3.3. The Sleepers Awaken Gold, Com-badge in The Ninth World | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

3.3. The Sleepers Awaken Gold, Com-badge

This room was once a master bedroom.   
Even through the haze of culture shock, the room before you is still recognizable as a large sleeping chamber, albeit one that is filled with the bright pastel colours and bizarre shapes seemingly favoured by the Ancient Ones. This room too, has been kept immaculately clean and fresh. The large bed is unoccupied. Among the oddly shaped furniture you notice two large shapes like tree trunks in the south side of the room.
  The two column-shaped artifacts are the former resident’s Rejuv-Chambers, which use a combination of ultrasonics and transmat technology to rejuvenate humans, simultaneously cleaning the body inside and out, eliminating all dirt and biological waste products from the user, and healing minor injuries. A low-yield stasis field inside the chamber also creates a mild de-aging effect for users.   The left-most of the two Rejuv-Chambers in this room is occupied by the former female nurse of the ship. Radiation turned her into a screamer centuries ago, and as one of the radioactive un-dead, she has remained trapped inside ever since. If released, the rotted, glowing corpse howls unendingly as she attacks anyone present. Note that anyone killed by a screamer will be slowly transformed into a screamer that arises within 24 hours.    The screamer is a Banshee whose touch does radiation damage: Irradiating Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) poison (radiation) damage and the targets poison resistance is reduced by one step. A target rolls their radiation die each time this attack does damage.  
Treasure
  • Rejuv-Chamber: Cleanses body inside and out and eliminates all biological waste products; Heals 1d4 damage; Causes the passage of time to slow to 1 hour for every 24 spent inside. If the room is searched, the following items will be found. 
  • Com badge (Household): DC 13; Communicates with other com badges; Opens portals that require household author- ity; +4 AI recognition roll (household AIs only).
  • Medipac: DC 16; Heal 3d8 hp (for every hp of over the PC’s max on non-PSH there is a 5% chance of removing a random mutation. If all mutations are removed, mutant reverts to base genotype).

Comments

Please Login in order to comment!