Tuesday, October 17, 2023

Location: Height of Follies (GLoGtober 2023)

(Thanks to Primeuation for the prompt and CatDragon for running GLoGtober this year)

Dungeon generated by Donjon

The local farmhand managed to throw a loop around a stone by one of the stairs, a floating stone cross that has been blowing around ever since that storm last week. The top is covered in grass, rootless trees, and a distressed horse. Its jagged sides show occasional openings-- doorways into the old stone cross. Well-connected local oldsters and passing pistoleros speak in conspiratorial tones. Seems they want someone to go inside.

The cross is about 40 feet up in the air, with a rope running up to area 2. You could get a run up and jump from a nearby cliff, if you wanted to grab at the door to area 9 or scrabble on top.

Encounters

  1. Cyberfied crow murder (+2 morale)
  2. old elfin hermit. Knows 2 random cleric spells, random alignment this century.
  3. antediluvian slave poltergeist
  4. living architecture. (d4: 1. walls/ceiling, 2. floor-crawler, 3. doorway, 4. couch)
  5. Nanobots (resemble a pile of silver crabs. Stats as grey ooze)
  6. 1d8 traumatized troglodytes (-2 morale)

Key

  1. Cratered Battery. Stubby weapon consoles along the right-hand wall have exploded, damaging the entire room and leaving it a pile of rubble. Pipes along the ceiling which used to carry some kind of fluid are now completely dry.
  2. Landing. Frescos of frolicky figures carrying boxy weapons and wearing unfortunate fashion accessories. The door to area 3 is stuck due to mundane mildew.
  3. Mirror Hallway. Two gilded mirrors (worth 250 each by material alone) are set in the wall facing each other, halfway between areas 1 and 10. A small ruby on top of each fires a beam of red light at the forehead of anyone entering, tracking them as they move around. Anything that touches the surface of one mirror goes through it and comes out the other one. However, they are not only set into the wall but set into pistons. Standing in front of one mirror causes both pistons to fire, causing a save vs paralysis or getting caught between them, effectively entering a portal to nowhere and disapearing forever. The door to area 2 is stuck due to mundane mildew.
  4. Cyberfication Vats, sides covered in crow shit. In each is a chromish material hovering on the surface of a clear fluid like in those hydro dipping videos. Covering a body part cyberfies you, give +2 to mental saves (+2 loyalty for NPCs), an excellent sense of figures and distances, and dulled emotions. For each addtional body part cyberfied, get a random mutation, reflavored as spontaneous hardware. Cyberfied weapons get +1 to hit and damage.
  5. Defective Battery. Stubby weapon consoles along the outer wall, with little windows looking down. The consoles are meant to fire astral beams down at targets up to three miles away, but the fireports are corroded shut. Messing with the consoles cause a misfire, and everyone in the room must save vs breath to avoid taking 2d6 damage. If you can open up the consoles and retrieve the planar bullets, they are quite valuable to the right wizard. Otherwise they make fair fireworks.
  6. Incongruous Pool. Little koi pond, smooth stones, pleasant yet peeling painted accents. The fish here speak ancient Atlantean, and if you can somehow understand them you will hear them begging to be returned to their angelic forms. Knowledgeable of the dungeon's layout.
  7. Troglodyte commandos. Former barracks now home to 6 troglodytes, armed with long wands of magic missile with 2d10 charges each. They wear skimpy Atlantean military uniforms, but probably not in the way they were intended.
  8. Cables. Four giant cyberfied spindles of 5000' feet of animate cables, with vague memories of their purpose and parameters. Capable of extreme violence. Stats as 5 HD hydras.
  9. Reception Chamber. High, gridded, puffy ceiling over a statue that's fallen and shattered, a mouldering once-fine set of couches, two gilded statuettes, and fine golden silverware, as well as a miniature exotic fruit tree worth 500 gold coins all on its own. If someone tries to steal any valuable, squares from the gridded ceiling will shoot down to engulf them (save vs death to avoid). If avoided, they must keep running as they go, and the falling ceiling essentially creates walls behind them as they run. Damaging the wall sections is as difficult as damaging a web spell's web, but instead of being flammable it is brittle and can be broken up by hammers and the like.
  10. Helm, resembling a cross between a modern forklift operation panel and a water mill. A teamster working together with a miller could repair the old stone cross and allow a team of two drivers and several spotters to fly it around. As it stands, messing around with the controls should cause the DM to roll a d2 for axis of rotation (N-S, E-W), then a d360 to determine how many degrees the entire dungeon rolls. The door to area 17 is stuck due to mildew.
  11. Stairs. Lead up to the top of the old stone cross. Very steep, as though designed for gracile, tall angels. In the landing is the camp of a team of conspirators, here to investigate and loot the dungeon. They will cover their faces with red bandanas if they hear anyone coming. Though only their head, Dustred, knows the name of their order, they are the Red Stone Cross. Three fighters with chain armor and copis/poleaxe/whip, one magician with a wand of sparks and the spells darkness and levitate, and a sneakthief dwarf with a sledgehammer.
  12. Shame of shames, the slave's quarters are here. Small, uncomfortable bed. Various glasses and slates cover a rickety desk. The poltergeist can always be found here. Hidden under the bed are the septagonal gold coins that the slave was saving up to buy their freedom. Will be annoyed if someone tries to take them.
  13. Stone Guardian. Knows all languages due to magical enhancements. Has one hand for choking and an auger-hand for poking. Morose, truly a huge sad sack. Can tell you a little about how things used to be before Atlantis was raised. Former masters hid a cache of septagonal gold coins under the flagstones, and the guardian will point this out if she likes you.
  14. Ballasts. In an unwise arrangement, the middle of this room has reversed gravity, with a sloped pit in the ceiling. It, and the floor on the perimeter, are dense with heavy leaden balls. Currently, about half of the balls are pulling up in the ceiling and half are pulling down on the floor. As the equilibrium of the room changes, the height of the entire dungeon will change correspondingly. Five normal-size humans standing around the perimeter will ground the dungeon. Everything in the room getting fitted into the middle will shoot it into space.
  15. Leaking Battery. The stubby weapon consoles against the wall have been eroded and ruined. Pipes run along the ceiling, leaking astral fluid in spurts and drips that dry up only a few seconds after they hit the floor. If these dribble on you, save vs devices or reroll your intelligence score. After the second time you are exposed, you also get a big headache and if someone listens carefully they can hear sloshing in your head. After the third time, your brains start leaking out of your ears. Get -6 intelligence and, if you're still alive, learn a weird new language.
  16. Unstable Passage. Half the ceiling has collapsed, dirt and stone fallen in. Traversing the area involves squeezing and crawling. If you clear the rubble away, you will find a slate of Atlantean spells and a blocky gold necklace, both clutched by a lanky, tall skeleton. Curled up with the skeleton is something like the skeleton of a small dog. The door to area 17 is stuck due to mildew.
  17. Aquarium. Dominates the bottom-left corner. Several colorful fish, one black one. An eel that struggles to swim properly. The door to areas 10 and 16 are stuck due to mildew.
  18. Cracks. Run through the floor, very concerning. Every time someone walks through, there is an [occupants]-in-6 chance the floor collapses and they fall through the stone cross to the ground. (So if four people take turns crossing one at a time, there are four 1-in-6 chances of collapse. If they all walk in together, that's four 4-in-6 chances.)
  19. Drained Battery. Stubby weapon consoles look out from the stone cross through thin slits. By some miracle, the fireports are still operable. By fiddling with the consoles, you can fire astral beams at random spots visible through the slits. However, the planar bullets loaded into the battery are drained, and would merely function as an arrow barrage.
  20. Captains' Bang-Pad. Gauche and deteriorated furniture, three sunken-in beds, a spooky wooden statue, a locked chest full of love letters in the Atlantean language and a heap of expired prophylactics.

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