The Needle Gnome Outpost
RoomOSE HMS · p.24
Open source p.24Grottoes (hangar-like, lacey dripstone). Lanes (cobblestone). Wells (bottomless).
- Wander lanes: Ghost sounds. Hooves. Carriages. Laughter. Forgotten language.
- Follow sounds: Metallic tripod, a one-way audio time machine. As large as a bullock. Worth 10,000gp. Needle Gnomes use it as a lure. Moving it draws a patrol ( Needle Gnomes, see page 11).
- Examine wells: Ghostly glow. Heat from below. May lead to a kind of hell.
Initial Exploration
Abandoned Villas
Ornate decorations (cupolas, spires, walkways). Gardens (desiccated). Insectile carcasses (ancient, metal). Park (dead, dusty).
- Scout villas: 1 turn per villa. Roll : (1) dust and rubble, (2) full of long bones cracked for marrow, (3) ransacked, nesting troglodytic giant pill bugs (as giant rats), (4) barricaded, desiccated mummies inside, gp in lucite jewelry, (5) broken open, concealed treasure chest ( x 100gp in strange currencies), (6) untouched, pristine, with plastic guardians (as gargoyles) guarding small treasures (page 7).
- Check gardens: 1 turn per garden. Roll : (1–4) ornately decorative, choked with mass of dead thorny weeds, (5) old graves (1 turn to dig up, gp per grave), (6) dormant plastic guardian awaiting instructions (as gargoyle, CHA check to command).
- Poke carcasses: Beasts of burden or vehicles. Unclear which. Dead now.
- Visit park: Oddly soothing. Save vs spells or spend 1 watch contemplating end of all things, regain 1hp. Baroque gazebo with a banquet table laden with plastic fruits (worth 50gp in the modern world).
Further Exploration
Flower Fortress
Organic crystal fortifications (ramparts, walls, palisades). Rumbling machinery (biological, belching, working). Axial tower (increscent, metallic).
- Scale fortifications: Needle Gnome guards (page 11). Beyond: machinery and tower.
- Investigate machinery: Grinding up offerings: remains of miners, mummies, and plastics. Secreting oily liquid: Needle Gnomes’ organic nourishment.
- Enter the tower: Door opens once per watch (wait turns). Stairway leads up to a vat chamber where a gelatinous proto-gnome (as gelatinous cube) swims in oily fluid inside a fortified tank, hooked up to the rumbling machinery. This is the rock-folder, who opens passages through solid matter. If attacked, it summons a Needle Gnome patrol ( gnomes, see page 11, arrive in rounds). If killed, the tower begins folding into itself and retracting into the ground, stopping further Needle Gnome incursions after 2 turns (all future Needle Gnome patrols encountered are changed to confused Needle Gnome survivors). Chiselled scout holes, machined arteries, charnel pits. Ladders, square shafts,
Regional Challenges
6. Needle Gnome patrol: warriors out in force. If interrogated, reveal they are drawn by the earthquakes that threaten their deep homes. 7. Vicious trapworks: A 40’ long, 10’ wide, 20’ deep pit lined with flexible spikes ( damage if fallen on). Circumventing takes 1 watch. Putting pressure on the spikes summons Needle Gnomes in turns. 8. Oil spill: Flammable puddles, aerosolized fuel. Open flame triggers a fireball. 9. Ancient alarum: A very loud 3-minute wavering tone sounds from everywhere at once (actually from a forgotten past). Followed by the sound of an ear-splitting explosion (save vs paralysis or deafened for 1 watch, save vs wands or struck by falling stalactites for damage). Finally, white noise fading to silence.
Collapse
1. A wild howling sound. Needle Gnomes flee for their elevators. Future Needle Gnome patrols are changed to terrified Needle Gnome refugees. The axial tower grinds back into the ground. + to collapse checks. 2. Grottoes rumble and shake, stalactites and villas collapse. Lowest WIS character saves vs death or is struck by an ox-sized stalactite ( damage). + to collapse checks. 3. A sudden flash of colourless light comes through the abandoned time machine. The grottoes disappear into history, along with the PCs. Again. Path to toxic rivulets.