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Old 03-23-2018, 07:02 PM   #1227
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The circular door opens into a circular passageway which runs 40', ending in another circular door. As the last of you step inside, the first door closes behind you, cutting out all noise from outside.

The second door opens as the party approaches it. Beyond lies a huge room 100' long, 40' wide, and 40' tall. The walls, floor, and ceiling are all made up of solid machinery. The room is dark, but arrays of blinking lights and glowing panels flash mes*sages in incomprehensible languages that seem to be made up mostly of numbers.

According to dials, this chamber is filled with enough radiation energy to kill anyone who stays in it more than a few minutes, and it's getting stronger all the time. The energy focused on this cham*ber is so intense that it will cause 5 points of radiation damage for each round characters remains inside the Nucleus. The bracelets Rheddrian gave Alzar will absorb 50 hp each before burning out, buying them a little time.

Alzar heads in deeper

Fused to the floor at this spot are a pile of blue, glowing bones. Although they look almost human, subtle differences in their contours reveal they actually belonged to some human-like creature.

Panels in the wall silently slide open to reveal two niches, each of which contains a 7' -tall suit of armor. The armor is made of some strange black metal without joints. As you watch, they come to life and step from their hiding places. They don't look friendly.

These are Dbots (Defensive Robots). Four thousand years ago Rheddrian/Benekander programmed them to kill all intruders in the ship. That program is still running.

Dbots: NA 4; AC -2; HD 24****; hp 150 each; #AT 2; Dmg varies (any two of the effects listed below); MV 120' (40') ground, 480' (160') flying; Save F16; ML 12; TI Nil; Int 9; AL L; XPV 14,250.
Weapon Systems: Each of these weapons is an internal mecha*nism, not an external object which the PCs could take away.

Needler: Range 60'. This object shoots a poisoned needle; a vic*tim hit with a needle must Save vs. Poisons or be paralyzed for one hour. The needle itself does ld2 damage whether the character makes his or her saving throw or not. Neutralize poison spells will negate the paralyzation but not the damage.

Heavy Blaster: Range 360'. This object works like a staff of fire*balls, doing 8d6 damage; it holds 5d4 charges.

Hand Blaster: Range 240'. This object works like a wand of fire*balls, doing 6d6 damage; it holds 5d4 charges.

Light Grenades (Yellow) (3 ): Range 60'. Creates a 60' -diameter effect like continual light but lasting only one turn. Characters within range of effect when it first goes off must make Saving Throws vs. Spells or be blinded for one round.

Smoke Grenades (Black) (3 ): Range 60'. Creates a 60' -diameter effect like a continual darkness spell ( continual light reversed) but lasting only one turn.

Gamma Grenades (Red) (6): Range 60'. Targets within 30' of explosion must Save vs. Death or die; if they make their saving throws, they take 8d6 radiation damage. Only organic tissues take damage from these explosions; they have no effect on inanimate objects. Note that the bracelets Rheddrian gave the characters, if still functioning, may absorb some or all of this damage.

Sonic Grenades (Blue) ( 6): Range 60'. Emits a damaging blast of sound against all targets within 5' of explosion. Those within range must make Saving Throws vs. Paralysis or sustain ld4 X 12 damage and be paralyzed for 12 turns. They do full damage to doors and wooden structures.

Neuron Grenades (Green) (3 ): Range 60'. This emits a cloud of gas; characters within 30' of the explosion must Save vs. Dragon Breath or sustain ld4 damage and become paralyzed for 6 turns. This gas doesn't affect constructs, machines, undead, or inanimate objects. It attacks through the skin, so characters won't avoid its effects by holding their breath.

Tangier Grenades (Gray) (3 ): Range 60'. This grenade blows up to create an effect much like the web spell. Targets within 10' of the explosion must Save vs. Wands or be webbed and take ld4 dam*age.


Alzar casts Time Stop, then Skull Trap, Evard’s Black Tentacles, and then Dimension Door. Alzar pops behind them after they took 45 from the Trap and lots from the Tentacles.

3 vs 1

Alzar takes 45 from the defensive robots. He destroys one.

5 vs 8

Alzar destroys the other

He heads on.
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