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.
Localized Phenomena
Segmentation (Mini-Map)
NW | N | NE |
---|---|---|
W | C | E |
SW | S | SE |
- Open path, entrance or clearing
- Alternate path or shortcut (water-related, open pit, etc)
- A key destination or prize
- Passive threat, hazards, terrain
- Danger, enemy convergences
- Blocked or locked, can’t traverse by any normal means (door, wall, etc)
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, may2 | 3-5 | 6-8 | 9-11 | 12 |
---|---|---|---|---|
Hostile | Wary | Curious | Kind | Helpful |
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 |
---|---|
1 | 100' Rope |
2 | 10' Spike / Hook |
3 | Manacles |
4 | Hooded Lantern |
5 | Sack of Marbles |
6 | 10' Oilskin Tarp |
7 | Small Barrel |
8 | Metal Staff |
9 | Hammer & Chisel |
10 | 50’ of Bandages |
11 | 30’ Copper Wire |
12 | Noisemaker |
13 | Thread & Needle |
14 | Shovel |
15 | Glass Lens |
16 | Steel Mirror |
17 | Fishing Net |
18 | Treated Sinew |
19 | Raw Wool |
20 | Coarse 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
Alternative Name(s)
Type
Cave System
Location under
Included Organizations
Ruling/Owning Rank
Owning Organization
Contested By
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
Comments