14C UPPER LEVEL.
The stairs from Room 14A ascend about fifteen feet. The ceiling in this room rises to a peak of
about ten feet at its highest. Three
large metal devices are placed against the west, the north, and the south walls. Heavy metal wires extend from each of the
devices towards the peaked ceiling. The
spaces on the walls above them are transparent from this side only. From the outside of the building they look
like gray stone. The flattened body of a
man lies upon the floor near the south metal device.
The
metallic devices are actually magical control panels used to affect the weather
in the Grounds. They are decorated with green and red knobs, levers, and
switches. They are also marked by
colorful pictograms and strange characters.
These devices were designed by a powerful druid and a wizard skilled in
the elemental arts working together.
Each has some amount of precious metals worked into the surface display,
necessary for its proper function. The
characters used can be read by any druid or an ranger who is capable of using
druid spells. Some sages who have
studied druidical magic may also be able to operate the mechanisms. A read languages spell will also allow
safe operation.
The
west control panel is used for controlling humidity. From this site a user can send instructions
the local clouds causing them to release water or to dissipate, see the cleric
spell control weather for guidelines.
This has no effect on the Magic Cloud at Area 34 and the weather effects
are limited to The Grounds, they will not greatly affect either the Castle or
the Forest Perilous. If the controls are
used without understanding the pictograms, roll a 2d20 and add the user's intelligence
score when checking on the following table:
Humidity
Device Operation Table
2d20
+ intelligence
|
Effect
|
up
to 10
|
Critical
malfunction, shocks user with 3d6 electricity damage
|
11-20
|
Power
fluctuation deals 1d6 damage in electric feedback
|
21-30
|
Improper
command subroutine confuses device. It
refuses to operate for 1d10 hours as it reboots.
|
31
and above
|
See
Weather Change Subtable below
|
Weather
Change Subtable
1d20
|
Weather
|
1-8
|
Very
clear
|
9-10
|
Light
clouds or hazy
|
11-13
|
Cloudy
|
14
|
Deep
clouds
|
15
|
Fog
|
16-17
|
Mist/Light
rain
|
18
|
Sleet
|
19
|
Heavy
rain
|
20
|
Driving
rain storm with lightning
|
Any
weather effects created, either on purpose or by accident, will remain in
effect for 1d6+6 hours unless the controls on the machine are changed. This control panel is decorated with silver
and platinum wires and knobs. If these
are pried off they will be worth about 650 gold crescents in total but will
also make the device inoperable. If any
person attempts to remove this valuable material they must roll a 1 on a 1d6 or
receive an electric shock for 1d6+3 damage.
This assumes a normal adventurer taking their time. If a thief attempts the job they may
substitute their pick pocket or remove traps skill instead.
The
north control panel is for controlling temperature. From this site a user can alter the local
temperature of The Grounds. As with the
previous panel, if the controls are used without understanding the pictograms,
roll a 2d20 and add the user's intelligence score when checking on the
following table:
Temperature
Device Operation Table
2d20
+ intelligence
|
Effect
|
up
to 10
|
Meltdown
causes 2d6 heat damage (50%) or the unit freezes up causing 2d6 cold damage (50%)
|
11-20
|
1d4+2
small fires spring up spontaneously in the room, sprinklers engage from the
ceiling spitting hail causing 0-3 (1d4-1) points of damage to everyone in the
room
|
21-30
|
Machine
overheats (50%) or freezes up (50%) and won't operate for another 1d6 hours.
|
31
and above
|
See
Temperature Change Subtable below
|
Temperature
Change Subtable
1d20
|
Temperature
|
1
|
Sweltering
heat
|
2-3
|
Hot
weather
|
4-10
|
Warm
weather
|
11-17
|
Cool
weather
|
18-19
|
Cold
weather
|
20
|
Arctic
cold
|
Any
temperature effects created, either on purpose or by accident, will remain in
effect for 1d6+6 hours unless the controls on the machine are changed. This control panel is decorated with gold and
electrum wires and knobs. If these are
pried off they will be worth about 750 gold crescents in total but will also
make the device inoperable. Use the same
chances of success when trying to remove metal from this panel as with the west
panel. If failure occurs the victim will
suffer 1d6 damage from intense cold (50%) or burning heat (50%).
The
south control panel was used for controlling pressure and wind velocity. A band of thieves entered here and removed
the valuable metal from this device but one of their number made a mistake and
was crushed under extreme localized pressure.
The device is currently inoperable.
Characters
can get a reasonably good view of the nearby portions of The Grounds from this
site. If they attempt to map, the
Dungeon Master should take into account the extra perspective gained from the
height. For example, they should be able
to see the lake at Area 20 and the exit from the hedge maze to the west.
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