Bun Bun 5: 748 From Westlake Plot in Urban Arcana | World Anvil

Bun Bun 5: 748 From Westlake

Introduction

Shadow creatures adapt to life in a modern city with remarkable speed, particularly when they don’t have any scruples about how they make their livings. In this brief adventure, a few such creatures move into a mundane subway station and quickly turn it into a nasty little dungeon.   The 7:48 from Central Avenue is an adventure set in the Urban Arcana modern setting. This is a near future setting, but it includes fantastic creatures and magic. A wonderful world in the science fantasy genre.   The adventure involves the investigation of a suspicious train derailment.  

Level

Intended for an 8th-level party in the Ultramodern5 system. You will need the DnD 5e core books (PHB and DMG) as well as the Ultramodern5 book to run this adventure.  

Background

The rising tide of Shadow brings many strange things into the Mundane world, and most of them prove unpleasant. Among these new arrivals is the mind flayer Maut’on, who inexplicably arrived minus his plane shift ability and was thus unable to leave. As resourceful as most of his kind, Maut’on quickly found a suitably dark lair (an abandoned sub-basement not far from a subway station) and took up residence there. Thus far, he has refused to become too closely involved with the Mundane world, preferring instead to play the role of the hunter.   Maut’on preys on late-night travelers and spends hours pondering whether to attempt an escape back through a Shadow Rift or settle down here permanently. He realizes that finding a way back through a Shadow Rift will take a great deal of time and effort. However, the idea of remaining here in this Mundane world in not especially appealing to him either. There is the benefit of having been disconnected from his Elder Brain which has given him a freedom that he had never before imagined possible.   The mind flayer finds his inability to use his plane shift ability deeply disturbing, but also intellectually fascinating. He has convinced himself that the mystery of his failed plane shift power is connected with some profound secret that he has yet to uncover. Since his arrival, Maut’on has encountered other refugees from the Shadow Realm. From them, he has learned of the location of a colony, but has no desire to join them. He has only learned that there have been many who have been pulled into this Mundane world and thus far none have discovered a route to return to the Shadow realm.   One of the Shadow Kind he has encountered is an umber hulk, which he has kept charmed since their first encounter, and an ogre mage named Fek-Jiim, with whom he has forged an alliance. The two have formed a small but lucrative crime ring based largely on selling goods taken from the mind flayer's “meals,” but also on stripping the assets from victims of the pair’s charm powers.   A chance event near Maut’on’s subway lair has just given the two an opportunity with equal potential for lucre and peril. Due to a sudden brake failure, a subway train has derailed at the height of rush hour, snarling the whole system and turning a crowd of people loose in the tunnels outside Maut’on’s lair (first bewildered passengers, and later subway and utility works sent to assess the damage). The mind flayer considered fleeing, but chose instead to ply his mind blast against as many people as he could. However, he did allow the emergency medical team to take away a few injured passengers and did not interfere with the accident investigation team, since the disappearance of those people would probably be investigated quickly.   Maut’on has decided to charm most of his captives to gain access to their bank accounts and credit card information and make snacks out of any who resist. The mind flayer knows he has to work quickly and will probably have to find a new lair afterward, but his greed makes him linger in the area just long enough to allow the heroes a chance to catch him.  

Synopsis

The adventure begins with the heroes arriving at the subway station some hours after the train has derailed. The power is out and the station is dark. Upon entering, they encounter Fek-Jiim, who poses as a utility worker. The ogre mage does his best to talk the heroes into leaving because he recognizes the threat they pose. If he cannot get rid of them, he blasts them with his cone of cold ability and tries to kill or capture them.   Once the heroes defeat Fek-Jiim, they’re free to investigate the derailed train. Clues to the cause of the accident prove scarce, but the heroes find a mysterious hole near the tracks, and from its depths they can hear voices calling for help. The voice are genuine, but the hole is a red herring that Maut’on devised to throw any investigators off the scent. If the heroes explore the tunnels east of the station, they encounter Maut’on’s pet umber hulk. Once they defeat it, they can find the mind flayer’s lair and confront him to secure the release of his captives.   The 7:48 from Central Avenue is a straightforward, site based adventure. The action takes place entirely within the area of the abandoned subway station.  

Hook

This adventure is designed with the assumption that the players are members of Team 8. It is also assumed that they have previously saved Bun Bun and now have him as a companion. Thus, the hook that is used here is drawing on this history and will use Bun Bun as the source for the hook.   However, there are plenty other ways that you can pull your characters into this adventure if they are not. As GM, you know best how to involve your players and their characters in an adventure. If your heroes are affiliated with the Knights of the Silver Dragon, the Paranormal Science and Investigation Agency, Department-7 (on any team), or any other organization that deals with supernatural threats, you have a built-in adventure hook. Their superiors can simply assign them to check out the derailment site, deal with any problems they find, and report back.  

Starting the Adventure

The characters are going about their morning as usual. Allow them to declare the start of their days and generally get things going. Any characters that go into the goblin nook or who listen to the radio will hear the following on the news. Greevil is at the bar, listening to the news on a small radio.  
News Flash: There has been some speculation that this wreck was caused by the Mindwreckers. However, there have been several posts online by people who that claim that they are part of the Mindwreckers and they deny having any involvement with this morning's incident at Westlake Station. For those of you just now tuning in: The derailment occurred at 7:46 AM, which is about the train’s scheduled departure time from the Westlake Station. Eighteen commuters, including some from the train and some waiting to board, have disappeared. Three station workers also appear to be missing. Six more workers, two from the transit company and four from the electric company, also vanished after entering the area to provide assistance after the derailment. Thus far, no one has been reported dead. The injured have not yet been counted. There is an investigation team on site.
  When it hits 0845, Bun Bun suddenly stops behaving in his usual fashion. Read the text below, directed at which ever character Bun Bun has been attuned to.
Bun Bun suddenly stops what he is doing, mid child's song and stares off into the distance. He makes a strange static sound and a few beeps before speaking in Draconic. Go to 1600 5th Ave, Seattle, WA 98101. Next to the West Lake Tower Parking Garage, go into the Westlake subway station. People are being hurt there. They need our help. You have to save, Jacob. He cannot be allowed to die! Save Jacob! Bun Bun then slumps and is still.
Once a player touches or talks to Bun Bun he rouses easily as if he is waking up. He does recall what he has just said. If asked about it, he will give the following reply:  
The Dragon Princess wants you to save that boy. We have to help him. It must be important. It must be about saving the world! The Dragon Princess would only tell us if it was to save the world.
 

Research

Computer Use

Characters can use their computer use skill to search for more information online. They can find the following information based on the DC they exceed with their roll.
  • DC 10: Some news sources say that the wreck was caused by the Mindwreckers, but none are giving a specific reason or source for blaming the indicent on this organization. The mindwreckers deny responsibility for the incident.
  • DC 15: Derailments in the subway are fairly rare, but they do occur occasionally, thanks to operator errors and equipment failures. They’re inconvenient for commuters, but rarely deadly. This derailment, though it appears to have occurred at low speed as a train was entering a station, seems to have produced more delays in the system than most do.
  • DC 20: Local hospitals and other emergency services have not reported an influx of injured passengers. The people involved in the wreck seem to have gone missing. The train operator has told her superiors that the train’s emergency brakes suddenly slammed on, probably due to a software glitch. Even though the train was already slowing to enter a station, the sudden stop derailed the train.

History

Characters can use their history skill to try to recall information regarding the Mindwreckers and the history of that organization. They can recall the following information based on the DC they exceed with their roll.
  • DC 10: The Mindwreckers are a radical group that is regularly involved in disturbing the peace, assault, torture, and even extremely violent terrorist activities. They claim to be “psychic warriors” and “the world’s elite psionicists.”
  • DC 15: There seems to be no organization or structure to this group. Chaos seems to reign at the heart of everything that they do. They tend to travel in small groups that they refer to as cells. So, it is possible that one part of the organization is responsible for the incident without the others being aware of it.
  • DC 20: They love to have public attention and have never been known to deny that anything attributed to them was their work. In fact, they are often suspected of claiming to be responsible for events that they were not involved in. It seems rather unusual that the Mindwreckers would want to remove themselves from this incident.

Investigation

Characters can use their investigation skill to try to gather information from sources that they know and connections that they have. This implies that they will be walking the streets or making phone calls, depending on the type of contacts they are trying to reach out to. They can discover the following information based on the DC they exceed with their roll.
  • DC 10: The Shadow Kind do not believe that the Mindwreckers are responsible for this incident. They seem to believe that they have been avoiding this subway station for several months now.
  • DC 15: The local subway system was about due for another derailment. Current maintenance practices and budgets make such incidents inevitable. They city has not been properly investing in the infrastructure to maintain these structures properly.
  • DC 20:Police reports show a significant rise in the number of missing persons cases involving that particular station and the area around it. The police have been quietly on the lookout for a serial killer or gang operating in the area.
  • DC 25: People missing from the area where the derailment occurred include transients and drug users who have later been found beheaded in various parts of the city. Most, however, have been professionals who abandoned their normal lives, emptied their bank accounts, and ran up enormous credit card debt, then disappeared altogether once their money ran out. Police suspect a cult at work.
  Conclusion Bun Bun (and the Dragon Princess) will consider the characters successful if they rescue Jacob. They don't need to kill or capture the adversaries in this adventure to get credit for success. Finding a successful way around these NPCs to get to the NPC they are there to rescue is enough to earn the XP for having defeated the encounter. That being said, it is likely that these NPCs will cause them future problems if they are left alive or allowed to escape.

Relations

Protagonists

This adventure is built with the assumption that the heroes/players are part of Team 8. If that is not the case in your setting, you will need to rework some portions of this adventure.

Allies

Deld Toothbreaker
Character | Oct 28, 2023
Characters can approach Deld for information regarding what is being said regarding this matter amongst the Shadow Kind. Deld is willing to ask around, it will take him a couple hours to complete the task. He has an investigation +9, have one of the players roll his skill check for him. He can discover the following based on the DC he exceeds with his roll.
  • DC 10: The Shadow Kind do not believe that the Mindwreckers are responsible for this incident. They seem to believe that they have been avoiding this subway station for several months now.
  • DC 15: Several Shadow Kind have gone missing in the area of the Westlake subway station. Because of this, many of the Shadow Kind have been avoiding the area.
  • DC 20: There are rumors that someone with powerful psych abilities has established a base within the area of the Westlake subway station and that this is the reason that the Mindwreckers are no longer traveling in the area.
If the players need an NPC to fill out the numbers of the party, Deld can join them for this adventure. However, have him decline if the party is already able to easily meet the CR 8 difficulty.  
Kimberly Scott
Character | Sep 2, 2023
Kimberly is able to do investigation work for the players. It will take her a couple hours to complete the task. She has an investigation +11. Have one of the players roll her skill check for her. She can discover the following based on the DC he exceeds with her roll.
  • DC 10: Some news sources say that the wreck was caused by the Mindwreckers, but none are giving a specific reason or source for blaming the indicent on this organization. The mindwreckers deny responsibility for the incident. The Mindwreckers are a radical group that is regularly involved in disturbing the peace, assault, torture, and even extremely violent terrorist activities. They claim to be “psychic warriors” and “the world’s elite psionicists.”
  • DC 15: Derailments in the subway are fairly rare, but they do occur occasionally, thanks to operator errors and equipment failures. They’re inconvenient for commuters, but rarely deadly. This derailment, though it appears to have occurred at low speed as a train was entering a station, seems to have produced more delays in the system than most do. There seems to be no organization or structure to this group. Chaos seems to reign at the heart of everything that they do. They tend to travel in small groups that they refer to as cells. So, it is possible that one part of the organization is responsible for the incident without the others being aware of it.
  • DC 20:Police reports show a significant rise in the number of missing persons cases involving that particular station and the area around it. The police have been quietly on the lookout for a serial killer or gang operating in the area. They love to have public attention and have never been known to deny that anything attributed to them was their work. In fact, they are often suspected of claiming to be responsible for events that they were not involved in. It seems rather unusual that the Mindwreckers would want to remove themselves from this incident. Local hospitals and other emergency services have not reported an influx of injured passengers. The people involved in the wreck seem to have gone missing. The train operator has told her superiors that the train’s emergency brakes suddenly slammed on, probably due to a software glitch. Even though the train was already slowing to enter a station, the sudden stop derailed the train.
  • DC 25: People missing from the area where the derailment occurred include transients and drug users who have later been found beheaded in various parts of the city. Most, however, have been professionals who abandoned their normal lives, emptied their bank accounts, and ran up enormous credit card debt, then disappeared altogether once their money ran out. Police suspect a cult at work.
  • DC 30: Qhall believes that there is another mind flayer working in that area. He believes that it is the mind flayer that is causing the people to go missing and is the person that has been intimidating the mindwreckers over the past few months. Qhall is fairly sure that the other mind flayer has been in the city for the last 4 months.
Detective Nina Jasso
Character | Sep 2, 2023
The detective can readily look up criminal activity in the area. Any character that has a positive rapport with her can make a persuasion check DC 15 to convince her to look this information up. They can get a +5 on their check if they give her more information on one or more of the recent strange cases that have been happening in Seattle. She has been investigating the arson cases, the red rum cases, the McCurtney farm reports, and the Le Mere estate. If they go into too much Shadow related activity, she will have a -10 on her insight check to believe that they are telling her the truth. If she doesn't believe them, they will get a -5 on their persuasion check rather then the +5. If they are able to convince her to get the information, she is able to tell them the following:
  • Police reports show a significant rise in the number of missing persons cases involving that particular station and the area around it. The police have been quietly on the lookout for a serial killer or gang operating in the area.
  • People missing from the area where the derailment occurred include transients and drug users who have later been found beheaded in various parts of the city. Most, however, have been professionals who abandoned their normal lives, emptied their bank accounts, and ran up enormous credit card debt, then disappeared altogether once their money ran out. Police suspect a cult at work.
  • The police do not believe that the derailment has anything to do with the Mindwreckers and they are not sure where that rumor got started.
  • There have been reports and rumors of people behaving unlike themselves in the past few months in that area. There has been a rise of people being admitted to the psych services due to the concerns of family members. Once admitted, these individuals either become completely catatonic or return to their normal behaviors. The psych doctors have never seen anything like it and have expressed concern to the police that there might be a new drug on the black market.
Yorb
Character | Jun 25, 2023
He does not have any information for the characters, but he is an ally that can be used to fill out the party if they do not meet the CR 8 on their own.     Bun Bun will go with the party when they investigate the subway station. He will do everything that he can to assist them in their quest to save Jacob.

Neutrals/Bystanders

Jacob Brzezinki
Character | Sep 2, 2023
Jacob is the nephew of Darryl Brzezinki. Thus he is a member of the powerful family that runs the Russian corporation Elbrus Corporation. The boy has been left in Seattle while Darryl in attending to business in Russia. The boy has been site seeing.  
Jamie Oberholtzer
Character | Sep 2, 2023
Jamie is Jacob's escort. He has been given the unfortunate job of keeping Jacob safe while he was site seeing in Seattle.

Competitors

Team 2
Organization | Apr 23, 2022
Starr Sidney
Character | Jun 25, 2023
Dire Wolf
Character | Apr 23, 2022
Ferdinand Ott
Character | Sep 2, 2023
Dallas Hughes
Character | Jun 25, 2023
Bonnie Langdon
Character | Sep 2, 2023
They have been assigned the mission of investigating the crash. While they are not there to capture Team 8, they will pursue them if Team 8 makes a nuisance of themselves. They will not help Team 8 in their efforts either. They are more included to become adversaries then they are inclined to become allies. However, it will largely depend on how Team 8 behaves.

Backdrops

Locations

Though Maut’on and Fek-Jiim operate throughout the city, all the action in this adventure takes place in and around the subway station where the derailment occurred.  
Westlake Subway Station
Building / Landmark | Apr 22, 2022
 

Area 1: Main Subway Platform

The main access to the platform is via two escalators on the west side, where you came in from the street. The more southern escalator goes down, and the more northern one generally carries people up. Both are currently shut down. The station lies about 70 feet below the surface, so a trip up a stationary escalator is quite a hike. And you are all loving Bun Bun right now for having sent you on this adventure.
The heroes can see normally, but there are plenty of deep shadows, where almost anything could hide. Elevators in area 1A are normally in operation 24 hours a day, but they too are shout down now. The nearest service entrance to the station lies about a quarter mile to the west. The party can take a service elevator down to the tracks and trudge along the south tunnel, eventually emerging at area 1E.   Give the party a few minutes to decide what they are going to do next. Once the begin to advance into area 1, read the following out loud.
This subway stop serves a major downtown business and retail area. It is unremarkable as subway platforms go. The floor and walls are done in tile laid over concrete, and the ceiling is about 40 feet high. Passengers can board trains from the north side of the platform. The main power to the platform has been shut off, but emergency lighting illuminates the chamber dimly.
 
Fek-Jiim
Character | Sep 2, 2023
He has two minions with him that will approach the players in area 1 before they can explore the space too much. Orc  

Tactics

Fek-Jiim will start out by having his two minions approach the party. The orcs are both wearing Circlet of Human Perfection and thus they appear to be human maintenance workers when they approach the group. They will attempt to get the party to leave the area. When the players don't leave, Fek-Jiim will start the combat with his Enemies Abound spell, targeting which ever character is closest to him. Once combat has started, the orcs will drop their disguises and attack the party. Fek-Jiim will stay at range for as long as possible, hitting the characters with his spells. If they start coming up onto the platform, he will use his summon to block them from getting to him. He will move towards 1F to give himself more space. When they come in close he will switch to using his tentacle rod with spells to supplement his attacks. When he drops to 20 HP or less, he will attempt to escape.

Rewards

Orc Minion 1 has the following loot

Orc Minion 2 has the following loot

Fek-Jiim has the items as listed on his character sheet

3,900 Experience Points

This is a CR8 encounter for Ultra Modern 5 characters that have been playing in an Urban Arcana setting. This means that they will be equipped with both Mundane and Magical items. Some characters will also have cybernetics. Because of this, they will need more difficult encounters to pose the same level of threat

1A: Elevators

These two cramped elevators normally give access to the street above. They are currently shut down, and the cars are at street level. There is nothing of interest here. However, if the players want to invest their time they can attempt an engineering skill check DC 15 to get the power back to the elevators. This is not a task that they need complete, but one they may choose to.  
These are a pair of unremarkable elevators that are currently unpowered.

1B: Newsstand

This niche is stuffed with newspapers, magazines, candy, and tobacco. Both the cash register and a small safe have been forced open and emptied.
This news stand has been ransacked. The newspapers, magazines, candy and tobacco products have been strewn around the space. The cash register has been forced open and is empty. A small safe beneath the counter has also been forced open and is empty.

1C: Food Stand

This area is similar to area 1B, but slightly larger. The food stand features a microwave, a warming self, and two big glass-fronted coolers, all of which have been shut down. The cash register and safe here have also been rifled, but plenty of junk food remains, all at about room temperature.
This area is a small food stall. There are plenty of room temperature food items still in the warming trays. They seem untouched. However, the cash register has been forced open and stands empty. The microwave and glass fronted coolers have been left with their doors open.

1D: Crossover

This raised bridge allows passengers to cross from the main platform to area 1F to switch trains. The main portion of the bridge is 20 feet above the platforms and about 25 feet above the tracks. Ramps at each end provide access to the bridge. The bridge and ramps have sides about 3 feet high, equipped with handrails.
This is a skyway that allows people to cross from the south platform to the north platform in order to switch trains. There is a set of steps that lead up to the skyway.

1E: West Tunnel

Two subway lines run from here to the rest of the city. The north and south tracks follow separate tunnels. As noted earlier, there is a service entrance about a quarter mile to the west along this tunnel. If the heroes use it, they enter the station at this point, along the south track or they can access the road way from there.
The tunnel stretches out to the west without anything of interest presenting itself to you. There is no apparent damage to this portion of the track.

1F: North Platform

This smaller platform is used primarily for transfers between the two tracks. Except for its size, it is identical to the main platform.
The north platform is smaller, but otherwise the same as the southern platform. This area allows passengers to switch trains. There are no exits to the street level or vendors on this platform. The only ways to leave this platform is to either board a train or to use the skyway to return to the southern platform.

1G: Tracks and Wrecked Train

This area is about 5 feet lower than the two subway platforms. It has two sets of tracks running east and west, each with three rails. The two outer rails of each track carry trains, and the center rail carries electrical power for them. When the line is in operation, the center rail could deal anyone who touches it a lethal shock, but the power has been shut off from a control station several miles away. The derailed subway train has three cars, each about 40 feet long. The front and rear car is equipped with a control cab. All three cars lie well off the tracks, and all look badly crumpled.
  A quick search of the cars (Search DC 5) reveals several doors and broken windows that could provide access to the train’s interior.  

Engineering Skill Check

If a player would like to investigate the crash site, they can roll an engineering skill check (DC 15) to learn that the train wasn’t going very fast when it derailed, but the cars are built light for efficiency and safety, and they buckled like cardboard during the accident. Most of the damage, however, occurred in designated “crumple zones,” so no one was seriously hurt during the accident. In fact, the trains look exactly the way they should for having this kind of impact. the train’s emergency brakes are clamped tight, and several show scorch marks, as though they had been slammed on while there still was power to the drive wheels. This fact supports the theory that the derailment was caused by a failure of the automatic braking system. But there is no obvious cause for that to have occurred. The two control cabs are mostly intact, and all the controls are set to their “off” positions. It appears that the operator shut everything down before leaving the train. Each control console has a hole that once held some sort of electronic device. Loose wires with quick-release connectors are plainly visible. It seems that these openings once held small computers and recorders that controlled and monitored the train. Accident investigators have probably removed the devices.

Investigation Skill Check

If the players would like to search through the interior of the subway cars for clues they can do so. A cursory look through the passenger sections reveals much broken safety glass and all manner of small personal items, such as umbrellas, shopping bags, raincoats, and sunglasses. Anyone who spends at least 10 minutes looking around can make an investigation check (DC 15) to note that there are no high value items (such as wallets, cellular phones, or notebook computers) in evidence.  

1H: Mysterious Hole

Maut’on had his umber hulk servant dig this hole, which leads down about 60 feet to a deep storm sewer. The mind flayer has imprisoned six people down here, after first stunning them with his mind blast. He and the ogre mage ferried the people down into the hole with their telekinetic abilities, but let them drop the last few feet into some stagnant water at the bottom of the sewer. Thus, all of them have taken some nonlethal damage. The only immediately visible exit from the sewer is through the hole. Some of the more intrepid among the prisoners have explored the sewer, but they have found no other exits. Since none of them can climb the sewer’s smooth concrete walls, they have been waiting, with varying degrees of patience, for a rescue. If they see or hear anyone at the top of the hole, they shout loudly for help, and they’re not above pointing out details of their situation.   
The hole looks roughly dug, with broken concrete and then dirt at the edges. The hole leads straight down about 60 feet. You can hear people yelling from below. “There’s water down here! We’re very cold, and we’re hurt!”
If the party goes down into the area below, read the following description to them:
This concrete room is clearly part of the Seattle water ways. There are several large pipes that lead into the chamber and a single drain in the middle of the floor. This appears to be a water tank for flood prevention. Currently, there is only about six inches of water. There are six people here who look relieved and excited that you are here to rescue them. They are begin clamoring at you.
  If rescued, the people are grateful, but they can’t provide much useful information. The train passengers among them can, however, describe the derailment. A typical story goes as follows.
We were slowing down as we came into the station, like normal, when the lights flickered and the brakes slammed on. We all shot out of our seats, like when someone slams on the brakes in a car, you know? Before we landed, the cars slid off the tracks, and it was like being in a blender! The last thing I remember is crawling out of the wreckage and then suddenly feeling really dizzy and falling down, unable to move a muscle. Some of the people around me were gasping or screaming. Then someone blinded me with a blanket or a bag or something, and the next thing I knew I was falling through darkness, only to splash into water.
  The workers tell similar stories of capture, though they weren’t present for the derailment.

0-600 Experience Points

If they players rescue all six of the people trapped in the water holding tank they should be given some experience for their efforts. The amount should depend on how well they interact with the victims. Each person is worth 100 experience. If they address their medical needs, try to calm them and help them out; then they should get the full amount of experience for that NPC. When awarding the experience, keep in mind that this is a roleplaying and renown event. Do they stay true to their characters? Do they put forth a good effort to help the victims? If so, give them the experience.  

1G: East Tunnel

Anyone who comes this far east can see the tunnel at area 2. This area is well within range of the creature’s gaze attack.

1I: Vantage Point

Anyone standing in this area can see partway into the tunnel at area 2. It is dark inside the tunnel, but anyone who shines a light inside or can see in the dark has a chance to spot the umber hulk hiding inside if noise in area 1 has not caused it to back farther down the tunnel.   
Umber Hulk
Character | Apr 22, 2022

Area 2: Guardpost

Maut’on ordered his charmed umber hulk servant to dig out this crude tunnel entrance and stand guard just west of it. If the heroes used any firearms or explosives (or made any other loud noises) while fighting the ogre mage in area 1, the umber hulk has backed up the tunnel to the north until it isn’t in line of sight from area 1I. It remains there and counts on its tremor sense ability to notice approaching foes. The following read-aloud text assumes that the umber hulk is not in sight. If it is, adjust it accordingly.  
The smooth concrete of the subway tunnel’s north wall has a hole in it—a ragged, irregular cavity with a strangely organic look about it, like a termite tunnel in a wooden beam. Stone shards and rock dust litter the opening like sawdust. An equally irregular tunnel leads away from the opening, into the wall.
  The rock litter is debris that the umber hulk left behind when digging out its hiding niche.  
Umber Hulk
Character | Apr 22, 2022

Tactics

If the umber hulk knows someone is coming, it stays out of sight in the tunnel until it’s ready to attack. Otherwise, it hunkers down in the tunnel mouth and keeps its eyes peeled for intruders. The heroes have a chance to spot it in the tunnel mouth before it attacks. The creature has a +10 circumstance bonus on Hide checks while hunkered down in the tunnel. In any case, the umber hulk tries to stay of out sight until someone comes with 30 feet of the tunnel mouth (area 1I). When that occurs, Maut’on’s pet steps into full view, so as to expose the foe to its gaze attack. Thereafter, it backs into the tunnel to avoid being flanked. Once engaged in combat, it fights to the death.  

1,800 Experience Points

Defeating the Umber Hulk is worth 1,800 experience points. It doesn't have any loot.  

Area 3: Umber Hulk Tunnels

The umber hulk dug these tunnels at Maut’on’s behest. The areas of rubble on the map indicate sections that the umber hulk has blocked by piling up stone shards from its digging. These barriers look like dead ends. Read or paraphrase the following when the heroes see one.  
A near vertical pile of stone shards and rocks blocks the way here. It’s hard to tell what might lie behind the pile.
  The stone is packed well enough that the heroes can tap on it and discern with a successful perception check (DC 15) that there’s some empty space behind it. Digging for 10 minutes clears away the pile, but a character can simply knock it down with a successful Strength check (DC 15).

Development

This area serves mostly to delay the party’s entry into area 4. It is likely that Maut’on will hear them approaching as they knock down the rock barriers.

Area 4: Old Subbasement

Maut’on has made his lair in this abandoned chamber. This sub-basement was supposed to be completely filled in when the subway was built, but one corner still remains intact. Currently, the mind flayer has some unfortunate passengers from the derailed train chained up in this room. Read or paraphrase the following when the heroes enter.  
This chamber is shaped like a crude right triangle. Ahead, a wall of packed, rocky earth forms the hypotenuse of the triangle, and damp concrete walls form the two shorter sides. Lying against the dirt wall is a row of utterly miserable and terrified civilians, all bound with chains and manacles. An old, rusty steel ladder stands in the corner where the concrete walls meet.

Captives

Maut’on’s captives are all passengers that he took from the wrecked train (an assortment of passangers, train staff, platform employees and workers there to help with the wreck). They are all but helpless in their chains and somewhat muzzy-headed from the mind flayer's mind blast power. Maut’on himself lurks at the top of the ladder, waiting to attack the heroes. He has been taking his captives, one by one, up to area 4A to interrogate them. The mind flayer wants to get the passwords and pin numbers for the credit and debit cards, laptop computers, PDAs, and other items of value that he and the ogre mage stole from the train before he extracts the captives’ brains.   If the party tries to free the victims, intellect devourers attack them. There are six of them. They will target the captives first.   Intellect Devourer

Maut’on
Character | Sep 2, 2023

  Tactics The mind flayer is likely to hear the heroes breaking through the last stone barrier in area 3. If they make a lot of noise getting to this point, he is waiting at the top of the ladder when the party enters the chamber. He will watch the party at the start, allowing them to come into the room. Once they are engaged with the captives, he will loose his Intellect Devourers on them. Each will enter the room from the ladder area by dropping down into the room when it is their initiative. Maut'on looses a mind blast at the first opportunity. He will allow the Intellect Devourers to pass through his space so that they can enter the room while he remains standing at the doorway that looks down into the room the party is in. After that, he uses pistol to fire on anyone still standing. If reduced to one-half his original hit points, Maut’on retreats to area 4A and closes the door that leads into the room. There he waits for someone to climb up and enter. As soon as anyone opens the door, the mind flayer attacks with his tentacles. Should the heroes manage to force their way into area 4A, Maut’on will fight them to the death as he has no where else to run.  

4A: Maut’on’s Chamber

 
 
The ladder leads up 20 feet to a door in the wall. The door is locked.
The door can be forced open with a strength check DC 15 at disadvantage due to the awkward nature of doing this while maintaining your balance on the top of the ladder. Alternatively, they can break the door down in which case the door has an AC 15 and 10 HP.   
The room at the top of the ladder was once part of an old storage area. But the mind flayer has gone to significant effort to make this space comfortable and homey. There is a couch that appears to be where he has been sleeping as well as a desk that is covered with study materials. There is even a small alcove that has been fashioned into a toileting area. There is a man and an adolescent male sitting on the couch. They are tied up and gagged. They are both staring off into the distance blankly.
This is where the characters find Jamie and Jacob, the people that Bun Bun has sent them here to rescue.   Maut’on has installed a bed and a desktop computer in here, as well as some shelves that hold a variety of books and manuscripts dealing with the occult. This material is all part of the mind flayer's efforts to understand the nature of Shadow and exactly how he came to be here, as well as the loss of his plane shift ability. The computer contains file after file filled with notes and formulas that deal with interdimensional travel. Most of it is sheer rubbish, but if you wish to let the heroes pursue this angle, it could also contain some genuine insights. This chamber also contains all the cellular phones, notebook computers, credit cards, debit cards, PDAs, and other items of value that Maut’on and Fek-Jiim took from the derailed train.

Rewards

0-600 Experience Points

If they players rescue all six of the people chained in this room they should be given some experience for their efforts. Each person is worth 100 experience. If they address their medical needs, try to calm them, protect them from the intellect devourers and help them out; then they should get the full amount of experience for that NPC. When awarding the experience, keep in mind that this part of the reward is about roleplaying and renown. Do they stay true to their characters? Do they put forth a good effort to help the victims? If so, give them the experience.

2,700 Experience Points

Should be awarded if the party kills or chases away all of the intellect devourers.

3,900 Experience Points

Should be awarded for defeating Maut'on. They can also loot him for any of the items that are listed on his character sheet. He also has $3,500 in cash in his room. This is not hidden so the party would find it if they perform any kind of search.
Plot type
Adventure
Related Organizations

Tokens

Allies

Deld Toothbreaker

Kimberly Scott

 

Detective Nina Jasso

Yorb

Bun Bun

Adversaries

Fek-Jiim

 

Summon Aberration Token

Orc Minions

A Umber Hulk

Intellect Devourer

Maut'on

Competitors

Star Sidney

 

A Dire Wolf

Ferdinanad Ott

Dallas Hughes

Bonnie Langdon

Neutrals

Jacob Brzezinki

Jamie Oberholtzer

 

The Captives

Food Stand Workers

Subway Station Staff

Repair Crew

Subway Passengers

 

Comments

Author's Notes

This adventure is a modification of a 3.5 adventure for the Modern Urban Arcana setting. I have modified it to fit within the Ultramodern5 rule set and to better merge with my Urban Arcana Setting. You can see the original adventure below, it was a free release by WOTC. 


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