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Gelatinous Geometries

by Jeff Simpson

For characters levelled 2-


5. All maps use a 5 ft
scale.
Originally published in
the OSRG 'zine vol III.

In which the Elder Cube,


an intelligent gelatinous
cube of staggering size,
hires the adventurers to
storm a geomodron
base so that he may one
day send forth
gelatinous pyramids or
gelatinous cylinders into
the world.

Thank you to those who


helped me evade
copyright. Rules for the
geomodrons, a
completely original race
of lawful beings whose
charge is to maintain order in
the universe may be found in
the second tome of monsters
published for the advanced
edition of the world's most
popular role-playing game, likely around page 87. The instructions will lead them to a cave deep within the
earth; feel free to include any number of adventures along
This adventure begins while your party is in another the way. When they reach the destination, they are met
dungeon; replace a wandering monster with a gelatinous with a wide open cavern that ends in a small fort carved
cube who bears with him a scroll floating about his jellied into its northern wall. The room is filled with noxious gas
form. This is a messenger sent by the Elder Cube to seek that, if inhaled, requires a Save vs Poison. Failure results
brave heroes who will aid him in his quest to produce in death. A team of gelatinous cubes, emissaries of the
new gelatinous shapes. The letter is given below: Elder Cube wait here. They will give the party the gel-suits
that the Elder Cube mentioned in his letter (see the
Greetings, solids. I hope my servant finds you well; I am appendix for rules on the suits). They may then 'drive' the
the Elder Cube and I seek your help. The Geomodrons, cubes through the cave of gas to lay assault on the
Arbiters of the Third Dimension, possess a factory in Geomodron Factory. Once they reach the other end, the
which they create more of their automatons. As cubes will wait outside, anxiously waiting for the players
representative of all Gelatinous Cubes, we seek to capture to return with news of victory.
this factory so that we may produce our slimy brethren in 1 Entry Hall Arched pillars of carved bronze flank the path
a multitude of new shapes. Should you agree to help us north. The pillars contain engravings of geometric forms
in storming this den of geometric oppression, follow the in two, three, and four dimensions.
instructions herein to find their secret hideout. Your 2 South Atrium A 6-HD Lurker Above lives here, waiting
payment will be a set of gel-suits, given to you as a gift, as for organic creatures to enter so that he may feed. The
well as whatever detritus is found within the ordered halls geomodrons provide no sustenance to the Lurker Above
of the Geomodrons. and are thus left alone.
Sincerely, the Elder Cube. 3 Library There are 3 Monodrons here who act as
librarians. The collection of books here largely consists of
tomes containing mechanical diagrams of geomodrons.
Tucked in a parts catalogues is a magic-user scroll. This
scroll contains Protection from Normal Missiles, Lightning in the east-west hallway exiting the north atrium. The bas-
Bolt, and Anti-Magic Shell. Magic-Users of at least 8 th level relief depicts the four base geomodrons - the spherical
can tell that the Anti-Magic Shell was scribed hastily and Monodron, the plank-like Duodron, the pyramidal
bears with it the chance of failure. When casting it, there is Tridron, and the cuboid Quadron, entering through a
a 60% chance of success, a 30% chance of failure, and a portal to what looks like great riches. Also featured are a
10% chance that it summons a foul demon whose HD is triangle, square, and pentagon. Further inspection of the
equal to the casters own HD+1. relief reveals that those three shapes can be pressed as
4 Duodron & Quadron Production This room features a buttons, and that there seems to be no way to 'reset' their
vat that pours molten bronze into a series of casts, which position - once pressed, they are permanently set in that
when cooled, contain geomodrons. There are 9 Duodrons position. To open the door, one must push the square and
and 4 Quadrons, both armed with spears. The Quadrons only the square. The reasoning behind this is that if all
will direct the Duodrons to form defensive spear-walls three shapes were expanded into the third-dimension,
when applicable. forming platonic solids, the cube would be the only one
5 Storage There are many crates in this room, containing whose number of faces is not divisible by 4, whereas the
various spices and peppers. It is unknown what the tetrahedron, octohedron, dodecahedron, and
geomodrons are doing with such supplies. There is icosahedron (coincidentally the shape of your dice) are
6300gp worth of spice and 3000gp worth of pepper. divisible by 4, thus allowing the base forms of
6 Tridron Production This room is similar to room 4, but it geomodrons to enter.
contains a single Tridron fighting off an angry xorn. The Within the room are 6 Star Rose Quartz gems worth
xorn became confused when he discovered the Tridrons, 5000gp each, used as focuses in creating new
who greatly resemble his people and is enraged at their geomodrons, and the Lawman's Cane, detailed in the
existence. appendix.
7 Workshop Workbenches line this room. They are
covered in small hammers. 7 Duodrons work away at Appendix
hammering sheets of copper while they are supervised by Gel-Suit This strange fleshy membrane may be worn over
a Tridron. There is a suit of chainmail +1 on a top of any clothes or armour and protects the wearer from
workbench. gelatinous cubes. Trying to adventure while wearing one
8 North Atrium A statue that is unbeknownst to the of these suits is difficult and those who do will always
adventurers, but what would be recognized by us as a move at one-half their normal speed.
double helix structure dominates the middle of this room. The Lawman's Cane This quarterstaff-sized pole gains
In actuality, the two 'arms' of the statue are 2 iron cobras. powers when wielded by a lawful character. They may
9 Monodron Production This room is similar to room 4, cause the weapon to take the form of a spear or a long-
but it contains 16 Monodrons. hafted warhammer, both with a +2 enchantment. When
10 Prefect's Chamber There is a single Decadron overseer striking a chaotic creature, any damage rolls of a '1' are re-
here who is seemingly 'plugged in to' a console here rolled.
which no doubt
controls geomodron
production. Should
the players seek
forgiveness and
promise to leave, he
will allow them to
escape unmolested. If
not, he will fight them
to the death. The
console contains 10
'buttons' that are
actually small peridots,
worth 10gp each, and
5 large blue quartz
stones, worth 100gp
each.
11 Hidden Vault The
entry to this room is
hidden behind a
bronze bas-relief mural

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