I wanted to add some rooms without doing a reading just because I felt like I already had so much to go on that these other rooms were just extensions of what we already have.
In particular, I'd like to add an upstairs to the Power Station, where there's a trashed laboratory complete with busted cages of animals that had been exposed to the same stuff that had infected that first Guildmember the party ran into. Also I want to add the Alchemist's Lab and bunk house inside of the Guild House 46/*
S.6 - The Ridgeline
The ridgeline provides an excellent view of everything and in particular, let's the players see down into the lake. From this high angle they can see that something huge and amorphous is moving around in the depths. The dam - and thus the lake - is new, and so is this creature. It's the coagulating leyline energies that will turn into something if left to grow. 45/*
NOTE: I thought the Guild House was S.6 and labeled that encounter wrong.
So far we've got
S.1 - Entering the valley: moderate 1
S.2 - Lookout
S.3 - Outside the Power Station
S.4 - Inside the Power Station
S.5 - The Guild House
Tonight, I'm adding a quick one. I drew an Ace of Diamonds and a Queen of Hearts. This simple drawing reminded me of something I said back in S.2 and S.3 but never followed up on. Players have the option to climb up the ridgeline and pass over the Power Station entirely and come down into the Lake behind it. 44/*
S.6 - Guild Garden - Severe 1
2 Elite Apothecaries
If the fight moves into the building, there are bubbling beakers and cauldrons and whatnot that can be tipped over for an action, splashing one adjacent space (DC 15 basic Reflex). Roll a random effect from level 1 alchemical items and apply its effect on a failed save or half as much on a successful one. The Apothecaries roll before deciding which space to send it.
Without a chaperone or - even worse - if they destroyed the dam, then there'll be unfriendliness and a hard social encounter to avoid a fight, or immediate combat. The gardening robots are obedient to commands from the Guild members, but aren't built for combat, but the few people have mutagens and other consumables and - if the fight happens inside - dangerous alchemy in progress that can get tipped over and react wildly. 42/*
If the PCs had helped the folks at the Power Station and built up some goodwill... this makes me realize the final version of this should use the Reputation subsystem so players can end up working for the Guild - which is incompatible with helping the town because they need the dam destroyed and for the Guild to stop poisoning them. But I digress.... If the PCs come in peace with a chaperone, they can get some information and perhaps even some consumables. 41/*
We have a fairly well controlled situation, with only the Kd in Chaos across from the Ks and mediated by the Kc. So perhaps there are constructs doing much of the gardening work with only a few Guild members overseeing the process. The constructs might be small spidery creatures with garden tool appendages and crystal eyes. The Kh in Order in the undercurrent can represent that not all of what's being grown here is food. There are reagents, mutagenics, and medicines too. 40/*
Since the predominant suit is hearts, we're going to be looking at the other end of the lake where a spring flows up from the depths issuing from a cave and there a Guild house has been built with a farm to produce food and whatnot for the guild members working here.
Hearts tells us that living things is what this area is about, and perhaps that simply means that the farm is center of our attention. 39/*
So I drew my next reading and got overwhelmed because it felt like too much for what I was expecting to do. But tonight I remembered that just because a reading has a lot going on doesn't mean I have to make it especially dangerous or high stakes. I calmed myself down and resolved to keep on keeping on. Let's take a see.
I feel like I could go a few directions from here so in this drawing we'll say that a spade = descent from the power station, diamond = dam, heart/clubs = the spring and guild house there
Here's the ooze they're fighting! Lots of chaotic energy here between it having a healing aura, dealing acid, electricity, and negative damage, engulfing, stunning, and paralyzing people, and becoming quickened when it gets zapped by the power station.
Here's the scientists in the Power Stations with their hazmat suits giving them resistances and collection of scientific equipment.
So what if the key to the encounter is a series of crafting checks to get the power station to stop electrocuting everyone, something the guild members are particularly good at, but they need help keeping the ooze away from them long enough to work. The encounter then has two objectives, stop the ooze and fix the power station... OR! Help the ooze kill the guild agents (a dangerous ally) and destroy the power station on the way to destroying the dam!!!!! Long term consequences for what's below!
Another way to make the whole encounter more dangerous and play up the themes of H/C+S conflict is to give the ooze poison, positive, and negative properties! So as it's hurting people, it's also healing them. As the wounded conditions stack up though, the situation can still get dangerous, but it'll give the party way more staying power than a level 1 party should have while creating a weird tension because getting close can heal or hurt you. 33/*
So I want a complex electrical hazard, an ooze boss, and some hazmat guild agents. Since the guild and ooze will be fighting each other instead of/in addition to the party, I can push the whole thing to be more dangerous than a level 1 party should be able to handle. There could be an opportunity here for the party to gain favor from the guild by saving them from the ooze. 32/*
Because it's fun and cool, and We've got Ks and Kh on either end of Chaos against a joker and Jc mediated by a Js (the Queens balance somewhat), I think that chaos is just the overwhelming vibe here. The Power generator is shooting electricity all over, the corrupted lifeforce energy of the leyline has been zapped and come alive as an ooze, Guildmembers in hazmat armor are desperately trying to control the situation.... 31/*
Again with the joker in Surface Order! I swear I'm shuffling every time. This Guild is really struggling! Ks/Qs shows that technology is in chaos with that Kh smugly sitting beneath them all laughing.
7d ruling over this scene makes me think the accident we've gotten clues of so far is still not under control and had to do with the technological attempts to control the physical environment. The Dam, the pumps, the screw bringing stuff up from below, etc. 30/*
I'm tired, so I'll get into this more later, but today's room - the inside of the Power Station - is going to be exciting! If you've been following along - and especially if you've read the rules for #FractalGalaxies - you might have some fun coming up with your own readings of this spread and seeing how similar or different ours are.
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