GM spoilers: This sheet reveals hidden routes, story outcomes, treasure, Boss weaknesses, and stairwell access.
This covers the four fully developed First Floor Neighborhoods in the Game Master's Campaign Toolkit. The player-facing Atlas separately names four broad examples—Goblin, Bad Llama, Scatterer, and Troglodyte Neighborhoods—which are summarized at the end.
First Floor baseline
- Collapse clock: 5 days.
- Janitor Mob: Rats.
- Crawlers do not get gold on this Floor; First Floor Mobs drop no gold and their normal weapons/armor are generally Misc. Junk.
- Defeating a Neighborhood Boss awards a Neighborhood Map showing the Neighborhood and Mob dots. It also improves long grinding sessions: 5 hours of grinding counts as 6.
- Crawlers can enter stairwells whenever they find them; Bosses cannot leave their chambers.
Bogbricks
Theme: Smooth jazz, old red brick, flooded swamp corridors, delicious food smells masking rot, and drums that accelerate toward the Boss.
| Category | Quick reference |
|---|---|
| Terrain / quarters | Gaslamp District: wide streets, dark balconies, Scat Thug traps and trading. Cypress Halls: bright grid of wooden halls, barracks/shops, Riff Roughers, Boss Chamber. Still Waters: twisting streets under 1–4 feet of brackish water, debris, ambush predators. Vibrant Walls: sunlit plant maze, pools, Gnawtria burrows. Upper balconies/galleries often form a trapped second level. |
| Mobs | Gobblin' Gator L2: fast in water; Bite can cause Sepsis, Tail Thrash can Take Down. Gnawtria L3: amphibious, Armor-Piercing bite may Poison. Rayzer L3: flying/clinging ambusher; Magic Missile and tainted sting. Riff Rougher L4: cutlass fighter with Poisoning Acid breath. Scat Thug L3: thieves, trap activation, spear/scat attacks and Stank Rot. Trash Princess L4: Poison/Force/Psychic Area Attacks and collateral damage. |
| Encounter style | Ambushes from water, ceiling, balconies, and darkness; Poison/Sepsis pressure; ranged thieves lure crawlers into traps while predators exploit restricted movement. |
| Traps / hazards | Bricktop Barrage; collapsing Pothole Plot; Shadowfall blackout followed by gas ignition; spiked Romeo Render balcony pillars; rolled-up Rayzer ambush outside a saferoom. Monotone drums may inflict Terrified unless ears are covered. |
| Items / treasure | Chairs, barriers, signs, floating timber/boat parts; Scat Thugs barter weapons, potions, and junk for food. Potion of Reptile Repose pacifies a reptile for up to 60 hours. Hidden Still Waters chest: that potion, enchanted flintlock pistol, and enchanted eyepatch (one random Silver Benefit each). Mad Driscoll can award an enchanted longsword with two Silver bonuses and teach 1 Longsword Rank. |
| Hooks / arcs | Scat Thugs steal a crawler's item; a real alligator drags off a crawler. Mad Driscoll hunts Ghost for taking his leg. Selina Poe wants to save Ghost. Crawlers can kill, rescue, pacify, befriend, or recruit the alligator, forcing a choice between Selina and Driscoll. |
| NPCs | Selina Poe (L5 crawler, marine biologist); Mad Driscoll (L6 Scat hero/trapsmith); Ghost (L7 alligator crawler). Helping Driscoll neutralizes most Scat Thugs and turns Boss-room Scat forces; helping Selina lets her and Ghost aid the Boss fight. |
| Boss | Hide-Hitter Crib Daddy, L7. Jazz-hall arena with Trash Princesses. Sonic/Psychic/Bludgeoning attacks; Fatigued, Woozy, Stuck, and Sepsis threats. Driscoll distracts the Princesses. The Boss is hard to disarm near his indestructible drum-kit weapon rack; stealing/moving the kit requires Str vs. 13 + F. |
Fast starts: (1) Lights pulse with drums, go dark, and Scat Thugs steal an important item from above. (2) Food aromas lead to brackish water where a giant real alligator snatches a visible crawler.
Prickly Pack Alleys
Theme: A bluish-green stone maze designed to teach that the dungeon is unfair and isolated crawlers get mobbed.
| Category | Quick reference |
|---|---|
| Terrain / quarters | Packed Halls: huge, confusing maze of narrow alleys around a few curving main roads. Pack Alley Pall: silent gray grid turning into tombs. Packrooms: repeating 20-foot office rooms, no true saferooms, failed minimap, resetting furniture. Sprawl: neon-windowed Barflie nests/bars and the Bar Render's tavern. Tracking or careful manual/minimap work prevents repeated navigation loops. |
| Mobs | Barflie L4: flying mutated humanoid; Backwash applies Washed, which turns a dead victim into a Barflie unless Potion of Clarity was taken. Canidna L3: spined wolf pack-hunter; isolated targets Evade with Disadvantage. Mirror Cat L2: psychic/phasing cats that multiply every other round up to twice party size. Pack Rat L2: common scavenger. Homogenous Humor L3: flying evil eye; Fatigues, merges with nearby Humors for +1 hit and +1 damage die each. |
| Encounter style | Packs drive crawlers into other packs, cramped passages isolate party members, and maze effects ruin maps/concentration. Keep encounters mobile and escalating. |
| Traps / hazards | Topographical Disorientation: scrambles minimaps for 30 hours or until sleep/Potion of Clarity. Neon and Chromed: failed Con leaves crawlers able only to Evade with Disadvantage in round 1 of a Barflie attack. Getting lost can consume 1d6 × 10% of remaining collapse time. |
| Items / treasure | Office furniture, cable reels, beer crates, abandoned duffel. Hidden Pack Repellant keeps all local Mobs except Barflies away for 15 hours. Tomb cache holds an enchanted weapon and Potion of Clarity. Barflie nests yield alcohol, minor loot, and potion-making Barflie residue. Another Round achievement awards Potion of Clarity. |
| Hooks / arcs | Endless Canidnas force the party deeper. Terri Campion pursues a crawler-murderer who became a Barflie. Identify the killer of a Kua-Tin admin. Jonai searches for apprentice Xaggra, who is turning into a Barflie and can be saved with Potion of Clarity. |
| NPCs | Jonai (L5 noncombatant Gnome guildmaster glitch); Terri Campion (L7 crawler/former police officer); Xaggra (L3 half-mutated trainee). Saving Xaggra may cause the AI to assign Jonai and/or Xaggra as Game Guide. |
| Special routes | Escape Packrooms by drinking Potion of Clarity, which opens an exit to Packed Halls, or grapple a phasing Mirror Cat to shift one crawler to Pack Alley Pall. |
| Boss | The Bar Render, L8. Barroom arena; fiery cocktail blasts, crushing punch/Held, and two Barflie bailiffs remain in play at all times until she dies. Terri can lead crawlers to the chamber and assist if her murderer arc is resolved. |
Fast starts: (1) More Canidnas arrive every round until retreat is necessary. (2) Terri stands over a freshly shot threat, shield and pistol ready, and demands to know whether the party has been backwashed.
Serving Warrens
Theme: A Rat-kin succession war framed like a backdoor pilot, with Goblin corpses, fire magic, cramped tunnels, and an endangered child heir.
| Category | Quick reference |
|---|---|
| Terrain / quarters | The Walls: normal gray dungeon stone turned battlefield. Cold Halls: near-freezing self-storage complex used for stables, cells, and homes. Tunnels: dim 7–9-foot tubes with smaller Rat-only side passages. Sewers: huge tunnels, 5-foot walks, bridges, 10-foot canals with variable water depth. |
| Mobs | Chilly Goat L4: mount with horns/fangs/Ice burst; immune to Ice, vulnerable ×2 to Fire. Fire-Fighter L3: fast intangible Fire Elemental, immune to non-Spell damage but destroyed immediately by water. Rat Brute L4: crossbow/knife bruiser, rage damage, one final attack at 0%; mentally vulnerable. Rat Hooligan L4: sword, Firebolt, and healing. Rat Shaman L5: Force blast and multiple Fire attacks. |
| Encounter style | Rat-kin combine murder holes, hidden Hooligans, Brutes, mounts, healing, and Area fire. Fire-Fighters exploit vents/grates; gas and close quarters make fire especially dangerous. |
| Traps / hazards | Sewer methane gas pockets; murder holes with bolts/scalding liquid; hidden trapdoors; occupied storage units; grate-covered Fire-Fighter pits; Hooligans posing as corpses. |
| Items / treasure | Random storage-unit furniture, cosmetics, antiques, and improvised resources. Hidden Rat-sleep potion allows Rat-kin to be put in Inventory for this Floor. Unit 400/CD (code 500, 1, 1000) contains frozen trophies, the Rat-Snatcher 2000 (double damage to Rodents), and the former rulers' intertwined tails. Comfort, an enchanted snub revolver, deals Fire damage and needs no bullets but must mimic reload every six shots. |
| Hooks / arcs | Crawlers are framed for killing the old MisChief. Choose whether to kill or spare the child Rat Bastard. Help the Rat Prince gather his parents' severed tails and the other Rat-kin required by his ritual—a living Shaman and Brute—to become a Rat King. Stabilize grieving crawler Bethany Dow through three compassionate meetings. |
| NPCs | Stinkin' Pete (L12 Goblin survivalist/explosives expert); Bethany Dow (L3 crawler/spellcaster in shock); Rat Prince (L5 Hooligan claimant). Michael/the Rat Prince can reveal the sleeping potion. Pete knows the sewer escape-hatch route. |
| Secret / stairwell | The Rat routes key off “Three Blind Mice.” Tap it on a flagstone to find the sleeping potion; knock it at the correct sewer hatch to reach the Boss. After victory, a subway entrance becomes the stairwell. |
| Boss | MisChief, L7. City-intersection arena; mattock, thrown manhole covers, and summoned cars in a 30-foot Line. If empowered, the Rat Prince becomes a three-headed Rat King that heals crawlers and attacks MisChief. The finale forces the moral choice over the child Rat Bastard. |
Fast starts: (1) A Goblin/Rat-kin massacre surrounds a jeweled bone crown while battle continues nearby. (2) The party finds the three-headed old MisChief's corpse just before a Rat funeral procession arrives and assumes they did it.
The Webbinghoods
Theme: Swampy housing developments and trailer parks overrun by enormous webs, mutated plants, ganglike Bad Llamas, and spider/Croaker symbiosis.
| Category | Quick reference |
|---|---|
| Terrain / quarters | Urban jungle of ruined homes, trailers, apartments, deep pools, fallen buildings, difficult terrain, webs, and Vine Creeper pods. Hole in the Web: fog, flooded rooftops, mixed Mob blocks, and the True Hole neutral bar. Markets: vast Bad Llama-led bazaar. Underwebs: dark webbed caves, dens, trapped loot, and Boss lair. Croaker Paradise: hidden humid spa/tunnel network and Ribboff's bazaar. |
| Mobs | Vine Creeper L2: Huge plant; long vine causes Held/pull, bite can Poison. Giant Spider L3: Poison bite, Held webshot; webs halve movement and prevent Steps. Bad Llama L3: lava spit/Burned; shoot the glowing throat pouch at +2 Evade to rupture and kill it. Slimy Croaker L3: Paralyzing tongue, Sonic cone, alarm croak, slippery Take Down slime. Literal Murder Hornet L2: flying ranged Poison assassin. |
| Encounter style | Layer vertical, surface, underground, and environmental threats. Web vibrations summon spiders; Vine Creepers wake through hidden tendrils; Croakers call reinforcements; Bad Llamas negotiate before retaliating; Hornets stalk assigned targets. |
| Traps / hazards | Hidden secondary spider webs; floorboard Vine triggers; spider trapdoors; booby-trapped car alarms/key fobs; collapsing streets. A daily mechanical Web Harvest can sweep through and displace every local threat. |
| Items / treasure | Grappling Webs support a whole crawler party; Wasp Stingers retain venom for two attacks; Bad Llama clothing grants safe passage with one family but provokes rivals; survival caches hold preserves, weapons, and fuel. Markets sell weapons, potions, food, services, and mundane comforts. Underwebs hold loot boxes/rare goods. Giant Spiders can make protective Silky Shirts. Alicia offers a Gold-rarity item for rescuing Davy. Ribboff's XP Chest gives the lowest attack-roll participant +1 Level and +1 weapon Skill Rank, then vanishes. |
| Hooks / arcs | A child raised by spiders offers a false safe route. A “safe cabin” is a Vine Creeper stomach. Defend framed Ribboff in Croaker court for treasure and a Boss map. Join reckless crawler Zach Nophobia on an egg-smashing speedrun. Solve a poisoned Bad Llama wedding before both clans blame the crawlers. Rescue Davy for Game Guide Alicia. |
| NPCs / factions | Zach Nophobia (L8 fearless crawler); Ribboff (L10 noncombatant Croaker kingpin); Bad Llama crime families; Giant Spiders and their Slimy Croaker attendants; Literal Murder Hornet queens; Stale Kale the Vine Creeper. |
| Useful safe routes | The True Hole in the Web is neutral underworld ground with no violence. Croaker Paradise is avoided by spiders and other Mobs and provides safe underground travel if crawlers do not threaten the Croakers. Bad Llama clothing can open family territory but closes rival territory. |
| Boss | Aranaea Magnus, L7. Caustic web Acid, Poison, Staggered, and web control; moves on walls/ceilings. It tangles in its own webbing (−10 Move). Slime makes its opening Drop backfire; a missed Drop costs Actions. Threatening its three jeweled-collar Croaker pets enrages but distracts it, making it easier to hit. |
Fast starts: (1) A seemingly helpful child plans to feed crawlers to the spiders. (2) A perfect rest cabin wakes as a 10-slot Vine Creeper. (3) “Web Harvest in Progress” forces constant movement while displaced Mobs converge.
Player-facing Atlas Neighborhood examples
These are broad First Floor examples rather than the four Toolkit campaign sites above.
| Example | What the Atlas says to expect |
|---|---|
| Goblin Neighborhood | Functional Goblin society; workshop with Bomb Bards, Shamankas, Engineers, Murder Dozers, Copper Choppers, funpowder, and dynamite; Chieftain Boss room also houses Goblin babies. |
| Bad Llama Neighborhood | Mobile-home community of criminal anthropomorphic Llamas, molten lava, illicit drugs, thugs for hire, and hostility toward flaunted wealth. The Webbinghoods expands this concept as one of several factions. |
| Scatterer Neighborhood | Garbage-mound colonies of ravenous mutated roach-like Scatterers; the Hoarder Boss Room hides treasure and threats in unstable piles of junk. |
| Troglodyte Neighborhood | Everglades humidity, heavy foliage, quicksand, murky water, and poisonous plants; the Juicer Boss Room is a lethal gym full of weights and flaming plates. |
Sources
- Game Master's Campaign Toolkit: The First Floor—Bogbricks, Prickly Pack Alleys, Serving Warrens, and the Webbinghoods.
- Atlas: Tutorial Floors: The First Floor, Neighborhoods, Looting Mobs, and Looting Bosses.
- Core Rulebook: First Floor overview and Neighborhood rules.