The Lethal Compound - A Blaine Simple Adventure
The Lethal Compound - A Blaine Simple Adventure
The Lethal Compound - A Blaine Simple Adventure
Credits
Design: Blaine Simple
Illustration: Beebros Team
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, charac-
ters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content
Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined
in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may
be reproduced in any form without written permission.
Content Held Within
Any reproduction or unauthorized use of the writings contained herein is prohibited without prior permission by Blaine Simple. Reference to
other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
ONE SHOT
THE LETHAL COMPOUND
An organization has called upon your group for help in investigat- You can make this easier by forcing the party to borrow the ship
ing a compound on an island three days out at sea. As the original they’ll be using to sail from the organization, or some other useful
operators have failed to timely respond to the organizations item that they’d want back pronto.
communications, your group has been called to bring the head Once the party is motivated, the stakes are set, and preparations
researcher ‘Sigmund’ back to the mainland alive or dead. Any are made, you can skip through sailing travel and present the
valuable items inside have been marked for repossession, and location to the party. Read the following excerpt:
are at your group’s leisure to take as repayment for the mission.
You’re told the compound was primarily used to test on dangerous
monsters, and to keep yours wits in encounters against powerful “Traveling three days across calm waters, fog begins to roll
or intelligent mutants. in and cloud the horizon as you approach the island com-
pound. A massive stone cube of a structure stands precar-
You can come up with an organization that could have power iously by the water’s edge, with a clear beach side greeting
over others to represent this quest-giving group. Contacting the your boat by the dock. Any existing path to the compound is
party to accept this job through the use of an already established now seemingly overgrown with a jungle of vegetation.”
character can further entice the group into accepting the mission.
They could threaten the party in the hope of clearing their name, GENERAL FEATURES
allow them to keep an item they find inside as a reward, or offer The compound is composed of stone and steal, designed to con-
them external rewards such as plot hooks regarding another tain and study various mutated creatures.
adventure. Perhaps a culmination of all three! An important detail Ceilings. The fortified stone ceiling rises 13 feet above the floor.
is to ensure the party knows they cannot afford to waste even a Doors. Unless stated otherwise, all doors are made of metal
single day on this mission, or they’ll be considered deserters. and possess small glass windows near their upper centers.
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Airlocks. Airlocks are pressurized doors with steam flowing Characters can identify the outfits’ origins with a DC 12 intelli-
through thin exposed metal pipes jutting out from the nearby gence (Investigation) check, locating an obvious badge or other
ceiling and floor. Airlocks can be opened using the knock spell, symbol they can recall as part of the organization that hired them.
or briefly forced open with a DC 22 strength (Athletics) check.
A steam pipe bursts if it takes more than 15 damage in a single 2. MAIN ENTRANCE EXTERIOR
turn, and is vulnerable to acid damage. Breaking a pipe causes a A large weathered sign is plastered onto the stone walls by the
10-foot-radius around it to become heavily obscured with steam, compounds heavy metal doors. It reads the following:
but opens the airlock adjacent to itself. A character possessing • WARNING! Heavy levels of radiation present within com-
metalworking tools can repair the pipe with a DC 10 intelligence pound.
(Tools) check. Once repaired, the airlock door will slowly begin to • Wear a protective suit at all times while inside.
shut over the course of a minute. • Do not remain inside the compound for longer than 8 hours
Light. Vein-like streaks of dim yellow light flow through the on any given work day.
ceilings of every room while the compound’s power core in room • Do not come into contact with any water flowing under the
(TBD) is attached to the wall, and breaker switches in the same compound.
room are flicked on. • Automated weaponry is active within the compound. Tres-
Radiation. Creatures not wearing hazmat suits have their lifes- passers will be shot on sight.
pans reduced by 10% for every hour they spend in the compound.
Even while wearing a hazmat suit, creatures will be affected by 3. VENTILATION HALLWAY
the radiation if they spend longer than 8 hours inside on any given This room contains multiple orange hazmat suits loosely hung
day. Monstrosities are immune to the compound’s radiation. on alternate walls. A large fan spins under the metal floor grates,
Pits. Pits are surrounded by metal railings and lead down to blowing upwards through the second ceiling fan above. This is
30 foot drops into highly irradiated water. A creature’s lifespan is the only room of the compound that receives natural lighting.
reduced by 10% for every turn it ends in contact with the water. A
creature dies in one week if any is ingested as their body mutates 4. BUSTED CAGES
into an unnatural form. Various sized and shaped metal cages have been broken through.
Hazmat Suits. Wearing undamaged hazmat suits allow charac- An airlock door is closed on the northern end. Each cage has
ters to temporarily explore the compound at no risk of radiation four gyro-wheels on their undercarriages, allowing for them to be
exposure. Hazmat suits will tear and become useless if their dragged. Characters can attempt to identify what was trapped in
wearer takes any amount of slashing, piercing, or force damage. the cages with a DC 15 intelligence (Investigation) check. The
waste products in the room are months old, but characters that
1. PATH TO THE COMPOUND succeed note the following:
To head towards the compound, characters will need to travel a
brisk 300 feet across the beach and through an unkempt path
through the jungle. While walking through the jungle, any char-
acter inspecting the trail can make a DC 13 wisdom (Survival)
check to notice an off-beat trail leading to three wooden dog-
houses. Fractured and crushed bones litter the area that can be
identified as humanoid with a DC 14 wisdom (Medicine)
check. Broken rusted spears, tattered clothing, and
shredded leather armors are also scattered around
this area.
• Three medium-sized creatures were omnivores through their Loot.
diet of banana and beetles. Characters that spend at least 10 minutes searching shelves or
• One large-sized creature was a carnivore through its diet of crates in this room find a rare consumable magic item. Raw mate-
fish and humanoid. rials such as metal sheets, faded parchment, glass vials, and glass
• One tall medium-sized creature supposedly subsisted off shards are abundantly scattered throughout the room.
foliage, but entire leaves remain unaltered near its cage.
7. AIRLOCKS
5. COLLAPSED HALLWAY Two steel airlock doors allow characters to enter room 8 from
The metal bridge in this room has collapsed and fallen into the either side. The northern airlock is already opened, but a pipe is
water below. Creatures can jump 15 feet and attempt to land on spewing a blinding steam that heavily obscures it.
a metal beam, or jump the full 20 feet to land safely on the other On the wall between the two airlocks is a poster plastered to the
side of the bridge. Landing on the beam requires a DC 14 dexter- wall, detailing the purpose of the room beyond them:
ity (Acrobatics) check. Any character with a strength score too • WARNING: If airlocks are closed, testing is occurring.
low to jump the gap without needing to roll may need to make a
strength (Athletics) check to cover additional ground. 8. TESTING ROOM
Putting more than 300 pounds of weight directly on the beam Caged monsters were once carted from room 4 into this room to
causes it to break from the bridge. A creature standing on it when take part in a variety of tests. Many tests were in regards to each
this occurs can make a DC 14 dexterity saving throw to grab creatures senses, durability, and movement patterns.
onto the bridge as this occurs. A sharkfinned horror trudges through this maze-like cham-
ber, making a loud audible thumping sound that can be heard
6. STORAGE ROOM all throughout rooms 9, 8, 7, and 6. It primarily crawls along the
Metal shelves stand across both sides of this long room between a western walls, and violently prioritizes attacking creatures it sees
watery pit. Staircases lead up to a heightened metal platform and that are wearing hazmat suits. If too much noise is made in the
provide a safe way to travel across the room. Dusty wooden crates compound, the horror will also temporarily leave this room to
of various sizes remain nailed shut, and faded research notes sit hunt it down.
scattered across the floor. On the northernmost end of the room The airlock located on the westernmost wall has the word
is an airlock used by researchers in the compound to transport EXIT painted across it in red paint. Energy from the core in room
their monstrous test subjects to room 8. (TBD) has also faded and no longer reaches this far into the com-
Characters searching the shelves can make a DC 15 intelli- plex, leaving the testing room shrouded in darkness.
gence (Investigation) check, noticing that one bookshelf has fall-
en over, and another had been pushed out of the way. Something
large must have clumsily pushed itself through this area. Charac-
ters searching inside of crates can attempt the same check DC to
notice that the metal railing of the staircases have been bent out
of shape, as if a heavy weight had been pressed into them.
Loot. The sharkfinned horror had half-eaten the lead professor, 12. MAP ROOM
Sigmund, leaving his upper-half to rot in the center of the testing Upon the stone table in this poorly ventilated room sits a glitch-
room. Around his neck is a complex blue key, two of which are ing glowing yellow map carved into the table’s face. A character
needed to enter and extract the expensive battery in room 13. can attempt a DC 17 intelligence (Arcana) check to restore the
map, and can roll the check with advantage if they can guess that
9. RAMP divination was the school of magic used to create it. Once activat-
This room is a ramp that descends downwards into room 8. ed, the map shows the current location of airlocks and specific
When monsters are being transported, they’re wheeled across entities within the compound. Monstrosities are represented as
rooms 8 and 4 using ramps. squares, blue keys are circles, and hazmat suits are triangles.
Characters can also see the locations of every airlock and can use
10. LOOT BUG NEST an action tapping the map to open or close one.
This storage room has been taken over by a trio of loot bugs; Although the party might not be immediately aware of what
monstrous creatures that escaped confinement from room 4. these shapes reference, a shadow stalker approaches to make
Over time they’ve scoured the compound and built a nest using the square symbol apparent. Moments after characters enter
documents from room 6, corpses of researchers, and twigs from room 12, the shadow stalker casts the darkness spell to obscure
the island. room 11’s turret, and peers from behind a wall to stalk nearby
Although curious of party, they’re highly defensive of the objects characters. The shadow stalker can be seen as a square on the
scattered around their nest and will initially use their Snatch map, and characters can catch a glimpse in person before it
action to reclaim objects stolen by characters. If the object doesn’t retreats from sight. Have this event with the shadow stalker occur
return to the loot bugs’ possession by the end of a round, they either here, or the first time a character attempts
become hostile and attack to pressure characters out of the room. to backtrack; whichever comes first.
If provoked further, or if a loot bug is ever injured by a party mem-
ber, they will go as far as to leave their nesting room to hunt down
and kill the party.
Characters can gain permission from the loot bugs to take an
object from the room if they offer an item of equal size to trade.
If loot bugs have threatened the party out of the room, they can
regain their favor with a unique gift. A loot bug will grab this item
and add it to their hoard before the party can request
something to trade, indicating it was the price for their
continued business.
Loot. Within the loot bugs nest are the following objects:
• Instructional Paperwork. Used to help activate the
stone map in room 12. It explains what symbols
on the map reference, and hint that the map is
powered with divination magic.
• Blue Key. This key is used in combination with
another found in room 8 to unlock the battery in
room 13.
• Three Hazmat Suited Corpses. Removing the
hazmat suit and performing a DC 10 wisdom
(Medicine) check can reveal that these
humanoids
were strangled to death.
• A random uncommon magic item.
Buzz. The loot bug produces a horrid buzzing sound that can
SHARKFINNED
Large monstrosity, neutral
HORROR
be heard as far as 100 feet away to which other loot bugs
are immune. Any other creature that starts its turn within Armor class 15 (natural armor)
10 feet of the loot bug must succeed on a DC 14 Consti- Hit points 136
136 (16d10+48)
tution saving throw or become frightened for 1 minute. A Speed 60 ft.
creature that can’t hear the buzz automatically succeeds
on the save. The effect on the creature ends if it takes STR DEX CON INT WIS CHA
damage, or can no longer hear the buzzing. If a creature’s 18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 2 (-4)
saving throw is successful or the effect ends for it,
Skills Perception +4, Stealth +5
they’re immune to the buzz for the next 24 hours.
Senses Darkvision 120 ft.
ACTIONS Languages --
Disarming Attacks. The loot bug uses Snatch, and then makes Challenge 6 (2300 XP)
an attack with Swipe. Proficiency Bonus +3
Snatch. The loot bug makes a dexterity (Slight of hand) Pounce. If the horror moves at least 10 feet straight
check contested by an adjacent creature’s dexterity saving toward a target and then hits it with a slam attack on the
throw roll. On a success, the Loot bug gains possession of same turn, that target must succeed on a DC 15 Strength
an object being loosely worn or carried by the creature. saving throw or be knocked prone. If the target is prone,
the horror can make one bite attack against it as a bonus
Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., one action.
target. Hit: 13 (1d12 + 2) slashing damage
Crash. The horror can choose one direction to move towards
on each of its turns. If the horror wishes to change direc-
tion, it must be adjacent with a wall and spend half its
maximum movement bouncing off it.
At will: Jump
1/day each: darkness
2/day each: misty step, scrying
3/day each: pass without trace
BLIND HOUND
Persistent hunting dogs, these hounds once scoured the com-
pound island in search for the illusive shadow stalker. Eventually
the compound would be internally breached, and the stalker would
return to enact revenge against the hounds. Plunging them into
BLIND HOUND
Large monstrosity, neutral
contaminated waters eventually deformed the animals; molding
flesh over their eyes, growing out their fur, and enlarging
Armor class 14 (natural armor)
their forms. Without owners, these dogs have become wild and
Hit points 52 (6d10+18) lunge at the slightest hint of noise for a chance to gorge
Speed 40 ft. their starvation.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
Skills Perception +3
Senses Darkvision 60 ft.
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2