I got these in with an hour to spare for the end of the Jam
Pity about region 2, but I got my original region done and I'll add Region 2 on later.
### 307-569
Under a large tree is a hollow big enough to fit a human.
Tracks of men and animals circle below, dirt on ancient stairs. Warning signs
are carved into all surrounding trees, to mark this as a bad place. Once this
was a facility, drawing on the Earthpower below. Now it is a dungeon.
### Any dimensions not stated are assumed to be 10 feet. The
ceiling is a uniform 20 feet high, excluding the vaulting the sides, which
rises from 16 feet. Unless otherwise stated, all rooms are lightless and made
of yellow brick. All doors are not stuck unless indicated.
Descriptions in the Before language/writing are labelled
BFTXT
## Level 1
### Random Encounters
1 – 2d6 Wild Dogs or Dingos (Wolves), investigating smells
2 – 1d8 Bandits, coming over to join their friends, reroll
if Room 1 cleared
3 – 4d4 Kobolds dragging a dog and wallaby carcass, replace
with 2d6 Wild Dogs if Room 3 cleared
4 – 1d10 Giant Planigales (Giant Shrews)
5 – 1d10 Stirge migrating out of their home gradually
6 – 1d3 Giant Geckos hungerly hunting
1.
In the earthen chamber held apart by roots
longue 5 Bandits on bedrolls. If surprised, they are interrupted discussing how
their alliance with the Kobolds will work. They hope to use them as scouts and
clearers
In a sack is their treasure so far. Two gems worth 100gpo and 1000gp.
A Secret Door Roll reveals the ventilation grill for Room 5.
2.
The roots and vines form a narrow descent, wide
enough for only one. Terminating in a chamber of dirt and loose stone, with a
mud floor. There are 3 stuck doors here and tracks of dried footprints lead to
Rooms 1 and 3.
3.
This room has had the mud scrapped from the
crumbling brick walls. Otherwise, held together by fleshy vines. They wrap
around a pair of desiccated wallabies. If the 10 Kobolds are unalerted, the
remain curled up in their pods.
4.
A shaft descends deep into the earth. Some 20
feet down it reaches a broken landing hanging in space. Before descending again
20 feet into a space in the floor, otherwise covered in yellow dust. Stepping
on the landing has a 2 in 6 chance of a block dropping from the roof above,
doing 1d10 damage.
5.
A ventilation duct leads between Room 1 and Room
6. Nothing but dust and a curled-up blast shadow silhouette.
6.
Stone benches, brick floor and dirt ceiling.
Enough of the wall remains clear to show a blast shadow of an outstretched hand
and possibly a sandwich.
## Level 2 (3rd level Dungeon)
### Random Encounters
1 – An Ochre Jelly, freed from the regulation system, reroll
if slain
2 – 1d6 Living Statues, moving with slow jerks and cracking
with magic symbols. Reroll if Room 1 cleared.
3 – 1d6 Doppelgängers, on the prowl for bandits to copy.
They appear as bandits and direct any party to Room 5. They join in their
plans. Reroll if Room 5 cleared.
4 – 1d3 Tarantella, who have come from the underground.
1.
Th whole room is polished or covered in mirrored
surfaces, reflecting the lighting in a universal and infinite glow. Numerous
glowing crystals are set around the chamber and statues of pixies lie smashed
upon the floor like anatomy dolls. A futurist’s take on a silvery thaceleo
dominates the room.
Two Medusa lie here, shuffling in
their veils and mouthing sounds that were once words.
The thaceleo is made of platinum
and is worth 3,000pp. Salvaged gems from the alls are worth 10gm x 2, 50gp x 3,
100gp x 4 and 500gp x 4.
2.
Yellow brick room with trodden dust upon the
floor. Two doors sealed with hard-packed clay (stuck) at the west end and one
open to the south-east. Before text on the walls.
BFTXT: “Careful work is work that helps you and everyone” “Safety First” “A
good day/job is a good job/day”
3.
Walking into this dusty yet empty room triggers
the slide when more than 3 people enter. The old ramp system give way,
producing a steep descent to Level 4, Room 1.
4.
Empty except for Before text on a red wall to
the west. The ramp below is hidden by the top ramp in Room 3.
BFTXT: “Warning! Transport Ramp in Use!”
5.
Room is horribly cold and dust is piled into
corners to form bedding. Four bandits live here, thin and dishevelled. They say
they went treasure hunting and were trapped. Now they are forced to serve the
women in Room 1. They are actually Doppelgängers and will attempt to a replace
when possible.
Looks just the same but winter-night blue
eyes and skin.
6.
One wall is red brick with Before words and
diagrams. They spell out evacuation procedures and a map of the facility.
7.
A bare room with a stone desk. A chest is hidden
behind the desk with a needle ready to be sprung when opening. Save vs Poison
or die.
Tokens and Coins worth 6000sp, 600gp, Gems
worth 500gp, 1000gp and Potion of Gaseous Form.
## Level 3 (4th level Dungeon)
### Random Encounters
1 – 1d2 Ravenous Underbeasts (Cave Bears), all pale hair,
claws and maw
2 – 2d4 Security Beasts (Hellhounds), reroll if Room 18
cleared.
3 – 1d6 Doppelgängers, they appear as bandits and direct any
party to Room 2. They join in their plans and reveal themselves to be Doppelgängers
as well. Reroll if Room 2 cleared.
4 – 1d4 Giant Marsupials (Giant Weasels)
5 – 1 Grey Ooze, reroll if slain
6 – 1d2 Cave Lizards, a monster of the Before Age (Giant
Lizard Tuatara)
1.
Bare Room. When ramp descends, there is an alarm
that alerts the dungeon, but not when the ramp remains down.
2.
Cold room calls for help from inside, says they
are Doppelgängers. They are, three Doppelgängers who look half-melted blue
people. They retreated here but got split up. Hiding from wandering monsters
here and have collected 7000sp and 4000ep.
They want to strike a deal to loot the
place or get out. Trick is they will attack when party is distracted or
convenient.
3.
Pipes made of steel form sideways metal
vegetation on the wall.
A lightning symbol in circles interspersed
in gaps.
4.
This red room is dominated by a massive brick
vat with a metal top. Half a dozen pipes emerge from it and radiate along the
walls. The top looks sealed. The Ochre Jelly seeps via the pipes one round
after the party enter.
5.
The smell of mammal droppings on wet stone. A
narrow tunnel leads out into the caves beyond the scope of this dungeon.
6.
Wet dirt smell and musk. Here marsupial from the
underground (2 Giant Weasels) have pushed tunnel dirt to make thin nests.
7.
This room only contains four stone cabinets with
faded red handles. Inside is 12000sp in silver squares with ridged edges. Six
hundred gold pieces in thin rods and a magic sword.
Defender of the Boundaries: INT 12 EGO 8 Speech Lawful and Before
Detect Shifting Architecture Detect Slopes Detect Secret Doors ESP
Longsword +1 (+2 vs Spell Users) 1d8+1
Who was made to defend the installation against hostile saboteurs
8.
Pipes line the walls and ceiling. Many are
cracked and broken.
Moving inside causes the dust to sublimate into a harmless white mist.
9.
Pipes line the walls and ceiling. Many are
cracked and broken.
Moving inside causes the dust to sublimate into a poisonous mist. Save vs
Poison or Die.
Beneath the dust is a pile of skeletons seemingly holding each other. When
investigated the skulls were collapsed by a falling pipe but no dark blood
traces, so more likely structural collapse. Seven thousand of silver wire
wrapped around 1200gp of gold rods.
10.
All the interior of the room has been pounded
into dust. Leaving only 3 cocoons the colour of blood and scrap. Bringing metal
awakens the 3 Rust Monster insides. Rare above ground and on the island.
11.
Glowing green underlight from a deep chasm
highlights the pipes emerging. The carefully carved sides and white brick
reflecting.
The different polarity of the age causes
1d8 damage from sparks and current to those crossing the Earthpower Crevasse.
12.
Hooked up to pipes in this red room are four
thigs equally: man, bull, flesh and clay. Sculpted when not grown.
Pipe reservoir contains one draft of Potion of Longevity One has a green glass
shield (Sheild +2), another with a green glass sword, Sword +1 (+3 Against
Enchanted Creatures).
A ventilation duct is in the south wall behind to Room 19.
13.
Banks of stone or brick tables with blackened
crystals, worthless.
14.
Only a stone chair in a stone circle. Blast
shadow on the chair.
15.
Pipes fill this room, with the broken ones
jutting from the floor like venomous spines.
One has two draughts of liquified steams.
Roll 1d4 for each: 1) Potion of Animal Control 2) Flying 3) ESP 4) Treasure
Finding
16.
Glowing green underlight from a deep chasm
highlights the pipes emerging. The carefully carved sides and white brick
reflecting.
There appears to be a hollow dug down into
the chams wall 10 feet below. If alerted, two Caecilia dwelling in the
Earthpower Crevasse rise to attack.
Inside are gems worth: 10gp, 3 x 50gp and 100gp.
17.
Glowing green underlight from a deep chasm
highlights the pipes emerging but half fallen in. Sparks a little when crossed
(harmless).
18.
The room bakes with radiant energy from the
sealed crevasse. If not alerted, four beasts who look like green fire, wire and
marsupial (Hellhounds) lie on their melted metal bedding. Security gone wild
10000ep for bedding.
19.
A ventilation duct containing a skeleton of a
large animal, all covered in metal and wires. Duct connects Room 12 and 20.
6000sp and 1000gp in loose material.
20.
This red room is dominated by a massive topless,
melted brick vat. Half a dozen pipes emerge from it and radiate along the
walls. One Ochre Jelly rests inside the vat and emerges when characters
approach or one turn of searching has passed.
21.
A great glass console depicting a map of the
continent with the geographic pole in the centre. Line picked out in gold
spiral from the magnetic pole which is closer to the centre here.
Gold wiring above and silver below, intertwined with gems, comes to: 11000sp,
200gp and gems worth: 2 x 50gp and 2 x 100gp.
22.
This room contains metal arms and hands hanging
forward from the walls. Each clutching at desiccated threads.
Entering the room causes the hands to try and pull off clothes and place on
threads. Doing 1 damage per point of AC worn and ruining armour.