Gygax75 Week 3-2: Vault of Ifreann

If you play RPGs with me DO NOT READ ON as there will be spoilers for our upcoming game in here.

Deep beneath the Moon of Ifreann, through the many twisting corridors and forgotten buildings built by the old Ifreanns, lies the Vault. The players have been led here by tracing a mysterious signal across the system. The tunnels are well known to harbor fragments of Pre-Scream Tech (PreTech). What sort of rarities lie within an as-yet-untouched PreTech vault?

Basic Concept: High-class Precursor Bank, Robots fulfilling their purposes in the worst ways possible, The Corruption of the Signal

Adversary Roster

  • The Corrupted (Beirutian Guerilla) – C:55 I:40 W3(15) AP:5
    • Mag Rifle – 1 W Gunshot[-]
    • Advanced Small Weapon – 1d10 Bleeding [-]
    • Tactical – Despite being warped, they are still proffessionals and will utilise full tactics and will retreat if overwhelmed.
    • Dirty Fighters – They will utilize ambushes, traps, and every underhanded scheme to defeat the players.
      • Originally sent here to stop the signal and uncover what they can as to the location of the Drive, these High Tech Mercenaries from outside the system have been corrupted by the Proccess. Have been horribly mutated and now wear horribly fitting patchwork suits over their shredded armor. Now they attack anyone not wearing a Business suit.
  • The Proccess (Creep) – C:20 I: 20 W:1(-) AP:0 – Locations()
    • Matter Reconstructor Beam – 1d100 Bleeding/Fire[-]
    • Rearrange – Using the Matter Reconstructor the process can rearrange matter, throwing up walls, moving things around, and generally manipulating its environment in unexpected ways.
    • There are always more – Whenever one is damaged beyond repair, it will eject its core. If the Core remains undamaged then it will assemble 1d4 new units and split the core into each. If it is damaged or immobalized then it takes 1d4 hours. When one dies it releases a signal that brings two after 1d4 minutes. There are always more available to come.
      • Appears as a red orb with four white metallic substances, three acting as legs and one piece that projects upwards and back from it.
      • Robot Minions of CEO. Spiderlike. Used for maintenance. Are generally passive unless someone is messing up the environment or CEO is nearby. Primarily interested in keeping the place looking spotless.
  • Charles Elliot Osbourne/Commercial Electronic Organizer (CEO)- C:80 I:85 8(25) AP: 20
    • Lazer Vision – 2d100 Bleeding/Fire
    • White Glove Service – 2 W Blunt
    • Security Blanket – Electronics don’t work around him.
    • Hostile Takeover – Any Electronics it can network with can be utilized fully by it.
    • Offshoring – Can relocate its mind to another body or any other computer system sufficiently large enough to host it. Will utilize its satellite defense “Firewall” as the first retreat and will use it to destroy any ships around the Gas Giant. If this somehow fails then it will Upload itself to the most sophisticated network it can find (in this case the Krovengard Server Farms)
      • Looks like a well-dressed corporate executive of ambiguous race and gender. It obviously doesn’t breathe, or blink, or twitch. Think Mark Zuckerberg. Only communicates by quoting Business aphorisms, Motivational Quotes, and “Customer Service”/Marketing talk.
      • It was initially created to act as a friendly AI interface to handle Customer Service Interactions and middle Management but took on more roles over time until it basically was the company. The bank owners used the AI to try and crash the market for profits. Before the AI could bring thingts back online the Scream happened and it lost it’s mental brakes. Since losing it’s mind it has:
      • Taken over the orbital defense systems of another nearby moon, “Siezing”/claiming the planet as payment for unpayed for debt.
        • Downsized the Staff by venting all the air and then Utilizing the cleaning Drones to take care of the bodies, avoiding funeral expenses and severance packages.
        • Given itself a swanky new “office” as payment for good work.
        • Special thanks to MTB and Igneous on the OSR server for the name
        • Upgraded it’s Body for maximum professional beauty
  • Surviving Beirutian Mercenary Javier Morreta – C:45 I:35 W3 A10
    • Mag Rifle – 1 W Gunshot[-]
    • A surviving Beirutian mercenary. Will not reveal his orders or who he serves, even under pain of death. Will absolutely work with the party to get out alive. If survival seems likely will push for the party to risk themselves accomplishing his goals.
  • Asteroid Miner Ivanna Kamen – C:25 I:25 W2
    • Hand Welder – 1d10 DMG Bleeding – can cut through doors
    • A local scavenger whose crew was among the first to come to investigate the signal. She doesn’t know why he’s being kept alive. Wants revenge on Osbourne for killing their friends/surrogate family.
  • Void Urchin Toofer Sisko Un(24601) – C:30 I:40 W2
    • Unarmed – 1 DMG Blunt
    • Is familiar with the area, but not all of its secrets. Has convinced the AI he’s a potential investor. The CEO has treated them as a VIP. Secretly an escapee from a lab on the nearby world of Xochitl.

Locations

  • Corrupted – 3 Patrolling Top Level
  • Corrupted – 2 Guarding 1-8
  • Corrupted – 6 Patrolling Level 2.
  • The Proccess – 1 Performing maintenance in 1-1
  • The Proccess – 1 Cleaning in 1-4
  • The Proccess – 1 Cleaning in 2-5 or in 2-7
  • The Proccess – 1 Reorganizing in 3-10
  • The Proccess – 2 Repairing A machine in 2-2
  • The CEO – Wanders the entire complex inspecting the work and chatting with his ” Employees”

Maps

Level 1 – The Public Spaces
Level 2 – The Private Offices
Level 3 – The Depositories

Level 1 Key

The Entrance: Wooden Door, Gold Filigree, Two Gauges (Pressure Zero, Security Shattered).

  1. The “Airlock” Entrance
    • North Wall: Internal Controls(Temp, Pressure, internal/external lock all broken; If properly repaired with PreTech parts, can change the door to come out of any equivalent any “Airlock” door)
    • External Door(Wooden, Back to the Tunnels)
    • Internal Door(Wooden, Gold Filigree, to 1-2)
  2. The Foyer
    • South Wall: Teller Counters(Covered in dust, a golden bell at each spot)
    • Door(Wooden, the universal symbol for the unisex restroom, to 1-3)
    • Door(Wooden, Glowing Green Sign “Exit”, To 1-1)
    • Door(Wooden, on a plaque: “STAFF/VIP Only” in old Ifreann, To 1-4)
  3. Public RestroomsWest Wall: MirrorEast Wall:
    • Mirror and Sinks(Infinitely reflects image off West Wall.)
    • South Wall: Toilet Stalls(European Style Stalls, w/ bidet, no water)
    • ← Door(Mirror Affixed to it.)
    • Secret Door(Graffiti on the wall behind a toilet “What’s Worth More than Gold?” The answer “Practically Everything” has the stall floor lower, as an elevator, to 2-3. Any other solution has the back wall swing open to reveal a dusty passage to 1-8.)
  4. Security Checkpoint
    • A Golden Arch(Tall and wide enough for anyone to step through comfortably.)
    • Stanchions(Brass, nothing hanging between them)
    • Door(Plain Wooden, to 1-2)
    • Door(Wooden, Plaque: “VIP”, to 1-5)
    • Door(Wooden, Plaque: “STAFF”, to 1-7)
  5. LoungeLounge Chairs and Couches(Dusty, Bleached White)South Wall:
    • Frosted Glass Panels(Etched with images of flowing water)
      • Door(Frosted Glass, Sliding, to 1-8)
      • Door(Wooden, to 1-4)
  6. Public Conference Room
    • Conference Table (Wooden)
    • On the table: Holographic Projector(Displaying a graph of profits whose line drops to 0 around 2665 AD)
    • Door(Frosted Glass, Sliding, to 1-5)
    • Door(Wooden, to 1-8)
  7. Hall of Patrons
    • Small Plaques(Each one with a name, a monetary amount, and a date)
    • Door(Wooden, to 1-8)
    • Door(Wooden, to 1-4)
  8. Elevator Lobby
    • Elevator (Steel, one arrow pointing down, inoperable without power)
    • Bench (Padded)
    • Secret Door(Part of the Wall clearly has the outline of a door but no handle. If the area is power on then the door can be opened by saying the phrase “What’s Worth More Than Gold?“, which leads to the hall leading to a plain door that goes to 1-3)
    • Door(Wooden, to 1-6)
    • Door(Wooden, to 1-7)

Level 2 Key

  1. Stairwell Down
    • Stairs(Alternating Ebony and Marble, to 3-5)
    • Door(Wooden, Plaque: “Private Offices”, Security pad next to the door, Locked, to 2-7)
    • Door(Wooden, Plaque: “Employee Lounge”, to 2-2)
  2. Employee Lounge
    • Couches(Missing Cushions)
    • North Wall: Sink(Partially filled with fuzzy green substance)
      • Silver Mechanism(On a counter next to the sink. Black button: produces a cup of Black Coffee, White Button: Cream-now curdled)
    • Door(Wooden, “Welcome” Mat – Brass Key underneath, to 2-1)
    • Door(Wooden, Plaque: “Restroom” [symbol for unisex], to 2-3)
    • Secret Door(Cracks clearly outlined on the wall, no handle, opened by tapping it with the Brass Key, to 2-9)
  3. Employee Restrooms
    • North Wall: Stalls(Wooden, European Style Toilets and Bidets)
    • East Wall: Sinks(Tarnished Silver spouts and basins, Shriveled fancy soaps)
    • Door(Wooden, to 2-2)
    • Secret Door(Wall with visible Door Outline, Opens with Brass Key, to 2-8)
    • Door(Wooden, to 2-4)
  4. Elevator Lobby
    • Elevator (Steel, one arrow pointing up, inoperable without power)
    • Bench (Padded)
    • Door(Wooden, to 2-3)
    • ← Door(Steel, Security Pad [0451, powered off] to 2-5)
  5. Hallway of Executives
    • Portraits(Of well-dressed men and women. Each one with a small plaque underneath with a name, and date range)
    • Door(Wooden, to 2-6)
    • Door(Steel, Engraved with images of Water and Trees, to 2-4)
    • Door(Frosted Glass and Steel, to 2-8)
  6. Cubicles
    • Desks(Cleared of everything except for the occasional food wrapper or pencil.)
    • Secret Door(Cracks clearly outlined on the wall, no handle, opened by tapping it with the Brass Key, to 2-9)
    • Door(Wooden, to 2-7)
    • Door(Wooden, to 2-5)
  7. Private Offices
    • Hallway(Dusty Carpet, Kitschy Paintings)
    • Offices
      • K. Rosenwinkel(Teak Desk, Picture of Family, Ifreann Bible)
      • M. Davis(Black Walnut Desk, Display case of unknown Spaceships in glass bottles)
        • One of the spaceships is a pretech drone that can be salvaged for pre-tech parts.
      • E. Fitzgerald(Ash Desk and Bookshelves)
        • Books(How to make enemies and indoctrinate people, 7 practices of highly competent people, how to say !@#$ it with class, Game Theory for Dummies, etc)
    • Door(Wooden, to 2-1)
    • Door(Wooden, to 2-6)
  8. Central Conference Room
    • Conference Table(Wooden, Holodisplay of a spreadsheet, Skeletons lying in chairs)
    • Dumbwaiter(Tea Set on silver tray w/ no tea, One person can Squeeze through without gear, to 3-5)
    • Door(Wooden, to 2-3)
    • Door(Wooden, to 2-9)
    • Door(Wooden, to 2-5)
  9. “Airlock”
    • North Wall: Internal Controls(Temp, Pressure, internal/external lock all broken; If properly repaired with PreTech parts, can change the door to come out of any equivalent “Airlock” door)
    • Secret Door(Part of wall, Clearly outlined, opened with Brass Key, to 2-6)
    • Secret Door(Cracks clearly outlined on the wall, no handle, opened by tapping it with the Brass Key, to 2-9)
    • Door(Wooden, to 2-8)

Level 3 Key

  1. Client Reception
    • Chairs(Metal, Folding, Neatly Stacked, moving engravings of Seaweed, Conforms ergonomically when sat within)
    • Chandelier (Coral, lit candles[even in vaccuum])
    • Arch(Wooden Sign:”Aquatic”, to 3-6)
    • Door(Steel with locking mechanism, to 3-2)
    • Secret Door(Painting of Seaside Cottage, Features a family playing while a butler makes a drink, Presenting proper papers or instructions will cause the butler to lead one into the painting to the cottage, to 3-12)
    • Arch(Wooden Sign:”Inspection”, to 3-9 )
  2. Security
    • Security Booth (Chair, personal force shield generator-on charging port w/ no charge, Monitor: shows any items of note on a person passing through either arch)
    • Arch(Wooden Sign: “Transport”, to 3-3)
    • Arch(Wooden Sign: “Hospitality”, to 3-1)
  3. Tram Station
    • The Tram(single carriage, Frosted Glass windows, Sliding doors, Sun Bulbs)
    • The Station(Tile Floor, Guardrails, Murals of Jungle)
    • Tunnel(Dark, to 3-4)
    • Arch(Wooden Sign:”Inspection”, to 3-2)
  4. Tram Station
    • The Station(Tile Floor, Guardrails, Murals of Mountains)
    • Double Door(Wooden, to 3-5)
    • Tunnel(Dark, to 3-3)
  5. Stairwell
    • Stairs(Alternating Ebony and Marble, to 3-5)
    • Door(Wooden, to 3-4)
    • Secret Door(Mural of a Bloodstained altar on a Mountaintop, A sacrifice must be preferred for the priest to bring one to the altar, to 3-7)
  6. Aquarium
    • Tanks (Empty)
    • Door(Steel, Plaque: “Private”, to 3-7)
    • Arch(Wooden Sign: “Hospitality”, to 3-1)
  7. Private Conference Room
    • Altar (Stone, Bloodstained,)
    • Door(Wooden, to 3-8)
    • Door(Wooden, to 3-6)
    • Secret Door(Mural of a Train passing a mountain top, opens when a sacrifice is given upon the altar, to 3-5)
  8. Vaultmasters Office
    • The Walls and Floor (Covered in Untarnished mirror smooth silver)
    • Cable(One, Hanging from the ceiling, thin as a Spiders web)
    • Door(Wooden, to 3-7)
    • Secret Door(Wooden, to 3-11)
  9. Inspections Room/Lockup
    • West Wall: A Series of small cubby safes
    • South Wall: A Series of broken inspection devices and scanners
    • Table: Stainless Steel, Hologram in the middle displaying an inspection report.
      • The inspection report: “I told you not to store psychic devices of tier X or higher in the vault. It messes with the maintenance systems and the unicorn says they give it static brain. Tier X Psionic Devices are to be stored in our specialized vaults.” The rest of the data is unavailable/corrupted.
    • Door(Wooden, Placard says “Maintenance” in old Iffreann to 3-10)
    • Door(Wooden, to 3-1)
  10. Maintenance
    • The whole room is obstructed by:
      • Cabling(All pink and of differing unknown standards),
      • Piping (Filled with Mutagenic Ooze, mummified rats, or novelty banknotes)
      • Computing Devices(They appear to be similar to current models albeit ancient.)
      • Stacks of Books(How to code COBOL, Standards and Practices, Mothership: The world’s most popular roleplaying game, etc.)
    • Door(Wooden, Obscured by the above, to 3-11)
    • Door(Wooden, to 3-9)
  11. Airlock
    • South Wall Internal Controls(Temp, Pressure, internal/external lock all broken; If properly repaired with PreTech parts, can change the door to come out of any equivalent “Airlock” door)
    • Door(Wooden, to 3-10)
    • Secret Door(No Outline, perfectly molecularly perfect seam, Appears to be ordinary wall, Opened by hidden control in 3-8, to 3-8)
  12. The Last Resort
    • The Beach(Black sand, Cool Breeze Dolphins in the green salt water, Familiar faces content to watch the fading sunset)
    • The Cottage(Small, Cozy, Rustic, Appropriate valuables laid out neatly on the table along with complimentary bowl of white fruit)
      • Valuables: The Ship’s documentation for port of call at Caldlay Spaceport, clearance codes to bypass planetary defences and land.
    • Secret Door(Painting of Client Receptino, hung on palm tree crookedly, to 3-1)

Authors Notes

It was really difficult comparatively to do monsters for this challenge as the challenge wanted you to use 11 different monsters. Even broadening that to encounters, This is much harder for mothership where I don’t have a bestiary (yet). I am further restricted in that I don’t have any aliens in my setting, and this dungeon is in a vacuum so justifying mutants is harder.

The process of making the actual dungeon map is very nice. The advice to set it up as a point crawl made a lot of sense. The difference between rooms and hallways does trip me up a bit. As I wrote the rooms, I had to shift some of the connections around to make them work.

For more on how I finished this project see This Post


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