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Chapter 2: Learning with Felix

Audio performance by Bertrand Lucat

When the players are ready to proceed, Felix undergoes a slight transformation, shifting from one projection to another, though not seamlessly. 'Lesson 2,' he declares, inviting them to the church for a conversation.

He initiates the discussion by acknowledging their special abilities, particularly their possession of magic, and the fact that it is outlawed in their home world, which led them to end up in Kallio. He expresses his intention to assist them in developing their magical skills and enhancing their combat abilities, as he believes they will play a crucial role once they are released from Kallio. If the players inquire about the reason for their importance, Felix informs them that he has plans to overthrow ‘The One’ and liberate their people, assuring them that they can delve deeper into the matter when they meet in person. For security reasons, he cannot include details in this magical facsimile of himself.

When pressed about himself, Felix simply states, "I am a mage of some skill who has managed to remain undetected, perhaps because I was a late bloomer, and have worked my way high enough in the bureaucracy to have access to the Kallio training programs." However, he urges the players to focus on improving their own abilities rather than seeking to know more about this facsimile of him. And always reassuring players that they will meet when they are ready, and that learning these new skills is absolutely vital.

Into the Mines

Upon receiving the task from Felix, players are instructed to clear out the mines of dangerous creatures. Following Felix's guidance, they head north along the road until they reach the mine. The journey to the mine is relatively short, taking only about 15 minutes. If the players deviate from the path leading to the mine, Felix intervenes, warning them that they are heading in the wrong direction. If they persist in straying, he snaps his fingers, and they find themselves back in the center of the small village.

The journey along the white stone path, flanked by arid purple soil, reveals an absence of visible trees. However, keen observers might detect the presence of brownish-purple moss on certain rocks. This moss, lacking any noticeable scent, proves harmless to touch or consume. Occasionally, players may encounter brown slug-like creatures feeding on this moss. Notably, the outdoor environment lacks a discernible day-night cycle, with an eerie absence of wind. As players traverse, they may encounter bunnies and purple perils along the way who will not attack unless provoked.

Upon entering the mine, players notice a frozen likeness of the female dwarven mining instructor, caught mid-sentence. She stands unmoving, occasionally flickering. 

Inside the cave, unusual boulders stand out, distinct from the purplish rocks that make up most of the cave, being browns and greys with silver streaks. 

Should players attempt to leave without dealing with all the creatures, Felix intervenes, informing them that some foes still linger. Players are allowed to return to the settlement to rest, even if the task is incomplete. However, any attempts to go anywhere other than the town or the mine will result in your relocation to the town.

The cave is filled with mostly humanoid creatures similar to those in town. As with the town's creatures, they say little to nothing, initiate combat, and vanish upon defeat,  

Towards the upper reaches of the cave, an intriguing discovery awaits. Living plants, seemingly distinct from the simulation, thrive in this space, suggesting a presence predating the program. A keen ear may detect the subtle sound of water, hinting at unseen depths concealed within the earth.  

Additionally, the lower cave walls are adorned with posters of The One and various propaganda materials.

The Note

Deep within the mine, at its furthest point (behind encounter 7), rests the skeleton of a man long dead. Clutched within the bony hand is a note, bearing a message scrawled in dark purple ink atop the pages of "The One and You":

Don’t think I will survive much longer.

Tried following the map I found.  In 217 now.  Woke in 228 months ago.  I will never escape.

If you find this you need to know.

##9791

The combat encounters within the cave are shown on the map.  

MM represents the Monster Manual, but these monsters are also found in the SRD.

The frozen mining instructor, unmoving and occasionally flickering.  She is not solid and objects can pass through her.  She does not speak.

You encounter 2 duergar (MM p122)

You encounter 1 duergar (MM p122), 1 imp (MM p76) and 1 spy (MM p349)

You encounter 3 spies  (MM p349)

You encounter 1 priest  (MM p348) and 2 soldiers (Kallo Chapter 1)

You encounter 1 knight  (MM p347) and 1 soldier captain (Kallo Chapter 1)

You encounter 1 knight  (MM p347) and 1 priest (MM p348)

Upon your return, Felix awaits you at the village center. If you haven't finished the quest, he suggests resting and completing the task in the morning. However, if you've successfully cleared the mine, he congratulates you on the victory, expressing absolute confidence in your abilities. Felix encourages you to rest and assures you that he will have a new, more challenging task for you tomorrow. At this point, he refrains from entertaining questions, stating that you have reached the end of Lesson 2 and can start lesson 3 after you rest.  Felix has absolutely no knowledge of the skeleton.

Felix assigns the same task each day: to return to the mine and practice your skills. With each passing day, the number of monsters in the mine doubles. Once the mine is successfully cleared, it remains clear for 8 hours before resetting. Notably, the skeleton, not being part of the training exercise, remains in the state left by the party. After completing the mine each time, Felix reassures you that you are making progress and emphasizes the need to continue refining your skills. Every trip to the mine introduces more creatures, making it increasingly challenging. After four complete trips, you are instructed to wait to be picked up.  A vehicle (that never shows up) will arrive to take you home to restart your life.  

The code from the note, ##9791, will open the locked door to the room where the players first woke up. Upon entering the room, they will notice the stasis chambers they originally awoke in are no longer present. The walls and floor exhibit a smooth white surface, revealing no discernible features upon investigation. Positioned at the room's center stands a podium with a control pad atop it.  The control pad can be picked up and carried.

This intricate communication device is a masterfully crafted tool, constructed from two distinct types of highly reflective metal—one with a copper hue and the other silver. The surface boasts dynamic embossed letters that undergo changes upon interaction. The creation of such a high-level feat of artificing showcases exceptional skill and craftsmanship.

The screen reads:

Welcome to maintenance mode, Kalio instance 231

Option 1: Open a help ticket (Avg response time 226 years)

Option 2: Disable trainingOption 3: Terminate all prisoners

Option 4: Change passcodeOption 5: Release shields

Option 6: Restart device

If the players choose option one, they are presented with a small form requesting their name and a question, along with an on-screen keyboard. Submitting the question will display the message 'We are here to help! You will receive a notification of an answer as soon as our next representative is available' for 10 seconds before returning to the main menu. If option 1 is chosen again, they will receive the message 'You have already submitted a request' with buttons to either edit their message or return to the main menu.

Choosing option 2 initiates a toggle. This action changes the button to read 'Enable training'. When the simulation is disabled, Felix is no longer present in the town, adversaries vanish from the mines, and players can move freely without being transported. However, upon toggling the simulation back on, these elements reappear, and if a player is outside the town, mine, or path to the mine, they are teleported back to town.

Option 3 displays a pop-up: 'Are you sure you want to terminate all prisoners in Kallio instance 231? Yes — No.' If 'Yes' is chosen, each player takes 1d6 + 1d4 force damage. Opting for 'No' returns them to the main menu.

Option 4 prompts the user to select a new four-digit passcode. They must enter it twice to confirm.

Option 5 releases the shields surrounding instance 231. If the players are not near the shield, they may not notice an immediate change, but might sense a slight breeze outdoors now, where it was previously very still.  They will also notice the artificial sky now appears more natural and has a day/night cycle.  Subsequently, this button changes to 'Reactivate Shields'.

Option 6 makes the screen blank for 2 minutes  and then returns to the main menu.

Upon the milestone of finding the control pad, players will be prompted to level 3.LootThe following items can be looted from the skeleton: The note and map pictured in this document; a two toned flat piece of metal, badly dented and damaged, inscribed with artificer markings but which does not function; a random level 1 spell scroll (DM’s discretion); and a bottle of purple ink made from local flora. 

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The chapter two pdf, maps and media are attached to this post. The cave is a variant of my Druid Cave map, found here on my Patreon.

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Comments

Dread Maps

This is getting interesting - though currently am corralling sugared children so I’ll have to really dive in later- can’t wait to run this myself 🏴‍☠️❤️