07. Gymnasium in The Ninth World | World Anvil
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07. Gymnasium

  • In-between Encounter: PCs roll, 1 in 6 chance, then d20 + Depth. If no encounter indication of the encounter rolled would be shared.
  • Locked Door (locked/unlocked): Public, unlocked.
  • Colour (1-5 copper, 6-7 silver, 8 electrum, 9 gold, 10 platinum): A platinum palm-disc can lock/unlock the door to this area.
  • Location: Gymnasium
  • Detail: Phosphoresce Lamps. The room's lighting system has failed and is now lit by a number of glass orbs suspended from the ceiling, each of which gives off a soft, blue-green glow. The atmosphere is relaxed and cool.
  • Event d12 (careless): An unexpected gust of wind extinguishes any exposed flames such as candles or torches.
  • Event d20 (careful): Behind the party, safety protocols have been trigger by something and the way back is blocked by emergency doors! Erase one of the exits at this Location. Klaxon sounds when this happens, and UNITY's voice can be heard "Intruder alert, area sealed, Myrmidon kill team summoned. Non-combants must stand clear!"
You cannot fathom what this room was used for. With a large number of metal implements with steel-like rope and large weights, you hazard to guess perhaps it was a torture chamber. However, the room is well lit and the walls are covered in mirrors. A strange torture chamber indeed. Three human-like figures approach you with very pale almost metal skin (show ILLUSTRATION #46 #47 #48). They each point at one of you (one even bows and another salutes with its sword) and say something you don’t understand (“Get ready for training!”). Bones litter the dusty floor.
  There are 3 malfunctioning manikin androids here. As soon as the party enters, the three will approach and speak, telling the party to prepare for training. Even if no translation spell or device is employed, the trio will select opponents and commence “training” exercises.   a) Boxing and Wrestling Android (ILLUSTRATION #46). This is the boxing and wrestling training android. This impassive humanoid has shiny, pale skin and an eerily expressionless face. Crafted to look human-like, they are not quite there. This machine seems to have oversized red fists, perhaps gloves of some kind (see Illustration #46). The android will throw punches at any opponent that enters an area it threatens. After “softening” its opponent up with some punches, it will attempt to start a grapple. If the android successfully grapples an opponent, it will deal additional 1d6+5 points of bludgeoning damage each round to grappled opponents until its opponent is dead. The android will not break the hold until it or its opponent is dead. Otherwise, use the base Manikin (Boxer) stablock.  
  b) Fencing Instructor (ILLUSTRATION #47). This is the Manikin (Fencing Instructor) who has replaced its fencing epee with a power rapier.
  c) Karate Android (ILLUSTRATION #48). This is the martial arts trainer. If its opponent can communicate with it and succeeds in an opposed Charisma [Deception] check, it can be convinced to attack the boxing android. At which point the two will destroy each other. Use the modified Manikin (Karate Trainer) stablock.  
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  Treasure The storage room is a mess of bones and junk. In this litter will be found a cassette tape (which required a player to work), this is spoken in English, of course, but it can be magically understood with comprehend languages spell. Roll randomly for which message on the hololithic message table. There are also some worthless paper scraps, a smashed workerbot (which can be salvaged for parts for another robot), an anti-gravity belt (acts as the fly spell, check for failure each time it is activated), 4 pieces of exquisite modern jewellery (A gold ring which when touched will display a small 5cm repeating picture of a smiling young woman worth 400 gp, a rose dipped in gold worth 900 gp, a white gold engagement ring with a 1-carat diamond worth 1,500 gp, and 3,000 gp matching white gold wedding ring, both have Celtic style filigree and clearly designed for a woman), and special weapon mod - timeshift scope.  
Timeshift Scope Uses proprietary Chrono-Shift ™ Technology to provide a visible superposition of all possible futures, weighted by probability. See where your enemy will be a half-second before they move. Note: prolonged use of Chrono-Shift ™ Technology may result in paranoia, degraded reaction times, headaches, nausea, sixth-finger syndrome, and glaucoma. Chrono-Shift ™ Technology is illegal in the New Netherlands. Speak to your local arms dealer to find out of Chrono-Shift ™ Technology is right for you. Can be attached to any long-barrel firearm (for example a rifle, lazgun etc). It takes a DC 15 Arcana check to attach to a weapon, a natural 1 ruins the scope. It adds +1d4 to to-hit rolls while attached to the gun. If the target rolls a natural 1 during an attack roll while the scope is attached it triggers a paradox.   Paradox. Roll 1d8: (1) caster slows time for himself, causing him to miss his next action; (2) caster slows time for himself and 1d4 allies within 20’, causing all of them to miss their next activation; (3) caster ages himself by 1d10+10 years; (4) caster grants haste to a nearby bug, which buzzes about viciously before flying off into the distance, (5) caster slows time for himself, causing him to miss his next action; (6) caster slows times for himself and 1d4 allies within 20’, causing all of them to miss their next action; (7) caster ages himself by 1d10+10 years; (8) caster grants slow to a nearby bug, which buzzes about somnolently before flying off into the distance..

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