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Pidgin Adventures: Skysail (spy-fi/exodus lost)

Inspired/stolen from the 007 book Moonraker by Ian Fleming:

A new weapon test is being conducted in a week's time. It has been greenlit by the company's board, been under construction for the past 3 years, and is funded externally by the enigmatic but popular CEO Hanna Abraxas.

The science and engineering team is made up of citizens 'liberated' from soviet hab-stations.

External threats to the security of the Weapon Project have been dealt with before they become an issue. However the Company's agent on the inside has just been killed by one of the engineering team. All details of the murder suicide have been classified to the highest level.

The weapon: Designed to fit a high yield nuclear warhead. Launched through warpspace it is capable of bypassing all known armor, shields, and point defense before emerging at its dedicated homing beacon. Must be launched in the correct direction to detect the thin band of the homing beacon.

The Research Station: A week out from the Company's HQ at Skysail Station. Built around a central firing tube, much like an old school missile silo.
    1. residences
    2. atrium and blast curtain and life support
    3. security + docks + security barracks
    4. offices and engineer barracks
    5. engineering floor + firing tube access
    6. material storage
    7. mainframe access + heat vents

Skysail Station: Population: ~8,278,000. Home of the Spearhead Club, a highly exclusive private gambling establishment for those who can flash enough cash to be granted an entrace interview. Site of the Company's HQ. Home for most of the Company's employees on the research station.

Referee Notes: In secret a homing device has been setup within the Company's HQ station, which will result in the deaths of everyone onboard. This homing device has been stolen from the real target, an insignificant ex-mining asteroid called Raft.

Hanna has hidden a stealth capable ship just below the firing tube of the research station. Her escape plan for the launch, along with her team.


Hanna Abraxas (Roksana Zakhaev)
        Commanding voice. Imposing presence. Laughs like a hyena. Built like a bear. Quite the temper. A well-loved CEO of a Resource Extraction, Refinery, and Trading house: Abraxas Industries. Has received countless social acolades. Hit by a shell during the war. Amnesia, can't remember life before the impact. Bad scars. Proud to serve her country. Frequents a private gambling establishment on HQ. She's been on a hot streak.

        Led a commando squad under the soviets. Was wounded while under cover, mistaken for a Corporate soldier. Built a business with the injury money, later recruited 'defectors' to her cause. Hates the Company, wants to burn it to the ground. Has replaced the sensor instruments with a live warhead. Will short the market on the Company's stocks the day before the launch and make a massive profit. Is an increasingly paranoid narcissist with a savior complex and persecution complex. She cheats when she gambles.

Katya Morozov (codenamed "Blizzard")
        Abraxas' right hand lady. Acts like a sniveling wimp. Manages the Residence. Sneaks around the residence and goes through people's bags when they're away. A former commando and head of 'information extraction' and execution on Abraxas' team during the war. Iron willed. She likes hurting people. A lot.

Doctor Egor Balandin
        Very heavy accent. Speaks exclusively in technical terms. Eyes filled with blame and condescension. Worries about details constantly. He is the brains behind the Project, responsible for the technical designs and leading the science team. 

Alexander Vivian
        Abraxas' secretary and assistant. Quite an attractive young man. Supposedly undercover for the secret police. Keeps this hidden. Has been feeding info back to the Company. Supposedly trustworthy. May have been directly involved in the murder of Mason and the suicide of Gorky. Engagement ring on his finger. Gifted at numbers, handles most calculations in his head.

Stanislav Gorky
        Former scientist. Murdered Mason before committing suicide. Supposedly was spurned by Alexander Vivian 

"Bill" Mason
        Formerly the man on the inside. Killed by Gorky for stealing away his love. There is no evidence to support this. Well-liked by his peers. Bit of a boozer but only in his time off. Love of birdwatching.

Dicember 2021 #1 - #3

Sharing the first 3 days of Dicember '21 before work and life got busy. These are more setting focused rambles. Bits are redacted for your sanity (or customization if you like). Hope you enjoy and Happy holidays!

1 - Bone bullets

Pale white, pistol grade ammunition. Mass-produced from the knuckle bones of those accused and hanged for sedition towards the Republic. Each is an identical .45 caliber round, showing the typical marks of bullet manufacture and stamped with the symbol of the High Witches. Contain no traces of gunpowder, but fire by means of [redacted]. Several caches have been discovered on [redacted], [redacted], and [redacted]; though the exact means and location of their manufacture remain unknown. A full magazine is colloquially defined as being equivalent to the standard 28 knuckle-bones present in the human body.

Produced for their psychological effects on the battle field. Each bullet acts as a normal bullet in firing and impact to a target. Each bullet that hits a target and comes into contact with blood triggers its primary effect. On total exsanguination or death the target's remaining viscera erupts as a crimson spray of bullet shaped teeth, metacarpals, and metatarsals. The bones themselves are left behind, twisted into cruel weaponry. These are most often melee weapons such as swords or maces, but firearms or explosives are known to have formed when fired at expert sharpshooters or explosive teams. 

A full clip of twenty-eight is beyond priceless, but individual bullets or a finger's worth have been known to go for auction at [redacted] on occasion. The weapons however are highly sought after collector's items, with Ferdinand Van Vocce in possession of the largest known collection, containing a single rotary machine gun assembled over the course of the first decade of the Great War. 

2 - Diamond Dust

A meteorological event first witnessed by Francisca 'Ice Queen' Tagenet in [redacted]. Complex diamond prisms form through an unknown process and drift across the hypo-arctic surface of [redacted]. These prisms are highly valued in jewelry and the light refraction process needed for [redacted], [redacted], and [redacted] (as a high quality substitute). The De Vine Company retains a year-round presence defending and harvesting the Dust. They are known to be hostile to outside influence to a startlingly brutal and cruel degree. 

Of even higher value are the Diamond Spikes, larger forms from one to five feet suitable for heavy industrial applications. These form during the two week period surrounding the winter solstice, though they are only guaranteed every [redacted] years when the geothermal cycle of the region is at its coolest (caused by [redacted]'s efforts to control [redacted]). During Spike storms, an estimated [redacted] people have died by impaling, a far lower amount than typical of the lung infestation caused by inhaling dust (resulting in a condition known as Crystal Zombism).

3 - The Ravenous Fetus

Deep deep under the crust of [redacted] lies the last surviving experiment of the Order of Helical Ministrations, the ancient cult responsible for the Black Gene Plague. Surviving notes from the project indicate it was intended as a way to resurrect god and unify all of humanity in a single inter-connected mind. Needless to say, the experiment failed, and the 'Prophecized 13' never arrived. Required to kickstart the Birth of the Mind of God, these chosen few have yet to arrive, though repeated kidnappings by genetic cults through the ages have yet to trigger the awakening. 

Instead the humongous fetus awaits, dormant, slowly leeching life from humanity through a feeble but ever-present mental link. Although seemingly human biologically, apart from the scale, the subject appears to operate on a scale of time far different from that of humanity. The subject has not yet progressed past the first trimester, despite having been 'conceived' some [redacted] years ago. 

Efforts to weaponize the subject's mental link have met with failure, as any actions made by psionically inclined subjects affect large parts of humanity, an effect that has been classified as [redacted] Effect thanks to efforts of the Facility's PR Team. No efforts have been made as of yet to accelerate the natal timeline and so long as it remains under Facility control we expect this to continue.

Mothership-esque Pack Tables

Junk in the Pack (1d6 to 4d6)
1. Hot-wired Access Card, last use
2. Vac-suit, punctured
3. Bottle of Vodka, half-filled
4. Mob Hardy "Sugary Relaxed" floppy tape
5. Floppy disk
6. Duct tape, sticky, silver
7. Tape recorder
8. Smoke bomb
9. Fistful of assorted guitar picks
10. Brass knuckles
11. One pound of rock salt
12. Blood diamond, stolen and chipped
13. Poker chip, souvenir
14. USB to BCI Cable
15. Bio-metrics scanner
16. Camcorder, analog
17. Frozen liver
18. Box of Double Solitaire Cards
19. Bungee cord
20. PDA printer attachment
21. Rubik's cube, faded
22. Board of Finance members' business cards
23. One full pack of Maximum Drag cigarettes
24. "Three Wheelers, #3" by White, floppy tape

Practical items in the pack
1. Blue tarp, creased
2. PetroChem Battery, half-charged
3. Pipe wrench, red
4. Nail gun w/ 1d6 starship-grade nail
5. Welding Mask, hotrod paintjob
6. Oxygen Condenser
7. Hand-cranked distress beacon
8. Assorted drill bits and battery
9. ROM Cartridge overwrite burner
10. Air filter
11. Assorted vitamins
12. High calorie protein paste

Gygax 75 Week 5

Its here, if a little late. I can't help but feel as though the setting has gotten away from me lately, moving more in to gonzo territory and less in the 'caveman' space I had originally envisioned it as. There can be weird elements, but with week 5 I want to drive home the main focuses of the setting the pre-neolithic elements.

Some setting tenets:

People don't farm outside of the city-states. They herd animals and/or engage in horticulture if they aren't nomadic hunter gatherers.

People don't form permanent settlements, seasonal settlements are common, but many choose a life of wandering from site to site.

Despite the focus of the Gygax 75, this is a setting focused on wilderness. Ruins are overgrown and empty, most adventure sites are in the dens of dangerous beasts.

The wilds are the enemy, but also the lifeblood and parents of all.

And finally, people are joined by blood and friendship into 'tribes' or culture groups. They may not get along with one another despite this. 

Big Fucking Monsters (Witcher/Monster Hunter style). Kill for a 'level' for one player. Deliberately unnamed
- Giant black dog monster. Any who see him will be pursued during the full moon. A single blood-shot eye. Long red tongue. Makes no sound. Hunched back like a kodiak. 12 Hits
  - Tips:
    - Must be killed with a silver blade dipped in tallow of a hanged man
    - Would rather attack lone, sleeping, or child targets.
- Multi-mawed creature in the well. 10 Hits. Can take control of people to force them into its well. Human-like arms and small tentacles.
  - Tips:
    - Don't look into wells
    - Blue bottles lure it away from its well
    - Hates sunlight
- Blood-red furred giant sloth. A single eye set into its head, its maw stretches from chin to nave. Screams as it hunts, pausing only to sleep at night or feast on those it devours. Nauseating stench
  - Tips:
    - Eats anything that *looks* edible
    - Will not wake while the moon is up
    - Has a cave it will return to for feasting and sleeping
- A small bear that grips the trees. Can never be  seen before it strikes. Ravenous blood sucking fangs and shock red eyes.
- A giant hunched emaciated figure with the head of a flayed deer. fast as shit. claws like straight razors. freakishly resilient. incredibly pale, wrapped in bloody furs. blood drips from its gums. gains additional hits on kills/devouring victims. runs when at 3 or less hits. ravenous for its next meal. can mimic voices and shapeshift to any form it desires
  - Tips:
    - Can only be killed by fire melting its ice heart or is shattered by a silver weapon
    - Very vulnerable to fire
    - Forms it shapeshifts to will still have its pale skin and bleeding gums
    - Can be detected by its stench or the chill that surrounds it
- A festering husk of a former dryad. Her grove lies rotting and dying. She will scoop out your life to restore herself. Goes dormant when killed. Drains life when touched or when she touches you. Screeches and wails in the light of day.
  - Tips
    - Every tree must be burnt to the root to truly destroy her
    - Drains anything she touches of life, finding something close to death poisoned?
- A boar made of shadows and needles. Darkness made manifest. Every attack causes fear. 4 is enough for a heart attack, though most are already gored to shreds. Can fade into patches of darkness
  - Tips
    - A lamp made with a chunk of the moon or sun prevents its escape
    - Mirrors really confuse it
    - Directed light cuts it better than a sling through flesh


Weapon and Armor Materials:

- Weapons
    - Bone (cheap, breaks easily)
    - Flint (the baseline, reliable)
    - Groundstone (takes ages to slowly carve these out. lasts a lifetime. expensive. usually only found among the elderly or farming communities, those with time)
    - Obsidian (sharp! expensive and controlled by the city-states)
    - Crystal (fragile, imbued with magical powers)
- Armor
    - Bone (tied together with leather, cheap)
    - Ceramic/Pottery (heavy, fine patterns inlaid)
    - 'Dino' Bone (durable bones from great and dangerous beasts)
    - Chitin (tough and light, insect types won't like you for it)

Wood and bamboo are good options for tools and equipment, and necessary for survival, but much rarer in the drier parts of the ring.

Gygax 75 Week 4 - Ruindust Expanded

Ok, Week 4, I'm going to be expanding on the main town of the area: Ruindust. Compared to last week's requirements this one is pretty light. That being said I've made some tweaks to hopefully better represent the more prehistoric and small-scale society elements of the Diskolithic.

Firstly, the shops don't have names. In larger city-states, there are more recognizable towns and merchants, but out here they're just people trading what they do well for food or other necessities. Their establishments are known as X's shop or 'that green tent over there'. The emphasis is more on the owner and their services than the shop itself.

Second, this is a small hamlet at best, with a population of like 100 people, including the large amounts of synths that have arrived (which outnumber the people 2-1). A lot of the sites that are recommended for construction have been rolled into one another, like the Circle being a site for gambling and gossip and shopping.

With that in mind, here is:



Remnants of a ruined, dust-choked city. Built around small oasis. Only the original buildings near and around the Circle are still intact. Most people live in small lean-to huts of in slightly larger stilt houses, all have roofs of scavenged solar panels.

Notable features

  • Block Mines
    • A collapsed warehouse or mass tomb of synths. A necropolis of synth parts, slowly being extracted and sold on the surface. Named for its brutalist architecture of the individual tomb rooms which must be dug to. Secretly on its last legs. Most of the parts have been extracted. A final room is being opened, but in a few weeks there'll be an angry mob of synths.
  • The Circle
    • A plaza on the outer edge of town. Caravans and markets are here, as well as most of the gossiping of the city. The Longhouse's entrance is along the perimeter. Pickup dice and chance games are a common sight.
    • Shops
      • Weapons - Red curtained stall, dusty with flint and bone dust. Squinting brawler Timz dislikes haggling. Cuts out new pieces as he talks. Makes custom weapons on request, nothing fancy, but doesn't charge extra.
      • Food - Draft bug shepherd cousin in law to Amani, Gaman sells his wares in a faded green tent. Will throw in an extra steak for members of the 'family'.
      • Equipment - Yellow canvas lean-to. Sells generalist items like torches and rope. Run by an orphan girl, Gianina, with a head for business. Uses cuteness and 'innocence' to her advantage.
      • Occult - Back-alley stall hidden in a derelict house. Hooded figure, robed in threads of black and purple, goes by X. Disappears into smoke. Crystal ball for a head.
  • The Longhouse
    • Inn and caravan rest spot. Built out of scavenged solar panels. Curtained rooms and dusty hammock bunks at reasonable rates. Serves a good bug-steak and toast. Currently filled to capacity with synths and a few temp mantis miners who have come to barter for equipment for their travels.
  • Brood-Hall
    • A bar reserved for locals and their guests. Strongest drinks around. Best food at a steep price. Reputation for rowdy fights and loud singing, but honest in their dealings.
  • The Oasis
    • Murky green water, ringed by tall and spindly palm trees. Drinking the water has minor healing properties, or so the locals claim. A small shrine carved from tusk has been erected to a forgotten god of healing. The far shore is a nesting ground for crocodiles. They only come over in the hotter months.

Political Factions

  • Mantis-folk - Red and green skinned, they wear bug chitin and wield giant mantis blades, some have compound eyes. They follow the rules of chance. Disputes are settled via coin-flip, wealth distribution via lottery, and their games rely on high degrees of chance to win. Most are herders and ranchers of draft bugs, docile ox-sized beetles that produce a sort of edible nectar paste and have durable chitin. Seasonally live here when the crocs aren't dicks.
  • Synths - Several groups of damaged or displaced synths have come here to repair themselves using the parts scavenged in the Block Mines. Have overwhelmed the peacekeeper of the Mantis-folk. Outnumber the locals 2-1. Getting impatient with waiting for parts and the way the Miners treat them.
  • Miners - Sub-group of the mantis-folk, more of a fraternity than a guild or union. More synth-dissector than miners. Disgruntled and threatened by the arrival of so many synths who want parts faster or are willing to descend into the mines themselves.


  • Raj
    • A disembodied head, very old. Hooked up to wires and a base. Runs the Longhouse. Defacto mayor of town. An acolyte of CHANCE, the neutral god of fortune.
    • Needs acolytes to form a shrine to CHANCE.
    • Has accumulated a lot of information about the surrounding area during his tenure at the Longhouse.
  • Old Peackeeper, Mantis 'Chief'
    • Old, more than a little confused, and a crack shot with a sling. In charge of settling disputes. The synths don't appreciate the old ways of chance. Stumped as to a fair alternative.
    • Needs some help: deputies to help peacefully resolve conflicts.
    • Does little more than run from one problem to another. His reasoned voice is listened to by most of the older mantis-folk, he could be a good ally if things come to a head.
  • Metafaithful
    • A synth healer, the primary installer of new bits on itinerant synths. Young. Glasses. He is not on good terms with Raj.
    • Needs dirt on Raj. Or an understanding with the Miners.
    • Is days away from confronting and possibly kidnapping Raj over unpaid debt and help with the Synths.
  • Amani, Bug keeper
    • Shepherd of the largest pack of draft bugs. Has a very large 'family'. Every other person seems to be a relation. They stick together.
    • Needs... she's doing pretty good. Someone to take over when she's gone?
    • Has connections everywhere and a horde of cow sized beetles.
  • Bauzoka, Miner-in-charge
    • Surprisingly clean for someone who works underground. High pitched voice and a tendency to chew her lip. Good at fitting through tight cracks.
    • Needs a strong drink. And a full night's sleep.
    • Is working with her team to crack the final vault. In a few weeks there won't be any synth parts left

Gygax 75 - Week 3+1: The Ancient Gardens

I'm back! And I have donu--wait no I have a dungeon! It took me an extra week, but here it is. 'Mostly' fully keyed, with a node map to help guide you through it. I'm not going to block out the requirements for this week, because most of it relates to dungeon building. 

Some notes if you decide to give the G75 a shot, is that the budget system didn't really do it for me. I rolled for it, but totally ignored it after that. I want the spaces I design to be oozing with flavour, not unlike an overstuffed pie. 

I will be making a grid-based map for this at the of the G75, and will link it once its ready!

Without further ado, the Ancient's Gardens:

Ancient's Garden

Things to expand in the future:

  • Tracker for ghoul and centipede movement
  • Treasure + monster quick reference sheet
  • A list of treasure + locations



Once an ancient bazaar and pleasure gardens. It has housed a cult to $$$ the god of greed, and served as a transit center. However, despite its past splendor, it is now home to an odd science mystic and a group of drug-making party ghouls


Rune-carved slab propped open by giant bones

Notable People

  • Okra Merge: Green skinned vampire. Harmless, needs blue blood.
    • Friendly, but prone to forgetfulness. Loves nature and plants, maybe too much.
    • Researching time stasis to preserve plants past the end of time and seed the universe once again. Debating packing up to gather research material.
    • Knows Haste, Slowfall, Stasis: y'know, time spells.
    • Wants a flux conversion regulator from a nearby ruin (Upward Spire).
  • Ghouls!: Mutagenic ghouls, shrivelled skin that hugs close to the bones. Neon painted skin, kept 'sane' by the Shard of the Rave God it keeps their cannibalistic hunger focused towards partying and drugs, chill dudes, throw a great rager. Bro speak, gender indeterminable.
    • Haze - Raspy voice. Merrily greets shooters and guests. The dealer. Aura of hallucinogenic smoke. Wants munchies.
    • Flash - Glows in the dark. The brewmaster. Sloshed. Has a wizard degree. Doesn't like talking about it. Needs 'trippy' ingredients.
    • Riot - Constantly playing a banger. The DJ. Makes dubstep noises. Half-deaf. Shouts. Wants you to listen to their mixtape. Needs a new disco ball.
  • Colossal golden Centipede: Deadly, warrens in the storage, biomechanical predator, clear head shows valuable circuit board brain
    • It sleeps in 1.8 Grubby Storage during the day. It hunts during the night.
      • It roams, spending one turn in each:
        1. Caravanserai
        2. Delivery Tunnels
        3. Grubby Storage
        4. Barren Casino
        5. Crumbling Ampitheater
        6. Food Arcade
        7. Parched Atrium
        8. Outside
        9. Outside
        10. Outside
        11. Outside
        12. Outside

Encounter Table

  1. Golden Centipede
  2. Fungal succulents piloting a ba-mummy
  3. Moving Mold
  4. Kush Crawlers - Trying to spread
  5. Poison Snake
  6. Quiet
  7. Giant cockroaches
  8. Crystal Shades - Echos of former selves
  9. Wicker golem - Damaged security, orders corrupted
  10. Ghoul - Haze or Riot
  11. Okra Merge

1st Floor

Glass dome ceilings, cracks of sunlight through sand above, sandy floors over carved stone, walls are wind-carved stone

Adjectives: Smooth, dry, faded, sandy, past

  1. Caravanserai

    • Low ceilings, round supports, stalls filled with desiccated and crumbling pottery. A few broken wagons. A stone door, without a lock, but immovable. Slab doors to the outside
    • Stalls
      • At the back of a particularly crowded stall, a crawlspace carved via bite marks and many legs. Leads to 1.2 Delivery Tunnels
    • Wagons
      • Enough material to build a 2 sledges or a rickety wagon.
  2. Delivery Tunnels

    • Concrete tunnels, most are collapsed. Splashes of dried venom-puke. Someone put up wooden supports along safe paths. Concrete ramps lead downwards to the 3.1 Infested Tunnels
    • Wooden Supports
      • Gnaw marks, brittle with age.
      • These can be cut to collapse this section (this will definitely kill or entomb anything caught within)
  3. Sunken Plaza

    • The ruins of old market stalls built into a three tiered sunken terrace. At the lowest level a large obelisk sits. Faded carpets are scattered around different tiers. Flashes of blue light flit in between the stalls
    • Blue Light
      • These are Crystal Shades, the spiritual remnants of merchants and customers. They shine with a holographic effect. They will try to sell dust and sand. They will shriek with rage every time you refuse them.
      • They are stained with greed from the obelisk
    • Obelisk
      • A towering bluestone obelisk lined with golden trim around the outlines of hand-carved runes. It is splattered with colorful graffiti. A blue haze surrounds it, emanating from a coin slot on one side.
      • Coin Slot
        • A worn rectangular groove worn away through the many coins that have passed though its entrance
      • Blue Haze
        • If an offering isn't made (a single coin through the slot) every day, a haze of indigo fog will begin to affect creatures with jealousy and greed of others wealth
      • Hand-carved Runes
        • Mark that the obelisk is devoted to $$$, the goddess of greed and wealth. Indicate that an offering of a single coin will suffice for a day.
    • Carpets
      • Underneath one, a splintered trapdoor that leads down to 2.2 Tunnel Crossroads
    • Market Stalls
      • Wooden market stalls, canvas shades long faded. Faded Tapestry behind a stall on the third tier.
      • Scavenged thoroughly through the ages, a few plain items have been left behind:
        • A sachet of moon-light tea (20$). Very relaxing!
        • Scratched pine box with a pearl encrusted conch horn (100$) inside
        • Snuff pouch of cinnamon (10$)
      • Tapestry
        • Alcove with a small door, runes read "Storage". Leads to 1.8 Grubby Storage.
    • Treasure
      • Bluestone Obelisk of $$$. Worth 6000$ to merchant types. Needs 6 people to drag it at least. Emits haze around it that makes everyone covetous if offerings aren't made through the coin slots every day or so
  4. Food Arcade

    • Arched hall, each containing the ruins of an ancient food stand. One arcade leads to a barred door, granting access to 1.1 Caravanserai.
    • Food Stands
      • Tattered curtains and sun-bleached wooden counters. Faded signs for fillets, kebabs, and sandwiches hang above each arcade. A carved crawlspace behind one stall. A shiny green plastic card sits atop a stand
      • Scattered throughout 8 intact Rations, dried mammoth meats and root veggies. Well-seasoned, but kinda gritty with sand.
      • Crawlspace
        • Leads to 1.6 Crumbling Ampitheater
      • Green plastic card
        • Used to unlock 2.7 Grow Room
  5. Parched Atrium

    • Above a wide hole lets in light and sand from the surface. A bone-white tree has withered away in a central planter. The ashen flowers of emaciated plants fill painted terracotta planters. Cracked hole in the glass dome send sand into the room, but allows escape to the outside.
    • Bone-white tree 
      • The thin trunk has no branches, like the stem of a flower. The ivory bark looks like cracked clay. Sun-faded bloodstains line the inside of the planter.
      • When blood is spilled here the tree will begin to bloom once again with a Blood-bloom. Blooms once a week for 9 weeks every 9 years
      • Blood-bloom
        • A pink flower, petals folded as if made from origami. Thrums with the beat of a heart even when picked. The main aspect needed for creating a blood elemental or allows casting a spell three times before it wilts.
  6. Crumbling Ampitheater

    • Tattered curtains hang over stage. Collapsed set in central seating. Ornamental pillars near rear of stage
    • Collapsed set
      • Time worn paint on balsa wood columns and facades. Covers a small crevice
    • Curtains
      • Tattered carmine velum. Surprisingly clean.
        • Two fine cloak's (50$ each) worth to a good tailor.
    • Pillars
      • 9 Solid white marble, finely carved. Scratches behind the one 3rd from left. Pitch black, rope and piton descent to 3.9 Tranquil Gardens
  7. Barren Casino

    • Flipped tables and sand encrusted carpets. Automata wanders around offering drinks. Exit doors surrounded by flashing bulbs allow access to the outside
    • Automata
      • A keg-golem, chipped ceramic limbs built around a stone barrel.
      • Designed to dispense libations. They're on the house! Ran out of ingredients a long time ago, now only has dirty water.
        • Can be given botanicals to produce and store up to 5 different fancy cocktails and brews.
      • Override card to recruit him is in 1.9 Employee Lounge
  8. Grubby Storage

    • Chewed-through crates, mounds of bones, piles of plant debris. Wooden door in recessed alcove. At night, curled form of the Golden Centipede
    • Bones
      • Some terror-dactyl, mostly snake and human. A few blue wasp shells. Thoroughly broken and gnawed.
    • Plant Debris
      • The nest of the Golden Centipede. It sleeps here during the day. It roams during the night.
    • Door
      • Leads behind a tapestry in 1.3 Sunken Plaza
    • Treasure
      • 2x Nutrient Salve @ 50$ (2 Rations each)
      • Spell of Crystal Cognizance
      • Centipede Loot
        • 3x Potions of Poison Breath
        • Ancient Golden Circuit Board of the Templars (BFT)
  9. Employee 'Lounge'

    • Broken folding chairs, stained kitchenette, wobbly tables. Square nook shelves line the right wall.
    • Shelves
      • Empty sacks and spoiled bag lunches. Nest of scorpions (normal-sized).
      • An Automata Override Card on a lower shelf
        • Glass prism, holes punched through surfaces
        • Allows recruiting the Automata Keg in 1.7 Barren Casino

2nd Floor

Cramped tunnels, feel of tepid water, scent of weed and pollen. Grey cobble stone walls, dark grey stone brick floors. Rounded tunnels.

Adjectives: Imposing, moist, sopping, ramshackle, erratic, endless

  1. Infested Tunnels

    • *Vine choked passageways, choking pollen, the overbearing smell of weed. Clearly marked passages, arrows covered in fluorescent paint. Slightly flooded with muddy yellow water. Concrete ramps lead up to 1.2 Delivery Tunnels*
    • Smell of weed
      • The den of Kush Crawlers, dog sized and shaped mobile plant colonies. Spray slowing pheromones before ripping open prey to deposit seeds. Tastes like okra when fried up.
    • Vine Choked
      • Behind a wall of tangled vines is an abandoned cache of supplies, a fluorescent circular rune carved above it. A ladder leads to a hidden hatch among some scraggly bushes on the surface
      • Contains 3 torches, a bottle of Hammerclaw Whiskey Black Label (75$), and a Bloodstone
    • Treasure
      • Hammerclaw Whiskey Black Label @ 75$
      • Bloodstone, contains a single spell's worth of blood energy
  2. Tunnel Crossroads

    • At the center of an intersection of four tunnels, ramshackle scrap platform with a large bonfire. Stairs in part of the platform lead down to 3.1 Reception Hall The south tunnel is barricaded The west ends with a locked door with a green stripe. The north tunnel disappears into gloom.
    • Scrap platform
      • Splintery wooden sheets on an ancient train platform. Two rainbow folding chairs and a spit with roasting kush crawler.
    • Barricade
      • Wood and thick carpet over brick. Sloppily carved bamboo door and hanging neon sign: "Party! Drugs! Drinks!"
    • Door
      • Locked stone door, a lime green strip runs down the front. Equipped with a bone lock. Key is in 1.4 Food Arcade
        • North tunnel
      • Leads a short way back to a dead end, with a lashed wooden ladder. Goes back up to 1.3 Sunken Plaza
  3. Wrecked Storefront

    • Tinkling bell on front door. Pots are shattered and crates are broken around the edges of the room. The counter has caved in. A ghoul sits in front of shelves. A mural covers the far wall.
    • Ghoul
      • Haze, a mutagenic ghoul. Raspy voice. Merrily greets shoppers and guests. The dealer. Aura of hallucinogenic smoke. Wants munchies.
    • Counter
    • Mural
      • A faded mosaic mural depicting an ancient battle against a 9-headed hydra has been scrawled with obscene graffiti. A hero is severing three of the hydra's heads at once (each head has a monocle drawn onto it) and golden blood spills into a pool at its feet.
      • Golden Blood
        • If the mural is broken there is a chest filled with 100 golden coins (each worth 5$) and 3 Inky Black Pearls worth 50$ each. If the ghouls are present they will want in on that.
    • Treasure
      • 100 golden coins @ 500$ behind the mural
      • 3x Inky Black Pearl @ 50$ each behind the mural
  4. Dim Distillery

    • Five open vats, bubbling and belching out pungent fumes of brews. Below the vats are vents that lead downward to 3.5 Tiled Sauna. Kegs haphazardly stacked against the wall. A ghoul stirring and tasting vats. A section of wall slabs are a slightly different color.
    • Vats
      • Four chipped stone and clay vats filled with Basic Bread / Exotic Ingredients (or B/X Brew) a generic bread beer.
      • A blue glazed porcelain vat filled hallway with Ghoul's Spit'n'shine, nearly pure ethanol with a smoky finish. Will melt the organs of living creatures. Dragon-bone tankard (see treasure) occasionally drifts to the surface.
    • Ghoul
      • Flash, a mutagenic ghoul. Glows in the dark. The brewmaster. Has a wizard degree. Doesn't talk about it. Needs 'trippy' ingredients.
    • Kegs
      • Clay pots and wooden barrels, left to age. Among them, two rare brews from an ancient time, Goldsoul Grog and Crackhammer Sake.
    • Wall Slabs
      • Slightly off color slabs. Slabs are firm but give if force is applied. Leads to 2.6 Ancient Stash
    • Treasure
      • Stone Keg of Goldsoul Grog @ 500$ or 24 drinks
      • Wooden Keg of Crackhammer Sake @ 200$ or 32 drinks
      • Dragon-bone tankard (Enchanted, Potion effects can be used a breath weapons) @ 400$
  5. Party Room

    • Dance floor of mosaic tiles ringed by plush but threadbare bean bags and bongs. Smoky haze. A Disco ball sends rays of light cascading across the room. A titanic shard of crimson stone is embedded through the center of the room. There are deeply gouged scratch marks on the floor near the wall.
    • Ghoul
      • Riot, a mutagenic ghoul. Constantly playing a banger. The DJ. Makes dubstep noises. Half-deaf. Shouts. Wants you to listen to their mixtape. Needs a new disco ball.
    • Disco Ball
      • A multi-faceted orb, a d38, a little larger than a watermelon. Shiny surface obscures brightly colored wires under the thick crystal shell. Plug on the bottom.
    • Shard
      • Covered in delicately carved runes. Room was definitely built up around it. Is holding the ceiling up from collapse. Drug offerings scattered around it. Riot does not like you eyeing it.
    • Scratch Marks
      • Marks curve out from the wall, a hidden door flush with the wall. Leads to 2.4 Dim Distillery
    • Treasure
      • Prism Disco Ball (BFT) a long-ago memory core that could be put to use in creating an AI or in the compiling of a new spell.
      • Splintered Fragment of the Rave God (BFTx3) (holds up the ceiling, needs at least 3 people to carry)
  6. Ancient Stash

    • This room is truly ancient, walls carved in bas-relief of pickaxes and gemstones. The air is musty and Dust covers everything. A titanic crack has split the room in two, leaving the far side's floor at waist height. An altar of white stone sits at the center topped by a massive crystal
    • Walls
      • Later period squatling carvings of pickaxes, geometric designs, and gemstones. The four panels are worth 1000$ if delivered to a museum or scholar of the pygmy period.
    • Crack
      • A jagged tear in the stone floor. Leads downwards to 3.7 Steroid Pits
    • Altar
      • White stone, trimmed with red rust along the edges. A massive, oblong, purple gemstone the size of man in the fetal position, the Roarian Heartstone. It is too large to fit through the entrance and weighs a literal ton.
    • Treasure
      • Ommoroarian Heartstone worth 10,000$ whole, 1/2 as much each time it is split.
  7. Grow Room

    • The smell of compost and peat fills the air. Three long planters filled with plants dominate the center of the room. A workbench at the far end is covered in empty sacks.
    • Growbeds
      • Fashioned out of old wagons and filled with a myriad of 'medicinal' plants. Most are those that only undead can consume (such as Brain-root, Boneshaker bud, and Acid berries). The following can be gathered:
        1. Glowleaf - Leaves grow a pale pink. Smoking it causes mild hallucinations, but you can see in the dark. Lasts an hour.
        2. Bloodshroom - Small crimson mushroom. Drying and eating causes euphoria, whole body tingling, and loss of motor function. Lasts 20 minutes.
        3. Mintat - Small white berries. Minty taste. Increases awareness and knowledge retention. Lasts three hours. You won't stop talking the whole time.
      • Two Crimson Coral (50$ each) hidden half-buried in the dirt.
      • Hanging Growlights
        • Dozens of palm sized crystals throb sickly white light onto the plants below.
      • Blooming Dreamweed
        • An azure bloom the shape of a cloud seeps pollen. 3 walnut sized seeds contained within.
    • Workbench
      • A filled sack of Dreamweed (like very strong weed) is propped up among the empty sacks.
    • Treasure
      • 2x Crimson Coral @ 100$ total
      • 1 Sack of Dreamweed @ 400$ propped up on a bench at the back

3rd Floor

Tile walkways, high ceilings, soft white lighting. Arches and columns, plants, tasteful wooden paneling. Mosaics

Adjectives: Opulent, still, tranquil, natural, gentle

  1. Reception Hall

    • Bamboo ceilings. Gentle burbling of fountains coming from somewhere. Still living ornamental plants. A door with a red stripe to 3.8 Garden Laboratory is locked. Stairs lead up to 2.2 Tunnel Crossroads
  2. Locker Room

    • Floor to ceiling cube shelves. Moldy towels stuffed in nooks. Glowing fungus coats much of the room
    • Cube shelves
      • Mostly empty, shredded clothes and empty wallets. In one, a delicately folded Robe in the Mesocoloroscopic Style
    • Fungus
      • Glows with a potent orange light. They expand and contract, look very poppable. If pierced, these fungus will explode in a lethal room-wide explosion that will rock the whole dungeon.
    • Treasure
      • Long-ago robes in the Lower Mesocoloroscopic Style (BFT). Undead do not attack so long as these robes are intact
  3. Disused Gym

    • Dust caked acrobatic equipment. Stone disks propped up on racks. Empty lifting benches. Posters of buff synths and various forms of human. Blue glowing mushrooms on the right wall.
    • Lifting benches
      • Torn leather covers. Underneath one, the red key for 3.8 Garden Laboratory
    • Posters
      • A note stuck to one. Recipes for certain mutations in 3.7 Steroid Pits. Odd equations scrawled onto it:
        • 2 Water + 1/4 Earth = Lobster, 2 Water + 2 Water + 1/2 Fire = Shark or Croc! 1 Air + 2 Earth = Ostrich
    • Glowing Mushrooms
      • Sky blue. Glowing like a traffic light. Grows waist high, blocking the entrance to small vent that leads to 3.5 Tiled Sauna.
  4. Fountain Pools

    • Delicate fountains cascade azure water into blue tiled pools. The central fountain gurgles pleasantly. Doors in each cardinal direction. West door is blocked by collapsed chunks of ceiling. A cluster of plants near the center.
    • West Door
      • Blocked by overgrown hunks of stone, concrete, and pink rock salt. Leads to 3.7 Steroid Pits.
    • Plants
      • Leafy palm trees and hide the opening of a hatch and a small cart with an empty pitcher
      • Hatch
        • Disguised ceramic tile among the walkway leads down into a control room
        • Control Room
          • Levers and pipes, incredibly humid. Stinks of sulfur and chlorine. A swirling maelstrom of fire, hail, and steam locked in a glass container. Crawlways to other pool areas.
          • Levers
            • Rune labelled controls and power diversion for adjacent pools:
              • Sauna (Active)
                • +/- Heat
                • +/- Steam
                • Flamejets
              • Cryo Baths (Active)
                • +/- Cold
                • Flash Freeze chamber 1-7
              • Steroid Pits (Inactive)
                • Open close chambers
                • +/- Potency of Pits
          • Maelstrom
            • An Omni-mental! A chaotic if not vaguely collection of bundled energy. Wants to be released. Siphoned monthly by Okra Merge for power. Needs a coffin sized battery to be transported.
          • Crawlways
            • Leads to 3.5, 3.6, 3.7; each to a tile hatch indistinguishable from the paths.
  5. Tiled Sauna

    • Bone dry, hot as the desert surface above. Tray of coals in the center of the room. Very relaxing. Ventilation hole in ceiling above the coals
    • Vent Hole
      • Vertical ascent along smooth stone to 2.4 Dim Distillery. Provides heat to brews.
  6. Cryogenic Bathhouse

    • Seven 'hot'-tubs set into circular niches in the walls. Freezing steam rolls out of each. Good for sore muscles.
  7. Steroid Pits

    • Five stone vats set into the floor, with pipes running out from the top of each. A pedestal with a collection of valves sits in front of the north vat. The roof is split in two by a large crevasse.
    • Vats
      • Each vat corresponds to an element, with the center being undead. Using pure vats will turn you into an elemental, or necrotic.
      • East - Fire. Red oil
      • North - Air. White gas
      • South - Earth. Green mud
      • West - Water. Blue water
      • Center - Void/Undead. Black and Clear
    • Pedestal
      • White marble plinth. Valves adjust pipe flow to the plinth to produce a mutagenic cocktail.
    • Crevasse
      • A jagged crack from some forgotten tectonic movement. Large enough for two people to climb up at once. Leads to 2.6 Ancient Stash
  8. Garden Laboratory

    • Pleasant smell of flowers. Manicured grass. Tent pavilion full of whirring instruments atop books, potted plant vines growing in between them. Okra Merge is humming away inside. A vine-wrapped mound.
    • Okra Merge, Science Mystic
      • Green skinned vampire. Harmless, needs blue blood. Friendly, but prone to forgetfulness. Researching time stasis to preserve plants past the end of time and seed the universe once again. Knows Haste, Slowfall, Stasis: the like. Debating packing up to gather research material. Loves nature and plants, maybe too much. Wants a flux conversion regulator from a nearby ruin (Upward Spire).
    • Mound
      • A waist-high cylindrical stone disk. Encased in vines and small flowers, sprinkled with dirt. Is the Thrice-carved Marble Altar Disk of the Neo-lunar Idealists.
    • Treasure
      • The Thrice-carved Marble Altar Disk of the Neo-lunar Idealists @ 6000$, heavy as a 2 trucks
  9. Tranquil Gardens

    • A tall fig tree covered in fruit. A patch of fresh vegetables. A quaint wooden bridge spans a bubbling stream that feeds back into itself.
    • Fig tree
      • A few ripe fruits, but in the leaves above, a man-hole sized gap in the ceiling that leads into 1.6 Crumbling Ampitheater
  10. Unnaturally Aged Gardens

    • Petrified trees laden with stone fruits and choked by black vines of rubbery plastic. Grey coral bushes reach for passersby. A blue tree. A sheen across the air like an oil-slick, totally perpendicular to the path. A tangled clump of striped bushes against the wall.
    • Blue Tree
      • Sinews of blue muscle streaked with fat instead of bark. Covered in bite marks. Flaps of pink skin for leaves. A single smoky fleshfruit (see treasure) droops from its branches, begging for it to be taken. It is dying, leaves are drooped, bark is peeling.
    • Sheen - The Time Anomaly
      • A knot of time. Anything put in one side ages, the other side makes things younger. Velocity increases the effect. Dead bodies put through come back wrong
    • Bushes
      • Green and black striped, not along the leaf, but the bush as a whole. Obscures an employee door that grants access to 3.7 Steroid Pits.
    • Treasure
      • Smoky fleshfruit growing from an ancient tree made of meat. Small seed in the middle. Can be used to make a meat tree to provide food for a community. The seed must be eaten by a living creature to grow, it will grow that type of meat and the creature is killed in the process. It takes centuries to grow.