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on closer inspection these fruit resemble humanoid hearts and seem connected to the trees by structures as comparable to veins as much as stems plucking one leads to a small spurt of blood from the tree the fruit taste sweetly of meat each nourishes the eater for a full day restores 1d8 hit points and functions as per heal disease there are twenty of these heartfruit currently ripe on the trees 1 encumbrance slot each and another 30 that are less ripe 1 2 a slot each healing only 1 hit point and lacking the other attributes of the fruit picking unripe heartfruit summons 1d4 hemadryads within 30 seconds the machine is a gigantic security biomechanoid designed to destroy the bloodwood in the event of containment failure it is currently deactivated but a close inspection of the machine reveals a septagonal depression into which something might be inserted namely the ruby keystone currently in area 42 biomechanoid sentinel 20 hd 100 hit points armour 2d10 two buzzsaws str 2d6 and two flamejets dex 1d8 fire range 60 feet speed 40 ft infravision 120 ft partial construct immune to mind influencing effects advantage on constitution saving throws and half damage from poison and disease str 18 dex 14 con 18 int 10 wis 10 cha 8 gigantic the biomechanoid is gigantic attacks against it by smaller creatures hit automatically it has a 20 foot reach herbicidal breath as an action the biomechanoid can exhale a plume of virulent orange poison in a 60 ft cone that deals 2d6 damage and double to plant creatures on a failed constitution save to all those in the cone opposed by its constitution attack roll regenerating the biomechanoidheals 1d20 hit points per round if awakened the machine will proceed to poison and incinerate the entire bloodwood unless the hemadryads and every tree in the forest manage to stop it every hemadryad in the wood roughly 100 of them will rally to try and bring it down it ignores other organisms unless they attack it or attempt to enter the heart of the bloodwood area 24 the apocalypse archive 7 12 by bearded devil on january 14 2023 in roleplaying map close up soundtrack for areas 7 12 combat music overview previous areas 1 6 7 scripture of the final star if anyone enters this room who does not bear the shadow glyph magical sigils on the threshold clearly visible activate and the shadow of everyone in the chamber not bearing the glyph awakens to horrific unlife and attacks its owner to receive the glyph one needs to input the correct program card currently found in area 4 into the fleshscribe area 26 though far smaller than the adjoining hall this chamber possesses a sense of sombre gravitas murals on the walls writhe with foreboding abstract shapes at the very centre of the chamber upon a twisted lectern is a gigantic book with a golden cover some four feet in height shadow 2hd 11 hit points drain cha 1d4 strength speed 30 ft infravision 120 ft undead immune to poison disease mind influencing effects incorporeal half damage from non magical non anathemantine attacks str 6 dex 14 con 12 int 8 wis 10 cha 12 strength drain rather than dealing damage shadows drain the strength of their victims a creature reduced to 0 strength is paralyzed strength replenishes with a successful rest light weakness while in bright light shadows have disadvantage on all ability checks and saves close inspection of the murals reveals that they depict a conflict of unfathomable scale involving what appear to be entire star systems fleets of librarian voidcraft interplanar portals and inscrutable rituals those with a copy of the history of the membrane wars from the voidskin scroll archive area 6 will recognize the murals as a powerful artistic interpretation of that centuries long struggle universes are filled with nothing but seething hyperintelligent plasma the librarians ruthlessly quarantine whole sectors of the galaxy and doom entire planets to endless night bombing them with weaponized darkness to snuff out all trace of the last light leaving them cold and lifeless husks that can be recolonized later light devouring vortices cut off unthinkably large swathes of spacetime prophylactic event horizons the tome is the scripture of the final star a text which appears blank to those with radiation of at least 6 words in the sidereal speech are visible the book takes the form of revelations given to various prophets on many worlds delivered by the fiery seraphim of the final star each revelation speaks of the glory of the last light how within its radiant bosom all become one souls mingling into the fiery infinitude of the deific sun in a blissful immolation the star charges its followers to spread its light physical and spiritual to every corner of their universe promising eternal rewards and universal joy other gods the star maintains are false idols demiurges of their respective universes who would seek to steal the souls of their adherents depriving them of eternity in the atomic heart divine to become one with the final star is to literally become god to share in the dreams and raptures of every other soul that has been illumined the scripture also contains a ritual for summoning a spark of the final star in the form of a tainted sunlight spell the scripture is worth at least 500 gp to an academic library or private collector but weighs 150 lbs 8 captured beacon a massive structure of grotesque glass like an immense lighthouse lens glistens in the middle of this room set upon a low dais it is the size of a small house its base is scorched and marred it has obviously been transported from elsewhere close to its base the blackened remains of two mutant goblins lie crumpled and empty they appear to have burned from the inside out with scorch marks especially evident around their eye sockets the star spoor trail terminates at the goblin corpses one goblin carries an anathemantine spear 1d8 1 damage affects incorporeal creatures an intelligence check confirms that the beacon is not of librarian manufacture should a cherub or seraph enter the beacon the tainted light of the final star will completely flood the room as well as the empty darkness bath area 11 if this massive object could somehow be transported to the surface it would have to be teleported or magically shrunk it would be worth around 2 000 guineas to buyers like the institute of omens the museum of magical arts and antiquities or the metamorphic scholarium 9 night bomb arsenal the door to this arsenal is sealed the onyx keystone currently in area 16 is required an octagonal stone placed into a depression to one side of the door picking the elaborate lock requires a dexterity check with disadvantage on a failure the arcane mechanism deals 2d6 damage to the would be intruder jolting them with raw energy that can leave a thief s hand a molten lump like area 7 the arsenal is protected with wards requiring a shadow glyph to bypass without spawning shadows within the chamber numerous black orbs swirl with volatile eldritch energy in a series of carven niches should one be hurled with a range of up to 30 feet it produces a 10 foot radius vortex of magical darkness the area becomes difficult terrain and any creature within must pass a strength check simply to leave the vortex deals 1d6 damage per round illumined also sustain an additional 2d6 damage the vortex lasts for one minute there are 30 night bombs in total 10 shrine of the first darkness a gigantic idol of otherworldly stone looms at one end of this dim hall its exact anatomy is impossible to discern its limbs are swathed in the folds of a vast stone cloak including its head there is something more to it than that some perceptual slipperiness the eye glances off the strange contours of the idol it is impossible to take the whole thing in at once set at its base is a hexagonal altar stone with a smaller hexagonal depression at its centre upon entering this room all light sources are extinguished the illumined cannot enter this space and if forced here they sustain 2d6 damage per round only those with infravision can observe the contents of the chamber a successful intelligence check reveals that this idol represents the first darkness colloquially known in hex as the shrouded lord one of the unspeakable ones primordial entities with whom the librarians formed elaborate quasi religious pacts the first darkness rules over secrets and obscurity a kind of elemental principle of anti knowledge absence and lack it reigned supreme before the universe existed in the primeval void an eternity of limitless night and perfect nothingness which preceded time itself as natives of hex may know the shrouded lord is worshipped in hex above by certain hidden cults and more generally by thieves spies and assassins if someone offers a body part from someone they killed with their own hand in the hexagonal receptacle they receive a blessing from the shrouded lord markings on the altar suggest the various body parts the first darkness accepts an intelligence check with disadvantage reveals the details of one of the sacrifices these are body part ritual effect brain the ritualist can ask the referee to reveal some secret of the setting this could be the identity of a criminal the location of a magical object some element of setting history whatever the player asks the answer resounds inside the skull of the ritualist looped entrails the shrouded lord reverses time to the point at which the ritualist entered the archive memories are left intact but otherwise the characters are physically identical to the state they were in when they came in this effectively gives them a chance to do everything over with all of the foreknowledge they possess the players can agree to fast forward to some point at which they want to depart from the previous timeline tongue the ritualist learns a dead language such as aklo the sidereal speech phobish high goblin old draconic ur giant and similar tongues heart any object desired by the ritualist within the old city that is not inside a containment chamber materializes in place of the heart eyes the ritualist can magically observe any creature on this plane of existence for up to 10 minutes hand everyone in the chamber is teleported to a location within the old city or hex above demanded by the ritualist each character may perform precisely one sacrifice of each body part up to once a year attempting further sacrifices displeases the first darkness who confiscates a precious childhood memory a name a language or a skill for one year as punishment for such avarice a lectern stands empty here it once held a copy of the the rites of the first darkness but this has been plundered by the adventurer currently being digested by bloodwood trees in area 21 11 empty darkness bath an empty hexagonal depression is evident at the centre of this chamber a hole lies at its centre leading downwards an enormous spout like mechanism 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 ...
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