9.1 - 'Tween Decks in The Ninth World | World Anvil
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9.1 - 'Tween Decks

Tween Decks

Show Handout #17 whenever the party enters this or the other 'tween decks area. Tween decks can only be traversed in single file and any creature of Large size will have to duck to move about.  Each time they enter there is a 1 in 6 chance for a random encounter, roll on the table to determine tween deck specific encounters,  the first time they enter there is always a random encounter.
Roll What
1 Maukui, Intellect DevourerA sinister feeling overcomes you as if something close by is watching you with malicious intent.  Once thoughts are discovered, the creature will stalk its prey. The intellect devourer will also be drawn to any explosion occurring on this level, arriving 1 minute after it occurs. Maukui is trapped on the tween decks, if the party inadvertently lead him out he will eventually be found controlling the body of a Kyrum (a type of alien dragon) in the cargo hold area.
2 The Captain's Body. A skeletal body dressed in rags with curious burned holes in them lies prostrate on the floor here. The skeleton's arm is still holding an Ancient wand (lazpistol).   These are the jumbled bones of the captain, with his laser pistol with a silver palm-disc nearby. A creature succeeding on a DC 16 Wisdom (Perception) check notices the drab-coloured card on the equally drab deck floor.
3 Wheely Sled. An intriguing looking conveyance is parked here, resting atop four black wheels largely obscured by metal sheaths. It is the size of a small cart but lacks any sort of yoke or handle.   Show Handout #18.   There are three such devices on the level. Each wheely sled is a 6-foot-long, 3-foot-wide, 1 -foot-high maintenance vehicle. These devices are propelled by a battery-operated engine which is recharged at various plug-in terminals on the level. A wheely sled has enough power to operate for 2 hours before needing recharging if taken off the ship. A wheely sled is capable of speeds between 1 0 and 1 50 feet per round, depending on lever setting. The controls are the speed lever, an on/ off switch, and a flush steering wheel with lift and lock hand grasp. A wheely sled has a capacity of 1 ton.   If unguided by the steering yoke, the sled heads in a random direction. Roll 1 d8 to determine its direction of travel (1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, 8 = NW) . The platform is semi-flexible, and the device can turn 45 degrees in 6 feet as all of its wheels turn on the new course, but high-speed turns are likely to cause passengers to fly off. Anyone on a wheely sled travelling more than 50 feet per round must make a DC 8 Strength check to remain on the sled if not somehow strapped in. The DC increases by 1 for each additional 10 feet of speed beyond 5 0 the sled is travelling. A sudden impact by the sled causes 1 point of bludgeoning damage per 1 0 feet of speed the vehicle was travelling at the time of collision. A successful Constitution saving throw vs. a DC of 5 + 1 for each 1 0 feet of speed at the time of impact reduces the damage by half.
4 Recharging Workerbot. A bulky metal figure with a duck-like head stands motionless in this area. A cylinder connects the metal being with a boxy protrusion on one wall. Flickering lights are visible within the cylindrical connection as if lightning was contained within. There is a hum in the air and the smell of a storm is discernable among the tinges of mildew and rot.   Show Handout #19. This workerbot is recharging its batteries at a power terminal. It turns to look at the party if it becomes aware of the PCs' presence. If the party has brown cards it will ignore them.    Development. If the party has a platinum, electrum or copper palm-disc card, and can communicate with it, the robot will obey and follow, but it will run out of power in 1 hour as its power accumulators are deficient. If the party has palm-disc of the right color or if not shown any palm-disc, the robot will alert police robots to investigate, even if it is shown silver. Two “KNIGHT” CLASS IRONMAN (MK. I) (see appendix B) arrive on this level 1 0 minutes after being alerted and begin searching for the party. If found, the police robots attempt to apprehend them, bringing them to Security Station Alpha for containment. See the description of that area for the consequences of capture.
5 High-Voltage! A large mass of boxes and tubes fills this area, each made of metal, glass, and less easily identifiable materials. Numerous small cylinders, metal plates, meshes, protrusions, and other adornments cover the objects present here, each more inexplicable than the next. Narrow aisles pass between the obstructions, but they wind and twist, and their ends cannot be seen. There is a soft humming sound in the air, its origin, however, is undiscernible.   These are potential danger areas. Generally, all wiring and piping is protected by metal as are all machines. Certain generators and transformers can cause trouble. If any character insists on striking, poking, prodding, or otherwise attacking these areas with metal instruments, they must make a DC 10 Intelligence saving throw. On a failure, the character's prodding triggers a minor explosion. This blast inflicts 17 (5d6) fire damage to everyone in a 20-foot-diameter area centred on the poked object. Those succeeding on a DC 11 Dexterity saving throw take only half damage. All in the blast area are stunned for 1 minute. Stunned creatures that succeed on a DC 12 Constitution saving throw end their stunned condition at the end of their turn.     Also, if an explosion occurs, there is a 5% chance that another generator/transformer within 40 feet will react in a secondary 10-foot-diameter blast, inflicting 12 (5d4) fire damage to anyone in that area and stunning them for 1 minute. As above, stunned creatures that succeed on a DC 12 Constitution saving throw end their stunned condition at the end of their turn. There will be a series of snappings, cracklings, popping, and hummings after any explosion. Lights here and there will flicker on and off. After 1 minute a Repairbot will appear to repair the damaged machinery. If it sees the party and is not shown an electrum, platinum, or copper palm-disc, it will summon 1d3 “KNIGHT” CLASS IRONMAN (MK. I) which will appear in 10 minutes.
6 Cargo-Hold Breach.  A jagged hole some 15 feet long and 5 feet wide at its middle has been blasted into the floor here. All is dark and silent beyond the breach, giving you no clue as to what might await you below. This hole was created during the captain's hunt for the intellect devourer and leads to area 11.0 Cargo Holds. A DC 10 Intelligence (Investigation) check determines that the hole was created on this side by a powerful release of energy.
7 Radiation Area. A green glow seems to pulse from the contents of this room as if everything in it was under some eerie magical effect. Characters can risk the radiation zone to get to their target location or go around - rolling again on this table. If they go through the radiation zone they roll their radiation die.
8 Slithering Tracker. The sound of steady dripping water is loud here. Water leaks from a pipe overhead, creating a pool of water 50 feet wide and 30 feet across at its broadest points. The pool drains to the east in a narrow rivulet. Patches of colourful fungi ranging in hues from yellow, green, pink, and blue thrive along the shores of the pooL A stream of water from a nearby pipe and dripping water from overhead form a very shallow pool of water which drains slowly eastwards to the drop terminus tube there. In the western third of the pool dwells a Greater Slithering Tracker. This 4-foot-long creature will strike like a snake at all who enter the pool, hoping to bring down as much prey as possible, for otherwise, it must hunt below.  However, if it is severely outnumbered it will let the party pass by and try and pick off the last person in the rank.
  Generally, the tween decks can be used to access certain areas of the ship without using a door. The first place they can access is the cybernetics lab due to a blast hole in the roof that opened up a passageway.  Other exits may exist - determined randomly.

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