Adventure Location, Island of the Overlord

The island extends to your left and right, and ahead it rises inland towards a range of mountains and ridge lines. It is massive. You have no idea that a place like this could have existed in the world without anyone knowing about it. The realization makes you feel small and insignificant. It is a feeling you had previously welcomed and reveled in, because being lost in the world is the place that he find most comfortable. But a location like this can make you feel lost in yourself.

It is located on the north-east sea. The base was built to Spite’s exact specifications by human slaves and Servitors around the time of the ____.

The island is roughly 3.2 kilometers (two miles) long on the east-west axis and about half to two-thirds of that north-south. It’s vaguely oval in shape with a small cove on the eastern side for Spite’s craft. Most of the island is relatively flat or has gently rolling topography, but it gradually slopes upward to “Mount” Overlord in the center — an enormous obelisk of rock carved in the Overlord’s likeness, facing east.

Other Defenses: Of course, Spite is always prepared for trouble and there are a number of technological and magical defenses in places to keep the island safe and secure. No one knows about the island as it was concealed long before the age of naval exploration in this part of the world. If it appears on any ancient map, nobody has noticed, or they consider it an inaccuracy. Any past significance the island may have had a few thousand years ago, has been lost to history. As an added measure, other magic maintains a constant thick fog around the island to prevent ships from approaching its craggy shores, and the concealment magic keeps it from being seen by aircraft and satellites flying overhead, even if those things still existed. As far as the outside world is concerned, the island doesn’t exist.

The north side of the island has miles of natural defenses that come by way of stone crags and steep cliffs 20-32 feet high. Any ship that comes too close to the cliffs is dashed on the jagged rocks beneath the waves and/or smashed against a wall of stone. The waters on this side of the island are always rough, and scaling the vertical wall is perilous.

The eastern side of the island is much like the north, but there is a base camp where invited visitors arrive and where unwanted ones are captured or gunned down by the security patrols. A natural rock ledge extends from the low cliff over the water. Spite has had the ledge smoothed out and built a landing pad for his fleet and other craft invited to the island.

The west side of the island itself is a long, sandy beach, but it is protected by numerous reefs, some of them difficult to see. With the fog that perpetually shrouds the island, these reefs are almost impossible to navigate. The Overlord’s troops and scientists use the beach areas for recreation; heroes invading the island may find them a convenient place to land a watercraft.

On the south side of the island is an underwater cave that opens up to a large pocket inside the mountain. Spite has built a secret submarine bay inside. It is not visible from the air, and it looks difficult to navigate as there are several reefs that run alongside the base of the mountain.

Servitors on the prowl all around the island. In addition to specific natural barriers, traps and defenses, at least a dozen Black Knights prowl the jungle as do a dozen Gazers, and a few Honor Guards. In the mountains there are at least two dozen roving aircraft, as well as a dozen ____. Several dozen Cyclops patrol the waters around the island on all sides.

2. North Entrance: At the end of a dirt path is a large natural cave with a steel door. It provides necessary access to the main facility via vehicles. More on the north entrance is described below.

3. Monument Beach: The beach is littered with the remains of ships that date to the 17th century. Among the wreckage are statues in the sand. Some are of Polnesian warriors, some are Kyoto sailors, and people from various time periods, both human and monstrous. All are disturbingly lifelike, as they are victims of the Overlord's matter transmutation ability.

4. Robot Production Area:

5. South Entrance: A large cave that has a steel door recessed into the stone is the entrance to the southern part of the island lair. The door is massive and large enough to admit any type of ground vehicle. More on the South Entrance is described below in its own section.

6. Underwater Sub-Bay access.

7. Secret Entrance. This is a direct access into the main facility.

8. Airstrip Runway for small aircraft. This is a large, stone outcropping that was leveled out to serve as an airstrip for small aircraft and helicopters. Aircraft that have VTOL capabilities or that can land in less than one mile (1.6 km) can make use of this narrow runway carved from volcanic rock. This runway accesses the base's hanger on level six.

9. Volcano Caldera Access. Helicopters or VTOL aircraft can land in the hanger on the top level of the island. The lip of the volcano's caldera casts a shadow that conceals the metallic iris that gives access to the hanger.

10. The Jungle. It is dense and difficult to get through even on foot. Grass and tropical scrub brush cover most of the unpaved parts of the island; some of the meadows are rather picturesque. In several places, particularly on the west side of the island, there are jungles, complete with non-indigenous monkeys, toucans, and other non-dangerous jungle fauna. Characters may find it difficult to move through the jungle quickly. Over the years, some of the robots have created a series of jungle paths. Most paths are designated patrol routes and those with tracking skills will notice the foot tracks and traffic. The main path runs north and south following the base of the mountains. There are also a half dozen paths to the beach. To confuse and trap intruders, there are dozens of smaller paths that diverge from the main paths, but most either double back to the main path or stop dead end and a trap.

Gun Nests: There are seven gun nests located along the base perimeter of the mountains. Each gun nest is a simple, comparatively small, low profile fortifications that resembles little more than a mound of packed earth and stone built into the side of the mountain, and about 50 feet (15.2 m) above the trail. An entrance hatch is usually concealed in the back and a viewing and gunners' slit is cut into the front. Inside, two pairs of soldiers each operate a rail gun or similar rapid-fire weapon. An additional 2-4 soldiers are usually assigned to offer support and function as backup should one of the first sets of gunners be killed. They are used to ambush and gundown enemy troops, but are more easily concealed and difficult to spot and identify. Many have a stove and a small sealed room for protection against gas attacks. Intercoms, phones to nearby bunkers, and electric power are standard features. When and if enemies approach the killzone, a sentry manning a ____ radios base to report intruders and, unless told to do otherwise, opens fire. Most bunkers has an open pit in the top, called a “Tobruk,” which serves as an observation post or firing position. Troops can climb stairs inside the bunker up to the weapon, only exposing their heads to enemy fire. Ammunition is stored in the complex below, within easy reach. The opening is about 6’ across, a juicy target for a hero close enough to throw a grenade or satchel charge. Both are made of reinforced concrete and steel, and have a two foot (0.6 m) high by 10 foot (3 m) long view port for gunners of a pair of cylinders. Each cylinder both can emit a defensive fan of radiant heat covering a 45 degree angle, and can shoot mixed slug and grapeshot from a steam-powered machine gun muzzle. The technology was selected for its simplicity to assemble and maintain rather than its lethality; all that is needed is water and power and a machine shop.

Each steamgun holds four hundred rounds of musketballs and has two minutes of effective fire. The heating elements can fire as long as cables leading to the powerhouse remains uncut. The firing pressure of four thousand pounds per square inch and a muzzle velocity 720 feet per second.

A steel shutter can be lowered to completely seal the bunker, although it is not airtight. This will not take out the whole bunker, since each room is separated by thick concrete walls and armored doors. Bunker Stats: Five to eight feet (1.5 to 2.4 m) tall and about the size of a small house. Has 800 S.D.C. and an A.R. of 18.

Volcano Entrances: From ground level there are three entrances into the Overlord’s fortress. The north and south entrances are the main entrances into the fortress and both are large entrances for vehicles. The third entrance is in the middle of the island at the base of the dormant volcano, and is more of a secret entrance for the robots that roam the island.

North Entrance:

1. Bunkers (2): Two reinforced bunkers stand out against the rock face.

2. Steel Reinforced Door: This is a large steel door that slides up like a garage door. It is made out of three inch steel and has 500 S.D.C. and an A.R. of 16.

3. Parking Area: Some vehicles are stored here, including trucks and jeeps used to bring troops and supplies to and from the main base.

4. To Main Base: This is a paved road that leads to the main base on level six. As a person enters this tunnel there is an electronic eye that alerts guards in the security room to visitors. This area is monitored by two surveillance cameras mounted in each bunker, facing out. Activity is kept to a minimum. While patrols come and go from this entrance, guards and visitors do not loiter in front of the doors or go out for smoke breaks. There are six guards on duty at all times who usually stay in the bunkers, but will occasionally wander out of the bunkers looking for any intruders and keeping the perimeter secure.

South Entrance: The South Entrance has the same features and personnel but a somewhat different configuration. The only other difference is that a few miles from the bunker the road to the base joins with the road from the submarine bay.

The Overlord’s Secret Volcano Lair: The dormant volcano has a hollowed center and numerous lava tunnels that have been incorporated into the Overlord’s secret lair. The base is built inside the volcano and there are seven levels, plus three sub-levels and a few natural caverns at the base of the Volcano. All are detailed, level by level, below. Note: Levels start from the top of the volcano, inside the caldera and work their way down to the base.

Level One - Flight Deck

The uppermost level has direct access to the volcano’s caldera. Carefully concealed is an iris opening door 200 feet (61 m) in diameter. This allows for a variety of aircraft and flying personnel to come and go from the island.

1. Main Flight Deck: This location is used to store the island’s helicopters and other small VTOL aircraft. Two or three small helicopters can be stored in here. At any given time there are 2D4 human technicians either working on one of the choppers or handling various cargo. There are no guards stationed here and security relies on the fact that the iris remains closed and is only opened (by the main control room) to allow in helicopters and flyers. The robot closet on this level is the only immediate means of defense. However, 2D4 Paragons can respond in about 30 seconds (two melee actions).

2. Cargo Bay: This is a large cargo area that holds a variety of supplies, from spare parts and ammunition to food and blankets.

3. Robot Closet: Robot closets are scattered throughout the base. The typical robot closet holds 10 ___ that function as base defenders.

An elevator and stairs are located at opposite ends of the level and lead to the next three levels (1-4). The elevator is a heavy cargo lift.

Level Two - Island Defense Guns: Spite has had the main artillery guns from several sunken Pre-War battleships recovered and installed and modified to work inside the volcano as a defense against an all-out invasion of his island. Overkill? Perhaps, but Spite like to be prepared for anything. The turrets can turn 30 degrees side to side and have a 45 degree up and down arc of fire. There are four turrets total, each with three barrels.

Range: 12 miles (19.2 km)

Damage: 1D4x100 per triple blast from a turret; 3D6x10 damage per single barrel blast to a 10 foot (2 m) radius.

Payload: 300 shells are available for each turret; 1,200 total.

Special Features: The turrets have a limited targeting capability and are manually aimed by the crew, so clear visibility is needed. The big guns are tied into an advanced radar and communication system. The guns are camouflaged using a cameo-netting that matches the color and texture of the volcanic rock. The netting is removed when the guns need to be fired. Crews are not usually stationed here and the guns are only powered when an intruder is detected.

Bonuses: An experienced gunner is +2 to strike with each shot.

S.D.C by location: Each turret has 950 S.D.C. and A.R. of 15. Each of the three barrels has 300 S.D.C.

At the center of Level two is a large power generator and satellite relay system. It provides the power for each of the gun turrets and allows them to pivot towards a target. It also provides power to communications and to the computers for the turrets which provide targeting information. The data comes from a satellite that Spite uses for communication as well as to provide a visual scan of the surrounding area around the island.

Activity on Level Two is usually nill unless the island is under attack or the lair breached. 2D6+12 defenders can respond to trouble in 1D6+2 melee rounds.

Level Three, Communication and Command Center:

This is the nerve center of Spite’s massive secret lair. From here he commands his spy-networks, communicates with key agents around the world. This level also houses the dozen computer servers used to control and monitor the base. It is an area of constant activity. At any time there are 2D6+6 technicians running about, six senior Paragons, 1D6 Servitors, one Greater Servitor, and there is a 20% chance of encountering Spite himself. Another two guards are assigned to patrol the hallways and check out the stairs and elevators.

1. Main Command Center: This room is filled with two dozen computer terminals and consoles. All of this equipment is considered to be Workstation Computers at complexity 5. A crew of eight technicians rotate on regular six hour shifts. They primarily monitor communications from the robots and key operative via satellite. There is also a conference area and broadcast system where Spite can meet with island personnel and orchestrate operations. The doors to the chamber are reinforced steel, and always locked. A security code is needed to enter the room, and the code is keyed to each authorized individual. Of course, others can be buzzed in.

2. Auxiliary Computer Chambers: A series of six computer labs surrounding the main one, used to run Spite’s intelligence gathering system. From overhead the maze of labs is reminiscent of the interior chambers of a honeycomb or anthill, with each division containing a glowing video egg.

3. Internal Security: Base security is monitored from this location. Guards are on station 24 hours a day, typically in three shifts. They monitor dozens of cameras positioned around the base.

4. Armory: This is an armory for the guards stationed in Internal Security. Should the control room be in any danger they have sufficient arms to help defend it. The weapons lockers hold body armor, pistols and rifles.

5. Robot Closet: This is a large closet containing 20 robots. When the closet opens, the robots know to exit and attack anyone not wearing a uniform that they encounter. Certain technicians in the Command center know key words that control the robots or turn them away.

6. Bathrooms: This facility serves everyone in the building, male and female alike. Like all other waste disposal systems on the island, it leads to an outflow pipe below the island.

7. Server Rooms: These rooms are enormous and laid out in long data frame-lined rows too tall to see over. It is a labyrinth of blue cables, rack components and blinking lights and one can become lost within it. It is typically devoid of people save for a few technicians who may be doing routine maintenance, pressing buttons and patching cables. There are large air conditioning units in each room used to cool the servers.

8. Access Way to External Satellite Array: These access ways lead to the external satellite and communications arrays. They also provide access to the base’s electrical systems and some of the computer relays. There are two external hatches that are locked at all times. They lead to a stony ledge that goes around the perimeter of this level and goes to each of the satellite dishes. This access way is always locked up tight with cameras monitoring. However, the cameras have been on the fritz for a while and are not working in the access way. Sabotage or system glitch?

9. External Satellite Dishes: The base has eight satellite dishes with 250 S.D.C. each and an A.R. of 10.

Level Four - Crew Quarters: This is the most active part of the base, with 1D6x10 people around at any given time.

1. Barracks. This is a large common room with 28 triple bunks. Crews rotate on various shifts so this room is always occupied. Along the perimeter of the room are lockers where personal effects and uniforms are stored.

1A. Communal Bathroom and Showers. Used by all personnel.

2. Senior Officers Quarters: Senior staff members are assigned these rooms which afford a bit of privacy. They are still forced to use a communal bathroom and showers in 2A.

2A. Communal Bathroom and Showers. Used by all officers and special personnel.

3. Officer Mess Hall: This is a private dining room for officers. Meals are prepared in the Galley and delivered at specific times when the offices dine.

4. Elite Staff Quarters: Other elite members of Spite’s organization are given their own private room, but still have to use the communal bathrooms in 2A.

5. Water storage: This is the base fresh water storage tank. A cistern funnels in rain water through a series of filters before it ends up in these storage tanks. Magick can provide more water if necessary.

6. Mess Hall: There is room for 48 people to eat in relative comfort at a time. Food is served from the counter that is between the mess hall and the galley.

7. Galley (Kitchen): Food preparation for the base is done here. All the tools of the trade one would expect to find in a restaurant kitchen can be found here.

8. Infirmary: Adjacent to the barracks, the Infirmary is divided into three distinct areas. The Main Ward (with examination tables, hospital beds, medical instruments, etc), the surgical Ward (with four surgery tables, diagnostic equipment and surgical equipment) and the Chief Medical Officer’s office (just your basic office with a computer, booksheleves, file cabinets,).

Level Five - Engineering Level:

The engineering level serves several functions and is where one can find several workshops, labs, an armory, life support, waste disposal and a backup generator. This level is active day and night. Two sets of six guards are on duty in the armory, plus another four, all Paragons, patrol the level at all times. One elder Paragon is always present to supervise operations, and is a 20% chance of encountering Spite himself on this level.

Much of the equipment that operates and maintains the base is located underground, where no one can see it. In some places, underground chambers for use by the Overlord or his personnel exist.

1. Central Corridor: The central corridor is around half a mile long and is about 65 feet wide in most places. Agents travel up and down it either by walking or in small four-man robotic “buggies” that use infrared sensors to travel down strips painted along the sides of the corridor. A rider can manually override the robotic controls to drive one if desired. Agents can summon a buggie with a radio call; one arrives as soon as it’s available.

2. Armory: This is the main armory for the base. Personnel not on duty are expect to turn in their weapons at this location. The back of the armory houses all of the rifles, shotguns, and energy weapons as well as other large and exotic modern weapons. Ammunition is stored in the center of the armory, there is a small work area where people can work on weapons, make bombs or create special ammunition. The small section of the armory holds explosives and grenades, claymores, and C4 as well as demolition equipment like detonators, switches, timers, electronics, etc. This room is manned at all times with six guards, two of whom are androids.

3. Large Workshop: This workshop is most active during the day. Personnel only work at night if under orders or there is some kind of emergency.

4. Base Life Support/Air Circulation: Temperature and humidity are controlled and fresh air is circulated throughout the base via the life support generators in this room. A dozen three foot wide pipes come out along the east side of the island where fresh air is drawn in, to be cooled and circulated from this room. There is rarely anyone in this room and security monitors it via camera. The room is locked and only authorized technicians come to check on the equipment once or twice a day.

5. Storeroom: A large storeroom for gear, tools and non-combat items as well as dry goods, spare parts, raw materials, disused equipment, and other things the Overlord and his people need to store. A gadgeteer hero can find all sorts of useful devices and parts in them. Certain large items have been brought in via magick. People are always coming and going from this areas. One of Bloodmist’s spare power armors is stored here in a massive crate marked with Bloodmist’s sigil. Being semi-sentient, the armor may break free of its confinement and attack any intruders should the base come under attack. It will allow itself to be worn by anyone besides Bloodmist only after a contest of wills.

6. Backup Generator for life support: In the event that the geothermal generator fails, there is a backup pulson power plant that can run for a week. This room is rarely used and techs check on the generator once a month, otherwise even security pays it little attention.

7. Auxiliary Lab: Access to the lab is controlled by a secure antechamber or elevator (depending

on the lab’s location within a base). This not only prevents dangerous experiments (such as ones

involving explosives or nanobots) from escaping, it makes it harder for intruders to get into a lab. Within the main laboratory chamber there’s a workstation, a control console for manipulating

equipment in the room, and a dedicated computer that’s not normally linked to the Main Computer system (but can access it, or be accessed by it, wirelessly if necessary). In the center of the room there’s usually a Testing Simulator, a device that uses force-fields, holograms, and similar devices to make it possible to perform small-scale tests of devices (larger or more dangerous tests take place in the Testing Center).

8. Garbage Compactor/Disposal and Control Room: This is the control room for the garbage compactor as well as the backup generator. Garbage accumulates on a daily basis on the base, so there are usually people present 2-6 times a day either dumping their garbage or using the compactor to crush what they have.

9. Garbage Chamber: Garbage is dumped via a conveyor in Room#7. When garbage gets to a certain level, a tech activates the crushed to compact the garbage. Once reduced as far as it will go, the back wall is raised and the garbage is pushed straight to the lava pit found on Level Seven.

10. Guard Stations: Guards monitor who comes and goes from this level. The guards attack anyone lacking the proper identification (fingerprint, voiceprint, electronically coded ID badge, and daily password).

11. Bathrooms: Common bathroom facility for the whole floor.

12. Broom Closet: Old cleaning supplies that don’t get used that often.

13. Robotics Manufacturing: The Overlord uses a lot of robots, and this automated factory is where they’re made and maintained. This large facility, consisting of modeling labs, materials manufacturing centers and assembly bays, is where new robots are developed and tested. He can configure the factory to produce other things, such as vehicle or weapon parts, if necessary. The factory is circular, with specially-designed assembly robots moving around the perimeter on tracks.

Hallway to Main Complex

Security Doors:

Factory Control Center:

Overseer’s Office:

Restrooms:

Maintenance:

Power Control Chamber:

Observation Window:

Testing Room: A wide operating theatre-like space, though in practice it is more like an arena.

At present the only model currently under development is a very powerful, designed for use in places where it isn’t safe for humans to go. Its design allows it to work deep in the ocean, in outer space, or in conditions of intense radiation, heat or cold. It is equipped with a powerful sonic blaster.

It is surrounded by the mangled remains of several other smaller robots, and batted filing cabinets and office chairs.

Balcony:

Stairwell to Factory Floor:

Observation Platform:

Ramp to Factory Floor:

Factory Floor Control Room: A console runs the length of the window and the room where luminous dials and instrument monitors give readings.

Robotic Machinery: The robots have articulated arms that can reach anywhere in the room to move an item, make an adjustment, weld things together, or the like. If a security alert is in effect, the assembly robots use their welders to attack non-authorized personnel who enter the factory. Also characters getting into a fight here risk severe injury from being smashed into the automatic equipment.

Roll (3D6) Result

3-4 The character is cut by a robotic chopper, slicer, or puncher and takes ____ damage

5-6 The character is hit by a shower of sparks that does _____ damage.

7-8 Character is zapped by a robotic welder and takes ____ damage

9-11 Character lands on a conveyor belt and is moved 8D6 feet in a random direction (but never the direction he would want to go)

12-13 As 9-11, but character moves 1D6+2 inches on a slow conveyor belt

14-15 The character is attacked by a robotic riveting gun and takes _____ damage

16-18 A large object (such as a robot’s chest assembly) gets welded onto a character’s arm or leg; the GM determines the combat effects.

Conveyor System:

To Transportation:

Support Pillar:

Testing Center: Attached to the factory is the testing center where the Overlord can put a newly designed device through its paces.

Currently there is a new powerful robot equipped with a sonic blaster in the middle of the testing arena, surrounded by dozens of other robots and office chairs, all in various states of dismemberment.

In addition to various manipulators and sensor clusters, the Testing Center includes an Analysis Bed for performing very detailed scans of items.

Level Six - Bunkers and Lower Hangar: This level of the base has the most exposure to the outiside, as there is a small runway for aircraft on the side of the volcano.

Eight crewmen monitor the activity in the hanger and there are a number of checkpoints with two guards each. Eight to twelve technicians and aircraft mechanics are always in the hangar area, day or night.

1. Bunkers: Seventy feet (21.3 m) up the mountain are two bunkers. They face the beach and jungle and serve as lookout points and fortified defensive positions. There are three, 2 foot (0.6 m) high by 10 foot (3 m) long view ports from which gunners of a pair of .50 caliber machine-guns and other shooters or spell casters can fire. The bunkers are made of reinforced steel and concrete and have an A.R of 19 and 1,500 S.D.C each. A steel shutter can be lowered to completely seal each gun port of the bunker, although it is not airtight.

Range: 6,000 feet (1,828 m).

Damage: 2D6x10 per 10 round burst.

Rate of Fire: Each burst counts as one melee attack.

Payload: 4,000 standard rounds (400 bursts).

There are two gunners and four guards per bunker, plus one Mage, but the large structures could hold three times as many people. Ten robots are kept locked in a pair of crates (100 S.D.C., A.R. 10) near the exit hatch of the bunker (300 S.D.C., A.R. 15 for the hatch) and rarely any kind of incursions on the island, the guards are lazy and lax in their duties. Two weapon cabinets inside hold 10 assault riles, four pistols, 12 signal flares, 12 smoke grenades, 24 fragmentation explosive grenades (1D4x10 damage to a five foot/1.5 m radius), and 2,400 rounds of ammunition for the rifles and pistols.

2. Communications Room: This is the primarily internal communications and P.A. system for the various levels of the base.

3. Checkpoints and Internal Garages: These are the access points to the north and south entrances and tunnels leading to the submarine bay and other bunkers. Each checkpoint has two garages that hold 2D4 vehicles such as jeeps and pickup trunks; the two garage doors of each unit have 200 S.D.C and an A.R of 13.

4. Base Access/Parking: This parking area is for base vehicles. A roving pair of armed guards usually come through here every fifteen minutes.

5. Aircraft Hanger: The Overlord maintains a large fleet of vehicles (mostly robotic aircraft of various types) at many of his bases for convenience, defense, and quick getaways. Most of those vehicles are stored in a Hangar, which also has facilities for maintaining, repairing, and building vehicles. The hanger is a circular chamber, sixty feet long and thirty feet deep, its concave ceiling rising twenty feet above the bowl-shaped floor. To the right is another door leading into a small control room sealed in nine feet of titanium and portholes of glass. Moving beyond the control room are two massive inlets constructed beneath the hanger floor, each of the five-foot openings covered by titanium grating. An array of powerful air ducts lines the ceiling. The storage area in the hangar itself holds six average-sized automated craft. If necessary, a storage bay below the hangar can hold dozens more. A vehicle elevator and folding bay doors in the floor allow agents to move stored aircraft up to the surface. Separating the hangar from the parking area is a reinforced wall with two blast doors. Each is a heavy steel door that has 300 S.D.C and an A.R. of 16. A personal elevator (#11 on the accompanying map) lets personnel descend to the storage bay area. Although most of the Overlord’s main vehicles use gravitic technology and miniaturized pulson power plants, his Hangars usually keep a supply of gasoline and other standard fuels (#15 on the map) for any regular vehicles they have or might acquire. If pierced by most types of physical attacks, they leak, and the fuel spilling out onto the floor can be ignited by energy attacks, open flames, electrical sparks, or similar sources of intense heat.

Level Seven - Base Reactor Level

The island’s power comes from two sources, both controlled from large rooms on the seventh level. First, the Overlord taps the geothermal energy of the volcano with an experimental reactor to provide the entire base with unlimited electric power. Thanks to the advances he’s made in this field, he can supply far more of the base’s energy needs this way than anyone else in the world could...but it’s still not enough for him. Second, to supplement the geothermal systems

he’s built a pulson power plant like those in many of his facilities, plus two backup power systems: one for the base as a whole; and one specifically for his laboratories. The geothermal generator is a rectangular room dominated by a large lava pool in the center.

1. Reactor Controls: The main reactor controls are located in the center of the chamber, isolated on a island of metal, access is only through a ramp leading to it. To access the controls, a manual override code must be entered into the system and this code is only known by Spite and three other key personnel. Should someone take over this station, they can control, shut off and reroute energy to all systems in the base and all locations on the island, or even overlord the reactor, causing it to explode. Such an explosion will destroy all of level seven and six and shut everything else down, unless it has a backup generator. Furthermore the explosion is likely to crack open the magma chamber, causing the volcano to erupt within 3D6+6 minutes! Earthquakes and steam venting will indicate the eruption is imminent. If this happen, Spite (if he not incapacitated, killed or absent) will immediately drop everything to attempt to repair the damage or otherwise contain the eruption using his telekinesis and matter manipulation abilities, taking 1D4 hours to do so. During this time, the characters may be able to escape. An eruption destroys everything, including most of the vegetation on the island, as hot ash, rock and lava rain down with in a 20 mile (32 km) radius for the next 1D6 days. The player characters will each endure 6D6+20 points of damage to both armor and physical S.D.C./Hit Points for every 10 minutes they remain anywhere on the erupting volcano.

2. Reactors and Magma Pit: The reactors hover over the magma at a height of approximately 15 feet (4.6 m). The Overlord has built a special dome over the pool, and projecting down through the dome into the lava are several columns (the power taps) that connect to power transformers and exchangers in the ceiling. The entire assembly is very hot and will burn most people just by touching the equipment; 1D6 damage per touch. The whole assembly can be raised into the reactor level, where it takes about 24 hours to completely cool down. All the equipment on the level supports the reactor, from various monitoring equipment to power storage and delivery. The reactors and taps are well maintained and run like a top. Working conditions, however, are appalling with the average temperature being 110 degrees Fahrenheit (43 C). The whole room is uncomfortably hot and humid, and few humans want to work in this little Hell, and the Overlord is the only one on the island with the expertise to repair any major problems. Four lesser robots and two greater robots are on constant patrol. This level has minimal personnel and nobody comes down here except to work. Access to this level is restricted and off limits to most personnel. The stairs have locking gates and the main reactor controls are on a center platform accessible only by a railed bridge. There are 20 robots who are hidden among the machinery. They have orders to attack anyone who is not the Overlord or wearing a special security patch.

3. Secret Entrance to the Overlord’s Lair: Behind a secret panel is a spiral staircase down to Spite’s personal lair.

4. Secret Entrance to the Vault: Another secret entrance leads to the Vault’s sub-level.

5. Stairs to Ground Level: Two sets of stairs descend to ground level, where more equipment and crates of supplies can be accessed.

THE VAULT: The Vault — actually a group of rooms even though it’s usually referred to in the singular — is where Spite houses knowledge, and most of this levels hold museums and records. Although it’s primarily a secure storage facility, it’s arranged like a museum so he can enjoy his

collection (and perhaps even show it to favored guests). No human dares enter this level. This is where the Overlord retires when he needs to relax and reflect.

MIRROR MAZE: The first chamber in the vault is a strange hexagonal-sided chamber, entirely lined with thick mirrors, a labyrinth of small and large mirrors in a complex arrangement. The images of those entering will have their reflection staring back at them from a thousand angles by near mirrors and reflected inward as far as one can see, gradually becoming distorted into obscene and bizarre manners as one progresses. A hall of mirrors is a labyrinth of reflective surfaces, a confusing maze that bombards those within with false images to confuse and confound their attempts to navigate. Though fragile, a hall of mirrors can overwhelm the strongest intellect and imprison even the ingenious. Not only will they often slam face-first against a glass wall while attempting to move forward, horrific illusions will also take place within, as does incredible heat as fires burn behind its walls, so that to walk in many of its corridors is almost unendurable agony.

Shattered about the mirror maze are nine trap rooms behind ten identical doors. One leads to an exit out and every other is a potentially fatal trap room.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the word "Patience." The walls are featureless concrete. The floor is made up of gray tiles, plus one bright green one in the center of the room. Putting weight on the green tile is the only way of getting out of there. A mechanical click is heard and so is a voice "You have just triggered a powerful explosive. You have exactly three minutes to die. Have a nice day." Keeping the tile depressed for the whole three minutes will deactivate the explosive and open the door. Otherwise it goes off, inflicting 5D6x10 damage.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the word "Fulfillment."The walls are featureless concrete. The ceiling is made of metal and has about a hundred protruding spikes at one-foot intervals all over its surface. The floor is also made of concrete but there are a hundred small holes at one-foot intervals which exactly match the spikes of the ceiling. Suddenly a grinding sound is heard from above. The entire ceiling is slowly moving down towards the person. Then the person gets a whiff of an unpleasant smell. Thick yellowish gas seeps up out of the holes in the floor. The gas is heavier then air, staying near the floor, but it will reach the person in three minutes and so will the spikes, inflicting 1D6x10 per melee. Putting a object in the only hole that does not spew gas will revert the ceiling, drain the gas, and open the door.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the word "Completion." The walls are featureless concrete. The floor is also made of concrete, but is fitted with sixteen, six-foot drains covered by metal grates. The ceiling is also concrete but has two holes about four feet apart from the center of the room. Hanging from the holes are two electrical cables, twelve feet long, hanging almost all the way to the floor. The last inch of the cable is naked, gleaming copper. Suddenly water comes up out of the drains and the copper glows with electricity. The water will reach the electrified cables in three minutes, doing 5D6 damage per melee for four melees. Putting the two cable ends together for a few seconds will drain the water, stop the flow of electricity, and open the door.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the inscription "Appetite Lost." The walls are featureless concrete, and so is the ceiling and floor. In the middle of the room is a cylindrical pedestal (three feet in diameter, four feet tall). On top of the pedestal is a beautiful statute of a dragon made out of gold and encrusted with blue and red gems. It is facing the person and its mouth is open and there is a hissing noise coming from it. Every fifteen seconds it will breath a burning flame at one of the walls, doing 1D4x10 damage per melee. The person has one minute to flip a switch inside the dragon's mouth to turn it off or the whole room will be ablaze. The switch will deactivate the dragon, extinguish the flames and open the door.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the inscription "Solitude." The walls are featureless concrete and so is the ceiling and floor. A small wind-up mouse is on the floor. A strange, rumbling noise is heard from behind the right hand wall. The wall is moving slowly pressing forward! The person has exactly three minutes before the right wall reaches the left wall and squashes the life out of the character. The wall can only be stopped by a physical strength of 50. Winding up and releasing the toy mouse is only way out. The mouse will head to a small hole in the pressing wall and the wall will quickly return to its original position and the door will open.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the inscription "Within." The walls are featureless concrete. The ceiling is also concrete but there is a two inch thick rope that hangs from the ceiling to about an inch from the floor. Suddenly the floor starts to retract into the right wall. It will take one minute to completely retract. The gradually retracting floor reveals a 120-foot shaft. At the bottom are six-foot long, very narrow, sharpened spikes. A few skeletal remains are seen caught on the spikes. There are about 3600 spikes. Falling onto the spikes will inflict 2D6x10 damage every melee. Hanging from the rope before the minute is up is the only option. As soon as the floor is fitted into the wall, the rope will start to retract into the ceiling. This will take three minutes. Inside the rope is a wire. If the wire is pulled the floor will return, the rope will extend and the door will open.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the inscription "Failure." The walls are featureless concrete. Both the ceiling and the floor are made of metal and covered with 400 holes each. A hissing sound is heard. Blue gas seeps out of the ceiling holes. The gas has an unpleasant smell. Though the holes on the bottom red gas seeps out. The blue gas is lighter than air so it stays near the top. And the red gas is heavier than air so it stays near the bottom. They are both unpleasant but breathable. They will both meet the center of the room in three minutes. When the gases reach each other they will combine to become white and deadly. Immediately the eyes, tear, and mucus glands work over time, and the victim begins to vomit uncontrollably. Within a minute, motor control goes and the body begins to jerk violently. If lucky the victim will drown in his own vomit or mucus within the next minute; if not the nervous system burns out in a spectacular and painful display by the third minute. Supernatural beings are not affected. Smashing through the "Failure" inscription will cause the gas to be sucked out of the room and the door will open.

Trap Room: The archway seals up instantly once entered, effectively trapping them inside. Engraved three quarters of the way up on the door is the word "Haste." The walls are featureless concrete, and a large wooden chandelier hangs from the ceiling about ten feet above. After a minute, the lights go out and three daggers fly across the center of the room, each is +2 to strike and inflict 2D6 damage each. Roll separately. A melee later four fireballs streak across the walls, each inflicting 1D6x10 damage, dodge is normal. Poisoned spikes raise from the floor a melee later, those in contact with the floor may suffer 4D6 damage from getting impaled on a spike if a save vs dodge of 16 or higher is not made, and the poison inflicts another 5D6 damage, if a save over 14 isn't made. Aftereffects include a lost of 1D4 points of I.Q and skill performance half normal for1D4 weeks afterwards. Leaping up and grabbing onto the chandelier will keep one safe from all disasters and the door will open afterwards.

Trap Room: The door shuts behind the person and there is a slight drop off as they enter the room. Engraved three quarters of the way up on the door is the word "Avoidance." The room is an open space with a high vaulted ceiling much like a gothic cathedral. It is round extending forty feet from side to side. The air is musty like a mausoleum. The floor is submerged beneath three inches of black oil. Scattered throughout the room are several candlesticks, each supporting a dozen or so smoky white candles. The entire room is bathed in their eerie, flickering light. In the center of the room are seven solid slab of marble webbed with many colors, set on the floor. Depressing all of the seven slabs will open the doors, but doing so risks knocking over a candlestick. For each slab, roll a strike of 12 or higher. Failure means the person has one melee action (three seconds) before the stick hits the oil (parry roll of 14 or higher to grab it).

The museum is a corridor several hundred feet long, with galleries to either side.

Galleries 1,3,5,7: Here are rows of shelves towering thirty feet above the floor, loaded with huge books and scrolls. Each weighs twenty to 1,500 pounds: the books are five to eight feet tall and more than a foot thick, the scrolls are similarly long, and up to three feet in diameter. The material is a thin metal foil totally impervious to any force. These contain carefully catalogued books; hundreds, thousands of works, many of the volumes lost to the world but for these few and ancient remaining editions.

Galleries 2,9,11,14,15,16:

Gallery 4: Half-way down the gallery is a low platform encased in a glass-like material. Several transparent shelves contain an assortment of odd objects, looking totally unlike the rest of the exhibits: they are small about the size of human tools, and have a strange twisted appearance, which somehow seems to be extremely sinister. One of the devices has a faint green glow, like an aura. It looks like a crystal ball, mounted on a low tripod.

Gallery 13: At the far end is a twisted tetrahedron, nearly twenty feet tall, made of a gold-colored material. It vibrates slightly if touched.

Last but not least, there’s a room simply referred to as Valuables Storage where Spite stores sensitive objects of high value. The Vault is extremely secure and designed to protect the items stored within it. Getting inside requires passing through a door with an elaborate electronic alarm and lock (-10 to Security Systems to avoid alarm; -10 to Lockpicking thereafter). Inside the rooms are carefully climate-controlled, each with its own small generator and cooling unit that function independently of the base’s overall systems (in case those systems suffer catastrophic failure). To create additional display space, some parts of the floor of the Vault are transparent, with objects contained in “rooms” below. This is how Spite stores many large, flat items such as wall mosaics.

THE OVERLORD’S PERSONAL SANCTUARY: Perhaps one of the most secure and well guarded locations is Spite’s personal sanctuary. He usually uses his powers to secretly enter and exit his personal sanctum.

Entry from Rest of Tier: A spiral staircase that leads from the personal sanctuary to the secret entrance on level seven.

Storage Closets:

Main Hallway:

Holographic Simulation Chamber:

Observation Platform:

Holographic Imagers: This table can generate a holodisplay of the island or any part of it. If the heroes were to gain access to it, planning their assault (or the best way to inflict maximum damage) would be much easier.

Library:

Computer Node: Any incoming communications can be routed directly to Spite’s lair. It also allows him to issue orders and commands if it is needed. The computer node has a video feed and interface that allows him to control everything on the island (including a secret self-destruct mechanism on the reactor level to make the volcano erupt.

Library Annex:

Study:

Restroom:

Secure Kitchen: The enormous kitchen is not just industrial but also off-putting. The appliances are all stainless steel, as are the counters and the backsplashes and the cabinets. The autopsy theater in a morgue would not as cold-looking as this kitchen.

Private Dining Chamber

Overlord’s Private Antechamber: The chamber is spacious. From a floor fashioned of milk glass and quartz, a plethora of furniture old and new rises like rare flowers in a carefully landscaped garden. The design is exquisite, the taste impeccable. Fine art adorns the walls, and the walls themselves are art by virtue of the materials used to raise them. The lighting varies from space to space, as required.

Robot Access:

Overlord’s Private Chambers: The chamber is spacious. From a floor fashioned of milk glass and quartz, a plethora of furniture old and new rises like rare flowers in a carefully landscaped garden. The design is exquisite, the taste impeccable. Fine art adorns the walls, and the walls themselves are art by virtue of the materials used to raise them. The lighting varies from space to space, as required.

Great Hall: It looks to have once been a storage compartment, but that was centuries ago. Now it is transformed into a scene of barbaric might and magnificence. Tattered battle ensigns and golden tapestries adorn the steel-plated walls. The floor is carpeted with priceless rugs and rare furs. At one end of the hall rises a dais of rich marble, bearing a throne of spicewood covered all over with thin plates of beaten gold. Behind it against the wall is a giant banner – a sheet of dead black silk charged with a mighty crescent of scarlet.

Science Wing Juncture and Systems Monitoring

UNDERGROUND SUBMARINE BAY:

The underground Submarine bay is a heavily fortified structure built within a natural hollow under the volcano. The cave’s entrance is below the waterline on the easternmost part of the island, but within the cave the area is immense, like an open cathedral or stadium. A concrete and steel dock was constructed and is big enough to house Tyer’s watercraft and allow work crews access to it for maintenance, resupply, repairs, and even building entire new sections of the ship when Tyer decides to change or enlarge it. There’s room for up to three other, conventionally-sized, submarines as well, though those docks are usually empty since Spite rarely needs to bring ships here and would never allow outsiders in. A large steel door is also constructed so that the area could be sealed off if needed. The doors are not maintained well over the years and they do not close completely, and leave a space wide enough for a person to squeeze through.

Above the docks, on a set of girders, is a massive crane used to transport cargo to and from the subs. The crane straddles all three docks and is able to move vertically and horrizontally. Most of the cargo is offloaded into a cargo area until needed. Most workshops and rooms are finished structures complete with roofs inside the cave.

Eight lesser robots are assigned to defend this level at all times. Depending on the need for supplies, trucks come and go every couple of hours to the main base, however, this kind of major activity only happens once a month when fresh supplies are brought in. A dedicated team of 20 technicians work on the subs when they are in port.

1. Sub-Bay Control Room: The control room communicates with the submarines that come and go from the island. The control room also keeps in contact with the main Command Center and monitors the activities of the two ____.

2. Workshop: This workshop is specifically for the base’s subs. They conduct all kinds of repairs and build and store any spare parts that are needed. The workshop also has a covered mesh roof.

3. Sub and Workshop Supplies: The raw supplies for the workshop are stored here until needed. This room has an open roof for the loading and unloading of supplies and parts.

4. Base Supply Storage: Any supplies brought in via sub are offloaded here until a truck or robot porters comes to pick them up. This supply area is for perishable goods like food and drink. This room has no roof either, as supplies are also unloaded via the crane.

5. Hazardous Material Storage: Hazardous chemicals, ammunition and similar supplies are stored in his open roof storage area. This room has a secure door.

6. Crane: This mega-sized crane spans the width of the sub-bay and can move vertically and horizontally; can handle 10 tons.

7. Robot Closet: 20 robots are kept here. They attack upon release. The doors are controlled remotely from the Sub-Bay control room.

8. Access way to Main Base: This is the main underground road to the base. Two pairs of guards are standing watch at all times.