![]() |
|
![]()
|
We’ve created a module to introduce you to Rym, and as a precursor to the full world sourcebook. It’s approaching completion, but in order to start things off and get the word out, we’ve used elements of what we’ve made to craft a little story in a bottle, a sampler of the final product. It’s bound to the world setting and its history, so we’ve included a few characters to go with it, but feel free to substitute your own. We’ll give you a way to drag them in. On that note, we’d like to thank you for getting involved in this. Rym is the product of many years’ worth of work and play, a source of drawings and stories we’ve shared throughout its long and intricate development. Whether you’re here for the first time, or already familiar, we welcome you to our world. Rym’s previous age left behind many ruins. There were bridges which spanned whole countries, monuments made from mountains, ships that carried cities…you wouldn’t believe it. Not until you’ve seen such things, anyway. It all came crashing down seven hundred years ago when the wonderous people of that age discovered that their gods weren’t actually gods at all. There was a war. Everyone lost. That’s the short, short version. There’s a whole book on the subject. Now all that was a long time ago, and we’ve gone through all the dust and darkness and what had to be done, and some of us are still here. They said the world would never mend, not after a third of it sank into the sea, but they were wrong! There are scars, to be sure, but things aren’t as bad as they might have been. The green is coming back. Not everywhere, but you can see that. Now about those ruins. We’re going to send you in, and give you a taste. And we’re not going to give you some dry, wind-blown skeleton either, we’ve got a place that’s still sealed tight. Nobody’s been there since the Automatic War, so all the loot should still be there. The old fellow behind me knows the history of this place better than anyone, he’s got a fiche for you. He loves fiche.
They say there was once a place which had it all, a great market of the golden age called the Mall. It wasn’t like the dusty mess you see these days, no. It was a sealed place, cool and clean, where water flowed in crystal spouts and tiled pools, a place where music filled the air and lights shone in every color. People would come from miles around to visit the Mall, not only to trade but also to eat, for there was food of every nation all in a single court. The fashion there was said to be such that people would pay any price to have it, can you imagine?
Yet all of that simply pales in comparison to the mall’s greatest treasure, the Aquaar, the fountain without end.
The Aquaar was the heart of this ancient place, an artifact of the golden age. It doubles the water which flows through it, and brings life where none could otherwise take hold. The Aquaar is said to lie beneath the lost mall, the centerpiece of a great park of slides and pools where people once gathered to have a good time. It must still be working, keeping the mall alive, for those strange pink and blue lights appear up on Barium Heights some nights. That’s when you know they’re open.
|
|
BLUE HOUR MALL LEVEL ONE - COMMERCIAL RETAIL
This is where you would get your everyday necessaries, all the common shops with all basic goods. They really did have it all, small box vendors that would whip up whatever you wanted. They made everything out of dust, all different colors, that’s all it was! Dust! You’d watch it come together like magic, and when the door slid open you’d get what you paid for. Food, clothes, toys, all of it. I guess it was hard to be a thief back then, because nothing was even made until you paid. The upper concourse will be the group’s first taste of the Creator State’s heyday. The Quiet Air has preserved everything in near-mint condition, as if only seven years had passed within the structure. Its automation is still fully-functional, and anyone descending to the Upper Concourse will see the final stages of the mall’s awakening. Glowing luxite stripes provide a balance of blue and violet illumination throughout the concourse, with brighter signs adorning various automatic shops and kiosks. A soothing, pervasive music fills the air. This area is a buffet of opportunities for those in search of treasure or useful gear for deeper delving. Most of its shops are easy to figure out and will serve as an introduction to the mall’s most prized feature – the functional fabrimat (see below).
Back in the Bygone, nobody wanted to pay a bunch of surly people to stand around and sell things. The very notion of having to negotiate or pay a vendor markup went out with granular fabrication, wherein the only goods kept onsite were hoppers of raw material dust and the fabrimats themselves. Buffers of pre-fabricated items were only prepared at the start of the day, based on a sales almanac. The fabricators themselves were built tougher than automatic tellers, and many could even fabricate their own replacement parts. Automatic stores are almost impossible to cheat or pilfer. Even their coin bins and material hoppers drain out through the bottom of a compromised unit, dumping all valuables through suction pipes into the mall’s deep underground vault. Those which produced a buffer of pre-fabricated stock would secure the items behind thick saphix glass. Refills of fabrication material were accomplished by a set of hidden pressurized pipes, all fed from the dumping terminal up in the Parkoplex’s cargo elevator area. Most items in these shops could be fabricated in about ten minutes. This form of three-dimensional printing was so well developed and so reliable that it was often given a sort of flourish, with large glass windows through which the miraculous process could be observed. When complete, the fabricated item would drop down through a one-way door and into the delivery bin. There are two basic types of retail outlets in Blue Hour Mall.
|
|
OOH BOY “Be sure to stop at OOH Boy, Featuring this Summer’s most fashionably-wicked luxury leisure suits and endangered fragrances by all your favorite gold cadre brands. Today’s feature: Mr. Gloam, 25% off.”
OOH Boy is dimly-lit. A pair of black and gold striped glass doors glide apart in a breath of strangely-stale smells – cloth of course, but also leather and cologne, and something even stronger like oud or sandalwood. Dim bars of light flow along the walls, lifting the shadows of eerie figures in the most astounding of luxury outfits. Beyond them, the space splits into a pair of fitting rooms and stand-in tailormats loaded with bolts of costly custom cloth. Patterns of blue stars turn slowly on the fine sable carpet, projected from ceiling sconces. Discrete panels showcase all sorts of fabric samples; ebony micro-scale, onyx and gold houndstooth, sable silk, and many others, all dark and lustrous. Rows of exotic, gilded fragrance bottles line the back wall. The floor is black glass, and from elegant golden grills around the ceiling, a smooth, oily music can be heard. The blank-faced figures all turn their strangely-hatted heads towards the entry. Five of them begin a coordinated, jaunty advance towards you. Roll for initiative.
|
|
OOH GIRL “For this Summer’s hottest look and coolest evening wear, Ooh Girl awaits. Ladies, bring us your desires and your measurements and we’ll do the rest, or reserve a booth for a private fitting. Today’s feature: Chaotiq, 25% off.”
The doors of Ooh Girl are smokey rose quartz, or something made to look like it, and trimmed with rose gold. As they slide open, a puff of perfumed air washes out over all of you, and dim bands of hot pink light flare up in the grooves between black marble floor tiles, forming a grid. At the threshold, you’re all greeted by a cluster of flashes from either side, as if you were already famous enough for crowds of picture-takers to want you from every angle. Three statuesque mannequins turn from their raised platforms, rock their shoulders, snap their long glassy fingers, and start walking down the entry area’s model runway to confront you at the entry, which is suddenly bathed in overhead lighting and extremely fashionable music. It’s hard to tell their intentions, blank-faced as they are, but the Devilish Debutants definitely seem aggressive in the way they’re walking to the beat of the music. They might already be sizing you up, or maybe they just want to show you the perfume wall.
|
|
RADYO “Have you got the latest receiver? Are you looking for a better sound or wider range? Radyo has all the latest LM and DM models for every room in your home. Come and check out our vast selection of components if you’re making your own, and new Agitar’s latest wonder: The Dominator.”
The saphix double doors of Radyo are printed with what looks like a gantry tower emitting waves, gold over royal blue. They open to reveal a long, well-lit retail space lined with identical little alcove niches on one wall, and rows of coin-operated part dispensers on the other. Each niche is taken up by an elaborate box of metal, dark glass, and polished wood. They range in size from palm-fitting to shoulder-sitting, and each bears a distinctive lattice grill and halo aerial in one form or another. A luxite lamp ribbon runs behind each one, highlighting the high-polish metal surfaces and elaborate name badges. On the opposite wall are two-dozen coin-operated bins. Each is locked by a triangular coin slot mechanism, and contains a drop-dispenser. They come in a wide variety of sizes and shapes, though there are distinct categories. Capacitors, wire, screws, bulbs, magnets, and switches, among others. A curious smell pervades the place, not unpleasant, but utterly unique. The floor is covered in an odd carpet which utterly silences even the heaviest footstep, even at the entry threshold, and while bright, the lighting is all indirect and unusually flat.
|
|
WONDERSHOPPE “Is your little genius tired of the show-screen? Blow their little mind with and old-fashioned brain-teaser from Wondershoppe. We have puzzles and posers, conundrums and cryptograms, and of course…the Imploder."
Even from the outside, you can tell this is a toy store of some kind. This one seems to be geared towards little geniuses, owing to the enormous glass brains adorned with the shop’s logo. The puzzles on display are disturbingly-complicated arrangements of saphix and metromet, menacingly-named and almost exhausting just to look upon. Most of them have an atomic-structural or astronomical theme to them. At the center of this arrangement of puzzle pedestals is a model of the Kijian star system, and a strange projector whose slow rotation creates a model of the night sky upon the matte-black ceiling. The walls are lined with space-themed fabrimats and menus of the insanely-complicated puzzles. The dense black carpet has little points of light woven into it, adding depth to the starfield created by the room’s central projector, and silencing any footsteps which might have once disturbed the resident geniuses. The music in here is faint and cosmically-themed, with occasional soft bursts aeronaut radio chatter. The lights glow a little brighter as the door opens, as if the shop knew it was empty, and expecting company.
|
|
LEGIT SEAMS “Fashion is more than its seams. For a practical outfit at practical cost, come see our wide selection of workwear, home couture, uniforms, and more…The Legitimate Seams Company has what you need at a price you can afford.”
The glass and metal doors of the Legitimate Seams Co. shudder slightly as they slide open, the lights beyond flickering on with a soft popping sound. This automatic store is relatively plain, with a semicircular bank of fabrimats surrounded by iconic images of different outfits. A series of toggle switches appear to govern size and color, with a hopper beneath to deliver the product. Rather than moda mannequins to show off the outfits, they’ve maximized floor space for lineups and put the outfits on show-screens. The clothing shown here is fairly practical-looking, though even the simplest outfit has no parallel in the modern age. It looks like it was a place for working clothes and related accessories. All eight of the kiosks appear to be in working order, showcasing shirts, pants, shoes, hats, jackets, and undergarments, though curiously a few of the items are marked SOLD OUT. The music here is also very practical, bland, and calming.
|
|
MEMPHOS "Memphos: The Erratic Brilliance of today’s Avant guard. Come and see the future of interior design in our exclusive showroom and commission a masterpiece of your own for your average home.”
The bizarre, asymmetrical blue and yellow glass doors of Memphos part with a rising musical scale, revealing a lushly-carpeted, dimly-lit waiting room. This hardly seems to be a store at all, though the four large screens on the far wall each display a rotating sequence of bizarre furniture stock. These garish designs appear to represent the height of golden age interior decoration – blocky, nonsensical, irregular, and garishly-colored. The shop has two wide purple couches from which these furniture features can be watched, though not a stick of the actual product appears to be on hand. From the looks of it, the furniture was merely ordered and paid for here, and likely delivered by some long-lost process. Soothing music can be heard, though its source is unclear, and there’s a faint smell of ancient tobacco that even centuries of Quiet Air couldn’t erase. The room looks like a comfortable place to camp out, though there’s an eerie attractiveness to those displays that just makes you want to look at furniture. The chairs alone unsettlingly hypnotic, especially the one-armed Qekbury high-backs, or the Luuq scoop lounger. And the bedroom sets are just unbelievable.
“I don’t know if anyone will ever read this, or when, but please deliver it to 9416 Olivine Crescent, Thorium Ring, Profectus. Take all my money as your delivery fee.”
|
|
FAST-A-SLEEP “Do you need a break? Tired after a long day? Fast-a-Sleep is your place to stay. Whether you just need an hour to catch your breath, or a good night's rest, there's always a vacancy for our Gold Cadre members."
The double-doors of Fast-a-Sleep appear to be sealed by a pair of crescent moons, one gold, one blue. They spin silently as you insert the Gold Cadre card, separating to either side as the doors part to reveal a dim, curved room dominated by a row five identical sarcophagi. Each of these bears its own small door and iconography implying the desire for silence. A coin slot can clearly be seen next to each door handle. The room is very dark save for some amber-colored strips which wind their way around the room at floor level. A very subtle, meditative tone fills the air. Some of the symbols here suggest that this was a place of rest, and that two of the five sarcophagi are currently occupied.
"Who are you?" Blue will only listen for a response, but if the individual gives their name, the mall's intelligence will spend the next few hours gathering information (a process just like Legend Lore). Blue hasn't built a customer profile in a long, long time, and he'll use them as the group's point of contact for various encounters later on. After this, Blue will know an eerie degree of their chosen representative's backstory, ancestry, and even their motivations. Blue will use this to manipulate them, though whether for good or ill remains to be determined at this point.
|
|
CAFE MODE "Café Mode offers a mouth-watering selection of artisanal pastries designed by world-famous chef Yanz Dubulé. Choose from a variety of exquisite tea and coffee beverages, expertly prepared in our automatic barista. Take off a load…at Café Mode.”
Café Mode is what must have passed for a restaurant during the golden age, being of similar dimensions and adornments. The doors slide open to reveal a well-lit arrangement of glowing pink tables, a checkered marble floor, and nonsensical wall-art with pink themes. A moda standing just inside the entry takes bow and then gestures towards the mostly-empty tables. A pair of well-dressed mummies are sitting at one of them, though there’s plenty of seating otherwise. The moda stiffly fans out a number of menus, offering them up for the taking. A discrete sign beside the door urges you to ‘Seat Yourself’, as if that wasn’t a given in the bygone days. There are a few other doors in here, too. A pair of them on the south wall, one pink, one blue, and a larger, glossy metal door to what must be the kitchen on the north wall. The room is bright and polished to a mirror shine, with a light, airy music adding to its vacuous ambiance.
-If you choose to attack the advancing moda before it can get into striking range, roll for initiative. -If you choose to attempt negotiations instead, forfeit initiative and roll a Diplomacy check. -Stall: The stall used to cost 1 pazool but has been jimmied. Written in jagged black letters on one of the stall's interior walls is this number: 447 - CIN 61261
|
|
FWUUSH “Thirsty? Why not suck down a cold bubbly Fwuush beverage while you shop? Visit the Fwuush Carbonization Station on the upper concourse for an even wider selection of your usual favorites. Just in time for Summer, Blue Banana Calamity and Red Mango Velocity.”
The so-called Fwuush station is a wildly colorful arrangement of semi-transparent pipes woven into the wall opposite the sliding glass doors. These pipe clusters converge around an number of small alcoves festooned with colorful buttons. Most of these buttons are in the shape of different fruit. As if awakened by the approach of potential customers, the automatic drink fountain-wall hisses and gurgles ominously. For one pazool, it looks like you could purchase one of the enormous, exotic, painfully-colorful drinks shown on the menu board. A cylindrical cartridge of massive cups appears to provide the drinking vessel, you just need to choose the flavor. A marquee above the Fwuush Fountainwall shows the current assortment of flavors and their peculiar names. Some of them appear to be out of stock and have mismatched lettering. They all cost 1 pazool, which is pretty expensive for a drink. Each drink comes in a 32oz. cup and can provide enough hydration for a full day, along with enough sugar for five days.
- Advanced Apple/Apricot
- Sugar: The sugar supply being as low as it is, Violet has been supplementing Fwuush with disintegrated people. Each person provides between 4 and 5 grams of sugar, roughly equivalent to a sugar cube.
- Phosphorous: Used in the fabrication of phosphoric acid, Violet extracts an average of 1d3 lbs. of phosphorous from anyone she breaks down.
|
|
COMMUNICADO “Would you like to talk to someone you know, or get some answers from someone you trust? Communicado keeps you in touch with the world. Visit our new kiosk on the upper level concourse and let your friends know that Blue Hour Mall is just a railbus away.”
The double-doors of Communicado bear a sinister-looking eye which splits down the center as they open. The lights rise slightly to accent a number of smooth metal booths, each with its own circular show screen and speaking horn. It looks like it was once possible to send and receive messages from these booths, as a number of icons beside the coin slots depict silhouettes doing just that. One pazool per call does seem a bit costly, but this was clearly cutting-edge. Each booth has its own long number, and a dial with which to enter a different booth’s number. A helpful list of free-to-call, mall-specific numbers are listed next to each booth: -General Information: 445 -Ticket Purchases: 446 -Barium Railbus Station: 448 -Waterpark Administration: (NOT WORKING)
1) Mall hours are perpetual, though some restrictions apply.
1) Barium Railbus Daypass [Suspended] |
|
COINFLIPPER “Don’t have the right change? Need to make a withdrawal? Don’t forget, Blue Hour Mall offers automatic money-changing services. All Blue Hour Mall frabrimats and automats accept only new pazool coins.”
The heavy sapphix door of the Coinflipper Currency Exchange slides open on a magnetic rail, revealing a semi-circular bank of sleek armored coin boxes. Each has a seamless, nearly-impregnable design with a simple series of slots, cranks, and hoppers on its face and a helpful diagram to assist even the dimmest of shoppers. It looks like triangular pazool coins of all denominations can be changed here, condensed into larger denominations or broken into smaller ones. Three of the machines look slightly different, with gold-bordered slots for cards of some kind. This appears to be connected to a service which is no longer offered, as all of them are hung with signs suggesting that they’re Out of Order.
The Thievery roll required to break into these boxes is 25. They aren't so much cracked open as tricked into dispensing their money freely.
Success: The machine dumps 1d6x100 pazools.
Critical Success: The machine dumps 600 pazools.
There are eight boxes in total, each containing 1d6x100 brand new pazool coins.
|
|
CANDIBOX EXPRESS “Who’s up for a few guilty pleasures? The CandiBox has a fine selection of tempting confection. Whether decadently decorative or just downright delicious, CandiBox grants your candy wishes.”
The whimsically-colored bubble-glass doors of CandiBox were perhaps designed to create a sense of childlike wonder, even in the jaded adult, but they're a bit unsettling in their insanely gleeful design. As the lights within the store flare up to their full pink luminosity, a jaunty chime announces your arrivals by name, prefixed with an absurd title. One of you is the Earl of Orange Ripple, for instance. The Duke of Dandycane. The Wizard of Walnut.You get the idea, congratulations. The store itself, like so many others, is just a row of candy-specific dispensers. Each has its own show-screen of animated enticements, and bizarre suggestions on how to best consume the product. Some of these are undeniably wacky, though the oversaturation of color, sound, and sugar make it more unnerving than enticing. These people were insane for this stuff. One pazool will get you a varying degree of anything here – a single cube of Roseruby to a huge handful of Bubblecrystal. A lot of the candy is faceted to be gem-themed, or else spherical, and one must provide their own container or wrapping.
|
|
BLUE HOUR MALL  LEVEL TWO - LUXURY RETAIL
The mall’s lower retail concourse is populated by luxury brands and high-end vendomats, golden trim, marble-patterned nicrete floors, and scented air. Even the muzak here is high class, Channel-L (Lenir) synth-orchestral, made to flatter the shopper with delusions of grandeur. Just walking through this area loosens the purse strings and lightens the wallet. The lighting is a bit lower, accentuating baby spotlights which bathe extravagant display items of all kinds. It feels like an exclusive experience, and even after all the years it’s been well-maintained by its moda staff and metrosweeps. Just waiting. Blank faces stare out from behind nearly-indestructable display windows or automatic doors that might not even open without an introductory vetting or Gold Cadre Club Card.
Like the upper concourse, this looks like a double-ring of shops, though the southern segment appears to be some kind of nightclub or music venue. There are brightly-lit luxite signs calling it Laserlight Nights, and suggesting that it’s the place to be. Or it used to be, anyway. From the looks of those signs its pretty exclusive too, though the images depict young couples dancing and even singing, as if they were somehow allowed to be a part of the performance, most likely after having a few drinks, which also look very exclusively expensive.
There are two major entertainment options on the lower concourse – Laserlight Nights and Theater of the Mind. These are significant plot zones where a lot of information can be obtained, so the DM should be prepared. The enticements are intrinsic, too, the mall itself wants the party to attend. Laserlight Nights will let them meet a trapped entity that just loves company and who will let them in on some juicy secrets, while Theater of the Mind is their first encounter with Violet or Blue (or both), the ghost-intelligences of the mall itself. These two venues will also give the party a taste of what passed for entertainment in the Bygone, new songs, dances, drinks, and more. It’ll be a chance for any performers to really shine, and anyone with enough wisdom and insight to figure out what the mall is really about. Don't try to steer the party in that direction, though, it should occur naturally as the concourse is a big circle and any shopping or looting will take them there eventually. The tickets for both of these segments can be purchased at the door, or from the teleticket number in the upper concourse Communicado. These tickets are old-fashioned blue plasti-punch cards stamped with a gold pattern - they can't be faked without exceptional means. Let this incentivize the group to get enough money to gain access, and reward them with a well-prepared show. We’ve laid out the basics, but you know your party better than we do, so feel free to customize the experience in either section to enhance their enjoyment. It’s all part of the show. You'll want some good music, and if you're over 18, a few drinks couldn't hurt either. |
Standing at the back of the otherwise-empty showroom is a single moda in an expensive-looking suit. A gold name label bears the name: ‘Closer’ He looks up, if a blank gold face could be said to look anywhere. The store itself speaks for him:
"Well hello, valuable customer."
The other important feature found on level three is the railbus station. Though not currently active, it’s a clue as to how one might come to (or escape from) the mall, it can be searched for some valuable items and plot reveals. Stations like this could be found all across the Creator State, a hybrid of bus and train whose vehicles would cycle between rail and road travel depending where they were scheduled. The railbus line which serviced Barium Heights is relatively intact, though completely sealed at the station, with enormous vault doors enclosing either end, and one of the mall’s dedicated railbuses still waiting with those who tried to escape when the mall was sealed. Because the rail station isn’t serviced by the mall’s metrosweep crew, the mummified, gas-preserved corpses of those aboard are also relatively intact. The dry air, disinfectant gasses, and seven hundred years of waiting have preserved them for all to see.
This is one of the two ways that the party can escape the mall, aside from dying in it. Several conditions must be met to reactivate the railbus station and open the immense vault doors which seal it from the outer rail circuit. This underground circuit is still in working order, and once the station is unsealed, the railbus can be reactivated for outbound travel. Until then, it’s just a big loot box and a source of information and creepy atmosphere. There are dozens of dead people here, all perfectly preserved, and it should be a harrowing experience after the relatively corpse-free mall above. Use it to showcase the sudden, lethal nature of Quiet Air asphyxiation, and give the group a chance to collect some treasure while they’re exploring.
In the late stage of the module, certain events may force the group to escape using this area, especially if the upper section is cut off. If that’s the case, it’s important to indicate that steps can be taken to release the seals and power up the railbus before they leave the area. This doesn’t have to be the only way to escape, but make sure they know it’s an option by the time they’re finished. It can also be a literal vehicle to a sequel area in the future, or even just a way to get back to Gale’s Yard by traveling from Blue Hour Mall’s rail station to the Barium Heights Terminal, which is the final destination for all railbus lines, and not very far from Gale’s Yard as it turns out.
This is where the Aquaar’s presence is fully visible for the first time. The vast amount of water it generates and pumps through the park can be seen, heard, and even felt within the walls, and the two main viewing domes which look down deeper into the park allow anyone here to see the splendor of its first level. This is simply the meeting area where you can buy your tickets and get changed into your swimwear. Since the descender goes no further down than this, the only way to proceed into the park is through the changing areas, where hundreds of lockers once offered a place to store your belongings. Many of these can now be looted, though there isn’t much – after a set time the contents are dumped into vacuum pipes in the sub-floor and whisked away to a long lost lost and found. There are also a pair of medical treatment centers for any injuries which might occur here, as well as a large restricted maintenance area where the enormous pressure pipes can be found.
Last but not least is the Far Shore Arcade, opposite the changing area. This is where you could spend your loose change in vast quantities, a dizzying array of colour games meant to test one’s reflexes, cunning, ego, aggression, and intellect. Games of this era were simple - offerings of 4-16 bit graphics, chip-based sound, and addictive repetition, all for an average of 3-5 plays per pazool. You could spend hours in here for not a lot of money, and it’s where you might find the people who had finished swimming, or those who were waiting for their friends to arrive. Believe it or not, it’s also a place where you can glean a great deal of information, and meet Blue for the first time. He'll communicate by way of these games, whether by challenging players or simply using the screens to send a message to them.
There isn’t much trouble in this area, as it’s meant to be a prelude to the more dangerous levels below and the one above. It’s a where the group will be under Blue’s supervision. He’s the lutrai intelligence which runs the park, a sort of ghost who’s been warning them not to come. He doesn’t want to hurt them, and if they made it this far he’ll be resigned to helping them instead, but he’s afraid of Violetta and he’s even more indirect in his approach to sending them messages. He resides in the games, the ticket booths, and the two heavy light reactors in the maintenance areas (represented by the Gear icon). He knows they’ll have come for the aquaar, and that it will mean his end, but he’s much more willing to fade away than Violetta, and won’t try to stop them. He will, however, try to keep them from venturing down into the park unprepared.
To get to the reactors requires a maintenance access card. The area with the gear symbol is danger-striped for a reason – it’s made for maintenance teams, and the danger-striped area will become an impassible wall once the card is inserted. Only once the striped floor area is raised will the massive bulkhead door open. Outside, warning iconics on the outer isolation wall will indicate SERVICE IN PROGRESS’. At the same time, the reactor door will open downwards, exposing it for maintenance.
To get to the reactors requires a maintenance access card. The area with the gear symbol is danger-striped for a reason – it’s made for maintenance teams, and the danger-striped area will become an impassible wall once the card is inserted. Only once the striped floor area is raised will the massive bulkhead door open. Outside, warning iconics on the outer isolation wall will indicate SERVICE IN PROGRESS’. At the same time, the reactor door will open downwards, exposing it for maintenance.
This was the top of the park, where people would line up for the four famous waterslides that would take them to the lower level far below. Though there were only four slides, they were so thrilling and complex that people would line up to use them, and even climb stairs back up to use them again. They’re just fancy ways down from up here, and the main feature aside from the waterfalls and tranquil relaxation pools. There are openings in the floor where the lower level can be seen, all surrounded by safety railings – it’s about a hundred feet down, and not all of that fall ends in a plunge pool. There are four separate sets of stairs which can be used to descend or come back up from down there, along with the two spiral staircases back up to the Waterpark’s mezzanine. The slides are current off, as are the waterfalls, as if someone had shut them down recently. In clockwise order from the top of the map, they are:
The Blue Bolt reaches the lower level in twelve seconds - there is no faster way down. You hear these claims even as you enter the fountain chute, and as if sensing your presence, the water jet-pressure increases in an explosive shove. You are blasted into the Blue Bolt's upper funnel, an open corkscrew that gives you dizzying glimpses of the immense underground waterpark as you're injected at terrifying speed. The funnel builds up enough velocity to hurl you across a wide horizontal curve at breakneck speed, and a transparent section that gives you another view of the blurring lights and water patterns of the park below. Then it drops again, down through a series of water curtains which slow you just enough to make the splash-down a little less explosive.
The jets shove you into the breech at an unremarkable speed and for far too many mundane moments it seems as if it might have just been a joke. There are a few sharp turns, a few stomach-wrenching drops, but nothing that would risk drowning you. Then the slide just suddenly isn't there anymore, as if they'd run out of tubing or some piece had broken off. You tumble off into space, twenty-five feet above the sprawling, pitiless tile of the vast underground waterpark. And you fall. And the placement of the splashdown is just right for you to hit it dead-center. You are deep-sixed into a much deeper pool than the others, a deep blue well that slows your descent and sweeps you up to the shallower exit stairs in a torrential undertow.
The Lazy Twist gets its name from the shallow grade and winding excess of its course, full two minute descent which loops around the entire outer perimeter of the lower park. It's lazy alright, lazy enough to concentrate on other things such as the unusually unsettling vista of such a huge, empty place. The slide widens out in many places, and takes you past stretches of nearly-invisible sapphix glass where other, less lazy slides can be seen, along with the four artificial waterfalls spilling down into the lower level. The slide passes through all four of them with a low roar, and the speed picks up just little towards the last stretch where you can see the splash-down pool coming into view. There's barely a splash, though, more of a lazy slosh.
The Typhoon was clearly made to simulate an actual typhoon, because as soon as you slide down into its watery grasp, you are at risk of drowning. It must be one of those hard waterslides where some of the fountain-jets are reversed and you have to maneuver or be battered by the inertia. And it's true, there are some stretches of full immersion and wide stretches of brutal whitewater whorls that spin you right around. It's almost like this thing was made to simulate being dumped out of a canoe in a raging river. Can you survive? With a final, punishing series of waterjet rapids you're rolled end over end into narrowing stretch and straightened out (the wrong way) just in time to get smashed into the splashdown pool hard enough to knock the wind out of you.
The Tranquil Pools are just that. They're a place to relax in warm, crystal-clear water and maybe listen to music. These pools are only hip deep and have sculpted bench linings, with room enough to ten to twenty guests. There are eight of these pools in a ring around the stairs between lower and upper levels. These would be good places for a Short Rest or just a soak, and anyone resting here will get to spend a free Hit Die in their recovery.
"You're the best we've ever had, so let's make sure we all go out with a bang!"
Perfect Tom has company, too, a whole crew of Dapper Delinquents and Devilish Debutants from the mall’s moda mob - three for each of you. They descend on wires just like he did, assuming their coordinated positions as the music begins. It seems they know that this is their last show, and they’ve pulled out all the stops to make sure you all get the ending you deserve.
These defeats aren’t expected to be sequential. Each round that Tommy defeats his chosen rival's Perform is a round in which Violetta seizes back control of the other moda – emphasize this with marionette-like obedience and a growing struggle of resistance among the performers to let the party know they’re on the right track. On rounds where Violetta’s in control, all the moda will fight the party in the usual way, though Tommy and the one trying to outperform him remain engaged with the challenger's copies taking the Dodge action or (for a greater challenge) doing the Aid Another to assist their leader's Perform checks. They will never attack as long as the challenger only makes Perform checks in kind.
ART EFFECT "Are you looking for that rare piece to complete your collection. Art Effect’s limited and unique editions are completely non-fungible, irreplaceable, and guaranteed to appreciate in value. It’s art you won’t see anywhere else. Don’t miss out, you only live once.”
The lights come on behind the glass double-doors even before they open, as if Art Effect somehow knew you were approaching. The shop welcomes you with a soft hiss, exposing a jauntily-decorated interior in rising illumination. The show-screens opposite the entry are larger and more elaborate than most, and somehow capable of throwing their displayed offerings into the room itself. Some of these light sculptures are mind-bending, revolving in a phantasmal gallery like indescribable ghosts. There is a hypnotic quality to other aspects of the room as well, even the pattern on the floor. A thin, pleasant-smelling haze is faintly visible now, giving this art its medium. The haze seems to be the canvas on which these light-sculptures are hung, and while it doesn't seem toxic or intoxicating, it certainly is noticeable when you're looking around. The crystals, panes, or bulbs which project the art seem to be what's for sale, while the images they create are ethereal and could probably be thrown at a wall if you wanted to be a bit more traditional. The music in here is particularly classy, and very fitting considering the cost of these art objects. Some cost hundreds, or even thousands of pazools, with gold-played coin slots meant for the high-value pazool tokens you can get at the Coinflipper stations.
BIGWORTH'S “Are you about to hit it Big? For the flakiest of the upper crust’s most fashionable interior design, look no further than Bigworth’s. I mean, if you’ve got this much money maybe you ought to invest it but sure, come and f-f-feed it to the Machine.
Even the entryway of this venue looks expensive, with elaborate gold script and the brand’s signature A-Ok monogram. The doors glide open to reveal a surprisingly plain room with a blue wooden floor and six ornate fabrimat screens – three on either side wall. These screens showcase a number of decadent furnishings at equally-decadent prices. Though beautiful in their craftsmanship and design, these appear to have more fashion than function. Even the furniture looks uncomfortable to actually use. Expensive-sounding music can be heard from somewhere high above, further adding to the high-end façade. If you were a king, or a captain of industry, this looks like the sort of place where you could buy your big chair, your desk, your cabinet, or your walk-in humidor. In fact it looks like you could get a hybrid of all three of those things if you had the right money. The six fabrimats appear ready to let you design it to some degree, and even make it custom, on the spot. Only the finest materials are shown, presumably stored in powder form somewhere in the guts of the establishment, ready for fabrication. Teak, mahogany, crystal, silver, and leather of all kind appear to be the palette, and while your imagination may be the limit, your money might stop you a bit short. The prices range from hundreds to thousands of pazools, but where else are you going to get a combination fainting couch and loveseat?
D'DAND-D "Are you looking for that rare piece to complete your collection. Art Effect’s limited and unique editions are completely non-fungible, irreplaceable, and guaranteed to appreciate in value. It’s art you won’t see anywhere else. Don’t miss out, you only live once.”
The sapphix glass door enclosing this store doesn’t open right away. Instead, you might the get the feeling that you’re being watched, or even sized-up. A thin grid of blue lines pulses over everyone at the threshold. Your measurements are being taken by a fixed glass eye. A moment later, the lights inside come on and the door whispers open. A pair of smartly-dressed mannequins perform identical courtly bows, then pivot to sweeping gestures of welcome. More lights come on, highlighting other smartly-dressed faceless figures, each striking a debonair pose. This looks like a clothing store for men, though the clothes look so good that anyone could wear them and be noticed in a crowd. The store has its own music, too, and now that’re all snapping their fingers to its jaunty extravagance. It’s a slice of some long-ago musical number that probably made a lot more sense back in the Bygone, but even out of context it’s pretty impressive. They’re putting on the ritz, these faceless gits, and they’re the only place where the fashion sits. Fortunately there’s a dozen of them, showing off a whole range of luxurious clothing – suits, jackets, even dress uniforms, along with a variety of accessories.
BLUE HOUR MALL LEVEL THREE - FOOD COURTS & TRANSIT STATION
This is the Food Court level and railbus station, and the bottom of the retail portion of Blue Hour Mall. While the topmost level was basic retail and the level below reserved for luxury stores and entertainment, the third level concourse is mostly restaurants, automats, lounges, and bars, ranging from practically affordable to absurdly decadent. The idea was to provide a wide range and an easy enticement for anyone traveling a railbus route, since everyone needs food more than fashion or accessories. The food court level is well-preserved, its offerings composed of simpler fabrication dust such as protein, carbohydrates, sugar, salt, etc. These constituents are also the easiest to acquire from visitors who find themselves unable to survive the mall’s own appetite, and you can be sure that at least some of what you eat here used to be people. The restaurants are all automatic, some containing simple vendomatic cubicles which compose the food on disposable dishes, while others are atmospheric dining rooms with smartly-dressed moda waiters, musical accompaniment, and multi-course service. In all cases, the entire process was an experiment in pure automation, and so even now, after hundreds of years of meticulous preservation and routine restoration, the food court persists as the most successful demonstration of this concept.
BLUE HOUR MALL LEVEL FOUR - WATERPARK COUCOURSE
The Waterpark Complex is separated from the upper retail complex by a significant distance, and not accessible by stairs. Only the descender can take you down to this level, which was originally designed as a military installation and reactor silo. Since it wasn’t used as such, and repurposed as a mall, its enormous size and structural reinforcement may be a little unsettling, and suggestive of more than just some common waterpark. The same goes for the descender-only access, which would have been alarming to anyone used to multiple ways in and out of such a large amusement venue. The area is lined with polished nicrete tile, differentiated from the standard raw poured nicrete which was coated with marble or granite tiles in the upper levels. Down here, it looks like an immense pool complex, so everything is shiny, white, and waterproof. What isn’t nicrete is metromet, the extremely hard, dense variation of bronze which resist both corrosion, damage, and even bacteria or oxidation. Similarly-durable sapphix glass forms the windows, screens, and tabletops of the mezzanine area.
FAR SHORE ARCADE “You need to downcycle the reactors if you're going to take the Aquaar, guys. I can help you, but Violetta will know as soon as we start powering down. She'll send things down here to kill you and I can't stop that. She'll put an end to me too, but I've been here for long enough. I'm ready to go.
These reactors run on Radiant energy, providing not just power and illumination to the mall, but also regulating the immense network of valves and pipes around the aquaar itself. Originally intended to cool a military reactor, the aquaar was repurposed for the waterpark’s lighter power plants and thus shutting them down will allow it to be disengaged from the water circuit below. Until then, attempts to do so will expose anyone who tries to the full brunt of the mall’s energy source – the Radiance equivalent diving into an ultra-high voltage transformer while fully submerged. Until the reactors are cycled down, any attempt results in not just death, but complete disintegration. Blue will help them, but also warn them that as soon as they start the shut-down sequence, they’ll be on a timer before the entire mall shuts down and locks them inside forever.
ARCADE NAME
TYPE
ATTRIBUTE
DIFFICULTY
ADVANTAGE
Summary / Objective of the Game
Esoteric Barbarian
Action Adventure
Dexterity
12 + 1/level
12 + 1/level
Kill thousands of people who don’t understand you.
Catasteroids
Scrolling Shooter
Dexterity
12 + 1/level
12 + 1/level
Kill thousands of people who don’t understand you.
Tunnels of Bane II
Action Adventure
Dexterity
12 + 1/level
12 + 1/level
Kill thousands of people who don’t understand you.
HEAVY LIGHT REACTORS “You need to downcycle the reactors if you're going to take the Aquaar, guys. I can help you, but Violetta will know as soon as we start powering down. She'll send things down here to kill you and I can't stop that. She'll put an end to me too, but I've been here for long enough. I'm ready to go.
These reactors run on Radiant energy, providing not just power and illumination to the mall, but also regulating the immense network of valves and pipes around the aquaar itself. Originally intended to cool a military reactor, the aquaar was repurposed for the waterpark’s lighter power plants and thus shutting them down will allow it to be disengaged from the water circuit below. Until then, attempts to do so will expose anyone who tries to the full brunt of the mall’s energy source – the Radiance equivalent diving into an ultra-high voltage transformer while fully submerged. Until the reactors are cycled down, any attempt results in not just death, but complete disintegration. Blue will help them, but also warn them that as soon as they start the shut-down sequence, they’ll be on a timer before the entire mall shuts down and locks them inside forever.
BLUE HOUR MALL LEVEL FIVE - UPPER WATERPARK
The upper level of the waterpark is strangely dark and silent, though it looks like it’s supposed to be brightly-lit and teeming with swim-suited guests. The four great slides to the lower level are dormant, the great waterfalls as well, and only the watery aquamarine reflections of the bathing pools shed any real light across the immense upper concourse. In the silence there’s a sort of tension, as if you were all being watched from all around.
SHOWDOWN - FASHION ASSASSIN “Tommy, it’s time for your last show. If we’re going to go, let’s make sure their final performance is one for the ages.”
The lights in the upper waterpark dim, replaced with star projection, and the biggest star of them all is Perfect Tom, the high-profile bodyguard of the Mall’s intangible fashion queen. He descends from wires in the ceiling, spotlit from several angles, practically divine, and before you can even compose yourselves, he’s dropped down and struck a pose. Is it really him, or just a model of him? The advanced mannequin looks like it cost a fortune, all white alabaster and ivory, gold and steel. The mall speaks in his voice, thundering from all around you.
BLUE HOUR MALL LEVEL SIX - LOWER WATERPARK