Entrance to Underground Tunnel Network
RoomDCC 87 · p.10
Open source p.10Area 2-12 – Entrance to Underground Tunnel Network
The humanoids lead you down a ladder to a small door with a wheel in its center. One creature twists the wheel counterclockwise and pushes open the door, revealing an unlit space beyond. It instructs you to go to the round room and then south, before following the directions from the directional device.
A dank, concrete corridor goes east 30’ and climbs a flight of stairs to a round room with two doors (east and south). The east door leads into another darkened corridor, and off the map. If necessary, judges can key a “dungeon” map using the encounter tables (Appendix C). The south door leads to a corridor that splits off the east in two places. Continuing south brings the party to the secret door to Area 2-14.
Area 2-13 A&B – Reactor Rooms: Two large, blocky vaults made of steel and more of the strange, formed stone fill this space. Two heavy doors face each other across an interior corridor. The eastern door is marked prominently with a strange sigil.
The “strange sigil” is the symbol for mutagenic radiation (show players Handout C). Both doors are secured with padlocked (DC 15 Pick Locks check), screw wheel handles.
Room A: Tall columns of metal and glass arc with electricity, and bundles of cables cross the floor and walls. Shadows from the blue-white lightning dance jerkily against the walls. A large box is attached to the wall, just inside the door.
The columns are pretty, but very dangerous for anyone who touches them ( electrical damage, no save). A switch panel just inside the door (right side) can shut them down, but also shuts down power to Itai’s complex. Should the PCs do this and not restore power, Itai sends Urah to fix them. If the PCs wreck the equipment, Itai can’t contact them when they reach the silo complex (Area 4).
Room B: A metal box with pipes flowing in and out of it dominates this room. A glass panel on the box’s side pulses with fluctuating columns of green light, their tips occasionally flashing into amber. Another, smaller box stands just inside the door, to the north. Gridded panels of lights, some glowing and some darker, lay on its slanted surface. Two rounded glass portals cover what appear to be compass needles, which fluctuate slowly within a green arc.
The box is an atomic reactor, and the pipes lead to the cooling system. It’s functioning perfectly. Should the PCs be so bold and foolish as to manipulate its controls, or should any wizard make a casting roll, have each person doing these things make a Luck roll. If successful, nothing untoward occurs. If it’s unsuccessful, have that PC roll a : (1) containment breach—DC 25 Fort save versus death, permanently lose Stamina per day until healed (treat as poison); (2) vent—a valve opens, releasing mutagenic radiation (roll times on Table 5-1 [page 18] for effects, halve results and round up); (3-6) low-power mode—lighting dims; (7) emergency shutdown—all power to complex shuts down in one turn. Itai the Oracle enters standby mode, unavailable to the PCs.