Index and Complete Adventures

Monday, December 2, 2019

UGH Old Gallax Hall 22-40

Level 1 - Basement
Level 2 - Steam Tunnels
Level 3 - Old Gallax Hall 1-21

Under Gallax Hall - Level 3 - Old Gallax Hall
Made on Gridmapper by Alex Schroeder

22. Zot’s Offices
1-6: Empty  | 6-7: Administrator Zot  | 7-1: Empty

Series of offices-turned-storage. Metal brass doors. Rectangular blank spaces rimmed by claw marks where nameplates were pried away.

While Zot is present, he will be having imagined conversations with his secretaries about whether everything is up to code.

A. Gears, so many gears. Boxes and boxes of unlabelled and unorganized big and small brass, steel, and bronze gears. Crudely labelled in ink: “Zot’s Gears”.
B. The door is welded to the doorframe. A ticking sound can be heard if an ear is pressed against it. A small 2HD Time Automaton waits crouched on a pile of unfortunate bones. It will not attack unless the door is opened.
C. Empty
D. 1d4 Zombies from the Class of 677. They’ll burst out from the door when opened. CONTINGENCY:  They’ll begin banging on the door with their fists and heads if loud noise is made in Area 22.
E. Empty
F. Five magic locked padlocks along with additional steel bars cross the doorknob and frame. TRAP: When touched, each lock disappears then reappears on the person who touched them, along with the attached steel bar. It is heavy and awkward, requiring surgery to remove. Appears on: 1) Hand 2) Leg 3) Jaw 4) Shoulder 5) Torso 6) Forehead. TREASURE: Inside the room are three stately cuckoo clocks, each addressed to Administrator Zot. They are made of bronze (120gp), silver (320gp), and gold (560gp). They are also exactly 6.52 seconds too fast, and cannot be recalibrated. The Ghost of Zot hates these, and will fly into a rage at the sight of them.

23. Administrator Zot
1-2: Empty  | 2-6: Administrator Zot  | 6-9: Empty | 9-11: Administrator Zot  | 11-1: Empty

This brass-lined office has no less than seven clocks still ticking away in asynchronous cacophony. Everything else is wrecked - the desk, the chairs, the books - slashed and burned, like a bomb went off just this morning.

The Ghost of Administrator Zot haunts this room for half the day. While here, he is constantly fiddling with the clocks, attempting to get them in synchrony. His efforts are futile - he is a cursed ghost, after all. It’s driven him mad.

See Administrator Zot bestiary entry. Quick summary: Obsesses about Time. Can possess clocks. Mistakes people for his secretaries. Constantly observing clocks, making sure they’re correct.

CONTINGENCY: If any clocks are stolen, Administrator Zot will haunt them and harass the thieves until the clocks are returned.

SEARCH: Stacks of papers with multiple orderly timetables, and computational matrixes on various clock space-time locations.

TREASURE: Two ticking clocks have gold components (100gp each), two have silver components (40gp each), one is made from expensive mahogany (150gp), one is made from simple wood (10gp), and one made of marble (300gp, Heavy).


24. Clocktower Base
1-2: Administrator Zot  | 2-11: Empty | 11-1: Administrator Zot

A single, large carillon bell lies ruined in the middle of the room, shattered beyond use. 20ft above begin rafters, scaffolding, and half-collapsed stairs leading up to Area 19 of Level 1 - Basement.

The bell is very heavy and hard to move. Underneath is a bronze plaque embedded in the floor that reads: 

“Zot Memorial Bell Tower. May He Here Find Peace.”

SECRET: Administrator Zot’s physical corpse is interned under 3ft of  stone in the middle of the room, along with a Ruby Ring worth 1000gp and his Hat. Zot’s Boxy Clockwork Hat accurately tells the time regardless of circumstance (700gp). His Ghost arrives at the 11th Hour to stare down at its location.


25. Hall Monitor
Grey stone statue of a sworded knight, standing upright and rigid like a chess piece. Its head turns with a grinding sound to face those within 40ft. It declares, robotically: “PRESENT HALL PASS.” From its visor emanates a dangerous red glow.

TRAP: Fail to present a Hall Pass within 3 Rounds, or similarly approach within 20ft, and a beam of red energy will lance out and strike the leading person for 4d6 damage, Save vs. Staffs for half. It can do this once a Minute.

The magic of the statue is fairly undiscerning. It will not acknowledge or accost those wearing Professor’s or Administrator’s clothes.


26. Time Automaton Workshop
Eerie ticking sound emanates from the back of the room.

Pile of strangely-functioning clocks in the back is a massive Time Automaton keeping the true time. It is hostile to anyone approaching it but ignores those simply rummaging around.

Dusty workshop - work benches, scattered stools, fine clockmaking tools, magnifying lenses, spare parts. No whole clocks, only broken or partial pieces.

SEARCH (1): Locked drawer (standard key lock) with 8 silver pendulums worth 40gp each.
SEARCH (2): Tiny hidden compartment in larger drawer contains 3 Small Oscillation Crystals (300gp each)

Time Automaton
AC Plate  HDHP 40
1d12 Pendulum Crash / 3d4 Clockwork Laser
Regeneration: Gains 1 HP every Round. Acid stops this process.
Self-Replicating: (Use if less than half of HP) - Capable of infecting standard time-telling devices. Standard action converts device into Time Automaton depending on size of object.

Watch = 0 HD / 1 Damage. 
Pocketwatch = 1HD / 1d4 Damage. 
Grandfather Clock = 2HD / 1d6 Damage / 1d4 Laser. 
Huge Clock = 3HD / 1d8 Damage / 2d4 Laser
Massive Clock = Time Automaton

27. The Seal of the University
1 in 6 chance of Wandering Encounter when approaching this crosshall.
Four astere statues of the Four Administrators flank The Seal.

North: Administrator Gallax  | East: Administrator Hargrave  | South: Administrator Poe | West: Administrator Zot

Gallax’s Appearance: Wears a pin-striped suit. Pretty accurate statue. Cross halfway between Santa Claus and The Devil.
Hargrave’s Appearance: A strongman propaganda poster in statue form. Perfect beard. Strong chin. Lushous head of hair. (Liberties clearly taken)
Poe’s Appearance: This ghost man even looks like a pencil. Flat face, thin, rigid, cylindrical robes.
Zot’s Appearance: Everything is clean and tight. He’s smooth and sunken, like a plastic bag pulled over a vulture’s face.

ARCHITECTURE: None of these statues have hats, strangely. Wizards always have hats!

The Seal lies embedded in the floor. Made from brass, 10ft in diameter. 10% chance per Day there’s a dead Black Magic Brother on or near it. The Seal depicts a Lidless Illuminating Eye, a Book, and an Hourglass. Writing around the perimeter says:

“UNIVERSITY OF CHRONULUS. MAY THOSE WHO CROSS THIS SEAL PERISH”

To touch or cross the Seal guarantees instant Death in 1d6 Rounds (As Circle of Death). Total systems failure. Nothing can stop this. Bodies that remain on the Seal will animate into Zombies after 1 Day. Stone Statues are Immune to this effect.

SEARCH: The Seal has handholds at pockets around its edge. Four of them… For giant hands...

SECRET: The Seal is exceptionally heavy (several tons), though it can be moved. Statues can touch it without death or damage. It will take at least two of them working together to do so. This can be accomplished by placing the Hats of the Administrators onto their respective statues, causing them to animate and prep to deadlift the Seal, placing on the ground just to the east.

If the Seal is lifted and set aside, a staircase down to Level 4 - Monastery will be revealed.


28. Preserved Classroom
Locked door. Dead and harmless worm corpse in the lock (a now-harmless trap). Dusty but untouched classroom inside. 15 wooden standing desks. Clean blackboard.

TREASURE: Three sticks of off-brand expensive chalk on the chalkboard worth 15gp each.


29. Ruined Lecture Hall
Gently-sloped room is filled with ancient burn marks and ash. It kicks up easy, causing mostly-harmless coughing fits if breathed. Shards of blackboard interspersed in the ash on the far side.

SECRET: If significant effort is made to reconstruct the fragmented blackboard (will take 2d6 Hours), a message in chalk is revealed. “THERE IS AN 11TH HOUR! THE ADMINISTRATORS KEEP IT TO THEMSELVES! REBEL! TIME IS THEIR CONSTRUCT!”


30. Statues of the Accord
Two statues of men shaking hands atop pedestals - an Administrator (cylindrical hat, suit, clean trim) and a Professor (arcane robes, pointed hat, pointy beard). The Administrator is unrecognizable: his stone face has been scratched to shreds. The Professor wears a hyper-exaggerated psychotic grin, like The Joker, or a serial killer in the act. 

Brass Plaque on the floor: “These statues commemorate the end of the Academics’ Rebellion. May we never behold something so terrible again.”

SEARCH: The Professor’s Statue is holding a Stone Knife hidden behind his back. It cannot be removed unless the hand is broken off. This stone knife deals 1d10 damage with -6AC to statues. Normal dagger otherwise.

TRAP: The Professor’s Statue is animate, though normally unresponsive unless damaged or accosted. Once the Statue is out of sight a sharp deep cracking sound will be heard from its direction.
The second time anyone passes by the Statue, its head will be turned to grin at the approacher. 
The third time, it will be stepping down from its pedestal. At this point it will stalk those who crossed its path, moving with distant stone steps out of sight until they: 
1)  leave Level 3 - it will return and reset 
2) become cornered in a room - it will wait outside the door and begin its assault once it’s opened..
3) double back into its view - it will approach and attack relentlessly until they leave Level 3 or it’s destroyed.

Professor Statue
AC Plate+Shield  HDHP 30
1d12 Sharp Stone Knife
Construct Immunities
Long Limbs: 10ft Reach
Horrifying Visage: Viewing its psychotic grin while it’s animate produces the Fear spell once per Day.


31. Administrator Gallax
1-4: Administrator Gallax  | 4-6: Empty | 6-1: Administrator Gallax

A luxurious office gilded in a host of expensive-looking curiosities, halfway between an office and a museum.

Blood oozes from the ceiling and walls, flowing and dripping down into dark pools in the soggy carpet, emptying through the paper-sized cracks at the base of the southern wall. Gallax acknowledges this, yet doesn’t really seem to mind the blood.

TREASURE: Black idol of a bull (500gp), Blood-cleaning ornamental sword sheath (200gp), Eight high-end wizard’s hats (1d20x5gp each), Counterfeit Angel Egg (2gp), Counterfeit Phylactery (1gp), Counterfeit Archmage’s Staff (4gp). All covered in blood, arranged for display on shelves.

If Gallax is here, he will furiously be scribbling at his desk, applying for grants. He’ll welcome visitors, thinking they’re wealthy alumni or donors, telling them not to mind the copious amounts of blood.

See Administrator Gallax bestiary entry. Quick Summary: Obsesses about Money. Can possess coins. Mistakes people for wealthy alumni donors. Constantly applying for Grants.

SECRET: Money and other currency that are subject to Gallax’s possession will fly, roll, or fold itself under a tiny paper-sized crack at the base of the southern wall. A verbal password is needed for this wall to open: “Extemporality”. The Ghost of Gallax will say this at 11:01 to enter himself.


32. Gallax’s Hoard
1-11: Empty  | 11-1: Administrator Gallax
CONTINGENCY: Money that has been possessed by Gallax’s spirit will roll, fly, or otherwise transport itself here, to arrange itself neatly inside four mahogany chests: a red one for coins, a blue one for checks, a yellow one for gems, and a purple one for I.O.U.s

A wizard skeleton lies slumped over the Purple Chest. This is Administrator Gallax’s physical corpse. Interfering with it in any way will draw the Ghost of Gallax to this room to animate a slicing storm of coins and papers, causing 1d10 damage per Round to anyone inside it or Area 31.

TREASURE: Red Chest: 465gp  | Blue Chest: Rotten Papers  | Yellow Chest: 2 Lapis Lazuli (100gp each)  | Purple: Rotten Papers, a stainless I.O.U. from “The Master of Games” bequeathing “One Soul” to the wielder of this paper.


33. Gallax’s Assistants
Series of offices. Metal brass doors. Medium Locks. Rectangular blank spaces rimmed by claw marks where nameplates were removed.

A. Locked, Cubicle, Skeleton, Animate, Wine Bottles Everywhere. Bones face planting on the desk, empty wine bottle in hand. Practically swimming in empty wine bottles. This skeleton is easily distracted by alcohol, or anything pretended to be alcohol.
TREASURE: Inside the desk is a gold-trimmed black leather pocketbook. Its contents are blank. This magical pocketbook will accurately record the time, place, and persons met at any meetings of its carrier. The information kept within records the True Names of these people (the Pocketbook can see through disguises). Clears its contents when new person touches it.
B. Lock Broken, Cubicle, Skeleton, Inanimate. Body laying back in chair. Neck bones broken, skull on floor. Old blood stains on the desk.
C. Unlocked, Cubicle. Desk, chair, desk supplies, boring outdated books about Accounting on shelves. Everything neatly arranged.
D. Locked, Cubicle, Skeleton, Animate. Desperate fingernail marks on inside of door, bones at foot of door. Skeleton deals half damage from ruined fingers.
E. Locked, Desk, Empty
F. Empty

Skeletons
AC Unarmored  HD 1/2  HPMorale 12
1d6 Bone Bludgeon or 1d4 Claw
Undead Immunities


34. Hargrave’s “Assistants”
Series of offices containing nothing but lone stone statues. Metal brass doors. Rectangular blank spaces rimmed by claw marks where nameplates were removed. Doors swing outward, obstructing view of Hall Monitor in Area 35.

A. Spare Hall Monitor. TRAP: Duplicate of Area 35, but quicker and weaker. One round to charge up before zapping for 2d6 damage, Save vs. Staffs for half.
B. Broken Hall Monitor. Crusted splashes of thick red paint. Head in shattered pieces at statue’s feet.
C. Secretary Statue. A very boring-looking bald stone man. Dry stone quill in one hand, open palm in other. Will animate when forms are placed in open palm. Statue then dips quill in nonexistent ink pot, and attempt to fill out forms or write letters with the authority of Administrator Hargrave. 500gp, Very Heavy. Requires inkpot placed correctly to properly function.
D. Secretary Statue, Miscalibrated.  Same as above, except scratches up forms beyond recognition by pressing too hard. 200gp, 400gp if fixed by a Golemsmith, Very Heavy.
E. Coffee Getter. Statue of a small uniformed boy. Scribed Name: Alexander. When touched or name mentioned will sprint off to go find fresh coffee and bring it back to the activator. Obviously, there’s no fresh coffee down here, so just add ‘Spastic Running Boy Statue’ to the Variable Entries on every Wandering Encounter Table for each Level. It’s not above stealing said fresh coffee, quite rudely.  It might find some in the Department of Torture on Level 1… 800gp, but Very Heavy.
F. Aggressive Masseuse. Marble statue of a young woman with long hair and painted nails. Touching activates her, causing her to aggressively massage the activator’s neck (Save vs. Dex to avoid). Until she finishes in 1 Turn, moving away for the massaged is next to impossible. Her grip is hard to escape but harmless (unless possessed by Hargrave). If dodged, she will relentlessly pursue, attempting to grab until successful. 2000gp, but Very Heavy.


35. Hall Monitor
Grey stone statue of a sworded knight, standing upright and rigid like a chess piece. Its head turns with a grinding sound to face those within 40ft. It declares, robotically: “NO VISITORS AUTHORIZED. TURN BACK.” From its visor emanates a dangerous red glow.

TRAP: Fail to lose line-of-sight within 3 Rounds, or similarly approach within 20ft, and a beam of red energy will lance out and strike the leading person for 4d6 damage, Save vs. Staffs for half. It can do this once a Minute.

The magic of the statue is fairly undiscerning. It will not acknowledge or accost those wearing Professor’s or Administrator’s clothes.


36. Administrator Hargrave
1-10: Administrator Hargrave  | 10-1: Empty

The door lies off its hinges. Thirteen attached locks have either been shattered or unlocked.

Messy ransacked office dripping in counter-revolutionary anxiety: bars over broken windows over concrete seals, locks on anything that voluntarily moves, everything’s nailed and chained down. There’s a smashed interrogation chair, complete with hand and neck restraints.

The sounds of rioting wizard students emanate through the walls. Sometimes they curl into Magic Mouths whispering inarticulate, angry threats at Administrator Hargave.

See Administrator Hargrave bestiary entry. Quick Summary: Obsesses about Student Discipline. Can possess statues. Mistakes people for revolutionary students. Constantly applying ‘Academic Probation’.

When Hargrave is here, he alternates between staring desponantly at the door and personally interrogating (torturing) imaginary students in the chair in front of his desk.

SEARCH: Locked file cabinet contains drawer full of blank Hall Passes - valid time and name required to function.

TREASURE: Eight intact locks Quantum Locks still attached to their staples, worth 100gp each, and still function. A Quantum Lock remains both locked and unlocked until observed by each particular person, when this becomes certain. 50% for each person that a Quantum Lock is unlocked or locked. Once observed it remains in this state for that person forever.

TREASURE: A small ruby red box remains untouched by the destruction. It is virtually indestructible, and immune to magic and all forms of energy. A miniature clock display on one side appears stuck at 115, going up to a possible 999 and down to 0. This is a Millenium Lock, and it will unlock in 115 years, counting down every year until then. Worth 500gp, plus 500gp for every decade that passes. Worth 10,000gp the year that it opens. Contains The Last Witch’s Finger. If burnt, the Witches of the Old Way will be no more: passing on. They know this, and will be willing to bargain much to prevent it. Expect a lot of visits from Cats…

((Note: This item assumes Time Travel is possible and potential. If not, set it for 1-3 Years.))


37. Stone Couch
A very uncomfortable stone couch. 

ARCHITECTURE: Butt indents on the central stone ‘cushions’ - a lot of very unfortunate people must’ve sat here.


38. Up to Steam Tunnels
It’s warm and slightly humid. Stairs lead to Area 25 of Level 2 - Steam Tunnels


39. Piles of Sconces
Stacks and stacks of weathered brass sconces. 4d20 total, worth 1gp each, Heavy.

2d10 Unused Torches, neatly piled.

TREASURE: Two vials extinct whale oil (50gp each).


40. Hall Monitor
Grey stone statue of a sworded knight, standing upright and rigid like a chess piece. Its head turns with a grinding sound to face those within 40ft. It declares, robotically: “PRESENT HALL PASS.” From its visor emanates a dangerous red glow.

TRAP: Fail to present a Hall Pass within 3 Rounds, or similarly approach within 20ft, and a beam of red energy will lance out and strike the leading person for 4d6 damage, Save vs. Staffs for half. It can do this once a Minute.

The magic of the statue is fairly undiscerning. It will not acknowledge or accost those wearing Professor’s or Administrator’s clothes.

SECRET: Behind the statue there is a door-shaped depression in the wall. Pushing this inwards opens up into Area 41.

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