Descent
RoomDCC 87 · p.11
Open source p.11Area 3-1 – Descent
After about a half mile, you find yourselves in a small, round room coated with slimy green plant matter, and water drips slowly from the ceiling. A metal ladder, fixed to the ledge on which you stand, descends the western wall into darkness.
The ladder descends 30 feet. A puddle of liquid lies at the bottom, and drains toward a round opening about 6 feet in diameter, leading to the east. The puddle conceals a nanoplasm which is gathering organic materials for Vor’s use. The PCs serve this purpose just as well as the plant matter in this chamber (which is harmless algae). Beyond the round opening, a pipe slopes very slightly downward toward the east.
Nanoplasm: Init ; Atk decompile melee ( per round + special); AC special; HD ; MV 20’; Act ; SP immune to non-magical weapons, synthetic creature (immune to sleep, charm, and any effects requiring a Will save; double damage from electrical and magical attacks; half damage from heat and cold-based attacks; regenerates 1 hp per round), nanoform (see below); SV Fort , Ref , Will immune; AL N.
If attacked physically with a non-magical weapon, the nanoplasm “grabs” the weapon (DC 15 Str check to pull free), flows up to encase the object and anything attached to it, and decompiles its target. It can flow through, over, or under anything, deconstructing it on a molecular level, enveloping a living creature within 2 rounds and thereafter inflicting suffocation damage and infection. Suffocating creatures take points of Stamina damage per round and die when Stamina reaches 0; lost Stamina is regained within 1 round once breathing is restored. Creatures damaged by nanoplasms must make a Fort save (DC 18) or become infected with nanites. After 1 week, the affected creature begins to crave metals; after 2 weeks the creature becomes a nanoform, a slave of Vor.