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:

Wednesday, April 24, 2019

MCC - Purple Pit of the Mole Men (Area 1-7)



Area 1-7 Stairs

Cleverly hidden behind some easy to remove panels of the barricade that breaks up Area 1-2 is a doorway that the mole men use as entrance and egress. Characters can spot this if they specifically disassemble this portion of the barricade, or with a DC 10 Intelligence check.

You open the door into a chamber that was likely once bright white, but years of grime have rendered it a mottled grey. To the left there is a ladder to the ceiling and hatch. In front of you there is the start of a set of stairs down. 

If the reactor has been shut down there will be no lights in the complex and the stairs will be dark as the mole men can see in the dark. The stairs wind downward for nearly 100 feet and the area is usually under guard by a single mole man () who is armed with the usual weapons plus an artifact zapper glove (pg 175).

Mole Man:
Init: +2; Atk +1 Spear (1d7), +1 Zapper Glove (sp) 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
If the power is on the guard will not be alone and on low awareness, but if the power has been shut down he will go to the bottom of the stairs to gather the mole men from area 2-2 as reinforcements.

The hatch in the ceiling leads directly outside and is the way that the mole men typically enter and leave the complex, it is not locked, and may be a way to get some light into the stairs if the power is out.

Exits to:

Wednesday, April 17, 2019

MCC - Purple Pit of the Mole Men (Area 1-6)



Area 1-6 Main Control Room

A complex artifact looking out onto the reactor chamber below. This room has a great deal of ambient radiation but also can enable the characters to shut down the reactor below.

A wall of hard air separates you from a room filled wall-to-wall with complex machinery and controls. Clearly an artifact of incredible complexity, it even has seats for two ancient ones to operate. Beyond the controls a window looks out onto a wide open space from which an intense purple glow emanates.   
The doors to the control room will automatically open for anybody with the comm badge from area 1-1, or with a DC 10 check by a Rover, a total of Str 20 applied, or 30 points of damage inflicted upon the hard air.

The hard air portal swooshes open and a wave of hot air rolls out and over you causing you skin to tingle and your nostrils to flare from the stale smell of aeons old air. You can now hear the quiet clicking and whirring of the great mechanism before you.

Any who enter the control room should make a DC 10 Fortitude save or take 1d6 radiation damage. Repeat this save for every turn (10 minutes) spent within the control room due to the in effective radiation shielding.

The artifact control panel uses the following results table:
  • 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.
Exits to: