Location Details
Each entry is a self-contained DM card. Monsters, NPCs, missions, and achievements for that location are listed here. For full stat blocks see 11-monsters.md. For full NPC profiles see 16-npcs.md.
1. Tutorial Avenue
Central hub. Players pass through repeatedly. Most random encounters happen here.
At a Glance
A four-way intersection under a false night sky. The geometry is subtly wrong. Billboards glow and shift. Nearly everything on this floor is visible or reachable from here.
Scene Description
Read or paraphrase aloud: “The street is wrong — you know it immediately. The proportions are off, the horizon curves where it shouldn’t. A bus stop on the corner displays a countdown in red digits. The stars overhead rearrange slowly into logos you don’t recognize. Crushed cars form rough barricades at both ends of the intersection. Manhole covers rattle. A System billboard overhead flickers to life: WELCOME, CONTESTANTS. YOUR PERFORMANCE IS BEING EVALUATED.”
Sensory details:
- Sight: Distant lit windows in dark buildings. Orange-hued false twilight. Flickering billboards. Rubble and overturned trash cans.
- Sound: A vending machine screaming somewhere. Rattling manhole covers. Muffled music from the direction of the Food Court. Distant, unsourced traffic noise.
- Smell: Asphalt, burned plastic, something sweet and wrong from one block east.
Key Features
- Bus Stop Countdown: Displays the current floor timer in red. Flickers red-black when under 6 hours remain.
- System Billboards: Three billboards visible from the intersection. They cycle between: tutorial instructions, mission prompts, audience polls, taunts aimed at the party, and advertisements for services that don’t exist. As the timer runs down they become more urgent and personal.
- Barricade Cars: Can be pushed (DC 15 Str) or climbed (DC 10 Athletics). Block some sight lines. At least one has loot in the trunk — Bronze Utility Crate, DC 12 Perception to notice the trunk is ajar.
- Manhole: The Ratway entrance. See Location 4.
- Hazard Zones: As the countdown progresses, the System generates new hazards on Tutorial Avenue — patches of crackling electrical floor, a fog of unknown vapor, or a randomly wandering turret from the Compliance Office.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Snack Goblin | 1/4 | 2–3 per random encounter patrol |
| Loot Rat | 1/8 | Appear after loud events, attempt item theft |
| Complaint Form Swarm | 1/2 | Spawns if a System kiosk is abused |
Random encounters trigger every 2–3 hours of in-game time, or after any loud event (combat, explosions, screaming). Roll or choose from the Street Events table below.
Street Event Table
Roll d8 or choose when pacing needs a nudge.
| d8 | Event |
|---|---|
| 1 | A vending machine screams until fed 1 sp or 1d4 hit points of blood. |
| 2 | A group of frightened NPC civilians begs for escort to the Food Court. |
| 3 | 1d4 Loot Rats steal a visible small item and bolt for the nearest drain. |
| 4 | The System drops a supply crate (Bronze Utility Crate) in the middle of the street. A random encounter is triggered by the sound. |
| 5 | A billboard displays one character’s most embarrassing Earth memory. (Ask the player in advance or on the spot.) |
| 6 | A Snack Goblin patrol of 4 crosses the street — hostile if noticed, oblivious if the party is quiet. |
| 7 | A car alarm triggers. Unless disabled (DC 10 Thieves’ Tools or Dex check, one action), it draws a random encounter next round. |
| 8 | The street briefly rotates 90 degrees. All creatures make DC 10 Dex save or fall prone. The System awards a point to the audience. |
NPCs
None permanent. After Mission 2 (Stacked Arms), rescued survivors cross through Tutorial Avenue on their way to the Food Court. The Cat may be spotted here if the party has been making interesting choices — it appears to observe, then disappears.
Missions
No missions are anchored here, but Tutorial Avenue is where failure consequences land:
- Mission 1 failure: Snack Goblins spread here and begin stealing party supplies.
- Mission 5 failure: The Tow Warden patrols Tutorial Avenue during the final countdown.
Achievements Here
Crowd Pleaser — Do something entertaining, dramatic, or humiliating on Tutorial Avenue while a billboard is active and displaying the party. The System considers the audience’s reaction. DM’s call on what qualifies. Reward: Bronze Performance Crate.
Urban Planning — Push a barricade car into the path of a monster patrol, blocking their movement. Reward: Bronze Utility Crate.
2. The Quickie Mart
Starting location. First combat. Tutorial kiosk. Garth.
At a Glance
A convenience store trapped between its corporate identity and its new identity as a dungeon tutorial zone. The hot dog roller is still on. A mannequin employee badge says GARTH. Something is scratching behind the stockroom door.
Scene Description
Read or paraphrase aloud: “The fluorescent lights flicker at an interval just irregular enough to be annoying. Broken shelves line the walls — chips, instant noodles, motor oil, birthday card envelopes. The hot dog roller is still spinning. A mannequin behind the counter wears a name badge: Employee of the Month: GARTH. Near the counter, a kiosk pulses with soft blue light, its screen reading: TUTORIAL KIOSK — PLEASE WAIT FOR ONBOARDING TO COMPLETE. From behind the stockroom door: scratching sounds. A lot of them.”
Sensory details:
- Sight: Broken glass. Expired products. One shelf still perfectly organized — the candy aisle. The kiosk glow is the only steady light source.
- Sound: The hot dog roller motor. The kiosk boot chime. Scratching from behind the stockroom door. Distant billboard noise through the windows.
- Smell: Stale corn chips, old hot dogs, cleaning fluid, and the faint ghost of whatever the hot dog roller used to cook.
Key Features
- System Kiosk: Activates after the first combat is resolved. See
05-starting-location.mdfor all kiosk question/answer scripts. - Stockroom Door: Locked (DC 10 to pick, or simply force it — DC 12 Str). Contains the goblins and the Grease Imp.
- Hot Dog Roller: Still running, still warm. Functions as an improvised weapon (1d4 fire on a hit, DC 10 Dex save or knocked prone from the grease drip). The Grease Imp will attempt to hide in it. Can be hurled as a thrown weapon — it is terrible and therefore entertaining.
- Restroom: Marked SAFE ROOM — OCCUPIED? MAYBE. The door is stuck (DC 10 Str). Inside: one unconscious NPC civilian who wakes up, panics, and runs toward the Food Court. Also one spider that is definitively a normal spider. A short rest is possible here after clearing the store.
- Candy Aisle: Suspiciously pristine. The System left it as bait. Eating anything without identifying it first triggers the That Was Definitely Not Food Safe achievement.
- Back Window: Leads to a Tutorial Avenue alley. Exit route, ambush angle, or Snack Goblin escape path.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Snack Goblin | 1/4 | 4–8 in the stockroom, deploy by party size |
| Grease Imp | 1/2 | 1, hiding in the deep fryer or hot dog roller |
NPCs
Garth the Cashier — Currently deactivated at the counter. Seated, motionless. Responds to being spoken to, treated like a person, or addressed by name. See 16-npcs.md for full profile and how to play him waking up.
Missions
Mission 1: Clean Up on Aisle Die Objective: Clear the Quickie Mart of hostile entities and activate the Tutorial Kiosk. Reward: Bronze Tutorial Crate, 100 XP (or milestone), unlocks System interface. Failure: Snack Goblins spread into Tutorial Avenue and begin stealing supplies from the party’s visible carried goods during random encounters.
Environmental Interactions
The first fight should reward creativity. Prompt players with environmental options if they’re going straight to weapons:
- Knock over shelves: DC 12 Str check, deals 2d6 bludgeoning to creatures in a 5-foot line, creates difficult terrain.
- Throw bottles: Improvised ranged attack, 1d4 bludgeoning + 1d4 fire if the bottle is liquor and ignited.
- Spilled soda slip: One action, spreads soda in a 10-foot area — difficult terrain, enemies make DC 10 Dex save each turn or fall prone.
- Microwave with metal inside: One action to start it. Explodes at the top of the next round, 2d6 lightning damage in a 10-foot radius, DC 12 Dex save for half.
- Lighter fluid + lit cigarette lighter: Combination creates a 10-foot fire line in any direction. 1d6 fire, ignites any oil or grease in the area.
Achievements Here
First Blood, First Paperwork — First enemy killed on Floor 1. Reward: Bronze Tutorial Crate.
That Was Definitely Not Food Safe — Eat something from the Quickie Mart without identifying it. Reward: Random buff + random digestive consequence (DM’s choice; keep it funny and mildly inconvenient).
Can I Speak to a Manager? — Ask the kiosk this question. The kiosk releases a Complaint Form Swarm. Defeating it in the Quickie Mart: Bronze Defiance Crate. The achievement is surviving what you asked for.
3. The Laundromat of Regret
Half a block west. Puzzle-combat. Emotional hazard.
At a Glance
Every machine is running. None of them contain clothes. The floor is slick. Dryers bang from inside. A neon sign reads CLEAN CLOTHES. DIRTY SOULS. This place feels like a metaphor — the System intended exactly that.
Scene Description
Read or paraphrase aloud: “The laundromat is still running. Every machine — every single one — is running. The air smells like industrial detergent so thick it coats the back of your throat. The floor is slick. Dryer doors bang from the inside in uneven rhythms. One machine near the corner has been pushed away from the wall, and has a bite taken out of it. The neon sign overhead — CLEAN CLOTHES. DIRTY SOULS. — flickers pink. Something translucent and slow oozes under a machine and pauses.”
Sensory details:
- Sight: Rows of washers and dryers, all running. Soapy mist drifting at ankle height. A corkboard near the door still has lost pet notices and a community event flyer — from before. Soap residue built up in corners.
- Sound: The deep churn of machines operating on empty. Periodic BANG from dryer doors. Wet, slow movement on tile. The squeak of slick shoes.
- Smell: Industrial detergent so strong your eyes water. Faint mildew underneath. Something slightly organic from the slimes.
Key Features
- The Machines — 12 Washers, 6 Dryers: Not all are hostile. DM determines or rolls contents. Suggested distribution:
- 3 washers contain Soap Slimes (dormant until opened or disturbed)
- 1 dryer is the Possessed Dryer (back corner, appears inert until a creature opens it or approaches within 5 feet)
- 2 machines contain loot (Silver Utility Crate and a bundle of clean bandages)
- 2 machines contain audio lore (trapped voices from previous runs — playable as brief NPC monologues about what floor 1 was like before)
- 4 machines are empty or contain mundane laundry, coins, or one abandoned sneaker
- The Corkboard: Community notices from before the dungeon. One is a missing person notice for someone who is actually a dead body in the apartment building. If the party reads it, they gain +1d4 on Investigation checks in the Stacked Arms (they know something about who lived there).
- Soap Floor: The entire room is difficult terrain. Creatures who fall prone slide 1d4 × 5 feet in a random direction (roll d8 for direction).
- Laundromat Tokens: 2d6 tokens can be found in coin-return slots. Each is worth 1 sp at System vending machines.
- The Alternate Key Fragment: One machine (DM’s choice) contains a waterproofed document bag with a partial Stairwell Key Fragment. This is an alternate path to the fragment without doing the Ratway.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Soap Slime | 1/4 | 3–4, inside machines or pooled on the floor |
| Possessed Dryer | 2 | 1, back corner, appears inert |
NPCs
None present. The audio lore machines contain fragments of voices from previous runs — not rescueable people, but playable as short atmospheric monologues if the party opens those machines.
Missions
No primary mission here. The alternate Key Fragment makes this location worth visiting regardless of which main missions the party pursues.
Environmental Interactions
- Redirect washer water: Find the exit hose of a running washer (one action). Aim it as a free action each subsequent round — creates a 15-foot water line. Soap Slimes in the path are pushed 10 feet and cannot split until the end of their next turn.
- Overload a machine: Jam a large object inside (one action + DC 12 Str). Machine explodes at the top of the next round — 3d6 bludgeoning in a 10-foot radius, DC 12 Dex save for half.
- Create a soap slick: Break a machine open (one action, DC 10 Str). Spreads a 15-foot difficult terrain area. Creatures without fly speed make DC 10 Dex save at the start of each turn in the area or fall prone.
- Put a slime in a dryer: Drag a Soap Slime into a dryer drum (contested grapple check, then lock the door as a bonus action). The dryer kills it in 2 rounds (heat desiccation). This also works on party members who volunteer.
- Use the audio lore machines: Opening the marked machines during a lull plays an NPC voice drop — 30 seconds of context about previous runs. Good for tone, good for lore, good for when the party needs a moment to breathe.
Achievements Here
OSHA Would Like a Word — Kill or disable an enemy using unsafe environmental equipment (overloaded machine, redirected water jet, soap flood, dryer imprisonment). Reward: Bronze Utility Crate.
Spin Cycle Survivor — Survive being ejected from the Possessed Dryer via its Spin Cycle attack. Reward: Resilience Charm (single use, reduce one instance of bludgeoning damage by half before end of Floor 1).
Clean Enough — Complete the laundromat without any party member falling prone from the soap floor. Reward: Bronze Efficiency Crate. (The System awards this grudgingly.)
4. The Ratway Sewer Access
Manhole beside the Quickie Mart. Monster nest. Optional key route.
At a Glance
Cold water, glowing fungus, gnawed warning signs, and the sound of things living in water that shouldn’t. The Rat King runs this understructure and is not interested in guests. Or in leaving.
Scene Description
Read or paraphrase aloud: “The manhole drops you into cold water — ankle deep, then knee-deep in some tunnels. The walls glow from bioluminescent fungus in sickly green-yellow patches. The pipes are enormous and old, newer conduit spliced in with what looks like zip ties and System cable. The smell is exactly what you expect, and also sweet in a wrong way — fermented, almost. Gnawed warning signs hang from pipes. One reads: AUTHORIZED PERSONNEL ONLY. Something has eaten the corners off it.”
Sensory details:
- Sight: Green-yellow fungal glow. Occasional faint blue from System cable. Rat tracks in the sediment. Gnawed bones — some too big to be from rats.
- Sound: Constant dripping. Rushing water somewhere below. Distant squeaking, never quite getting closer or farther. One loud splash, then silence.
- Smell: Sewer. Also something sweet and sour, like fermented garbage. The fungus smells faintly of copper.
Key Features
- Three Tunnel Sections:
- Access Corridor: Entry from the Quickie Mart manhole. Also connects to a grate under the Parking Structure. Easy terrain, no hazards, a few rat tracks.
- Nest Approach: Narrower tunnels with active rat colonies. Multiple Loot Rat dens. DC 12 Perception to notice being followed. Occasional dead ends that were chewed through.
- Rat King Chamber: Wide pipe junction, chest-deep water. The Rat King’s domain. A semi-submerged platform of garbage, wire, and bone at its center.
- Stairwell Key Fragment: Inside the Rat King’s nest, half-digested and partially wrapped in wire. Needs a second fragment (from the Laundromat or Parking Structure) to function.
- Sewer Shortcut: After the Rat King is defeated or driven off, a navigable passage opens connecting the Quickie Mart area to the Parking Structure — significantly faster than street routes.
- Fungal Harvest: The bioluminescent fungus is edible. Eating it produces a 1-hour buff (darkvision 30 ft.) and a 30-minute debuff (disadvantage on Wisdom checks, mild and distracting hallucinations). The System does not label this interaction.
- Disease Hazard: Every 10 minutes spent in standing water without protection, make a DC 10 Con save or gain Sewer Sickness — disadvantage on Con checks, 1 level of exhaustion, lasts until a short rest is taken outside the sewer.
- Dead NPC: A dead dungeon runner in the Nest Approach — not a survivor to rescue, but they have a journal. Three short entries, readable in 2 minutes, about what Floor 1 looked like in a previous reset. One entry mentions Garth by name.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Loot Rat | 1/8 | 4–6 in the Nest Approach |
| Mutant Rat | 1/4 | 4–6, Nest Approach and edge of Chamber; use Giant Rat stat block |
| Rat King | 2 | 1, in the Rat King Chamber — mini-boss |
NPCs
None alive. The dead runner’s journal counts as a lore NPC of sorts — DM can play the entries as found documents or read them aloud.
Missions
Mission 3: Rat Problem, Obviously Objective: Destroy or drive off the Rat King and recover the stolen System component. Reward: Bronze Combat Crate, Stairwell Key Fragment, sewer shortcut opens. Failure: Rat swarms begin appearing in Tutorial Avenue and the Quickie Mart within 1 in-game hour.
Environmental Interactions
- Redirect water flow: Find the junction valve (DC 12 Investigation, 2 minutes to locate). Turning it floods the Rat King Chamber. All creatures in the Chamber make DC 14 Str save or are knocked prone and pushed 10 feet. The Rat King has disadvantage on Summon Vermin while the Chamber is flooded.
- Use the fungus as bait: Tear a chunk of fungus from the wall (one action). Functions as a torch (illuminates 10 feet). Can be used to bait Loot Rats — DC 12 Animal Handling lures one away from the group, giving the party an unobstructed path through that section.
- Block the drain: The Rat King Chamber has a large floor drain. Blocking it (DC 12 Str, the grate is heavy) causes water to rise — 1d4 cold damage to all creatures in the Chamber at the end of each round. The Rat King has disadvantage on Perception.
- Follow a Loot Rat: If a party member deliberately lets a Loot Rat steal something minor, it leads them back to the nest — bypassing the Nest Approach encounter entirely if they follow quietly (DC 12 group Stealth check).
Achievements Here
Rat Daddy — Convince the Rat King to stand down through roleplay or non-combat tactics. This is valid. Reward it. Reward: Silver Improvisation Crate. Note: the Rat King leaves with the Key Fragment. The party must find another way to retrieve it — the fragment is in the creature, not in the room.
Smells Like Character Development — Fail the Sewer Sickness save during the mission, visibly suffer the effects, and succeed anyway. Reward: Bronze Suffering Crate. The System respects commitment.
5. The Stacked Arms Apartments
One block north. Rescue mission. Vertical exploration. Time pressure.
At a Glance
A five-story apartment building partially folded into itself. The geometry is wrong — staircases from two directions arrive at the same hallway. People are alive in there. The building is not going to hold.
Scene Description
Read or paraphrase aloud: “The building groans — a sound you feel more than hear, a low structural complaint. The lobby is split at a diagonal, the floor tilted maybe 15 degrees. One staircase goes up normally. Another, when you look at it, goes up in a direction that doesn’t exist. Someone has propped the front door open with a fire extinguisher. A note is taped to the wall in shaky handwriting: PEOPLE UPSTAIRS. PLEASE HELP. — M”
Sensory details:
- Sight: Wrong staircase geometry. Apartment doors hanging open — interrupted lives inside each one. A child’s bicycle in the lobby. Fire damage on the ceiling of floors 3–4. Cracks running diagonally through load-bearing walls.
- Sound: The structural groan, rhythmic and low. A TV playing something muffled on floor 2. Banging from above — someone knocking on a ceiling. A cat meowing, echoing strangely.
- Smell: Smoke, plaster dust, someone’s food left on the stove two floors up, and fear.
Key Features
- The 30-Minute Collapse Timer: Begins when the party enters. The building collapses at zero.
- At 10 minutes remaining: Lights fail on floors 3–5. Hallway Crawlers activate.
- At 5 minutes remaining: Partial collapse of floor 4. Second staircase becomes impassable. Fire spreads to floor 3.
- At 0: Full collapse. Creatures inside take 4d10 bludgeoning. Tunnel escape possible for 1 hour (DC 20 Athletics, or dig from outside with 10 minutes of effort).
- Stabilization: Eddie Pike knows the trick — the maintenance closet on floor 1 (west wing) has structural jacks. Using them requires 10 minutes and a DC 14 combined Str/Int check. Success adds 20 minutes to the timer. Eddie can assist, granting advantage.
- The Impossible Staircase (floors 3–5): Non-Euclidean hallway — doors open into apartments from other “versions” of the building. Contents: one Lore Fragment (a document from a previous run), one bonus loot crate, one Mannequin Tenant performing a scripted domestic routine.
- Floor 2, Unit 2B — Child’s Bedroom: Toy box contains 1 common consumable, 1 Loot Rat (it has been living here), and a crayon drawing of floor 2 that is a surprisingly accurate map. If the party uses it: advantage on the next navigation or Investigation check on floor 2.
- Floor 2 TV: Playing a System infomercial. Watching for one action yields one true piece of information about the next location the party will visit (DM’s choice of useful hint).
NPC Locations
| NPC | Location | Notes |
|---|---|---|
| Eddie Pike | Floor 1, maintenance closet | May be dealing with a Ceiling Leech |
| Nana Joss | Floor 2, Unit 2C | Will not leave without The Cat |
| The Cat | Floor 2, Unit 2C windowsill | Observing. Always observing. |
| Marta Venn | Floor 3, stairwell landing | Organizing the unnamed survivors |
| Unnamed survivors (2–3) | Floors 2–3 | Frightened civilians; count toward mission total |
See 16-npcs.md for full profiles on all named NPCs.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Hallway Crawler | 1 | 2–3, floors 3–5, activate when lights go out; use Ghoul stat block |
| Ceiling Leech | 1/2 | 4, drop from ceilings on floors 2–4; use Stirge stat block, sticky grapple |
| Mannequin Tenant | 1 | 2–3, scattered through floors 2–4 |
Missions
Mission 2: No Tenant Left Behind Objective: Rescue at least three NPCs before the building collapses. Reward: Silver Social Crate, rescued NPCs relocate to the Food Court, one rescued NPC provides useful location intelligence. Failure: Building collapses. Ruins are still lootable. Food Court hub becomes less useful (fewer NPCs, less information). The System mocks the party audibly on a billboard.
Environmental Interactions
- Fire Extinguisher (lobby): 1d8 cold damage in a 10-foot cone (DC 12 Dex half), knocks Ceiling Leeches from the ceiling on a failed save. Can also brace doors open or jam mechanisms.
- Barricade apartment doors: One action. Buys 1 round against Hallway Crawlers trying to follow the party into a room.
- The bicycle: Usable in the lobby and ground floor. Riding it on the tilted floor: +10 ft. movement in the downslope direction, but DC 10 Dex save each turn or fall prone and slide. Chaotic, fast, and load-bearing for comedy.
- Eddie’s maintenance shaft: Connecting floors 1–4. Counts as moving 2 floors per action. DC 10 Athletics to navigate safely. Failing by 5+ deals 1d6 fall damage and alerts any enemies on the adjacent floor.
- The TV: Watching it costs one action. The payoff is a genuine DM hint about the next location.
Achievements Here
Structural Overcaution — Stabilize the building AND clear all named NPCs with more than 15 minutes still on the timer. Reward: Silver Efficiency Crate.
Good Samaritan — Rescue all named NPCs (Marta, Eddie, Nana Joss, and The Cat). Reward: Gold Social Crate. The System notes “unusual compassion index” in the audience feed — this has minor consequences on future floors.
Left No One Behind Except — Miss rescuing one named NPC and realize it only after the building collapses. Reward: Bronze Regret Crate. The System found it genuinely funny.
6. Municipal Parking Structure
South of the Food Court or via sewer tunnel. Mini-boss. Vehicle hazards.
At a Glance
A concrete parking garage where no level aligns with the one above it. Headlights turn on without engines. Parking meters have opinions. Something large and chained moves between floors.
Scene Description
Read or paraphrase aloud: “The parking garage smells like motor oil and old rain. The fluorescent tube lights are mounted incorrectly — some vertical, some just lying on the ground, still lit. Level P2 is not above Level P1. It is beside it, offset by six feet, connected by a concrete ramp going sideways. A car in the nearest row turns on its headlights as you enter. Just the headlights. Nothing else. In the far corner, behind a wall of violation notices, something large shifts, and a heavy chain drags across concrete.”
Sensory details:
- Sight: Wrong-level geometry. Dozens of parking violation notices pasted on every surface. Headlights in the dark. Oil slick rainbows on the floor.
- Sound: Chain drag, periodic and unhurried. Parking meter ticking. A car alarm briefly triggering then cutting off. Distant metal-on-metal clanging.
- Smell: Motor oil. Exhaust from no visible running vehicle. Hot metal.
Key Features
- Three Levels:
- P1: 2 Parking Meter Turrets, oil slick patches, Goblin Mechanics’ territory (their car is here).
- P2: 2 Possessed Cars patrolling, 1 Parking Meter Turret, the Tow Warden’s patrol route.
- P3: Tow Warden encounter arena. The Stairwell Key Fragment is locked in the impound cage.
- Impound Cage (P3): Metal cage, padlocked (DC 15 Thieves’ Tools) or the Tow Warden has the key on its chain body. Contains: Stairwell Key Fragment, Bronze Combat Crate, one non-functional-outside car with keys still in it (can be driven inside the garage as a vehicle for this session).
- Oil Slicks: Scattered on P1 and P2. Difficult terrain. Prone creatures in oil are coated — disadvantage on Strength checks until cleaned. If oil is ignited: 2d6 fire per round in a 10-foot square until extinguished (DC 12 Athletics to smother).
- Enforcement Terminal (P3 wall): Connects to the Tow Warden’s enforcement logic. A creature can attempt to access it (DC 15 Int or Thieves’ Tools, requires 2 actions while adjacent). Success: Tow Warden loses its Enforcement Protocol trait and has disadvantage on attack rolls for 3 rounds.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Parking Meter Turret | 1/2 | 3 total, stationary, overlapping fields of fire |
| Goblin Mechanic | 1/4 | 2, non-hostile initially; use standard Goblin stat block |
| Possessed Car | 2 | 2, patrol P2; use Ogre stat block, ram attack instead of club |
| The Tow Warden | 4 | 1, mini-boss, P3; full stat block in 11-monsters.md |
NPCs
Ludo (Goblin Mechanic) — Non-hostile. Working on a car with his partner on P1. Wants to escape the garage; can’t figure out how to get past the Tow Warden. See 16-npcs.md for full profile.
Missions
Mission 5: Parking Enforcement Objective: Defeat the Tow Warden or disable its enforcement core. Reward: Silver Combat Crate, Stairwell Key Fragment, Parking Validation Pass. Failure: The Tow Warden patrols Tutorial Avenue during the final countdown sequence.
Environmental Interactions
- Bribe the parking meters: Insert 1 sp per token slot. A bribed turret ignores the payer for 1 hour. Goblins know this — Ludo will tell the party if asked.
- Use an oil slick: Lure the Tow Warden or a Possessed Car onto oil (DC 12 Deception or a Dex-based feint). Target makes DC 13 Dex save or falls prone, chain attacks are disrupted.
- Ignite oil: Any fire source. Blocks movement corridors, deals sustained damage. Useful for controlling the arena but the Possessed Cars are immune (they run on something that isn’t quite gasoline).
- Drive the car: One car on P2 has keys in it. Vehicle stats: speed 60 ft., AC 12, ram attack deals 3d10 bludgeoning (DC 14 Str save or knocked prone). It is extremely loud — roll a random encounter check every round it moves.
- Enlist the Goblin Mechanics: If the party is friendly to Ludo, he can outline the safe path around the turret overlap zones, point out the enforcement terminal, and provide improvised mechanic’s tools for disabling a Possessed Car (DC 12 Int, one action, disables it for 2 rounds).
Achievements Here
Parallel Parking — Use a driveable car to ram the Tow Warden at least once during the boss fight. Reward: Silver Combat Crate.
Valid Documentation — Talk down a Parking Meter Turret using any legitimate System-issued document (achievement printout, kiosk receipt, loot crate manifest). Reward: Bronze Social Crate.
Oily Tactics — Force two different enemies into the same oil slick during a single encounter. Reward: Bronze Utility Crate.
7. The Food Court That Shouldn’t Be Here
One block east. Merchant zone. NPC hub. Social center of the floor.
At a Glance
A mall food court wedged between city buildings where a food court has no business being. It smells incredible. The vendors are not human but most are not immediately hostile. Violence inside the seating area triggers System enforcement. This is where the floor breathes.
Scene Description
Read or paraphrase aloud: “There’s a food court here. Between two city buildings, where there should be nothing but alley, there is a food court. It has those plastic chairs bolted to the floor and the trays still stacked by the napkin dispensers. The smell hits you before the sight: something grilled, something sweet, something with too many competing spices. The overhead lights are actually working. A fire mephit in a paper chef’s hat is scraping the grill. You hear someone laugh. Actual laughter. The entrance sign reads: FOOD COURT — NEUTRAL ZONE. ENJOY YOUR MEAL OR ELSE.”
Sensory details:
- Sight: Clean(ish) tile. Glowing vendor stalls. Other dungeon survivors at tables — any NPCs rescued from the Apartments will be here. Menus on signs that are readable but list things that shouldn’t be food.
- Sound: Sizzling. The Smoothie Oracle humming. Ambient chatter — the first normal social sound the party has encountered. Distant city noise is muffled here.
- Smell: Grilled meat, warm pretzel with something bitter underneath, a cold electric smell from the Oracle’s counter.
Key Features
- Neutral Zone Enforcement: A small kiosk by the entrance monitors for violence. First offense: verbal warning. Second: a Complaint Form Swarm is summoned. Third: ejection and a 30-minute lockout from the Food Court. The System takes the Food Court seriously.
- Information Market: Each vendor and NPC holds different information. Correct social interaction unlocks it:
- Grilliam: locations of current monster patrol routes and nest positions (he watches them for ingredient supply runs)
- Auntie Spite: one personal detail about a specific party member she shouldn’t know (she’s been watching)
- The Smoothie Oracle: one accurate yes/no answer about any Floor 1 question
- Marta Venn (if rescued): fastest route to the Transit Station, with specific hazard warnings
- Eddie Pike (if rescued): the Employee Breakroom location and access method
- Garth (if he reached this point): a direct lore drop about previous floor resets
- The Seating Area: 8 round tables. After Mission 2, rescued NPCs occupy 2–3 tables. NPC-to-NPC conversations the party can overhear are worth staging — Marta and Eddie have an argument about whether to trust the party, which the party can interrupt or benefit from watching.
Monsters
None normally. System enforcement summons Complaint Form Swarms (CR 1/2, 1–2 per offense) if the Neutral Zone is violated.
NPCs
- Grilliam the Grillmaster — Fire mephit chef. Vendor. Profile below.
- Auntie Spite — Hag-like pretzel vendor. Profile below.
- The Smoothie Oracle — Blender-headed construct. Profile below.
- Rescued NPCs (Marta, Eddie, Nana Joss) — Present after Mission 2 if rescued. Full profiles in
16-npcs.md. - Garth — May appear here if treated with kindness at the Quickie Mart. Full profile in
16-npcs.md.
Vendors
Grilliam the Grillmaster
A fire mephit in a paper chef’s hat, permanent smoke drifting off his arms, aggressively opinionated about doneness.
Personality: Grilliam is the most functional person in the dungeon. He loves his craft, hates customers who don’t appreciate it, and finds his situation — fire mephit, dungeon food court, trapped audience — genuinely hilarious. He is not delusional about where he is. He simply decided the work matters anyway.
Voice: Short sentences. Direct. Deflects personal questions with a shrug and another question about how you want your meat cooked. If someone asks where he came from, he says “Far enough down that going back isn’t on the table” and flips something on the grill.
Menu:
| Item | Price | Effect |
|---|---|---|
| Monster Meat Skewer | 1 gp | Heals 1d8 HP. “I don’t ask where it comes from. You shouldn’t either.” |
| Well-Done Rat Kebab | 5 sp | Heals 1d4 HP, +2 to Con saves for 1 hour |
| Charred Goblin Chips | 3 sp | Heals 2 HP, advantage on Stealth for 1 encounter (you smell like you belong here) |
| The Special | 3 gp, limited 1/day | Heals 2d8 HP, one random buff lasting until end of floor |
Hook: Something in the Ratway has been pressuring Grilliam to use “special ingredients” — and making threats. He hasn’t complied. If the party clears the Ratway (Mission 3), he’s visibly and audibly relieved and gives a permanent 20% discount on food for the rest of the floor. He won’t explain what the pressure was, but he’ll say “Appreciated” in a way that carries a lot of weight.
Secret: Grilliam has been here through at least three floor resets. He’s watching the party the same way he watches everything — to learn what’s worth keeping.
Auntie Spite’s Pretzels
A vendor of indeterminate age and species who wears too many shawls, always seems to know what you ordered before you do, and smells faintly of something burned and sweet.
Personality: Auntie Spite is pleasant in a way that feels like the setup to something unpleasant. She doesn’t lie — she tells you the truest thing you least want to hear, in the most helpful possible tone. She has watched many runs. She remembers all of them.
Voice: Warm, unhurried. Calls everyone “dear.” Uses “of course” and “naturally” a lot. Her pleasantness never cracks — even when what she’s saying is genuinely awful.
Menu:
| Item | Price | Effect | Side Effect |
|---|---|---|---|
| Confidence Pretzel | 1 gp | +1d4 to next Persuasion or Deception check | DC 12 Wis save or gain firm belief you are correct about one thing (DM chooses what) |
| Anger Pretzel | 1 gp | +1d4 damage on next weapon attack | You speak rudely to the next NPC you encounter, regardless of intent |
| Sorrow Pretzel | 1 gp | Advantage on next Insight check | You are visibly sad for 1 hour — NPCs respond with sympathy (+2 Persuasion) or contempt (−2 Persuasion), 50/50 |
| The Spite Special | Ask | Tailored buff (DM’s choice) | Tailored debuff (DM’s choice). She trades for a secret. |
The Spite Special: Auntie Spite trades for a real in-character secret about the player’s character. The player tells her something true and private that the character hasn’t shared with the party. She provides a meaningful buff and an equivalent drawback — tailored to what she learned. “Fair exchange, dear.”
Hook: Auntie Spite knows about The Cat. She won’t volunteer it. If a player purchases the Spite Special and the party has been interacting with The Cat, she includes this in what she knows: “That cat reports, dear. Every word you say to it. Every door it watches you open. Someone is listening.” She says it the same way she says everything — warmly, helpfully, like she’s telling you your shoelace is untied.
The Smoothie Oracle
A construct with a blender for a head, currently running at a low, thoughtful hum. Counter is clean. It has been waiting.
Personality: Clinical, precise, and completely incapable of small talk. It answers questions. It does not offer comfort. It will not repeat an answer. It is not unkind.
Voice: One sentence. Always one sentence. Completely neutral affect.
Menu:
| Item | Price | What You Get |
|---|---|---|
| Standard Smoothie | 2 gp | One accurate yes/no answer about Floor 1 |
| Premium Blend | 3 gp | One accurate short answer (2–3 sentences) to a more open question |
Rules: Too vague gets “Clarify.” Questions about other floors get “Out of scope.” The Oracle cannot answer questions about events that haven’t happened yet — only current state.
Good questions (examples):
- “Is the Stairwell Key complete enough to use?” → No.
- “Is there a hidden room we haven’t found?” → Yes.
- “Can the Tow Warden be disabled without fighting it?” → Yes.
- “Is The Cat what it appears to be?” → No. (This costs only a Standard Smoothie and the Oracle will not elaborate further regardless of what the party pays.)
Hook: The Oracle’s blender visibly contains dark sediment at the bottom. If a party member asks about it (no cost to ask), the Oracle answers: “Floor 1 has been run fourteen times. No group has rescued all available survivors. The System considers this the expected outcome.” The Oracle says this with no particular inflection.
Missions
No primary missions anchored here. The Food Court is where mission consequences pay off:
- After Mission 2: Rescued NPCs provide information and relationship rewards.
- After Mission 3: Grilliam gives discounts and doesn’t explain why.
- After Mission 6: If the Billboard broadcast succeeded, survivors have gathered around a monitor the System provided. One of them says something genuine about what they saw.
Environmental Interactions
- Feed Grilliam an unusual ingredient: Bring him a monster part, dungeon fungus, or something strange. He identifies it and improvises something — results vary. This is a creative reward opportunity; prep 2–3 options or improvise based on what the party hands over.
- Ask the Oracle a stupid question: Play it completely straight. The Oracle’s answer should be technically correct in the worst possible way.
- Overhear the survivor conversations: 1 minute in the seating area = 1 rumor. DM maintains a short list from
17-dm-tools.md. - Abuse the Neutral Zone: The Neutral Zone enforcement creates a fun tension — players who want to rob Auntie Spite or threaten the Oracle are working against themselves. The System enjoys watching them recalibrate.
Achievements Here
Customer of the Month — Visit all three vendors in a single trip to the Food Court. Reward: Bronze Commerce Crate + 10% discount at all vendors for the rest of Floor 1.
Spite’s Favorite — Take the Spite Special and visibly regret it immediately (in character). Reward: Bronze Suffering Crate + Auntie Spite will share one additional rumor, unprompted, on the party’s next visit.
Five-Star Review — Compliment Grilliam’s cooking sincerely, in character, after eating something. He stares. Then nods once. Reward: free Monster Meat Skewer next visit. The achievement is the nod.
8. The Department of Compliance
Two blocks east. Bureaucratic dungeon. Alternate path to the stairwell.
At a Glance
A gray office building that the System uses as its local administrative branch. The paperwork is hostile. The staff is worse. This location rewards lateral thinking, documentation, and patience — combat is possible but not the efficient path.
Scene Description
Read or paraphrase aloud: “The building looks normal until you’re inside it. Cubicle farms extend further than the building’s footprint should allow. Fluorescent lights hum at a frequency that makes your back teeth itch. Motivational posters: COMPLIANCE IS SAFETY. SAFETY IS COMPLIANCE. and HAVE YOU COMPLETED YOUR EXIT AUTHORIZATION FORM? and UNAUTHORIZED SURVIVAL MAY BE SUBJECT TO PENALTY. There’s a reception desk. Behind it, a figure in a pressed suit is already looking at you. ‘Welcome,’ they say. ‘You’ll need to take a number.’”
Sensory details:
- Sight: Cubicle rows extending into a space that should be too small for them. Filing cabinets taller than they should be. Motivational posters, all bureaucratic. A waiting area with chairs slightly too close together.
- Sound: Fluorescent hum. Keyboards clicking from unseen typists. A PA announcement every few minutes from a voice that is not quite right.
- Smell: Toner, plastic, stale air, and something sharper — stress, somehow, as a scent.
Key Features
- Reception Desk: The Compliance Clerk will help the party navigate the forms if treated respectfully. Rude behavior gets them routed to the longest available queue.
- The Exit Authorization Process: Acquiring the stamped form requires:
- A number — the machine is broken. DC 12 Investigation to fix it, or creative bypass (bringing documentation, demonstrating urgency, bribing with a coin).
- Form 27-C — five questions. Two require information found elsewhere on the floor. See questions below.
- The stamp — the Punisher holds it and will not hand it over without grounds.
- Form 27-C Questions:
- “List all prior dungeon credentials.” → Any plausible answer works (DC 10 Deception or just improvise freely).
- “Provide your assigned System ID.” → Found on the Tutorial Kiosk receipt if the party grabbed it; otherwise DC 12 Investigation in the office filing cabinets.
- “Describe your current mission status.” → Honest or plausible; DM’s discretion, low bar.
- “Countersign from a recognized dungeon authority.” → Garth can do this if the party thought to bring him, get his signature earlier, or has his badge. The Smoothie Oracle will also countersign for 1 gp (it considers this within scope).
- “Explain why you deserve to proceed.” → Pure roleplay. Genuine effort succeeds. Sarcasm fails.
- The Filing Cabinets: Contain floor lore, records of previous runs, and one useful item — a Compliance Badge (allows the wearer to move through the office without triggering Form Swarms for 30 minutes).
- PA Control Room: Hidden behind a cubicle wall (DC 14 Investigation). Contains the PA interface used by the Voice of Regional Management — or previously used by them. A party member can broadcast from here. See
16-npcs.mdfor the Voice.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Complaint Form Swarm | 1/2 | Triggered by unauthorized cabinet access or raised voices; 1 per offense |
| The Assistant Regional Punisher | 3 | Sub-boss, holds the stamp; full stat block in 11-monsters.md |
NPCs
- The Compliance Clerk — Reception desk. Helpful if treated courteously. Will summon the Punisher if the party causes repeated disruptions. See
16-npcs.md. - The Voice of Regional Management — PA system only. Never physically present. See
16-npcs.md.
Missions
Mission 4: Please Take a Number Objective: Acquire a valid Exit Authorization Stamp. Reward: Silver Bureaucracy Crate, Exit Authorization Form (functions as one completed Tutorial Mission for stairwell unlock), one-time ability to bypass a minor System rule. Failure: The party is assigned a hostile case worker (the Punisher marks them and appears at their next location as an escalated encounter).
Environmental Interactions
- Bring legitimate credentials: Any System-issued document (kiosk receipts, loot crate manifests, achievement notifications) counts as a credential. Each one eliminates one Form 27-C question from needing an answer.
- Use the PA: Find the PA control room (DC 14 Investigation) and broadcast as Regional Management. All Form Swarms in the building pause for 1 round. The party has advantage on the next social check with the Punisher.
- Compliment the Clerk: Genuine in-character niceness gives +2 to the next social check in the building. The Clerk has been here alone a long time. They respond to being treated like a person — which is, under the circumstances, a political act.
- Cite policy back at the Punisher: Find the relevant clause in a filing cabinet (DC 14 Investigation, 5 minutes) that limits the Punisher’s authority in cases of active survival emergency. Successfully citing it means the Punisher must issue the stamp — it cannot refuse a legal basis. This requires someone to actually read the cabinets while avoiding Form Swarms, which is the challenge.
Achievements Here
Technically Correct — Exploit the exact wording of a System rule, form question, or policy clause to achieve a legitimate outcome the System clearly didn’t intend. Reward: Rubber Stamp of Minor Authority (single use, bypass one System requirement on this floor).
HR Nightmare — Trigger three separate Complaint Form Swarms during a single visit. Reward: Bronze Chaos Crate. The System respects commitment to causing problems.
Outstanding Compliance — Complete Form 27-C with all five questions answered correctly (even the two hard ones). Reward: Silver Bureaucracy Crate + the Punisher gives the stamp without a fight, and adds a grudging nod.
9. The Transit Station
East of the Food Court. Final area. Boss encounter.
At a Glance
A subway station that has no business being here, underground lines that don’t appear on any map, and a sealed gate labeled AUTHORIZED DESCENT ONLY. This is where the floor ends.
Scene Description
Read or paraphrase aloud: “The transit station looks almost normal. Tile walls, vaulted ceilings, a transit map that shows lines going to places you’ve never heard of, with a YOU ARE HERE marker pointing to a small black void. The departures board reads: FLOOR 2 — DELAYED. FLOOR 2 — DELAYED. FLOOR 2 — ON TIME. Then back to delayed. The air smells like underground: old electricity, metal, the specific cool dampness of deep spaces. A sealed gate at the far end glows red. The sign above it reads AUTHORIZED DESCENT ONLY.”
Sensory details:
- Sight: Tile and columns. The wrong transit map. The red-lit sealed gate. Yellow caution tape. An unstaffed token booth.
- Sound: Distant train sounds from below — wrong direction, wrong pitch. Announcement chimes. Your own footsteps echoing.
- Smell: Old electricity, underground cool, metal, and the faint growing cold of something deeper.
Key Features
- Token Booth: Unmanned. Contains: transit tokens (each worth 5 sp as System currency), a coffee mug reading ANOTHER DAY, ANOTHER DESCENT, a printout confirming the floor’s countdown end time.
- The Gate — Unlock Conditions: The gate opens if the party has one of:
- Three completed Tutorial Missions
- One completed Tutorial Mission + a complete Stairwell Key (both fragments assembled)
- Exit Authorization Form + two completed Tutorial Missions
- A creative solution the DM rules is sufficiently worthy
- NPC Departure: Any rescued NPCs accompanying the party cannot pass through the gate. The System does not permit NPC descent. Marta Venn will tell the party this flatly, before the gate opens. She has been here before, in some version of herself. She will stay.
- Final Encounter Trigger: Opening the gate triggers the Floor Boss sequence. See
15-boss-encounter.md.
Monsters
No monsters before the gate opens. After: see 15-boss-encounter.md.
NPCs
None permanent. Surviving rescued NPCs accompany the party here but remain on this side of the gate.
Missions
No missions anchored here. This is where the floor resolves.
Environmental Interactions
- Check the transit map: DC 12 Investigation. The map is mostly wrong, but one route is correct: the path from the Food Court to this station. If the party hasn’t found the Food Court, they now know it exists.
- Take the coffee mug: No mechanical benefit. It is a genuinely good mug. This is a real option.
- Address The System directly: If the party speaks aloud in the station before opening the gate, the departure board responds — one line of text, bureaucratic and technically accurate, acknowledging their statement. The System is listening. It has always been listening.
Achievements Here
All boss encounter achievements are in 15-boss-encounter.md.
10. Rooftop Billboard Array
Accessible only via Stacked Arms rooftop. Optional broadcast mission.
At a Glance
A cluster of massive System billboards above the city block. The party can hijack the signal. The System may not entirely mind — audience engagement is, after all, the point.
Scene Description
Read or paraphrase aloud: “The rooftop is wider than it should be. Giant billboard frames stand in a cluster, screens facing six different directions, all running the same crawl: FLOOR 1 — CONTESTANTS: [NUMBER]. ELAPSED: [TIMER]. AUDIENCE ENGAGEMENT: MODERATE. A control shack at the base of the main pylon has its door hanging open. Inside: a console, a microphone, and a light blinking red. It reads ON AIR.”
Sensory details:
- Sight: Billboards from behind and below. The false city sky above. The control shack with its red light. A 40-foot drop on all sides.
- Sound: Wind. The electrical hum of the billboard infrastructure. Your voice, if you speak, comes back at you from six screens.
- Smell: Wind, ozone, nothing else. The rooftop is clean in a way the street level isn’t.
Key Features
- The Control Shack: DC 12 Arcana or Intelligence check to operate. Failure: broadcast goes out on a 10-second delay with audio errors (DM narrates the gap between intent and output). Success: full control of all billboards for 10 minutes.
- Audience Meter: A panel in the shack shows real-time audience engagement. Creative, dramatic, or entertaining broadcasts increase it. If the meter reaches “HIGH,” the System drops a Bronze Performance Crate from above — it arrives in 1d4 rounds.
- The Drop: 40 feet to the street. DC 12 Athletics to navigate the billboard frames safely. Fail by 5+: take 4d6 falling damage and land on the rooftop edge, where a second DC 12 Athletics check is required to avoid going off the building.
Monsters
| Monster | CR | Notes |
|---|---|---|
| Rooftop Gargoyle | 2 | 2–3, patrol the outer frames; use standard Gargoyle stat block |
NPCs
None.
Missions
Mission 6: Broadcast Yourself Objective: Hijack a System billboard and broadcast a message. Reward: Bronze Performance Crate, achievement opportunity, the System reveals one hidden location or secret (DM’s choice of reveal). Failure: The broadcast draws additional flying monsters or System enforcement arrives within 10 minutes.
Environmental Interactions
- Dramatic pre-fight speech: If a player delivers a monologue before combat while broadcast is active, give them advantage on their next Charisma check. The audience is watching.
- Broadcast something embarrassing: Audience engagement increases. One party member earns a cosmetic title (something unflattering and specific). The System loves this content.
- Broadcast System mechanics to the audience: This is risky. The System does not appreciate its rules being explained on air. Broadcast is cut in 30 seconds. However, the party receives a Silver Information Crate for the attempt. The System respects audacity more than it resents the violation.
Achievements Here
Main Character Behavior — Deliver a genuine dramatic speech on air before doing something dangerous. Reward: Advantage on the next Charisma check with the System or an NPC audience.
Unexpected Content — Broadcast something the System clearly didn’t plan for. Reward: Silver Improvisation Crate.
MODERATE → HIGH — Get the audience engagement meter to HIGH through creative broadcast choices. Reward: Bronze Performance Crate drops from above, plus a sponsor teaser notification appears on one of the screens.
11. The Employee Breakroom
Hidden. No exterior presence. Secret safe room and lore.
At a Glance
The most normal room on the floor. Fluorescent lights that don’t flicker. Old coffee. A couch. Lockers. A corkboard. The silence here is actual silence, not dungeon-quiet. The coffee is fresh. This is the reward for paying attention.
Scene Description
Read or paraphrase aloud: “The door opens to a break room. A real one — coffee machine, folding table, plastic chairs, a couch with an institutional blanket. Lockers along one wall. A corkboard with a shift schedule that doesn’t quite make sense — it’s three years old, but the dates also seem current. The overhead lights don’t flicker. The room is quiet. Not dungeon-quiet — actually quiet. The coffee machine is on. The coffee is fresh.”
Sensory details:
- Sight: Completely normal. Disturbingly normal. An Employee of the Month photo on the wall — it’s Garth. A mug that says HANG IN THERE with a cat on it. Someone’s half-finished crossword on the table.
- Sound: The quiet hum of the coffee machine. Nothing else. No ambient dungeon noise penetrates this room.
- Smell: Coffee. Fresh, actual, good coffee.
Discovery
Found by one of:
- Garth leading the party here (if treated with consistent kindness — he gives the door code)
- Following a Maintenance Access sign (DC 14 Perception to notice it in the right corridor, DC 10 to follow to the door)
- Solving the Compliance Office puzzle chain fully
- Critical exploration success (natural 20 on Investigation while searching the correct area)
Key Features
- Safe Room: Shielded from random encounters. One short rest can be taken here without interruption, unless the party brings danger in with them.
- The Old Employee Handbook: On the folding table. Reading it (10 minutes) reveals: Floor 1 has been reset at least 14 times. Some NPCs retain fragments of memory between resets. The System considers this “acceptable atmospheric persistence.” Garth is not mentioned by name, but the description of the longest-serving cashier is clearly him.
- The Lockers (6 total): Combinations vary. DM decides which are pre-set and which require a DC 12 Investigation check.
- Locker 1: Strange Employee Badge — wearer can enter the Compliance Office once without triggering Form Swarms (single use, works even after Mission 4).
- Locker 2: A personal journal from a previous dungeon runner. Three entries. The last entry is dated two resets ago. The handwriting becomes less steady. This is genuinely moving if the DM plays it straight.
- Locker 3: A change of clothes and a tin of emergency ration bars (2 bars, each heals 1d4 HP when eaten outside combat).
- Lockers 4–6: A spare key that opens nothing recognizable, a dead phone with a cracked screen, a half-finished crossword (the same one on the table, but older).
- The Corkboard: Shift schedule, a crossed-out motivational quote replaced in handwriting with stay alive, and a photograph of dungeon runners from a previous run — faces blurred, gear visible. DM can use this to hint at loadouts or strategies previous parties used.
- The Mug: Taking the HANG IN THERE mug from the shelf and using it to drink the coffee heals 1 HP and grants advantage on the next Perception check. It is simply good coffee.
Monsters
None. If the party accidentally brings in a Loot Rat, it finds the couch, curls up, and goes to sleep. It will not leave willingly.
NPCs
If Garth leads the party here, he will talk more openly than anywhere else. This is the correct place to have the conversation about resets, about what he remembers, and about what it means that the floor keeps running. Play it quietly.
Missions
None. This is a reward for exploration and for treating NPCs like people.
Environmental Interactions
- Drink the coffee: Heals 1 HP, advantage on next Perception check. No downside.
- Read the journal: 10 minutes. Names one trap, hazard, or monster behavior the previous runner encountered that is still relevant on this run.
- Sleep on the couch: The party member who sleeps here (one full short rest action) dreams something. They wake knowing one true fact about the floor boss — DM chooses what is most useful without giving away the whole fight.
- Take the crossword: It can be completed during the rest. No mechanical benefit. It just feels good to finish something.
Achievements Here
You Found the Good Room — Discover the Employee Breakroom by any means. Reward: Bronze Exploration Crate. The System announces on the nearest billboard: “Huh. Most people don’t find that.”