A large square room filled with floor to ceiling glass cylinders. Each cylinder is filled with a light blue liquid and contains some kind of humanoid form.

In the center of a room is a stone pedestal, top it sits an orb pulsing a dull white glow. Laying on the floor beside the pedestal are four glass vials.

In the middle of each side of the room is a closed wooden door.

The Cylinder Cells (F1R1)


Game Master

Spoilers: Game Master References  

Boxed Text

You and a number of unfamiliar companions awake to the feeling of stale air passing through your nostrils. You look around to find yourself laying naked in a smashed open cylinder, a light blue liquid slowly oozing out onto the floor.

Focus Points

Glowing Orb

A palm sized orb, pulsing a dull white glow. A medium magic check will reveal the orb is operating a reduced capacity but its true function is still unknown.

Glass Vials

Empty thin long glass vials, A very easy inspection check will reveal that these vials socket into a metal ring at the base of the cylinders.

Exits

Above each door is a sign that denotes a direction. "North", "East", "South", and "West" following a clockwise direction. All doors are unlocked.

Items

Glowing Orb (F1-R1-ITM01)

Pulsing a dull white glow, when initially discovered the orb is currently low on charge.

A very hard magic check will reveal that the orb can be recharged by an attuned wielder by expending 10 magic slots. Once charged this orb can hold and emit a single spell within a 20 foot radius as a concentration spell, requiring the attuned wielder to make a spell save every hour the spell is active.

When recharged and active the orb glows bright white.

Preserving Liquid (F1-R1-ITM02)

When consumed it heals for one standard potion, additionally the consumer must make a medium constitution saving throw or fall asleep for 1d4 hours. The properties of this liquid can be identified with a hard magic check.

 

Authors Notes

Spoilers: Contains Game Master References  

I had to choose somewhere for the adventures to start, waking up in some kind of hibernation tank seemed like a good as place as any. Allows of a variable number of players and provides an initial intrigue.

I decided to include a powerful magic item right out of the gate but make it difficult to use initially, its probably broken as hell but I can come back and refine it if needed.

Also included some healing potions go give the party a leg up.

 

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