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.
Island Lair Notes
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.
Dungeon23 – 012 Ruby Base Level 11 Key 02
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.
Dungeon23 – 011 Ruby Base Level 11 Key 01
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.
Dungeon23 – 010 Ruby Base Level 02-10
The Rubys count each 10m of the base as a ‘level’ – it even works like this in the lifts. The dock, therefore has a 100m high space to allow a large sailing ship to cruise in with its masts. The map for Level 01 hence applies, it would just be seen from further remove.
Dungeon23 – 009 Ruby Base Level 01 Key 5
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.
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.
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.
Dungeon23 – 006 Ruby Base Level 01 Key 2
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.
Dungeon23 – 005 Ruby Base Level 01 Key 4
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.