15. The Cloning Vats in The Ninth World | World Anvil
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15. The Cloning Vats

SETUP and AREA LINKS
Layout 12 cards, the PCs can explore each card as they see fit. They map to areas in the Expedition to the Barrier Peaks Reincarnated adventure.
  • Area 1 - Pacifier Robots (look like angels)
  • Area 2 - BIOLOGICAL ENTITY PRODUCTION CHAMBER #1
  • Area 3 - BIOLOGICAL ENTITY PRODUCTION CHAMBER #2 (replace black pudding with an elder oblex with 170 hps who is immune to all physical attacks, it will also spit out copies of party members as part of its sulfurous action and rolls 3d20 for initiative taking the highest number. It should be appropriately upscaled to CR 15).
  • Area 4 - Decanting Room (rot grubs)(Show Handout #63).
  • Area 5 - Nutrient Administration. The blueprints for the simulacrum can be found here. It is a complex machine, a failure also releases death drinker. Success means the PCs get a copy of the cloning system (Show Handout #64).
  • Area 6 - Tool Forge.
  • Area 7 - DNA Production Laboratory (Show Handout #65).
  • Area 8 - Broken Doors.
  • (Queen) Area 9 - DNA Storage Bank - use flesh golem and fiendish golems for the number of Biological Entities in this encounter. There should be 1 per Type 1 per PC and 1 type 2 per 2 PCs. Decrease this total by 1 for each golem already encountered and destroyed. One of the vat men is wielding a shortsword of the thief.
  • (King) Area 18 - Geneticists Quarters.
  • (Ace) Area 19 - Madman's Shrine (Show Handout #68). The blood-drinker is wearing a jewel of Barbalt, placed on him by the madman while the monster was in stasis as an offering.
  • (Jack) Area 20 - Gibbering Madness.
  • 9 and 10 is an automatic encounter.
The PCs must move through half the deck before adding Area 5 (5 of diamonds) and reshuffling.
WANDERING MONSTERS
When traveling between areas the PCs should roll to see if they encounter a wandering monster. These occur on a 1 on a d6. Use this specific table for the encounter:
Roll Encounter
1 The Abomination of Automation, if destroyed, replace with a Abomination of the Vats.
2 2d4 Jelly Skeletons on the first roll, 2d4 Sasquatron the second time this result comes up.
  • Jelly Skeletons. Skeletons animated by oozes, spreads itself by touch but can only consume and animate dead creatures. Combine a giant skeletonwith a black pudding but remove the Split reaction.
  • Sasquatron. A giant ape with a crab-claw for a hand and a robotic cylinder for a head. Use a glabrezu as the base creature. If the head is examined closely 2d4 25gp gems can be pried from it, inside is a hand holding a crystal. The crystal is the actual intelligence of the creature and can be used as material to create psychic weapons or other psionic effects (1,000gp/100xp).
3 2d4 type one biological entities (see appendix B, use a flesh golemmixing and matching the traits found in appendix B and this statblock)
4 2d4 type one biological entities (see appendix B, use a flesh golemmixing and matching the traits found in appendix B and this statblock)
5 Radioactive Stirges (use the cranium rat swarm to represent the stirges with the following changes - they have a fly speed of 30 ft., remove the Spellcasting (Psionics) trait and its bite attack does poison (radiation) damage instead of psychic.
6 1d4+1 type two biological entities (see appendix B, use a fiendish flesh golemmixing and matching the traits found in appendix B and this statblock)
  If Blood-Drinker has been released from stasis roll a 1d4, on a 1 the party instead encounters Blood-Drinker. Use a nazharune as the base creature for Blood-Drinker (MMX I).  
Treasure
SHORTSWORD OF THE THIEF A stubby, grey blade riddled with notches and scars. A +1 shortsword. +2 if wielded by a halfling or thief. Once per day, regain a boon token you just spent (12,000gp/1,200xp).   JEWEL OF BARBALT A glistening, coconut-sized ruby held in golden claws. You roll a critical success on an 18-20. You roll a critical failure on a 1-3 (10,000gp/1,000xp).   BRAK'S CUBE OF PERFECTION A tiny cube with paintings of goblins on each face, each one depicting transcendence in a physical or mental trait. Roll the cube by rolling a d6. Your corresponding stat permanently increases to 18 (+4). 1. Strength. 2. Dexterity. 3. Constitution. 4. Intelligence. 5. Wisdom. 6. Charisma. After being rolled, Brak's Cube of Perfection teleports to a random location in the multiverse (20,000gp/2,000xp).

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