Floor 9: September

The September floor of the mega-dungeon is an ultra-tech zone.

This floor is usually well-lit (-0 Darkness penalty) thanks to advanced electrical ceiling lights. Locked doors on this floor have a -5 Lockpicking modifier and every door is typically heavy iron (DR 50 and HP 58) if not otherwise specified. The walls of this floor are two-feet-thick (DR 312, HP 118). Metalwork on this floor is typically heavy (DR 12, HP 23, weighs 1000 lbs, ST 25 needed).

Mana is Normal on this floor, as is Sanctity. Nature’s Strength is -9 on this floor thanks to the alien and artificial ultra-tech materials making up most of it. The walls, floors and ceilings of the September floor’s areas and corridors usually have been built with plastics, alloy metals and otherworldly sci-fi manufactured materials. The ceiling in the areas of the floor is about 8 yards high unless specified. There’s a 9 or less on 3d chance of a random encounter on this floor.

September Floor Random Encounter Table

Roll 2d.

2-4: N Bronze Spiders

5-6: N/2 Spheres of Madness OR N/2 Eyes of Death

7-8: N/4 Void Brutes

9: 1d+5 square yards (SM +3 to +4) of Sweeping Void (DF Encounters 1: The Patagonia of Worlds page 16) OR N Erupting Slimes

10: N/2 Intruders (see Pyramid 3/76 pages 9-10) OR N/2 Plastic Golems (see stats below)

11: N Pscorpions (see Pyramid 3/76 page 10) OR N/4 Metal Golems (see stats below)

12: 1 Mindwarper OR GM’s choice of anything

Monster Notes: N denotes a number equal to however many 250-point adventurers are effectively in the party, with every +100 points total increasing N by 1 (so a party of two 125-point delvers, one 250-point adventurer and one 350-point delver is N=1+1+2=4).

Enemy: Plastic Golem

A human-shaped magical construct made up of an advanced ultra-tech material the adventurers have probably never seen before. Used as servants and guards by the alien inhabitants of this dungeon floor.

ST:12HP:18Speed:6.25
DX:11Will:8Move:6
IQ:8Per:8
HT:14FP:N/ASM:+0
Dodge:9Parry:10DR:1

Plastic Fist (12): 1d crushing. Treat it as a weapon, not a body part. Reach C.

Club (14): 1d crushing or 1d+3 crushing. Reach 1.

Traits: Automaton; Cannot Learn; Doesn’t Breath; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Homogenous; Indomitable; No Blood; Pressure Support 1; Reprogrammable; Sealed; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support.

Skills: Brawling-12; Broadsword-14.

Class: Construct.

Notes: Will not negotiate or reveal useful information. Destroyed plastic golems can be salvaged for plastic chunks worth $500 per pound and weighing 2+1dx10 lbs.

Enemy: Metal Golem

A hulking human-shaped magical construct made up of refined steel. Used as servants and guards by the alien inhabitants of this dungeon floor.

ST:40HP:60Speed:6.25
DX:11Will:8Move:6
IQ:8Per:8
HT:14FP:N/ASM:+1
Dodge:9Parry:9DR:9

Metal Fist (12): 4d+2 crushing. Reach C, 1.

Oversized Maul (13): 6d+7 crushing. Reach 1, 2*.

Traits: Automaton; Cannot Learn; Doesn’t Breath; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Homogenous; Indomitable; No Blood; Pressure Support 3; Reprogrammable; Sealed; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support.

Skills: Brawling-12; Two-Handed Axe/Mace-13.

Class: Construct.

Notes: Will not negotiate or reveal useful information. Destroyed metal golems can be salvaged for metal chunks worth $500 per pound and weighing 1dx40 lbs.

SEPT 1: Bottom of The Ladder

This area is at the bottom of the ladders from the AUG 26 area. It’s 10 by 10 yards big. It is a bright (lit by overhead fluorescent tubes) room with a white linoleum tile floor and polished alloy metal for the ceiling and walls. It is otherwise non-furnished and barren. A metal crate (its lid is not locked or welded shut) is in the north-east corner of the room; it contains 125 platinum coins in a neat stack.

Waiting to receive visitors (and repel invaders) is a pack of Nx3 Improved (+2 DR, +1 Dodge, +1 Move) Bronze Spiders crawling around this room. They will fight those trying to loot the metal crate or exit through the door.

On the south wall of the area, there’s an unlocked door leading directly into another area.

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