Wednesday, May 22, 2019

MCC - Purple Pit of the Mole Men (Area 2-4)



Area 2-3 Reactor Chamber

This is the facility's reactor chamber, the source of the radiation flooding the lower levels, and the "throne room" for the mole men's queen. As an environmental hazard this room is exceedingly dangerous, requiring a DC 16 Fortitude save against 1d8 damage PER ROUND unless the reactor has been at least partially deactivated.

Once through the access chamber the door opens into a massive chamber. Nearly 150 feet across and rising and unknown distance upward (at least 100 feet based on the stairwell). This chamber consists of metal catwalks over a steaming lake of water tinged with shimmering bluish-purple light. The center of the camber is dominated by a massive purple crystal that glows from within with a sickly light (or a large empty area of open water surrounded by catwalks. The mole men here are the largest of those you have seen and the 6 warriors are instantly at guard and ready to strike down an enemy at the slightest provocation. A grossly obese or perhaps greatly pregnant mole-woman presides over the room from a throne of crates and cushions. She wields a strange artifact in one hand and wears a suit of form hugging shimmering metal cloth.

The guards are always at the ready and fiercely protective of their queen/matron. They have 15, 16, 29, 20, 8, and 26 HP. The queen is armed with a laser pistol and wears plasteel mesh. All of the mole people have the ability to regenerate 1 HP per round unless the reactor has been completely shut down, so adapted to the radiation they have become.

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
Mole Woman Queen-Matriarch
Init: +0; Atk +1 Laser Pistol (3d6, ranged, 1d20 charges) or +4 Mind Control (pg 75); Act: 1d20+1d16; AC: 15 (plasteel mesh); HD: 5d10 (30); Mv: 20; SP Immune to Radiation; Sv. F +4, R +0, W +4
The queen is willing to talk to visitors (they have proven themselves strong and worthy of domination) but will attempt to Mind Control them as soon as she is able. The Queen will use her 1d20 action die for mind control until she loses it after which she will use both action dice to attack with the laser piston until it runs out of ammo.

Aside from the Laser Pistol and Plasteel Mesh the only loot of note within the reactor chamber is the large purple crystal. Characters wishing to take a sample of the crystal are free to do so, and judges are free to decide how good, or bad, of an idea that is.

Exits to:

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: