Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Thursday, June 20, 2019

To Ebethron: 30 Encounters and 2 Mini-Dungeons for the Frozen North

Joe Manola, on his excellent Against The Wicked City blog a little over a year ago, posted a rather clever way of making encounter tables: taking a song's lyrics and writing an encounter for each line. He used The Clash's London Calling to make a post-apocalyptic table full of memorable - and highly gameable - ideas, and the concept has been on my mind ever since.

One of my favourite bands is The Sword, an American heavy metal group whose lyrics consistently conjure up images of the kind of sword and sorcery milieu that made up most of D&D's Appendix N. And one of my favourite songs of theirs is Ebethron - the last track from their first album, Age of Winters (which you'll soon see is very aptly named). I spent a few days idly writing up encounters for each lyric, and the result is a frozen wasteland, with the ruins of ancient titans, and the constant influence of a distant city ruled by vampiric elves - Ebethron itself.

Click here to listen to the song.

I first had the idea of writing this table back during winter, but never got around to it. Now it's the start of summer, and Ebethron's "realms of rime and of frost" are hardly fitting for the season - but role-playing, and fantasy in general, has always been about escapism to a certain degree. If your players ever decide to go north and just won't stop, or if you just want some arctic ideas to mine for your games, hopefully this will be of use.

THIS IS IMPORTANT WHEN ROLLING FOR ENCOUNTERS: There are 32 encounters, but two of them are miniature dungeons, detailed at the end of this post. (And I mean miniature, both very linear and with only 7 and 10 rooms, respectively.) So I've included two numbers in front of each encounter: the first is for if you want to roll for all 32, rolling a D4 for the first digit and a D8 for the second, while the second is for if you just want to roll for the encounters, not the dungeons, and simply requires rolling a D30.

In the spirit of system agnosticism, monsters are described in terms of Hit Dice, and all treasure is given a "cash" value, where cash is whatever your game's standard coinage is. The most unusual take is references to "sacks" of supplies, cribbed from the Ultraviolet Grasslands setting. Each one takes up the full inventory of a normal, 10 Strength human, who can carry a second sack if they don't mind struggling to do anything remotely physical, and holds a week of supplies. When in doubt, 1 sack = 10 inventory slots.

Ebethron awaits...

11 / 1: Black blades in their hands. A group of three ranging elves from Ebethron itself, armed with one handed swords made from a black metal no deadlier than iron but able to slice through things with such ease that armour has no effect on attacks made with them. The elves (3 HD each) will extort the party for their valuables if they feel stronger, or approach them in a friendly manner if the balance if skewed in the party's favour. Either way they will warn the party not to head to the city – whatever they seek there is not worth it.

12 / 2: Obey his every command. A caravan of wanderers, poor and haggard, four of the strongest carrying a palanquin adorned with silver and jewels. Upon it sits an old, half mad man named Ranulf, who in his madness has become able to cast the Command spell (force a creature to obey a one-word command that is not immediately suicidal) at will. The wanderers fear him as though he were a demigod, and he has grown too cruel and used to command to be controlled, even through threats. The palanquin would be worth 5,000 cash to someone in a richer land, but is difficult to move. If looted of just the ornaments, the silver and jewels are worth 500 cash and take up two inventory slots.

13 / 3: They search for that which was lost. A band of weary, armed travellers are scouring the snow in which their dog-sled's tracks can still be seen. They are headed south, but searching back up north, and will refuse to cooperate with the party and warn them off if they try to approach, even though they seem quite haggard and their supplies are clearly low. They have lost a small idol of pure gold, studded with diamonds, which lies somewhere on the trail they've left and is easily worth 10,000 cash.

14 / 4: Through realms of rime and of frost. A chill in the air, even colder than it already is, heralds a plain full of icy growths rising from the ground. They grower larger and greater in number as the party passes through the field, until, where the growths are as thick as a forest's trees, one reveals itself as an Ice Elemental (8 HD). Its attacks deal only D6 damage, but freeze the target solid if it rolls a 1 or 6 for damage. The ice is magical and will only slowly harm the creature in question (killing them in ten minutes), but breaking someone free requires dealing 10 damage to the ice. Fire/pickaxes deal double damage.

15 / 5: Where no mortal may pass. A few days before they arrive, the party sees a range of mountains rise out of the distance. There is a clear way over, an obvious pass they can see from far away. Upon arrival, however, they find a village at the base, and a wall blocking the pass, guarded by undead soldiers. Only the vampires of Ebethron, and their servants, may cross the mountain, while all others must take two weeks to travel around it instead. So much as grumbling in the town will draw the attention of smugglers who offer to spirit the PCs across the mountains, for a fee. If they pay, they are discovered halfway across.

16 / 6: Atop a dais of glass. An icy plateau rises from the earth, the air for half a mile around even colder than the air normally is. Although the ice is unnaturally blue, you can easily see through it, revealing a pile of dead bodies and the telltale glint of precious metals. The six corpses have been ritually sacrificed, and are surrounded by metallic offerings of gold worth 1,000 cash all together. When either bodies or metal are touched, the corpses rise as 2 HD zombies and attack. Any time someone misses a melee attack, runs, fires a gun, or is hit while on the ice, they must pass a Dexterity save or fall down.

17: Sits a sceptre of light. A stone tower stands alone, with no windows and a single door, topped with a brass dome which is in turn topped with a brass finial (an ornament on top of a building), which shines as if reflecting light towards the viewer's eyes no matter where they look at it from, and even if there is no light to reflect at all. Nearing the tower draws the attention of the finial, which fires a beam that deals D12 damage, ignores armour, and always hits (but only after it spends a round visibly charging the beam). It takes at least three rounds to sprint from the edge of the finial's range to the point at which the tower shields you from its attack. The Tower of Light is detailed at the end of this post.

18 / 7: A symbol of titan's might. A colossal stone statue, which one can see from miles away, coated in a thin layer of snow. At first glance it seems half broken, ravaged by time, but upon closer inspection the destruction of it is, in fact, a key element of the piece. The entire statue carved from a single stone block, with the decapitated head fused with the stone platform, rather than having fallen from the empty neck above. A small tent village has formed at the base, worshiping the statue as the obvious work of a god.

21 / 8: He comes from cities of darkness. A lone dwarf named Ad'absam, with ivory white skin and a set of darkened glasses marches across the plains. He wears the leathers and furs of creatures you've never seen before, and claims to be from far beneath the surface of the earth. He believes the surface world is all like Ebethron's surroundings, that the world is flat, that local stories of southern lands are fantasies, and that the sun is only a few miles away. He offers to pay with cheap gems (has a bag of 7, worth 20 cash each) for the PC's knowledge of the world, but grows frustrated if the stories don't match his world view.

22 / 9: To suffer harlots and fools. A band of travellers with dog-sleds are headed the same direction as the PCs, and much, much slower. There are only two capable travellers in their party of eight, a husband and wife, while the rest are at best academics out of their element, at worse noble scions insisting on carrying all manner of luxuries that do nothing but weigh them down. They are only a week away from running out of supplies, but any offer of help will be refused and taken as an insult by all but the experienced rangers.

23 / 10: Loneliness is his raiment. A titan's corpse lies at the centre of vast plain. It was stripped to the bone long ago, nothing more than a skeleton now, and at the very centre of it there lies a single hut. A lone human lives within, a hermit and hunter who lives in self imposed exile. He has a 2-in-6 chance of being home when the party arrives. He will gladly share his stores of food, and explains he was cursed to be unable to deny others what they want of him, and so was ordered to head to an uninhabited place by those who loved him.

24 / 11: Solitude is his jewel. As the party climbs a hill, a single man crests it before them, close enough that they can see the horror on his face and the huge diamond in his hands before he turns and flees. The jewel is cursed, so that anyone who touches it with their body (even through clothes) is compelled to steal it and flee from civilization. Only a day spent without touching it will dispel the curse's influence – that, or breaking it, which will also dispel the curse's ability to enchant more people. If sold, it would be worth 4,000 cash, or 1,000 cash if shattered.

25 / 12: He's walked through valleys of solace. A lone man approaches from the distance, waving at the party from a long distance. The man, named Harald, has no supplies left, nor wealth which with to trade for them, and claims he has spent the past month utterly alone. He eagerly wishes to converse with the party, and share in their supplies, but is in reality a scout for a bandit gang. Only a day after he leaves, he will return with five allies, all of them hardened by the north (2 HD), unless the party clearly outmatches them.

26 / 13: Beheld the spires of sleep. A spire made of ice as blue as sapphires stands in a hilly region. As the party nears it, they will see a strange red flash come from the spire, and find themselves forced to make a Charisma save or fall asleep. The spire is an Ebethronian device that duplicates a spell's effects (albeit somewhat weakened) upon all who view it. The round after the spire shines, six 1 HD slaver and one 3 HD wizard – their leader – will charge over a nearby hill, hoping to use the party's confusion and sleep to their advantage.

27 / 14: He's fed the pyres of the fallen. A cloud of smoke is seen far before the source – a small wooden pyre, next to a small copse of trees. A man named Einar sits next to the fire, seemingly catatonic, but when he notices the party, he will draw a knife and charge them with a terrified face. He fights with surprising strength, as a third level fighter, but is impulsively suicidal after the death of his son at the hands of a sudden disease (it is his body he has just burnt). Einar is unwilling to kill himself, but if the party does not kill him, he will ask to fight with them so that he may die in battle.

28 / 15: And heard their widows weep. A large procession is slowly travelling north, mostly humans, but lead by elves returning to Ebethron. They have a large cart full of tribute, pulled by undead. Much of the human population is composed of families of the dead, who, by Ebethronian law, will be paid for the use of their family members' corpses, but only once they arrive at the city.

31 / 16: We come from cities in darkness. A band of heavily armed elves from Ebethron itself, heading south with one of their vampiric nobles. They have a few human slaves with them, bloodbags for the vampire, and will stumble upon the party after night falls (and when they are just beginning their "day's" journey). The vampire will insist the party wake and converse with him – he's quite harmless, but unused to any degree of disobedience, and prone to offending mortal creatures. He offers a pearl from the Northmost Sea, worth 200 cash, to each non-human and non-elf willing to let him taste their blood.

32 / 17: To conquer cowards and fools. A three step pyramid of stacked stones, each one the size of a house, looms over the horizon. Around its base a small town exists, with farms on the first layer of stones. The population live in fear of the "titan's voice", a booming voice that seems to speak out of the stone itself to issue commandments. Those who blaspheme the voice are chained on the second layer of the pyramid, and vaporized by a beam from above in front of watching crowds. Only priests of the voice are permitted on the top layer. The voice does not exist – anyone who speaks into a pit at the top can cause the voice to emanate, and the vaporization comes from a purple "ioun stone" they possess, which, if allowed to orbit one's head, grants access to the Missile spell (D8 damage) and an extra safe use of magic per day, even if the wielder has no other magical ability.

33 / 18: Loneliness is our payment. At the top of a hill, there lies an old stone fort, really just a squat tower. It is inhabited by four 2 HD elves from Ebethron. They will ask if the party is friend or foe, and make overtures of protecting the fort, but will invite them in at the drop of a hat. They have been "promoted" to this position, well-paying but excruciatingly boring, from their homes in Ebethron and it has been months since their last visitors. They speak fondly of the city, but gloss over the bloodier details. They can feed the party for a day, and sell them up to five sacks of supplies for the normal prices.

34 / 19: Solitude is our due. A large, crater-like depression in the earth – an alas – is surrounded by a low wall about the height of a man. Within the alas there lies a village, fifty people or so in total, with the wall manned day and night by two people who circle it, keeping themselves on the opposite side of their partner. They will allow the party into the village, but only if they allow themselves to be unarmed – and then they will refuse to let them leave, for fear of them telling raiders where they are. If the party does not agree to be armed, a group of ten villagers will follow and attempt to kill them.

35 / 20: Walk through valleys of solace. A huge valley is the only way forward, following a freezing river. After the first major turn of the river, each side of the valley is dotted with stone cairns, each and every one half ruined. A closer examination reveals that the cairns have all been dedicated to the dead, with dates that reach back centuries. There are no corpses, however. And every cairn is broken outwards, not inwards, as if something had forced its way out.

36 / 21: Ascend the spires of sleep. A set of three thin, towering spindles of ice rise into the sky, blue and supernatural. At the top of each a humanoid figure can be seen within the ice, revealed on closer inspection (which will usually require climbing a spire) to be a naked elf with green tattoos and gold necklaces worth 1,000 cash each. They claim to have been imprisoned there for rebelling against Ebethron, and offer to journey with the party. This is true for two of them, but one of them was imprisoned for legitimate crimes, and will act cruelly and betray the party the moment they are given a good chance.

37 / 22: Ignore the warnings of prophets. As the party sleeps, they dream of a great plain of a checkerboard pattern, from which rise crystal spires. Shifting, geometric shapes speak to them through telepathy, urging them to "trust not the poisoned flesh of earth". The next day, the party will come across a large growth of lichen, which smells sweet and causes them to salivate. The lichen is perfectly harmless and, in fact, will "overheal" each person who eats it fresh so that their HP is equal to their max HP, +1 per level. The spirits that spoke to them are evil ones, who sought to give them false and harmful prophecies.

38 / 23: And for your children I'll weep. A small village is settled on the slope of a tall hill, built around a small iron mine. Despite being well off and well defended, the whole town seems to be caught in a state of depression. They are unwilling to speak about it, but if you press the issue or ask the right people, they'll reveal that the town was extorted by Ebethronian elves for their children. The elves are less than a week away, travelling slowly, and tribute missions are not known to turn around even if robbed – if someone could steal the children back, there would be no retribution from the elves.

41 / 24: Skies blackened with crows. A herd of reindeer have strayed to close to a cliff, which suddenly gave way under their weight and caused a few dozen to plummet to their deaths below. There is a near limitless supply of meat there – as many sacks of meat as the party can take – but there are already at least a hundred crows feasting on the bounty. More will arrive every few minutes, so the party must work fast if they do not want the crows to begin harassing, then outright attacking them as they work.

42 / 25: Shadows on winter snows. A pair of huge vultures nears the party. Each is the size of a horse, with 4 HD but weak claws that deal only D6 damage. However, they fly themselves into the path of the sun's rays, causing them to be functionally invisible, before diving down and targeting the party's ranged attackers. Each successful attack knocks the target to the ground, making them unable to fire at the vulture before it returns to the cover of the sun. Their targets are heralded a round before they attack, as they shade them slightly from the sun, letting the target fire blindly at them at no penalty, if they think to do so.

43: Within a temple of ice. A long temple sits atop a hill, abandoned and, at first glance, seemingly made out of lapis lazuli. In reality, the blue structure is made of supernatural ice, that chills the air with such intensity that the surroundings feel as cold as night in the middle of the day. Once inside the temple, the temperature feels merely cool, no matter how warm the character otherwise is. The Temple of Ice is detailed at the end of the post.

44 / 26: Priestesses perform the rites. A town is situated around a tall, stone tower, on top of which lies a smoky bonfire that burns day and night. The tower is a temple of fire worshipers, who have come north to praise the sun in the month long days, and act as a beacon in the month long nights. Each priestess – for they are all female – blesses the townsfolk at request, but this is just for show and superstition. Their true popularity comes from the spells they cast, with which they protect the town from raiders, making it the place to trade even for people who live weeks away.

45 / 27: Witness the setting of suns. As the sun sets, the party comes across a large, snowless plain, the edges of which are dotted with lichens, small trees, and even flowers. At the centre of the plain, however, nothing grows, and skeletons dot the ground. When the sun passes over the horizon, a distant sheet of ice will reflect and focus the sun, blasting the dead zone with intense heat, setting everything inside it on fire, and the living area around it with minor heat, dealing D6 damage that ignore armour.

46 / 28: The darkest days have begun. As the sun rises, it turns in the sky, prevented from ascension by the dark enchantments of Ebethron. For a month, days shall be as dark as dusk, dark enough that vampires can walk about without fear of harm, and the land shall cool so much so that PCs will not heal overnight, instead taking 1 damage per level, unless truly powerful (and often magical) methods are used to keep them warm. (IE you have to keep a campfire fed all night, and sleep right next to it.)

47 / 29: Let the seers come forth. A trio of women – a maiden, a mother, and a crone – stand in the party's path. They are, in fact, the avatar of a single god, the Triple Goddess. They say that if you offer your heart to them (a symbolic but supernatural ritual that reduces your Strength by 2, permanently), they can offer one boon to the subject, depending on who you offer your heart to. The maiden sees the future, and grants you a single "luck" point, which you can spend at any point in the future to turn a failed save into a success. The mother sees the present, and grants you internal change, swapping any two stats of your choice. The crone sees the past, and grants you retroactive healing, healing any injury you've suffered as if it had never happened in the first place.

48 / 30: At morning's light we ride north. As the sun sets, the party comes across a small settlement made much larger by a field of tents surrounding it. Though they will be stopped if they approach, the town will gladly welcome them – and, in fact, refuse to let them leave that night. The tents belong to visitors from nearby settlements, which have banded together to march on an Ebethronian outpost to the north, well defended and full of tribute from the surrounding region. The PCs will not be allowed to leave lest they be spies, but they will be asked to join the warband and gain a share of the loot.

Mini-Dungeon #1: The Tower of Light
Please forgive my lack of artistic skill and ambition.
A stone tower stands alone, with no windows and a single door, topped with a brass dome which is in turn topped with a brass finial (an ornament on top of a building), which shines as if reflecting light towards the viewer's eyes no matter where they look at it from, and even if there is no light to reflect at all. Nearing the tower draws the attention of the finial, which fires a beam that deals D12 damage, ignores armour, and always hits (but only after it spends a round visibly charging the beam). It takes at least four rounds to sprint from the edge of the finial's range to the point at which the tower shields you from its attack, giving it three rounds to attack you. The Tower of Light is detailed at the end of this post.

Room 1: Light
The door to the tower lies rotting and collapsed, and the edge of the first room, a foyer, has clearly laid abandoned for decades at least. A spiral staircase sits at the centre of the room, surrounded by a translucent wall of light. Several animal skeletons lie draped across the boundary. Touching the light with your person (body or worn items, but not what you hold) paralyzes whoever touches it until they are removed from the light, either by being pulled back, or pushed forward to the other side.

Room 2: Void
The staircase up is narrow and ends at a closed door. Opening it reveals nothing but a air-filled void beyond, except for another portal ten feet in front of the first one. If you cross the void, the portal back to the real world opens from the side of the tower, revealing a storage room with no staircase going down, only one around the edge going up. Most of the supplies have rotted into uselessness, but even a cursory search reveals a potion of Cling (which allows you stick to anything at will for ten minutes) and a potion of Flight (which allows you to fly as fast a bird for up to a minute).

Room 3: Laboratory
This room is full of long since decayed laboratory equipment and scribbled notebooks, though someone familiar with magical research can find some useful (and fragile and heavy) equipment they can sell for 100 cash total. Examining the notes reveals no useful information, but suggests the builder of the tower was an aeromancer, skilled in the arts of light manipulation and teleportation. A spiral staircase going up sits at the centre.

Room 4: Gravity
This room is a library full of rotted books and decaying bookshelves around the edges, as well as a desk in the corner. There is a book seemingly stuck to the ceiling. The centre and edges of the room are normal, but there is a concentric ring of reverse gravity between them, pulling those unprepared for it ten feet up, and ten feet down if they leave it. The desk has a glass scrollcase on it, holding a scroll with the Blink spell (teleport up to Close distance away) written on it. A staircase going up takes up a quarter of the room's wall.

Room 5: Garden
A room full of overgrown plants, growing out of planters and overturned pots, with spilled dirt covering most of the ground. The air is thick with moisture, so much so that the room is full of a fine mist that leaves dew on everything. The plants are mostly ingredients for magical purposes, and can be collected for two sacks of supplies, each sack worth 50 cash if sold to an alchemist. A spiral staircase going up sits at the centre.

Room 6: Portals
Two stone slabs the size of large doors stand on either side of this otherwise nondescript room. One has a glowing, swirling, blue vortex on it, beneath the word "exit", while the other has nothing but the stone, beneath the word "entrance". Touching the blue vortex allows you to push past it into a green, warm field in a distant and far more agreeable land. However, if you push you and everything you carry past it, you will not be able to return through the portal. A staircase going up is nestled against the room's wall.

Room 7: Study
This room is a finely decorated bedroom and study, with a brass roof. A ladder leads up to a hatch in the roof which allows access to the tower's brass dome and the enchanted finial, which loses all magic if severed from the dome. The finery, if looted, is worth 500 cash and takes up the space/weight of a sack of supplies. Easier to loot are a chest full of 300 cash and 9 moonstone gems worth 50 cash each (450 total), a silver statuette of an angel sitting on bedside table worth 400 cash, a potion of Sublimation in the bedside table (which turns you into a cloud of mist for ten minutes), and a scroll of Light (summon a floating orb which casts light as a lantern) on a desk.

Mini-Dungeon #2: The Temple of Ice

A long temple sits atop a hill, abandoned and, at first glance, seemingly made out of lapis lazuli. In reality, the blue structure is made of supernatural ice, that chills the air with such intensity that the surroundings feel as cold as night in the middle of the day. Once inside the temple, the temperature feels merely cool, no matter how warm the character otherwise is. The Temple of Ice is detailed at the end of the post.

Room 1-1: Entrance
A statue sits in the corner, holding a silver sword out as if presenting it. (Worth 200 cash, counts as a one handed sword that can harm incorporeal/silver-weak creatures.)

Room 1-2: Collapse
A single huge pillar stands in the centre of the room, or rather stood, as it has since collapsed. The roof above sags menacingly, slowly melting and dripping water down.

Room 1-3: Skeletons
A set of stairs in the corner go down to room 2-1. Five 1 HD skeletons have been frozen into the walls. By the time the PCs return to this room, they will have just freed themselves.

Room 1-4: Pool
A hole has opened in the roof, filtering light into the room. Six pillars stand close to the walls, engraved with images of titans walking amongst (and towering over) mountains. The room has a small layer of sapphire blue water, which radiates extreme cold and freezes anyone who touches it for D4 damage per level. Making steps across it is easy, however.

Room 1-5: Scrolls
A corpse sits in the corner of the room, dressed in a wizard's robes and surrounded by scrolls. One contains the Freeze spell (freeze a door-sized area of water, or deal D10 damage to a wet creature, ignoring armour).

Room 1-6: Engraving
A large stone – not ice – engraving lies against the far wall, detailing a group of humanoids worshiping a crowned titan. The humans and titan are coated in silver, the titan's crown in gold. Unharmed it would be worth 5,000 cash, but is very hard to transport. Scraping the silver and gold off will net 500 cash that can be carried in a moderately sized bag.

Room 2-1: Draugr
A single, armoured corpse lies against a wall. It holds a sword in one hand and a silver statuette of a crowned titan worth 200 cash in the other. It is actually a standing 3 HD Draugr, not a lying corpse, and will attack anyone who touches it or its gear.

Room 2-2: Wight
A silver chess board worth 200 cash, the pawns humans, the other pieces titans, sits on an altar in a corner of the room. If taken, a 2 HD Wight will materialize. Its attacks, while weak, ignore armour and always hit, and it can only be harmed by silver weapons.

Room 2-3: Swords
A set of five iron two-handed swords worth 50 cash each hang from large icicles hanging from the ceiling. Wrenching each one free has a 1-in-4 chance of causing the icicle to drop and deal D8 damage if a Dexterity save is not passed.

Room 2-4: Heart
A golden statuette of a titan sits on an altar against the far wall, worth 1000 cash. If taken, the entire temple will begin to melt. It takes a round (10 seconds) to go from one room to the next. After six rounds/one minute, the temple will begin to collapse, dealing D8 damage to everyone still inside each round for another six rounds/one minute, at which point it will collapse outright, killing everyone still inside.

Saturday, January 12, 2019

Abandoned Vaults of the Fallout Survivors: A Procedural Post-Apocalyptic Fallout Shelter Generator

Work progresses on my gonzo post-apocalyptic setting. I'm tentatively calling it the "Weirdocalypse" but the stuff I promised to write in my last post isn't finished yet. (I did write a Friendly Demon class because I like the idea of a revelatory apocalypse (see the section on "unnamed post apocalyptic project"), and because I like Hellboy/BPRD, especially the stuff where (SPOILERS!) the apocalypse comes but humanity fights back.)

This started as a simple list of abandoned fallout shelter - "vault" - traits inspired by this "random observatory" post over on Hexplorations. Then I started putting in some rules for layout generation inspired by the sadly now-removed random dungeon generator from Melancholies and Mirth (his tiny dungeon generators are still up, however). Then I wrote a table of encounters, so of course I had to write some other tables for certain types of vault inhabitants, and... well, now it's much larger than it started.

So this post is split in two parts. One will generate the outline of a vault with just five rolls of a D6. After that, however, there's a section which you can use to generate the layout and contents of the vault ahead of time. You can safely ignore the second part, but it won't make much sense unless you read the first part - so don't skip ahead.

Generating Your Vault
Roll a D6 for each category. The categories include location, design goals, what caused it to collapse, who lives in it now, and what treasure the vault is rumoured to hold. If a rolled result displeases you, or if you have a good idea for any of them, write your own and use it instead. This is meant to inspire, not constrain.

From Fallout


Where is it located?
Reaching a vault is as much an adventure as entering it. It can be difficult to find, difficult to enter, or naturally dangerous to approach – or any combination of the three. Even when not dangerous, making the approach noteworthy is worth at least a little description.

1 At the bottom of a small cave system. Signs and metal scaffolding clearly show which way to go, but there may or may not be divergent tunnels along the way. There may be an ecosystem living in the caves, possibly containing dangerous creatures.

2 In the ruins of a small and long since abandoned town. Most of the buildings have been picked clean of valuables, but who knows what you might encounter while searching for the vault's entrance building.

3 Inside a military base or similarly defensible position. Built on top of a hill, or in a vast plain, or anywhere else that makes it hard to approach unseen. Depending on the nature of the vault this could be a fence and ditch or a full-blown modern fortress.

4 In the mountains or hills, with a long hike required to reach it. The road used to build and reach it may have collapsed or been covered in a landslide in the centuries since the vault was built, further complicating reaching the vault.

5 On the outskirts of a nuked city, still glowing from the radiation. This far out means you'll only need to endure Medium radiation, but with the number of buildings in the area it may take hours (and therefore Saves vs Radiation) to find the entrance to the vault.

6 Beneath an island at the centre of a sizable lake. The bridge has long since collapsed from disrepair, and a lack of fish or major rivers connecting to it means no one has built a boat here. You could swim, but you can't see what's under the murky waters.

Who built the vault, and for what purpose?
The purpose of a vault says a lot about the layout, but it also helps paint a picture of the vault's interior. A military bunker implies weapons, blast doors, and spartan efficiency; a scientific bunker implies research, high-tech gear, and derelict machinery; a civilian bunker implies recreational areas, comfortable hallways, and large population numbers.

1 A single private investor, who built an extensive vault instead of a small one either to hold many people they wanted to protect or just them and a few others in considerable luxury. Luxurious either way, as someone rich enough to "throw away" money on a vault had the capital to make it meet their every standard.

2 Multiple private investors who pooled their money. Typically members of the same community, either literally (as in they were neighbours) or notionally (an extended family, a religious endeavour, an online crowdfunding group). Relatively spartan but efficient, as the investors wanted the best bang for their buck.

3 A government, for government workers. Usually military or scientific in nature, but some were built to save leaders and their families. An odd mix of high-quality necessities and low-quality furnishings, as governments can afford expensive gear but cut costs wherever possible in order to stay within their budgets.

4 A government, for civilians. Designed to house families ostensibly for moral reasons, but usually so that the government would have loyal citizens by the time they were ready to leave the vaults. Balanced between efficiency and quality, and designed to hold as many people as possible (often even more than those who entered the vault).

5 A corporation who sold entry to civilians. Either built for luxury in every respect, or as cheaply as possible to maximize profits, and only very rarely somewhere inbetween. In either case these vaults are prone to malfunction, as many were built by corporations who didn't fully believe they would ever actually be used.

6 A government or corporation for a purpose other than surviving a nuclear winter. It could be a military bunker, or isolated research facility, or secure bank vault. Limited ability to endure long term sealing let those inside survive the fallout, at the cost of leaving much of the facility derelict and abandoned.

Why did it fail?
There are plenty of vaults out there which worked. Some were designed to last just the first few weeks of the fallout, releasing their inhabitants to a harsh but survivable world. Others were built to last centuries, and did, releasing eighth or ninth generation inhabitants to more stable surface conditions. These vaults are long terms vaults which failed.

1 The builder(s) intended the vault to be a social experiment. One or more aspects of the vault were designed to be contrary to normal expectations in order to study the effects of the change. Most vaults survive these experiments. This one didn't.

2 Faulty air filtration or recycling systems led to asphyxiation, either over the course of months or a few short hours. By the time the PCs enter the vault it has rebalanced to breathable levels, but the vault is full of dead bodies with no signs of a struggle.

3 Internal conflict led to mass casualties. The survivors were either too few in number to recover from the population loss, or the fight exhausted critical supplies. The vault is littered with signs of conflict – barricaded rooms, spent ammunition, dead bodies.

4 A robot uprising of servant robots or, more likely, combat robots that were meant to be kept in storage, which were reprogrammed or suffered an error that led to total organic extermination. Depending on who's in the vault now, these robots may still be present, either active or lying dormant.

5 An earthquake or close range nuclear detonation caused critical damage to the vault, which finished off those who weren't killed by the initial disaster. The vault is either full of cave ins, if an earthquake, or surrounded by Medium radiation, if a nuke.

6 What started as a small fire quickly spiraled out of control when fire suppression systems failed, and the survivors couldn't pull back from the disaster. Most of the vault is coated in soot, and where the fire spread is full or ash and melted plastic.

Who occupies it now?
Each of these vaults follows the same chronology – built, inhabited, fell apart, looted of the most obvious and near-surface supplies, then settled. If it's settled by good people the party won't have much danger in dealing with them, but although these groups are all inherently combative, most can be reasoned and bargained with.

1 Raiders who use it as a stronghold and staging ground for attacking local settlements and trade routes. Many such groups will have only a small, secure presence inside the vault (their leaders and valuables), with a larger settlement built outside the vault's entrance. Whether they'll let the underlings in during a siege is always unsure.

2 Intelligent mutants long since cast out from "normal" society. Tend towards negative mutations rather than positive ones. As capable of reasoning as anyone else, but decades of isolation have led to a vast regression in terms of technology. They will initially fear and/or hate anyone who isn't a mutant, and are likely to kill trespassers for their goods.

3 Techno-cultists, a cargo cult which doesn't understand the tech it worships. They are not immediately hostile but will refuse access to the vault and demand tithes of high tech gear. They experiment on bought slaves or, when not able to buy them, use their advanced weaponry to raid nearby settlements for test subjects.

4 Mutated animals, either an underworld ecosystem or a single hive or series of nests of one particular species. The creatures may not necessarily be territorial, but if not, are aggressive nonetheless due to being predators in the first place. There may well be just a single powerful creature – a rad-dragon sleeping in its lair.

5 Robots programmed to kill intruders or simply anything that breathes. Range from deadly combat androids to servant androids with makeshift weapons or nothing but their mechanical strength. Won't kill robot PCs or PCs with lots of cybernetic implants, but will attempt to subdue and reprogram such characters to their cause.

6 A single powerful psychic, or wizard if your game includes magic, or superhuman mutant if your game lacks psychics, along with a few lackeys and other hangers-on. They need not be explicitly evil but their powers make them arrogant and prideful, and not likely to let the party explore the deeper parts of the vault without demanding payment.

What horrors lie within its deepest recesses?
These are the "boss monsters", but more accurately are here to mix up what threats the PCs face and give them something to deal with if they manage to talk or sneak their way past the vault's inhabitants.

1 A Rat King – a couple hundred rats fused together in a horrible, writhing mass of fur and flesh and teeth. Every successful attack against them knocks rats off, who continue to attack anything organic in smaller but still dangerous swarms. They can be reasoned with, and are intelligent, but have all the desires of a rat, and care only about food.

Like the Rat-King from Hilda, but deadly as well as creepy.

2 A Combat Warform robot, a giant metal man. Its military armour grants it great armour but its high-tech servos keep it moving faster than any man, while each powerful arm ends in a weapon. One is a laser with great range and the ability to ignore armour, while the other fires rockets of either anti-armour or anti-infantry design.

3 A Radiation Elemental, made of pure energy and living only to irradiate the unirradiated. It projects radiation around itself, and fires beams of intense heat at anything in its way. Anything radiation can penetrate it can penetrate, allowing it to phase through walls to ambush prey or flee from threatening foes.

4 A Hydraic Flailsnail, a giant snail with a several heads which end in sharp, mace-like protrusions which it flails at anything living over a certain size in order to kill and devour them. Slicing and cutting does no damage as it regrows its head with alarming speed, and while it can be outrun it moves at a surprising pace.

5 A hive of Fungal Shamblers, once humans, now zombie slaves to the cold and alien intelligence of a fungus. Their spores deal 1 damage per round spent breathing them and any intact human corpse exposed to them slowly turns into another Shambler. When such infestations break free, they can destroy entire nations before being put down.

6 A tribe of CHUDs (cannibalistic humanoid underground dwellers) come up from a cave the vault opens into. They hunger for anything, but especially the flesh of thinking creatures, which they consider a delicacy. They are surprisingly intelligent themselves, prone to bargaining and infighting, crucial means of overcoming their large numbers.

What treasure is it said to hold?
These are all treasures, but the part in bold is what local Wastelanders say is in the vault, and the rest of the description is what actually is. My idea is that no player will be disappointed with what they find, but that each description could mean many things. Is a fire-lance a nuclear missile or a laser rifle? There's only one way to find out.

1 A fire-lance, one of the weapons the Old Ones used during the End of Days. Not a nuclear weapon but rather an advanced form of energy weapon, combining the best elements of plasma and laser weaponry. Its stats are: D6+1 or D8 damage, Far range, two hands, ignores physical armour but is 100% blocked by energy armour. It comes with 100 shots or runs out of ammo when you critically fail or succeed an attack roll twice in a row (either or). You can burn a shot/make an attack roll that autohits to melt nearby metals.

2 Bombs which erase whatever they hit from existence. A bandolier of six light grenades (which all fit in one inventory slot). When thrown, any free-willed creature (humans and the most intelligent robots and animals) caught within their purple explosion is displaced from reality for a minute, returning to the same location if safe, or the closest safe location to it if unsafe, as if no time had passed for them.

3 Potions which make you "better." Four tonic injectors with the words harder, better, faster, and stronger on the front of each of them. Harder raises your Constitution by 1, Better your max HP by 1, Faster your Dexterity by 1, and Stronger your Strength by 1.

4 A glowing dagger which kills anything it strikes. A dagger: D6 damage, Melee range, one hand, concealable and throwable, which is made of radioactive crystals. It is harmless to hold but once it deals damage to a target they keel over vomiting and die within rounds. Large creatures get a Save vs Radiation to resist or are simply immune if too large, and anyone immune to radiation is immune as well. If the attacker rolls a critical success or critical failure on an attack roll with it, the dagger shatters into a thousand pieces.

5 A metal statue which a man can enter and move around. A suit of power armour which requires one power cell per twelve hours of use. It counts as plate armour but does not interfere with movement, only occupies one inventory slot, does interfere with climbing, swimming, and stealth, reduces incoming radiation by one step, filters toxic air into breathable air, and gives the wearer Advantage on all Strength and Melee Attack tests.

6 An iron mask of an ancient warlord, imbued with magic power. Whether it's magical or not, this metal helmet with a mask attached is impressive. Whoever wears it deals +1 damage with all weapons and has +1 on reaction rolls with anyone who respects military leaders. Simply wearing it is enough to make people believe you're at least an officer, in whatever sort of army still wears helmets like it.

Modern replica of a 13th-century Kipchak helmet with war-mask.

Generating The Contents
This is all shaky at best and as of yet untested, but it'll give you a halfway decent dungeon that at least partially makes sense. As above, if you have a better idea, include it - it's not "fudging", it's being a smart GM. For one, you're extremely likely to repeat encounters here if you stock all but the smallest vaults, and many of them are fairly unique. For two, I haven't included loot tables or trap tables (but I do have some things you should look at for inspiration below).

Keep in mind why the vault was built and why it fell while you do this. The best dungeons tell a story, however light, and vaults are no different. Another important thing to consider is the general state of disrepair. Are the lights still on, and if not, are they out completely or just in certain parts of the vault? Are the doors jammed, or easily opened? Is it overgrown everywhere, or only in a few isolated pockets?

Layout Generation
The upper layer of the vault contains 2D6+3 "rooms", which are large networks of literal rooms held together by a shared purpose and connected to each other by chokepoint hallways. The ones here are all residential in nature, bedrooms and mess halls and kitchens and the simple service jobs needed to keep vaulters from going nuts. Organize the Residential portion of the vault in a:

1 Square
2 Long Rectangle
3 Full Circle
4 Hollow Circle
5 Cross
6 Triangle

Then pick a random room to be the entrance to the vault. It could be accessed by an elevator (all of which have stairs in case the elevator breaks), if somewhere towards the centre of the vault, or by a tunnel, if connecting to one of the vault's edges.

Each offshoot has D3+1 rooms and D3-1 one room offshoots of its own. These separate from the vault and sprawl outwards in a random direction:

1 North
2 East
3 South
4 West
5 Down
6 Down

Offshoots which go down are only one floor beneath the vault's main floor, rather than moving multiple floors down. They can go in any direction, it doesn't really matter.

Every vault has an Agricultural offshoot, which is where the vault's air and water are recycled and where the hydroponics bays are located. Military vaults have a Bunker offshoot with some weapons left over. Scientific vaults have a Research offshoot containing high-tech gear and failed experiments. Luxury vaults have a Recreational offshoot containing gardens, clubs, and swimming pools.

If the vault was destroyed by an earthquake 1-in-3 rooms are partially caved in. If the vault was destroyed by a nuke 1-in-3 rooms are filled with High radiation. If the vault was destroyed by a fire D6+1 rooms are nothing but ash and melted plastic. If the vault was destroyed by infighting, D3+1 rooms have been barricaded from the inside.

Raiders, Mutant Humans, and Techno-Cultists all occupy D3+1 rooms somewhere in the vault. A Psychic/Wizard/Superhuman occupies a single room. Robots and Mutant Animals don't have a set location and instead simply modify the results on the vault stocking table, but you might want to consider putting a central hive or AI supercomputer in a random room.

Lastly, find the two rooms furthest from the vault's entrance. One of these contains the horror rolled previously, the other contains the treasure rolled previously. If they aren't the same distance from the entrance, the horror is the in the room closer to the entrance.

Stocking Rooms
Once you've got the vault's layout down it's time to fill it out. The rooms full of the vault's inhabitants, and the room containing the horror, have already been cleared out. Rooms damaged by cave ins, radiation, or fire haven't, and neither has the containing the vault's legendary treasure, or rooms that have been barricaded.

You can do what I like to do, and stock the vault ahead of time, or you can roll a result on the table below each time the party enters a new room.

1 Loot
2 Loot + Trap
3 Loot + Monster
4 Monster
5 Trap
6 Inhabitants

It's at this point you should also consider which rooms are caved-in and irradiated. Just roll an extra D6 along your "stocking" D6 and collapse/irradiate the room if you roll a 1 or a 2.

I'm not going to tell you what traps or treasure or monsters to use but:

Keep in mind why a trap would be here. This is one of the reasons I like stocking ahead of time, since if a lot of traps are in one part of the map I can say "oh, there must have been someone setting up traps here". It also helps you figure out what traps to make. A vault with no inhabitants will tend towards natural hazards like leaking pipes, while one with raiders will have alarms, and one that fell to infighting will have proper deadly traps.

Treasure in a post-apocalyptic game shouldn't be based on money. A vault doesn't have much use for cash anyway since it's more of a communal effort. What they do have is a lot of Old World gear you can't find anywhere else.

Okay, I will tell you what monsters to use.

Populating Encounters
If you roll the inhabitants result the monsters there are agents of whichever faction is currently inhabiting the vault. Raiders plotting an overthrow, Techno-Cultists looking for new tech to worship, Mutants wandering because there's nothing better to do. If you rolled Mutant Animals or Robots, instead roll on the encounter table for them.

The monsters result prompts a roll on the monsters table unless you rolled Mutant Animals or Robots, in which case you roll on their encounter table instead. Monsters + loot depends on context but whenever possible make dealing with the monster a requirement before the party can get their hands on the loot.

If you roll the same result twice and it's one that's pretty unique, either take the next suitable result down or up the table, or change one key aspect, or just wing it and come up with a similar-but-different result instead.


GENERIC ENCOUNTERS

1 D6+1 Radheads, humans who have regressed to an animal-like state, hunter gatherers without quite as many tools. They are capable of limited reason, however.

2 D3 Giant Cockroaches, immune to radiation and prone to fleeing to and into the nearest irradiated region when threatened.

3 A Drillbot, which thinks organic creatures are what it has been set to mine. Its powerful drill ignores and destroys all but the strongest types of armour.

4 A Giant Amoeba, blind and driven by sound and scent. Upon death, it explodes with corrosive slime, dealing 1 damage a round until cleaned off.

5 An Ur-Gecko, the size of a truck and bioluminescent. Its tongue can be launched up to Close range away and pulls things back with suctioning strength.

Rain World lizards by RoffyTheDog

6 D3+1 Giant Rats, the size of large dogs, and a single Giant Giant Rat, the size of a car. They lurk in the shadows before attacking from surprise, but are easily scared off.

MUTANT ANIMAL TYPES

If you roll mutant animals, roll or pick from the list below:

1-2 Insect Hive: A bunch of insectoid species working together in a semi-eusocial community, even species that are not normally eusocial. They infight constantly, but are smart enough to prey on non-insects whenever and wherever possible.

3-4 Rat Kingdom: Lots and lots of rats, some semi-intelligent and humanoid in shape and size. Most of them are just normal rats, but the large ones are dangerous to humans, and the small ones form swarms that can strip a corpse clean in under a minute.

5-6 Radhead Horde: Many mutants are falsely accused of being subhuman. Radheads are the only ones who actually are. They possess a simple and animal intelligence, but are capable of using tools, simple speech, and bargaining. They're also immune to radiation.

INSECT HIVE ENCOUNTERS

1 A Swarm of Bloodflies, difficult to harm with single-target attacks (fires, explosions, shotguns, and lasers work well) and thirsting for blood. They autohit anything they engulf.

2 D3 Giant Cockroaches, immune to radiation and prone to fleeing to and into the nearest irradiated region when threatened.

3 A Giant Jumping Spider. Its webs block the way but it lurks a ways away from them, waiting for someone to near them before leaping and knocking them into the webbing.

4 D3+1 Giant Mantises, whose arms do not cut but instead grip, holding prey in place while they chew away on them, dealing damage each round until they break free.

5 D6-1 (minimum 1) Spitting Ants, whose acidic spit deals damage from a distance and causes Saves vs Pain lest the target lose their next action to the pain.

6 A Giant Centipede, the size of a dog, scuttling on a thousand legs, and twisting constantly as it moves. Its bite deals no damage but prompts an instant Save vs Death, unless an antidote can be applied within a day.

RAT KINGDOM ENCOUNTERS

1 A Swarm of Rats difficult to harm with single-target attacks (fires, explosions, shotguns, and lasers work well). They are innumerable but not hard to drive off.

2 A single Giant Rat, mangy and disease-ridden, shunned by its peers. It is desperate for food but easy to kill, but every attack forces a Save vs Disease, as does touching it.

3 D3+1 Giant Rats, the size of large dogs, devouring the corpse of a Giant Giant Rat and blocking the path forward. They are defensive of their property.

4 D6+1 Ratlings, one of which is a Ratling Gunner, tall and strong and carrying a machinegun with him. They are looking for valuables, not food.

5 D3 Ratling Assassins, who throw smokebombs and rely on their ability to fight blindly to make up for their lack of armour and weak weapons. They prefer to extort than to fight.

6 D3+1 Giant Rats, the size of large dogs, and a single Giant Giant Rat, the size of a car. They lurk in the shadows before attacking from surprise, but are easily scared off.

RADHEAD HORDE ENCOUNTERS

1 D6+1 Radheads, without tools and with few clothes. These ones are hardly human, communicating with little more than grunts and motions.

2 D3+1 Radheads with grenades. They don't know how to use them properly, pulling the trigger then running at their targets and blowing up as much as those they attack.

3 D3+1 Radheads, hunting with bows. They ambush without a word but the second the fight turns against them they fall upon the mercy of their foes, playing up their pity.

4 A Glowhead, a Radhead so irradiated that they glow with radiation, with D3 Radhead followers with cleavers and axes. Every single attack a Glowhead makes prompts a Save vs Radiation. Most Radheads obey them with religious reverance.

5 A Glowhead with D6+4 Radhead worshippers, holding court at a chokepoint. They are not aggressive, but will demand tithes of food and tech before letting anyone pass.

6 An Intelligent Radhead, with a shotgun, light armour, and two grenades. His intelligence reasserted itself only recently and he is likely to do anything to leave the vault.

ROBOTIC ENCOUNTERS

1 D6 Widgets, floating orbs with two arms who attempt to drag everything living they find to disposal shafts, beating and/or killing creatures which put up a worthy struggle.

2 D3 Police Bots, bulky humanoids with strong armour and powerful arms which they use to beat you to death while chanting "stop resisting". Each can fire a single flashbang.

3 A Drillbot, which thinks organic creatures are what it has been set to mine. Its powerful drill ignores and destroys all but the strongest types of armour.

4 A Traipsing Mortar, which loudly announces where it's aiming its rockets a round before it fires, but can take a beating and deals a ton of damage if and when it hits.

5 A Shieldbot, whose light laser deals minimal damage. It was built to defend, not kill, with strong armour, high HP, and a shield that blocks the first attack against it each round.

6 A Killbot, heavily armoured and with a machinegun at the end of one arm, dealing D6+4 damage but requiring a cooldown between each round of firing. The other is used to crush.

UR-025 from Blackstone Fortress

Where To Go From Here
These vaults are dungeons. Sure, they have some high-concept things that define them as vaults and not tombs or temples or other such ruins, but they're just another kind of dungeon, at the end of the day. Listing all the places you can get good advice on dungeon design would require multiple posts. Besides, if you google it or search some blogs you follow, you'll find better advice than I can give. Just something to keep in mind.

Post-apocalyptic treasure is its own beast. It's not like conventional settings where the treasure comes from literal looted treasure (most fantasy settings) or from payment for jobs well done (most sci-fi settings). Unlawful Games has a good list, if it is a little dud-heavy for my tastes. If you don't mind shelling out some cash or acquiring PDFs through illicit means, the already excellent Umerican Survival Guide has a few great scavenging tables in it, each for a different type of scavenged item.

I'm working on writing a post-apocalyptic OSR ruleset which lets you pick and choose what elements you want to include (realistic mutants or wacky ones? psychics or no psychics? supernatural elements or none at all?), but I'll recommend Ruinations until I can pimp my own stuff. (Actually I'll still recommend it then because it's cool and and you should read it.)

I'm yet to find a good guide for traps (and I've looked around at least a little bit) but this post by Goblinpunch does a great job analyzing the purpose of a trap and a few types of traps, while managing to be enjoyable to read and not the soulless roboticism most RPG design writing tends to become.

Lastly, play the Fallout games. Fallout: New Vegas in particular is one of those games that's so good there are entire communities built around hating it for being cool (well, it and any other game that's "too popular"), plus it's cheap now, which is why I recommend it as your first. If nothing else, watch someone play through Vault 22 on Youtube. Skip through if you don't have the time. It should give you a good picture of what a well-designed vault looks like.