Showing posts with label Valley of the Masters. Show all posts
Showing posts with label Valley of the Masters. Show all posts

Friday, January 31, 2014

Valley of the Masters - The Rails

The Rails
Often hidden by grass, other vegetation and sometimes shifted earth is a series of metallic rails that connect the major landmarks of the valley. The rails are made of the nontarnishable, nearly unbreakable Slith silversteel and consists of a single 1' wide and 2' tall strip that seem perfectly formed. Once found they make finding new locations a breeze if followed but they come with several potential dangers.

The danger begins once the generator is turned on at the Power Station and rails become charged again. Any metallic object within 5' will be pulled towards the powered rail with the pull getting stronger the closer it gets. The pull is strong enough that once the object is touching the rail no amount of human strength can pull it back. However once a metal object is in contact with the rail siren will sound once a few seconds later and all metallic objects within 5' will be pushed from the rails with incredible force.

Another danger is that once powered the rails will begin drawing out mechanites who want to feed on the energy. If no one gets too close it might be amusing to watch them approach the rail, get stuck on it and then get sent flying off. But they'll keep coming like bugs to a light and many will be destroyed likewise.

The final danger will come when the residents of the Rail Station discover how to use the railcars and begin travelling...

Note that at each location in the valley will be a rail stop - at this point all that remains are some silversteel girders that used to hold together more ornamental and less durable material. Random bits of Slith stuff may be uncovered in these spots if investigated.

The Twisted
The most immediate threat in the valley is based out of the Rail Station. When the Slith disappeared most of their servants went on to try and reform a new civilization as independent beings. The servants in this valley were so isolated and remote that they never got to take part in that. When the power shut off and the valley went quiet they slowly descended into desperate savagery. They did survive, though, a motley assortment of different races gathered, modified or created by the Slith. Ages worth of unlikely crossbreeding, inbreeding and other accidental acts of miscegenation took place and now the residents are simply the Twisted.

The Twisted appearance is almost random with different traits of elf, dwarf, human, goblin, orc and beast randomly assorted among them. They have never taken up metal crafting after all this time but rather make use of the scraps of silversteel that they find everywhere. However their priests, whom someone is answering, have a ritual that lets them shape silversteel. This is reserved for the most important of the Twisted. The majority of the Twisted wear poorly maintained sackcloth clothing and use wood and stone tools with the occasional improvised silverteel implement.

Their language is a simplified, degenerate version of the Slith tongue. However it is close enough that if pressed a member of the Twisted could read Slith writing (though not necessarily understand what the words mean). These misunderstood words make up the nonsense rituals of their priests who hold the Slith as distant gods who will one day return. In the meantime they claim to be guided by "The Buzzing", a buzzing voice that only the select can hear in their heads. The Buzzing currently seems to be guiding them to dig into the mountainside, ostensibly to teach them how to make their own silversteel...

The Buzzing is also incredibly xenophobic in how it will react to outsiders. Individual Twisted may initially be curious or friendly, perhaps even mistaking the PCs for the returning Slith if they have better than primitive technology.

The Rail Station
With the ageless silversteel acting as girders, the Twisted have managed to keep the basic form of the Rail Station even if most of the original ornamental stone walls have crumbled to the ground. Simple stone walls sit between girders and leather hides cover where most of the arched roof has fallen down. The station is massive, about the size of Grand Central Station, and is filled with individual Twisted huts and tents with the leaders and shamans taking the individual private rooms.

If the Rail Station is looted, generally useless bits of silversteel are all that they will find in the common tents. The private rooms are where the shaped silversteel blades and armor can be found - assuming they aren't being worn by the owners. Other random bits of Slith debris are also possible. There are also stairways down to the underground.

The rail lines actually run into an underground portion of the Rail Station. The tunnels that the rails follow down are blocked by large silversteel doors that will open once the power is turned on. They all meet in a large switching station where there are still five intact rail cars - long, art-deco looking bullets of silver. These cars are revered by the twisted and the shaman's rituals take place near the switching control panels. Once the power is turned on the Buzzing will instruct the shamans how to operate the cars and switches - the Twisted will begin travelling about the valley.

If the PCs are able to make use of the rails for themselves they will be able to travel about the valley at high speeds - unless they hit one of the few places where the rails have been covered or damaged.


Friday, August 2, 2013

Valley of the Masters - The Keytower

Standing atop a large hill near the entrance to the valley the Keytower stands tall. A massive, twisted tower of metal it seems a miracle that it is in such good condition after all these ages.

The tower's primary purpose was to act as a guard tower and barracks to defend the valley from any non-Slith intruders with a secondary purpose as something akin to an immigration office. However now it acts as the home to a colony of mechanites - electric sentiences that construct bodies out of available machinery. They were once an annoying parasite for the Slith and now they are all that is left.

The Tower
The Keytower is constructed from a silver steel-like metal that hasn't rusted or tarnished in any way through the ages. There are numerous window openings on each floor that were once covered with glass. The tower itself is over 400 feet tall and has twenty floors, each floor being about 200 by 100 feet.

The Interior
The insides of the tower are in far worse shape than the exterior would lead one to believe. Furniture has been reduced to little more than the pieces of metal that held it together, features such as counters or doors are gone except for the occasional metal frame. Everywhere there are panels ripped open and wires hanging out. Anything that might be identified as a device of any sort has been stripped and gutted for spare parts by the mechanites. The elevators no longer work so a long trek up the stairs is required to ascend. Aside from batteries and bullets, there is no in-tact technology here that would be of use to anyone without a fully working knowledge of Slith technology.

The Mechanites
The basic mechanite looks like a hand-sized insect made of various electronic and mechanical parts. They are essentially parasites and act with insect-like intelligence. There are larger, more advanced mechanites, usually acting as a sort of leader. The process isn't known but one mechanite usually receives all the best stuff and grows to a larger size than the others. These special mechanites are all unique based off of their location and technology available. They have a higher intelligence based off their size - a human sized mechanite is about as smart as a clever dog, for example.

Throughout the tower there is evidence that these mechanites seem to be preparing to move out. Packs of electronics are piled into improvised carts, for example.

Notable Encounters

First Floor - Reception
The lowest level of mechanites, gatherers, can be found down here looking for any remaining scraps to take upstairs. One special mechanite resides on the first floor, the Monitor. Vaguely humanoid in shape, child-sized and composed of the various communication technologies that were prevalent down here. It has a shattered CRT-like monitor for a head and rattles off unintelligible gibberish through an intercom in its chest. It can direct basic mechanites so that they can take their turns as interrupt actions at any point in the round.

Fifth Floor - Guest/Holding Rooms
One of several floors filled with what seems like a combination of hotel room and prison cell. One room has "djimyoosh" ("danger") in Slith scrawled on the outer door and it seems to be barricaded. Movement can be heard inside. In the room is a special mechanite that is humanoid (Slith)-shaped. Long ago, when the Keytower fell, this room/cell housed a visiting Slith who had the Slith equivalent of cybernetics. The mechanites burrowed into him and instead of taking the pieces stayed there, absorbing some of him as a collective. He is now nothing more than a mad, raging skeleton coated in living metallic insects.

Tenth Floor - Armory
Most of the weapons have been disassembled and the parts taken elsewhere. However a good deal of ammunition was left behind. The special mechanite here is human-sized and is made up of various bullet and energy clips. When damaged it breaks off pieces of itself that explode for medium damage. The basic mechanites in here also carry around explosives and energy packs and act as suicide bombers.

Most of the ammunition is being loaded into carts and being prepared for transport. It looks like another special mechanite made of guns is also being constructed but is currently not moving.

Fifteenth Floor - Offices
The lesser "lords" of the mechanites reside here, the recipients of much of the scavenged tech. Each is about eight feet tall or long, depending on how they choose to present themselves. They consists of masses of random equipment though each one has a set of special features:

Lord Blade - The least mobile, Lord Blade doesn't have any discernible form but rather is an amorphous mass that largely consists of various blades and sharp objects. Lord Blade is less of an attacker and more of a slowly moving dangerous piece of terrain.
Lord Data - Humanoid and consisting of mostly information technology and office supplies. Lord Data has control of all the machines here. He can create zones of falling debris, attacks from loose electrical wiring that suddenly appears and can direct basic mechanites like the the Monitor.
Lord Blaze - Mobile and nimble, Lord Blaze has numerous appendages that end in different ranged weapons that is is continually firing during combat. Basic mechanites are continually feeding him random ammo so each round he may be firing either bullets, lasers, explosive rounds or energy blasts.

There is a map of the valley here. Each of the locations are  labeled in Slith:
Power Station - "Pee thih"
Military Base - "feh"
Energy Research Facility - "suh"
Skyfall - "taw"
Biological Research Facility - "shoo..." followed by Slith question marks.
Launch Pad - "huoh / meengh"

Twentieth Floor - The Keeper
The top office gives a magnificent view of the valley. The only resident here is the Keeper, a slim, six foot humanoid that seems to be comprised entirely of wires and plastic cards. The Keeper is non-violent and is capable of computerized speech, simplified since it hasn't fully interpreted whatever language the PCs speak. It is continually switching between personalities - sometimes an analytic scientist, sometimes a military soldier, sometimes a worker drone, sometimes a simple janitor. However the whole time it will talk about having some goal as if these personalities were all working together for something. This goal somehow involves leaving the tower, opening the gate, exploring heaven and finding the gods. The conversation should be disjointed and cryptic. The Keeper will give a final warning that the gods left behind a mess and wishes the PCs luck in cleaning it up themselves. He then collapses into his component parts with a single basic mechanite at the center. The cards are all magnetic ID cards than can be used throughout the valley.



Monday, July 8, 2013

Valley of the Masters - Introduction

The Slith were an old civilization who were capable of creating wonders without the aid of magic. Tall, thin and emaciated, they didn't look much like conquerors but all of the races were under their control. Some were possibly even of their creation. The stories of the Slith vary widely from people to people. To some they were benevolent masters who tired to elevate their subjects and take good care of them. To others they were emotionless monsters who tried to crush any sense of dignity that their slaves might have. Either way they ceased to be a blessing or blight when they abruptly disappeared one day.

Early on the works of the Slith were almost completely lost during a a great purge by a religiously fanatical warlord. Ages passed and the stories of the ancient Masters drifted into that of fairy tale.

Recently on a large, barely populated island there was an amazing discovery. Hanging in the air above a secluded valley was what seemed to be a floating city. In the valley below were numerous Slith ruins, many of them still intact. The locals have avoided the place out of fear and superstition but some brave few are now choosing to try and unearth the lost secrets of the old Masters.


Notes
Due to a lack of access to my notebooks I thought that I'd flesh out the post apocalypse thing from earlier. While I'll be focusing on systems generic descriptions for this I have a few "larger picture" ideas in mind.

The original inspiration for this comes from a setting I was working on to use with the Radiance RPG. The PCs would be coming from the main civilized continent that somewhat resembled Europe in the 1500's (or perhaps later of I wanted to add some steam capability so that Slith tech wouldn't be quite as alien). The main external conflict in this version of the campaign would come from the warring factions back home and their interference in the PCs exploration. Does their home countries demand new weaponry? Are their rival explorers looking for secrets? Is there an external danger that could unite everyone? Or perhaps secrets that need to be destroyed for the good of the world.

Another option would be to dial the tech knob back and run it as straight up fantasy D&D. The edition would likely determine the overall feel. First edition would just be good old fashioned "Expedition to the Barrier Peaks" type of pulp. Third edition would probably be best doing something similar only less pulpy. Fourth edition could use a good antagonist who is also trying to get their hands on the secrets of the Slith, perhaps with an overall goal of trying to prevent the Slith from returning.

Finally this is where I'd use the Slith Script that I had developed for various alien instructions on ancient machinery.