Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 7, these crates hold bulky sailing equipment, sails, canvases, ropes and that sort of gear. Bulky, unwieldy but bendy and stuff-in-able.
Remarkable, Incredible and Amazing nerdiness
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 7, these crates hold bulky sailing equipment, sails, canvases, ropes and that sort of gear. Bulky, unwieldy but bendy and stuff-in-able.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 6, this is similar to Key 5, storage inside storage. It similarly holds assorted 21st century gear and equipment of the bulkier kind. Large future batteries, bigger tools, a force field generator, that sort of thing. Rules apply to the help the same as for 5.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 5, spare lava armour prototypes. Looks like big wooden crates, but inside, actual metal safes with some electronic locks as per the 21st century. The safes are large enough to hold a full suit of armour each. These are known to be off-limits to staff and the Rubys are happy to shoot offenders and throw them to the sharks as an example of how to behave. Pay well, do as we say or else.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look GM:At Key 3, general tools and equipment, for carpentry, landscaping, metalwork and other professions at a general 19th century level: useful for general ship work here and there, too.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look GM:At Key 3: General lava moving equipment spares.
Here are a few things for ideas for a game setting like the #Dungeon23 Ruby Base.
Villains & Vigilantes Island of Doctor Apocalypse
Mutants and Masterminds Island Lair GM guide and deluxe GM Guide – Island of Dr Sersei
The above is in the deluxe gamemaster’s guide as well – which has several supervillain lair archetypes which are quite good to borrow, with maps.
d20 – M&M 1e Headquarters & Hideouts – a couple of bits and pieces here
d20 – M&M 1e Headquarters & Hideouts 2
Champions – Island of Dr Destroyer
Savage World Supers – has a few base building notes.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look GM:At Key 2, spare parts and equipment for the old-fashioned forklifts.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look GM:At Key 1, spare parts and equipment for The Ruby submarine. Various anachronistic, but not so futuristic forklift type vehicles are at work, some of the time. Indicaed by the F’s in circiles.
From: https://archonsmarchon.blogspot.com/2023/01/dungeon-2023-week-1.html
“Glam Clam Farm
“Glam clams (actually a type of oyster) form disco ball-like pearls that concentrate and reflect light as blinding rays to dissuade predators. “
Leads to:
Berthed at Key 5 is The Volcano: an early 18th century warship that has been upgraded. It is fully capable of operating in traditional manner. GM: Also capable of running by battery motor for several days. It also has a holofield generator that is capable of disguising the ship at distance as a standard commercial ship, not a military capable vessel. Illustration here shown sailing some distance out but still in sight of Ruby Base on the horizon.