Level 24 is the Captain’s quarters;
GM: At Key 1is the submarine captain’s chambers.


Remarkable, Incredible and Amazing nerdiness
Level 24 is the Captain’s quarters;
GM: At Key 1is the submarine captain’s chambers.

Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 1 is a fully charged and ready to fly dirigible. Some of the South wall of rock has been removed and is actually only a hologram with some light cover that can be quickly removed but is enough to help keep the weather out, lined with canvas etc.

Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 2 is equipment and supplies to stock, fuel, repair and build the dirigible. There’s also crates of old reading material, newspapers and magazines in the end.




Level 12 is basically basalt to split the ship from what looks to be some giant sort of craft.
GM: At Key 3 is a charging station for what is actually a solar/battery powered dirigible type crap that is definitely well ahead of its time.

Just found this:-
This site is a labor of love inspired by FASERIP RPG by Bucky the Blackball. This site, its main author and its contributors are not in any way associated with Bucky or his FASERIP RPG. His RPG is used because it is released under the OGL and that is the easiest platform from which to continue the great legacy of the original 1980s superhero game which started it all! FASERIP by Bucky the Blackball is a “neo-clone” as he calls it but really an edited retroclone of an original long out of print but never forgotten 1980s superhero game.
Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 11 General grocery supplies storage and miscellaneous things you would find in markets and shops of the times – lots of junk, too. The other stuff dump area.


Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 10, A weapons locker, early 19th century style. Sabres, knives, the odd pirate cutlass, firearms, cudgels, whips for using on bad crew. Pistols and long guns included. Plus some gunpowder.

Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 9, Large sailing ship maintenance supplies, timber, caulking, barrels, anchors, things you can’t squish. Pieces of masts, a rowboat.



Level 11 is basically a giant storage unit. There are loads of large wooden crates any way you look.
GM:At Key 8, Assorted booze storage, taking advantage of some water cooling, where possible.
