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anism poised over the pit has been twisted and smashed the entire chamber is bathed in the impossible colours of a shimmering iridescent light emanating from two radiant whorls of unearthly plasma crackling with electricity plasma cherub 3hd 12 hit points irradiate dex 1d6 1d6 radiation speed fly 30 ft incorporeal half damage from non magical non anathemantine attacks str 4 dex 13 con 12 int 12 wis 14 cha 14 infected light a plasma cherub sheds light in a 60 foot radius sphere anyone who can see who is exposed to the light must pass a constitution save or gain radiation equal to the amount by which they failed see radiation effects in area 4 snuff all light sources brought within 10 feet of a plasma cherub are sucked into it eyes fuelling the light within magical darkness damages the cherub for 1d6 per round with no save the darkness bath is emptied but its passage can be followed down to area 72 the spout is non functional having been deliberately sabotaged by the illumined the bath cannot be refilled unless the spout is repaired those with a radiation of at least 16 can perceive the true form of the plasma cherubim they appear as monstrous foetal things with wings of abwhite fire and the grotesque faces of those whose corpses nourished them they speak the sidereal speech and will welcome those with radiation of 26 or more as brethren of the illumined urging them to bathe in their divine light the better to nourish the spark of the final star nascent inside them to become as we are discarding your fleshly bodies to experience the holy ecstasy of the last light the goals of the cherubim are as follows spread the light of the final star to other vessels feed on the light and life force of those they encounter free the captive cherubim being kept throughout those parts of the archive infested by the bloodwood merge with ten other cherubim to form a plasma seraph the vessels currently incubating cherubim of their own are nearly sufficient for this number the process of forming a seraph takes 24 hours during which time the cherubim combine together in a frenzied fusion of plasma and otherworldly light shedding bright tainted starlight for 120 feet while in this form they are otherwise vulnerable to attack so ideally they will have further vessels on hand to defend them those with radiation of at least 16 can perceive a seraph s true form a twisted amalgam of intertwined forms melting and fused together into a charnel mockery writhing shapes twisted into the semblance of a grotesque many limbed angel with dozens of shimmering wings plasma seraph 8hd 32 hit points irradiate dex 2d6 2d6 radiation speed fly 60 ft incorporeal half damage from non magical non anathemantine attacks str 10 dex 16 int 14 wis 16 cha 16 blinding anyone looking directly at a plasma seraph without eye protection must pass a constitution save or become blinded for one round blinded creatures fail all checks and saves involving sight and their defense rolls have disadvantage attacking a plasma seraph without looking directly at it imposes disadvantage infected light a plasma seraph sheds light in a 120 foot radius sphere anyone who can see who is exposed to the light must pass a constitution save or gain radiation equal to the amount by which they failed see radiation effects in area 4 snuff all light sources brought within 30 feet of a plasma seraph are sucked into it eyes fuelling the light within magical darkness damages the seraph for 1d6 per round with no save disable the miniature black hole containing the ember of the final star breach the surface spread the word of the final star far and wide and extend the holy mission of the last light to every corner of this world using vessels to construct beacons to spread the last light consume this world utterly spread to other worlds in this universe converting all matter and energy in this reality into a version of the final star an eternal conflagration of sentient alien luminescence breach the boundaries between dimensions so that the original final star itself may be joined with the one in this universe and the membranes between worlds can be burned away repeat this process in new realities to keep the final star from burning out 12 ember of the final star containment chamber bizarre machines that seem to be equal parts ancient organism sputter and wheeze throughout a chamber the size of the cathedral of saint monstrum far above at the very centre of the room contained within a transparent dome as big as a church dome swirls a ferocious black vortex a terrible void of darkness the biomechanoid apparatus seems to be sustaining this vortex a console covered in glyphic letters operates the machine four shambolic revenants two mutant goblins two human in the rotting remnants of expeditionary garb are chewing on the fleshly components of the machine light blazes from their eyes every 1d10 minutes the vortex partially loses power as the machine overheats for one round the miniature black hole being generated inside of the dome collapses and the entire room is bathed in the iridescent horror of the ember of the final star within this is the result of the four illumined vessels slowly destroying the machine apart from destroying the containment mechanism the only way to disarm it is to feed in the correct deactivation code into the console of aklo glyphs should the ember be released it can be treated as a plasma seraph see area 11 with twice the hit points which regenerates 12 hit points per round those with radiation of at least 31 find that the ember can speak to them even while contained its voice is magisterial and soothing at once sublime in its dreadful power and curiously comforting reminiscent of the voice of a parent or trusted friend or mentor a voice which crackles and flares as if the words were being formed from livid flames when it speaks the mind glows and warms after a moment of excruciating agony all pain is for a moment banished it speaks in what will be apprehended as an archaic fashion and refers to itself in the majestic first person warmest welcome child of flesh and bone illumined by our most divine and holy light what has brought ye to this oubliette wherein we are most unjustly imprisoned the final star makes its case to one of the illumined pleading that they assist in its release it claims only to want to spread its beneficence in the wider world and that those touched by its light become one with each other united in love for one another and the world it promises an end to all war strife conflict poverty and pain to all want and deprivation it will overturn all hierarchy end all oppression and bring everything and everyone together to embrace the godhead within them and join in a universal hypostasis a mystic union of souls one of the goblins has an anathemantine dagger the human vessels are former adventurers between them they carry 42 guineas 86 silver pennies a wheellock pistol 20 bullets and shot a bag of holding stuffed with 20 scrolls from the voidskin archive area 6 2 potions of healing a set of thieves tools an incomplete map of this level of the archive sketching out areas 1 36 and a copy of the lamentation glyph program card the apocalypse archive 1 6 by bearded devil on january 7 2023 in roleplaying map close up soundtrack for areas 4 6 combat music overview next areas 7 12 level 1 stonephasing doors the first level of the apocalypse archive contains a series of doors which exhibit the phenomenon known as stonephase moving from location to location frequently it is unclear precisely what purpose these doors served they might be shortcuts but some feel more like traps scholars believe they are the result of spatiotemporal decay the gradual unraveling of the laws of physics within the first library phasing doors should appear and disappear whenever the referee feels like throwing one in according to the whims of the archive however if you would like to randomize their occurrence roll 1d20 every time the party enters an area on a 20 one of the doors is present choose or roll on the following table to discover which door appears doors typically open upon being touched unless otherwise noted and typically only phase when unobserved roll 1d6 door 1 circular anyone who enters this door sees what appears to be themselves exiting a long corridor should they enter the corridor the door closes behind them if they attempt to leave they find the door they came through simply leads to the other end of the corridor there is no way out of this infinite trap save through magic or if someone else opens the door and does not enter the corridor 2 oval this door leads to an intricate maze quickly hand draw or generate a maze which takes a different shape every time the maze includes various other stonephasing doors roll again on this table to determine which it may be that this is where the doors rest when they re not in other parts of the complex various other creatures may be encountered in the maze roll 1d6 for every ten minutes spent inside to determine what is encountered 1 illumined vessel 2 hemadryad 3 goblin of the fodder clan 4 celebrant 5 encephalomorph drone 6 biomechanoid servitor 3 triangular this door leads into a triangular chamber with two other identical doors these doors lead to other parts of the first level roll 4d12 and add the results together to determine where they are currently located i e areas 4 48 4 rectangular this door has a counterpart in another room on the first level roll 4d12 and add the results together to determine where it is currently located each time the door is closed its unobserved side shifts rooms 5 pentagonal this door leads to a five sided chamber with no other exits once the door is closed time begins to pass at a different rate inside the chamber such that an hour within equals only a second outside the door has a 50 chance of being in the same place when opened again otherwise roll 4d12 and add the results together for its new location 6 hexagonal this door leads into a six sided chamber containing six interconnected pod like structures at its centre like the petals of some bizarre biomechanoid flower anyone who climbs inside one of these pods will find all of their wounds healed and ailments removed as per heal disease if a dead body or fragment thereof is placed into one of the pods it revivifies as per resurrect every time a pod is used the character inside must pass a constitution save or suffer from a side effect roll 1d6 1 hair and nail growth rapidly accelerates producing exhaustion disadvantage on attacks and ability checks until you rest 2 they are violently ill for the next hour retching up all food and drink consumed in the last 24 hours 3 they experience physical deterioration finding their teeth loose hair falling out or similar effects permanently losing 1 constitution 4 they age 1d10 years 5 tumours erupt throughout their body draining 1 constitution per day until death unless they are excised with heal disease or expert surgery 6 moments after leaving the pod they begin quivering violently every cell in their body vibrating liquefying into a gooey pink slime a constitution save is required to reassert physical coherence but if the character scores 20 or higher they produce two identical versions of themselves walls although the metropolis possesses a range of architectural styles and features most of the walls of the old city are formed from archaeolith the so called first stone they typically have a curiously organic appearance as if the entire city were a gigantic fossil some believe that this is evidence that the old city was grown rather than constructed by traditional means and that the city may once have been a living organism as evidence for this view many xenoarchaeologists point to the still extant biomechanoid structures throughout the first library which evince a similar design as the walls the colour and hue of archaeolith varies typically ranging from obsidian black to sickly green damaging archaeolith is near impossible with ordinary weapons but sustained excavation is possible with the right tools 1 trapdoor entrance this six sided trapdoor is caked with dust a layer of grime concealing a series of impossibly intricate bas relief carvings though abstract in design the carvings seem to portray some nebulous disaster presenting a stylized cityscape disintegrating before multifarious catastrophes earthquakes rend sinuously curving streets massive tendrils extend from the sky to wrench spires from their foundations twisting flames flicker across alien palaces the edges of the trapdoor are strangely scorched and melted and the carvings are gouged from the prybars of previous explorers sections of the carvings seem to once have been moveable but are now locked in place the trapdoor requires a successful strength check to open looking upon the carvings for too long inevitably produces a stinging headache and lingering nosebleed if one listens carefully the distant muffled echo of what might be a scream resounds briefly against the inside of the door like many structures of the first library and some of the doors within the archive the entrance to the apocalypse archive is afflicted with stonephase unstuck from conventional spacetime the trapdoor entrance to the archive roams the city unpredictably lingering for as little as a few minutes to as long as days the door seems to be shy possibly photophobic and shows a preference for narrow alleyways dank storage rooms and other shadowy spaces with a particular predilection for the labyrinthine rookeries of corvid commons the wheezing side streets of catch all the dimmer corners of gloomway and the catacombs below the gilded graveyard it is sometimes mistaken for a manhole cover or cellar entrance should it be desired the trapdoor s stonephase can be randomized it has a 1 chance of shifting per day including while the party is inside the archive they might emerge not where they started but in the cellar of a fanghill mansion a leprous alleyway in quarantined catch all a thieves rookery in the commons a haunted crypt in the depths of grey hook some other section of the old city and many other such locations 2 staircase the carvings evident on the trapdoor entrance continue along the walls of the spiralling staircase which extends deep into the earth depicting ever stranger and more horrific catastrophes the oozing monstrosity known as the plasmic woe now contained in the warded ward can be glimpsed flooding a continent with its amorphous bulk expanding as it dissolves everything within its gelatinous ever growing body a terrifying blankness pocks reality with bizarre lacunae vortices open pouring out otherworldly oceans that flood whole planets carnivorous forests reclaim cities and devour all they find the primeval steps are intermittently spattered with old bloodstains gazing too long at these carvings is hazardous and begins to corrode the mind for every round the ...
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