If it wasn’t for the ever-present danger, the rooms I’ve been making this week would be rather cosy.
In direct defiance of the idea that every room in an adventure should be a threat, I’ve gone completely the other way and made the first half of layer 3 entirely habitable. Sure, if the adventurers again the residence it could quickly become a bloodbath, but if they play their cards right, the heroes will have a rather nice spot to rest.
The idea behind this layer is that one half is rigorously and ruthlessly cleaned, disinfected and purged of any ‘threat’, whilst the other half is completely engulfed by unnatural growths and science experiments run amok. Whilst a sizeable chunk of Layer 3 is easy going, it allows a stark contrast to the dangers of the laboratory.
The fact is that these laboratories were initially designed to combat the spread of a malignant entity. A great plague was prophesised, and the scientists that worked here were tasked with ensuring this did not come to pass. Now, decades later, the labs are a haven for strange entities born of twisted nature, dangerous chemicals and broken equipment.
The fact is, even if the lab was not overwhelmed, there would be very little function to these labs. Resources are finite, and survival trumps discovery in the Atmo-Sphere. So the current residents of this floor are content to keep the growths at bay and focus on their own studies (and occasionally assisting with complications on other floors). The labs are lost to them, but as long as they remain diligent, their lives are relatively calm.
Week 11 – 77 Rooms Complete
By the end of Week 11, the third layer looks like this:
Day 71. Administrators Office
– Main office for the head of the Project
– 12b. Waiting room
– Administrator’s office security system is still operational. A swarm of bug-droids descend on anyone tampering with equipment or discharging weapons in this room.
72. Locker room
– banks of lockers, coat hooks
– salubrious added additional barriers in the corridors; the clothes and equipment are continuously exposed to the corruption in the labs
– enough hazmat suits for every player
73. Computer room
– mostly functional computer banks
– copious records of the work carried out on this layer
– can reveal the origin of the Atmo-Sphere and the complex, summaries of experiments conducted here, a map of this layer, and clues as some hints of what to expect living in the labs
– wall of screens showing the experiment rooms from multiple angles. Controlled by a row of computer terminals
– many have malfunctioned or are to overgrown, but some reveal the conditions of key rooms and the dangers within (TBD)
75. Airlock 1
– growths prevent both sets of doors from opening
– damaging the pods on the ‘roots’ causes a burst of seeds which fire out at high velocity. Target takes piercing damage and is infected.
– touching the roots alerts the creatures in TBD
76. Airlock 2
– rhythmic sounds of doors attempting to close on the growths snaking across the chamber.
– anyone who moves in this space will see the growths reaching for them. Ensnared creatures will immediately feel like moisture is being drawn from the connected area.
– if attacked, the growths move more rapidly to defend themselves, constricting anything within reach.
77. Observation Station 1
-Large, reinforced, two-way mirror allowed monitoring of activity in room 19
-The mirror is mostly obscured by growths
-The seal on the mirror in this station seems completely intact.
The random key word of the week was Roots. For once, this was an easy fit – the first few rooms of the lab are taken over by two different growths, both root-like in nature, dangerous in different ways. Whichever rout the party takes, these roots will be there to make life very difficult.
Next weeks word though, that’s a trickier fit – Bridge. I’m not sure how I’m fitting a bridge into my laboratory, but tune in next week and we’ll see if I had a good idea!
Thank You For Reading
Want to read about my Dungeon23 experience from the start, and see the other bits of lore surrounding it? Look here!
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