As you move around the dungeon, a thin red line, originating from your body, floats in the air behind you, slowly fading. (Oldest line takes 1 hour to fade to nothing)
Encounters
- Chirog Family (4), Climbs as 7. p. 235 Core Book.
- Gazer (1) Perception at 5, Speed Defense 2. p56 Bestiary
- Chance Moth (1). p30, Bestiary
- Llaric Scropion (5), Climb as 6, Perception as 7. p76 Bestiary
- Quotien (7), p103 Bestiary
- (Boss) Golu (5) with baby golu spawn (1). Swarm join can attack for 3 total. Floating mushroom top, with tentacles dangling. Tentacles generate different energies - heat, electricity, light, radiation, inert. Those in its presence take 1 each turn in combat, or 1 step on the damage track each hour it is carried, due to radiation poisoning. Golu will float away, at slow speed, upwards.
Weird Room Descriptions:
- (Entrance) Behind you, a reflective sphere that ripples as things enter/leave its surface. The room's walls have the shape on the outside of stacked bubbles. There is one square portal on the floor (to room __) and two that are several meters off the floor.
- A pool of milky-white liquid that, if drunk, will turn the drinker red for 1 hour.
- V-shaped room, with the point at the bottom, where you can walk. Toward the top are posts sticking horizontally out of the wall.
- An octagonal hallway with treads on the floor and each wall.
- A dead wooden "tree" that emits gentle chimes when a breeze floats past.
- A vast room - the far walls can't be seen - with a ceiling that barely tops 2 meters. What can only be described as a gash opens one wall to darkness, and jungle growth has long pushed its way inside.
- "The passage ends in a ‘T’. The right looks well-travelled and the corridor is unremarkable. The left looks untouched, smells faintly of cinnamon, and there’s a mysterious orange glow that can barely be seen at the end. Which way to do you go?" The left passage leads to the red herring.
- Piles of blinking, clicking, whirring machinery, being constantly rearranged by tiny flying squid-like tentacle monsters.
- A haunting, fluting sound drifts from a distance. Intellect defense roll. (5)
Story Hook: I need a tentacle from a jungle monster (Golu) to power my newest device. I've heard you can find one through a Mirror Ball. They appear randomly, but are generally too small. Rumor has it that Miliar has cobbled together a machine to draw them together and fuse them into a workable gateway.
- Entrance/Guardian: Find and convince Miliar (4, 5 with Numenera) to activate a numenera that attracts spheres and coalesces at the point of an antenna.
- Puzzle/Roleplay Challenge: "Control" (3). Incorporeal Voice that can control the environment. Can be reasoned with. Wants to be free. Provides access to the rest of the facility and long distance transport options.
- Red Herring: Quotien (7), who will answer one question in exchange for a children's tale. Can provide you with a device that clicks the closer it gets to the Golu lair.
- Climax/Big Battle or Conflict: Kill/Capture Golu parent.
- Plot Twist: Damage track begins to harm the PCs as they begin to make their way out.
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