Albany Resonance Facility: First Floor
1. Entrance
You step off the final stair into a ruined underground chamber, the air thick with dust and the scent of old stone and rusted metal. The corridor stretches ahead, branching into crumbling rooms and collapsed passages. Jagged cracks split the floor, each one glowing with a sinister violet light that pulses and curls like smoke trapped in glass. The glow isn’t just light—it feels aware, like something beneath the stone is watching. The silence presses in around you, broken only by the faint hum of the energy below, vibrating in your bones. This place was once built with purpose, but now it’s been claimed by something far older… and far less welcoming.
2. Crying Wall
As you move deeper into the ruined chamber, a low, wet drip draws your attention to a warped section of the stone wall near the far corner. At first, it looks like moisture from a cracked pipe—until you see the viscous, purple-black liquid oozing down the masonry in slow, tar-like rivulets. The fluid glistens faintly in the dim light, catching on jagged cracks and pooling at the base like ink spilled from a ruptured flask. Then you hear it—not echoes, not wind, but the unmistakable sound of children softly crying. The voices are muffled, distant, as if coming from behind the stone itself. Some sob in fear, others murmur lullabies or call out for people long dead. The wall seems to breathe in time with the whimpers, and the longer you look, the more the fluid appears to move against gravity, crawling upward toward your gaze.
Sanity
Any character getting within 10 feet of the wall will need to draw a sanity effect.
Dark Brew
The Dark Liquid on the wall can be collected into a vial or bottle and is Dark Brew (Stock)
An Arcana check DC 10 will reveal what the substance is.
3. Purple Mist
Faint purple light seeps from jagged cracks in the stone floor, pulsing like a slow heartbeat. The glow curls and writhes like living smoke, casting eerie shadows that seem to twitch when unobserved.
Sanity
Any character that shares a square with the mist will need to draw a sanity card.
4. Hole in Floor
The door groans open into a long, dim chamber, most of its stone floor still intact—but near the center, a jagged hole gapes wide, as if torn open by some violent force. Purple mist rises slowly from the opening, curling in familiar, smoky tendrils that pulse with an inner light. Peering down, you can just make out the outline of another chamber below, its walls slick with the same violet glow, waiting in silence beneath your feet.
Note: This hole leads down to the next floor into the area marked 1.3 in the upper right hand (see second floor map)
Dodge the Hole
The player that is swinging the door open needs to make a DEX saving throw DC 10 or fall into the hole. Falling causes 2d6 bludgeoning damage. They land prone in the floor below.
Climb Down
A character can lower themselves and safely drop down into the room below with an Athletics check DC 10. The edges of the hole are crumbling and easily break away. Failing the check results in the character falling and taking 2d6 bludgeoning damage. They land prone in the floor below.
Prone
- A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
5. Psionic Tuning Helm
Near the rusted remains of the old machine—half-buried in rubble and overgrown with strands of brittle cabling—you find a strange helm. Nestled beneath the machine’s collapsed panel is a handwritten journal page, smeared with oil and dust, describing failed attempts to “anchor the mind” during tests—followed by a frantic scrawl: “The thoughts aren’t ours anymore. They’re in the walls. In the wires.”
Psionic Tuning Helm
The helm is a sleek, oval band of dark, tarnished metal, light but unnaturally cold to the touch. Faint etchings—arcane and geometric—spiral across its surface, some still pulsing gently with a soft violet glow that seems to respond to proximity and thought. Thin, delicate wires trail from the interior, some frayed or fused, and the inner lining is padded with cracked leather worn smooth by repeated use. When held close to your head, you feel a faint pressure in your temples—like a whisper brushing just behind your eyes—though no words follow.
Wearing the Helm
Any character that wears the helm gains a permanent +2 to their Commune Skill. They must also roll a Sanity check DC 10. Failure results in them gaining an Indefinite Madness effect. They cannot be effected by this more then once.
6. Barricaded Door
Breaking Down a Barrier with Strength
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
Athletics: Covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
- You try to jump an unusually long distance or pull off a stunt midjump.
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
The GM might call for a Strength check when you try to accomplish tasks like the following:
- Force open a stuck, locked, or barred door
- Break free of bonds
- Push through a tunnel that is too small
- Hang on to a wagon while being dragged behind it
- Tip over a statue
- Keep a boulder from rolling
Generally, when by passing a mechanical lock or type of obstacle within this category, you will be rolling a strength check rather than an athletics check. If you'd like to have athletics apply, you will need to explain what action you are taking, keeping in mind the above check guidance.
Breaking Down the Door with Tools
An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). See the table below for suggested armor classes for objects.
Door and Barricade AC 15
An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. See the table below for suggested hit point for objects.
HP 20
Objects are immune to poison and psychic damage. The GM might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree.
Bludgeoning would work best, Resistance to slashing and piercing
7. Small Office
Entering the Room
You shove the door open with a groan of splintering wood and scraping metal, forcing your way past a barricade of overturned filing cabinets and a broken chair wedged beneath the handle. The air inside is stale and still, thick with dust and the faint scent of old paper and rust. It’s a small office—walls lined with warped shelves and a desk slumped beneath the weight of time—but no one’s here. No body, no sign of a struggle. Just the eerie silence of a room that someone once desperately tried to seal… and never escaped from.
Investigation Check DC 10
In the cramped office, dust hangs thick in the air, disturbed only by your movements and the low hum that seems to echo from the walls. A splintered desk leans against one wall, its drawers swollen shut from damp, but one has been forced open, revealing a bundle of brittle papers and a strange, rune-carved stone the size of a child's fist—warm to the touch and faintly glowing. On a shelf above, faded personnel files list names, many of which are crossed out in heavy charcoal with the word “Quieted” scrawled beside them. Pinned to the wall is a map of the complex, annotated with ink notes that grow increasingly erratic toward the end—final entries circling the words: “Containment breach” and “Voices under the floor.”
They find: Stone of Good Luck, and maps of the building (see side bar)
During The Fall
Stone of Good Luck (Luckstone)
Wondrous Item Uncommon
Slot: Other
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Weight: 0.5 lbs
Comments
Author's Notes
The map was created using Dall-E. I used the Cloning Laboratory provided by Tom Cartos for free use and modified it to make it look like a ruin.