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Text of the page (random words):
ought 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 carvings are studied a wisdom save is required to avoid 1 damage and extensive bleeding from the eyes nose and ears a success yields some hint as to the contents of the archive skim to one of the chambers marked as a containment chamber and briefly describe what its contents would do to the world were it unleashed the exact length of the staircase varies with each expedition traversing it requires 1d100 minutes no matter the speed of those descending or ascending make a new roll each time the staircase is entered 3 dead guardian the thing that once guarded this vast six sided chamber of primeval stone is long dead the mechanical components of its body still dangling from the ceiling like empty hooks in a colossal slaughterhouse ancient metal malformed by fire and spellcraft what might have been a skull swivels slowly to and fro its many sockets now empty it is difficult to picture what manner of alien flesh was once grafted to this anathemantine skeleton but what little is visible of the floor beneath mysterious drifts of ash is stained from the slain guardian s decomposition occasionally a spasm runs through the broken machinery and the spindly appendages twitch like the legs of a dying spider the whole thing brings to mind a monstrous chandelier or a mobile for some gigantic child six doors are arrayed on the various walls of the chamber five open one firmly shut simply discovering their number and location may take some time given the sheer size of the anteroom adjacent to each of the doors are glyphs in the high goblin language daubed in blood these read evil light woods nasty music home up and down up is adjacent to the staircase entrance and down is sealed a nonagonal depression is evident beside down which fits the amber keystone currently in area 30 a glimmer of sickly light can be glimpsed through the door labelled evil light while eerie discordant music can distantly be heard from the door labelled nasty music investigation reveals that mixed in amongst the ash are a number of fused blackened bones a successful intelligence check suggests that these belonged to goblins 4 empty shelves the enormous shelves in this immense hall have been stripped bare divested of every book tablet scroll tube and memory crystal cobwebs and dust are all that remain something glimmers in the darkness deeper into the chamber there is a faint smell of burnt hair and meat following the source of this light reveals that it radiates from the eye sockets of a twisted pale corpse that of a small hunched creature with five eyes and too many digits on its hands it looks like a goblin but a horrendously mutated one it wears leather garments and still clasps a bone spear the creature s skin is sizzling slightly its veins scorched and black a thin trickle of smoke seeps from its mouth ears and nostrils the light that bleeds from the eyes of the goblin corpse is indescribable a sickly eldritch effulgence that should not be as one approaches the eyes twitch with a life of their own and begin to roam towards whoever nears apart from its armour and spear the goblin carries a copy of the shadow glyph program card which can be used with the fleshscribe area 26 this looks like a thin disc of iridescent metal inscribed with a peculiar sigil in aklo meaning shadow cutting the goblin open reveals that its internal organs have all been hideously burned if left untouched the goblin rises as an illumined vessel within 1 hour illumined vessel 2 hd 8 hit points armour 1 bite str 1d6 speed 20 ft undead immune to poison disease mind influencing effects str 12 dex 6 con 14 int 2 wis 6 cha 4 infected light a vessel sheds light in a 60 foot cone 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 below iridescent blood a vessel hit with a melee attack sheds gouts of glowing blood its attacker must pass a constitution save or gain radiation equal to the amount by which they failed snuff all light sources brought within 10 feet of a vessel are sucked into its eyes fuelling the light within magical darkness damages the vessel for 1d6 per round with no save anyone with eyes caught in the beams of the light must pass a constitution save or become contaminated by it gaining radiation equal to the amount by which they failed 20 on a critical failure a successful rest reduces a character s radiation by 1d10 heal disease reduces it by 1d100 spells like heal wounds may provide brief respite from individual symptoms but do not lower radiation anyone who dies while irradiated rises as a vessel similar to the goblin after 1d6 hours possessed by the light inside them those with radiation of 6 or more can perceive trails of star spoor leading from this chamber to area 6 and area 8 like a kind of glowing immaterial mucus imperceptible to those who have not been illumined radiation level symptom 1 5 a mild headache gathers behind your eyes you can no longer rest without a successful constitution save first when you close your eyes strange kaleidoscopic visions dance briefly on the inside of your eyelids before fading afterimages from some layer of reality you are not yet fully perceiving 6 10 your vision is becoming more acute you gain infravision up to 60 feet or extend it for 60 feet if you already possess it your irises have changed to a swirling infragreen undigo hyperred whorl and emit a faint but definite lustre 11 15 your vision continues to sharpen painfully you can perceive the individual hairs on your companions skin when you look at a grain of sand you are momentarily captivated by the scintillating facets of its irregular surface more gorgeous than any diamond the sensation is exquisite and unbearable you gain advantage on wisdom checks involving perception but become exhausted after passing one disadvantage on all saves checks and attack rolls 16 20 even the brightest lights leave you unbothered you have advantage on saving throws against being blinded 21 25 you have a high grade fever and begin sweating profusely you are resistant to disease and poison gaining advantage on all saving 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