Playthings of Mad Gods

Forbidden Bunker

a dungeon made with pointcrawl methods
(click to enlarge)
made for Archipelago
This dungeon is lit by ancient Foreverlights - self-repairing lightbulbs. They have been corrupted by the hatred that has filled the island, their light flickering, unsteady and greenish. If you are using my light level system, its ambient LL is 2

Random Encounters (1d4):

  1. 2d6 Skeletons
  2. d6 Zombies (2 (Supernatural) HD, AC as unarmored, strikes unarmed, covered in mold and rot - those who took at least a point of damage from them must save against wound infection)
  3. 1 Ghost (4 (Supernatural) HD, AC as Leather, deals d6 damage to a random attribute), held in here by the awful nature of its death. Driven to madness by the Hatred from The Bomb.
  4. 1 Mutated Cannibal (3 HD, AC as Chain, 2 attacks of d8 damage). An apex of a mockery of evolution that this place made, both alive and undead. It stalks these halls, ambushing anything alive it encounters.

A collapsed hall may be cleared with a combined 20 man/turns (so if 2 people try to remove it it'sual stands here, with a crack coming straight through the middle.

Rooms

1. Entrance

It may be removed with a combined 30 man/turns. Underneath it, a ruined decontamination station stands (the cleaning alcohol has long since turned into vintegar and the decayed cleaning chemicals from the shower stink like hell). A skeleton (inanimate) lays under the shower, with a rusted gun in its hand and a hole straight through its head.

2. Workshop

This room was once an advanced workshop, but it has since fallen into disrepair. Rusted tools lie around, autoclaves are shattered and Lathes are torn apart. Their electronics have used golds - if taken apart, it is visible as it is the only thing not touched by the elements. Together, 33 GP may be retrieved with an hour of work, but the workers must save or suffer from a horrible wasting sickness (d4 damage to all stats everyday for 2d6 days), as they come into contact with slow poisons.

3. Hospital

It was once a Hospital. The beds are rusted and have fallen apart, the once-sterile tiles are covered in marks of old blood, pus and shit. The cabinets have been smashed, any medical tools that could be used as weapons and any drugs that could be get high have been stolen. 3 intact plastic bottles of antibiotics(60 pills each) remain hidden under a cabinet that has collapsed.

4. Hydroponic Farm

Full of the stench of rot, the lamps have long since been smashed and the nutrient-filled water has covered the floor with fungi. This place is hard terrain, but under the fungi a rotten skeleton (not undead) may be found. On its fingers are four rings worth 50 SP each, and a small platinum earring lies next to it (10 GP). The skeleton is too far rotten to show the cause of death.

5. Shrine to the Eternal One

Long dead shrine to a long dead god. A statue stands here, defaced by time and the inhabitants. The black stains that cover its face have changed it into a demonic visage - while the gold and gems worth 100 GP remain on the statue, for each turn spent here one must save or gain an extra point of exhaustion as the green vapour basically fills the room, sucking all life out.

6. Exercise Room

It once held an indoor tennis court, as well as a gym. The various rusted tools of excercise were used as tools of violence upon each other, as the rotten blood of this room may attest.

The paintings it once held have rotten. The sculptures were mostly smashed. Only one scultpure remains - THE EVIL ONE RISING, made by an artist after the vault was already populated and their civilization has fallen. It depicts a dark figure, rising over the world. It is worth 1000 SP for the right buyer, and takes up 5 slots of equipment.

8. Geothermal Powerplant

This place is a machineroom, connected to a set of hot springs. It was intended to provide energy for generations, but is already failing. If it is damaged (like by sabotage or unskilled tinkering) the whole bunker grows completely dark.

9. Eating Room

3 Bat-filled Skeletons (as skeletons, but after they are defeated they release 4 undead bats(as bats, but undead)) laid on the ground, their bodies picked right to the bone. Shattered pieces of a scalpel remain in one skeleton's eyehole. All the luxurious furniture has been burned for warmth, leaving only cinders and ashes.

10. Pool/Bathrooms

A shallow pool, overtaken by muck and grime. In the rotten water is a (just dead) skeleton, with a blaster (3d6 damage, deals d4 WIS damage to the user with each shot as it uses their will as ammo) in its hand. The luxurious bathrooms hold shattered, blood-covered ceramics.

11. Living Area

A meeting was held in here, when it was attacked by a group of undead. The people have fallen back, deeper into the bunker, but they left some of their own with the zombies. They have long since rotted away into skeletons - there are 20 skeletons here. Some of the pieces of furniture were plated with gold - if it is gathered, it amounts to 50 GP.

12. Movie Theater

Moving pictures were shown here, to pass the time and educate the people down here. The nitrocelulose has long since dampened and degraded, filling the place with an acidic chemical stench. Nothing of value remains, the projector has fallen apart.

13. "Inhabited" Living Quarters

They were once luxurious, now their rotten beds are covered in blood and feces. 5 Mutated Cannibals have made this place their den. They have long since forgotten the languages of their parents, but they still wear jewellery and make sculptures out of bone. Human bone. (the jewellery is worth 50 GP, and the sculptures are worth 100 GP to a lover of the macabre).

14. Ruined Living Quarters

These living quarters have almost collapsed, with their luxury less tarnished by filth, and instead by rubble. The walls of the small passages that remain are in bad shape - any touch may send them tumbling on your heads.

15. Library

The books are mostly rotten through, but some remain, hidden in a water-tight container. The books that have remained are:

16. Control Room

Full of shattered screens, torn apart keyboards and (unalive) skeletons in headphones. Static partially covers your eyes as you enter - the dead noise of a thousand extinguished frequencies. For each turn spent here, take 1 INT damage and get a +1 bonus to your next test, as your memories spill out and are replaced by others.

17. Storage Room

A storage room that has been pilfered of anything edible - even the shoes and the clothes have been eaten. Most tools were also taken, so that one could murder their fellow people. Under the destroyed shelves, however, some tools do remain. If one spends a whole hour excavating here, they can retrieve:

18. The Last Escape

As the people of this place tried to flee the hateful air that slowly drifted into the bunker, they went deeper and deeper inside. Even so, after a few months, even here was corrupted. They started to die and mutate, their bodies locked biting each other and partially combined. In a moment of lucidity, one of the guards has detonated their grenade - it left a mound of bones and pieces of meat, that have rotten. In them, various pieces of noble metals remain, visible and tantalizing. For each turn spent searching them, the adventurers find d12(exploding) GP in jewellery, and have a 1-in-6 chance of awakening the mound (which sometimes slightly shudders - it is visible when it is carefully observed). If awakened, this mass grave turns into a Swarm Of Skeletons (10 (Supernatural) HD, AC as Unarmored, attempts to grapple and absorb anyone who is in melee range. After awaking, it automatically grapples anyone who is searching it. For each round spent being grappled by it, one must save or be pulled inside, where they are unable to move, and take 2d6 damage each round as they are pierced and crushed by bones). Together, there is 500 GP in the pile.

#Archipelago #Dungeon