Flooded Boiler Room (8)
The large freight doors open onto a freight lift elevated 5m above the floor of this 20m by 12m chamber. There is initially no illumination but the switch for the overhead fixtures can be located easily and activated, producing a weak yellow light. Four large cylindrical tanks stand vertically along the east and west walls, two on each wall. Pipes, pumps, and valves cover nearly every inch of wall space. A staircase on the opposite wall climbs two meters to a landing and an open door. A dark corridor lies beyond the doorway.
This chamber is another boiler room. It is warm and humid. The two tanks on the west wall radiate heat and emit a constant noise of thrumming. The two tanks on the east wall have ruptured, gaping holes blowing metal shards outward from the sides of the steel tanks. The room is flooded with warm water. The water is dark. It appears to be at least a meter deep.
The freight lift is currently elevated. Lowering it takes 24 seconds (2 rounds) resulting in the player characters standing in waist-deep water (neck-deep for jinxes and deru player characters).
(1 square = 2m)
Giant Jelly-Blob
Lurking under the surface of the water is a giant jelly-blob. It will attack anyone that enters the water.A Jelly-blob is an amorphous gelatinous creature the size of an elephant. It is colorless and transparent, rendering it invisible in darkness or under water. Light tends to diffuse and refract through their bodies, making them visible when back-lit. In addition, their slimy membranes are reflective like the surface of a gelatin. Jelly-blobs ooze over any terrain and can squeeze through tiny cracks and fissures, but cannot otherwise change their mass or density. They may also form pseudopods to strike enemies or manipulate simple objects. The gelatin of a jelly-blob is highly acidic, and anyone or anything enveloped by a jelly-blob will take acid damage in addition to asphyxiation damage. Jelly-blobs are not very intelligent, acting purely on stimulus and response.
This jelly-blob was lured into the room by the warm water of the ruptured boiler, under which it rests, hoping to eat any prey that tries to cross through the room. As soon as any player character steps into the water, they immediately feel as if they just stepped into wet sucking mud. They have stepped into the jelly-blob. As a result, the jelly-blob attempts to rise up around the player character and pulls them down onto the floor and towards the center of the room, all the while enveloping, smothering, and dissolving the player character in acidic gelatin until they either die or escape.
Characteristic Roll Average
STR 4D6+6 20
CON 3D6 10-11
SIZ 8D6+40 68
INT 1 1
POW 2D6 7
DEX 1D6 3-4
Move: 2 Hit Points: 44 Damage Bonus: +2D6
Armor: None (see Acid Gelatin below)
Attacks: Pseudopod 50%, 1D6 + db (crushing)
Envelop (see below)
Envelop (see below)
Skills: Hide 85%, Sense Vibration 90%, Stealth 80%
Envelop: Enveloping a target requires the jelly-blob to allocate SIZ points to each intended target. A jelly-blob can attempt to envelop as many targets in a single round as it wants so long as it has SIZ to allocate towards the target. To envelop a target, the jelly-blob must succeed at an opposed check using the jelly-blob’s allocated SIZ vs. the target’s STR, SIZ, or DEX (target’s choice). If the jelly-blob wins, the target is completely enveloped. If the jelly-blob loses, the target is still free and can act normally. It is possible to move through a jelly-blob, but all such movement is halved. An enveloped target is immobilized and all their equipment will take 1D3 damage from the jelly-blob’s digestive acid until dead. In addition, the target is deprived of air and are subject to the rules on Choking, Drowning, and Asphyxiation (BRP page 128). An enveloped victim is normally unable to act. They may struggle to break free each additional combat round by attempting a resistance roll using STR vs the jelly-blob’s allocated SIZ. If an enveloped victim forgoes an escape attempt for a combat round, they may instead attempt a Luck roll. Success allows the victim two options: to have an arm free of the blob such that a friend could grab the victim to try to pull them out the following round; or to have an arm or hand free in order to perform an action. If they choose to have an arm free and a friend tries to help, substitute the friend’s STR for the victim’s STR on the resistance roll to escape. However, if they choose to perform an action, they may attack or use a piece of equipment such as throwing a rope or activating an electric field.
Acid Gelatin: The jelly-blob is composed entirely of a gelatinous acid. Divide the damage from all physical attacks made against it by half. Energy weapons do normal damage.
Immunities: Jelly-blobs are immune to all psychic powers. Jelly-blobs are immune to the following psychic powers—Aura Detection, Emotion Control, Empathy, Mind Blast, Mind Control, Sensitivity, Telepathy, or any other power or effect that affects the mind. Jelly-blobs are immune to the following Ta’oudh powers—Blind, Blinding Bolt, Calm, Disfigure, Disfiguring Bolt, Disrupt, Disrupting Bolt, Enrage, Healing Touch, Hypnotic Gaze, Immobilize, Immobilizing Bolt, Restore, Sense Presence, Stun, Stunning Bolt, or any other power that affects the mind or nervous system of a target.
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