Skip to content

Latest commit

 

History

History
74 lines (68 loc) · 9.48 KB

VaultsGenerator.md

File metadata and controls

74 lines (68 loc) · 9.48 KB

Creating Vaults

The Vaults of Vaarn are subterranean ruins that riddle the blue desert. Crucially, these Vaults will always contain Exotica, the far-future treasures the PCs are searching for; therefore, the GM is advised to create one such location before the campaign begins.

Follow these steps to begin drafting a Vault.

  1. Roll a d20 to determine the basics: the entrance type, tunnel type, and original function of the Vault. This will form the base for your inspiration.
  2. Next, list five ideas for rooms, but don’t map them yet. Just picture five locations that might be found in the Vault you’re creating. If you can’t think of anything or need fresh ideas, roll on both Room Feature lists below, and combine the two features.
  3. Attach hazards to the second and fourth rooms in the list. These may flow logically from the room features you rolled; alternatively use the Hazards table below to generate ideas. Some hazards should be immediately obvious, while others might be more insidious.
  4. Attach an item of Exotica to the fifth room using the d100 table provided. These items are the goal of a vault-raiding expedition, so make sure they’re challenging to reach, but obtainable if the characters persevere.
  5. You now have five rooms for exploration. Sketch out a map of how they connect to one another. Think about doors, but also elevator shafts, staircases, teleporters, air vents, drainage systems, and other passageways. Make sure most rooms have at least two exits.
  6. Add an NPC into the Vault for the players to talk with. This could be a forgotten prisoner, an AI, a sentient ant colony, another scavenger, or anyone from the NPC table. They don’t have to be friendly, but think about why they’re in the Vault, and what they might want from the PCs.
  7. Write up an encounter table. This is a list of d8 active creatures or phenomena that may be found as you move around the Vault. Think about the encounters that would emerge logically from the details you have created so far; one of them could be the NPC you created in step 6. Use the Bestiary for ideas if you are stuck. As the PCs explore, roll a d6 each time they enter a location or make a loud noise. If you roll a 1, roll on the encounter table. You can find some generic, unthemed encounter tables below.
  8. With a map, an encounter table, and a reward for the PCs, you are now ready to play! If you want a larger Vault, return to step 2 and begin adding more ideas for rooms. Make sure to keep adding Exotica as the Vault grows in size. A party of four PCs will need to find four Exotica to reach level 2 and eight to reach level 3, so ensure it is possible for your players to advance if they are bold and clever.

Vault Basics

d20 Entrance The Tunnels Original Function
1 Steel Blast Doors Half-Flooded Fallout Shelter
2 Back of Tiny Cave Filled with Blue Sand Transport Network
3 Enormous Crater Dusty and Silent Bioweapon Research
4 Narrow Fissure in Cliff Crystal-encrusted Time Paradox Research
5 Through Old Sewer Blood Red Walls Language Virus Research
6 Atop Mountain Decorated Tiles Geothermal Power Station
7 Opens At Full Moon Fire-Damaged Nuclear Power Station
8 Scrawled With Runes Winding and Narrow Hypergeometry Research
9 Functioning Lift Descend Into The Urth Deep Core Mining
10 Broken Lift Somehow Absorb Sound Military Command Post
11 Functioning Escalator Lightless and Dank Titan AI Memory Banks
12 Broken Escalator Spiralling, Strange Titan AI Cooling System
13 Ruined Train Tunnel Lit with Bioluminous Moss Seed Bank
14 Beneath Toxic Water Surprisingly Clean Interrogation Chambers
15 Air Filtration Vent Full of Ancient Corpses Synth Production
16 Infested with Bats Incredibly Cold Illicit Cloning Facility
17 Barricaded from Inside Enormous and Echoing Spy Network Base
18 Below an Arcology Battle Damaged Recycling Plant
19 Below a Settlement White and Sterile Hidden Reservoir
20 Below a Ruin Filled with Garbage Autarch’s Hideout

Room Features and Hazards

d20 Room Feature A Room Feature B Sample Hazards
1 Banks of syntax engines Corpses in hazmat suits Carnivorous Fungus
2 Filled with blue sand Flickering broken viewscreens Ancient chaingun turret
3 Littered with plastic Speaker plays discordant music Rigged with proximity mines
4 Tangled gas ducts Weeping source of water Toxic gas leak
5 Erratic sparking arrays Blast-proof door Radioactive waste
6 Grim silent engines Conference table Faulty elevator
7 Lattice of Memory Crystal Exercise equipment Crazed guard synths
8 Enigmatic books Sleeping nooks Hypergeometric rift
9 Preserved foodstuffs Corpse seared by laser fire Magnetized ceiling
10 Home to bat colony Dead synth Unstable floors
11 Scrawled with graffiti Weapon lockers Laser grid trap
12 Functional vending machine Single mummified corpse Flooded room; electric cable
13 Overgrown with pink moss Campfire left by other vault raiders Overzealous janitor synths
14 Vats of esoteric chemicals Bloodstained laboratory equipment Sharp, self-replicating crystals
15 Abandoned dining set Warning in ancient language Capricious AI overseer
16 Echoing bottomless shaft Crazed web of wires Cannibal descendant of original inhabitants
17 Gleaming forcefield projector Warning in ancient language Mind-slaving hypnoscreens
18 Ancient insect hive Colossal dead mollusk Vault sacred to Faa nomads; intruders killed
19 Choked with dead vines Hovering polychrome spheres Vault is Lair for Monster
20 Sentient, immobile machine Humming teleportation gate Vault is Bandit Hideout

Generic Vault Encounter Tables

d8 Depth 1 Depth 2 Depth 3 Depth 4 Depth 5
1 3d6 Blue Baboons Battle Boar d6 Battle Boars d4 Cacogen Pseudo-giants d8 Cacogen Pseudo-giants
2 d8 Greenguard d6 Cacklemaw d8 Cacklemaw + War Mama d6 Walking Wombs d8 Lambent Lynx
3 Harlequin Serpent d6 Lizard Lions Subtle Stalker Leopard Worm Argent Shepherd
4 3d6 Pthalho-jackals d8 Faa Nomads d6 Hiveymen d4 Hollow Maidens Alzabo
5 d6 Grey Crickets d6 Planeyfolk Lithling Scholar d4 Glass Tigers d6 Glass Tigers
6 d6 Quill-Spiders d10 Bandits d6 Memory Eaters Regenerator d6 Regenerators
7 d6 Stumbling Drones d6 Tiger-flies Behemoth Toad d6 Behemoth Toads Chromavore
8 2d6 Yurlings Giant Azure Scorpion d4 Giant Azure Scorpions Xanthous Mycopmorph Amaranthine Death-Worm