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Cave of Life (Querformat)

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by Dominic Covey

Editor: Chris Davis


Additional Editing: Charles Rice,
Wayne Tonjes, John Shaw
Cover Art: Dominic Covey
Interior Art: Dominic Covey
Layout: Chris Davis

Playtesters:
Kevin Milhoan, Mladen Spasic, Sergey Kushch, Percy
Snyder, Will Nichols, Alex Kashyrin, Chris Covey,
Jake Schwab, Mike Guild, Andrew Ma, Murat Beydere,
Charles Baize, Chris Derner, Chris Hoover, Ryan
KellEy, CHARLES RICE, Ethan Ripplinger, John Shaw,
Aaron Wiggins

WWW.DARWINRPG.COM
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the Coast and are used according to the terms of the d20 System License version
1.0a. A copy of this License can be found at www.wizards.com. Portions of this
work are derived from the d20 System Reference Document.

d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of


Hasbro, Inc., and is used with permission. Dungeons & Dragons(R) and Wizards
of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a
subsidiary of Hasbro, Inc., and are used with permission.
Introduction village and find a new home - in the caves. The
young, valiant PCs are called upon to delve into the
supplies ransacked, and the telltale signs of numerous
intruders. They are not alone - another group has
dark recesses of the fabled caves, map it thoroughly, taken shelter here from the storm as well. To their
The Cave of Life is a complete adventure setting
and document (and possibly destroy) any dangers they horror, they find that the group is actually a pack of
for the post-holocaust role-playing game, Darwin’s
find on their excursion. The hope of the tribe is to hideous ghouls, who have followed their scent into the
World. The adventure is set in the abandoned remains
find the legendary water supply there intact, as well as silo. Unable to leave because of the acidic storm, they
of an old missile silo, ostensibly somewhere along
enough rooms and subterranean chambers to house the are forced to either hunt the ghouls down and take
the fringes of the Grass Plains region, or somewhat
entire community – to become a new “home”. If they them out, or be picked off one by one by the stealthy
further north, perhaps in the Forbidden Lands - though
can manage to get the old air filtration systems up and fiends.
the game master (GM) may certainly set it anywhere
running again, the caves could conceivably be used on
that is more convenient to his current campaign.
an indefinite basis - a permanent refuge for the tribe! The Cave of Life is especially ideal as an introductory
adventure, both because of its introductory beginning
Background The Impending Doom (that is, the characters are partaking of their first
journey outside the tribe’s domain), as well as the
Alternatively, the caves could be used separately
The Cave of Life is meant to be an introductory - not involving a “tribe’ at all. Here is an example relatively low amount of artifacts and dangerous
module, a good starting point for beginning a - the characters, hounded by a pack of exceptionally creatures within. Although no less a challenge to
campaign in Darwin’s World. It briefly introduces the savage and well-armed raiders, must search for a accomplish, The Cave of Life is not likely to kill off
players as members of a “primitive desert tribe”, on place to hide and find the “caves” in the process. the characters or put them in a position where they are
a quest to prove their worth as warriors by entering Unfortunately, they discover their would-be hideout incredibly powerful too soon in the campaign.
the fabled Cave of Life, in search of water for their poses even more dangers! The PCs soon realize that You will notice that the actual task of retrieving
struggling community. Should they prove able, they they could conceivably retreat into the recesses of the the water is relatively easy - if the PCs are able
will find the legendary water source as directed. Once caves, playing cat-and-mouse on the foolishly-brazen to recognize where it’s located. However, this is
they have secured the success of their mission, they raiders who sloppily enter the complex in search of intentional - no community would send its future
may become adventurous and continue to explore the them - leading them into traps, hazardous areas, etc. warriors off to certain death, as this would mean a
“cave”, though what they find deep within its recesses This optional method of playing The Cave of Life has very low number of warriors indeed! Instead, the PCs
may be more nightmarish then they ever imagined! the potential to be one of the most exciting. should be encouraged by the ease of finding the water
Alternatively, The Cave of Life can serve as a base cache and motivated to explore the complex for a
of operations, a refuge, or for any other purpose the greater challenge.
players might come up with should they eventually
Hotel Hell
This optional setting puts a twist on the typical “find-
take it over as their own.
shelter adventure”. The characters, wandering the
Here are some other ways of introducing the player
wastes, see a radiation storm on the horizon, miles
characters to the old silo:
high in the sky. Knowing they cannot stay out in
the open to face the storm (the rain alone would eat
The New Home away their flesh), they find shelter by entering the old
An increase in raider activity, a prophesized era of abandoned silo. As the storm swarms overhead, they
increased radioactivity in the area, or perhaps in realize they will be here for perhaps days, and set out
preparation for an exceptionally harsh nuclear winter, to explore the complex. Returning from a certain
the characters’ tribe has decided to abandon its old venture, they find much of their foodstuffs gone, and

The Cave of Life 2


Players Introduction and hence the mystery and fear surrounding it even
today.
least of which is the vast supply of drinkable water
that still remains in the complex from the times of
This fear, embedded in the minds of even the hard the Ancients. This supply of water, and other odd
The deserts of the post-holocaust world are a desert raiders, has not been lost on the locals. As a artifacts which are often discovered now and then,
dangerous place, where fresh water is scarce part of their rites of manhood, when an adolescent have attracted the attention of the player characters’
and men brave enough to defend it even scarcer. member of the tribe is to become a warrior in the eyes tribe ... among others.
Storms of radiated wind, blights lasting years, of his people, he is sent to The Cave of Life to retrieve
and the savage bands of mutated raiders - often no less than four flasks of water from its legendary
well equipped - are just some of the hazards that
About The Caves
limitless source of water. There are a few notes that the GM should be aware
threaten to squelch good men and communities This source of fresh clean water has long been of about the construction and nature of the “caves”.
from rising from the ashes to find a new future. known, and was first exploited generations ago by Since it was designed to hold a large amount of staff
You and your fellows are a group of youths the tribesmen who braved this harsh and hazardous for long periods of time, and to resist nuclear attack,
who have been raised in a small desert region. But they have also known, from time you should be aware of several vital things:
community in the wasteland. You have seen immemorial, that strange dangers and creatures dwell Indestructibility. All pipes, whether electrical,
the efforts and toil of your forefathers to build beneath the earth in The Cave of Life. hydraulic, etc, are mounted on spring mounts to allow
this small community into a hopeful future, and Thus the characters find themselves arrayed in the them great flexibility during seismic events. This
you have lived well among the others behind desert, under the hot setting sun. Before them runs prevented the silo from suffering damage during
the adobe walls of your desert home. Yet the an ancient cement pathway - a road - overgrown and natural tremors, as well as during bombings or direct
time comes when you and your friends, nearing half-lost to the shifting sands. The elders inform them nuclear attack (it would prevent pipes from being
adulthood, will be required to pass the rite of that this lost road will lead them to The Cave of Life, torn from their grounding). It also prevents much of
manhood that all warriors and heroes of your tribe where they will either find their destiny as warriors ... the silo from collapsing despite its tremendous age.
have taken since ages past. or as victims to the dangers of the Ancients. Only massive shock and tremors (not even interior
You must travel to the infamous Cave of Life, The Cave of Life is, in fact, the remnants of explosions) are likely to cause a cave-in or collapse.
and retrieve water from the endless supply said an ancient Titan I missile silo somewhere in the Ventilation Shafts. Nearly every room in the silo is
to be hidden deep within the complex’s many American Midwest - now a vast desert of immense connected to the complex’s air filter, through a series
twisting caves. You must brave the dangers of proportions that stretches on (nearly) for eternity. of tunnels and vents that hover just above every room.
the cave, its rumored denizens, and bring back at During the great cataclysm, the silo expended its salvo All vents lead back to the filter, and are just three feet
least four full waterskins to your community so of missiles and was itself bombed, but survived very in diameter. It is conceivable that a character could
that you can take your place among the worthy. much intact. Abandoned due to high radiation from navigate these tunnels, but it would require crawling
the attacks, the silo was forgotten until long after the whole way. As these were used solely for
mankind vanished as the dominant race on the planet. ventilation purposes, no garbage or refuse will block
The Caves Since then, various groups have come and gone. these access ways.
The silo was sometimes used as a temporary shelter Graffiti. Graffiti has been scrawled nearly
The legendary “Cave Of Life” has long been a part by passing wanderers, raiders, or caravans. None everywhere on the interior of the silo - doors,
of the local mythology and folklore; though its true stayed long, and few cared to return, for rumors doorways, ladders, stairs. Apparently the silo was
purpose has been lost to antiquity. It is known, persist that strange mutated creatures and other used and struck during the Great War, but through the
however, that The Cave of Life was once a place dangers persist. years desert scavengers and passing wanderers have
of great importance and secrecy in the times of the Despite this, the old silo hides many treasures ventured into the place to explore. The fate of the
Ancients (though again, no one knows exactly why), that would be priceless in the wasteland, not the writers, however, can only be guessed at, and most

The Cave of Life 3


messages are illegible due to time and decay (though Roll Silo Finds
the GM may decide to devise messages or writings
1 2d6 asbestos-lined 10’x1’ wiring pipes (worth 10 cp each).
that may have significance, should he be so creative).
Flooding. Invariably, the silo has flooded over time 2 Smashed computer console, roughly 3’x2’x5’ (worthless).
in some places with natural groundwater. This water 3 Wooden spool containing 2d100 yards of copper wiring (worth 2 cp per 20 yards).
is generally not drinkable (to do so would result in 4 Collection of 2d4 heavy-duty springs and coils (worthless).
low-grade chemical contamination), is cold, and very 5 Small box containing 2d12 replacement computer light bulbs (worth 2 cp each).
dark. Anything living in a body of water in the silo is
6 Box containing 2d4 replacement ceiling light bulbs (worth 15 cp each).
unlikely to be noticed until it swims very close to the
surface. 7 Pile of rubbish; 1d3 aluminum cans and other junk (worthless).
Powerless. Unless otherwise stated, the power in 8 1d6 3’x0.5’ lead pipes (worth 5 cp each).
the complex has shut down (though the complex’s 9 Pile of rusted and useless hydraulic machine parts (worthless).
main power source, located beneath the silo itself in 10 Scavenged computer console minus screen, certain keys, etc (worth 50 cp).
a series of unreachable tunnels, is still operating) and
computers, devices, and light systems will not work.
Searching. Searching any given stretch of tunnel or in sand (see map), as are the main elevator doors (see
the flat level expanse of nothingness suddenly
room (Search DC 20), in addition to artifacts referred below). This single hatch, ominous in its loneliness
gives way to isolated bumps and rises, as if the
to in the room description, will turn up one item on among the ruins, is apparently the only way in.
sands themselves were acting to hide some secret
the following table (roll randomly). Characters searching (DC 12) the area around the
just beneath their surface. A few hundred paces
Obviously, none of the items found are of hatch find the signs of past visits; an old campfire, its
up ahead, silhouetted by the rays of the dying
immediate value to the PCs, though industrious fire logs lost to time; stone rubble with bare twisted
sun, can be seen distant metal “pillars”, perhaps
players may surprise you and find feasible uses. stone skeletal structuring peeking out from the sand
fifteen feet high or so, jutting from the sand in the
and reaching into the sky. On a few of these stony
distance.
guardians can be seen graffiti, recent and old; a Search
Keyed Encounters (Area A-W) Nearby, amid the circle of rubble where the
check (DC 10) notices a familiar name (some past
Entrance to the cave is accomplished through a single wind cannot groom the sand completely flat, the
figure many of the youngsters looked up to in their
portal at the cavern’s summit, an ancient hatchway observant among you spot something of quieting
tribe, before vanishing on his trial of manhood),
leading to the ruins of the installation above – all wonder – a section of cracked stone, cleared of
proclaiming he made it this far and was now entering
but blasted flat by war, time, and the elements. This sand, at the center of which lies a huge “hatch”
the Cave by the will of the Gods. It is a chilling
installation, completely gone now, nonetheless hides of thick metal, almost as large as a man. Jammed
reminder that he was never seen again.
the cave entrance, area A. open by thick flakes of age-old rust on its heavy
GM’s Note - The distant “pillars” are in fact the old
iron hinges, it seems to beckon your approach
ventilation ducts that rose fifteen feet or so off the
with an almost “malevolent” impatience.
A. Cave Entrance. This surely must be The Cave of Life.
ground (to prevent ground clutter from clogging them)
all over the site. They are only a few inches wide
here, however, and so there is no chance of entering
Following the words of your elders, half This is the ancient hatchway that leads into The Cave through these musty ducts. In addition, sand and dust
concealed in deep spiritual poetry and deceptive of Life - the characters roughly recognize it from have clogged them over the decades, and thus they
metaphors, you have at last found what must be the descriptions of past warriors and heroes of their provide little ventilation whatsoever.
the entrance to the legendary Cave of Life. Here, tribe, all of whom are now near legendary. The main
entrance, wherever it may have once lain, is now lost

The Cave of Life 4


B. Entranceway. and is now buried under tons of collapsed concrete remains firmly in place at the top of the shaft, at the
and soil. It is obvious there is no way to clear this landing leading to the entry chambers. Thus, the stairs
area. must be used to enter the complex.
A narrow shaft, made of some remarkably smooth The central room, in which the PCs enter, is Passage up and down the stairs is a precarious
stone – no doubt worked by some unknown hand likewise extensively damaged. A huge block of thick, undertaking, even for the nimble of foot, requiring
- descends into the cold darkness below. One by cracked concrete has fallen down the tunnel and yet another Climb check (DC 10). Any character
one you descend on old iron rungs set straight obscured much of the final few feet of the shaft. As failing slips, trips, or simply falls straight through a
into the stone, aware of the growing blackness one descends by ladder, he must slide down the sloped rusted section of stairs. The fall deals 3d6 damage
and increasing chill. column of concrete to reach this level. It is obvious and the unfortunate PC will need to swim to reach the
Finally, at the bottom, you find what appears to that leaving will not be easy. In fact, when the PCs walkway at the bottom.
be a series of small empty chambers, each filled return, it requires a Climb check (DC 15) to scale back If the characters mention that their characters
with dust and accumulated debris - bits of stone, up the smooth slab to reach the bottom rungs of the look up from the top platform, they will be able to
rotted trash, and bundles of wiring, piping, and shaft’s ladder. see up the elevator shaft to the huge concrete doors
twisted iron bars fused in some great catastrophe high above, firmly closed (and buried under tons of
long, long ago.
C. Elevator Shaft. sand), with heavy rusted cables dangling downwards
Your footsteps echo eerily into the darkness, like vines in a metal jungle. These doors were once
but there is a slight comfort – a comfort in capable of opening the passage of the elevator to the
knowing that past heroes of your people once The cold and unfeeling silence of concrete has silo surface, where large amounts of personnel or
passed this way as well in search of the cave’s given way to an even colder and more menacing other equipment could be loaded for quicker transport
eternal source of water. nothingness. A metal platform sits here, ringed to the levels below.
by a slender, weakened railing of rusted iron, over These doors are now permanently shut (the
the edge of which you can only see plummeting machinery used to open them has long rusted shut),
The outer entry chambers to the silo number three
darkness with seemingly no end – up or down. A and far too heavy for even tons of sand and rubble to
separate “rooms”. The shaft the PCs enter by is
small set of rusted stairs appears to descend into punch through.
actually the old emergency hatchway, which is
pitch blackness as well, running along the insides
a narrow concrete tunnel with a rusted but intact
of the inner wall - from this height, with your
ladder running down its length to the small circular
meager lights (torch or lantern), your eyes can D. Blast Doors.
room beneath – nearly forty feet, vertically. Narrow
barely see the level below where the stairs level
passages lead from each of these garbage-filled, Your long descent into darkness, though
off, but you cannot make out any distinct features.
empty rooms to area C (area C being the third of the precarious and terrifying, has finally come to an
rooms). end at the great central shaft’s end. But the area
The furthest chamber (formerly the main stairway), The old “elevator” is merely an open cage that once at the bottom of the rickety iron stairs is no less
set deeper down and into the rock, has all but descended into the silo complex – for quick transport cold and lifeless as the chambers above. What
collapsed. Dust from the desert outside manages to of installation personnel. A flight of stairs, in case few lights you have illuminate the open metal
powder the clammy floor here, causing footsteps to of emergencies (such as a power outage) leads along elevator shaft that continues on down past this
echo with an odd crunching sound. Inside, this final the outside of the elevator, along the wall, as an area as well into more darkness below. A careful
chamber is completely black, the old placards on the alternative method of descending the huge shaft. The look over the edge shows a calm, black water has
walls having decayed or faded into obscurity long ago. actual elevator itself is enclosed in a metal cage, so filled up the shaft nearly to this level, and there is
The stairwell, which once connected to the surface via there is no danger of falling over the railing to one’s no telling what lies further down the flooded shaft
a huge sliding concrete block, has rusted completely, death, but the elevator has long ceased to function. It

The Cave of Life 5


The bottom of the shaft’s emergency stairs is a small with a metal torch long ago.
underwater. The stairs, too, continue on under area where the old elevator could let off passengers/ A single person can pass through the narrow
the murky water, slipping out of sight due to the equipment before proceeding even further down opening between the two jammed doors at a time.
weakness of your lights. into the subterranean installation (most likely to old
Along the surface of the walls of this area, you maintenance or heavy machinery areas below).
find a small alcove; here stands a pair of truly E. Entrance Tunnel.
The characters will ultimately be able to take in
gigantic metal doors, each several feet larger than the whole entirety of this new area as they first come
the tallest man, with powerful hand wheels on the Beyond the massive portals of steel lies a strange
into the place. The stairs and the elevator shaft both
outer surface on each door. The metal surface of tunnel, itself leading off into more unrelenting
continue on past this point, but water has flooded the
the doors is marked by old graffiti from unknown darkness. Each person present gets a strange
rest of the shaft, making it impossible to continue that
visitors to the caves, no doubt many of which are sense here, as if you have entered a place
way.
decades old. long...forgotten. Indeed, the very nature of the
At the bottom of the stairs (and at the bottom of
Luckily, the massive metal doors stand tunnel seems strange to your unaccustomed eyes
the elevator shaft) lie the main blast doors that lead
permanently ajar; beyond, only darkness can be - not at all like the naturally occurring caves you
into the main silo complex. The doors are each a foot
seen. have seen or heard of in the desert.
thick of solid steel, operated by hand wheels; luckily,
This tunnel is oval in its bizarre shape, and
the doors remain open, bearing heavy damage as if the
seems to actually be made of a corrugated metal
doors were battered and the lock mechanism cut out
- heavily rusted, but easily differentiated from the
stone you expected to see.
Trash, bits of fallen stone, and lengths of
discarded pipe lie everywhere. Your first careless
footsteps echo through the eerie emptiness,
answered only by the gloomy sound of dripping
water in the distance.

The entrance tunnel is the first hint that the “Cave Of


Life” is not what it seems - the tunnel is obviously
reinforced (but for some unknown reason), and
not some natural cavern complex as might have
previously been thought. This place is ancient, older
than the PCs surely and perhaps even older than their
people...
The open blast doors lead directly into the entrance
tunnel of the complex; as the PCs pass beyond the
doors, they see a main tunnel leading off in each
direction.

The Cave of Life 6


running out.
Retrieving the water from
the great cavernous tanks is
not a simple matter, however;
the mass of pipes is greatly
confusing, and getting the
water to pour freely requires
one of three checks; a Craft
(mechanics) check at DC 16, a
Knowledge (Technology) check
at DC 18, or an Intelligence
check at DC 20. If failed, 1d10
gallons from the underground
tanks will be lost, per round,
until an entirely separate check
can be passed to turn the flow
off (you may want to keep track
if you plan to use the silo as
part of a long-term campaign).
If the skill check ends in a
critical failure (any natural roll
of 1), the PCs have somehow
managed to activate a backup
F. Water Tanks. This is, in fact, the same legendary source of endless system that channels the water
water the PCs have heard of throughout their lives; all supply towards the Fuel Silo to flood that area (in
the greatest warriors of the past and the tribe’s most case of fire); 1d10x10 gallons will be lost per round,
Much to your collective surprise, a large alcove notable heroes came here as part of their own rites of pouring uselessly into the Fuel Silo, until turned off.
lies here off from the main tunnel. Peering manhood, taking their fill of the fresh clean water here This latter effect can be very hazardous, however,
within, holding up lamps and torches, you see a and leaving The Cave of Life alive. as there will be no way to tell that this process is
series of old rusted pipes leading from the roof Each of these giant black tanks are actually just the happening (the water comes out a great distance away
to a pair of gigantic, black, cylindrical tanks set exposed ends of two huge sunken water reservoirs in the complex, and may not even be detected at all).
straight into the metallic wall. - originally containing some 30,000 gallons of fresh Any successful Knowledge (Technology) check
Murky water and runny mud pools on the water for the occupants of the silo during “lock- indicates the PCs have figured the water system out
ground at the base of these giant metal tanks, down”. Over the years, the supply has moderately and can fill their skins and canteens as needed.
while a trickle of ice-cold water can be seen decreased, of course (though the locals have no
dripping from various points on the old wall idea of this; they believe the water to be virtually
pipes. endless) to around 38,000 gallons between them both.
This must be the legendary wellspring of your Obviously, there is no immediate threat of the supply
people!

The Cave of Life 7


G. Communications Tunnel. It is impossible to access the tunnel to the right For those characters who can read the language of
except by entering the cold murky water and the Ancients, there is an obvious sign on the massive
swimming. The tunnel to the left (leading to area I) steel door that reads “ANTENNA SILO A/DANGER
This tunnel stretches off into darkness. The walls can be reached by daring the ledge of rusted pipes, HIGH PRESSURE”. The meaning of this message
appear to be made of the same corrugated metal but this requires a Balance check (DC 16) for every cannot be understood, of course, by such primitive
as elsewhere in the “caves”. Long sections of 10’ traversed - or else the character falls into the minds – in any event, whatever purpose this place
rusted pipe line at least one whole section of the water. Falling into the water, while not inflicting any once served is now of no consequence – it is a
tunnel, also stretching off into darkness. You damage (other than a sudden and unexpected chill; flooded, abandoned ruin.
can hear the sound of dripping water far in the the water has remained out of the sun’s warmth for A close examination will show that the thick door
distance. decades), causes all objects on the person to become is actually rounded, allowing it to fit perfectly against
wet (objects susceptible to being ruined from water the cylindrical wall of the antenna silo - this is a
The communications tunnel leads from the main immersion will be ruined 75% of the time), and may feature which allows the door to resist high pressure,
junction just inside the silo blast doors (area D) for (50% of the time) attract the attention of the giant preventing it from being blown open by force from
about 100 meters. mutant rats living in area J. outside.
As stated, a set of short metal stairs leads up from
I. Antenna Silo A. the waters to a central platform - formerly the antenna
H. Junction. array, mounted on an elevator that rose high up and
out of the complex. Looking up, one can see the
The flooded tunnel you have been following leads
Your long and careful progress down the narrow tremendous height of this shaft, as well as old rusted
to what appears to be a dead end. Lifting a light
tunnel seems to have panned out somewhat - machinery and a second-story catwalk high overhead
reveals, with murky dimness, a large iron portal at
you stand at the junction of two tunnels, a small that is no longer accessible - the old stairs having long
the corridor’s far end, standing only slightly open
stone room reinforced by a jumble of old rusted fallen away.
- just wide enough for a slender person, perhaps,
pipes and cables, the purpose of which is long GM Note - In Ancient times, the communications
to slip through.
forgotten. The room here seems to have flooded antenna here was mounted on a movable elevator
Entering with great caution, abandoning your
long ago, as a deep level of calm black water platform. When activated, the platform raised and the
bulkier gear outside, you see the chamber here to
fills the entire room; metal steps lead from your doors to the shaft opened, deploying the antenna on
also be flooded like the rest of this section of the
elevated tunnel entrance and into the water below. the surface. In an attack, the antenna was, of course,
caves; the water appears deeper here, however,
A narrow “ledge” of stacked pipes leads off along retracted to safety, the shaft doors closing in behind it.
and much darker.
one wall to the right tunnel; the other tunnel has The antenna has long been scavenged, and only rusted
This cavern is smoothly cylindrical in nature,
no such ledge. pipes and metal parts remain. Neither the lift nor the
extending far up and into impenetrable darkness,
You hear water dripping from both directions. door machinery works any longer.
the concrete walls ringed with rusted metal pipes, The machinery to operate the antenna lift is
a maze of cables, etc. located beneath the platform, mostly heavy hydraulic
This small room splits off to lead to the antenna silos A short metal platform (with a submerged stair equipment, under water. The water in the room is
(areas I and J). The room is entirely flooded with leading from beneath the water to the platform’s about seven feet deep, but despite being eerily dark, is
scummy black water, and thus there is nothing to be level) sits in the center of the room almost like an totally lifeless.
found within of value. island.

The Cave of Life 8


J. Antenna Silo B. K. Environment Control Room. The machinery here, as elsewhere, is useless junk
- any attempt by a single PC (or even a small group)
will generally NOT be sufficient to activate the old
At the end of the long waterlogged tunnel, a This huge chamber appears to be a sphere in fact, machinery and make the complex “livable”, despite
circular portal – now missing – leads into a and is completely open; your lights cast eerie their best efforts. Conceivably this equipment could
darkened abyss. Entering, you see that this shadows across old rusted equipment and heavy be brought into working order, but not without
chamber, too, is entirely flooded. An old metal machines leading up to the domed ceiling high substantial replacement parts, diesel fuel, and
platform sits in the center of the cylindrical overhead. Pipes and air ducts form a virtual technical know-how – something the group is unlikely
tunnel, but the roof above – if there is one - “web” of metal and plastic everywhere, creating to possess.
cannot be seen. unnerving illusions of shadow and dim light The tunnels leading off from the upper-level
The sound of dripping water and loud squeaks wherever one looks. catwalk lead to area L.
echoes throughout. As you raise your torch for A set of narrow rusted stairs lead from the
a better view, the darkness around the platform entrance tunnel down to the dusty machine floor
comes alive with nearly a dozen sets of glowing below, while a metal catwalk runs from where L. Air Duct.
red eyes! you stand around the perimeter of the chamber,
about ten feet or so above the floor (i.e. cutting This tunnel is filled with debris and old rotted
the chamber in two). From where you stand, trash. Coils of rubber hose, broken asbestos pipe
This antenna silo is almost identical to area I; all
you can see various tunnels on the catwalk level sections, and replacement sections of corrugated
the machinery was long ago abandoned as well, and
leading off into darkness. metal (ostensibly for the repair of the complex)
the same damage seems to have consumed the place.
are stacked wherever there is room. A thick layer
However, on the platform and on the odd surfaced
of dust covers everything. A tunnel leads off into
pipe thrives a pack of mutated rats, refugees from
This area is filled with ancient, decaying machines darkness
the inhospitable deserts above, which will attack any
creature intruding into their secret lair! that once ran the air and water systems, as well as the
four original diesel power generators (each capable of
The tunnel here leads to the main air filtration systems
…Mutated Rats (5): CR 1/3; Small animal; HD producing 1 megawatt), that powered the silo complex
of the complex. At the end of the tunnel lies a small
1d8+1; hp 5; Mas 12; Init +3; Spd 30 ft., climb 20 ft., during the reign of the Ancients. The chamber itself
room, dominated by a gigantic fan (larger than a
swim 10 ft.; Defense 15, touch 14, flat-footed 12 (+1 is a hollow sphere, a two-story structure with sound
man) that once blew fresh, refined air throughout the
size, +3 Dex, +1 natural); BAB +0; Grap –4; Atk +4 baffling hangings on the ceiling and a floor made of
whole complex - but which is now dormant. Long
melee (1d4, bite); Full Atk +4 melee (1d4, bite); FS metal wire mesh (thus the floor, unlike the ceiling, is
metal gutters guide miles and miles of plastic-coated
5 ft. by 5 ft.; Reach 5 ft.; SQ scent, low-light vision; not curved). The shape of this place was intended to
asbestos pipes - many of which have cracked open
AL none or owner; SV Fort +3, Ref +5, Will +3; AP 0; protect from seismic shock during a nuclear attack;
- and wire bundle cords down the length of the tunnel
Rep +0; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. obviously, it has proven a successful design.
and its interconnecting side ducts.
Skills: Climb +11, Hide +8, Move Silently +4, A large metal catwalk runs around the middle of
Anyone disturbing the air here (any motion greater
Swim +11. this room, forming a narrow “second level” (the level
than careful movements will do) will cause the
Feats: Weapon Finesse (bite). at which the entrance tunnel connects to the room),
asbestos dust in the place to pick up and mushroom
off of which stretch old air circulation tunnels. From
into the air; anyone without some form of breathing
the catwalk, one can look down on the silent, rusted
apparatus, or who does not immediately declare
machines below without concern.
his character holds his breath, will inhale the dust
automatically. This dust is highly dangerous in

The Cave of Life 9


such a concentrated and confined area, causing slow
asphyxiation (see below). June 10, 2011. I can’t believe it; it’s finally come to this. I July 21, 2012. Nelson has failed to report to duty. A search
must have been in shock the day the order came because I can’t has turned up nothing. He’s gone mad, fled to the surface. None
x Concentrated Asbestos Dust: CR 3; DC 13 remember us locking up. All I could think of was dear Judy, my of the suits are missing – he won’t last three hours out there.
Fortitude save to resist, 1d2 Con/1d2 Con. dear, sweet Judy. New York City gone. Completely gone. But Poor devil.
GM Note – From this junction, numerous smaller we have a job to do, and I must forget ... forget everything, forget July 22, 2012. MacIntyre has cracked. Says he saw Survivor
passages (air ducts) lead off into the unknown. it all. It’s all gone now anyway, isn’t it? in the tunnels, but ... I fear MacIntyre is suffering from post-
June 11, 2012. We were hit last night. Radar tracked the SS traumatic stress disorder and will be detained until he shows
These are, in fact, the ventilation ducts that spread coming in. We stand tall, despite the collapse of sections A and some sign of improvement.
throughout the complex. If a character chooses to slip B. It doesn’t matter, we’ve already launched. Kiev, Canterbury, July 23, 2012. Strange noises again last night. I think the
in one and navigate them, consult the silo map to see and Munich stand in ruins. And it was my order. My goddamn complex is weakening. I fear we may not have much time
where they lead. order... left, though we cannot go to the surface yet – Rads registering
June 16, 2012. No contact. Some of the men are showing at 2000. MacIntyre was screaming nearly until dawn about
signs of strain. Nelson is keeping to himself, too quiet. I wonder Survivor being “changed”, a “horror”. McCartney is keeping
M(A). Crew Living Area. about him. McCartney is keeping his hold well, and is taking
stock of the supplies with his usual orderliness. If this ends – if it
him under. Note to self – are the supplies of morphine running
extraordinarily low, or am I imagining it? Did Nelson steal the
ever ends – I want that man commended. stock before fleeing? McCartney claims the stock is as it should
As you enter this area you smell dampness and June 17, 2012. No contact. Sent MacIntyre out today in a suit be.
to check the surface radiation level. He came back with a poor July 25, 2012. MacIntyre has had an overdose and is
rot prevalent in the smothering, musty air.
little dog that was dying from the radiation. I could tell the man’s comatose. I think McCartney has been dipping into the morphine
The chamber is strangely-shaped, as if it were sanity was slipping, but he needed to save something, anything. – he is totally withdrawn.
the top part of a giant, cross-sectioned sphere We’ve kept the poor thing – I think he’s nicknamed it “Survivor”. July 26, 2012. Dear Lord watch over us. Only you can save
- the floor, extensively damaged and littered with Even made a nametag for it... us now. Confronted McCartney about the morphine. He has
June 18, 2012. Still no contact. Survivor is gone. Nelson confessed to stealing not only morphine, but also water and food.
broken stone, discarded pipes, and rusted metal
said he’s somewhere in the tunnels, but our calls go unanswered. Claims we are going to die no matter what. He’s right. There
paneling, changes from bare concrete near the Someone is stealing supplies – if this persists we’re not going to really is no hope for us – the world outside is gone. May we all
entrance tunnel to a black and white checkerboard last. Who cares? There’s nothing left anyway. Nothing but a burn in Hell for what we have done.
towards the rear - as if a wall once separated this desolate world of radiation and poison. Dear God what have we July 28, 2012. Strange noises again last night. I can’t help
done? but wonder what keeps making that awful roar. Sent McCartney
area into two distinct rooms. The wall, however,
June 19, 2012. No contact. What’s the use? There’s no one into the tunnels to examine the structural damage. He hasn’t
is long gone. out there, no one left. We’re all alone. returned. Will take gear and find him tomorrow.
The south part of the room is sectioned off by July 20, 2012. Strange noises tonight, echoing in the July 29, 2012. Put raving MacIntyre out of his misery.
a cracked stonewall, and an open doorway sits complex. MacIntyre is losing his cool. Thinks there’s something Taking pistol into the tunnels. Will find McCartney. Will return
in the complex with us. McCartney thinks it’s the structure in and take another surface reading.
empty in its face. A narrow set of stairs, and a
Silos A and B, just creaking. That must be the cause. Lasted for
fallen-away elevator can be seen near the entrance a few hours, then died out completely. Here the journal ends. No further entries are evident.
tunnel, and strange graffiti covers nearly every
stretch of wall.
The sound of dripping water can be heard by a floor, forming two distinct levels. A small room with latrines lays off of this section;
echoing throughout. The upper, entry-level floor is further split into two the cramped tiled room faintly smells of urine and
halves. The latter half, on the far side, has a floor feces, and it is evident that at some point in the recent
covered in old cracked black and white checkerboard past (a few years or so) someone has used this place
This area is nearly identical to the environment control tiles, where the crew of the silo slept in lines of bunks as a messy urinal. The old fixtures, including stalls
room (area K), being a large spherical complex - all of which are long gone. Various small lockers, and sinks, are either missing or torn out and smashed
designed to withstand high pressure from nuclear beaten and rusted and set into the walls, contained on the floor.
attack and other seismic effects. However, instead of their various personal possessions.
a catwalk and open area, the “crew area” is separated

The Cave of Life 10


A Search check (DC 18) reveals a torn and filthy M(B). Crew Living Area (Lower Level). … Gray Ooze (1): CR 4; Medium Ooze; HD
black journal hidden among the rubble (requiring 3d10+15; HP 31; Mas -; Init –5; Spd 10 ft; Defense
knowledge of the Ancient language to read), which 5, touch 5, flatfooted 5 (-5 Dex); BAB +2; Grap +3;
Descending into this dismal and noxious place
has the following entries left legible (see sidebar). Atk +3 melee (1d6+1 plus 1d6 acid, slam); Full Atk
causes each of you to swoon in turn. The stench
The other half of the second story was the control +3 melee (1d6+1 plus 1d6 acid, slam); FS 5ft by 5 ft;
of decay, heavy rust, and spoiled water is almost
room; here the ceiling is cluttered with overhanging Reach 5 ft; SQ acid, improved grab, blindsight, ooze
overpowering – as is the subtle smell of rotten
air ventilation systems and old rusted pipes. Old traits, immunity to cold and fire, transparent; AL none;
flesh. Columns of machinery and burnt-out
computers line the walls and fill every corner - it SV Fort +6, Ref -4, Will -4; AP 0; Rep +0; Str 12, Dex
computers rise from ceiling to floor here, creating
is from here that the missiles were controlled - but 1, Con 21, Int -, Wis 1, Cha 1.
an almost maze-like labyrinth; coils of heavy
these machines are totally ruined from age, ignorant Skills: None.
wiring dangle precariously from above like
vandalism, and moisture decay. Feats: None.
spider webs. The sound of dripping water echoes
Most of the electronic equipment cannot be
mournfully through the darkness, interrupted
salvaged, but one of the computers is actually a The ooze is not recognized by the motion scanner in
suddenly by a momentary “slithering” noise.
motion detector programmed to detect motion the control room, and thus will not be detected.
anywhere in the silo, displaying movement on a Treasure: Laying among the fuzzy moss of the
computer-generated map of the complex - this will The lower level here is occupied by heavy machinery, fungus patch, near where the ooze waits in hiding for
show a green spot for every moving lifeform detected old and rusted, that once monitored and maintained prey, is the rotted skeleton of one of the tribesmen
(the giant mutated rats in area J, the life lampreys life support in this part of the complex. A small from the PC’s community - one who apparently
in area T, and the pit creature in area W, as well as elevator shaft (the elevator has collapsed to the bottom succumbed to the ooze here and was slowly digested,
the location of the PCs or any other intruders in the level, leaving only the shaft) and stairwell lead up into his remains left bare. His possessions have almost
complex), and will track them as they go as small darkness, to the upper level above. totally deteriorated over time, except for a longspear, a
green blips. A Knowledge (Technology) check, DC This lower level is almost totally destroyed; most power clip (at full charge), a maser pistol in a leather
21, is required to repair the computer’s link to its of the old rows of machines have rusted through, and holster at his side, and four empty (unused) ready-
power source, at which point it will operate normally falling concrete panels from above have damaged or syringes.
and continuously. flattened the rest. A few millimeters of sickly gray GM Note - It is interesting to note that the floor
d Locker Door: 1⁄2 in. Thick; Hardness 5; hp 15; water has collected on the floor from the constant between levels is actually mounted on large springs
Break DC 28; Disable Device DC 22. dripping of water from the surrounding rock. A (to absorb the shock of bombing), and that there is
Treasure: A search of the dozen or so lockers strange fuzzy mold seems to cover several of the about 6” between the wall and the floor, covered in
requires a character bash the door open in each computer consoles, and as the PCs approach it seems a rotted rubber “ring”, indicating that the floor is
case. Most of the lockers are totally empty, but the to “shiver” softly. actually separate!
following items can be recovered - an automatic The mold is, in fact, not a hazardous form of
pistol, two full metal cartridge clips (pistol), two fungus, but its movement may unsettle spooked
sets of blue plastic coveralls (uniforms of the former transgressors. It also serves to distract from the true
silo personnel), and a thick plastic binder filled with horror dwelling in this filthy environment – a gray
laminated pages; these pages are covered in launch ooze.
codes and procedures (totally useless now).

The Cave of Life 11


N. Launch Tunnel. of open flames carried by the party; for every open falls into a hidden pitfall in the room, suffering 1d2
flame (such as torches, candles, etc) there is a 10% points of damage and becoming completely wet.
chance that the flames ignite the potent kerosene There is no danger of drowning as the PC’s comrades
The sound of dripping water echoes here as
fumes permeating the air - resulting in a massive flash can easily drag him out of the submerged pitfall.
elsewhere in the haunting subterranean complex;
fireball that fills the entire room and at least forty feet
the passage is low, dark, and musty, and the sound
in each direction down the launch tunnel. Q. Collapsed Tunnels.
of your footsteps echoes in the distance; it is
This fireball inflicts an immediate 3d6 points of
obvious this passage goes on for quite awhile.
fire damage in area O itself; outside, in area N, the
A narrow channel of water, no doubt a result of The tunnel here is abruptly cut off by twisted,
damage is only 1d6, up to the extent of the blast
subterranean flooding, leads off into the darkness. corrugated sheeting and huge blocks of smooth,
(Reflex save DC 15 for half). In addition, if there is
shaped stone; soil and twisted metal clog the
an explosion, there is a further 10% chance that this
passage. Some great cataclysm apparently caused
This tunnel leads towards the three separate silos that part of the complex collapses, burying the PCs under
this area to cave in.
comprise the main function of the complex (nuclear tons of rock - causing immediate death to all!
launch platforms), and features the same shock-
absorbing features as the rest of the silo. However, P. Junction. The tunnels leading to Silos 1 and 2 are totally
the floor’s central section has fallen away, revealing collapsed. Silo 1 was destroyed when the complex
pooled water within - a kind of shallow channel This twisted “cavern”, filled with inches of black, was struck during the apocalypse, while Silo 2
running the length of the tunnel, roughly a foot deep. smelly water, reeks strongly of rot and decay, collapsed only a few decades ago during a slight
Anything dropped while going down the tunnel has a with pipes hanging with rust “curtains” from the tremor. Whether or not the Silos themselves are
1 in 6 chance of skittering into the channel, being lost high ceiling overhead. Tunnels lead off in every occupied or not, despite being cut off from the rest of
in the water or otherwise ruined. direction. the complex, is up to the game’s referee; if you wish
A huge pile of trash and garbage rots to expand on this adventure, feel free to detail these
O. Fuel Room. underneath an open rusted hatch in the ceiling, areas with all sorts of strange creatures!
and weak beams of sunlight can be seen piercing
This small room is dominated by many pipes, through the darkness above! R. Ventilation System Access Points.
several empty and overturned fuel cans, and a
large black metal tank sunk into the concrete At this point in the corridor a set of metal rungs,
The hatch overhead leads to a sixty foot-long vertical
of the wall itself; the smell of kerosene is driven into the corrugated iron wall, leads up to
shaft (barely three feet wide) leading straight to the
pervasive... an open shaft above.
surface - the egress of which cannot be seen on the
surface, as it is highly inconspicuous among the dunes
This room, which connects to the launch tunnel (area except from up close. Over the years garbage and Access points are marked with a star on the main
N), was formerly used to store the fuel used for the other trash has managed to find its way into the shaft map. At each point, a sign on the ceiling reads
complex’s generators. Structural damage resulting and down the chute to here, resulting in the gradual “LAUNCHER AIR FILTRATION/WORK CENTER
from the bombing of the silo has caused the old tank build-up of gross debris. CODE 63123/BUDDY SYSTEM AT ALL TIMES”.
to leak, and thus very little kerosene remains (just One cannot readily locate the actual floor of this The various ladders throughout the complex typically
about 100 gallons); the rest has leaked and been junction-chamber because of the extent of flooding; lead up a rusted metal shaft and into darkness, finding
soaked through cracks in the concrete. any attempt to cross the room is potentially hazardous. its way to the winding ventilation shafts above the
When the group enters, take note of the number Unless a Reflex save is made (DC 12), a given PC silos themselves (marked in red on the main map).

The Cave of Life 12


S. Silo Junction. This area was once the fuel silo, where volatile fuels d Locker Door: 1⁄2 in. Thick; Hardness 5; hp 15;
(approximately 26,000 gallons) for the Titan I missiles Break DC 28; Open Locks DC 22.
were stored. The “earth” seen across the room on
The tunnels lead to this wide barren chamber,
the platform is actually loose soil poured down the
the floor of which has fallen away in the center.
length of a chute (leading to the surface through which
U. Silo 3 Entry.
Looking down the hole (which runs the length
heavy equipment could be passed), now completely
of the place), you see all manner of trash, fallen A large metal door, rusted and jammed in an open
collapsed along its entire length.
debris, and rubble below. position, leads to a small barren room beyond;
The entire right side of the silo is made of metal
plate, through which passes various pipes (used to rusted pipes and creaking overhead ventilation
This room leads off to the three main silos, and pass fuel from this silo into the missile silo for fuel shafts hang precariously from the dripping wet
is unremarkable except for an ancient blood trail changes), which was meant to protect this silo from ceiling.
(Search, DC 16, to notice) leading off to a nearby flooding when the missile launched (high pressure
alcove. In the alcove is found the brittle remains of could threaten to break through the concrete walls). A large metal door leads to this area; on the face of
an ancient skeleton, a rotted white pouch worn about In the cold black water thrives a group of four life the door can be seen the words “SILO NO.3/WORK
the back on a deteriorating belt, emblazoned with a lampreys, which await unwary prey. Anyone falling CENTER CODES 63150/BUDDY SYSTEM AT
large red “cross” – now badly faded. A patch on the into the dark waters will immediately attract their ALL TIMES”. The meaning, as with many of the
uniform reads “MCCARTNEY”. voracious attacks, as they converge to feed. signs in the complex, is unintelligible. The door has a
Treasure: The pack is found to contain some special locking keycard-activated system that permits
medical supplies – two ready-syringes filled with … Life Lampreys (4): CR 1; Small Aberration; HD it only being opened from the inside, but luckily it is
stimshot A, and a ready-syringe of K-O shot. 2d8; HP 9; Mas 11; Init +3; Spd swim 40 ft; Defense jammed - if ever cleared, the door will automatically
15, touch 14, flatfooted 12 (+1 size, +3 Dex, +1 shut itself, preventing anyone from entering from the
T. Fuel Silo. natural); BAB +1; Grap -3; Atk +4 melee (2d4, bite); outside. A stage IIIM ID card would be needed to
Full Atk +4 melee (2d4, bite); FS 5 ft by 5 ft; Reach bypass it.
5 ft; SQ attach, immunities, radioactive venom; AL d Steel Door: 5 in. Thick; Hardness 25; hp 90;
From the broken doorway, looking in, you can none; SV Fort +0, Ref +3, Will +3; AP 0; Rep +0; Str
see that this part of the complex has flooded Break DC 40; Open Lock DC 30.
10, Dex 17, Con 11, Int 2, Wis 10, Cha 2.
considerably, almost up to the point where your Skills: Listen +3, Spot +3.
party now stands; the dark black water is only Feats: Weapon Finesse (bite). V. Rocket Silo.
a few feet or so below the level of the entrance
tunnel. Across the dark forbidding water can Treasure: It is impossible to get to the opposite Your footsteps echo as you come to the edge of a
be seen an old concrete platform; a “doorway” platform unless the PCs swim across the silo, build small platform overlooking a massive cylindrical
beyond seems to be collapsed, and earth pours out a raft, or somehow manage to swing across. On the chamber that stretches up into darkness and down
onto the platform itself. wall of the platform is a rusted metal locker, which into dark murky water.
The sound of dripping water fills the entire if forced open will reveal some abandoned safety
place, echoing loudly. equipment - three sets of breathing apparatus (ten-
As you approach, you see several eerie glows hour duration each), a fire extinguisher, two acid- The actual silo for the Titan I missile is roughly 165
just beneath the surface of the water, which resistant large steel shields (as acid resistance), and deep (90 feet of which are under water now). The
quickly sink deep into the darkness of the murky a silvery body suit (treat this as acid-resistant leather missile, of course, is long gone! Looking up, one can
water as you enter... armor). see that the roof of the silo is nearly inaccessible. The

The Cave of Life 13


x Radiated Waste Water: CR This area is special in that it is a separate “bunker” of
4; in addition to concealing jagged sorts; shaped like a giant “cigar” (running vertically
machinery, the water is also highly with a number of separate levels), the bunker is
radiated. Even if a character manages sheathed in concrete to resist shock and encompasses
to avoid being impaled, the water the command center of the missile silo. The bunker is
radiates a potent 750 Rads (moderate separated into several “floors”, detailed separately.
radiation; DC 18, 1d6-1 Con). There The entrance chamber has been ransacked and
is no way to get back up to the appears empty. Trash and debris litters every
platform from the water level except corner. Water drips from the roof, and the smell
by climbing up the same scaffold of is overpowering. A Fortitude save (DC 12) is
metal bars and pipes, requiring a Climb required for all entering this place; failure results in
check, DC 25. a –1 morale penalty to attack rolls and saves for the
GM’s Note - A small service tunnel duration of the PCs’ venture within the sub-complex.
leads from this room to the Pit level of The doorway in the rear leads to a latrine area,
the control silo; it is VERY cramped. which is totally devoid of life; much of the smell of
To negotiate it, an Escape Artist check urine and feces comes from this damaged chamber.
(DC 15) is needed. Even to reach the All fixtures are ruined. The rest of this level appears
tunnel, one must scale the maze of to have suffered from serious seismic damage and
exposed pipes and rusted metal bars supports no life or anything else of interest.
jutting from the silo wall, requiring
a Climb check (DC 25); if failed, the W(B). Control Computers.
character in question slips and falls to
his fate in the waters below...
huge concrete doors (weighing a colossal 116 tons This dome-shaped chamber is filled with
each) are still shut after decades of abandonment, but massive computer consoles and heavy electronic
were once designed to throw themselves open at the
W(A). Control Silo. equipment along every stretch of wall, rising
touch of a button. nearly from floor to ceiling. All of these ancient
Looking down, one can see the silo shaft plummet The corrugated tunnel you have been following machines are extensively damaged, rusted, or
to cold, dark water below. A metal skeleton of stairs leads into a dark circular chamber, the walls of simply burned-out from time and abandonment,
and a small rusted elevator platform lead down into which are hard, smooth stone. A great deal of but a strange sense of dire purpose seems evident
the water, vanishing into darkness. trash and debris litters the entire place; the smell here – as if this place had once been the heart of
Just beneath the waves are tall metal machines, is absolutely horrible. A metal ladder, rusted the entire cavern complex.
barely visible unless a strong light is used to scan the in places, leads up to an open trapdoor above; Now, however, it is just a grimy, moist, and
surface of the water. Any character falling takes 3d6 another open trapdoor leads into darkness below. rancid ruin.
damage from the fall and possible impalement on A doorway, the door torn from its hinges long
the jagged rusted machines just beneath the surface ago, sits across the chamber.
(+5 attack, 1d4 impalers per target for 1d4+4 damage
each)!

The Cave of Life 14


Roll Console Label If you wish, just to scare the PCs, if they do play … Lesser Pit Creature (1): CR 4; Large Mutant
01-02 Operating panel with the computers, have one blink on suddenly or Beast; HD 4d10+12; HP 34; Mas 21; Init +6; Spd 30
03-04 Power panel have their actions set off an old alarm deep in the ft; Defense 15, touch 11, flatfooted 13 (-1 size, +2
05-06 Starts relay chassis complex; the effects should not be serious, but may Dex, +4 natural); BAB +4; Grap +12; Atk +7 melee
07-08 Start sequencer chassis attract the attention of some of the silo’s denizens to (1d8+4, bite); Full Atk +7 melee (1d8+4, bite), +5
09-10 Sequencer checker chassis the area (such as the pit creature below)... melee (1d6+2, 2 claws); FS 10 ft by 10 ft; Reach 10
11-12 System analyzer chassis
13-14 Checkout No.1 ft; SQ keen sight, immunities; AL none; SV Fort +7,
15-16 Checkout No.2 W(C). The Pit. Ref +6, Will +0; AP 0; Rep +0; Str 18, Dex 14, Con
17-18 Voltage monitoring 17, Int 9, Wis 9, Cha 5.
19-20 Telephone chassis Skills: Hide +9, Listen +7, Spot +7.
Creaking metal stairs lead down into a musty,
21-22 Launch power control No.1 Feats: Improved Initiative, Multiattack.
23-24 Launch power control No.2 awful chamber below. The cluttered cavernous
25-26 Checkout No.3 place is filled with old bashed and battered pieces
Treasure: A Spot check (DC 10) while fighting the
27-28 Fan centrifugal chassis of heavy electronic machinery, each covered
creature notices an old tag around its pulsing slimy
29-30 Timer sequential launch in a thick layer of flaky rust or blackish-green
neck, reading “SURVIVOR”. Searching the trash
31-32 Controller No.1 launch sequence verdigris. Old dials and meters, once brimming
33-34 Controller No.2 launch sequence pile in which it broods uncovers a rare find, a bronze
with lights, have shattered or rusted completely
35-36 Recorder time & cycle stage IIIM access card, three ready-syringes (unused),
over, turning the place dark and quiet.
37-38 Filter chassis a bottle of ten doses of stimshot A, and a collection of
The pitch blackness here is only weakly
39-40 Log recorder human and animal bones.
illuminated by the glow of your torches and
41-42 Dummy calibration analyzer
43-44 Signal analyzer flight control lamps, revealing motes of dust suspended in the
45-46 Programmer command signal flight control air, kicked up by something waiting just on the W(D). Flooded Level.
47-48 Signal generator flight control edge of the light... The final ladder leads down to a completely flooded
49-50 Control signal conditioner - selector flight control level of the control silo. The water is too deep to
51-52 Power supply electric flight control permit trudging or wading (one must literally dive),
53-54 Point sensor propellant quantity control This area was filled with blowers and other equipment and too dark to allow one to see what features the
55-56 Master checkout for maintaining the command center during high alert room might contain.
57-58 Gas manual checkout (when each launch section is sealed from the rest of x Radiated Waste Water: CR 2; Nothing lives
59-60 Launch logic the complex). All of this equipment, of course, is in the water, though it has some latent radiation (the
61-62 Fan propeller totally ruined. proximity to the radiated launch silo has polluted it) at
63-64 P1611-009 recorder
x Radiated Water: CR 1; A mild level of 200 Rads (Low Radiation; DC 15, 1d6-2).
65-66 P1611-019 recorder
67-68 Master fuel & launch checkout radiation (DC 12, 1d4-2 Con) exists in the room due You may wish to detail the levels below if the
69-70 Facility lox checkout to the proximity to the radiated waters below; those characters somehow manage to return at a later date
71-72 Missile lox checkout who enter immediately contract it. with underwater gear; in this case, you may even wish
73-00 Empty console Living in the chamber, among the ruined computers to say the complex goes much deeper than thought,
and machines, is a particularly nasty denizen of the with various additional underwater levels below!
This upper level was the area where the control silo, which thrives on radiation - a pit creature. This
computers were located. For flavor, if PCs mess horrible creature, tormented by hunger and madness,
with the old computers, you may wish to roll just to will pounce from the darkness upon first detection of
determine the label of the system panel (see sidebar). intruders.

The Cave of Life 15


Appendix I: Converted Creature Transparent (Ex): A gray ooze is hard to identify,
even under ideal conditions, and it takes a DC 15 Spot
The Gray Ooze is a creature from the d20 fantasy check to notice one. Creatures who fail to notice a
MM. Here is a d20 modern conversion for those that gray ooze and walk into it are automatically hit with a
don’t posses the MM. melee attack for slam and acid damage.

Gray Ooze: CR 4; Medium Ooze; HD 3d10+15;


Gray Ooze HP 31; Mas -; Init –5; Spd 10 ft; Defense 5, touch
A gray ooze can grow to a diameter of up to 10 feet 5, flatfooted 5 (-5 Dex); BAB +2; Grap +3; Atk +3
and a thickness of about 6 inches. A typical specimen melee (1d6+1 plus 1d6 acid, slam); Full Atk +3 melee
weighs about 700 pounds. A gray ooze strikes like a (1d6+1 plus 1d6 acid, slam); FS 5ft by 5 ft; Reach
snake, slamming opponents with its body. 5 ft; SQ acid, improved grab, blindsight, ooze traits,
immunity to cold and fire, transparent; AL none; SV
Species Traits Fort +6, Ref -4, Will -4; AP 0; Rep +0; Str 12, Dex 1,
Pit creatures have the following Traits: Con 21, Int -, Wis 1, Cha 1.
Acid (Ex): A gray ooze secretes a digestive acid Skills: None.
that quickly dissolves organic material and metal, but Feats: None.
not stone. Any melee hit or constrict attack deals acid Advancement: 4–6 HD (Medium); 7–9 HD (Large)
damage. Armor or clothing dissolves and becomes
useless immediately unless it succeeds on a DC 16
Reflex save. A metal or wooden weapon that strikes
a gray ooze also dissolves immediately unless it
succeeds on a DC 16 Reflex save. The save DCs are
Constitution-based.
The ooze’s acidic touch deals 16 points of damage
per round to wooden or metal objects, but the ooze
must remain in contact with the object for 1 full round
to deal this damage.
Constrict (Ex): A gray ooze deals automatic slam
and acid damage with a successful grapple check. The
opponent’s clothing and armor take a –4 penalty on
Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a gray
ooze must hit with its slam attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.

The Cave of Life 16


OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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of the terms of this License. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and
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The Cave of Life 17

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