Gradient Decent - Mothership Module

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Gradient Descent is a sprawling sci-fi megadungeon inspired from fantasy rpgs, movies like Blade Runner, and comics like Blame!

Content Warning // Contains: Scenes of graphic violence, body horror, emotional trauma, psychological distress, obscene language, and harm to android children.

64 pages. Full color interior. Digest sized.

Written by Luke Gearing

Illustrated by Nick Tofani
Edited by Jarrett Crader
Layout by Sean McCoy

Gradient Descent is a sci-fi horror megadungeon set in an abandoned android factory controlled by a powerful rogue AI known as "MONARCH." Built from the ground up for the ENnie Award Winning Mothership RPG.

Written by Luke Gearing (Fever Swamp, Acid Death Fantasy) and illustrated by RPG newcomer, Nick Tofani, it includes:

The CLOUDBANK Synthetics Production Facility, AKA "The Deep," a 12 level, 200+ room megadungeon. Clean layout with an eye towards usability at the table, the Deep is one of the easiest to reference and run megadungeons on the market.
The Bell, a small scavenged camp orbitting the Deep, where your players can rest and recuperate from adventuring. Contains a small crew of NPCs with their own unique rumors and agendas.
A d100 table of powerful Artifacts created by Monarch, each with their own unique effects and potential hazards.
Campaign ready! A section on Fallout gives guidance on the potential short and long term consequences your players may face as a result of their actions in The Deep.
One shot accessible: Quick tips and tables make it easy to run a 1-3 hour "dive" into The Deep for a single night's play.
Supports different playstyles: Everything in the Deep wants something and can be reckoned or bartered or negotiated with. Great for Faction play, social roleplayers, or players who just want a difficult series of combat encounters.
A unique new condition called "The Bends" that will have your players questioning whether they are human.

Hundreds of rooms to explore:

Gradient Descent is built from the ground up to be a megadungeon zone that players can return to over many sessions or an entire campaign. They can make quick dives in to scavenge for artifacts, or they can setup camp with the Divers and try and figure out just exactly what's going on down there.

Hordes of Ghosts:

The Deep is ultimately a machine. A very complex, godlike machine, but a machine none the less. And inside this machine are ghosts, echoes and reverberations of brainscans taken by the AI in order to build its sentient androids. Players can't kill them, they'll need to be more thoughtful when they approach these beings.

Dozens of unique artifacts:

You can make it rich in The Deep if you're a little smart, a little crazy, and very lucky. Gradient Descent comes with dozens of unique artifacts to serve as rewards or objectives to place all around The Deep.

A host of factions:

The Deep is crammed with different interests. From the Divers, obsessed humans (?) who plumb the depths of The Deep searching for rare android crafted artifacts, to the various communities of androids all living in fear of their AI overlord, or else, the kill teams and Divers who regularly invade their besieged home.

No matter what they say, you never leave anyone behind in The Deep.

Gradient Descent is built from the ground up to be a megadungeon zone that players can return to over many sessions or an entire campaign. They can make quick dives in to scavenge for artifacts, or they can setup camp with the Divers and try and figure out just exactly what's going on down there.

Every spread is bullet pointed out so that Wardens don't have to read huge blocks of text to know what's in a given area. They can simply read the bullet points and bolded entries, and if players want more information, further details are in nested lists beneath each bullet point.

More Human Than Human
The Deep is crammed with different interests. From the Divers, obsessed humans (?) who plumb the depths of The Deep searching for rare android crafted artifacts, to the various communities of androids all living in fear of their AI overlord, or else, the kill teams and Divers who regularly invade their besieged home.