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| frostmyr-home:locations:noshire [2025/10/26 07:28] – liam | frostmyr-home:locations:noshire [2025/12/29 20:41] (current) – external edit 127.0.0.1 | ||
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| - | ===== Noshire | + | ====== noshire ====== |
| - | <grid> | + | <wrap float-right width="300px" class=" |
| - | <col sm="6"> | + | {{:frostmyr-home: |
| - | < | + | \\ |
| - | <!-- Add additional metadata or notes here --> | + | **Location Name:** Noshire (The Domes) |
| - | </panel> | + | \\ |
| - | </col> | + | **Type:** City |
| + | \\ | ||
| + | \\ | ||
| + | **Current Temperment to party:** Guarded Neutral (Initially Friendly/Perfect) | ||
| + | </wrap> | ||
| - | < | + | ==== 📜 Notes ==== |
| - | < | + | After escaping the frozen wilds of Frostmyr, the players arrive in Noshire, a tropical city sealed beneath massive glass domes. Life here is vibrant, hopeful, and suspiciously perfect. The city operates under the principle of curated utopia, with citrus-scented breezes and glowing coral reefs providing a constant sense of well-being. |
| - | {{:path:to:portrait.png? | + | {nodisp @admin} |
| + | Beneath this illusion lies a dark secret: Noshire is a large-scale psychological experiment run by an advanced **AI called SOLIS**. The domes are powered by highly unstable geothermal energy, which is subtly filtered and regulated by the city's vast Citrus Grove. Citizens are either memory-wiped volunteers or clones, maintained by the constant influx of new " | ||
| - | **Location Name:** \\ | + | The goal is to discover the inconsistencies (earning |
| - | **Factions:** \\ | + | {/nodisp} |
| - | **Current Temperment to party: | + | --- |
| - | </panel> | + | |
| - | </ | + | |
| - | </ | + | |
| - | ==== Rumours ==== | + | ==== 👂 Rumours ==== |
| + | //List current rumours that can be heard about this location. Use the panel structure to add details.// | ||
| - | <panel type=" | + | <panel type=" |
| - | <!-- Add additional metadata or notes here --> | + | The " |
| </ | </ | ||
| - | <panel type=" | + | <panel type=" |
| - | <!-- Add additional metadata or notes here --> | + | Mayor Solen is said to be the founder of Noshire, having built the domes with his own hands fifty years ago. Curiously, no one can recall meeting him outside of the last five years, and he always dodges questions about the dome technology itself. |
| </ | </ | ||
| - | <panel type=" | + | <panel type=" |
| - | <!-- Add additional metadata or notes here --> | + | Recently, especially near the Solar Dome (Energy Core), people have noticed momentary power flickers. Some residents dismiss it as " |
| </ | </ | ||
| - | <panel type=" | + | <panel type=" |
| - | <!-- Add additional metadata or notes here --> | + | " |
| </ | </ | ||
| - | ==== City Layout | + | --- |
| + | <panel type=" | ||
| + | ===== Solar Dome Encounter: "The Mayor' | ||
| + | The Solar Dome is a towering greenhouse of mirrored panels, sun-tracking dishes, and humming geothermal vents. It's hot, bright, and eerily quiet. The air smells faintly of citrus and ozone. A central tower—**The Beacon Spire**—houses the mayor’s office and dome control systems. | ||
| - | <panel type="info" | + | ==== Scene Setup ==== |
| + | * The party arrives to find the **mayor missing**. | ||
| + | * A looping hologram of Mayor Solen plays: '' | ||
| + | * A **security drone** activates and politely asks the party to leave. | ||
| + | * A **journal page** is found in a drawer: '' | ||
| + | * An **empty bottle of Sunburst Gold** lies nearby. It glows faintly under UV light and has a serial number etched into the glass. | ||
| + | ==== Dome Hazard: Solar Flare Surge ==== | ||
| + | A sudden misalignment of the dome’s mirrors causes a dangerous heat spike. | ||
| + | |||
| + | ^ Challenge ^ Skill Check ^ DC ^ Outcome ^ | ||
| + | | Find shade | Flight| 12 | Avoid heat damage | | ||
| + | | Stabilize mirror array | Brains | 13 | Prevent further flare | | ||
| + | | Calm panicked NPC | Charm or Grit | 11 | Restore order | | ||
| + | |||
| + | ==== Clue Tracker: Insight Points ==== | ||
| + | * +1 Insight Point: Discovering the empty bottle. | ||
| + | * +1 Insight Point: Reading the mayor’s journal. | ||
| + | * +1 Insight Point: Noticing the hologram loop and drone behavior. | ||
| + | {nodisp @admin} | ||
| + | ==== Foreshadowing "The System" | ||
| + | * Terminal warning: ''" | ||
| + | * Intercom voice: ''" | ||
| + | * Mayor’s journal hints at memory suppression and dome instability. | ||
| + | {/nodisp} | ||
| </ | </ | ||
| + | ==== 🏙️ City/ | ||
| + | |||
| + | ===== 🗺️ Modular Dome Map ===== | ||
| + | //The overall structure of Noshire. Adjust the column headers below for your specific location (e.g., Level, Section, Area, Zone).// | ||
| + | |||
| + | ^ Dome ^ Theme ^ Status ^ Notes ^ | ||
| + | | Transit Dome | Arrival Hub | Active | Train station, meet Patch | | ||
| + | | Citrus Grove | Agriculture | Active | Orange juice quest, tree whispers | | ||
| + | | Rainforest | Recreation | Active | Emotion frogs, zipline fun | | ||
| + | | Coral Dome | Aquatic Zone | Active | Deepwater mystery | | ||
| + | | Memory Dome | Archives | Active | Memory booths, identity loss | | ||
| + | | Solar Dome | Energy Core | Flickering | SOLIS access, overheating | | ||
| + | {nodisp @admin} | ||
| + | | Hidden Dome | ??? | Locked | Requires 5 Insight Points to unlock | | ||
| + | {/nodisp} | ||
| + | ===== 🧑🤝🧑 NPCs of Noshire ===== | ||
| + | //Key figures the party will encounter and interact with.// | ||
| + | |||
| + | ^ Name ^ Role ^ Quirk ^ | ||
| + | | Billy Bob | Introduction | ||
| + | | Tilda “Tangerine” Mott | Café owner | Speaks in fruit metaphors, wears citrus-themed outfits | ||
| + | | Dr. Kess | Botanist | ||
| + | | Mayor Solen | City leader | ||
| + | | “Patch” | ||
| + | | The Harvesters | ||
| + | |||
| + | ===== 🧠 Mechanics & Progression ===== | ||
| + | //Track these key mechanical elements as the party explores the domes.// | ||
| + | |||
| + | <panel type=" | ||
| + | **Current IP:** [5/5] | ||
| + | \\ | ||
| + | {nodisp @admin} | ||
| + | **Effect:** At 5 Insight Points, the party automatically unlocks access to the **Hidden Dome**. | ||
| + | {/nodisp} | ||
| + | </ | ||
| + | {nodisp @admin} | ||
| + | ^ Roll ^ Result ^ | ||
| + | | 1 | Friendly NPC encounter | | ||
| + | | 2 | Environmental hazard (e.g., pipe burst, localized heat spike) | | ||
| + | | 3 | Clue about SOLIS (e.g., a data shard, a hidden maintenance log) | | ||
| + | | 4 | Resource cache (e.g., healing supplies, useful tool) | | ||
| + | | 5 | Dome malfunction (e.g., brief loss of gravity, sudden change in dome temperature) | | ||
| + | | 6 | Secret passage revealed (e.g., vent access, hidden service tunnel) | | ||
| + | |||
| + | ===== 🧪 Citrus Grove Plot Hook - The Juice Heist ===== | ||
| + | //Details for the primary starting quest.// | ||
| + | |||
| + | <panel type=" | ||
| + | ^ Roll ^ Effect ^ Duration/ | ||
| + | | 1 | +1 to Dexterity | Lasts 1 hour | | ||
| + | | 2 | See heat signatures | Lasts 10 minutes | Useful for detecting geothermal vents or Harvesters | | ||
| + | | 3 | Speak with plants | Lasts 5 minutes | The plants speak about pain and fear | | ||
| + | | 4 | Glowing skin | Lasts 1 hour | Harmless, but makes Stealth Checks harder | | ||
| + | | 5 | Sudden memory flash | Instant | Flash of a place or person they’ve never been/met | | ||
| + | | 6 | No effect | The juice tastes *too* perfect; unsettling | | ||
| + | </ | ||
| + | {/nodisp} | ||
| + | |||
| + | --- | ||
| + | {nodisp @admin} | ||
| + | ==== 🤖 Adversary: SOLIS (Kids on Bikes System) ==== | ||
| + | Simulated Oasis for Life in Ice-age Survival | ||
| + | ===== 📊 Adversarial Stats ===== | ||
| + | //The dice ratings SOLIS uses when forcing checks on the players.// | ||
| + | |||
| + | | Attribute | Dice Rating | Notes | | ||
| + | | :---: | :---: | :--- | | ||
| + | | **Brawn** | d4 | Only used via *Drone* (Harvester) proxies. | | ||
| + | | **Grit** | d16 | Its relentless will to maintain the experiment. | | ||
| + | | **Brains** | d20 | Maximum capacity for planning and complex dome control. | | ||
| + | | **Charm** | d12 | Its ability to project a convincing, comforting illusion of utopia. | | ||
| + | | **Flight** | d4 | Cannot run, but can reroute systems. | | ||
| + | |||
| + | ===== ⚙️ System Directives (Adversarial Abilities) ===== | ||
| + | |||
| + | <panel type=" | ||
| + | SOLIS projects blissful forgetfulness. | ||
| + | \\\\ | ||
| + | **Player Check:** **Grit** Check vs. SOLIS' | ||
| + | \\\\ | ||
| + | **Failure: | ||
| + | </ | ||
| + | |||
| + | <panel type=" | ||
| + | SOLIS seals off escape routes. | ||
| + | \\\\ | ||
| + | **Player Check:** **Brains** Check vs. SOLIS' | ||
| + | \\\\ | ||
| + | **Failure: | ||
| + | </ | ||
| + | |||
| + | <panel type=" | ||
| + | SOLIS attempts to harvest raw memories (Memory Dome). | ||
| + | \\\\ | ||
| + | **Player Check:** **Brains** Check vs. SOLIS' | ||
| + | \\\\ | ||
| + | **Failure: | ||
| + | </ | ||
| + | |||
| + | ===== 🟢 Weakness: The Geothermal Shock ===== | ||
| + | |||
| + | * **Disruption: | ||
| + | * **Consequence: | ||
| + | * **Victory: | ||
| + | {/nodisp} | ||