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Sankihuasi (Sahn-kee-hwah-see)

by hughpierre

Geography

Sankihuasi is an accidental mega-dungeon that hollows the Cusp and extends deep under the capital. It naturally formed when a natural acid in the groundwater dissolved the rock over the millennia that continued to seep through the bedding planes, faults and joints into circling tubes.   Several openings into the maze were initially used as storage space by architects building the city. Eventually, a Sapa wanted a creative way to torment his rivals and ordered them to replicate of the stories of the supay. Imperial architects then expanded on the tunnels to match: creating traps, importing wild animals and generally making it unpleasant to enter.
Demon spirits torment the living there.
Sankihuasi is viewed by those living above it as either representing or being the literal underworld in their religion.

Ecosystem

Aya Wantu

A significant enlarged karst at the heart of Sankihuasi. It is a cavernous space formed through preferential erosion and extensive ceiling breakdown; between the 5th to 10th level. From there, it is a straight drop into a black abyss. It can be found, by accident or on purpose, from multiple lower levels. Explorers commonly attempt to leap or swing from one floor to another. In fact, the edges of its circumference are littered with dangling rope and grappling hooks,

Ecosystem Cycles

Return to the Surface

GM decides which type of path it is to safety.   They roll according to DC 10 + 1 per travel turn (max 20). Success means the PC returns to the surface safely without issue. Failure, depending on the nature of the path, means:
  • Dangerous: d6 damage per 1 under DC. If the PC is reduced to 0 hp, they die or are left unconscious. This damage ignores armour and can’t be healed or avoided.
    OR
  • Arduous: lose 1 piece of equipment per 1 under the DC; starting with less valuable and less secure items; and working up to weapons and armour.
— A quick roll to end a session and refresh PCs for the next

Localized Phenomena

Segmentation (Mini-Map)

NW
N
NE
W
C
E
SW
S
SE
Sectioned off portion of the mega-map to be determined by the GM
  1. Open path, entrance or clearing
  2. Alternate path or shortcut (water-related, open pit, etc)
  3. A key destination or prize
  4. Passive threat, hazards, terrain
  5. Danger, enemy convergences
  6. Blocked or locked, can’t traverse by any normal means (door, wall, etc)
GMs roll 9d6 to determine which description applies to which coordinate on the map. Then they design an environment and encounter that matches.

Fauna & Flora

Relationship Status with Sankihuasicamayocs

Pit keepers, criminals, architects and - sometimes - explorers venture into the parts several floors deep. Encounters with new NPCs whose reaction to the party is not obvious, may
23-56-89-1112
HostileWaryCuriousKindHelpful
require a 2d6 roll to determine the nature of their relation with the party.
The state of these interactions can require morale checks that will slide the interactivity with the PCs, which will always be DC 11. PCs and NPCs can roll with advantage or disadvantage based on circumstances.
d20 + WIS mod + proficiency bonus (if any) + situational morale bonus (based off hp)
Anyone found guilty of egregious crimes to the sapa's empire are sentenced to enter the gates of hell to die a gross death.

Natural Resources

Sundries
d20 Items
1100' Rope
210' Spike / Hook
3Manacles
4Hooded Lantern
5Sack of Marbles
610' Oilskin Tarp
7Small Barrel
8Metal Staff
9Hammer & Chisel
1050’ of Bandages
1130’ Copper Wire
12Noisemaker
13Thread & Needle
14Shovel
15Glass Lens
16Steel Mirror
17Fishing Net
18Treated Sinew
19Raw Wool
20Coarse Rasp

Leftover Gear

Sankihuasi is old. People have been trespassing and making use of its uncharted halls for generations.   Overtime, a great deal of garbage has accumulated that may be of use to desperate unfortunates.   Some might not even be that old, as individual pit keepers take it upon themselves to explore without their superiors knowledge.

History

The ancient mud men who inhabited the Cusp, before the riven and before the innoit, treated the pit like a huaca and honoured it was such.   When the Innoit finally claimed the mountain, they evicted the last remaining mud men in the land and explored Sankihuasi on their own. All who entered to discover what they won experienced
frightening images of their tales of death made real.

Alternative Name(s)
  • Inferior Pacha
  • Inner World
  • Type
    Cave System
    Location under
    Included Organizations
    Ruling/Owning Rank
    Owning Organization
    Inhabiting Species
    Related Plots
    Torches and lanterns cast 30’ of dim light. Torches last 1 hour, lanterns last 3 per supply.
    • Darkness:
      • Adv to stealth, hiding, listening
      • Disadv to all attacks, defense, sight, sensing danger, precision, morale checks
      • Harsh terrain
    • Dim Light:
      • Adv to stealth, hiding and hearing
      • Disadv to ranged combat and seeing
    • Well Lit:
      • Normal daylight conditions
    • Brilliant:
      • Adv to tracking trails, visible movement
      • Disadv to stealth, hiding and ranged combat
    Hawkaypata
    Settlement | Dec 8, 2022


    Cover image: The Splintered Mountain by Edward Barons

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