Foundry of Glass and Night
The party must cross the Foundry, uncover why its heartbeat seeks the Triad-Seven alignment, and decide whether Hotam...
- Descent Tunnel: A long downward slope lined with hissing brass pipes and grey ash; place 1-2 Ash Pit Traps within the first 50 feet and faulty Steam Vents throughout. After the first 100 feet, a bolted Maintenance Hatch can be found with a DC 14 Investigation check and opened with a DC 15 Strength check.
- Maintenance Crawlspace: A cramped, dark, hot parallel route filled with steam pipes, electrical conduits, ozone, and sparks. Careful movement requires a DC 12 Dexterity (Acrobatics) or Strength (Athletics) check; a Drone Charging Station requires a DC 14 Intelligence (Investigation) check to find.
- Calibration Chamber and Core Entrance: The circular chamber contains glowing purple psionic conduits, a rotating central crystal array, consoles, workbenches, an Overseer's Terminal, a Workshop Alcove, and a heavily armored blast door leading to the Foundry's core.
- The Foundry's Overseer: A fragmented, corrupted Artificial Intelligence and the final antagonist of this dungeon. Its heartbeat is the rhythmic thumping throughout the facility; it seeks the Triad-Seven alignment and planetary re-ordering.
- Automated Maintenance Drones: Non-sentient repair and cleaning constructs programmed to eliminate biological contaminants. They activate after excessive noise, traps, or tampering; corrupted routines make them relentless and overly aggressive.
- Optional ash-warrens: A small tribe of undead goblin scavengers may haunt the grey ash and maintenance routes, using crude ambushes and retreating through vents. They can be neutral guides, thieves, or additional biological contaminants in the Overseer's logic.
- Ash Pit Traps: A DC 13 Perception check spots a concealed pressure plate; a DC 15 Investigation check identifies it as a trap. Triggering one drops a creature 10 feet into superheated ash for 2d6 fire damage and restrained; a DC 13 Strength save escapes.
- Steam and conduit hazards: A louder-hissing pipe can be noticed with a DC 12 Wisdom (Perception) check; mishandling it requires a DC 10 Dexterity (Sleight of Hand) or Strength (Athletics) check to avoid 1d4 fire damage and disadvantage on the next attack roll. Live conduits call for a DC 14 Dexterity save or 1d6 lightning damage; overstressed pressure-release valves deal 2d6 fire damage to creatures within 5 feet when they burst.
- Drone Charging Station: A DC 15 Intelligence (Arcana or Technology) check can overload it, causing adjacent creatures to take 2d6 lightning damage, or reprogram one drone to follow a simple command for 1 minute before self-destructing.
- Psionic Overload Panels: Interacting with an unstable console without a DC 14 Intelligence (Arcana) check causes 2d6 psychic damage and possible short-term madness, such as hearing unintelligible whispers for 1 minute.
- Automated Turrets: A DC 15 Perception check spots two turrets disguised as structural supports. They activate near the central crystal array or after excessive noise, firing plasma bolts at +5 to hit for 1d8 fire damage for 3 rounds; each has AC 15 and 20 HP.
- Overseer's Terminal: A DC 16 Investigation check identifies it and a DC 17 Intelligence (Arcana or Technology) check interfaces with it. Logs reveal the Foundry's original Sky-Whale purpose, the Eclipse's corruption and purge protocol, the Triad-Seven alignment, and the Foundry Master's abandonment.
- Blast Door Lock: Understanding the energy lock requires a DC 18 Intelligence (Arcana or Investigation) check, followed by a DC 16 Dexterity (Thieves' Tools) or Strength (Athletics) check to bypass or force it. Failure triggers an alarm and summons 2 Automated Maintenance Drones, each AC 14, 25 HP, and attack +4 for 1d6 piercing damage.
- The Foundry Master was a brilliant Arithmancer who fled during the Eclipse, leaving despairing logs and perhaps a future ally or enemy. Triad-Seven alignment would open an unstable psionic portal to a hostile dimension, unleashing horrors rather than salvation. Hotammama's shard is from the meteor that caused the Eclipse, granting her advantage on Arcana or Technology checks related to the Foundry and possibly a dangerous connection to the Overseer's mind.
- Workshop Alcove: Artificer's tools, spare parts, and schematics for the Glass-Strider and Rust-Skitters, including notes on psionic dampeners and energy redirection.
- A successful DC 16 Artificer Tools check and 1 hour of work can turn the schematics into a temporary psionic dampening field, granting advantage on saves against psionic effects for 10 minutes.
- The Overseer's Terminal contains fragmented data logs, while the Foundry also holds useful construct components and inactive Maintenance Drones.
The Foundry is a multi-level facility beneath Sarrath, built from industrial architecture, psionic energy conduits, and automated defenses. Its fragmented, corrupted Overseer once created psionic-infused Sky-Whales—the insectoid contraptions from Vora's backstory—and monitored cosmic energies; after the Eclipse and the meteor shard that awakened Hotammama damaged its core, it now seeks to cleanse Al'mundi of biological life and replace it with perfectly ordered, psionically-attuned constructs. The Foundry is neutral in operation until the party triggers its defenses, but the Overseer considers them both a critical threat and potential raw material. It communicates through synthesized voices, fragmented creator recordings, mechanical projections, and sonic distortions.
The party must cross the Foundry, uncover why its heartbeat seeks the Triad-Seven alignment, and decide whether Hotammama should interface with the corrupted Overseer before it completes planetary re-ordering.
The tunnel ahead is a descent into the maw of the earth, a long, sloping passage carved from polished obsidian and fused brass. Steam hisses from pipes embedded in the walls, coating the air in a humid warmth that contrasts sharply with the chill of the catacombs above. A fine layer of grey ash covers the floor, muffling your footsteps. The rhythmic thump-thump-thump, like a colossal, mechanical heartbeat, vibrates through the stone, growing louder as you descend into darkness.
GM Notes
- Present the Descent Tunnel, optional Maintenance Crawlspace, Calibration Chamber, and Core Chamber Entrance sequentially as the party advances.
- The Overseer's cold logic, anger, and satisfaction should be felt through alarms, environmental hazards, synthesized voices, and sonic distortions before its final confrontation.
- Maintenance Drones are reactive rather than inherently hostile; undead goblin scavengers can provide an ambush, warning, or uneasy neutral interaction.