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5e conversion of Barrier Peaks - comments encouraged
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Cebrion
Black Hand of Oblivion
Black Hand of Oblivion


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PostPosted: Tue Jul 30, 2019 4:14 am    Post subject: Reply with quote

Looks good!
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Kirt
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PostPosted: Wed Jul 31, 2019 11:53 am    Post subject: Reply with quote

Cebrion wrote:
Looks good!

Thanks. I appreciated your editorial comments at the start of this thread, so I am glad that you are still reading it!
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My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
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PostPosted: Wed Jul 31, 2019 12:13 pm    Post subject: Game Rooms Reply with quote

Game Rooms
After being searched, move “Boxes Room” text from DM to map layer.

These rooms originally housed various amusement devices of electronic nature. They are all still functional, although they are all frozen in one “channel” rather than being able to switch between dozens of games or variations or download new versions from the ship’s mainframe.

This large room has the same bones and debris found in the other abandoned places you have already seen, but the lack of recognizable furniture makes its use less obvious. Around the periphery of the room are seven brightly colored boxes with various slots, buttons, wheels, levers, handles, etc. as component parts. Nearly all of them have a dark pane of glass incorporated somewhere in their design, either vertically like a mirror or horizontally like a table top. Most of the boxes have their knobs and levers mounted on the boxes themselves, but two or three look like there are large additional parts tethered by flexible cords to their boxes.

The tethered objects are metal, in odd shapes.

Investigation 15+ wrote:
(seperate attempt for each box, with advantage after any one check has been successful)
After carefully checking the surface of the box, touching the different buttons and knobs, you make a discovery. Pressing one particular button on the side of the box creates a soft humming sound. The glass pane of the box lights up with colored objects, as if you have summoned an illusion.


S1-7 indicate games in the southern game room, N1-7 in the northern room

S1 - A series of identical skulls move in lockstep left and right, ever closer to the bottom of the vertically-mounted glass. Four buildings and a warhammer are at the bottom. A knob on the box seems to control the movement of the warhammer.
[Space Invaders]

S2 - A small, skull-shaped object is in the center of the horizontally - mounted glass. It is surrounded by colored lines and shapes. Moving levers and pushing buttons seems to affect the size and distance of the shapes.
[Lunar Lander]

S3 - This box does not have a mounted glass pane. Rather, it has what is quite obviously a helmet, sized for an adult, with the visor stuck in the down position and tethered to the box. Inside the helmet is a small plate of glass in front of the eyes of the wearer, while the sides, top, and back of the helmet are padded. If the box is turned on, images appear on the glass plate inside the helmet and the padding vibrates. The images show a ghostly landscape and change as the wearer alters position, as if he or she was seeing into another plane, like the ethereal. Simple geometric features are visible. The perspective can also be shifted by moving the different levers on the box.
[Battlezone]

S4 - On the vertically-mounted glass pane, colorful mushrooms appear, and soon thereafter, a moving centipede. There is a snake’s head at the bottom of the glass that can be moved with a caster-like mechanism.
[Centipede]

S5 - On a horizontally-mounted pane is depicted a maze filled with small circles. Inside the maze, four doorways and a crescent moon move about. Any dot touched by the moon disappears.
[Pac Man]

S6 - This box has three vertically-mounted glass panes in a triptych and a strange device tethered to it. The device is composed of a U-shaped section of metal rod with a button on one end and an attached piece of thick glass mounted in a frame. This glass is about the size of a hand mirror. On one end of the frame are two raised discs. Starting the box will reveal colorful images of creatures both in the tryptic panes and in the tethered glass. The images may be superimposed one over the other.
Blaster Pistol - Place handout “Hand Mirror” in player journals

S7 - This box has three vertically-mounted glass panes in a triptych and a strange device tethered to it. The device could perhaps be a potion bottle or a flask strapped to a number of tubes. The base of the bottle has a knob in the center. From the top, a broad band encircles a number of tubes. Out one end stick three large projecting tubes, while the other has but a single tube, with a small hole in its end. There is a fluted knob on the side with a line across its top. There are two markings above it - a small dot and big circle. Starting the box will reveal colorful images of creatures in the tryptic panes.
Needler Pistol - Place handout “Vial and Tubes” in player journals

N1 - A series of colorful insects move in lockstep left and right, ever closer to the bottom of the vertically - mounted glass. A slim warhammer is at the bottom. A knob on the box seems to control the movement of the warhammer.
[Galaga]

N2 - A small triangular object is in the center of the horizontally - mounted glass. It is surrounded by many objects of different sizes, shapes, and colors. Moving levers and pushing buttons seems to change the relative distances of the shapes and the general direction they all move.
[Asteroids]

N3 - A single small humanoid figure is in one part of a cave complex map, while hulking ogre-like figures are in other parts of the map on the horizontal glass pane. Knobs and levers on the box move the smaller figure, and have it produce some sort of firebolt effect. This display is more readily recognizable than the others.
[Berzerk]

N4 - The horizontally-mounted glass pane shows a village with huts under a night sky. Falling stars in the sky land in and among the huts, turning the huts into short-lived mushrooms.
[Missile Command]

N5 - A series of colorful birds move left and right, but ever closer to the bottom of the vertically - mounted glass. A slim warhammer is at the bottom. A knob on the box seems to control the movement of the warhammer.
[Phoenix]

N6 - This box has three vertically-mounted glass panes in a triptych and a strange device tethered to it. The device is a heavy armband or bracer with two projections, both about six inches long. One projection ends in a grip. The other ends in a smooth, cone-shaped stone. Starting the box will reveal colorful images of creatures in the tryptic panes.
Laser Pistol - Place handout “Armband” in player journals

N7 - This box has three vertically-mounted glass panes in a triptych and a strange device tethered to it. The device looks like a glass bottle or retort with a pimpled surface and a handle on one side. The broad end of the bottle has a rounded metal plate with several prongs sticking out of it. The narrow end is capped with a sheath and ball. Starting the box will reveal colorful images of creatures in the tryptic panes.
Paralysis Pistol - Place handout “Retort” in player journals

If any character spends 10 minutes or more practicing with the shooting galleries that correspond to specific weapons, trying to learn how to handle them (this should be their stated intention), they may be allowed a -1 on their die rolls on the technology charts when attempting to learn how to use a similar weapon. They will immediately recognize any weapon they have already seen.
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Kirt
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Location: Sky Island, So Cal

PostPosted: Thu Aug 01, 2019 1:51 pm    Post subject: Lounges Reply with quote

Lounges
After being searched, move “Officer’s Lounge” text from DM to map layer.


This room is obviously for relaxation, perhaps an officer’s lounge? There are upholstered chairs and low tables everywhere, as well as a few large metal boxes. However, it appears that some fight or other struggle occurred here long ago. The chairs are all torn, many of the tables are broken, the boxes dented or even stove in. There is ash from old fires, and scattered bones and skulls.

Investigation of skeletons wrote:
The skeletons are definitely humanoid and most likely human, judging by their size and features. What remains of their clothes is an exceptionally light material, thin like silk but remarkably resistant to decay. You find no weapons or devices on them.


Investigation of tables wrote:
The height of the table is curious. For creatures sitting in the chairs, it would be difficult to eat or use the tables otherwise without bending over uncomfortably. The tables have a frame made of a curious material [cave horn]. Several of the tables have been broken, either in their legs or across their length.


Investigation of chairs wrote:
The stuffed chairs have frames made of a curious material [cave horn]. The seat and back cushions and armrests are covered with a thin, linen-like but unrecognizable fabric. It is rent, torn, and stained in several places. Underneath the fabric is a thick block of soft, incredibly light, and resilient material [cave sponge]. You imagine the chairs would be exceedingly comfortable, more as if they were designed for sleeping rather than sitting. The back and bottom cushions, as well as the armrests, are each made from separate pieces.

Investigation 10+ specifically looking for objects within the chairs / cushions:
Roll a d6 for each lounge area searched. Check once only.
1: notes on escaped intellect devourer (level II) Must use
comprehend languages to understand; if done, present the handout “ancient notes” to the party; after the first 1 is rolled a subsequent 1 in any lounge will indicate a brown card
2: 1-3 ampules of serum which will cure any disease if injected (no effect if ingested or applied topically). No syringe is to be found with the ampules, but you may replace this result or a second (1) in a subsequent lounge with a pack of three hypodermic syringes. On a d10, 1-7 are still potent, 8-9 are inert, 0 is now a poison.
3: 1 piece of jewelry worth 30 - 160 g.p.
4: 3 pieces of jewelry worth 100 - 400 g.p. each
5: jet black card
6: violet or orange card (50%/50%)


A poisoned creature has disadvantage on attack rolls and ability checks (but not saves). The ampule poison will last for 6 hours and may then be removed by a successful DC15 Constitution save. Reduce the DC of the save by 1 for each subsequent 6 hours until the character is no longer poisoned.
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Kirt
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PostPosted: Fri Aug 02, 2019 11:05 pm    Post subject: Meeting Rooms Reply with quote

Meeting Rooms
After being searched, move “Foodless Feast Hall” text from DM to map layer.


This room is instantly recognizable as a feast hall or mess hall. Several long, high tables and numerous chairs are set up as if a meal were in progress. However, many of the chairs are overturned, and there is no evidence of food, trenchers, or utensils. All of the chairs are individual rather than being benches. More grimly, the bones of many humans or humanoids lie strewn about - some in reasonably articulated skeletons and some scattered. Most have the tattered fabric of old clothes or uniforms clinging to them but no weapons or other devices are in sight.

Each of the tables has one or two inset metal panels with small grills. These could be stove tops for cooking at the tables themselves, but no fuel source is apparent.

Investigation of the tables wrote:
Closer inspection reveals that the tables have fixed legs rather than trestle construction and likely cannot be put away or moved out of the room easily. The tables are all made of a curious material.[cave horn]


Investigation of the chairs wrote:
Closer inspection reveals that the chairs have normal backs, but no legs. Rather, the seat continues down the front, across the bottom, and up the lower back, so that the whole thing from the side rather resembles a lower base “b”. The chairs are made of a curious material. [cave horn]


Investigation of the panels wrote:
Closer inspection of the panels reveals that they have sections of glass, often broken, and the metal fixtures themselves are bent and dented. Below the metal is a complicated network of threads which appear to be coated in stiff, colored wax.


If the computer panel wires are stripped of their outer plastic layer, the internal wiring will be a mix of plastic fibre optic cables, copper, and silver. The second two may be sold for twenty times coin value by weight, being exceptionally pure and already drawn into wire. A total of a pound and half of each metal can be collected from each of the meeting rooms - a half a person-hour will be needed to collect all the wires themselves, and then twenty times that to strip them of the plastic coating.

All items of value (with the exception of the wires) have been looted. Investigation does not reveal anything further of interest.

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My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
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Kirt
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Location: Sky Island, So Cal

PostPosted: Thu Aug 08, 2019 9:23 am    Post subject: Recreation Area Reply with quote

Recreation Area
After being searched, move “Empty Hall” text from DM to map layer.

This is the largest single room you have seen so far, with numerous entrances and exits but no interior walls or even support columns, so it is unclear how the ceiling, which is the same height (about ten feet) as everywhere else you have seen on this level, is being sustained. The vast floor space has numerous piles of litter and broken furnishings, but nothing remarkable or that you have not already seen. There are several skeletons immediately obvious and likely others hidden in the debris.

This room was for various group participation games and similar activities. The equipment and furniture is now destroyed or taken. There are many piles of litter and skeletons in the place. The party can spend many turns searching here and find absolutely nothing useful. Some of the skeletons show signs of violent ends (broken bones) while others do not.
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My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
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Kirt
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PostPosted: Sat Aug 10, 2019 2:08 pm    Post subject: Note on Central Block Reply with quote

Note on Level 1 Central Block (Police HQ, Security Chief’s Office, Storeroom, Central Computing, Small Arms Locker, Medical, Laboratories, Library)
Although many of these areas have simple press-panel entrances, they have not been looted by the vegepygmies and are largely intact. The ‘pygmies avoid this place both because of the constant security robot activity in and out of the HQ, and also as a quasi-religious sight. Long ago, Laboratory B was the birthplace of all of them. After they left, they wandered for a time before establishing the two colonies. They retain a racial memory of this as an important site, but one they had to leave and have to leave alone. Vegepygmies will not be encountered as wandering monsters in this block, and they will leave off pursuit of PC’s if following them from other areas.

A tracking attempt [Nature 15+] around the central block asking about the presence or absence of specific tracks will note that the vegepygmy tracks are not to be seen while the other tracks (both robots and displacer beasts) are present.
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PostPosted: Sat Aug 10, 2019 2:28 pm    Post subject: Medical Area - Records and Exam Rooms Reply with quote

Medical Areas
Entering from the west hallway door:
The door opens onto a 20’ x 30’ room that looks to have an exit corridor in the rear. Your immediate impression is that the place is distinct in that it has not been looted: there are no piles of debris on the floor and there are two desks with chairs behind them that are in good condition.

Entering from the east hallway door:
The door opens onto a 20’ x 30’ room that looks to have an exit corridor in the rear, as well as a keyed door on the east wall. Your immediate impression is that the place is distinct in that it has not been looted: there are no piles of debris on the floor and there a desk with a chair behind it that is in good condition.

Inside:
After you have entered the doorway a few steps, but before you reach the desk or the back hallway, a voice sounds. There is no obvious source - perhaps a magic mouth spell? The voice is in an unintelligible alien language. It speaks only briefly, and then ceases.

If the party has translation available: “All medical personnel are currently absent; please return at the start of the next duty shift. Emergency cases can report to Med 1 or Med 2 for attention.” This repeats twice more.

If a desk is touched, an alarm sounds - it is similar to the one for when a wrong color card is used, but louder. A security robot appears from outside the door in 1-4 rounds

The desk has but a few drawers, and each has only curious dark panes of glass with metal frames. It is possible a small item could have fallen between drawers or there could be a hidden panel but that would take more searching. A single yellow card may be found at 10% chance per round

Both exam rooms:
This interior room is strangely furnished. It is not clear whether it is meant to be an uncomfortable bedroom or a comfortable cell or torture chamber. There is a single bed with side rails and obvious locations for restraints. A smaller litter is nearby, curious in that it is wheeled. A thin, standing curtain has a sheer fabric mounted on a flexible folding frame that seems mounted to the floor and ceiling. The frame is actually attached magneticly and can easily be removed and reattached. An object behind the screen is heavily obscured, unless it is backlit to the viewer, in which case it is lightly obscured.

In various drawyers around the room are a number of small unfamiliar machines and devices, and a few more of the dark panes of glass. One drawer holds vials and tubes.

A resourceful party might wish to use the two medical gurneys present to transport gear. Each one may carry up to 300 pounds so long as the terrain is completely flat and unobstructed. They are lightweight metal (essentially weightless for computing load). The wheels fold up to convert them into litters.
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My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
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Kirt
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PostPosted: Wed Aug 14, 2019 9:49 pm    Post subject: Med 1 Reply with quote

Med 1
Show Med 1 handout

The room itself is dimly lit, and contains mostly bare countertops, although there are some cabinets that might contain supplies. A single human figure - no - a female android - is in the room. She holds a small device in each hand but does not obviously react to the door opening or your presence. [Investigation 15 from doorway or 10 from inside the room to recognize the healing spray and hypodermic syringe if the party has seen these before]

This is an emergency treatment room with a female android nurse. She will automatically treat any wounded human who enters, starting with the most wounded and going to the least. She will use a healing spray which will repair 2-24 hit points of damage. The device has five charges left. After this she will discard the canister, go through the (looted and now empty cabinets), and resume her “ready” position.

If asked, the android nurse will give an injection which will cure disease, neutralize poison, or counter radiation poisoning - any of which will be effective within 3 turns of affliction.

Note that requests must be in a language understandable to the android, mainly the language of the ship. If attacked the android will not fight back nor summon any aid. If she can be communicated with, a red-level clearance can tell her of others that need to be treated somewhere else, a gray-level clearance can give her new orders to accompany the party - or red-level clearance if she has been rebooted (see entry for central computing facility). Otherwise her directive is to remain in the room to treat arriving patients.

She is not currently programmed for therapeutic functions but will ask for mainframe access or installation of programming by a technician if that is expected of her.

Once her healing spray is used, she will take control of any healing spray she sees that the party has, as with her syringe as well. In the absence of these, she can perform first aid (Medicine check to the nearest unconscious character - including humanoid “enemies”). If she is provided with the supplies of a healer’s kit and allowed to attend to anyone using HD to restore HP, she can use one use of the kit to allow advantage on one hp recovery die roll.

All medical and other supplies (including diagnostic machines) have been taken from the room.


1E Female Android Stats
Armor Class: 3
Move: 15”
Hit Dice: 7 (35 hit points standard)
No. of Attacks: 2
Damage/Attack: 1-8/1-8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Intelligence: Average
Alignment: Neutral
Size: M

5E Female Medical Android Stats
Androids represent the highest level of synthetic processing and human form mimicry available - they can be programmed for a multitude of functions beyond default processes. This unit is currently programmed as a nurse.

AC 17 (Natural armor, synthflesh over cave metal frame)
HP 94 (11d8+44)
Speed 50'
Str 15 (+2)
Dex 18 (+4)
Con 18 (+4)
Int 15 (+2)
Wis 13 (+1)
Cha 18 (+4)

Skills
Acrobatics +4, Athletics +2, Insight +3, Investigation +2, Medicine +6, Perception +4, Sleight of Hand +4, Stealth +4

Damage Vulnerabilities: Electricity, Water
Damage Resistances: Acid, Fire, Heat
Damage Immunities: Vacuum, Pressure, Cold, Poison, Necrotic, Psychic
Condition Immunities: Charmed, Held
Senses: Darkvision 60'

Actions:
Care and Treatment
If a patient is under her care for the entirety of a short rest, and she has access to one use of a healer's kit, the android nurse can allow advantage when the patient rolls for HP recovery by spending HD.
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Kirt
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PostPosted: Fri Aug 16, 2019 9:36 am    Post subject: Med 2 Reply with quote

Med 2
Show Med 2 Handout

The room is dimly lit, and contains mostly bare counter tops, although there are some cabinets that might contain supplies. A single human figure - no - a male android - is in the room. He holds a small device in one hand and stands in front of a bare, flat table. Behind the table is a strange metallic column with a number of devices and levers extruding - it could perhaps be the largest but least anthropomorphic version you have yet seen of a clockwork (robot?) but does not obviously react to the door opening or your presence. The male android, however, is striding toward you. [Investigation 15 from doorway or 10 from inside the room to recognize the hypodermic syringe]

This is the emergency operating room, and a malfunctioning male android surgeon is on hand to “greet” anyone entering. Upon approaching, it will speak in the language of the ship. If translation is available, it says
Patient diagnosis: ruptured spleen. Emergency surgery required.

On its first action the android will attempt to grapple the first character through the door (with multiattack) while it says:
Patient is resisting treatment. Engage subdual protocol.

On a successful grapple:
Patient is subdued. Estimating mass and metabolism.

If the grapple is maintained, the android’s next attack is an automatic hit - injecting the character with a sedative and general anesthetic, with the amount injected calculated based on the character’s weight. There is no saving throw against the injection - the character is automatically unconscious.
35cc of combined anesthesia and sedative administered.

Once a character is unconscious, the android will use any movement it has available to drag the character to the operating table and place them on it, prone.
Patient in position. Begin emergency splenectomy.

If a patient is on the operating table, the android will use its action to make multiattacks with the operating machine - a rotating saw will slice through the skin (and armor, if necessary, permanently reduce AC of the armor by 1), retractors will pull apart the flesh and muscle, an extracting claw will secure the spleen, and articulated scalpels will sever the connections of the organ to the body. Each attack by the android will automatically hit and will result in damage equal to ⅓ of the maximum hp of the character and a failed death save. On the character’s next turn, they must also make a death save, possibly killing them if doing so results in a total of three fails.

(First death save failure) Patient losing significant amounts of blood. Analysis: Insufficient time to use clamps or transfusion. Proceed with operation.

(Second death save failure): Spleen located. Beginning extraction.

(Third death save failure): Spleen removed - operation successful - note: patient did not survive the procedure.

The android will attack only the character it currently believes to be requiring an operation, and will not defend itself against other characters while executing the operation. Once a patient has died, the android will use its remaining actions to dodge if attacked, but will not leave the room. Note that this android is malfunctioning and will not be affected by computer orders to turn off or on, or allow gray-level reprogramming. If characters withdraw while it still has a full syringe, it will reset to its original behavior on its next entry, but if it has used its syringe without killing a patient it will simply protect itself with dodge.

Magic that can remove the poisoned condition will remove the effect of the sedative and anesthetic. Note that a character waking up mid-operation must make an additional death save when it begins moving; in this case the android will make further grapple attempts and continue operating if it can hold the character on the table. A character that lives through the operation (for example, if the android is incapacitated before finishing) will become conscious in 1 hour. Any damage taken from the operating machine cannot be healed by non-magical means for one week.

If the character injected is at least size M, there will not be enough sedative left in the syringe to use later to full effect. Treat it as an improvised weapon, with a hit producing the poisoned condition for one hour, no save. If the original patient was size S, there will be enough left in the syringe to use against another size S creature with the original effect.

All medical and other supplies (including diagnostic machines) have been taken from the room.


1E Male Android Stats
Armor Class: 3
Move: 15”
Hit Dice: 7 (35 hit points standard)
No. of Attacks: 2
Damage/Attack: 1-8/1-8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Intelligence: Average
Alignment: Neutral
Size: M

5E Male Medical Android Stats
Androids represent the highest level of synthetic processing and human form mimicry available - they can be programmed for a multitude of functions beyond default processes. This unit is currently programmed as a surgeon.

AC 17 (Natural armor, synthflesh over cave metal frame)
HP 94 (11d8+44)
Speed 50'
Str 18 (+4)
Dex 18 (+4)
Con 18 (+4)
Int 15 (+2)
Wis 13 (+1)
Cha 18 (+4)

Skills
Acrobatics +4, Athletics +6, Insight +3, Investigation +2, Medicine +6, Perception +4, Sleight of Hand +4, Stealth +4

Damage Vulnerabilities: Electricity, Water
Damage Resistances: Acid, Fire, Heat
Damage Immunities: Vacuum, Pressure, Cold, Poison, Necrotic, Psychic
Condition Immunities: Charmed, Held
Senses: Darkvision 60'

Actions:
Multiattack
Inject Sedative (see room text)
Use operating Machine (see room text)
_________________
My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer.  http://www.youtube.com/watch?v=7Mp7Ikko8SI
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PostPosted: Sat Aug 17, 2019 3:14 pm    Post subject: Labs Reply with quote

Laboratories
These rooms were the special research facilities for biological, biochemical, and chemical projects related to alien life forms, and eventually were used to attempt to stop the plague aboard. Those labs without color card keyed doors are general purpose work areas, and they contain nothing of value or interest.

The southernmost room has tables and chairs inside. Shelving and counter space is full of alchemical supplies: vials, retorts, dishes, etc., as well as more esoteric devices and machines not recognized but which likely have similar uses. There are a number of dark glass plates mounted on the walls and smaller ones loose and laying on the tables. There are lots of things to read, down to the labels on the equipment (if translated, the terms are highly specialized and relate to medicine and alchemy). To the north there is a pressure-plate door; to the east two yellow-carded doors labeled in the alien script. (The northern one says “Lab B: Culture Laboratory” while the southern one says “Lab C: Alchemical Supply Room.”)

The middle room is small, the walls full of stacked metal cages and food container bins. Many of the cages hold the bones of small animals and the bins are empty. There are two other doors; the one to the north is uncarded and unlabeled; the one to the east is yellow-carded and labeled in the alien script (“Lab B: Culture Laboratory”).

The northernmost room is small, containing workbenches and counters, full of machines and alchemical supplies. A single, yellow-carded door is on the east wall, and is labeled in the alien script (“Lab A: Reagent Trials”).
_________________
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