9.0. The Garden - Default in The Ninth World | World Anvil
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9.0. The Garden - Default

  • In-between Encounter: PCs roll, 1 in 6 chance, then d20 + Depth. If no encounter indication of the encounter rolled would be shared.
  • Location: Menagerie
  • Detail: Hex Crawl
  • Event d12 (careless): Roll once every 10 minutes when PCs are not interacting with a location (for example, standing around arguing/chatting).
  • Event d20 (careful): n/a
This area is unique and is one large area, so large its a hex crawl.  
Immediately upon exiting the elevator, it is apparent that this deck is teeming with life. Several calls, whistles, screams and similar sounds can be heard. Those areas not covered with foliage will be spread with dead leaves and vegetable matter, bones, rubbish, husks, and so forth, and the earth is slowly spilling onto heretofore-bare metal decks. Small creatures - animals, birds, insects, and reptiles - can be seen darting here and there. A forest spreads out before you, and you can even hear a babbling brook in the distance.
  Give the players the hex grid and let them search the area. Each hex takes an hour to explore/travel across and has a unique encounter but also a random encounter unless the PCs are very stealthy.  
The Garden Base Map Image
  Full DM hex map here.  

Random Encounters

While the characters are exploring or camping in the wilderness, roll a d20 once per hex and again anytime the PCs take a long or short rest. An encounter occurs on a roll of 16 or higher. Roll percentile dice and check the Wilderness Encounters table for the terrain appropriate to where the characters are.
Pez the Bounty Hunter
After killing the troupe of 4 armed white apes, a bounty hunter was sent after the party - Pez the Bounty Hunter, a white ape that wields four pistols. He carries a crude picture of Boris and will engage the party. Pez is so determined that even in death, he will return as a revenant to hunt the party down. There is a 1 in 6 chance each time there is no encounter that Pez discovers the party.
Mike the Paladin (Robot)
Mike is a “Knight” Class Iron Man (MK. I) that has gained full self-awareness. He has modified his armor to look more unicorn-like and has even updated his normal copper armor to silver. He is on a quest to "save the Unicorn" he just doesn't know where he is and has searched the ship for decades and failed to find "The Last Unicorn". He believes the unicorn blessed him with self-awareness as it is the first thing he remembers after becoming Mike. Whenever the PCs have a hostile encounter, there is a 1 in 6 chance Paladin Mike is fighting the creature and can use some help. Paladin Mike is sincere and earnest and does not have a deceitful bone in his metal body. He is completely guileless and somewhat gullible.  

Camping Encounters

Bore Grass
This is the deadly boring grass, a mutated, carnivorous plant that attacks any living thing which rests upon it. Characters taking a long or short rest anywhere on this deck except within the gazebo have a 25% chance of resting on a patch of this horrid stuff. The blades are corkscrewed and will bite into exposed flesh during the night, inflicting 10 ( 5d4 ) piercing damage that round and like amounts on each successive round. On the second and each successive round, the victim must make a DC 15 Constitution saving throw or become paralysed for 1 minute. The target may repeat the saving throw each round; creatures immune to poison are immune to this effect.   Even on a successful save, the creature is slowed (as the spell), and this slowing remains for 1d4 days or until a neutralise poison effect (such as protection from poison spell), or another solution is applied. Magical protections like a ring +1 or mage armour will slow the attack by 1 round so that no damage will be taken immediately. It requires 1 round for the boring grass to get through leather soles or thick clothing. Plate soles are impervious to the grass for 1 minute - indefinitely if the wearer keeps moving. Burning it with oil poured upon it, defoliants, a blaster, incendiary grenade, or explosive grenade can kill the grass; lasers have too small an area of effect to be sufficient to damage this vegetation seriously.   Once encountered, characters can identify the grass on a DC 10 Nature check. Rangers and Druids will be able to identify it automatically.   There is a 25% chance that if the PCs search the area, they will find treasure from previous victims. Roll on the treasure table.
 
Blazemoths
When camping at night in this area, pretty purple moths will be attracted by the campfire (if any). They will circle the fire, and more will come slowly over time. They will then suicide by plunging into the flame, turning the fire purple. Exactly 1 minute after the flame turns purple, and the fire detonates for 3d6 fire damage in a 10-foot sphere. If the light source is not an open flame, they will act like normal moths, their translucent wings emitting a peaceful "ASMR" type effect on the sleeping PCs. If allowed to rest on the light source all night, each PC gains 1 HD bonus in hps + CON bonus (so long as it's positive) with a minimum of 1 hit point.  
Reconfiguration
This level can change shape and terrain type as UNITY brings other biomes out of storage and "ices" the current biome for future display. This allows multiple types of hexcrawls to be run on this level. Here is an example of the current "Expedition to the Warrior Peaks" configuration changing to "Hot Spring Islands" configuration:   When the PCs try to use the elevator to the garden the following occurs:
  • Red light.
  • Progress bar on door.
  • A female voice in gothic “please standby”
  • Flashing screen has scrolling text:
    • Reconfiguration underway, please standby.
    • Current level successfully placed in status.
    • Random biome in storage selected - Hot Spring Island.
    • Biome “Hot Spring Island” moved from storage.
    • Biome “Hot Spring Island” unfrozen from status.
    • Biome ready for visitors.
  • (flashes amber) Error, elemental interference, interdeimensional breaches detected (this is reference to the unresolved Temple of Elemental Evil storyline in my campaign, as it effects Luna Castellum as well).
  • Few minutes pass “breaches sealed, some dangerous wildlife from FIRE EARTH WATER AIR have penetrated the biome. XLII class Robot dispatched (Pacification)"
  • Light goes green, doors open onto a dock without a ship, an island can be seen in the distance “For the health and safety of our wildlife, please don’t feed the animals. Enjoy your visit!.
Useful links for Hot Spring Islands configuration:
  • Auto-Hex generator (here).
  • 5e conversion, semi-useful (here)
The Garden
The Hydpronics, Menagerie and Rookery level gone wild.
Hot Spring Island

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