Friday, December 8, 2017

Black Monolith From Another Sun: Level 1

Last week, I flew back from LA and while on the flight decided to sketch up some ideas for a hex/point and dungeon map for my Vymrrys campaign setting. Below are some general ideas I had, the first go at a map, and a map key. Within the couple weeks or so I'll probably take another stab at it before moving on to the next level of the dungeon. While not a "megadungeon" - I'm nowhere near skilled enough yet to successfully design something that complex - I'm hoping I can expand this out to at least five levels. You'll notice a lack of access to other levels. Once I've designed those I can begin to add more interconnections.

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Vymrrysian scholars have long theorized as to the true nature of the Black Monolith, that totemic object which stabs out from the Infrared Octagonal Hills to the southeast like a knife. While some holdouts still cling to the notion that it was constructed by a long-since-exterminated civilization, most modern academics believe it to have originated from one of the many thousands of suns that dot the night sky. Many an aristocrat has sent scouting or raiding parties to the Monolith, bringing back a variety of alien gems, metals, and the like, assuming they were able to get past the structure's formidable security measures.

Several levels of the monolith have been explored so far, but reports indicate that there are assuredly several more floors above the first 3. In the time between aristocrat-funded treasure-hunting groups, other creatures have themselves moved in, or at least tried to do so. Most recently, a breakaway faction of Zealous Geometers have announced a claim the Monolith, and have begun to set up magical defenses and wards near the only known entrance to the structure. Most hallways are unlit, though some rooms still have flickering or unstable light sources. The whole structure is composed of a dark black and green alloy.

ENCOUNTERS
1-3: 1d4 Zealous Geometers (cultists)
4: 1d4 Purple Sun elves (thieves)
5: 1d4 Serpents of the Legless Star Seekers (fighting men)
6: Escaped Carnivore Slug from level 2 (3HD, 15 [5] AC, +3 to hit, 1d6 damage, sluglike but can leap from floor to attack)
7: Fast-moving poison cloud from a nearby pipe rupture, run or save against paralysis
8: 1d6 giant desert spiders from a crack in a nearby wall
9: 1d6 escaped prisoners from Level 2, feral, as commoners
10: 1d3 irradiated mutants from a nearby loose floor hatch, as ghouls

MAP


Solid blocks indicate loose floor sections (i.e. pit trap down into mechanical sections of the ship), while Xs indicate dangling electric cables that will shock PCs. 



KEY
  1. Entrance to the Monolith. Seamless black door made of the same metallic alloy as the structure. Guarded by 1d4 Zealous Geometers. Closely observant characters will find finger smears in the shape of two triangles about ten feet apart on the surface, indicating two people must trace the outline to open the door. If a Geometer is captured they tell PCs how to get in. 
  2. Central Hall. Quiet and dimly lit, save for the faint hum of distant mechanical constructs. The air here is still. High up in the ceiling enneagram-shaped shards of metal glow dimly with a phthalocyanous green hue.   The <--> indicates a large staircase which ascends to Level 2. Locked behind massive and ornate doors. Unfortunately, since Level 2 hasn't been designed yet...I haven't made a way to open these.
  3. Empty Room. Room looks like it's been picked clean for quite some time. Secret door leads to hidden alcove containing the intertwined skeletons of long-dead lovers. Note in an alien language. Mechanically unfurling religious icon in the shape of a lotus made of metal (worth 50gp). Weak wall can be smashed into 4.
  4. Old barracks room. 1d4 Zealots have turned this old barracks room into a waystation for their group. They may be trying to breach the heavily secured door to 5.
  5. Chrome Well. Three steps lead down around the room towards a 5' diameter basin about 3 feet high. A perfectly still chrome liquid* is perfectly level with the surface. The only light emanates from bright orange signs in an alien language ring the walls. If translated the signs read "Use If All Hope Is Lost". The air here smells metallic and feels oppressively heavy. Around the sides of the room are scattered the broken remains of glass and steel containers, though several are still intact. 
  6. Security Checkpoint. An old security checkpoint, now abandoned. However, tripwire strung diagonally, blocking southwest corner. Strange gun (1d6 exploding damage, 5 laser charges) is visible in sealed case. If tripwire is touched, make save or take 1d6 damage from steel spikes in the floor. 
  7. Strange Cathedral. Void Guardian** sleeps between the alloy pillars at the far end of the room, in front of an incomprehensible glass and metal icon to That Which Sails the Void***. Secret door leads to what looks to be a still-useful seed-bank. If computer system is toyed with, 1 in 6 chance that seeds are launched into atmosphere. Most of them are alien plant species, but several of them are seeds which will grow into new Void Guardians. 
  8. Storage Room. An old storage room, picked clean. 
  9. Meeting Room. A large, round table at the center of the room. 1d4-1 Zealots are meeting here with a Serpent-man representing a faction further along in the dungeon - the Legless Star Seekers.  
  10. Study Rooms. Two adjacent rooms that at one point were used to study data from the Humming Archives. Powerless mechanical hummingbirds lay dormant around the room, and valuable metals have been ripped from the electronic devices in the walls. If the powerless hummingbirds are brought to the archives 1 in 2 chance of reactivation (worth 200gp if captured and sold powered on). 
  11. Mess Hall, Skirmish Site. The sight of a recent clash between factions. Several corpses are scattered around the room, as are the signs of magic use. One in two chance that 2 "corpses" are actually still alive but dying slowly. If searched carefully, several packets of sealed rations of an alien food can be found. They are still edible, though will taste strange to PCs. 
  12. Viewing Port. Walls here are made of a near-unbreakable glass compound through which the expanse of the Infrared Octagonal Hills is viewable. Metal benches dot the room. One of few sources of natural light in the Monolith.  
  13. Martial Training Room. Plastic and foam dummies of various alien species dot the room, clearly stations for martial training of prior occupants. 1d4 Zealot scholars are in deep thought taking notes on the representations of foreign life. Searches reveal 2 alien swords of black, lightweight alloy, as well as a pair of lightweight flexible Turbo Gloves (bonuses as unarmed attack, but 1 die type higher damage due to pulse propulsion of fists during strike. Also grants 1-point bonus to checks made to grab or catch objects with hands). 
  14. Power Relay Station. Several lights flicker through strange gems within the casing units of this near non-functional power station. Fiddling with or destroying this relay station to remove the gems (50gp each, 5 total) will permanently shut off all non-natural lighting on Level 1, disregarding 17
  15. Psionic Prison. All surfaces made of white alloy, and otherwise empty aside from the ceiling-mounted cage of black psionic energy. Trapped inside is a telepathic life form made of slow-growing crystal lattice†. Door from the hallway is trapped any attempt to pick the bulky lock mechanism will deliver an electric shock to the PC worth 1d6 damage. Save for half. Can be opened safely with cardkey found on a corpse in  14.
  16. Guard Room. Contains information about the crystal life-form in an alien language on a holographic datapad. Door to 15 is trapped any attempt to pick the bulky lock mechanism will deliver an electric shock to the PC worth 1d6 damage. Save for half. Can be opened safely with cardkey found on a corpse in  14.
  17. Humming Archives. This seeming library hums with the still-going activity of thousands of mechanical hummingbirds, sucking electric knowledge nectar from the stacks and shuffling it around. Three levels. Spiral stairs lead from 1 -> 2 and from 2 -> 3. Several old skeletons are located on level 3 near a destroyed stack. 
  18. Chrono-Hall 1. Malfunctioning but still powered graviton generators have created strange time fields in this hall passage and the following. In this section, time moves at roughly 1/4 the speed. Sound is deep and language becomes almost indecipherable, light moves slowly and bends through the air, etc. Spending too much time here will become disorienting upon exit. If more than 2 turns are spent here, PC incurs a -1 penalty to reaction rolls for 1 hour. One can see the flicker of these forces in the air as specs of red energy. 
  19. Chrono-Hall 2. In this hallway time his sped up by 4, as is one's momentum upon exiting the hall from the East side. PCs that don't make any attempt to move as slowly as possible will rocket out of the time field at quadruple their normal speed, and on a failed save, crash into the nearest wall for the equivalent of 10 feet of falling damage. 
  20. Shooting Range. Nonfunctional shooting range. Laser burns scar the metal walls. A laser rifle (1d10 exploding damage, 10 charges) sits locked in a case (extremely difficult to open, trapped) along the wall nearest the door. When PCs enter, 3 purple sun thieves are trying to open it. They will try to talk their way out of the situation before fighting. If PC attempts to force the gilded case open, a laser blade will extend like a wire from the case edging and attempt to remove fingers. On a failed save, 1d6 damage and lose 2 fingers.  
  21. Escape Pod Room 1. Empty save for spots where escape pods used to be. Doors are ringed in bright orange paint. 
  22. Escape Pod Room 2. Similar to above except one pod remains. Made of similar smooth blackish green metal alloys as the rest of the ship. Glass window at approximately 3/4 the height of the pod. Inside can be seen an inhuman skeleton in some sort of armor.†† Inoperable hatch unless power is restored. Glass can be shattered with a near impossible strength check.  
  23. Archivist's Quarters. Ancient computing systems sit unpowered around the room, powerless hummingbirds lay scattered about. Now being used by Tetratus (magic user, 4HD, 14 [6] AC) acting leader of the Zealous Geometer's expedition, along with 2 of his underlings (both fighting men, 2HD, 15 [5] AC). He will be immediately hostile if he knows any of his men have been killed. Otherwise, he may attempt to parlay with the party for information. 
  24. Vertical Gardens. Small radiation sources in the walls and ceiling have kept the plants growing far longer than they should have. Many alien vines and flowers twist around each other from within their gilded housings. Extended exposure to the radiation in this room is toxic to all PCs and NPCs. If the room is visited twice for more than one turn, use a table to determine random mutations for characters. 
  25. Medical Center. An old and picked over medical center. Vertical pods with shattered glass in corners of rooms. Several healing items can be looted here, though PCs wouldn't recognize them. 1d4 Purple Sun elven thieves are picking through the room on arrival, probably descended from Level 2.
  26. Empty Room. What was once here is now gone. What looks to be a metal desk has been stripped of ornamentation, and one body lies in the corner, decaying. --> in the nearby hallway indicates an open well within the ship. If someone jumps or stumbles in and fails a save, 100 feet of falling damage as they plummet through the machinery in the lower levels. 
  27. Caged Men. Door guarded by 2 serpent-men of the Legless Star Seekers. Pitch black room full of stacked cages, most with skeletons. Upon closer inspection several cages contain 3 captured Geometers. The secret door at the end of the hallway between 27 and 28 provides a secondary entrance to the Monolith. Can only be entered via scaling a cliffside, and if exited without caution, PC takes falling damage from 30 feet without a successful save. 
  28. Meditation Room. Sealed by an "airlock" style door system, organic metal fixtures weave throughout the room, providing natural places for alien bodies to relax and meditate. Several pairs of soft shoes are present in the lock. A flickering holo-projector sits in the center of the room, the black room intermittently punctuated by the cyanic light. Holo-lenses can be stolen for 200gp each. Sound echoes extremely well here, and creating enough noise will cause pain. PCs not attempting to walk or talk quietly will create noise at ten times the volume. For every PC making noise all PCs in the room take 1d3 damage per turn. Currently empty and still. 
*Chrome Liquid. Functions as a one-time use set of flexible, light, plate armor. Used by original inhabitants in case of the ultimate emergency. If touched, liquid will quickly move to cover the entire body including all orifices. Dampens hearing partially and smell completely, but breathing and sight are still possible. Grants a +2 bonus to saves vs any inhaled poison, breath, or similar attacks, nullifies contact poisons and grants +3 AC on top of current AC. However, extended use of the armor is ill advised. Every 30 minutes of wear take 1d4 damage as the chrome anchors itself into the skin. Can be removed on command and will turn into a solid slab of metal once removed. Can only be carried in specified containers.

**Void Guardian. 5HD, 16 [4] AC. +3 to hit, 1d6+1 physical attacks, 1d10 psyonic attack requires 2 turn recharge, feeds on radiation. 15' tall, slick grey skin the texture of cured leather. Muscular arms and thick legs but no head. Thick prehensile tail. Instead of a head, a blinking metal contraption is set directly into the shoulders, with tubes inserting directly into the back and upper chest. Senses room by vibra-location, giving all PCs a -3 penalty to stealth.

***The Icon of that Which Sails the Void. A glass and alloy structure that seems to mutate without moving. Its etherial substructure creates a religious totem of indescribable shape and complexity. If meditated before for one day, the PC will be granted brief contact with the deity.

Slow-growing Crystalline Entity. Has been imprisoned for hundreds of years be the Monolith's original occupants. Nearly insane. Has been subsisting on trace amounts of radiation leakage through the ship. If freed will immediately search out stronger sources of radiation. However, may have information on some of the groups in the Monolith. Not immediately hostile but will go through anything to find more food. 6HD, 11 [9] AC, 1d4 prismatic rays per round, colors as spell prismatic spray.

††Armor from Another Sun. Ornate black and gold armor made of densely woven threads and high-grade ceramic plating. Full suit is AC as plate. Grants damage resistance to missile attacks. Motorized joint assists can absorb half of falling damage. 

8 comments:

  1. I like it! Multiple entrances and factions working towards their own ends are always a good thing. I did notice what I think may be an amusing typo in the 'Slow-growing Crystalline Entity' section - should the trace amounts of radiation be leaking through the ship? ;)

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  2. When do you expect to post the next level? I'm looking forward to it!

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    1. Hopefully within the next two weeks if my schedule allows it. Unfortunately between some work deadlines and the holiday season I haven't had much time to get writing done. Thanks for your interest though!

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  3. This is really cool, this really has me thinking up a new campaign idea. I can’t wait to see more.

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  4. Wow! I really this and that backstory is top-notch.

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