Wednesday, May 15, 2019

MCC - Purple Pit of the Mole Men (Area 2-3)

Area 2-3 Reactor Access

A larger airlock style chamber that provides access into and out of the reactor. Only one door to this room can be open at a time. If a character enters the access chamber with the facility comm badge the doors will cycle automatically within 1 minute. Alternately a DC 12 check by a Rover will engage the cycle. If neither option is available a total of 50 damage must be done to the mechanisms to force the closed door open.

A chamber no bigger than three long paces on a side. The door into this room is heavier and thicker than those you have seen prior. The door opposite is the same way and remains closed. Within the chamber are a triplicate of lockers on one wall. 

The ambient radiation here is high, unless the reactor was turned off, and requires a DC 14 Fortitude save every turn to avoid 1d8 radiation damage.

The lockers contain 1 medishot (pg 178) and 1 radshot (pg 178).

Exits to:

Wednesday, May 8, 2019

MCC - Purple Pit of the Mole Men (Area 2-2)

Area 2-2 Central Maintenance

A large open room that has been mostly cleared out by the mole men, this area is the main hub of the lower level.

A large rectangular room occupied primarily but a large artifact of some kind taking up an entire wall, and three exits, one on each of the other three walls. Spaced around the remaining space are lockers shelves, and tool chests. The air here is hot and humid, and there is are a number of mushrooms similar to those found upstairs growing in the corners. 

The ambient radiation here is high, unless the reactor was turned off, and requires a DC 12 Fortitude save every turn to avoid 1d8 radiation damage.

Searching the shelves, lockers, and tool boxes will yield three Envirobelts (pg 175) in working order, these can be potent artifacts if the reactor is still functioning. With a successful luck check a fusion torch (pg 180) can also be found but it requires a power source to be functional.

The artifact control panel is the auxiliary control for the reactor and can execute the same tasks but does so with a more complicated control scheme for the purposes of maintenance. It uses the following results table and has a Complexity Modifier of -5:
  • 1: Meltdown! Claxons wail as the controls fail and the reactor enters meltdown. Meltdown will occur within 3d24 hours creating a massive explosion. In the lead up to the meltdown radiation within the facility rises dramatically forcing a DC 20 Fortitude save per round vs 1d30 radiation damage. 
  • 2-10: No effect. Such complexity boggles the mind and you simply fail to make any meaningful adjustments to the operation of this ancient device. 
  • 11-15: Minor adjustments to the operation of the reactor reduce the radiation output from the strange core. Reduce all Radiation DCs by 2 and the damage from failed saves by -1d.
  • 16-19: Partial Shutdown. The reactor is moved to standby power levels reducing all save DCs by 5 and damage by -2d.
  • 20+: Complete Shutdown. The reactor is fully shutdown removing the ongoing threat of radiation within 1 turn but also turning off all power within the facility.

In addition to the stairs up to the first level (Area 1-7), a closed door exits to Area 2-1 Pump Control, and an open one leads to the small Reactor Access Area 2-3.

Exits to:

Wednesday, May 1, 2019

MCC - Purple Pit of the Mole Men (Area 2-1)

Area 2-1 Pump Control

One of two possible ways for the PCs to reach the lower level, this room acts as a sort of barracks and sauna for the mole men, who are immune to the radiation present in the air and water. The ruined equipment here used to circulate the cooling water from the core to the underground reservoir. Now that the pumps are broken the water is heavily irradiated and has caused the damage to the elevator shaft as described in Are 1-3.

One end of this room is flooded with about a foot radioactive water coming in from the degraded elevator shaft. The other is dry with a hatch leading into the central maintenance area. The room is full of broken machinery and sleeping pallets of the mole men. It's far cleaner than the upper den (the bathrooms) but still cluttered with all manner of items. Three of the sleeping pallets appear to be occupied by the large forms of mole men warriors. 

The warriors here (HP 14 / 5 / 22) work with their leader in the stairwell to protect the inner lair and their queen. The atmosphere here is highly polluted by radioactivity and for every turn spent within a DC 12 Fortitude save is required to avoid taking 1d6 radiation damage. This is affected by anything done to the reactor from the main control or the central maintenance areas.

Mole Men:
Init: +2; Atk +1 Spear (1d7) or +1 Bow (1d6); Act: 1d20; AC: 13 (hides); HD: 3d10 (15); Mv: 20; SP Immune to Radiation; Sv. F +3, R +1, W +2
The room is largely empty of useful items but a thorough search of at least 1 turn can reward the PCs with a Multitool (pg 181) and, with a successful Luck check, a Sonic Spanner (pg 181).

Exits to: