Wednesday, January 2, 2019

The Lamentable Upper Levels of DunjonCorp Site C

I was toying around with a guitar and an electric organ and Tablesmith. All my creative outlets have DUNGEON on the front, and fuck it, but here's 50 rooms spat out by Tablesmith after I twerked on it last night and went to bed relatively satisfied with what it vomited up.

Each line is a room and the contents in the ostensible 1st level of a DunjonCorp thing. The level is adjustable and it has the same monster list as Kabuki Kaiser's Ruins of the Undercity because I like it, although I'm going to adjust it some (e.g. by adding monsters and mutations and psionics n shit). For some reason (my programming and preferences) the generator makes a lot of traps. Deep breath! Go.

  • Corpse renderer - breaks corpses down into 1d10 potions.
  • Slime Patches - 1 in 10 is monstrous and/or dormant .
  • Strong updraft air.
  • This room is trapped with Poisoned Arrow . 1000 current issue gold can be found here.
  • Fire - blazing fire in center of room.
  • This room is occupied by 12 Jinxkins. Glittering synthshells equivalent to 800 gold can be found here.
  • This room is occupied by 15 Kobolds. Potion of Growth can be found here.
  • Weapon racks - 4 ancient mono-scimitars, void grenades, or blasters.
  • This room is occupied by 3 NPC Adventurers. Scroll: Ward against Magic can be found here.
  • This room is occupied by 12 Giant Rats.
  • Warpgate to alternate dimension or plane. Circlet of Summoning Ghost can be found here.
  • Archway - stepping through transports to Astral/Ethereal/Dreamlands.
  • This room is trapped with Ball trap - all PCs in marching order DC 15 Reflex save. 5 Hematite 25gp can be found here.
  • This room is trapped with Falling Stones - d6 damage per PC.
  • This room is occupied by 3 Snyads.
  • 4 Mummified corpses: disturbing them causes Enrages PC or victim for 1d10 turns DC 15 Will save.
  • This room is occupied by 8 Brigands.
  • This room is occupied by 11 Gibberlings.
  • This room is trapped with Negative Energy Glyph - Save or lose 1 energy level.
  • Stairway to extra-/para-dimensional section of dungeon.
  • This room is trapped with Arrrow trap - unluckiest PC gets Attack with d20+5 1d10 damage. A Weathering Steel choker, worth 600 gold coins can be found here.
  • This room is occupied by 14 Gibberlings. Glittering synthshells equivalent to 600 gold can be found here.
  • It is dusty, here. The dust is recently disturbed.
  • This room is trapped with Ball trap - all PCs in marching order DC 15 Reflex save.
  • Weapon racks - 2 ancient mono-scimitars, void grenades, or blasters. Strange alien metal beads worth 200 gold can be found here.
  • Magically confined monster - a Nycadaemon.
  • This room is trapped with Vacuum chamber - within 5 turns, the breathable air from this area and nearby 3 rooms is evacuated. Triangular coins of an alien material equivalent to 900 gold can be found here.
  • This room is occupied by 7 Jinxkins. Apparatus of the Crab can be found here.
  • Mouldering Tapestries, worth 643 gp but weigh 1000gp.
  • Rotten flesh smell.
  • This room is trapped with Floor, collapsing - suddenly, the whole party makes DC 15 to avoid falling into the depths. Ancient bartering tokens equivalent to 400 gold can be found here.
  • This room is occupied by 14 Giant Rats. Scroll: Spells (3) can be found here.
  • This room is occupied by 2 Fire Beetles.
  • This room is occupied by 6 Gibberlings. Triangular coins of an alien material equivalent to 600 gold can be found here.
  • It is dim here.
  • Weapon racks - 3 ancient mono-scimitars, void grenades, or blasters.
  • This room is trapped with Burning Oil Shower - d6 damage plus 1 per round for Level 1 rounds. Strange alien metal beads worth 200 gold can be found here.
  • This room is occupied by 11 Giant Rats.
  • Archway - stepping through transports to Astral/Ethereal/Dreamlands.
  • This room is occupied by 15 Kobolds. Potion of Treasure Finding can be found here.
  • This room is trapped with Arrow trap, poisoned unluckiest PC gets Attack with d20+5 1d10 damage and random poison DC 15.
  • Fire - blazing fire in center of room.
  • Altar to Business/Commerce/Mammon - leaving money causes Ages PC or NPC by 11 years. High Tech: Chemical Sensor Functions on 1-19 in 20 can be found here.
  • It is dusty, here. The dust is recently disturbed.
  • Corpse renderer - breaks corpses down into 1d10 potions.
  • This room is occupied by 2 NPC Adventurers.
  • Trash incinerator - receive 5 gold/AL in antique coins for worhtless items.
  • Illusionary Ceiling - view the sky outside. Glittering synthshells equivalent to 400 gold can be found here.
  • This room is trapped with Earthquake .
  • This room is occupied by 10 Gibberlings. Flying Carpet and Scroll: Ward against Elementals can be found here.

2 comments:

  1. The "corpse renderer" machine is a room I would definitely want to go back to. TBH, it would dramatically change the way I approach a dungeon to be continuously shuttling back to one key room before continuing onward.

    The vacuum chamber is a lovely scifi trap.

    A portal going anywhere always sounds fun when I read dungeon descriptions, but they also feel like a nightmare when I'm actually running the room at the table. I mean sure, you could treat it like "that character is gone forever, bye" - but what if the whole party decides they want to go in there? What if they prefer the portal location to wherever they were adventuring before?

    ReplyDelete
    Replies
    1. I guess I've been mismanaging my replies, Anne! Sorry!? I guess!?

      Thanks for your kind words. If everybody goes through the portal, then I would make it easy for them to come back if they wished to, but would not be afraid to roll with it and pull up stakes and go to the next place. Most of the portals I've snuck in the Tablesmith code actually go to published adventures so it turns out no to add load on to the DM side... I hope.

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