The Factory
Room 1:
Long but relatively thin room, at end of room is door with green glowing rune. Left side of room is conveyer belt, comes from door panel that appears to open. 5 robots standing on the conveyor belt, staring straight ahead, but inactive. When players pass the eyes of the first robot, all robots activate. When rune on door is pressed at any time, door slides upwards, and closes after time has passed since the last time someone went through it. Room 2:
Long but thin room, same door at end. Left side of room is empty conveyer belt with conveyer belt doors on both front and back. Right side of room is a large mechanical arm and soul storage shelf with 10 souls. Suddenly, front converyer door opens, and belt activates. Robot with open chest panel is moved down it. Arm activates, grabs a soul, and places it into chest panel. Chest panel closes, and robot must a humming noise. If players are still in room, the robot activates and attacks. Room 3:
Another long thin room. Same conveyer belt system. On right side of room is a glass table with two completed central panels on top and an array of parts in the shelves underneath. Robot is standing behind the table, inactive, but there's room behind the robot. Door is labeled "This Door is for Non-Artificial Intelligent Creatures Only". Door has a button, and two thin and long screens, one above the other. When the button is pressed, the button stays flat, and the numbers "13, 93, 972, 6192" appear on the top screen. On the bottom screen there are five zeros, and arrows above and below each. When the arrows are pressed, the digits change accordingly. When the number "67581" is entered, the door slides upward. Room 4: Huge room with multiple raised conveyor belts coming from different directions. Numerous robots scattered about working on different parts. When players enter, all robots rotate their heads to face them. Whitley shouts "Charge!" and runs to the far end of the room, Drew follows. Initiate combat. Players should be separate from Whitley and Drew. After a couple rounds of combat, walls seperating the floor into quadrants slam down. the ceiling becomes magnetized, and the robots fly up. Players must make a 15 DC Strength check to hold on to the robots they're currently holding. If they fail that, they can try to grab them with a DC 18 Dexterity check. The floor starts to retract into the walls, revealing a cylindrical deep hole with a funnel top. The players will fall down the hole for a while and both be grabbed by a mechanical arm. Around the fingers are arcane runes. They glow briefly and the players feel a tingling up their spine into their brain. The arm then slides down on a track, and drops them off in a circular room. The Room:
Metallic room and walls. Diagram. Metal bar on ground with unglowing rune. Projection of Dr. Mephy appears before players. "Thank you for volunteering for the Logical Artificial Intelligence Recreation Test, or the LAIR Test. You will be "asked" to complete a series of logic puzzles. Meanwhile, your brain synapse patterns shall be analyzed to help in the recreation of intelligence. Those that impede science shall perish - not by my hand, but by my brain. We thank you for your contribution to science." He waves his hand, and the metal bar on the ground is pulled into the closest indentation in the center circle by an unseen force. He dissapears. The rune glows green, and then blue. The elevator across from them opens. Chamber 1: On left wall is runes with numbers beneath them. On right wall is screen with puzzle. Incorrect word deals 1d4+1 lightning damage, correct word is veracious. When pressed, panel at back wall slides open, revealing metal bar. When bar is inserted, elevator door closes, rune glows green, female voice says "Backtracking activated", whirring noise, rune turns blue, elevator door opens revealing Chamber 2. Chamber 2: On back wall is inactive laser. On middle table is metallic box with the words "Bio Rig Gryo", underneath are ROYGBIV buttons. Buttons must be pressed in the order. When buttons are pressed in correct order, the box slides open and reveals metal bar with symbol. When bar is inserted, door closes, rune turns green, red alarm flashes, storage unit falls open revealing two robots. After encounter, rune turns blue and elevator door opens, revealing Chamber 3. Chamber 3: On left wall is spinning gear in glass box, surronded by a purple glow on wall. Below is digital combination lock with 6 zeros. On right wall is six bars, each with writting. Incorrect bar deals 1d6+2 lightning damage, correct bar is "This is the bar you seek." When they grab that bar, the inscription fades. When bar is inserted, elevator door across glass opens, revealing Chamber 1, and normal elevator reveals Chamber 4. Chamber 4: On middle table is glass briefcase, with six mirrors and a symbol at top. On back wall is runes, with a digital combination lock with 10 zeroes. Passcode is 11,5,14,6,12,16. One player must stay in the room while the others have the chambers rotate to 1. C4 player describes runes, C1 player tells C4 corresponding number. When passcode is entered, a panel below the runes open with bar. When bar is inserted, the glass panel descends, and the elevators reveal Chamber 5 and 2. Chamber 5: Chamber has tons of boxes with rectangular slits. On left wall is a reflective-ish circular surface. On right wall is thin strips of metal with buttons underneath. Buttons must be pressed so that current goes to just the correct exit. When this is done, the laser in Chamber 2 activates, shooting a beam across the room into the chamber. A small rectangular piece of technology grows red under the laser's light with the same symbol as the briefcase. They must grab it, and rotate the chambers back to Chamber 4. When they bring the device close to the briefcase, it pops open, allowing access to the six mirrors. The Chambers must be rotated back to Chamber 5. The mirrors must be put into the slits to reflect the laser to the reflective surface. The laser strangely only reflects off of one mirror until after the next mirror is placed. When the laser reaches the reflective surface, a panel underneath it opens revealing a metal bar. When bar is inserted, an the whole room floods with an ultraviolet light. The doors reveal Chamber 6 and 3. Chamber 6: On left wall is rectangular box labeled "Master Code Panel". On right wall is a collection of gears. In Chamber 3, the gear now glows numbers underneath the uv light. The gear's spinning reveals the password. When the password is entered, the glass box opens and the uv light shuts off. The gear must then be placed into the gear collection in the correct place out of four places. If put into the wrong place, the whole room fills with electrical current and deals 1d8+3 damage. When put in the right place, the Master Code Panel slides open, revealing letters aligned with the runs on the metal bars. The bars must then be rearranged in the center to spell "ROBOTS", with the R starting on the left. When this is done, all runes turn green, then glow blue. Players hear a pop and the center appears to be freer. Touching it reveals it can now spin. Players must spin the gear around and around, which turns the whole room, making the Chambers whiz past. However, as they spin it, the room slowly increases in elevation. Eventually, the center will stop spinning along with the room, and while the newer door has a metallic wall behind it, the normal door leads to another room.
Long but relatively thin room, at end of room is door with green glowing rune. Left side of room is conveyer belt, comes from door panel that appears to open. 5 robots standing on the conveyor belt, staring straight ahead, but inactive. When players pass the eyes of the first robot, all robots activate. When rune on door is pressed at any time, door slides upwards, and closes after time has passed since the last time someone went through it. Room 2:
Long but thin room, same door at end. Left side of room is empty conveyer belt with conveyer belt doors on both front and back. Right side of room is a large mechanical arm and soul storage shelf with 10 souls. Suddenly, front converyer door opens, and belt activates. Robot with open chest panel is moved down it. Arm activates, grabs a soul, and places it into chest panel. Chest panel closes, and robot must a humming noise. If players are still in room, the robot activates and attacks. Room 3:
Another long thin room. Same conveyer belt system. On right side of room is a glass table with two completed central panels on top and an array of parts in the shelves underneath. Robot is standing behind the table, inactive, but there's room behind the robot. Door is labeled "This Door is for Non-Artificial Intelligent Creatures Only". Door has a button, and two thin and long screens, one above the other. When the button is pressed, the button stays flat, and the numbers "13, 93, 972, 6192" appear on the top screen. On the bottom screen there are five zeros, and arrows above and below each. When the arrows are pressed, the digits change accordingly. When the number "67581" is entered, the door slides upward. Room 4: Huge room with multiple raised conveyor belts coming from different directions. Numerous robots scattered about working on different parts. When players enter, all robots rotate their heads to face them. Whitley shouts "Charge!" and runs to the far end of the room, Drew follows. Initiate combat. Players should be separate from Whitley and Drew. After a couple rounds of combat, walls seperating the floor into quadrants slam down. the ceiling becomes magnetized, and the robots fly up. Players must make a 15 DC Strength check to hold on to the robots they're currently holding. If they fail that, they can try to grab them with a DC 18 Dexterity check. The floor starts to retract into the walls, revealing a cylindrical deep hole with a funnel top. The players will fall down the hole for a while and both be grabbed by a mechanical arm. Around the fingers are arcane runes. They glow briefly and the players feel a tingling up their spine into their brain. The arm then slides down on a track, and drops them off in a circular room. The Room:
Metallic room and walls. Diagram. Metal bar on ground with unglowing rune. Projection of Dr. Mephy appears before players. "Thank you for volunteering for the Logical Artificial Intelligence Recreation Test, or the LAIR Test. You will be "asked" to complete a series of logic puzzles. Meanwhile, your brain synapse patterns shall be analyzed to help in the recreation of intelligence. Those that impede science shall perish - not by my hand, but by my brain. We thank you for your contribution to science." He waves his hand, and the metal bar on the ground is pulled into the closest indentation in the center circle by an unseen force. He dissapears. The rune glows green, and then blue. The elevator across from them opens. Chamber 1: On left wall is runes with numbers beneath them. On right wall is screen with puzzle. Incorrect word deals 1d4+1 lightning damage, correct word is veracious. When pressed, panel at back wall slides open, revealing metal bar. When bar is inserted, elevator door closes, rune glows green, female voice says "Backtracking activated", whirring noise, rune turns blue, elevator door opens revealing Chamber 2. Chamber 2: On back wall is inactive laser. On middle table is metallic box with the words "Bio Rig Gryo", underneath are ROYGBIV buttons. Buttons must be pressed in the order. When buttons are pressed in correct order, the box slides open and reveals metal bar with symbol. When bar is inserted, door closes, rune turns green, red alarm flashes, storage unit falls open revealing two robots. After encounter, rune turns blue and elevator door opens, revealing Chamber 3. Chamber 3: On left wall is spinning gear in glass box, surronded by a purple glow on wall. Below is digital combination lock with 6 zeros. On right wall is six bars, each with writting. Incorrect bar deals 1d6+2 lightning damage, correct bar is "This is the bar you seek." When they grab that bar, the inscription fades. When bar is inserted, elevator door across glass opens, revealing Chamber 1, and normal elevator reveals Chamber 4. Chamber 4: On middle table is glass briefcase, with six mirrors and a symbol at top. On back wall is runes, with a digital combination lock with 10 zeroes. Passcode is 11,5,14,6,12,16. One player must stay in the room while the others have the chambers rotate to 1. C4 player describes runes, C1 player tells C4 corresponding number. When passcode is entered, a panel below the runes open with bar. When bar is inserted, the glass panel descends, and the elevators reveal Chamber 5 and 2. Chamber 5: Chamber has tons of boxes with rectangular slits. On left wall is a reflective-ish circular surface. On right wall is thin strips of metal with buttons underneath. Buttons must be pressed so that current goes to just the correct exit. When this is done, the laser in Chamber 2 activates, shooting a beam across the room into the chamber. A small rectangular piece of technology grows red under the laser's light with the same symbol as the briefcase. They must grab it, and rotate the chambers back to Chamber 4. When they bring the device close to the briefcase, it pops open, allowing access to the six mirrors. The Chambers must be rotated back to Chamber 5. The mirrors must be put into the slits to reflect the laser to the reflective surface. The laser strangely only reflects off of one mirror until after the next mirror is placed. When the laser reaches the reflective surface, a panel underneath it opens revealing a metal bar. When bar is inserted, an the whole room floods with an ultraviolet light. The doors reveal Chamber 6 and 3. Chamber 6: On left wall is rectangular box labeled "Master Code Panel". On right wall is a collection of gears. In Chamber 3, the gear now glows numbers underneath the uv light. The gear's spinning reveals the password. When the password is entered, the glass box opens and the uv light shuts off. The gear must then be placed into the gear collection in the correct place out of four places. If put into the wrong place, the whole room fills with electrical current and deals 1d8+3 damage. When put in the right place, the Master Code Panel slides open, revealing letters aligned with the runs on the metal bars. The bars must then be rearranged in the center to spell "ROBOTS", with the R starting on the left. When this is done, all runes turn green, then glow blue. Players hear a pop and the center appears to be freer. Touching it reveals it can now spin. Players must spin the gear around and around, which turns the whole room, making the Chambers whiz past. However, as they spin it, the room slowly increases in elevation. Eventually, the center will stop spinning along with the room, and while the newer door has a metallic wall behind it, the normal door leads to another room.
A rather large metal building nestled within the mountains. It's guarded by a single robot blocking the entrance.
Type
Factory
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