Room 51
51 – Reactions in Progress Room
The doors to the East, west, and south are all made of iron plated with aluminum with visible tubing – the tubes are filled with argon. The doors lock – and have a unique looking lock – it is just a finger-sized hole. Poke a finger in and have a small prick – if it is human blood it will let you into the room.
Inside the room proper is a large table – made of anodized aluminum.
On the table is a huge series of glassware connections and vessels – all containing some sort of chemicals.
When the room is entered – in real time – set a 100 minute timer and then the players hear, as per Magic Mouth, that “You have 100 minutes to stop the reaction at the right point.” After that timer goes off, if they have not properly added chemicals or stopped the reaction – Summon a Chemical Devil in a great flash of magnesium flame and the smell of meth and sulfur smoke.
The reactions go one at a time, with a minute at each reaction.
There are 100 pieces of glassware – each containing one chemical – and all the glassware connects in a linear sequence.
As the reaction starts, roll three 1d00 – these are the times/pieces of glassware that the reaction should be stopped – anything stopped other than the three numbers rolled results in the summoning of a Chemical Devil.
The room has open books with a number rolled – a blackboard with chalk equations and diagrams and a number rolled– and there is a journal left open that says a number rolled.
These
three sources also mention chemicals and elements that could be added
– but players will have to go get them from the Chemical Storage in
room 50 – change results and just make some stuff up if they actually
scramble and get the proper chemicals to alter the sequence.
These three sources all differ, have each be one of the rolled d100 numbers – but each one should have a different result.
Here are some results for you!
1 – 5d100 snakes pour out of the glassware in question, at one a second.
2 – The glassware shines bright gold and begins to emit golden smoke – which coalesces into a sphere – this sphere makes casting range X3 for casters that hold it.
3 – A shimmering mother of pearl fluid pours out of the glassware – it is synthesized blank potion, just add any magical material and it will adopt the qualities to make a potion – results vary – one gallon is created by this reaction.
4 – Summon a Chemical Devil.
5 – Molten gold pours out of the glassware, creating somewhere around 30 pounds of gold.
6 – Everything metallic in the room is changed to pure gold.
7 – As Summon as if the caster is the lowest wisdom PC.
8 – Black smoke crowds out of the glassware -and coats the walls and all PCs – they now cannot be observed by god/gods – until the soot is completely removed – Divine magic does not affect or function for them– Soot can be scraped and saved.
9 – Kill all living things in this room – then they are brought back with their stats rerolled.
10 – The living beings in this room are gated to their first home, then grow up as they did, and have no power to do anything different- then they are here – after reexamining their whole life and what they did. Each PCs transported this way gains one wisdom.
11 – The room is thrown into time stasis – this lasts until the next session – Stop playing for today – Call your friends in-between the sessions and remind them of the agonizing pain of not doing anything and being immobilized in time like an ant in honey.
12 – Summon a Chemical Devil.
13 – 5d100 doves fly out of the glassware in question, at one a second.
14 – All elements shift one atomic number down in this room – OH GOD
15 – Synthesizes into powerful healing syrup -each drop is 1HP if consumed, 50 drops are synthesized.
16 – Everyone around the table, in table order gives their character to the person on the left – the rightmost person makes a new character and the leftmost one shuffles out of this reality - make the new character special.
17 – White smoke plumes forth from the glassware, and twists into a small ivory rod – this rod has 15 random spells, each different -each one a single charge-
18 – Summon a Chemical Devil.
19 – As Summon as if caster is the lowest wisdom PC.
20 – Summon a Chemical Devil.
Oh, here is the description and stats for the Chemical Devil
SometimSometimes alchemy goes horribly awry. Certain compounds are linked to magical properties, and a bunch are linked to demons and their ilk. This leads to certain reagents causing gating when used irresponsibly. As such, there have been several incidents in which alchemy created a Chemical Devil, a devil gated into the middle of a glassware set. Like a rat in a cage, but the devil and the cage filled with magical chemicals and mixed dangerously. It can run around, like a clinking nest of hot glass and chemicals. It synthesizes things to cause chaos.
Chemical
Devil - They look like giant bugs trapped in a crazy melted nest of half filled glassware -and sound like clinking glass, sizzling chemicals, and giggling babies. They're red hot too.
When a Chemical Devil is encountered – Roll 2d100, this is the amount of glassware.
This glassware is damaged even if an attack fails against the Chemical Devil.
HD 4 HP 21 Speed 110’ Armor 10 Morale 12 Attack Synthesize any chemical or compound in a held flask, or pour it out of a piece of glassware – Neurotoxins, Acids, Poisons, Explosives, Solvents, Caustics, Alchemical Fire, Hallucinogens, Gases, Narcotics, whatever you want
Special Whenever the Chemical Devil is damaged – smash a glassware that is surrounding it for each point of damage, which creates some reaction – and roll on this table to see what the reaction is.
1 – The Chemicals Explodes! The PC or character who shattered this glass takes 1d8 Hp Damage, and roll twice more as two more pieces of glassware explode.
2 – Acid pours out – this weapon is corroded and now deals -2 Damage.
3 – Smoke pours out – LOS is affected, becoming around 2 feet in 2 rounds.
4 – The chemicals pour out and changes into a snake.
5 – The chemicals pour out and becomes five snakes.
6 – The chemicals pour out and creates a 30x30 patch of flaming chemical around the devil.
7 – The chemicals pour out and become airborne hallucinogens – all in the immediate area are affected by Confusion as if cast by a level 5 Magic-User.
8 – The chemicals pour out and form a burning puddle that eats into the ground – creating a 12’ deep hole by the end of the round, the hole having a diameter of 5’.
PLEASE ADD MORE REACTIONS!
The room is roughly 25X25 feet, each hallways/passage in and out is around 5 feet wide.
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