LORD NELSON’S COFFIN, WITH DESCRIPTION OF THE ORNAMENTS AND DEVICES THEREON.

Roleplaying Games | Dungeons

Newton Handle megadungeon—[Lv1] Platform Cap

Inspired by The Platform (2019) and Legend (1985)

The Ugly Monster
Published in
4 min readSep 4, 2021

--

Each of the zones of the dungeon level are arranged much like a home: small connecting corridors and archways, that functionally every room in a zone is connected to the others.

Passages between segments lead between vowel-keyed rooms. (The letter I has been replaced by the letter X so as not to be confused with the number 1.)

Statted for Tunnel Goons and Smithy of Sacrilege.

Formal Entry

Flagstone floors, plastered walls. These are in decent repair.

A — platform descent

New inhabitants descend via a wide and slowly lowered platform — through choice to gain a civic favour or as punishment. The space beneath the platform’s house in the floor has been filled with soporific puffbulls (common DV8 environmental effect).

Passages also lead outwards to {1O} and {1U}.

B — food chute

Every ten minutes, a selection of dry food is tipped down this glass chute. Its surface is heavily scratched but the glass has never chipped.

C — mural

The large wall opposite the door is emblazoned with the words REPENT + REFLECT. Beneath, stylised images of grovelling humans make an erratic mosaic.

D — mirrors

So, so many mirrors. Like the chute in {1B}, the surfaces are heavily scratched but there are no chips. One of the mirrors has been washed with soap and the scum remains.

E — fountain

Every wall of this room has a spartan water fountain. The water has a crisp tang to it: it’s been fluorinated.

A passage out also leads to {1X}.

F — stoppered vent

A large vent in the opposite wall has been blocked up with rags and paper mulch. If removed, a soporific gas is piped into the room (common DV8 environmental effect).

Cooled Rooms

All of these rooms are slightly chilled, though not enough to cause significant discomfort or danger. Maybe don’t sleep in them.

G — feast

A human corpse has been pinned open on the floor and there are several chunks missing. Bitemarks are visible.

H — air-dry

Hanging from several hooks are haunches of human. A third of them have been butchered further and are hanging as individual joints.

X — clean

The room is empty but there’s a strong smell of bleach that persists regardless of what happens here.

A passage out also leads to {1E}.

J — clean

The room is empty but there’s a strong smell of bleach that persists regardless of what happens here.

K — stoppered vent

A large vent in the opposite wall has been blocked up with rags and paper mulch. If removed, a soporific gas is piped into the room (common DV8 environmental effect).

L — water closet

A series of steps lead to several holes in raised platforms. The chill here prevents decay or any significant stench.

Leathered Walls

The walls in this area are intermittently padded but always covered in a dark leather wallpaper (Some of the walls have remains of tattoos, but the skin has been cut to minimise the impact of this).

M — platform

A pulley system controls a small platform that descends to {2M}.

N — kitchen

If you can imagine it in an Airbnb kitchen, it’s here. There are also too many chains.

O — outpost

The passage between zones is controlled by a forward guard of cannibals (as many as there are PCs). Cannibals are named after cuts of meat: Flank, Rib, Loin, Bavette, ect. They are common threats (DV8).

The passage here leads to {1E}.

P — priest

The half-blind priest and leader of the cannibals, Prim Erib, stays here — she’s an uncommon threat (DV10). She is supported by two cannibals (DV8) and has a treasure horde (including one of the two dozen horn keys used to leave the dungeon).

Q — devotees

A barracks houses many cannibal dogbois (twice as many as the PCs), whose jaws have been artificially extended to look more canine. They are common threats (DV8).

R — trophy room

The walls are adorned with grotesque trophies of collections of bone and cartilage. The entryway to the room is trapped: a “welcome mat” covers a shallow pit trap with downwards facing barbed spikes (common DV8 environmental threat traps and causes harm).

Den

The region has a strong urine scent. The lower section of the walls are scratched and feature knots of red fur.

S — hyenae

The central den of several hyenas (twice as many as the PCs), constructed of salvaged clothes and bones. The hyenas are common threats (DV8). There is much treasure here scattered amongst the clothes, but it will take time to find it all.

T — hinge

A long thin room that the hyenas seem to avoid. There are spikes on the ceiling. Anyone stepping into the far half of the room sets off a cantilever that pushes those in the first half up towards the spikes (common DV8 environmental threat of damage).

U — bones

An irregular shaped room, utterly full of straight human bones.

A passage also leads to {1E}.

--

--