Sunday, August 30, 2026

The Villa of the Fallen Star, Floor 1 (Not My Destination)

[] - Not My Destination Index - Floor 2: Venus 

The tentpole dungeon of Not My Destination is the Villa of the Fallen Star - a celestial palace-dream crashed to earth, whose owner could, they say, grant a wish to those who find it. There will be five 20-room floors: Mercury (water, winter, movement), Venus (life, warmth, alien chemistries), Mars (gladiator pits, axe pendulums), Jupiter (wealth, banquets, power), and Saturn (lead, grief, the catacomb-dreams of the fallen star). 

I'm taking it easy with this one - stocking follows Phlox's 20-block dungeon stocking, with treasure generation (~roughly, I upped a few of the smallest hoards and handed out some more magic items) and random encounter stats from Idraluna's Littlest Brown Book. The maps themselves are pure Donjon output (I enjoy making hex maps! dungeon maps, eeeeeehhhhh) - ignore what it says about doors' locked or unlockedness, and suffer through the strange assignment of room numbers.

Similarly, this is basically unpolished notes. You'll live.

https://laweyd.itch.io/ - a spirit of the outer spheres, guard and attendant to the fallen star

Random Encounters

  1. 3d6 Pirates, 1 HD, 7 AC, movement 12" ("T1" on the LBB encounter table. also whenever i say "pirate" in NMD it means "seafaring cultist sworn to Chaos and the evil sentient sword NAMELESS SHAPELESS BLAMELESS")
  2. 1d6 frozen ghouls (made by Ismarc), HD 2, AC 6, movement 9", attack save vs. spells or paralysis. ("as ghoul", T2)
  3. 1d4 Star-Spirit Servants, HD 4, AC 2, unaffected by nonmagical missiles (as "hero", T3) (this is literally a dude and you can talk to him). honor focus, duelist.
  4. Star-Spirit Hunting Weasel (attempts to attack from surprise and grab single targets), 3 HD, AC 6, move 15"
  5. Ice Elemental, 4 HD, 5 AC, movement 9"/15" (flying), immune to nonmagical damage except mundane fire, which deals 2x damage. (this is ~" as gargoyle". by LBB rendering that makes it a "T4" enemy, and i get one of those) (trying to "work", get outta the way)
  6. Dusty Circle Ismarc the morally dubious necromancer (HD 4, AC 9, black school spells Disguise Self (pretends to be a ghoul), Charm Person, Cause Light Wounds, Cause Light Wounds, Enfeebling Ray, Enfeebling Ray, Invisibility, Slow, Wall of Fire, no allegiance to NAMELESS SHAPELESS BLAMELESS) along with 6 ghouls.

01: Snowstorm - Winter/Empty
Snowflakes constantly rain down in this room - if carefully observed, each is a perfectly regular hexagon. The floor is covered in drifts of this snow.

02: Ghoul-Killing Hero - Winter/Monster w/ Treasure
A Star-Spirit Servant waits here, wiping charred ghoul-blood from their flamberge. They wear a red-and-white silk belt with onyx and silver inlay worth 1100gp.

03: Ice Elemental Nursery - Winter/Monster
A single Ice Elemental lairs in this niched room, slowly patting together 9 more of itself.

If you somehow worked with the elemental to complete its work, the experience would teach you to build an ice elemental of your own for 300gp, enough ice and snow to work with (inaccessible anywhere but here or the ice caps of True Mars), and a week of labor.

04: Capture Site - Winter/Trap
The floor of this room is marked out with four teal square tiles. If a creature stands on one of these tiles, glass walls fall from the ceiling to trap them. This cage then fills with water, which magically freezes once the column is filled.

The first time this is triggered, two Star-Spirit Servants come to ensure the trap works successfully.

05: Sea Urchin - Water/Monster w/ Treasure
600sp and 30gp in Stellar coinage sits in a pool of cold and clear water, defended by a giant sea urchin (5 HD, 3 AC, 10", on-hit save vs. death or be paralyzed).

06: Placid Lake - Water/Empty
A thin, rattling metal bridge with no handrails leads across this perfectly round cistern. The fish inside are of a prismatic Stellar variety - they are simply a pair of cones matched like <> so.

They are still, somehow, edible, and taste like perfectly mundane salmon.

07: Stellar Cache - Winter/Hidden Treasure
The right wall of this room is clear ice. Inside hovers a small sculpted Stellar head (30gp), and a pair of flammable scrolls - one contains Polymorph Self, and the other summons a 9 HD, 4 AC, 3 attack + 3d6 damage heat ray Stellar warform which is immediately and omnidirectionally hostile.

08: Ice Rink - Winter/Empty
The floor of this room is smooth, clear, slippery ice - looking down, it pierces all the way to the Arena on Floor 3 - Mars.

09: Stoneskin Fountain - Water/Special
A star-faced spirit pours mercury-like fluid into a square basin on the floor. Applied to an object it turns the outermost layer of it into metal. On the skin, it provides -2 AC (though only for 1d6+6 turns before it flakes off). If consumed you must save vs. petrification or die.

10: Teleporter - Movement/Special
In the center of this room is a ritual circle inscribed in bronze. Anyone walking through this circle is teleported to hex 07.08, near the Forge of the Giants.

11: Pirate Hunting Party - Movement/Monster
Six Pirates plus one Pirate Warmage (Throne Manderley, 2+1 HD, Red M-U 4, spells Magic Missile, Hold Portal, Chill Touch, Magic Missile, Shocking Grasp, Levitate, potion of Gaseous Form) search for their missing member, Gusil.

12: Frozen Grave - Movement/Trap w/ Treasure
The floor of this room seesaws when weight is placed on it, dumping those who cross unwisely into a pit of instantly lethal liquid nitrogen. A perfectly-preserved body wearing a 4000gp armband lies abandoned in the pit.

13: Weasel Track - Movement/Monster w/ Treasure
Three Star-Spirit Hunting Weasels race in a round track following a spinning mechanical arm with a pirate (Gusil - stringy hair, overconfident, still, yknow, sworn to death and chaos) tied to it. A pair of Star-Spirit Servants absentmindedly bet on the victorious weasel - their pot of 400 nonagonal Stellar sp and a 60-gp ring lies on a table between them.

14: Frozen Captive - Winter/Special
A bizarre four-legged rotationally-symmetrical creature (2 HD, 7 AC) is trapped in ice in the middle of this room. If released from the ice, they return to life. Their language is incomprehensible. They desire to return to their homeworld (requiring, perhaps, extremely expensive modifications to the Tower of the Martian), and can reward those who aid it with the alien spells Flip Person, Cone of Dense Foam, and Cube of Spell Splitting.

15: Lost Ghouls - Water/Monster
4 of Ismarc's ghouls lie here, cut apart but still living (half movement speed). Their wounds burn with the bluish-white fire of Stellar weapons. In the center of the room is a smaller cistern otherwise identical to the one in Placid Lake.

Ismarc would like these ghouls returned to him.

16: Rolling Boulder Hallway - Movement/Trap
The floor of this sloped hallway is an abraded mosaic depicting rows of bowing stellar spirits. The door on the far end is false - it has no hinges, and if the handle is pulled it comes off the door. Above the false door is an obvious trapdoor - when the false handle is pulled, a polished round boulder falls from the trapdoor and rolls down the hall, forcing Saves vs. Breath against 2d6 damage.

17: Weasel Nests - Movement/Empty
This room is unusually warm, and the ground is lavender alien-soil instead of harsh marble. Burrows in the soil hold 7 juvenile Star-Spirit Hunting Weasels (harmless).

18: Animation Mural - Movement/Empty
The west wall of this room is a mosaic of color-shifting tiles that display a beautiful night sky. Tiles removed from the wall revert to a colorless grey.

19: Ismarc's Beachhead - Winter/Monster w/ Treasure
The doors to this room are newly locked and painted with white skulls-in-circles and running horses. Ismarc and Tomorbaatar both hold keys.

8 Ghouls are here, along with his general, the resurrected conqueror of the steppes Tomorbaatar (as Ghoul, but 4 HD and armed with a bow and 9 +1 arrows tipped with engraved diamond heads - Tomorbaatar will bleed on these arrows to make them cause Ghoul paralysis at range), who leads them in drills.

Tomorbaatar serves ably - his loyalty to Dusty Circle Ismarc comes from a feeling of indebtedness. How else would you feel about the man who returned you to life?

Tomorbaatar's armor is made of woven-together coins - 300sp and 60gp can be recovered.

4-in-6 chance Ismarc is here, unless he is known to be elsewhere.

20: Rapids - Water/Trap
This room is split north/south by 20 feet of rushing water.

Also one unrelated last bit - the Littlest Brown Book uses a reading of the OD&D combat rules where monsters make a single attack, then (if fighting only "normal humans", PCs of level 3 or less) a number of extra 1-HD-equivalent attacks until it has struck [HD] times. I plan to, instead, use the logarithmic damage alternative on page 96, where creatures of 4-7 HD strike twice and those with 8+ attack three times. This is because I'm a poser. 

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