A few campaign and statistical notes for the setting here
Dungeon23 – 048 Ruby Base Level 37 Key 8
This is Dr Ruby’s Lab and one of her offices.
GM: At 8 is said energy device. It is related to trying to improve the time travel shenanigans that have gone badly wrong, in case they ever want to get out of here. It could, of course, kill every and if it degrades instead of improves, maybe wipe out a good chunk of what would become New South Wales.
Dungeon23 – 047 Ruby Base Level 37 Key 7
This is Dr Ruby’s Lab and one of her offices.
GM: At 7 is the control panel for a seriously complicated high energy device.
Dungeon23 – 047 Ruby Base Level 37 Key 6
This is Dr Ruby’s Lab and one of her offices.
GM: At 6 a couple of workbenches with high tech tools and equipment strewn across them.
Dungeon23 – 046 Ruby Base Level 37 Key 5
This is Dr Ruby’s Lab and one of her offices.
GM: A 4 door pin coded golden colored lift, similar to that at the top in design.
Dungeon23 – 045 Ruby Base Level 37 Key 4
This is Dr Ruby’s Lab and one of her offices.
GM: This a stairway up and down. The staff that are actually allowed in here no it is actually not useful and leads up and down to holographically disguised deathtraps, to be designed later. 21st century technology nasty-blasty-deathtraps. e.g. only intruders are likely to fall foul of these. Or drunk minions, but they don’t care about those.
Dungeon23 – 044 Ruby Base Level 37 Key 3
This is Dr Ruby’s Lab and one of her offices.
GM: Key 3 is a spartan antechamber to Dr Ruby’s office, to make peons feel like peons on uncomfortable seats. Also to be annihilated as the doors seal allow zapping or gassing of undesirables at her discretion.
Dungeon23 – 043 Ruby Base Level 37 Key 2
This is Dr Ruby’s Lab and one of her offices.
Key 2 is a holographically disguised lift exit from the back of her office, designed to look like an extremely expensive tall floor lamp.
Dungeon23 – 042 Ruby Base Level 37 Key 1
This is Dr Ruby’s Lab and one of her offices.
Imagine the decor as being inhabited by Lex Luthor’s slightly older assistant, who is not quite as evil, but lacking in personality.
She was here first, so gets the most lab space. Not quite as evil in that she did think to put 100 metres of basalt between her in the minions, in case one of her experiments gets a bit over-exciteable. Not every one can have lava armour or 21st century forcefield batteries.
GM: At Key 1 is Dr Ruby’s office, which is a tastefully ostentatious office with most of the computing designed to be hidden in something more period appropriate.
Dungeon23 – 041 Ruby Base Level 26 Key 8
Level 26 is accomodation for the workers.
GM: Key 8 is a common and lounge area for the minions to get up to relaxed mischief in and take each other’s money and other activities of that ilk. Probably also some serious boozing.