Roleplaying Games | Dungeons
Newton Handle megadungeon — [Lv2] Mezzanine
tl;dr — The Platform (2019) meets Legend (1985) — for part one go here —
Each of the zones of the dungeon level are arranged much like a home: small connecting corridors and archways, 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 (The letter I has been replaced by the letter X so as not to be confused with the number 1.)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 Smithy of Sacrilege.
Mortuarian
Once tiled, now bare solid mud.
A — bang
A corpse in a fancy-looking but moth-eaten waistcoat kneels in the centre of the room. If touched, it explodes (dangerous common DV8 environmental damage).
Corridor also leads out to {2U}.
B — platitudes
The room is low-ceilinged and constantly has disembodied murmurs. Their tone is hopeful but their words are imprecise.
There’s a secret passage leading to {2R} (common DV8 luck discovers it).
C — aroma
Another low-ceilinged room, though this has an incredible stench of death.
D — aromer
This ceiling is a regular height, but somehow has a yet stronger smell of death.
E — stairwell
Elaborate guard-rails protect an immensely deep spiral staircase that leads to {3E}.
There are also two corridors leading to {2O} and {2X}.
F — aromist
Another low ceiling, this time holding a light gauze of a mist. It smells of pine bleach but is entirely harmless.
Mr Whiskers’ rooms
The floors here were once tiled, but in most places the solid mud has been raked back to a perfect surface. Signs on most walls point towards Whiskers’ Shoppe.
Mr Whiskers is a short fat human with no facial hair and a shaved head. He moves like he’s pissed himself but he’s fastidious and polite. (He hasn’t pissed himself.)
G — Whiskers’ Shoppe
Photorealistic murals on the near wall display products but not prices (the prices are barely above what you’d pay in a city tbf). There’s a counter to the rear, beneath which are stairs to the stockroom. There’s a 4-in-6 chance that Whiskers is here.
H — homeroom
There’s a door, which is ajar and is never locked. Whiskers’ rooms are minimalist and well kept, but in a relative state of disarray. There’s a 2-in-6 chance that he is here.
X — rats nest
Keeping to one corner of this boring room is an alert family of rats (common DV8 threat). Mr Whiskers dislikes this family of rats, but he’ll still bring them food.
A passage also leads to {2E}.
J — hinge
A long thin room with a mural of a sleeping man on the far wall. 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 (dangerous common DV8 environmental threat).
K — kitchenspace
A well appointed personal kitchen. There is a coal oven but it hasn’t been used in a long time. Whiskers prefers cold meals.
L — rats best
Another boring room, overrun with detritus for an alert family of rats (common DV8 threat). Whiskers likes this family of rats.
Platform base
M — platform base
A pulley system controls a platform that descends to the uneven floor. The walls are rough-hewn.
The platform leads up to {1M} and two thin crevasses lead to {2P} and {2U}.
Funhouse
The floors here are tiles again in a complex chequerboard fashion. Inspection shows it’s two different stones rather than separate paints.
N — hinge
A long thin room with a mural on the far wall of a harlequin beckoning people into a well-lit tunnel. 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 (dangerous common DV8 environmental threat).
O — clowns
A tall wide room with unstable tiles on the floor (though only reckless activity will threaten falls). Every wall has a mural of a clown, and while they look similar they are dressed differently.
A passage also leads to {2E}.
Groundwater waterfall
P — sound
A round chamber like a bubble where the sounds of a waterfall can be heard as if from afar. (Too far, considering it’s through an arch.)
A thin crevasse also leads to {2M}.
Q — fury
Another round bubble of a chamber, the majority taken up by the splash pool for a waterfall falling out of mid-air.
Behind the waterfall, a crevasse leads to {2R}.
Logaan’s territory
The rooms here were once crypt-like but have been aggressively reclaimed by a very old wolverine. Her name is Logaan, after the Titane trickster god.
R — den
All manner of muck, fur, and bonemeal make a comfortable bed for Logaan (rare DV12 threat).
Crevasses also lead from here to {2B} and {2Q}.
S — voices
Spillover from Logaan’s gunk, though this room also houses hopeful disembodied voices. They’re recounting stories about freedom.
T — voice
This room is clean, empty. A single disembodied voice speaks hateful words. This voice is the dark god of fists. She isn’t listening to anything that speaks back in this room.
Mock mausoleum
The floors here have also been stripped of their tiles, but the walls remain panelled in stone, giving the impression of a damp mausoleum. Dark sconces on every wall.
U — two floors
The floor projects an illusion of itself one foot above the true floor. Walking through it is quite spooky.
An obvious corridor leads to {2A} and an illusion-covered crevasse leads to {2M}.
V — voices
The room houses solely disembodied murmurs. Their tone is hopeful but their words are imprecise.
W — more voices
The room also houses solely disembodied murmurs. Their tone is hopeful but their words are imprecise.
Wandering encounters
1-in-6 each turn:
- 1–3 rat swarm (common DV8 threat)
- 4–5 ectoplasmic undead (uncommon DV10 threat)
- 6 Logaan herself (rare DV12 threat, see {2R})