floor fires it. Large target on opposite wall(cannot be seen initially due to door's swing. 2 in 6 chance to activate pressure plate by each PC entering room. 44) Agrolab: Heavily overgrown planters, glass specimen tanks(many broken), visibility 10', * Carnivorous Plants * 4-6 Badders(HD:2, HP:10) looking for chemical agents to use against Vegepygmies. They will attack ANYTHING that is not another Badder. * Potions of Plant Growth, Poison, Plant Control * Green Ivy Ring on table - Ring of Pass Plant ** Dimduxal(Druid) is out but will return during the PC/Badder battle, outraged at the damage being done to his plants. 25% chance to attack PCs, 25% Badders, 50% both. He is friendly with the Vegepygmies in the Arboretum. 45) WINDOWED GALLERY from BIOLAB: Leads to...LEVEL 2A - HOSPITAL WING 46) Minimal Farm: work tables, glassware, specimen cases, * Birthing Vats filled with Pink Goo, metal electrodes inserted into Goo. * Small Incubators * Pens with miniature animals of all kinds in them * Jake - 4-armed Green bot on observation catwalk above. takes care of animals, maintains equipment, (AC:4, HD:4, HP:23, ATT:4/1, DMG: D6 each or Green energy beam - Ray of Shrinking shrinks PCs down to 6" tall) 47) PSYLab: Hands of Blue appear after D6 rounds 47A) PADDED CELLS: Cage doors drop if cell entered. ------------------------------------------- Wandering Monsters: Green Goblins(all have Blue Sun Keycards) HRLs Giant Rats Giant Guinea Pigs Colored Mist(move at 2" - cause diff effects) Slutha Sons of Set Bugbears Slime Ochre Jelly Gelatinous Cube Grey Ooze Black Pudding(small ones?) Yellow Mold Brown Mold Giant Snake Maintenance Bot Worker Droid SecBot LEVEL 2A HOSPITAL WING ---------------------- 47) WINDOWED GALLERY leads to BIOLAB on LEVEL 2. 47A) Hospital Entry: Red and white Keycard to enter. Small cot, file cabinets, small desk with chair. Sign on wall says "Dr Wight will be right with you" 47B) Chief Doctor's Office: large oak desk, file cabinets, * DR. WIGHT(HD:4+3, HP:25) 47C) Operating Room: 4 tables, rolling instrument trays, cabinet with medicines, Ether(acts as sleep gas), Potions of Healing, Keoghtom's Ointment, 47D) DOC BOX: Healing Box/Body Fixer Can Raise Dead if patient is put inside within 3 days. 47E) Recovery: 12 bunks, nurse station(desk and chair) * SHEET MONSTERS on beds 47F) Room of Giant Guinea Pig Cages: 47G) Quarantine Room: LEVEL 2B GREENMAN CAVES ----------------------- LEVEL 3 (BLUE SKULL LEVEL) --------------------------- * Natural Limestone Caverns. * Dim, Blue Lighting from an unknown source illuminates this level. 1) MAIN ELEVATOR LOBBY: Only ONE elevator descends to this level. Requires BLUE CRYSTAL KEY to activate. 2) ELEVATOR MECH ROOM ACCESS STAIRS: BLUE KEYCARD for access. 3) FREIGHT ELEVATOR: BLUE KEYCARD for access. 4) FREIGHT ELEVATOR MECH ROOM ACCESS STAIRS: BLUE KEYCARD for access. 5) MAIN PANEL ROOM: BLUE KEYCARD for access. 6) COMMUNICATIONS CLOSET: BLUE KEYCARD for access. 7) TRASH INCINERATOR: Large, solid iron chamber. FIRE ELEMENTAL imprisoned within iron piping connected to chamber. When turned on, the elemental is forced through the piping and jets on the wall of the room. When turned off, it is sucked back through the piping to an insulated chamber where it is confined at much reduced power until needed. 8) HIDDEN SECBOT ENTRANCE RAMP: RED KEYCARD for access. 9) BLUE CRYSTAL PASSAGEWAY: Trapped 10) BLUE CRYSTAL CHAMBER: