Monday, September 25, 2017

the industrial dungeon


For industrial ruins, dvargir mines, Into the Odd, etc. 

Roll d100 twice per room (or click)

  1. Cave in
  2. Poisonous ore pile
  3. Rubble/ collapse
  4. Flooded room
  5. Verminous corpse
  6. Kitchen/ pantry
  7. Vertical shaft, breeze
  8. Alarm system alerts room to the SW
  9. Rail track
  10. Pipes
  11. Levers for nearby room
  12. Rail track
  13. Ventilation shaft
  14. Monument
  15. Oddity
  16. Weird physics
  17. Cave in
  18. Office: Records, paperwork etc
  19. Peaceful or pitiful NPC
  20. Flame hazard
  21. Trap cuts of entrance
  22. Monster eggs
  23. Vertical shaft
  24. Arsenal
  25. Oddity
  26. Containment barricade
  27. Rail track
  28. Corpses
  29. Suspended cage, prisoner
  30. Pipes
  31. Stairs up
  32. Weird physics
  33. Mine face
  34. Crawlway to SE-most room
  35. Uncut cave
  36. Leaky pipes, water on walls
  37. Fungal infestation
  38. Rail track
  39. Bad engine, smoky & loud
  40. Borehole downwards
  41. Laboratory
  42. Holding cell
  43. Stored explosives
  44. Fresh corpses
  45. Ramp
  46. Wide pipe to NE-most room
  47. Mine face
  48. Ore vein exposed
  49. Flame hazard
  50. Borer
  51. Dried/rotten corpses
  52. Pipes
  53. Tool lockers
  54. Walls carved with writing
  55. Elevator
  56. Radio receiver
  57. Pictures of former residents
  58. Huge pulley wheel
  59. Ventilation shaft
  60. Oddity
  61. Water pump, dries area
  62. Bunk room
  63. Ranged foe above
  64. Useful but ridiculously large machine
  65. Library
  66. Underground river
  67. Tomb
  68. Pantry
  69. Hidden exit to surface
  70. Underground river
  71. Disassembled machine
  72. Fragile/ sensitive noisemakers
  73. Overlarge monster
  74. Mine face
  75. Automaton workers
  76. Crawlway to north-most room
  77. Inactive conveyor belt
  78. Hidden floor rot
  79. Tool lockers
  80. Gate or portcullis
  81. Pipes
  82. Bunker
  83. Pipes, steam hazard
  84. Water pump
  85. Enormous drill, functional
  86. Crisscrossing catwalks
  87. Choking coal dust clouds
  88. Underground river
  89. Canteen
  90. Hole downward, bridge
  91. Security checkpoint
  92. Mine face
  93. Sewage pipe
  94. Oddity
  95. Confusing crawlspace
  96. Uncut cave
  97. Refined substance
  98. Partial map
  99. Winch operated chasm ferry
  100. All exits >50ft off floor

Saturday, September 23, 2017

my god! there's something in the ice!

give me a hand! I think we can get it out…

1 - some fleshy plasm reaching out of a metal barrel (as gibbering mouther)
2 - a dead girl, perfectly preserved (got lost in the cold and died. Her family will be looking for someone to blame)
3 - a sinuous insectile worm (rhemoraz)
4 - ancient man (weeps for a life he will never see again, never gets references. If things get violent he is some kind of super soldier and only primitive weapons work on him)
5 - a body with withered but still green leaves in its mouth (ancient fern, releases sand sized seeds if disturbed. Anyone breathing them saves vs poison or grows own fertile sprouts from mouth & eyes, suffocates)
6 - something big and hairy with too-big teeth (a saber tooth or giant warthog)
7 - something big and metallic (sealed submersible or starship. Crew dead from starvation. Journals & advanced/anachronistic weapons)
8 - mummified eunuch (animates of course)

Wednesday, September 20, 2017

when they ask to research the dungeon

Maybe the librarians can help them out. This is half rumor table, half dungeon generator.

  1. An agent of a foreign empire that claimed dominion over the ruins, like Napoleon in Egypt. Inconsiderate and condescending. Mostly describes FLASHY ARTIFACTS that would be good displays.
  2. A conqueror’s enslaved scribe. Reluctant and fatalistic in the face of this culture’s destruction by his overlord. Notes LAYOUT AND DEFENSES, claiming their futility.
  3. The charismatic leader of a cargo cult. Zealous; earnestly claims rights as the builders’ true heirs. Focused on the trappings of builder culture to reinforce own legitimacy (mostly religion and technology: MAGIC, ARMS & ARMOR, SYMBOLS)
  4. A romanticizing poet writing centuries later. Attempts to use report to further ‘noble savage’ or golden age ideology, focusing on EVIDENCES OF SOCIAL ACTIVITIES.
  5. A census taker during reign of a prosperous kingdom. Dispassionate and businesslike, mostly just lists. Notes population and amount of taxable goods (TREASURE AND ANIMALS).
  6. A sensationalist archeologist, tampering with the findings to win further support. Bombastic clickbait. Describes ALL KEY PARTS of the dungeon but is only correct 50% of time.

  1. Hide from the sun (biological reason)
  2. Hide from surface weather (biological reason)
  3. Hide from a particular person (social reason)
  4. Hide from an enemy group (tactical reason)
  5. Mine (resources)
  6. Farm (resources)
  7. Conceal an item (burying)
  8. Contain a powerful being (imprisonment)
  9. Research (observing)
  10. (roll twice; unclear or contradictory reasons)

  1. Some sort of technical bow
  2. A jade eyepiece
  3. Ancient aged wine
  4. Information on the Jabberwock
  5. A stashed supply of gethre
  6. Old, heretical version of current holy symbol
  7. A powerful weapon like a cannon
  8. A black mirror
  9. A poisonous (radioactive) ore
  10. An immortal coelacanth/aboleth
  11. Orichalc burial armor
  12. A mass grave
  13. Rare Emperor’s Crown Mushrooms
  14. A magnet with the strength to levitate metal
  15. Golden oracular skull
  16. A hand of glory
  17. A bath that reincarnates, but leaves the user with no memory
  18. A sword that reflects death magic