#SessionNote # Session 3 ## Now Entering: The Big Bad Base You didn't waste any time! You jumped right into where you left off in Session 2 and entered The Big Bad Base, deep in the heart of the [[Maphrok Jungle]], the Frockit Clan are trying to build for their client. #### Common Room You entered through the Common Room in the center of the dungeon. The goblin were using this room as a regular old living space. Big threadbare rug spans the room with a couple of stone tables and another table that [[Jacob Hargrave|Jacob]] was able to identify as the femur bone to an adult-ish red dragon. Jacob also practiced his lockpicking skill with his boot through the locked door too the east. The kobolds and other clues lead you to believe this place was once a dragon's lair. #### Testing Room Down some steps into this sandy floored area, you poke around and find a shrine to Tiamat to the south that furthers the lair theory. You also notice the rock walls of this place don't really jive with the other type of rock you've seen in the jungle. This stuff is volcanic. That's weird. Also this room is packed full of hidden mines. Old mines that sometimes didn't go off. But sometimes they did. [[Lyta of the Embereye|Lyta]] managed to dig one of the supposed duds up and gave it to [[Cadoperious (Caddy) Shortstout|Caddy]] to tinker with later. Some careful and not so careful navigation lead you to the northern exit of the room. #### Corridor Firmly on a rock floor now and the threat of the mines behind you, Lyta explores a small outcropping to the north and find a small canvas pouch on the floor. Wearily, she takes a glaive and deftly picks up the pouch and finds two electric-blue mushrooms within. Some quick skimming of [[Heliana's Guide to Hunting Monsters]], [[Miralith Stormhoof|Miralith]] discovers that they're called *[Noradreno Mucorales](https://www.dndbeyond.com/magic-items/9787845-noradreno-mucorales)*. Nothing else special about this corridor, you make your way east. #### Tank Room 4 Well it gets weirder. This room is occupied by a bunch of, what you know to be, explosive barrels as well as a large, glowing tank of blue liquid. Pipes coming out of the walls join into the tank with smaller tanks on the outside of it. To the south is a hallway to another area and a narrow corridor is found leading north at the other end of the room. A few vials are collected from some leaky pipes. The wear of the equipment suggests it's been here a while. Inspection of the tank finds a stamp on the bottom that reads: "Tank 4 - F. Stein". Was this a lab or a lair? You continue exploring, going north, through the corridor at the end of the room. #### The Pit This narrow corridor proved to be a problem. It was discovered pretty early on that the floor of this corridor was off. Some spots were revealed to be just tiles covering a spiked pit trap with what looked to be the same glowing blue liquid from the tank pooling at the bottom from leaking pipes. If you weighed enough, you'd fall through the tile to the spikes below. In some additional testing, Caddy and [[Janis Hoplin|Janis]] tossed one of the bait rubies down the hall to the other end. For a moment, nothing happened, until you all heard a rhythmic splorching getting closed just before a pseudopod reached from around the corner and snatched the ruby off the ground. Janis started making her way up the hall identifying panels that were hollow sounding underneath by thumping them with her foot. In situations where the panel was broken away, there was enough of a lip on both sides to safely crab walk across the gap. Or if you were in a hurry, you could jump. Peeking around the corner at the end of the corridor, Janis spots the tetrahedrooze that snatched up the ruby. She quickly turned and did the international sign for tetrahedrooze to warn the group about it but noticed that it started moving toward her. Thinking fast, she pulled some gold and threw it across the room away from her to try and buy her some time. ##### Initiative is rolled! Everyone is on the clock now! Janis is at the end of a trapped hallway, alone, with an ooze. Lyta jumps into action trying to get up there to help her friend. What she actually does is jump onto a tile that can't support her weight and she falls through falling on the spikes below and touching the weird blue liquid. As soon as she touches it, she feels a tingle in her hands and they become webbed for an hour. Jacob has a similar issue getting through the hall but manages to avoid the liquid. It's a tight fit but after some leapfrogging and some dashing, everyone is able to get their shots in on the ooze, eventually bringing it down. You notice this one was able to resist damage types just like the six sided one [[Bogbolz]] showed you when they arrived. #### Tank Room 3 The danger over for now, you take stock of the room you're in. There's another tank here with a stamp that reads "Tank 3 Mut-X Catalyst ~F. Stein." This tank is a lot like the other one but seems to have smaller tanks of an acrid smelling substance being pumped into it. To the west is a small corridor that leads to something very well lit. #### The Main Chamber This large chamber—some 80 feet across—is filled with irritating caustic fumes and floating iridescent flies that bathe the entire chamber in dim light. A wall of brilliant luminescent fungi covers the northern wall, shedding bright light for a short distance. A large pool of deep blue liquid fills the center of the room, its surface some 5 feet below the ground on which you stand. The pool itself seems to be filled with all manner of treasures: coins, plates, jewelry. Oh… and many, many bones. The immediate area seems to be trap free so you set out exploring the large chamber. Caddy tosses a silver into the pool (which has to be acid considering how it smells and shimmers) only to watch it stop about 20 feet down and shoot off a ways away from the edge. You can't see the bottom of the pool. You notice a large set of metal double doors to the south, a smaller set or metal doors southwest, and narrow corridors in the northwest and northeast corners of the chamber. You head northeast only to get zapped by a glyph of warding hiding on the ceiling. #### The Treasury Stone dragon heads set into the periphery of this room gush warm water into a series of natural pools, which drain through minuscule cracks. The water is warm and has only a slight sulphurous scent, perfect to wash off the dirt of battle and the stink of skunks. A few copper coins wedged in cracks in the floor indicate this was likely the lair’s treasury. Goblin tracks were discovered to have entered in this room and shuffle about. Janis picked up a coin off the floor and tossed it in the water. Nothing happened. She picked it up, touching the water.... nothing happened.... #### The Office Back through the Main Chamber and to the opposite corner, the group is once again zapped by a hidden glyph. Those kobolds were some stinkers. In this room: in the northwest corner, a desk is strewn with scrolls, papers, and books. The splash of water and scent of old eggs wafts from the southwest corner. A large safe sits nestled in an alcove of rock in the room’s center. ##### Lab Notes Here you find the diary/notes of [[Dr. Francis Norman Stein]]. The cliff notes version is that this place used to be the lair of a red dragon named Tuckerthranx the Red. It used to sit in the cadera of an active volcano. That is, until a group of adventurers slew the dragon. During the fight to rid the land of the avaricious drake, the entire mountain collapsed. The lair, however, sustained by its magic, teleported itself to the Maphrok Jungle where it laid dormant until an enterprising biomancer (Dr. Stein) made it his lab. The notebook goes on to detail some of Stein experiments, how he researched Mut-X and perfected it to be a biomantic mutagen capable of rapidly adapting flesh to hostile environments. The notebook ended with entries about how the jungles local populations (jungle gnomes, wood elves, lizard folk), in a rare display of unanimity, asked him to leave after they complained about some of his creations escaping and causing trouble. When he ignored them, out came the pitchforks and torches. Knowing all too well how that story ends, Stein beat feet out of the jungle leaving his lab behind. Presumably, to decay and leak its contents into the ground. ##### Spell Scrolls These are the scrolls you found on the table: * [Chameleon Skin](https://www.dndbeyond.com/spells/2840687-chameleon-skin) * [Endoleech](https://www.dndbeyond.com/spells/2840666-endoleech) * [Zippit!](https://www.dndbeyond.com/spells/2840660-zippit) ##### WHAT'S IN THE SAAAAFE? (Like from Seven...) In the safe you find Stein's actual spellbook! It contains the following spells. * [Pins and Needles](https://www.dndbeyond.com/spells/2840671-pins-needles) * Chameleon Skin * Endoleech * [Preserve](https://www.dndbeyond.com/spells/2840670-preserve) * Zippit! * [Frogskin](https://www.dndbeyond.com/spells/2840665-frogskin) * [Bone Cage](https://www.dndbeyond.com/spells/2840681-bone-cage) * [Lungburst](https://www.dndbeyond.com/spells/2840662-lungburst) #### Dungeons 101 The clues are starting to make more sense. The picture is coming together. You know there's more to discover but you've found a chance for a respite. After a short rest, you'll get back out there. ## Trivia What plane of existence did the pepper that fucked up Jacob come from? Send me your answer in your personal channel on Discord for a prize! You've got until the start of Session 4 to answer. ## What happens next? Let's find out together.