Nectar of the Neon Nebula
- laserdangerrpg
- Jan 24, 2018
- 4 min read
Recommended levels 1-2
A forgotten temple floats among the crackling neon clouds of a remote nebula. Glowing hieroglyphs decorate the black stone structure depicting the sacred tenants of a lost order devoted to the Elemental Lord of Neon.

1- Cosmic Comb Jellies
A wide landing platform juts out from the front of the temple. The massive door leading inside isn't locked, but requires several people to push open.
As the adventurers inspect the door, scintillating lights approach rapidly from the distance. Three cosmic comb jellies attack the party and attempt to carry them off to digest in peace.

Cosmic Comb Jelly CR 1/3 XP 135 N Medium aberration Init +3
Senses: darkvision 60 ft. Perception +3
Defenses HP 6 EAC 10 KAC 12 Fort +3 Ref +3 Will +0
Offense Speed 10 ft. Fly 60 ft. (average) Melee: tentacle +5 (1d6+1+ grab, bludgeoning)
Statistics Str +1 Dex +3 Con +0 Int -4 Wis +0 Cha +0 Acrobatics +7 Athletics +3 Stealth +3
Abilities
Void Dweller- The cosmic comb jelly's natural environment is the vacuum of space, it does not need to breathe and can fly normally in in zero gravity
Grab (Ex) Automatic grapple if tentacle attack roll hits the target's KAC+4
2- Atomic Puzzle
The interior of the temple has an artificial atmosphere and normal gravity.
A large clear orb floats in the middle of the room. Floating inside the globe are 10 glowing white motes and 10 dull grey motes. Dozens of glowing black motes float in the room. Two glowing lines orbit the globe.
Adventurers with knowledge of science will recognize this as an incomplete model of a Neon atom. The 10 white motes and 10 grey motes represent the protons and neutrons inside the nucleus, while the black motes represent electrons.
10 black electrons must be added to the orbits around the globe to balance the 10 white protons. The doors leading to areas 3 and 4 unlock when the atom model is complete.
3-Red Light, Blue Light
The floors of this long hallway are covered in a grid that pulses with neon light. The colored light cycles between blue and red every 15 seconds. The floor is electrified during the red phase and damages any adventurer who tries to pass with 2d6 electric damage.
A quickly moving adventurer should be able to get through the hall safely during the blue phase, but those who hesitate will get zapped when the floor returns to red.
There is a pile of ash and bone fragments in the middle of the hall. These are the remains of an unlucky explorer. Inside the pile are several humanoid teeth and the melted remnants of the explorer's data pad. Inside the ruined computer is a strange yellow crystal which functions as a battery holding 30 charges.
4- The Dangler
This large hallway is completely dark except for an alluring dancing light bobbing in the distance. This is the lair of the Dangler, an undead alien horror that floats in darkness and tries to entrance its victims with a hypnotic glowing lure. There is no treasure hidden in this chamber, only dusty bones and other leftovers from the Dangler's meals.

The Dangler CR2 XP 600 CE Large undead Init +2
Senses: darkvision 60 ft. Perception +7
Defense
HP 25 EAC 13 KAC 15 Fort +6 Ref +4 Will +1 Undead immunities
Offense
Speed 10' Fly 30 ft. (clumsy) Melee bite +10 (1d6+4 P)
Statistics
Str +4 Dex +2 Con - Int -2 Wis +1 Cha +0
Athletics +7 Stealth +12 Survival +7
Abilities
Unliving Fascinating Lure: Aura 30' (Ex) A glowing lure is located on the tip of the Dangler's long tongue. Players within the aura must make a DC 11 will save or become fascinated for one round.
5- Glowing Golems
This chamber is decorated with over-sized glowing hieroglyphics of alien worshipers kneeling before the Elemental Lord of Neon. Two of these figures peel off from the wall and attack the party when they attempt to open the door to area 6. The Neon Golems resemble humanoids formed from geometric shapes that try to slam the party with super-heated limbs.
Neon Golem CR 1 XP 400 N Medium construct (magical) Init +2
Senses: darkvision 60 ft. blindsense exotic; life
Perception +5
Defenses HP 20 EAC 11 KAC 13 Fort +1 Ref +1 Will +1 Construct Immunities
Mindless
Offense Speed 30 ft.
Melee slam +9 (1d6+5 E & F)
Statistics Str +4 Dex +2 Con - Int - Wis +1 Cha +0 Acrobatics +5 Athletics +10
Abilities
Unliving
6- The Neon Nectar
At the far end of this chamber is a luminous fountain surrounded by treasure. Chests are stuffed with ingots and coins made of strange phosphorescent metal along with exotic clothing woven from radiant cloth.
From the fountain pours Neon Nectar, a pink liquid capable of transforming the drinker into a cloud of bright neon gas for three rounds. The nectar looses its potency after being removed from the fountain for a week. This will come in handy as the floor in the middle section of this room retracts as soon as the chests are opened, revealing a hot red neon floor beneath. This floor does 2d6 electric damage to creatures that touch it.
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