Zac Yatso - Carruth Rock Research Wing.pdf

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CARRUTH ROCK – RESEARCH WING
Background:
1 SQUARE = 10 FEET
This sprawling closed-earthwork fortress is built atop
an islet known as Carruth Rock. Beneath a section
of the bulwarks is the Research Wing – a cluster of
ruddy stone rooms and hallways that was recently
in the vanguard of arcane technology. Sealed after
an unexplained incident, the facility is being overrun
by (disturbingly homogeneous) Albino Dire Rats.
The rat horde only seems to be increasing, and the
research sponsors want answers.
Random Encounters:
(roll 1d20 when PCs enter a new area)
1-7: Temporal event occurs. (See descriptions below,
and add 2 to the next roll.)
8-11: No encounter or room-specific encounter.
12-16: 1d6 Albino Dire Rats. (Perceptive characters
may notice that the rats have identical brass ear tags
and features.)
17-18: Corpse(s) of party member(s) in room; some
duplicate equipment as treasure.
19-20: The party encounters a past/future version of
itself, allowing the PCs to either fight against their
clones or take control of a complimentary PC. If the
PCs are already controlling duplicates, roll again.
[DM Note: If PCs have control of a “duplicate” character,
killing one in dramatic fashion is kind of fun for you and
makes mortality tangible for the players, without the anguish
of actual character loss or expensive resurrection.]
Room Key:
1. Entrance: A heavy iron door in the bulwarks’ inner wall leads to a steeply sloping stone staircase. A temporal event (see descriptions below) occurs as the
PCs enter the facility.
2. Gowning Room: Small lockable closets rest along the walls, and a wooden bench spans the center of the room. Some closets are locked. The room
contains canvas research smocks, researcher’s personal effects, minor valuables, scattered notes, etc...
3. Research Library: Floor-to-ceiling bookshelves are filled with bound volumes and research notes. Several comfortable chairs and a heavy wooden writing
desk adorn the room.
4. Demonology Room: Chapel accoutrements and numerous grotesque statuettes fill this chamber. The walls become increasingly rough-hewn and
pockmarked, in stark contrast to the sharp-edged obsidian altar at the far end of the room.
5. Bestiary: Metal cages line the walls, which may be occupied at the DM’s discretion. Activating a lever on the north wall opens an egress in the ceiling with
access to the courtyard above. The opening is used to raise/lower equipment from the room.
6. Sampling Booth: Shelving with empty glass vials, strange tools, numbered brass ear tags, and other curiosities.
7. Rat Nest: Several albino dire rats have dug a nest into a soft part of the wall, and have filled it with shiny implements. (Perhaps this area contains a key or
other necessary component for fixing the Paradox Limiter.)
8. Alchemical Labs: Advanced equipment used for alchemical experiments and potion creation. There might be several in-process but unidentified samples.
9. Reagent Storeroom: This area smells strongly of herbs and other alchemical ingredients, stored in neatly labeled jars and bins.
10. Firing Range: Sections of blasted and burned stone establish this area as a weapon-testing gallery. The target dummy is a copper golem, which activates
upon entering the room. (A magical copper ring is normally used to control the golem.)
11. Staging Area: This low-ceilinged room is being used to store extra equipment and research materials. There are several sizes of hourglasses and
pendulums, and a large water clock.
12. Chronomantic Control Platform: Raised metal platform crowded with levers, switches, dials,
Temporal Event Effects
gauges, bells, etc. Has an unobstructed view of the Temporal Permuter and Paradox Limiter.
(research note excerpt)
Disturbing the controls might inadvertently activate the equipment.
…animate entities are briefly subjected to
13. Temporal Permuter and Paradox Limiter: When activated, the Temporal Permuter emits a
palpable wave of temporal energy. The device can be activated multiple times. (See additional effects
waves of accelerated and suppressed time. This
to the right.) A Chronovore lurks in the area, and has been periodically activating the Temporal
temporal turbulence somehow wrinkles
Permuter for nourishment. The Chronovore has likely concealed itself in the Access Tunnel; triggering
existence itself, at least locally, and
a temporal event will draw it out.
manifests duplicate existences in the current
14. Elemental Ingenium: The main power source for the Research Wing. Thin, faintly luminescent
time flow. The Paradox Limiter was supposed
lines trace down the hallways away from the Elemental Ingenium, providing ambient light for the
to eliminate such risks, but it somehow failed
entire facility. The light will visibly dim and flicker whenever a temporal event occurs.
15.
Access Tunnel: Carries a power conduit from the Elemental Ingenium to the Temporal Permuter
during the last experiment…
and Paradox Limiter. Ladder access at either end of tunnel.
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