Great Arcadian Forge

The Arcadian Forge is a facility created to house and power the Era II OPU Oreades. The facility was originally referred to as Site-12 under the TONN Project. The facility was primarily populated in order to upkeep the Hydrogen Synthesis (Hydrosynth) Fusion Reactor, but the top floor was also used for administration for the Awakened Thaumaturge Project.

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## Site-12 Lower Level

The

I think a major theme should be him unlocking that was kept prisoner in here

Make it so he unlocks something and lets it go! A starving vampire, kept alive because they're so close to Oraedes

Starving Vampire

Devils Leading Dead out of Hell

Mad golems

Amalgam Dead

Lady of Brass chasing down the other dead guy

SKobolds running around

## Manifestation

The form of nude humanoid with a orange or yellow serpent head

100C --S

## Memories

Dead guys remembered by the Mad God dressed in white HAZMAT with goggles

30C 6S

### Reactions -

**Dreams of a Mad God**: 0. 300km

Your manifestation is threatened, bleeding astral blood into a material world, your form will erode and reform elsewhere.

Once a battle, in reaction to being injured you may choose to transmute 12m in any direction. You still take any cowardice the attack would have caused.

Tags: Manifestation

### Actions -

**Bash**: 1. 2m 2d6

**Jet Onyx:** ½. γm 1d20

### Reactions -

**Dreams of a Mad God**: 0. 300km

Your manifestation is threatened, bleeding astral blood into a material world, your form will erode and reform elsewhere.

Once a battle, in reaction to being injured you may choose to transmute 12m in any direction. You still take any cowardice the attack would have caused.

Tags: Manifestation

**Θ**: OPU Interface

**!MAG**: Magnetic Hazard, Upon entering the room, any Fates will be unable to levitate, DC 7 check, upon failure the Fate will cease function, and will not regain function for 1d10 min after being removed from the room.

**Ω**: Doorways

**Φ**: Items

**Δ**: Entities

### R-W.0 GTSE - Ground-To-Surface Entrance

A large room of complex shape. It has many doors at at its center is the Ground-To-Surface Entrance.

"Here is a large lobby-like area. The walls here are smooth concrete with lots of glass features peaking into offices and through stairs. In the center of this room is a large statue. It is made of marble and pictures a nude man sitting on an anvil, a hammer in his hands, and fire at his feet. Inscribed on the bottom is 'To Knowledge, To Science, to save our Planet.' "

**Ω1**: Airlock labeled "EXMC"

**Ω2**: Open arch labeled "PPE"

**Ω3**: Airlock labeled "HFC"

### H-W.1

**Ω1**: Hallway Exit "GTSE"

**Ω2**: Hallway Bathroom Entrance "L-W.0"

**Ω3**: Main Injector Access "MI-W.0"

### A-W.3

**Ω1**: Airlock Exit "GTSE"

**Ω2**: Airlock Exit "EA-W.0"

**Ω3**: Airlock Junction "J-W.0"

### J-W.0 ( Θ )

**Ω1**: Junction Exit "GTSE"

**Ω2**: Airlock Entrance "A-W.4"

**Ω3**: Airlock Entrance "A-W.3"

**Ω4**: Junction Exit "H-W.0"

### H-W.0

**Ω1**: Hallway Exit "GTSE"

**Ω2**: Airlock Junction "J-W.0"

**Ω3**: Hallway Exit "L-W.0"

### L-W.0

Lavatory

**Ω1**: Junction Exit "H-W.0"

**Ω2**: Main Exit "H-W.1"

### A-W.4

**Ω1**: Airlock Exit "J-W.0"

**Ω2**: Airlock Entrance "ISOC"

### EA-W.0

Electrical Access

A large open area, you can see the outsides of all of the rooms here, a labyrinth of wires and pipes, Except for the entrance no indicators show signs of anything else in this room.

### R-W.2 EXMC - Exterior Memory Chamber ( Θ , !BIO )

#### A-W.4 Sterilization Chamber

A simple airlock which requires adornment of HAZMAT suit and air bath. If these requirements are not met the airlock will not open. This can be manually overrode with a Site-12 Administrator Key.

**Ω1**: One end labeled "EXMC"

**Ω2**: The other end labeled "GTSE"

#### R-W.2 EM Chamber Proper

This is a large room with 5 large columns. Each column is a fully contained H-CNBT Thinking Drive, fully Neurologically connected to Oraedes.

*"You see a large room, white concrete and smooth floors, on the floor are protrusions of metal pipes, each one leading to one of the five large metal columns in the room. Each column is made of glass and in the interior are long fibers, white and grey matter which extends from the top to the bottom, bundling in the center as a mass of stringy organic protein. At the base of the columns are black smooth screens which light when an object is near"*

If the scanners at the base are activated a door in the column base reveals itself revealing a key and switch labeled *"Manual Access"*. If a Site-12 Administrator Key is placed inside the lever will be able to be switched. If the Manual Access is activated another door will reveal 4 levers:

Lever 1 *"Neural Access"* - Opens the glass column so that the neural fibers are able to be accessed.

Lever 2 *"Drive Access"* - Reveals a small cylindrical glass tube as well and a external wired access port. The interior is cold and when opened fog falls out.

Lever 3 *"Unlock Drive"* - Unlocks the Drive so it can be removed, If this lever is pressed column will turn red and small pinging will be heard.

Lever 4 *"Lock Drive"* - This lever will stay up while a drive is in place, it will go down if the drive is unlocked or removed.

**ΘM**: Memory Drive, the large glass columns

**Ω1**: Airlock labeled "Sterilization Chamber"

### R-W.1 PPE Desk

This is a small room with a front desk and a sterile closet. In the closet are about 20 HAZMAT suits. These are made to protect against Radiation, so are much thicker than normal sterile HAZMAT suits.

*"As you try and leave the room you hear something, the airlock on the far end hisses and opens, a dark yet pale figure emerges as condensed air rolls over the floor. If he sees you he immediately disappears."*

Agostino will been unseen and get into position, leaving the HAZMAT suit somewhere.

**Δ1**: Agostino Carpentieri

**Φ1**: Level II HAZMAT Suit (Radiation and Bio-Hazards)

### R-W.5 ISOC - Isotope Chamber ( Θ , !RAD , !GEN , !MAG )

This large room has two large mechanical components inside of it, the ISOMS and the LINAC. Both are enclosed and Adamantine in make.

Some small golems skidder along the floor, walls and ceiling. Coming in and out of the room, each with their own agenda

#### ISOMS - Isotope Magnetic Separator

Separates Isotopes into proton beam

*"This semi circular wall is open on one side, on it are many wires and layers of metal sheets, a slight humming can be heard. In the center the semi circle is a metal cylinder. A small golem skidders by, opens a hatch, and in it places a small rock, revealing more small pebbles inside."*

When the hatch is opened a stupid amount of Radiation is expunged.

**Φ1**: Talisman of the Frozen God (Small Rocks)

#### LINAC ( Linear Accelerator )

This accelerates the protons to tremendous speeds in order to break them down into more elementary parts.

*"A long, 5m wide tube with many warnings on the side. A small, thin window shows a red line, like a laser inside. When close enough a sharp ringing can be heard."*

It is completely contained and cannot be accessed normally. If broken, protons will leak and will constitute a Class C Contamination Event. The Immediate effects will be lightning spontaneously spawning from any object *to* the source of the protons. Batteries will explode and if severe enough neurons will fail to fire. If caught in the Proton cloud death is guaranteed.

### Main Injector

#### MI-W.0

Main Injector Access, Side panel accessible with Site-12 Class Delta Clearance.
**Ω1**: Main Injector Exit "H-W.1"

## Events

In response to stimuli the facility will react accordingly

## First Floor

### 1.

A small room with a desk and potted plant. Upon closer inspection the plant is plastic.

Loot: Tier 1

DC 10 Int check reveals a false door to room 12

### 2.

Another metaled pipe room with a large metal capsule in the middle, its balming hot in here. water condensed on the pipes.

### 3.

This room has many cubbies with half-rotted jackets and bags.

Loot: Tier 1

### 4.

This room has a rack of hanging lanyard but nothing on the end.

Loot: Tier 1

### 5.

This room has several nooks covered in glass, behind each is a white jacket.

Fiend: Fabber

Loot: Lab Coat

### 6.

Before you get here we have a guy in the hall

Fiend: Fabber

A small room with a desk and a strange plastic almost sphere. It it shaped more like an eye, pointed on each end.

Loot: Tier 1, and a Football

### 7.

A small room with a bed and desk. A magazine of nude women is laid on the table.

On the desk of this room is Panacea

### 8.

A small room with chairs along the edge and some old paintings of landscapes on the wall. There is a bar here leading access to room 1.

### 9.

This is a large room with cabinets and stone and metal tables, all of which look deconstructed in methodical squared edges.

Loot: Tier 1

Fiend: 1 Commander, 2 Fabber, 3 Flux

### 10.

This room has filing cabinets and many papers.

Loot: Tier 1

Fiend: 1 Fabber, 1 Flux

### 11.

This room requires a key to open the door. If he didn't get the key this can be forced open, its not made with Adamantine.

Fiend: If room 9 was skipped, you get those enemies, else you get a fabber.

### 12.

A hidden back area with many metal tubes running on the side, this room is damp and thick with moss. You hear little metal clanks come toward you.

Fiend: 3 Flux Bots

#### a.

Down the hall is a large pipe while large enough for the small robot is not large enough for you, it drops at a 90 degree angle far below you can see.

### 13.

This room has brooms and mops lining the walls as well as some chemicals.

Loot: Bleach, Soap, and Ammonia.

### 14.

This room has concrete floors and cabinets and desks. Inside is a small table and some chairs, all metal. Against the wall is a metal box with a glass surface, it glows with an eerie light and inside are metal capsules. All coloured with various pictures of fruit and text.

Sniper

## Themes

Entrance

Decent