Dungeon Explorers
Only two people can go at a time. You can come back at any point when your character is free to do so. Then the next person can go using your character's lamp.
Roll 1d100: the results are what you find in the room, if you get a (1 room only) prompt that's already been used, go to the next viable prompt (up or down.)
Please bold the number of the room you're inspecting.
If you have had any alcohol at the party, add +1 to your battle modifier.
1-5: The room is full of large dolls, dressed in hunter clothes and coats. Some of them you may recognize as belonging to dead hunters. A tea party has been set up. (1 room only)
6-10: A torture rack and iron manacles. There's dark stains all over the room.
11-15: An iron maiden sits in the center of the room.
16-20: You find Rep's hoard, which has been moved down to the basement. Hundreds of maggots the size of small cats are crawling over the contents. In a fit of pique, Dr. H had the entirety of the room moved down to the basement, rather than disposing of the rotting meat and experiments. The maggots move closer to you. (1 room only)
Amateur Maggot Farm
HP: 333
Initial autodamage: 1
Extra: they do increasing DoT. For every roll you make, any roll, the auto damage increases by 1 point.
Extra: they are extremely slow, use a -4 modifier.
Escape: Roll 1 d20 to escape, anything 5+ is an escape.
21-25: A pile of bones sit in the center of the room.
26-30: Dusty boxes, this room looks like a normal storage room.
31-35: The room is completely empty.
36-40: An oubliette sits at the center of the room.
41-50: Dusty boxes, this room looks like a normal storage room.
51-60: You hear a buzzing sound, something flies at you in the dark. Your lantern reveals a giant fly, the size of a child, with and odd, scorpion-like stinger.
Poisonous Mutant Fruit Fly
HP: 15
Initial autodamage: 1
Extra: they do increasing DoT. For every roll you make, any roll, the auto damage increases by 1 point.
Extra: they are slow moving, use -3 for as your modifier.
Escape: Roll 1d20, anything 15+ is an escape.
61-65: The room is completely empty.
66-70: A strangely large room, the shaped structure of the other rooms is not found here, instead it appears to be an actual cave. In the distance you notice a throne sitting upon a dais, closer inspection reveals that it's made of bones. You feel drawn to sit on it with a growing need that becomes a compulsion. As you see yourself, a dark whisper touches your mind, silencing your weapon. You find yourself triumphant on top of a writhing sea of dying mortal bodies. Moments later you find yourself outside the room. You do not remember what was inside it. For a week, you have strange nightmares that you cannot recall. (1 room only)
71-75: The room is empty, but you notice an infinity symbol has been carved into a wall. Closer inspection shows the huge symbol was formed by thousands upon thousands of tiny knife marks. It must have taken years. (1 room only)
76-80: Dusty boxes, this room looks like a normal storage room.
81-90: There's movement inside the room, but you can't find the source.
91-100: You can hear the sad cries of partially melted minipets first, followed by a low buzzing that grows closer. Large eggs and maggots the size of small children rest upon the floor. There's a few bodies piled nearby, a few you may recognize from missions gone wrong. In one corner you find a sad sight. Apparently someone had tried to smuggle a dog, a normal dog of this world, onto Deus. The results are much as you'd been warned of. The sound of buzzing becomes a deafening as the mature flies come to protect their nest.
You have found the Nest of Poisonous Mutant Fruit Flies. (1 room only)
The Nest
HP: 666
Initial autodamage: 1
Extra: They do increasing DoT. For every roll you make, any roll, the auto damage increases by 1 point.
Extra: They are easy to hit, use -5 as your modifier.
Extra: Charges cause a sort of splash attack. For successful charges, double the damage.
Escape: Roll 1d20, if you roll 15+ you are able to escape.
Call for Help: Roll 1d10, if you roll 3+ your call is heard.
Occupied Rooms: do not roll for contents
b01: America Jones
b02: konstantin bashmet
b03: Pandora Tzavaras
b04: Normal (mutant fly has been killed)
b05: Edgar Percival McStuffins
b06: Milo Hale
b08: Zelda Grier
b18: Normal (mutant fly has been killed)
b19: Empty
b20: An iron maiden sits in the center of the room. (corpse inside)
b21: A torture rack and iron manacles. There's dark stains all over the room.
b22: Dusty boxes, this room looks like a normal storage room.
b23: Dusty boxes, this room looks like a normal storage room.
b24: Dusty boxes, this room looks like a normal storage room.
b25: Dusty boxes, this room looks like a normal storage room.
b26: Empty
b27: Robert Morris
b28: Dusty boxes, this room looks like a normal storage room.
b34: Dusty boxes, this room looks like a normal storage room.
b37: An oubliette sits at the center of the room.
b48: Normal (mutant fly has been killed)
b49: The room is full of large dolls, dressed in hunter clothes and coats. Some of them you may recognize as belonging to dead hunters. A tea party has been set up.
b53: An oubliette sits at the center of the room.
b69: A strangely large room, the shaped structure of the other rooms is not found here, instead it appears to be an actual cave. In the distance you notice a throne sitting upon a dais, closer inspection reveals that it's made of bones. You feel drawn to sit on it with a growing need that becomes a compulsion. As you see yourself, a dark whisper touches your mind, silencing your weapon. You find yourself triumphant on top of a writhing sea of dying mortal bodies. Moments later you find yourself outside the room. You do not remember what was inside it. For a week, you have strange nightmares that you cannot recall.