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The grandfather clock entrance is a backdoor, as Amanda and Mss Maude never joined Dr Morovar in her private realm they had to take the scenic route during this emergency.

 

After clearing the 5 partitions a spiral staircase is discovered behind the locked door in the central room descending into the floor.

While underground no magic can be used or sustained.

The staircase goes down a cilindrical shaft. Turn after turn after turn the adventurers go down. After about 4 minutes gravity flips untill they emerge on the other side.

The winding staircase continues up into the sky.

Each single tread gets larger and larger up to a point where a tread is 40 by 80 ft.

At this point the treads start shrinking again into a long spire.

Both sides of the large treads have gravity .

Around the staircase dark pink liquid cascades from gaint floating grey pockmarked orbs.

A dark line divides the "sky" in two parts, like a big gap. Giant "dandelion fluff seeds" slowly drifting by.

If you stare at the sky you see the line shift suddenly as you recognize it as a gigantic eye peering down upon you. (make a wis dc12 roll vs madness)

 

Ascending the stairs gets more and more difficult as they get further and further apart.

  • First the adventurers can reach the next step by pulling themselves up (athletics check DC 12)
  • Once the steps are far enough apart that this is impossible, they'll have to figure something out.
  • The steps have gravity on both sides

 

Madness effects and 'solutions'. These can be cured by casting greater restoration.

  • It's almost impossible to concentrating on anything. you have disadvantage on wis saves. You're sure you can regain focus, a period of clarity if you let pain clear your mind. Take 2d6 damage to suppress this effect for a couple of hours.
  • You feel hyper stressed. You have disadvantage on wisdom saving throws. Alcohol or some other substance should mellow your anxiety. Get  intoxicated to suppress the effect for a couple of hours.
  •  ...

 

On this side of the pocket plane, all spells have: roll 1d20, on a 1 or 2 roll on the wild magic table and apply the effect after resolving the spell, unless the effect impacts the spell itself.

The longer the players spend on this side, the greater the chance they get a mutation. (check at after each long rest on this side of the plane)

 

  • The adventurer with the extra eye on his or her body will see it divide after which the eye will start migrating along their body. One extra eye per long rest up to a total of 3. (advantage on perception checks, 360 view and 20ft darkvision) -> Eynar
  • Fingers and toes start to elongate and webs form between them. Small black spots appear on the arms and legs and your nails harden. (develops over 3 days) (swimming speed = moving speed and bare fist attack = 1d4 slashing damage) -> Berrymoss
  • Their skin (or scales) becomes semi-translucent, dark spots slowely start to appear. First they change pattern and color with the emotion. But with training this can be controlled. (develops over 3 days) (advanage on stealth checks) -> Rasprax
  • Soft scales form on the arms and legs, starting at the joints and spreading out (not for Draconic)(develops over 3 days) (+1 ac when wearing no or light armor) -> Merryblossom
  • Face starts to itch like hell. Whiskers mutliply and elongate moving to cover the face and neck below the eyes like a collar. (takes 2 days) (gains 30f ft tremor sense) -> Fyfe
  • Your tendons start to thicken. Small glassy ridges cover them. (takes 3 days)(1/lr as a bonus action  you can gain the effects of the haste spell for 2 rounds. On the round it wears off you get disadvantage on all rolls). -> Narenya
  • You wake up with rumbling stomach aches and cramps and feel nauseous for most of the day for 4 days. You always have an excess of saliva and can digest most organic material. (takes 4 days) (gain acid spit:1 action, rage 20ft, 1 target: You form a yellow glob of acidic mucus in your mouth and spit it at your target. If this ranged attack hits they take 1d6 + 1 acid damage. This increases to 2d6 + 2 at 5th level, 3d6 + 3 at 11the level and 4d6 + 4 at 17 the level. -> Snow

 

Attack while they ascend stairs by 3 or 4 floating Star Spawn Screamers.

 

On the other side of the Labyrinth the adventurers encounter professor Morovar.

There's a desk, a heap of randomly stacked wooden crates and travel chests, a teleportation cirlce (a carved  circle with an eye, no runes), 2 bedrolls
The teleportation cycle is globe, lines shimmering in the air ankered by 6 glass cones in a wide circle on the ground.

Loot: dr Morovar: Mask of the Faceless.

Maude and Amanda each have a greater healing potion which they will use if needed, but no other magical items.

Inside the crates and chests:

  • a vial of Elder Brain Blood
  • a Stone Harp
  • a Golden Torso
  • the deed to a playhouse
  • a golden pin in the form of a harp (Harper pin)
  • a Mithrill Medallion
  • Littleman, the Stuffed Bear

The desk is empty apart from a bottle of ink and a quill and a stack of fine linnen letter paper

Conversation, basic topics:

  • This pocket plane
  • The dream builder machine
  • The goal of this operation:
    • Open the gate to the Far Realm in the Demi Plane of Nightmares
    • Corrupt the research team by sending them through the gate, turning the survivors into Kaorti
    • Keep the gate open to attract groups of Star Spawn
    • Return to the Lab and start the process of turning more and more of Neverwinter's population into Kaotri
    • Keep the path between the Far Realm and the University open.
  • The Kaorti invasion has been slowed down, but is in progress.
  • The Old One, Shathak, our mistress.

 

Dr Morovar is a Star Spawn Larva Mage.

She can float up to 20 ft above the ground while maintaining her movement speed.

 

She has the innate ability (1/day): plane shift

Extra legendary actions:

  • Psychic orb (2 actions): +11 to hit, range 120ft, one creature, Hit 27 (5d10) psychic damage.
  • Move (1 action)

Fight: Dr Morovar, Mss Maude, Amanda, 3 Star Spawn Hulks

 

Lair actions at initialive count 20 (after everything else at that initiative) -> alien environment

  • wis DC 14 save. On a fail dazed (= poisoned effect) for 1 round as the sense of unease becomes oppressive.
  • A "dandelion fluff seed" is pulled towards the party and explodes into a shower of translucent fibers that stick to everything. (dex save DC16) Movement halved untill an action is used to remove the stuff. (rare)
  • The eye blinks (inner eyelid closes from the corner). All light dissapears for a round. Dark vision works only up to 10 feet. (rare)
  • Fracture lines start to appear in the air and 2 or 3 Star Spaw Manglers crawl through at initiative 10. (1 time)
  • wis DC14 save (vs illusion). You look down and see your feet sink up to the ankle into the floor. Movement 0 for 1 round. (rare)
  • Fracture lines start to appear in the air and 4 Star Spawn Grues wiggle through at initiative 5.  (1 time)
  • The air currents stop. The seeds suddenly hang motionless in the air in expectation of something. (wild magic on a 1-5) (rare)
  • The stops moving and focusses of you (1 adventurer at random). DC16 wis save or paralyzed for the round.