07 June 2025

Vaults of the insectfolk - variant depth-crawl

This is my reworking my approach to dungeons and labyrinths - for fixed rooms with uncertain contents. This is an evolution of the approach I previously used which was more searching for things within a labyrinth; moving towards a depth-crawl.

Beetlescale Labyrinths

Great labyrinths of the insectfolk - not quite the trouser-legs of time as Pratchett or a full blown randomised depthcrawl as Library of Ynn but something similar.

The maps remain similar, fractal. You enter them in a non-euclidean manner as per Goblinpunch Non-Euclidean Geography - clockwise round the ring corridor - take a certain direction and you are in a different place and time.

The insect folk are embarking on the long march until all the rest of the sentients stop their nonsense and they can reemerge.

An approach could be adding another option - not just deeper but sideways - sideways explores the relatively euclidean time-space slice one is currently present in - deeper chooses to continue into the non-euclidean depths, venturing to new time-space points further from where the start point was.

Every room is a honey comb cell - a long hexagonally sided room with a door in each wall and each end.
Each door in a wall opens into another similar room.
Each door at the ends leads into a tunnel and then to another similar room.

For an initial adventurer the choice of deeper or sideways is academic, they have no idea what is going on so any move is potentially sideways or deeper. A variant could be that the wall doors lead 'sideways' and the room-end tunnels lead 'deeper'.

A way to deal with this could be done by setting out a d20 table - sideways is d10, deeper is d10+10, lost wandering or random flight is d20.

Through the door you find yourself:
1. Storage - food, materials
2. Rest and grooming parlours
3. Barracks with armory
4. Monitoring chamber - arcane, celestial
5. Library and mapping workshop
6. Observation post with signalling station - wax tablets, parabolic mirrors and chemical flares
7. Prophecy and planning room
8. Storage and cargo handling
9. Repair and fabrication workshops
10. Communal quarters
11. Long March hibernation vault - exit is d10*10 years in the past, walls lined with cells containing all sizes of insectfolk in hibernation
12. Recycling - d100*10 years in the past - vats with acids leaching useful materials from wastes
13. Deep time archives - d10*1000 years into the past, stone-carving workshop,
14. Distant - regional - an observation post with wax signal records tablets
15. Distant - continental - roll a d10 again, that result but now somewhere else on the continent - may not be obvious unless at an observation post.
16. Distant - world - roll a d10 again; that room but also with different tasting air, perhaps gravity or other elements are different
17. Distant - star system - roll a d10 again; that room but the materials in use are distinctly different
18. Alternate - mirror world, bleak - the same type of room you just left but with evidence of resource shortage
19. Alternate - mirror world, wasteland - the same type of room you just left but with evidence of harsh-environment adaptation
20. Alternate - mirror world, dark - the same type of room you just left but evidence of heightened danger and cruelty

d6 - Room conditions
1. Actively used; squared away - tools and supplies in their places, smells of insectfolk
2. Rarely used - signs of recent use but not a frequently traversed location
3. Mothballed - work of dismantling and recycling of useful parts in evidence
4. Under repairs - on-going restoration work, new furniture and equipment being installed, cleaning gear, scaffolding, work benches
5. Long un-used; thick dust coats surfaces, entrances seized in place, mummified insectfolk propped in rest niches.
6. Damaged or warped - barrier webbing across the doors, within whatever occupies it is hostile - intruders from a darker mirror, zombified insects, etc.

Room occcupants
1. Workers toiling; many medium and small insectfolk either using or restoring the room
2. Work crew; heavy lift team of huge, medium and small insectfolk either preparing for or engaging in recovery work
3. Scout team, mediums and smalls, with surveying equipment
4. No one active.
5. Beasts - non-sentient others that live within the structure - HD equal to the Room Conditions roll.
6. Intruders - other wanderers, not of the insectfolk, roll d10+10 for origin point.

Getting this all down was inspired by the discussions around Grinning Rat's "So You Want to Build a Megadungeon".

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