DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
In light of the whole "vanished civilization" thing, this is a small dungeon with the intention of developing player involvement with the slavers, the slaves, and exposing the players the lost civilization in a minor way. The intent is to have this dungeon serve as a node for side-quests issued by the factions, while at the same time showing some of the lore that the lost civilization has (not explicitly stated, but smart players will realize that you don't build a seed vault unless you're expecting catastrophe).
The outer part will be a dig-site built by the slavers (the Conglomerate, name pending) and manned by a small contingent of slaves (possible tie-ins to outside factions, new allies, branching sub-quests, key NPCs, etc.). So far the slaves have only cracked the outer vault, and are held at bay by a security system. There's a side entrance to the dungeon, but it requires fighting a dangerous plant creature that has broken out and upwards through the roof of the vault's quarantine area.
I envision this as a 12-area dungeon with rooms configuration as such:
1) Entry Hall - excavated and cleared-out. Filled with guards. Talk or fight through the entrance.
2) Inspection Checkpoint - filled with slaves and slavers trying to get through the main vault door. Branching off are the Testing Labs.
3) Testing Labs - thoroughly ransacked. A slave has found the key to the main vault door and hidden it (NPC interaction), slavers executing people in anger.
4) Cataloguing Archives - beyond the door, so yet untouched. Racks and racks of card-catalogues in dead language. Possible puzzle clue to access seed vault. Branches off to Area 5 (Outer Vault) and Area 11 (Storage).
5) Outer Vault - Strongboxes, inspection tables, testing equipment. Secure door (key in Area 11 - Storage) leads to Area 7 (Secure Vault), archway leads to Area 6 (Inner Vault), door leads to Area 8 (Germination).
6) Inner Vault - Another secure door leads to Area 7, but this one can be bypassed by solving a puzzle (clue in Area 4). Something dangerous here - encounter.
7) Secure Vault - the seed vault proper, the reward room. Extinct plant seeds worth a good amount to the right people.
8) Germination Room - beds of dry dirt, watering system, pretty empty room. Something to be found if searched, but also a danger to uncover (hibernating insects in dirt?). Door leads to Area 9 (Maturation)
9) Maturation Room - fully-grown, dead plants. Multi-level area with catwalks. Combat encounter. Doors to Area 10 (Harvesting) and one-way door (can't open) to Area 12 (quarantine).
10) Harvesting Room - Cut up plants, shrivelled fruits. Trap here (rot gasses?). Door to Area 11 (Storage).
11) Storage - Dusty crates, probably put some weird random lost civ curios in here and an encounter of some kind. Door goes back to Area 4 (Catalogue Archives)
12) Quarantine - Area taken up by some large, malicious, ancient plant. Burst through the ceiling into daylight (access to outside). Exit is one-way door to Area 9 (Maturation).
I think most encounters will be plants or some sort of ooze re-skinned as moss, as well as vermin. I need to sort out some sort of puzzle for access to the Secure Vault, but I have a few ideas. Also will sprinkle in an advantage that ties into the Big Dungeon (key or something).
The outer part will be a dig-site built by the slavers (the Conglomerate, name pending) and manned by a small contingent of slaves (possible tie-ins to outside factions, new allies, branching sub-quests, key NPCs, etc.). So far the slaves have only cracked the outer vault, and are held at bay by a security system. There's a side entrance to the dungeon, but it requires fighting a dangerous plant creature that has broken out and upwards through the roof of the vault's quarantine area.
I envision this as a 12-area dungeon with rooms configuration as such:
1) Entry Hall - excavated and cleared-out. Filled with guards. Talk or fight through the entrance.
2) Inspection Checkpoint - filled with slaves and slavers trying to get through the main vault door. Branching off are the Testing Labs.
3) Testing Labs - thoroughly ransacked. A slave has found the key to the main vault door and hidden it (NPC interaction), slavers executing people in anger.
4) Cataloguing Archives - beyond the door, so yet untouched. Racks and racks of card-catalogues in dead language. Possible puzzle clue to access seed vault. Branches off to Area 5 (Outer Vault) and Area 11 (Storage).
5) Outer Vault - Strongboxes, inspection tables, testing equipment. Secure door (key in Area 11 - Storage) leads to Area 7 (Secure Vault), archway leads to Area 6 (Inner Vault), door leads to Area 8 (Germination).
6) Inner Vault - Another secure door leads to Area 7, but this one can be bypassed by solving a puzzle (clue in Area 4). Something dangerous here - encounter.
7) Secure Vault - the seed vault proper, the reward room. Extinct plant seeds worth a good amount to the right people.
8) Germination Room - beds of dry dirt, watering system, pretty empty room. Something to be found if searched, but also a danger to uncover (hibernating insects in dirt?). Door leads to Area 9 (Maturation)
9) Maturation Room - fully-grown, dead plants. Multi-level area with catwalks. Combat encounter. Doors to Area 10 (Harvesting) and one-way door (can't open) to Area 12 (quarantine).
10) Harvesting Room - Cut up plants, shrivelled fruits. Trap here (rot gasses?). Door to Area 11 (Storage).
11) Storage - Dusty crates, probably put some weird random lost civ curios in here and an encounter of some kind. Door goes back to Area 4 (Catalogue Archives)
12) Quarantine - Area taken up by some large, malicious, ancient plant. Burst through the ceiling into daylight (access to outside). Exit is one-way door to Area 9 (Maturation).
I think most encounters will be plants or some sort of ooze re-skinned as moss, as well as vermin. I need to sort out some sort of puzzle for access to the Secure Vault, but I have a few ideas. Also will sprinkle in an advantage that ties into the Big Dungeon (key or something).