Dungeon23 – 008 Ruby Base Level 01 Key 3

The elevator going up to the rest of the base from the loading dock goes 40-50 metres. There are four entrances, all going into the same lift.

GM: The doors open by a simple PIN number. In the early 19th century the Rubys don’t really have to worry about brute force cracking from anyone living there, so only four digits. In old school mobile keypad terms, the pass PIN is of course 7889 or R-U-B-Y. Anyone with access to late 20th or 21st century technology that has met the Rubys and their egos has a good chance of realising what this pin number might be.

elevator shaft view
elevator shaft view
elevator entrance 1
elevator entrance 1
elevator interior 1
elevator interiot 2

Dungeon23 – 007 Ruby Base Level 01 Key 1

Loading machinery capable of stocking the Ruby. Mechanical, but powered by 2044 battery technology charged from geothermal energy.

Equipment for loading The Ruby 1
Equipment for loading The Ruby 1
Equipment for loading The Ruby 2
Equipment for loading The Ruby 2
Equipment for loading The Ruby 1
Equipment for loading The Ruby 1
Ruby Base Level 01 Grid Map
Ruby Base Level 01 Grid Map

Dungeon23 – 006 Ruby Base Level 01 Key 2

Dr Ruby Lava Armor slightly used from Freedom Force encounter
Dr Ruby Lava Armor slightly used from Freedom Force encounter
Dr Ruby's lava armor -much better condition than her brother's
Dr Ruby’s lava armor -much better condition than her brother’s

Standing against a wall are what appear to be suits of some sort of possibly metallic armour. Each is slightly different, with one looking much more used and if close enough, smelling slightly carbonised. GM: Each of the Rubys has a lava armor suit. Hers is in better condition than his, as it has not been through a volcano. These are specially fitted, so only the Rubys can use them, or someone that happened to be very close physical matches and could work out the technology. Need to add stats.

Ruby Base Level 01 gridmap
Ruby Base Level 01 gridmap

AD&D 1e Monster tables combination

“Random monster encounter charts featuring all the dungeon appropriate (i.e. no aquatic, sylvan, etc.) creatures listed in the 1st Edition Advanced Dungeons and Dragons Monster Manual, Fiend Folio, and Monster Manual II.”

PDF link is below – the post comes from :

https://boardgamegeek.com/filepage/116456/comprehensive-1e-dungeon-monster-encounter-charts

https://s3.amazonaws.com/geekdo-files.com/bgg142931?response-content-disposition=inline%3B%20filename%3D%221E_Encounter_Tables.pdf%22&response-content-type=application%2Fpdf&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAJYFNCT7FKCE4O6TA%2F20230105%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20230105T012240Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=99bebbf64191336eb66e1b62bb33ff1ef031c6e423300891de6d94d54a669f72

Dungeon23 – 005 Ruby Base Level 01 Key 4

The Ruby – surfaced
The Ruby submarine docked
The Ruby – docked
Ruby Base Level 01 grid map
Ruby Base Level 01 grid map

4) A giant metallic seeming sea craft is berthed here. GM: Level 01 is the submarine dock as can be clearly seen. Other key descriptions to follow.

Dungeon23 – 004 Ruby Base Level 00

The Ruby just starting to surface from the ocean
The Ruby surfacing in view of Ruby Base, heading for home

Level 0 as such would be this grid, seen from below, just a hull outline, partially submerged.

GM: Descriptions and details with Level 1. If players encounter via entering underwater in 1800s terms they see the bottom of a seacraft of unknown type and made of something which seems possibly metallic, but also unknown, no obvious joins with slight symmertric ridges.

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