Bogbricks

Crits N Things · Season 5 · Floor 1 · Neighborhood 1

Bogbricks

Everything here smells delicious. Unfortunately, so do you.

Floor 1 (Tutorial) Crawlers 5, Level 1 Runtime 3–4 hours Style Sandbox Time to Level Collapse 5 days Revision 2 — mid-campaign

If you're not the Game Master, stop reading now. You'll spoil everything.

Table of Contents

Where Your Table Isread first
Quick Referencestat blocks
Overview
Key NPCs at a Glance
Prologue: Welcome to Bogbricksplayed
Scene 1: The Gaslamp Market20–30 min
Scene 2: Selina, Again20–30 min
Scene 3: Mad Driscoll's Hunt20–30 min
Scene 4: The Sunken Chest15–20 min
Intermission: Crawler Advancement10 min
Optional Scene: Bricks from Above10–15 min
Scene 5: Tribute or Trouble20–25 min
Scene 6: Boss Battle — The Jazz Hall30–45 min
Epilogue & Aftermath
Items
Adapting This Adventure

Where Your Table Is

This revision is written for a campaign already in progress. If you're running Bogbricks cold, ignore this section and start at the Overview — then read the Prologue's Two Things to Retrofit as ordinary prep rather than repair work.

BankedThe party reached the Backbeat Guildhall and registered — Menu, Health Bar, minimap, Mana pool, Heal Spell, and the Find a Tutorial Guild quest are all done. They found the Dry Dock. They have met Selina. They have killed a Rayzer. They have not seen Ghost.

What changed in this revision, in one breath: the neighborhood now has a stated theme (everything here is hungry, and food is money); Mad Driscoll is an unfinished Neighborhood Boss rather than a man with a grudge about a leg; Ghost has a voice; the drums are a mechanic; the non-violent solution is now the best play in the adventure instead of the worst; and the Boss fight pays off the sandbox in people rather than in difficulty modifiers.

Quick Reference

Every stat block in this scenario, reprinted for the table. The Game Master's Campaign Toolkit prints Surprise, Evade, and to-hit values as X+F, where F is the current Floor number (Rules for Survival, p. 34). They're resolved here for Floor 1. Move keeps its "+ S" exactly as printed.

Combat in one breath (see Combat, Rules for Survival p. 30): crawlers get two Actions a round; Mobs announce attacks and crawlers choose whether to spend an Action to Evade; a crawler's attack hits on 1d20 + Skill Rank + Stat Mod against the Mob's Evade; untrained Skills roll with Disadvantage but still add the Stat Mod (Checks Without Skill Ranks, p. 12). Debuffs are on p. 45.

Gobblin' Gator

Mob; Petite (3), Animal

11
50%100%
LevelSurpriseEvadeMoveDR
2121210 + S2
StrIntConDexCha
6 (+3)1 (+1)1 (+1)2 (+1)1 (+1)

Bite: 14 to hit, 1d6+3 Piercing, 5ft range

On an Evade Major Fail or worse, the crawler gains the Sepsis Debuff.

Tail Thrash: 14 to hit, 1d8+3 Bludgeoning, 5ft range

On an Evade Major Fail or worse, the crawler gains the Take Down Debuff.

Notes: Swim — moves twice as fast through water as on ground.

Gnawtria

Mob; Petite (3), Animal

222
33%67%100%
LevelSurpriseEvadeMoveDR
3121420 + S1
StrIntConDexCha
3 (+2)1 (+1)3 (+2)6 (+3)1 (+1)

Bite: 13 to hit, 1d6+2 Piercing, 5ft range, Armor Piercing

On an Evade Major Fail or worse, the crawler gains the Poisoned Debuff.

Notes: Swim — moves through water as on ground; can trade water in place.

Rayzer

Mob; Petite (3), Beastly

222
33%67%100%
LevelSurpriseEvadeMoveDR
3121420 + S2
StrIntConDexCha
2 (+1)1 (+1)4 (+2)6 (+3)1 (+1)

Magic Missile Spell: 12 to hit, 1d4+3 Force, Line of Sight

Tail Sting: 12 to hit, 1d4+1 Poison, 5ft range

On an Evade Major Fail or worse, the crawler gains The Taint Debuff.

Notes: Wall Cling — lands vertically or upside down. Flight — moves through the air as on ground and hovers.

Riff Rougher

Mob; Petite (3), Animal

3333
25%50%75%100%
LevelSurpriseEvadeMoveDR
4121320 + S1
StrIntConDexCha
6 (+3)1 (+1)6 (+3)3 (+2)1 (+1)

Breath: 14 to hit, 1d4+3 Acid, 10ft Cone

On an Evade Major Fail or worse, the crawler gains the Poisoned Debuff.

Cutlass: 15 to hit, 1d8+3 Slashing, 5ft range

Notes: Swordsmen — expert swordsmen; the stat block reflects it.

Scat Thug

Mob; Petite (3), Humanoid

111
33%67%100%
LevelSurpriseEvadeMoveDR
3131430 + S1
StrIntConDexCha
3 (+2)3 (+2)1 (+1)6 (+3)1 (+1)

Spear: 13 to hit, 1d8+2 Piercing, 10ft range

Scat Pellet: 14 to hit, 1d6+3 Bludgeoning, 30ft range

On an Evade Major Fail or worse, the crawler gains the Stank Rot Debuff: 1d6+1 Poison at the end of each round.

Notes: Thief — a crawler starting its turn adjacent to Scat Thugs makes an Int Stat Check vs Difficulty 11 + the number of adjacent Scat Thugs; on a Major Fail or worse they lose one held or equipped item. Trapper — each Scat Thug can activate one trap within 60ft alongside its Action; triggered traps deal 1d10+1 Piercing and apply the Poison Debuff, once each.

Trash Princess

Mob; Petite (3), Humanoid

2222
25%50%75%100%
LevelSurpriseEvadeMoveDR
4131320 + S1
StrIntConDexCha
1 (+1)3 (+2)3 (+2)3 (+2)7 (+3)

Eat Trash and Die: 14 to hit, 1d6+3 Poison, 30ft range, 10ft Blast radius

On an Evade Major Fail or worse, the crawler gains the Stank Rot Debuff.

Trash Thunderclap: 13 to hit, 1d6+3 Force, 15ft Cone

On an Evade Major Fail or worse, the crawler is pushed back 10ft.

Seduction: No to-hit — 1d6+3 Psychic to everyone in a 15ft Cone, plus a free Int Stat Check vs Difficulty 14 or gain the Seduced Debuff (next two Actions must be ill-fated Persuasion Skill Checks). Once per combat, per the in-fiction broadcast at the Intermission. GM ruling; the Toolkit prints no attack value.

Notes: Collateral Trashing — Area attacks that hit 3+ entities (allies included) deal an additional 1d6 to each.

Hide-Hitter Crib Daddy

Neighborhood Boss; Medium (4), Humanoid

44444444444
9%18%27%36%45%54%63%72%81%90%100%
LevelSurpriseEvadeMoveDR
7141530 + S1
StrIntConDexCha
6 (+3)7 (+3)10 (+4)12 (+4)11 (+4)

Pocket Groove: 15 to hit, 2d6+3 Psychic, 5ft range (requires drumsticks)

On an Evade Major Fail or worse, the crawler gains the Woozy Debuff.

Downbeat: 14 to hit, 1d6+3 Sonic, 30ft Burst radius (requires drumsticks)

On an Evade Major Fail or worse, the crawler gains the Fatigued Debuff.

Stick-Click: 15 to hit, 1d6+4 Bludgeoning, 30ft range (requires drumsticks)

On an Evade Major Fail or worse, the crawler gains the Stuck Debuff: no Interrupt Actions until combat ends.

Notes: Smelly — a crawler melee attack that is an Amazing Success or better gets splashed with his musk and blood: Sepsis Debuff. Bodies Hit the Floor — while he wields drumsticks, Trash Princesses starting a round within 10ft gain +1d4 damage, but roll 1d6 if other Princesses are in range; on a 1 they target the nearest Princess instead. Daddy's Princesses — immune to damage from Trash Princess Area attacks. Hide-Hitter — the drum kit is a weapon rack: within 15ft of it he is never unarmed unless fully incapacitated. Without drumsticks he can't use the three attacks above and instead picks up a club (1d6+3, 5ft), throwing dagger (1d4+4, 50ft), or spear (1d8+3, 10ft). The kit is immune to damage but can be picked up with a Str Stat Check vs Difficulty 14; if it's not in a crawler's Inventory, it's always the item a Scat Thug steals.

Running Ghost

Crawler #9,329,439 — Level 7, Race: Alligator. No stat block, on purpose.

Ghost is Level 7. The party is Level 1. He is not an encounter and you do not roll initiative for him. He is weather: he arrives, something happens, he leaves.

They hold still: he considers them and submerges. Nobody rolls anything.

They offer meat: he takes it and submerges — and now they know the trick the rest of the adventure runs on.

They attack him: one bite, 2d8+4 Piercing on the nearest crawler, no Evade, then he's gone before the round ends. That crawler is at death's door and the table now understands the scale. Do this once, never twice.

They run: he lets them. He isn't hunting people. He's never had to.

He can remove anything from a scene — an escaping Mob, a fight going badly, an NPC you're finished with — instantly and without a roll. That's his job. He's the reminder that there's something down here bigger than the plot.

Overview

Bogbricks is the first neighborhood five brand-new crawlers will see on Floor 1: New Orleans dragged into a swamp and left to rot beautifully. Red brick streets flood into brackish canals, gas lamps flicker over jazz drifting from nowhere in particular, and everything smells like something delicious is cooking — right up until you notice what else is in the smell. This is not Carl and Donut's Earth; it's a parallel branch with the same Collapse and the same eighteen-floor dungeon, and nobody famous is coming to save anyone.

Everything in Bogbricks is hungry. That's the whole neighborhood in three words, and it's the thing to keep in the front of your head all night. The Scat Thugs will trade an enchanted weapon for a sandwich and won't ask how old it is. The Gnawtria come for ankles because ankles are meat. Selina buys healing potions with cold cuts. The Riff Roughers keep a stew pot. The jazz hall reeks of garbage because garbage is dinner. And the alligator at the center of the plot has no motive more complicated than the one every other creature here has. Food is the currency, the motive, and the joke. Say it out loud at the table early — once the players get it, they start playing the neighborhood instead of fighting it.

The neighborhood's ruler sits behind a drum kit. The Hide-Hitter Crib Daddy, an oversized raccoon in a fedora and nothing else, keeps time for the whole district from his jazz-hall Boss Chamber. The tempo is not atmosphere — it's a dial, and it goes up. See GM Tip: The Tempo Runs the Neighborhood.

Underneath the music is the conflict that actually drives the place. A real, ordinary Mississippi Delta alligator named Ghost wandered into the World Dungeon and got handed a crawler number by mistake. He doesn't want a story arc; he wants to eat. Two people have built their remaining lives around him: Crawler Selina Poe, a marine biologist who will do anything to keep him alive, and Mad Driscoll, a Scat Thug folk hero who wants him dead.

Driscoll is the piece to get right, because he isn't a revenge plot — he's a succession crisis. The Toolkit says it in one throwaway line: he was supposed to be a Neighborhood Boss, but somebody changed his mind at the last minute and didn't finish him. Mad Driscoll is the unfinished boss. The Crib Daddy is the finished one, and he got the hall, the court, and — with females outnumbering males fifteen to one down here — every partner in the district. Driscoll hunts an alligator because he cannot hunt a raccoon. The leg is the excuse. The grudge is the job. Bring him into that jazz hall in Scene 6 and you are not adding a helpful NPC, you are walking the pretender back into court.

Three ways out of the Ghost problem, and each one costs something real: kill him for Driscoll's sword, save him for Selina's spear, or dose him with a Potion of Reptile Repose and use him. That third one is the best play in the adventure and it needs both Scene 2 and Scene 4 to assemble — see The Crate Plan.

GM Tip: Four Boxes, Four Voices

Blue dotted boxes are you narrating the scene. Green AI boxes are the System AI — examine text, creature reveals, the Boss Battle announcement, achievements. He's dry and conversational day-to-day and goes full game-show host for floor welcomes and Boss reveals (the novels say so, Book 1 Ch. 2 and Ch. 11). Amber SYS boxes are the periodic floor-wide announcements. That voice is actually Cascadia, a Dungeon Admin, but your crawlers won't learn her name for a very long time — perform it as an anonymous, tired-professional broadcast and never say "Cascadia" at the table.

Green-water boxes are Ghost. Four of them, spaced across the adventure. Read them flat, at normal volume, and then move on to the next thing without commenting. Don't announce whose head you're in, don't answer questions about it, and don't let anyone roll anything. They will work it out. The whole point of the Ghost triangle landing is that by the time the party has to choose, they've been inside the animal three times and both of the people fighting over him have been inside it zero.

Floor 1 is the tutorial floor. Untrained Skill Checks roll with Disadvantage but still add the Stat Mod; write down every Skill a crawler attempts untrained and hand out 1 free Rank at the end of the 2-hour block (Intermission). No Stat points get spent until Floor 3.

GM Tip: The Tempo Runs the Neighborhood

Track one number, 1 to 4. It starts at 1 and it never goes down until the kit is taken. Raise it when the party makes noise the neighborhood can hear: a fight that runs long, an explosion, a trap sprung, a Mob that escapes to report. Say the tempo out loud each time it moves — don't explain it. Let them figure out they're doing it to themselves.

♩ · · ·

Still Waters

Soft and slow. Ambush Mobs only; the water does the work.

♩ ♩ · ·

House tempo

Scat Thugs pre-arm traps one room ahead of the party.

♩ ♩ ♩ ·

Cypress Halls

Mobs coordinate. Rayzers and Gators time their strikes together; +1 Surprise for everything.

♩♩♩♩

The monotone

One flat beat, over and over. Cover your ears or take the Terrified Debuff. Use it once, at the Boss door.

In the jazz hall the tempo is the boss. Bodies Hit the Floor already keys the Trash Princess damage bonus to his drumsticks — extend that: at Tempo 4 the Princesses act as though frenzied from round one. Take the kit and the tempo crashes to 1, the buff dies, and outside the hall the whole neighborhood goes quiet. That's how the epilogue earns its silence instead of just claiming it.

GM Tip: Everything Here Is Hungry

Food is money in Bogbricks. Keep a running note of what edible things the party is carrying — rations, Mana Toast off Pearl's counter, a squashed protein bar, anything they pulled out of a loot box — because it will all get spent.

  • Scat Thugs trade weapons, potions, and interesting garbage for food, and are not fussy about freshness. This is the Gaslamp Market (Scene 1).
  • Selina pays Potions of Healing for meat. She is not haggling; she needs it for Ghost and she'll overpay.
  • Gnawtria will break off a charge for thrown meat — one round, one Mob, then they remember they preferred the ankle.
  • Riff Roughers demand tribute at the Cypress Halls gate. Food counts. So does anything shiny.
  • Ghost can be led anywhere by anyone holding enough meat, which is the entire mechanism of The Crate Plan.
  • Pearl notices if they clean out her Mana Toast, and comments. She does not stop them.

The one thing this buys you: when a player asks "can I just give it a sandwich," the answer in this neighborhood is almost always yes, and that should feel like a discovery rather than a GM being nice.

Key NPCs at a Glance

Shaellian, Thornbound Wanderer (Guildmaster and Game Guide): A Level 50 High Elf who used to be a Sasquatch and regrets the trade. Forty-three cycles from an exit deal, openly resentful of the dungeon, the Syndicate, and most crawlers — but technically excellent, because a contract extension is worse. Advice comes out as harm reduction, never encouragement. Perks up, visibly, at any talk of explosives — and Mad Driscoll is the best bomb-maker on the floor. Shaellian wants his trap designs and will pay in real advice for them. Runs the Backbeat Guildhall, stays the party's Game Guide through Floor 3, and is reachable by chat. Book canon.

Pearl (Saferoom Protector): A Bopca Protector with a rag permanently over one shoulder, running the Dry Dock like a diner counter. Zero patience, dry as toast, answers in as few words as possible. What she wants: the shrimp shack had a hand-painted sign over the door before the Collapse and it's out there somewhere in the neighborhood; anyone who brings it back eats free and gets one honest answer about anything. She will not explain why she cares. GM invention — her examine text is the real Bopca Protector description from Book 1.

Selina Poe Deveraux (Crawler #9,329,440): Level 5 marine biologist, wiry, sun-weathered, permanently damp, magic spear and a net. She studied Ghost on the surface for two years and never named him out loud to a colleague. She followed him in. Her real motive, which she'll only say if pushed and only once: she is going to save something in her time, and this is the last available something. Owns an Enchanted Pet Carrier and an Enhanced Pet Biscuit meant for Ghost. Trades Potions of Healing for meat. Fights beside the party if they help her; turns on them if they help kill him; never fully forgives them if they use him.

Mad Driscoll, the Scat Hero (Level 6 NPC): Scarred, one-legged, master trapsmith, living legend, and the Neighborhood Boss nobody finished building. The job, the hall, and the entire female population of Bogbricks went to the Crib Daddy instead. He cannot say any of that out loud, so he says "the gator took my leg" a great deal, very loudly, to anyone who will listen. Helping him earns an enchanted longsword, optional Longsword training, and turns the Crib Daddy's own doormen against him. Turns on the party if they befriend Ghost. Play him at ninety percent swagger and ten percent something much worse underneath.

Ghost (Crawler #9,329,439): Level 7, Race: Alligator. A real animal off the Mississippi Delta with a crawler number and no concept of any of this. He is not a Mob, not a boss, and not an encounter — see Running Ghost in the Quick Reference. He is the biggest thing on this floor and the only character in the adventure who wants exactly one uncomplicated thing.

Hide-Hitter Crib Daddy (Neighborhood Boss, Level 7): An oversized raccoon in a blue fedora and a red tie, nothing else, drumming in a jazz hall full of Trash Princesses with a few Scat Thug hangers-on working the door. His drum kit doubles as a weapon rack. His musk carries Sepsis. He won the job Driscoll was built for and has never once had to think about it.

Prologue: Welcome to BogbricksAlready played

Type: Logistics and Social Interaction

Status: Run in session 1. Kept here for reference and for the two hooks below, which were not planted the first time.

The party arrived, registered at the Backbeat Guildhall, met Shaellian, and found the Dry Dock. Menu, Health Bar, minimap, Mana pool, and the starter Heal Spell are all unlocked, and the Find a Tutorial Guild quest is complete. Loot boxes open at the Dry Dock and nowhere else.

Two Things to Retrofit

Shaellian and the explosives. Next time the party pings their Game Guide — and they will — have Shaellian bring it up unprompted. Somebody in this neighborhood is blowing holes in load-bearing brickwork with hand-built charges and Shaellian would very much like to know how. This is a standing offer: bring back a Driscoll trap design, or a description good enough to work from, and Shaellian answers one question honestly and completely instead of in harm-reduction sideways-speak. Cash it in for whatever the party most needs to know, including how the Boss fight actually works.

Pearl's sign. The first time they come back to the Dry Dock, Pearl is up a ladder looking at the blank rectangle of unfaded paint over the door where a sign used to be, and gets down without saying anything about it. If someone asks, she says "It was there." That's all. The sign is out in the neighborhood — put it wherever the party is least expecting scenery to matter, ideally half-sunk in Still Waters or nailed up in the Gaslamp Market as somebody's trade goods. See Key NPCs for what it buys.

AI

Pearl – Bopca Protector. Level 47.

Caretaker of this saferoom.

This is a Non-Combatant NPC.

Bopca Protectors are magical, gnome-like creatures who exist solely to watch over Safe Rooms. They do everything from scrub the toilets to prepare your food. They are surly, smelly, and they never wash their hands.

Scene 1: The Gaslamp Market

Type: Combat or Social Interaction — the party picks which

GM Goal: Teach the combat round if they want a fight, and teach the food economy either way. Establish that Mobs here would rather rob you than kill you, and would rather eat than rob you.

Estimated Time: 20–30 minutes

Rules to Review: The Core Mechanic (Rules for Survival, p. 12); Combat (Rules, p. 30); Checks Without Skill Ranks (Rules, p. 12)

If the balcony ambush already ranSkip to The Market below. The Scat Thugs the party met are the ones running the stalls, and they remember exactly how that went.

The Theft

The gas lamps overhead stutter in time with a drumbeat you can't place the direction of. It's not loud, but it's everywhere, pressing in through the brick. All at once, the lights die — and in the dark, someone yanks something out of your hands.

When the lamps sputter back to life, a knot of raccoon-headed creatures hangs from the ironwork balconies thirty feet up, holding your stolen item aloft like a trophy. They're grinning. They're waiting to see if you're dumb enough to come get it.

Let the player choose what they lost. Go to whoever's crawler is carrying the most personality and ask them which of their four possessions is currently in a raccoon's hand. It's a better scene than assigning it, and at Level 1 the answer tells you what that player cares about for the rest of the season.

A Weak group of 2–3 Scat Thugs did it. Three ways this goes, and all three are correct:

AI

Scat Thugs, Level 3

Don't let their adorable little faces and sad beady eyes fool you—these scrappy little guys rob and ambush crawlers whenever an opportunity presents itself. And if they're hungry, all bets are off.

These furry creatures are highly food-motivated; when they're not hungry, they make for interesting conversational partners. Mostly, they'll chat about food and trap-making (and they're ingenious when it comes to crafting simple, yet effective traps).

Scat Thug

Mob; Petite (3), Humanoid

111
33%67%100%
LevelSurpriseEvadeMoveDR
3131430 + S1
StrIntConDexCha
3 (+2)3 (+2)1 (+1)6 (+3)1 (+1)

Spear: 13 to hit, 1d8+2 Piercing, 10ft range

Scat Pellet: 14 to hit, 1d6+3 Bludgeoning, 30ft range

On an Evade Major Fail or worse, the crawler gains the Stank Rot Debuff: 1d6+1 Poison at the end of each round.

Notes: Thief — adjacent crawlers make an Int Stat Check vs Difficulty 11 + adjacent Scat Thugs or lose a held item on a Major Fail. Trapper — one trap within 60ft per Action; 1d10+1 Piercing + Poison Debuff, once each.

The Market

Four blocks in, a row of shopfronts stands with its doors and windows torn out — an old barber's, something that was a laundry, a place that still has a menu board. They've been colonized. Raccoon-headed creatures three feet tall have laid their goods out on the counters in neat, deranged rows: a rusted machete next to a bottle glowing faintly blue next to a single unmatched boot next to what is unmistakably somebody's dentures.

They aren't hiding. One of them is standing on the menu board waving a spear at you, and it takes a second to understand that it isn't a threat, it's a price tag.

This is the neighborhood's economy and it runs on lunch. The Scat Thugs will trade anything on those counters for food, and they do not care how old it is. They cannot be paid in gold — nobody on Floor 1 has gold, a fact they have not yet been told and will not accept from a crawler. Rough exchange rates, adjust freely:

Pearl's sign can be hanging here as somebody's prize possession, priced absurdly, if you want the party to have to work for it.

Ask the Scat Thugs about the drums and they get shifty and change the subject to food. Ask about the one-legged one and half of them go quiet with respect and the other half laugh. Ask about the alligator and every one of them, without exception, stops talking.

Note: The first hit a crawler lands with any weapon completes Use a Weapon; the first Mob down completes Kill a Mob (with a bonus if it was done with feet). Award them in the AI's voice.

New
Achieve-
ment!
First Blood, Last Brain Cell!

"You swung a weapon you barely know how to hold and actually hit something with it. I've seen toddlers wield spoons with more technique, but hey, a hit's a hit, and I'm not too proud to clap for a happy accident."

Reward: You've received a Bronze Weapon Box!

New
Achieve-
ment!
Craft Services!

"You solved a monster with a sandwich. I want to be clear that I had an entire combat encounter budgeted for that, with choreography, and you defeated it with a food item you found on the floor. Genuinely, well done. Financially, please stop."

Reward: You've received a Bronze Food Box!

Moving On

If it landed, they walked out with:

The neighborhood opens up from here. Move to whichever of Scenes 2–4 the party heads toward.

Sandbox — Scenes 2, 3, and 4 can run in any orderStill Waters and Vibrant Walls are a wandering space. Drop Mad Driscoll wherever they hear an explosion, and the chest wherever the water goes deepest. The party may skip one entirely — but Scenes 2 and 4 together unlock The Crate Plan, which is the best ending available to them, so if they're circling, let the Ghost inserts do the work of pulling them toward the water. If two hours have passed, run the Intermission before continuing.

Scene 2: Selina, AgainPartly played

Type: Investigation and Social Interaction

GM Goal: Turn a first meeting into a relationship, get the Enchanted Pet Carrier onto the party's radar, and put the first Ghost insert in their heads.

Estimated Time: 20–30 minutes

Rules to Review: Escalating Difficulty (Rules for Survival, p. 14); Debuffs (Rules, p. 45)

Where this table isThey have met Selina and they have killed a Rayzer. They have not seen Ghost — protect that; it's the biggest card in the deck and it turns over in Scene 4. If they glimpsed a pale shape taking meat off the water, that's the tease and it's doing its job. Run the scene below as the second conversation, not the first.

She's where you left her, or somewhere close enough that it doesn't matter — crouched at the waterline with her spear across her knees, working through a bag of something that used to be refrigerated. The water here is ankle-deep and then, three steps out, it isn't.

She doesn't look up. "You came back." A pause you could park a truck in. "People don't."

Selina is a scientist and she is running out of the only thing she came here with, which is meat. Play her as competent, exhausted, and extremely careful about how much she asks for, because she has already worked out that the party can walk away.

What she wants, in order: meat, first and always — she'll pay Potions of Healing for it and she'll overpay. Then help getting Ghost into the Enchanted Pet Carrier, which she produces to make the point and which is very obviously too small until she demonstrates that it isn't. Then, if they've earned it, the truth.

"I watched him for two years. I never wrote him up. Never put him in a paper, never told anyone at the department, because the second he's data he's a management problem and they'd have relocated him or shot him." She turns the spear over. "Everything I ever studied is gone. All of it, all at once, in about four minutes. He's the only thing left that I know anything about."

"So I'm going to save something in my time. And it's going to be him. That's the whole plan. There isn't a second part."

Deliver this once and don't repeat it. If they push again, she deflects. This is the line that has to be in the room when they decide what to do with him.

Learning about Ghost. Crawlers who ask around — Selina, or the Scat Thugs if they've traded — make an Int Stat Check against an Escalating Difficulty. Reveal each fact whose Difficulty is met. Difficulty 8 — the "monster" everyone's talking about is a real alligator, not a Mob. Difficulty 12 — it has a crawler number, which shouldn't be possible. Difficulty 16 — a one-legged Scat Thug has sworn to kill it, half the neighborhood thinks he's a hero for it, and the other half will tell you, quietly, that he was supposed to be somebody much more important than that.

Standing in the water. This quarter is an ambush hunter's dream. A crawler who stands still in water feels something brush their leg; if they stay perfectly still, it moves on. If they do anything else, a Gobblin' Gator attacks, and the splash brings a Rayzer off the ceiling. Play the Gator's speed split hard — 10 + S on land, double in water. In the water it is the fastest thing in the room; two steps onto dry brick and it is the slowest, and it knows it, and it will not follow. The lesson is get out of the water, and it should be learnable in one round.

AI

Gobblin' Gator, Level 2

These creatures are about half the size of a normal alligator with twice the attitude. Although, if you asked them, they'd tell you it's not the size of the gator in the fight, it's the size of the bite from the gator!

These adorable little swamp kittens may have smaller bodies, but their massive maws are just as threatening and impressive as those belonging to their earthen inspirations. Be careful near sources of water, or you may find yourself shorter by a foot… or possibly a whole leg.

Gobblin' Gator

Mob; Petite (3), Animal

11
50%100%
LevelSurpriseEvadeMoveDR
2121210 + S2
StrIntConDexCha
6 (+3)1 (+1)1 (+1)2 (+1)1 (+1)

Bite: 14 to hit, 1d6+3 Piercing, 5ft — Sepsis Debuff on an Evade Major Fail or worse

Tail Thrash: 14 to hit, 1d8+3 Bludgeoning, 5ft — Take Down Debuff on an Evade Major Fail or worse

Notes: Swim — twice as fast through water as on ground.

The party has already fought a Rayzer; the full block is in the Quick Reference if you need it again. Don't re-read the examine text — the AI doesn't repeat himself and neither should you.

New
Achieve-
ment!
Bog Bait!

"You tempted fate and stood in still water. Unfortunately for you, still did not mean empty! Better shake a leg if you want to keep the rest of your appendages attached!"

Reward: You've received a Silver Shoe Box.

Close the scene on this. Read it as they're leaving the water, after the last die has been picked up, and then start describing the next corridor without pausing.

●  Read flat. Do not explain.

There is a smell he knows.

It is sweet and it is old and it does not belong in the wrong-water. It comes and it goes. Every time it comes he considers it. Every time he decides it is not food. Every time he does not know why he bothered.

Moving On

If it landed, they walked out with:

Move to whichever of Scene 3 or Scene 4 the party hasn't done.

Scene 3: Mad Driscoll's Hunt

Type: Social Interaction and Combat

GM Goal: Introduce the other side of the Ghost triangle, show off Scat Thug trapsmithing from the friendly side, and let the party catch one glimpse of what Driscoll actually lost.

Estimated Time: 20–30 minutes

Rules to Review: Traps (Game Master's Campaign Toolkit, p. 14); Chasing (Rules for Survival, p. 27)

Vibrant Walls is the closest thing to daylight you've seen down here — moss underfoot, flowers grown into the walls, a canopy of leaves a hundred feet up letting through light that feels almost real.

A wall explodes. A one-legged raccoon-creature bursts through the new gap, cackling, hurling something lit into the water behind him. A corpse — not his — floats to the surface. He rounds on you, still grinning, and asks if you've got the stomach for a hunt.

Mad Driscoll wants Ghost dead and offers an enchanted longsword (two Silver-level bonuses — Randomized Magic Items, Atlas p. 26) for the party's help. Spend two hours with him and he also teaches one crawler 1 Rank in the Longsword Skill. Siding with him turns the Crib Daddy's doormen against the Boss in Scene 6 — and turns Selina hostile.

AI

Mad Driscoll—Scat Hero, Level 6 NPC.

Mad Driscoll, an explorer and a master trapsmith, is a living legend among the Scat Thugs. He can match swords with any Riff Rougher, eats Gobblin' Gators for breakfast, dodges Rayzer missiles for fun, and outbites even the most ravenous Gnawtria. Most of the stories about him don't include the fact that he's one-legged, but that's because it's fairly new, courtesy of the dungeon's first and only alligator crawler, Ghost. He was supposed to be a Neighborhood Boss but somebody changed his mind at the last minute and didn't finish him. I probably shouldn't have said that, but… oh, well…

GM Tip: Play the Second Sentence, Not the First

The AI just handed the party the actual plot in a throwaway clause and then moved on, which is exactly how it works in the novels. Mad Driscoll is an unfinished Neighborhood Boss. Somebody in production started building him, changed their mind, and left him running around the swamp at Level 6 with a folk-hero reputation and no chamber, no court, and no title. The raccoon in the jazz hall got all three.

He will not talk about this. If a crawler brings it up he goes very still, very briefly, and then gets much louder about the alligator. If they bring it up twice — and you should reward them for it — he says one sentence, quietly, and then changes the subject permanently. Suggested: "I was going to be somebody's whole floor."

Everything else follows. He hunts a reptile because it's the only humiliation on the list he's allowed to do something about. The fifteen-to-one mating ratio is not a joke about Trash Princesses, it's the size of what he lost. And when he walks into that hall in Scene 6, some of the court is going to look at him instead of the drummer.

The hunt. Whether the party joins him or just walks the quarter, a Moderate group of Gnawtria charges out of a half-flooded path with a great squeal, going for ankles and faces. The noise rouses a Weak group of Rayzers from the riverbed. If Driscoll is with the party, he lays a trap mid-fight and 1d4 Gnawtria run straight into it — and he narrates his own trap out loud while it's happening, because of course he does.

Food beats fighting here too: a thrown ration buys one round from one Gnawtria. They come back. Raise the Tempo by 1 if this fight runs past three rounds.

AI

Gnawtria, Level 3

Have you ever seen a possum mixed with a beaver and given blood-red teeth the size of small knives? You haven't? Well, you're in luck, because one is coming right for you!

These furry little bastards are aggressive, vicious, and those teeth aren't just for show. Their slavering teeth phase through anything that's not made of flesh. If you value your ankles, start moving now.

Gnawtria

Mob; Petite (3), Animal

222
33%67%100%
LevelSurpriseEvadeMoveDR
3121420 + S1
StrIntConDexCha
3 (+2)1 (+1)3 (+2)6 (+3)1 (+1)

Bite: 13 to hit, 1d6+2 Piercing, 5ft, Armor Piercing — Poisoned Debuff on an Evade Major Fail or worse

Notes: Swim — as on ground; can trade water in place.

The tunnels. After the fight, a crawler who investigates where the Gnawtria came from finds small holes that can be widened into tunnels big enough for an adult to crawl through. They spiral under the quarter and surface in dry spots, usually near saferooms — full of Gnawtria, but free of every other danger. Using the tunnels moves the party anywhere in Bogbricks without raising the Tempo. That is the reward: they get to arrive somewhere without the neighborhood knowing they're coming.

For Shaellian. A crawler who watches Driscoll build a trap and takes notes — an Int Check, or just saying they're paying attention — has something the Guildmaster wants. See Prologue: Two Things to Retrofit.

●  Read flat. Do not explain.

Something small and loud has been following him for a long time now.

It has one leg. He does not remember taking the other one.

He has taken a great many things.

Moving On

If it landed, they walked out with:

Move to whichever of Scene 2 or Scene 4 the party hasn't done — or, if they've decided, on to Scene 5.

Scene 4: The Sunken Chest

Type: Trap and Reveal

GM Goal: Turn over the biggest card in the adventure — Ghost, on screen, examined — and put the Potion of Reptile Repose in the party's hands so The Crate Plan becomes possible.

Estimated Time: 15–20 minutes

Rules to Review: Traps (GM's Campaign Toolkit, p. 14); Drowning Debuff (Rules for Survival, p. 45); Randomized Magic Items (Atlas, p. 26)

Deep in Still Waters, where the drums go soft and the water goes black, a piece of green wood floats without drifting — anchored to something. Eight feet down, the brickwork has been torn open. Something square and heavy sits in the gap.

The chest is real and so is the guard: Rayzers and Gobblin' Gators lie in wait. A crawler diving for it takes the Drowning Debuff (1d6+1 at the end of each round) until their head is above water. Inside: a Potion of Reptile Repose, an enchanted flintlock pistol, and an enchanted eyepatch (each with one random Silver Benefit).

●  Read flat, while somebody is underwater.

The water here is wrong. It has edges.

He has found the place the food comes from and the place the food goes, and they are the same place, which is convenient.

Ghost Surfaces

This is the moment. Run it slow. Every crawler who sees him gets the registry, and the achievement.

The water moves — not splashing, not surfacing, just moving, the way a road moves when you realize it's a river. Something goes past the diver in the dark, close enough to push them sideways, and it keeps going past, and it keeps going past.

Then his head breaks the surface eight feet away and stops, and one eye rolls up to look at you, and you understand with total clarity that he is deciding.

AI

Crawler #9,329,439. "Ghost."

Level 7. Race: Alligator. Class: Not yet assigned.

Okay, I'll admit it. I don't know how this guy got in here. But he's here, and he's bigger and badder than most things I had planned for you until at least the next floor. Good luuuuck.

●  Read flat. Do not explain.

They are looking at him.

This has happened before, on the other side, in the tall grass — the ones that came with lights and made noise and went away again.

These ones are not going away.

New
Achieve-
ment!
Where the Wild Things Are!

"You've spotted an earth animal the AI and showrunners did not create. They do wind up in the dungeon from time to time, but they aren't typically that ungodly large."

Reward: You've seen nature at its most majestic and terrifying! That's reward enough.

GM Tip: Running Ghost — He Is Not an Encounter

Ghost is Level 7. The party is Level 1 and there are five of them. Do not run him as combat. He is weather. He arrives, something happens, he leaves, and the party's job is to decide what he is to them — not to roll initiative.

  • If they hold still, he considers them and submerges. Nobody rolls anything.
  • If they offer meat, he takes it and submerges, and now they know the trick that the rest of the adventure runs on.
  • If they attack him, he bites once — 2d8+4 Piercing against the nearest crawler, no Evade allowed, this is not a fight — and is gone before the round ends. That crawler is at death's door and everyone at the table understands the scale now. Do this once and never again.
  • If they flee, he lets them. He is not hunting people. He has never had to.

If Ghost ever needs to remove something from a scene — a Mob that escaped, a fight going badly, an NPC you're done with — he can, instantly and without a roll, and then he's gone. That's his function. He is the reminder that there is something down here bigger than the plot.

The Crate Plan

This is the best ending available in this adventure and the party has to build it themselves. Three things they may already have or can get:

And the fact that makes it work, which is printed in the floor's own rules and which the party can learn from Shaellian, the Scat Thugs, or by paying attention: a Neighborhood Boss cannot leave his chamber. He has to stay in the room. Anything the party can carry into that room, he has to deal with.

So: dose a Level 7 apex predator, crate him, haul him across the neighborhood, and open the box in the jazz hall. The Crib Daddy's Downbeat is a 30 ft Sonic burst. A sonic blast is exactly what wakes a sleeping alligator.

Don't hint at this. Put the three pieces on the table and let them find it. If they get close — if somebody says "how big is that carrier, actually" — lean in. If they never find it, that's fine; the other endings work. But if they do find it, that's the story they tell about this campaign in two years.

What it costs. Selina hands over the carrier because she believes she is being helped. She is not stupid, and she finds out. Whatever the party does with Ghost in that hall, Selina watches them do it. Play the aftermath honestly (Epilogue) — she does not scream and she does not attack. She just stops talking to them, and that should be worse.

Mad Driscoll, if he learns about it, is delighted, right up until he understands the gator is coming out of the box alive.

Moving On

If it landed, they walked out with:

Move to any unfinished part of the sandbox, or on to Scene 5: Tribute or Trouble.

Intermission: Crawler Advancement

Type: Logistics

GM Goal: Pay off the Tutorial Floor's untrained-Skill rule and let everyone catch their breath.

Estimated Time: 10 minutes

Rules to Review: Character Advancement (Crawlers & Customization, p. 42)

Run this at the two-hour mark, wherever the party happens to be — the Dry Dock is ideal, but a quiet stretch of tunnel works. Each crawler attempts Skill Advancement Checks where applicable, then gains Rank 1 in one Skill they used untrained during the block. If a Skill reaches Rank 5, look up its Rank 5 Upgrade in Crawlers & Customization. No Stat points are spent until Floor 3.

This is also a good moment for the neighborhood's first broadcast. Read it flat and tired, like someone reading a memo they didn't write.

SYS

Hello Crawlers,

A note from Legal. The First Floor is closed to live viewers, as you know, so it has been explained to me several times that Bogbricks cannot be "trending." Bogbricks is nonetheless the most-requested clip package in the press pool this cycle, and someone in Accounting has opened a book on an alligator. Someone in Accounting has been spoken to.

Effective immediately, Trash Princess Seduction attempts are capped at once per combat, following complaints that certain crawlers were, and I quote, "having entirely too good a time down there." You know who you are.

That's it for now. Now get out there and kill, kill, kill.

GM note: that voice is Cascadia. Your crawlers don't know that and won't for a long time. Don't name her. And note what it establishes — nobody is watching Floor 1 live, so nobody is coming to help, and the only thing at stake in the party's performance is whether they make the highlight reel Borant cuts afterward. That's the pressure on this floor. It is not fame. It is being edited.

Optional Scene: Bricks from Above

Type: Trap

GM Goal: Make the party paranoid about balconies, floors, water, and dark corners for the rest of the season.

Estimated Time: 10–15 minutes

Rules to Review: Traps (Game Master's Campaign Toolkit, p. 14)

Use one or two of these if the party is ahead of pace, or drop one into any scene where they get cocky. Skip the whole thing if you're running long. Every one of them raises the Tempo by 1.

Moving On

If it landed, they walked out understanding that the neighborhood itself is a Mob — high places, low places, dark places and open water are all loaded.

Return to wherever the party was, or on to Scene 5: Tribute or Trouble.

Scene 5: Tribute or Trouble

Type: Combat and Social Interaction

GM Goal: Tighten the screws on the way to the Boss — a harder fight, a shakedown they can talk through, and the tempo going somewhere unpleasant.

Estimated Time: 20–25 minutes

Rules to Review: Combat (Rules for Survival, p. 30); Debuffs (Rules, p. 45)

The brick gives way to polished wood — not all of it cypress, whatever the name says — and the ceiling drops. Gas lamps burn brighter here, and the halls run in a near-perfect grid under wooden balconies. The floor rolls gently underfoot. The drums are louder. Faster. Somewhere above you, someone laughs, and something lit lands in the middle of the party.

The explosive deals 1d6 Bludgeoning to anyone who doesn't move away. As it goes off, a Moderate group of Riff Roughers rappel down on ropes, cutlasses in hand, knives in their teeth. One steps forward and demands gold in exchange for the party's lives.

GM Tip: Nobody on This Floor Has Any Gold

Crawlers don't get gold on Floor 1. It's in the floor's own feature list. The Riff Roughers have not been told this, and they are not going to take a crawler's word for it. Play the whole shakedown as a negotiation between people who don't have a currency and people who don't believe that's possible — the Rougher gets more insulted the more honestly the party explains it.

What they'll actually take: food, obviously. Anything shiny. The boffer shield. A boot. Somebody's hat. A crawler who wins a Cha-Opposed Intimidate or Persuasion check gets the party waved through with a warning that the big man upstairs doesn't take tribute. A crawler who convinces a Riff Rougher that gold does not exist gets waved through and quietly followed, because that Rougher now wants to see where they're going.

AI

Riff Roughers, Level 4

If you've ever wanted to get into a swordfight with a pirate, well… here's your chance, Orlando Bloom!

Some think the Riff Roughers are just older Scat Thugs while others think they're a separate species entirely. One thing is sure: That debate is for Nerds! And if you don't do something quickly, you won't get a chance to form your own opinion!

Riff Rougher

Mob; Petite (3), Animal

3333
25%50%75%100%
LevelSurpriseEvadeMoveDR
4121320 + S1
StrIntConDexCha
6 (+3)1 (+1)6 (+3)3 (+2)1 (+1)

Breath: 14 to hit, 1d4+3 Acid, 10ft Cone — Poisoned Debuff on an Evade Major Fail or worse

Cutlass: 15 to hit, 1d8+3 Slashing, 5ft

Notes: Swordsmen.

The Door

Hundreds of identical doors line the upper walkway. Most are silent. One isn't.

Set the Tempo to 4 here, at the door, and run the monotone. This is the one time in the adventure the drums stop being music.

The beat behind that door isn't a rhythm any more. It's one note. Flat, hard, identical, over and over, with no gap you could call a gap — and it's getting into your teeth and the back of your eyes and the small bones of your feet through the floorboards.

A crawler who plugs or covers their ears suffers no ill effects. A crawler who doesn't gains the Terrified Debuff. Don't warn them. Describe it, then wait for someone to say what they're doing.

Resting. The Dry Dock is a walk back through Gaslamp and it's still open — the party can absolutely go rest, open loot boxes, and come back, and they should if they're beaten up. Two things to say out loud when they consider it: the trip costs about four hours, and the drums do not stop for anyone. Tempo does not come down.

Moving On

If it landed, they walked out with:

When they open that door, move to Scene 6: Boss Battle — The Jazz Hall.

Scene 6: Boss Battle — The Jazz Hall

Type: Boss Combat

GM Goal: Defeat the Hide-Hitter Crib Daddy, pay off every alliance the party made or broke, and earn the Neighborhood Map.

Estimated Time: 30–45 minutes

Rules to Review: Combat (Rules for Survival, p. 30); Debuffs (Rules, p. 45)

The door opens on an old New Orleans jazz hall, garbage and musk thick in the air. A huge stage dominates the far wall. An oversized raccoon in a blue fedora and nothing else sits at a drum kit, laying down an ominous, jazzy beat with real skill, while Trash Princesses lounge on the risers and bob their heads at the tables. A handful of Scat Thugs work the door and the bar, and go very quiet when you come in.

He sees you. The beat doesn't stop — it gets faster.

The court is Trash Princesses; the Scat Thugs are doormen and hangers-on. This matters in the Driscoll branch below, and it's why the AI calls them his "troop."

Time stops for everyone but the beat. The Crib Daddy's image pops into view with a menu behind it; the crawlers' portraits and names appear as if they were items on it. Read this in your loudest AI voice:

AI

B-B-B-Boss Battle!

You have discovered the lair of a Neighborhood Boss!

Ladies and gentlemen, meatsacks of all ages — put your hands together, because it's time for tonight's headliner! Get your game faces on. Aaaand… here. we. go.

AI

Hide-Hitter Crib Daddy. Level 7 Neighborhood Boss!

Surrounded by his troop of Scat Thugs, the Hide-Hitter Crib Daddy knows how to keep things chill. A good rhythm section lays down any tune, and with the Hide-Hitter Crib Daddy leading the battle on the drums, you're in for a screaming, steaming good time.

Crib Daddies are masters of improvisation, unexpected timing, and ferocious violence. Their large claws are excellent for beating drums and cracking skulls. Their battle music inspires their Trash Princess fangirls to ignore their wounds and keep fighting. Attacking the Hide-Hitter Crib Daddy sends his troops into a frenzy, often leading to unexpected side effects.

GM Tip: The Kit Is the Fight

This boss does not have a puzzle solution and he does not have a phase change. He has a drum kit, and the kit is his action economy. Be clear with yourself about what taking it does and does not do:

  • Disarm the drumsticks and he loses Pocket Groove, Downbeat, and Stick-Click — all three signature attacks, gone. Then Hide-Hitter kicks in and he grabs a club, dagger, or spear off the kit and keeps fighting at a fraction of the output.
  • Take the kit itself — Str Stat Check vs Difficulty 14, and it has to leave his 15 ft reach — and he cannot rearm, the Bodies Hit the Floor Princess buff dies, and the Tempo crashes from 4 to 1 across the whole neighborhood.
  • It does not end the fight. He still has to die or the party still has to leave. What it does is turn an unwinnable-feeling boss into a very angry raccoon with a stick, in one action, and that is the moment the table should get to have.

Tell them nothing. The Scat Thug Thief rule already says the kit is always the item a Scat Thug steals if it isn't in a crawler's Inventory — so if the party has been paying attention to how thieving works in this neighborhood all night, they have already been taught the answer.

How it plays. The Trash Princesses run interference — body-blocking, Seducing, Thunderclapping crawlers away from the stage — until the Crib Daddy takes real damage. Then they frenzy: attacking crawlers, and each other, because why waste a chance to thin out the breeding competition. At Tempo 4 they start frenzied.

Hide-Hitter Crib Daddy

Neighborhood Boss; Medium (4), Humanoid

44444444444
9%18%27%36%45%54%63%72%81%90%100%
LevelSurpriseEvadeMoveDR
7141530 + S1
StrIntConDexCha
6 (+3)7 (+3)10 (+4)12 (+4)11 (+4)

Pocket Groove: 15 to hit, 2d6+3 Psychic, 5ft (drumsticks) — Woozy Debuff on an Evade Major Fail or worse

Downbeat: 14 to hit, 1d6+3 Sonic, 30ft Burst (drumsticks) — Fatigued Debuff on an Evade Major Fail or worse

Stick-Click: 15 to hit, 1d6+4 Bludgeoning, 30ft (drumsticks) — Stuck Debuff (no Interrupt Actions) on an Evade Major Fail or worse

Notes: Smelly; Bodies Hit the Floor; Daddy's Princesses; Hide-Hitter — see Quick Reference for the full text.

AI

Trash Princess, Level 4

Fifteen of these for every one Scat Thug male, and Mad Driscoll's one of maybe two eligible bachelors in the whole gang pool. That's not a joke I wrote, that's just math. Grim, hilarious math.

Trash Princess

Mob; Petite (3), Humanoid

2222
25%50%75%100%
LevelSurpriseEvadeMoveDR
4131320 + S1
StrIntConDexCha
1 (+1)3 (+2)3 (+2)3 (+2)7 (+3)

Eat Trash and Die: 14 to hit, 1d6+3 Poison, 30ft, 10ft Blast — Stank Rot on an Evade Major Fail or worse

Trash Thunderclap: 13 to hit, 1d6+3 Force, 15ft Cone — pushed 10ft on an Evade Major Fail or worse

Seduction: No to-hit — 1d6+3 Psychic to everyone in a 15ft Cone, free Int Stat Check vs 14 or Seduced. Once per combat, per the broadcast.

Notes: Collateral Trashing — +1d6 to each target when an Area attack hits 3+.

GM Tip: Who Shows Up, and What It Costs

They sided with Mad Driscoll. He comes through the wall, because of course he does, and distracts the Princesses with a musk of his own. But watch the room: the doormen put down their spears, some of the court turns to look at him instead of the stage, and the Crib Daddy misses a beat for the first time all night. Play the two of them as what they are — the finished boss and the unfinished one, in the same room at last, with an audience. His Scat Thugs turn on the Boss. Don't let crawlers linger next to Driscoll; his musk carries Sepsis too. Killing him at any point earns Reality Sets In.

They saved Ghost with Selina. Both fight beside the party — a Level 5 crawler with a magic spear, and a very large alligator who just wants to bite something. Ghost is not controllable; each round he goes for whatever is closest, loudest, and meatiest, and the party should be a little afraid of the help.

They brought the crate. See below. This is the good one.

They dosed Ghost and left him. Ghost is asleep in a canal somewhere and useless. Selina and Driscoll are both hostile and both absent — they're hunting the party, not the Boss. Full difficulty, no help. Cut the party a break elsewhere: the doormen have no reason to fight for a boss who's never once learned their names, and will flee at the first Princess casualty.

They never picked a side. Full difficulty, no help, no complications — but they also arrive with nobody's grudge, and every faction in Bogbricks is still available to them afterward. Say so in the epilogue. Neutrality is a real choice and it should have a real payoff.

Opening the Crate

If the party carried a sedated Level 7 alligator into a room the boss is not allowed to leave, give them the moment. Let them set the carrier down. Let somebody say something. Then:

The Crib Daddy looks at the box. Then at you. Then back at the box, and for a second the beat goes ragged — because whatever he expected five Level 1 crawlers to bring into his hall, it was not luggage.

Then he hits the Downbeat, and thirty feet of sonic pressure goes through the room, and through the carrier, and into the animal asleep inside it.

Running it. Ghost wakes on the boss's first Sonic attack — or at the end of round two if the Crib Daddy is clever enough not to use it, in which case he was always going to lose. From then on Ghost acts at the top of each round, uncontrolled, and goes for whatever is closest, loudest, and meatiest. Statistically that is a Trash Princess, then another Trash Princess, then a raccoon with drumsticks. He removes one Mob per round without a roll. He does not distinguish between the party's enemies and the party. He will take a crawler who stands between him and the stage.

Do not fudge this. The plan is brilliant and the plan is stupid, and both halves have to be true at the table or it doesn't mean anything.

New
Achieve-
ment!
Pack Mule of the Apocalypse!

"You drugged an apex predator, put it in a box, carried it across an entire neighborhood on foot, and mailed it to a Neighborhood Boss. I have been doing this a very long time. I want you to know that I had to go and look at something else for a moment."

Reward: You've received a Gold Delivery Box!

New
Achieve-
ment!
Distracted Daddy!

"You killed a Neighborhood Boss by causing enough pandemonium to steal his focus. Then you took advantage of his distractible nature and killed him. Kind of a dick move, bro."

Reward: You've received a Gold Asshole Box.

Fires when the party kills him after breaking his focus — the kit taken, Driscoll's musk, or an alligator in the room. Not on a straight slugging match.

New
Achieve-
ment!
Reality Sets In!

"You have slain a living legend. Congratulations! You killed someone who inspired hope (or terror) in people, making their already mundane lives that much more boring."

Reward: You've received a Gold Mythbuster Box.

Fires for Mad Driscoll. If the party is the reason he dies in this room — including by bringing him here — read it slowly.

Moving On

If it landed, they walked out with:

Move to the Epilogue.

Epilogue & Aftermath

With the Crib Daddy down, the drums stop for the first time since the party arrived — Tempo 0, everywhere in Bogbricks at once — and the silence is worse. Somewhere out in Gaslamp a Scat Thug drops something. The Boss drops a Neighborhood Map, revealing the rest of Bogbricks and its Mobs on the minimap, and completes the Defeat a Boss tutorial quest. Any Trash Princesses still alive scatter.

Threads that travel. Shaellian wants that trap design and will keep asking. Pearl's sign, if it's still out there, is still out there. And the AI has noticed them now — one line, dry, delivered as they take the stairs:

AI

Nice work in there. Genuinely.

Small note: the First Floor doesn't air live, so nobody saw that except me, the press pool, and about four hundred Borant employees who are supposed to be working. The edit goes out tomorrow. Whether any of what you just did survives it is not up to you, and — I want to be honest with you here — it isn't up to me either.

Try to do something else worth cutting to. Four days.

The floor rearranges itself and the way out of Bogbricks points toward Neighborhood 2, Serving Warrens. The party has a little over four days left on the clock.

●  If Ghost is alive. Read flat. End the session on it.

The drums have stopped.

He does not know what this means. He knows the water is a little bigger now, and the sweet smell is here, or it is not.

He is hungry. He was always going to be hungry. That is the whole of it.

Items

Potion of Reptile Repose: Inky blue. A reptile that drinks it is lethargic and docile for up to 60 hours. (Scene 4 chest.) One third of The Crate Plan.

Enchanted Pet Carrier and Enhanced Pet Biscuit: Selina's. The carrier is bigger inside than out and will hold a sedated alligator; the biscuit works on any Animal-type Mob in a pinch. The other two thirds of The Crate Plan — and she has to choose to hand them over.

Enchanted Longsword: Two Silver-level bonuses (Atlas, p. 26). Mad Driscoll's reward for helping kill Ghost; two hours of his time also buys 1 Rank in Longsword for one crawler.

Enchanted Flintlock Pistol and Enchanted Eyepatch: One random Silver Benefit each. (Scene 4 chest.)

Potions of Healing: Selina trades several for meat, and overpays.

Food: the neighborhood's actual currency. Rations, Mana Toast, anything out of a Food Box, anything the party is willing to stop eating. See GM Tip: Everything Here Is Hungry.

Pearl's sign: a hand-painted shrimp-shack board, out there somewhere. Buys free food at the Dry Dock and one honest answer.

Neighborhood Map: Boss drop. Reveals Bogbricks in full on the minimap.

Scavenge: patio chairs and ornate rockers on the Gaslamp balconies; endless orange construction barriers and traffic cones; floating boat planks and pallets in Still Waters (they do make a raft, and see The Paddle Thieves); signage of every kind.

Adapting This Adventure

Sandbox and Pacing

Scenes 2–4 are order-free and skippable, but Scenes 2 and 4 together are the ingredients for The Crate Plan, so if the party is circling, put the water in front of them. If they're meandering, that's the design — nudge with Shaellian's chat messages, the Ghost inserts, or the Tempo, not with walls. If they're racing, run the Optional Scene, pull a seed off the Toolkit's Bogbricks Grinding Complications table (p. 22 — the crawler firing a rifle over everyone's heads about ghosts in the water is a scene in itself), or let Mad Driscoll and Selina arrive at the same time and argue.

Tone

The novels run genuinely dark under the comedy — body horror, a running death toll, sharp reality-TV satire — with jokes layered over real stakes. The lever that makes this neighborhood hit harder is not more violence in the encounters; it's the Ghost inserts, the fact that nobody is watching Floor 1 live, and letting Mad Driscoll be sad in exactly one sentence. Everything else can stay funny.

What's Canon and What's Yours

The neighborhood, its Mobs, its traps, its quarters, its achievements, Selina, Mad Driscoll, Ghost, and the Hide-Hitter Crib Daddy are all from the Game Master's Campaign Toolkit (pp. 17–27). Shaellian is the Toolkit's sample Guildmaster, slotted in here.

GM inventions: the Backbeat Guildhall and the Dry Dock as named places; Pearl as an individual, and her missing sign; the Gaslamp Market as a location (the Toolkit gives the trade willingness and the gutted shopfronts, but not the scene); the Tempo track; The Crate Plan; the Ghost inserts; the Trash Princess and Shaellian examine blurbs; and the "First Blood Last Brain Cell," "Craft Services," and "Pack Mule of the Apocalypse" achievements. Reskin any of it freely.

Rulings made here that the Toolkit leaves open: Trash Princess Seduction has no to-hit in the source — it's run here as an auto-applying Cone with the free Int Check, capped once per combat per the in-fiction broadcast. Ghost has no stat block anywhere, deliberately; see Running Ghost. And the Toolkit's Boss examine text says "his troop of Scat Thugs" while the room description lists Trash Princesses — resolved here by giving him both, Princesses as court and Scat Thugs on the door, which also makes the Driscoll branch work.

Corrected from the source: the Riff Roughers demand gold on a floor whose own rules say crawlers don't get gold. Kept, and played as the joke it should always have been.

Shaellian's examine blurb makes an invented comparative claim about what a Thornbound Wanderer is. Replace it if the real class text turns up.

Canon Alignment Notes

Checked against the novels. These are epub editions with no fixed page numbers, so citations are by chapter.

Nobody is watching Floor 1. "Apparently the first level of the dungeon was off-limits to live viewers, so these stats wouldn't move until I descended to the second floor. However, Borant would release an edited highlights reel over the next day or so" (Book 1, Ch. 6). The Toolkit agrees: only Borant personnel and the press can view this floor. There are also no sponsors this early — "nobody sponsors a crawler earlier than the fourth floor now" (Book 1, Ch. 44). The broadcasts and the epilogue here are written to that: the pressure on Floor 1 is the edit, not the audience.

Game Guides. Mordecai: "When a dungeon first opens, I work in a guild such as this. Later on, after the third floor collapses, my room here is transported to a much-deeper level, and my form is changed again" (Book 1, Ch. 3). Shaellian runs the guildhall, doubles as Game Guide, and their role changes at Floor 3. Game Guides can't explain Race & Class Selection until the halfway point of Floor 2 (Book 1, Ch. 44). Nothing here contradicts that; Shaellian never travels with the party.

The AI's two registers. On first entering Floor 1 the welcome voice is "overly enthusiastic, almost like a game show host" (Book 1, Ch. 2); a Boss Battle makes the AI "louder than usual… like an announcer" (Book 1, Ch. 11). The Boss reveal follows the shape of that scene.

Cascadia. The periodic "Hello Crawlers" broadcasts are delivered by a Dungeon Admin named Cascadia — never named in Book 1 or Book 2. The "…kill, kill, kill" sign-off is hers, not the AI's. Performed here as an anonymous voice.

Bopca Protectors. Pearl's examine text is the general Bopca Protector description from Tally's introduction (Book 1, Ch. 9), with only the name, level, and role line changed. Her Level 47 is a GM pick (Tally is 63; Mordecai and Shaellian are 50).

Floor 1's theme. The novels' Floor 1 is a patchwork of unrelated neighborhoods — goblins, rat-kin, gnolls, scatterer bugs, a Hoarder Boss — so a swamp-jazz raccoon neighborhood next to Serving Warrens' rat-kin is exactly the format, not a departure from it.

Open Decisions

Plot Threads Seeded

Sources: Rules for Survival, Crawlers & Customization, Atlas: Tutorial Floors, and the Game Master's Campaign Toolkit (Bogbricks writeup, pp. 17–27; sample Guildmaster Shaellian) — Dungeon Crawler Carl Roleplaying Game; Dungeon Crawler Carl (Book 1) and Carl's Doomsday Scenario (Book 2) by Matt Dinniman for voice and mechanics alignment. Layout modeled on the Starter Set scenario Par for the Course; no text from it is reproduced here.