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Telemechanics

by hughpierre

Level 2 - 5

Structure

Exposition

Burglary
Level 2

The PCs are attempting to burgle the workplace of an infamous researcher and zombifier named Phthalo. The reasons and motives are determined by the GM or players:
  • Steal valuables
  • Plant evidence
  • Acquire Information
  • Exact revenge   The players explore this 'house of horrors' to set the mood in their encounters; many of which can potentially overpower the players because the GM's aim is to TPK the party into unconsciousness.
  • Conflict

    Surgery
    Level 3

    The party awakens with noticeable headaches and are currently restrained on operating tables. The would-be victim of their crime walks in and explains that their bodies have been slightly modified to fulfill a task he has for them: The PCs have 7 days (2 days to arrive and 2 days to return) to retrieve the blood of a rare breed of tin crabs that have taken up residence close to the Water Margin.  
    These modifications include:
    • Impossible for the PCs to harm the professor in any way
    • If the PCs refuse or take too long, a suicide rune grafted behind their necks will kill them instantly
    • One of their eyes (player decides which) can now detect invisible opponents if those targets have 12 INT or less and fail a DC 20 WIS (Perception) check

    Rising Action

    Darkness
    Level 4

    This portion primarily includes travel, and possibly camping in the wilderness for at least one night, and 1-2 widerness encounters.
    If the GM believes that the party's journey to their destination was not exciting enough, they can include a preliminary or foreshadowing enounter with 1 reawakened fighter during a blizzard.
    These fighters are members of a group of former zombie slaves who had been subjected to years mistreatment that they were perfectly conscious of. When they had reawakened; they managed to escape from their overseers, only to realize that (for one reason or another) they could never return to their old lives.   Rather than despair, they banded together to achieve some manner of justice for themselves by killing the architect of their misery.
    Invisible Tin Crabs ( d6min4 )
    STRDEXCONINTWISCHA
    7 (-2)15 (+2)12 (+1)11 (+0)10 (+0)8 (-1)
    Armour Class: 15
    HP: 31 ( 7d6+7 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Perception +4, Stealth +6, Survival +2
    Abilities:
  • Targets who start their turn within 10ft must succeed on a DC 11 WIS saving throw or be frightened until the start of it's next turn
  • Claw: Targets take 2d4+2 slashing damage and must succeed on a DC 11 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns
  • (Recharge 5–6) d6 . In dim light or darkness, can teleport to an unoccupied space within 30 ft
  • Climax

    Returning
    Level 5

    As the party is returning from their successful harvest, they are attacked by mute and abnormally tall men. If the PCs lose, they are knocked unconscious; and if they win, the ground gives way under them and they fall unconscious either way.   Afterwards, they wake up in a cage as capitives to a band of reawakened zombies who seek vengeance for their years of toil.   The band's leader interrogates the PCs; demanding to know their identities and to explain their service to the professor. Should the PCs break free, they find that they also cannot attack the leader via the same effect that prevented them from attacking Phthalo.
    Reawakened Fighter ( d3 )
    STRDEXCONINTWISCHA
    15 (+2)10 (+0)17 (+3)8 (-1)10 (+0)8 (-1)
    Armour Class: 13
    HP: 82 ( 11d8 )
    Speed: 30ft
    Saving Throws: INT +2, WIS +3
    Proficiency Bonus: +3
    Abilities:
  • As a bonus action, one target that can see him must succeed on a DC 14 CON saving throw or be blinded until the start of his next turn
  •   The party can convince them to let them out of the cages and /or stop fighting if they succeed on a DC 14 CHA check and/or agree to join them in an assault on the compound. Eerie, being the most knowledgeable of Phthalo's methods, is able to remove the restrictions from the PCs.

    Falling Action

    Retaliation
    Level 6

    Minus the ones destroyed by the PCs in the first scene, all the same monsters are there to oppose the party. Once they are all defeated, the party will find Phthalo somewhere in the castle. When they do, the GM can tailor the difficulty by choosing just one of the stats listed as Phthalo. The GM can also decide to utilize one and reassign the other to that of a medical assistant.

    Relations

    Competitors

    Eerie's hard white body appears painstakingly repaired with grafts and clockwork prosthetics; the result of experimentation by Phthalo:
    • brass vertebrae glint at her throat
    • her left eye is a glowing cybernetic lens
    • a muffled generator whirs softly in her abdomen
    • her voice has a mechanical drone to it
    Now; she and her gang seek to dismantle the system that allowed her creation - research cabals, ethics committees, complacent overseers - and to awaken other enslaved zombies.   The first step in this involves capturing and sharply questioning Phthalo for usful information. She would insist that the PCs leave the castle before she begins, however, and will turn hostile if the party refuses.

    Eerie the Band Leader

    STRDEXCONINTWISCHA
    19 (+4)9 (-1)18 (+4)6 (-2)10 (+0)5 (-3)
    Armour Class: 9
    HP: 46 ( 11d8 )
    Speed: 30ft
    Proficiency Bonus: +3
    Abilities:
  • After taking fire damage, gets disadvantage on attack rolls and ability checks until the end of the next turn
  • Advantage on saving throws against magical effects
  • Regains hp from lightning or Teotl damage
  • At 40hp or lower, and on a 6 d6 , can go berserk and require a DC 13 CHA (Persuasion) check to calm.
  • Adversaries

    Phthalo (Stat 1)

    STRDEXCONINTWISCHA
    10 (+0)15 (+2)13 (+1)14 (+2)17 (+3)11 (+0)
    Armour Class: 12
    HP: 66 ( 12d8+12 )
    Speed: 30ft
    Saving Throws: CON +3, WIS +5
    Proficiency Bonus: +2
    Skills: Medicine +5, Nature +6, Perception +7
    Abilities:
  • Regains 5 hp at the start of their turn
  • (1/Day). For 1 minute, add WIS modifier to AC and has advantage on attack rolls against any target missing hp.
  • At the end of a 10-minute ritual, himself or a chosen ally, gains 10 temporary hp and can add d6 to their initiative rolls for 1 hour.
  • Phthalo (Stat 2)

    STRDEXCONINTWISCHA
    11 (+0)14 (+2)16 (+3)16 (+3)19 (+4)13 (+1)
    Armour Class: 14
    HP: 105 ( 14d8+42 )
    Speed: 30ft
    Saving Throws: CON +6, INT +6, WIS +7, CHA +4
    Proficiency Bonus: +3
    Skills: Magic +6, Medicine +7, Nature +6, Survival +7
    Abilities:
  • (1/Day). Can command one of their spare experiments to fight with them.
  • Backdrops

    Locations

    Fire Castle

    The castle is but a small portion of the circular Fire Wall. It is an elongate building consisting of several individual structures: towers, turrets and gables.   Its first and second floors are fill with failed and successful experiments - reprogrammed test subjects augmented with alchemical fluids and enhanced mechanics.

    Threats

    Blizzards

    For 2d4 hours, PCs are:
    1. limited to 100ft of hearing
    2. disadvantage on ranged attack rolls
    3. disadvantage on WIS (perception) checks that rely on hearing
    4. have advantage when tracking through snow

    Encounters

    Little Brother
    STRDEXCONINTWISCHA
    17 (+3)16 (+3)17 (+3)7 (-2)12 (+1)8 (-1)
    Armour Class: 14
    HP: 68 ( 8d10+24 )
    Speed: 50ft
    Proficiency Bonus: +2
    Abilities:
  • Bite: d8+3 piercing damage
  • Claw: d6+3 slashing damage
  • Tail Range 200ft: d8+3 piercing damage
  • Brain-in-a-Jar & Obsidian Bat
    STRDEXCONINTWISCHA
    1 (-5)3 (-4)15 (+2)19 (+4)10 (+0)15 (+2)
    Armour Class: 11
    HP: 55 ( 10d6 )
    Speed: 0ft
    Saving Throws: INT +6, CHA +4
    Proficiency Bonus: +2
    Skills:
    Abilities:
  • Advantage on saving throws against magic effects
  • (Recharge 5 - 6). Holder must succeed on a DC 14 INT saving throw or take 3d8+4 damage and be stunned for 1 minute. They can repeat the saving throw at the end of each of their turns.
  • STRDEXCONINTWISCHA
    8 (-1)13 (+1)12 (+1)5 (-3)14 (+2)3 (-4)
    Armour Class: 16
    HP: 17 ( 5d4+5 )
    Speed: fly 30ft
    Proficiency Bonus: +2
    Abilities:
  • Target takes d6+1 piercing damage and must succeed either on a:
    1. DC 10 INT saving throw or they can't take a reaction until the end of their next turn. On their next turn, the target must choose whether it gets a move, an action, or a bonus action; they gets only one of the three.
    2. DC 10 CON saving throw or be restrained. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a fail, the target is petrified for 10 minutes.
  • Reanimated Spider
    STRDEXCONINTWISCHA
    14 (+2)15 (+2)13 (+1)7 (-2)12 (+1)8 (-1)
    Armour Class: 13
    HP: 44 ( 8d8+8 )
    Speed: 30 ft., climb 30 ft.
    Proficiency Bonus: +2
    Skills: Perception +3, Stealth +4, Survival +3
    Abilities:
  • Bite: d8+2 piercing damage
  • Claw: 2d4+2 slashing damage
  • -2 penalty on attack rolls, saving throws and ability checks
  • Hologram (1/PC)
    STRDEXCONINTWISCHA
    1 (-5)14 (+2)11 (+0)10 (+0)10 (+0)11 (+0)
    Armour Class: 12
    HP: 22 ( 5d8 )
    Speed: fly 50ft
    Proficiency Bonus: +2
    Abilities:
  • Can move through others and objects as if they were difficult terrain. The target must succeed on a DC 10 CON saving throw or their hp maximum is reduced by 3d6 . This reduction lasts until the target finishes a long rest. The target dies if this effect reduces their hp maximum to 0.
  • While in light, the hologram has disadvantage on attack rolls and WIS (Perception) checks that rely on sight
  • Brain-Controlled Mech
    STRDEXCONINTWISCHA
    18 (+4)13 (+1)16 (+3)19 (+0)14 (+0)10 (+0)
    Armour Class: 20
    HP: 90 ( 12d8+36 )
    Speed: 30ft
    Saving Throws: INT +6, CHA +4
    Proficiency Bonus: +2
    Skills: Magic +8, Perception +5, Insight +5
    Abilities:
  • Advantage on saving throws against magical effects
  • When in a disruption field, must succeed on a DC 16 + caster level CON saving throw or fall unconscious for 1 minute
  • Melee Touch: Target takes 3d6 cold damage and must succeed on a DC 16 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns
  • (Recharge 5-6). Targets in a 60-ft cone must succeed on a DC 16 INT saving throw or take 4d8+4 mental damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of their turns.
  • Longsword: d8+4 slashing damage, or d10+4 slashing damage if used with two hands
  • Energy Pillar (2)
    STRDEXCONINTWISCHA
    1 (-5)17 (+3)14 (+2)16 (+3)10 (+0)11 (+0)
    Armour Class: 13
    HP: 40 ( 9d4+18 )
    Speed: 0ft
    Proficiency Bonus: +2
    Skills: Magic +5, Perception +2
    Abilities:
  • Sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
  • Advantage on saving throws against magical effects
  • Range 30ft: 3d6 lightning damage
  • Amorality

    People are turned into robots. In the dark reaches of clockwork halls; dissidents, vagrants and the frail are turned into tralls of the state. The process recycles death into an invasive type of mind control in order to get workers for infrastructure projects. In so doing, the body is subjected to enormous amounts of stress and trauma.

    It is not necessarily a permanent punishment, but a select few who reawaken testify to being aware of everything as they were happening. The establishment does not acknowledge that any conscious awareness remains within the victims' mind.

    NC 1st Floor
    Plot type
    Assaut Heist
    Related Organizations
    An alternate objective could be the party or the band wanting to rescue an NPC who may or may not be an active zombie:

    Wenge

    STRDEXCONINTWISCHA
    10 (+0)15 (+2)10 (+0)20 (+5)16 (+3)12 (+1)
    Armour Class: 15
    HP: 72 ( 8d8+36 )
    Speed: 30ft
    Saving Throws: INT +7, CHA +3
    Proficiency Bonus: +2
    Skills: Deception +3, History +7, Insight +7, Investigation +9, Perception +5, Persuasion +3, Sleight of Hand +4, Stealth +4
    Abilities:
  • (1/Turn). Deals an extra 2d6 damage when hiting a target with a weapon and has advantage on the attack roll, or when the target is within 5ft of an ally
  • Can take the Dash, Disengage or Hide action
  • (1/Turn). Choose d4 :
    1. Range 30ft: 4d6 acid damage
    2. Range 30ft: Target takes d8 fire damage at the start of each of their turns. A target can end this damage by using its action to make a DC 15 DEX check to extinguish the flames
    3. Melee: An incapacitated target must make a DC 15 CON saving throw at the end of their next turn. On a fail, the target is paralyzed instead of incapacitated for the duration. On a success, the target is no longer incapacitated, but is slowed for 1 minute.
    4. Targets within a 20ft cone must make a DC 15 CON saving throw or be blinded for 1 minute. The target, or adjacent ally, can use an action and water to remove the smoke from their eyes, ending the effect.

  • Comments

    Author's Notes

    Adventure MAPril 2025
    Generic article | Jun 1, 2025

    Unofficial Challenge: Adventure MAPril 2025


    Please Login in order to comment!
    Apr 26, 2025 07:25 by Tillerz

    Thank you for participating! :)