Dead Malls as Dungeons
Or Tapping into a Post-Industrial Late-Stage Capitalist Wormhole for Fun and Profit
~A Dungeon of Glass and Sand~
The Dead Malls are a unique Dungeon Game Experience. They are the remnants of where the people of the Ancient World frequented most and functioned as city centers, town squares, and locations of maximum consumerism. All manner of things can be found in the Dead Malls. Before getting more into them, I should first explain some of the other places in the Deep.
All dungeons in the worlds of Airnea are effectively mega-dungeons; they will keep going on and on the deeper you explore, revealing all the mysteries of the ancient world. The people of the ancient world lived in vast cities built of concrete, steel, and glass; their civilization stretched up to the heavens, and deep into the ground below. The remnants of the ancient world are everywhere in the Known Isles of Airnea, just peeking out from beneath the surface. These ruins had served many purposes in their time, and their mysteries are waiting to be unlocked. Let’s look at a few templates.
- The Waterworks was a place where water was stored, purified, and recycled. Many of these were once part of a river system or a natural basin. The many channels, clockworks, and casement pools will probably be dry if it is in disrepair, but the mechanisms can be dangerous if you are uncareful. Many lost items can be found in these areas.
- The Research Lab will contain many treasures and dangers, and are usually well guarded by autonomous defenses.
- The Reactor is a source of power long dormant. Such a place will contain a myriad of passages and staircases, with new inhabitants. Activating the Core will be an elaborate puzzle.
- The Amusement Park was once a place of fun and games; now it’s a broken horror ride.
- The Factory once produced the technology used to build the Ancient World. Now it sits quietly collecting dust and wildlife.
- The High Rise used to be filled with families and memories, all now gone. The only thing left is the structure, unstable and overgrown.
- The Colosseum was where great spectacles were put on to amuse the public, now just a wide open space surrounded by empty stands, laced with passages.
- The Skyscraper, the symbol of the ancient world, a high tower where all sorts of things went on, some of them most unholy. They say that liches are entombed in the penthouse suite.
- The Tubes are the networks of underground rails that connect the vast cities of the ancients. These continue to go down, down, and down.
- The Wild Gardens where all sorts of flora and fauna once were contained. Now the cages are broken open, the denizens escaped and evolved.
- The Military Base is a difficult location to find: they were kept secret and well guarded even in ancient times. These locations are filled with autonomous defenses and strange weapons, some as large as a tower.
- The Airport is another space alien to the peoples of Airnea. Why did such structures exist? They bear no resemblance to the Air Docks of modern city states.
- Parking Structures are a Techno-Druid’s toyshop, if they can survive the current inhabitants. All manner of lost items can be found in the hulks of these ancient chariots.
- The Hydroponics are where food was grown indoors vertically in massive quantities, now gone wild, feeding the new denizens.
- The Crypts are where they kept their dead, now restless.
- The Vaults are where they kept their gold, well defended.
- The Interchange was built for chariots, now they are empty roads that rise high into the air, or deep below the surface.
- The Institutions were seats of learning and governance. Some were looking out to the stars, some deep into the lost oceans, some into the hearts of men, who above all, desire power.
- The Dead Malls are a place where resources can be unlocked, and can be made into a place of safety along one's adventures, miles down beneath the surface. It allows for extended underground exploration without having to return to the surface. But in order to make them so, you will have to undergo a series of trials.
Unlocking the Dead Malls
These places are labyrinthine in and of themselves, but the treasure lies within its many crumbling storefronts. You may find a few items here and there, though most of the shops have been picked clean by Dorcs or other treasure hunters. However the real treasure is to be found deeper within. Beyond the Manager's Office, there is a door that is locked, the key will usually be found somewhere in the office, sometimes under the front counter by the cash register. Once opened, the door will lead to T̴̻͓̰̈̋̏̀̈́̃̆̽ͅh̶̛̹̘̗̼̫̦̦̯̝͕͔̪̹̘̅̅̿͐̊̾͗̾͆͑͜͝͝ẹ̵̢̯̞̘͚̙̹̒̾̏̕ ̸̨̧̨̛̗̟͉͉̝̹̞͉̟̯̖ͅB̶̙́ȁ̴̢̡͉̹̦̺̝̣͊ͅc̶̛̙̳̭̏̃͐̍̎̓̽̈́̊͊̎̔͊̑k̴̨̟̺̞̤͕̐̀͌̓̂͆̃̒͠͝ȑ̵̢̛̜̲̝͇̪͙̳̼̖̳̻̳̲̊̿̏͐͛͋̓́̇̽͆͘̕ǫ̷̡̬̺͙͍͍͋̀͆͌̌͘͜o̶̡̧͉͍̘̭͍̫͇̹͉̗̪͍͐͛̌́͌͒̀̓͜ṁ̴̢̮̲̤̮̳̱̖̭̝̟̐͘͠s̶̰̱̙̲̦̩͎̜̪̦͚̊̒̾̎̏̈́̌͑͒͜… a liminal space of fluorescent horror. Once you’ve passed over the threshold, you cannot return, you can only go forward in hopes of finding the Storeroom. But beware, there are entities in this liminal space which are beyond comprehension, and will hunt you in mind bending ways.
If you find the Storeroom, opening that door will collapse the anomaly and you will find yourself back at the threshold in the Manager's Office, looking at a room filled with treasures of the ancient world.
Now what those treasures are depends on the storefront you entered. A Roebucks Hardwares will provide high quality craftsman tools with a lifetime warranty. A Bath & Bodyworx will have a variety of lotions, scented candles, soaps, and other ph-balanced sundries. A Sports Authority will have jerseys made of the finest mesh nylon, name brand sporting goods, camping gear, something for the whole family! Most of these items will have no particular magical quality, and if you can get the lot out, you can hawk it for profit on the high skies and all the markets of Airnea. Human and Nohmish buyers can always be found for such wears, and the Storeroom has a nigh-infinite amount. Find a Boxfish or two and you can make regular deliveries. However, usually kept under glass in a display case in the back, is a premium item with otherworldly properties. For every Storeroom unlocked you can find one of these items.
Unique Storefronts to Unlock
Record Stores are something special. If a Record Store is recovered, it will be the Spellcaster’s favorite record store. It will be a shallow store front, with a small selection of Records that can be purchased at a moderate rate. Every Record Store that is recovered anywhere will always be this Record Store for that Spellcaster. If two or more spell casters visit a ReOpened Record Store, they will find elements in the best possible mix of their favorite record stores combined into an architecture that they love the best. The Dude at the counter will always have recommendations, and will gradually give you access to deeper parts of the Store, with more to choose from (although at ever higher prices). Eventually you will be digging through crates in the basement for those most quality jams.
The Bar and Grill is another unique space, which once unlocked, offers high quality meals and drinks at a decent price, including a Happy Hour. It is also a place of safety, as hostile guests are immediately removed from the premises by the amazingly efficient security team. Further investigation of the Bar and Grill will reveal an empty reception desk and an elevator. Taking the elevator will transport the party to another level of Liminal Space which will only be unlocked when you find the Ice Machine. Once the anomaly collapses, the Bar and Grill will be improved, it will become the Motel, Bar and Grill, with one level of rooms available. Unlocking other levels will improve the Motel to a Hotel, eventually opening the Penthouse. This becomes a place in the Dungeon which functions as an Inn.
The Food Court is a space that can be unlocked only when the adjoining storefronts are unlocked; this then becomes a safe space in the dungeon for long rests. Every Storefront adjoining the food court will be a takeout restaurant or cafeteria with a different kind of cuisine. Food provided can be consumed on the spot, but much of it will not be easily stored as it’s not survival food. Once the food court is opened, players can stay there indefinitely. Yes, there are public restrooms, but no showers. Dorcs will show up to manage the Storefronts as they are opened, but will not be confident until the food court is opened. Each Food Court has 1d8+3 adjoining Storefronts.
The Concert Hall is a unique space, as it will have two entrances which both must be unlocked, one at the Main Entrance, which includes a bar, ticketing, a coat room, a security desk, and Access to the Stage. The second is the Utility Entrance which has the Security Desk, Utility Room, Work Room, Storage Room, Break Room, Recording Booth, Front of House*, Management Office, 1d4 Green Rooms, and access to the stage. It is at the Access to the Stage in which the Characters will be entering two separate, but possibly connected, Backrooms. If one is collapsed the Stage will be visible from the Entrance, but still inaccessible. Once both are activated, the Stage is accessible, which is a wide area that has a very large Boomin Sound System, instruments, Two Record Players, Two Cassette Decks, and a Mixer. The Stage can hold 1d10x100 people. There is a lighting rig. There are 1d4 emergency exits which lead deeper into the dungeon.
*Front of House is the only place you can get a view of the Stage before unlocking it. It should be a point where Players can look at the loot before they get there.
The Optometrist is a store that specializes in eye glasses for those with imperfect vision. Most people in Airnea have imperfect vision, however the means to diagnose such problems is beyond their means. An Optometrist offers a means of diagnosing and providing the proper prescription for any individual in need. Dorcs are particularly subject to this problem, and most are in need of glasses to be effective in fighting back monsters. Opening up such a storefront means you will have access to thousands of prescriptions and means to fit the proper set of eyeglasses to the said client, Dorc or otherwise. Also, you can find fashionable frames, and sunglasses which will be greatly appreciated by Deep Mountain Dwarves who have to go topside. Best to find the cheapest brand to outfit a whole dwarf party.
Liminal Space can be as complex or weird as the DM can imagine. It is a place of trials, but can be navigated. Its geometry should be knowably persistent, it may change but it should be in a way that can be figured out by the players and utilized. The limited connection between the Storefront and the Storeroom should not be misunderstood that the space is finite, it is possible to get lost in this liminal space, but it would be wise to telegraph this to the Players. Further investigation of this liminal space should get progressively strange and threatening. Or Random.
Spells and Prayers do not work here. However, Priests, Shaman, Changelings, Spellcasters, Awakened all have an understanding of this liminal space which is unexplained but very deep and insightful. Messages written on the walls will be instantly understood, you will know the sign of entities and dangers, and you will know what their solutions are, but they will only follow the logic of the liminal space. Any question the Player may ask about the space should be answered with a true answer with inexplicable implications and strange foreboding. This is a puzzle room, go nuts.
Dwarves and Gnomes are incredibly uneasy in Liminal Space; they do not like it one bit. They can keep their cool in dark places, but this is just unbearable. Elves are mortal in this liminal space, their biology becomes effectively like humans. All their special abilities are mute, but they hear the whispers, and it is maddening.
Torches and Cheap Sunglasses in T̸͍̐̈́̒̈́̌̂̀͆h̷̦̮̩͚̮̐̿̀͗̂́̎͒͑͂́̕̚͠͝e̶̢̨̛̲̣͕͇͕̥̞̅͆̇͆̐̈́̋̎͝ ̴̨̡̼͔͙̝̝̮̣̤̫̈́̄͆̑̃̽͋̿́́̅͠͝B̴͍̔͒͐͂͊̆͗͘͝a̵͚͈͔͖͕̋̔̉̊̃͗̐̎͜c̵͓̭̭͑̾́̄̌ķ̸͙͖̺̞̗̺̖͔̩̦̩̊̾r̴̞̞̫̔̈́͛ȍ̷͉̀̊̑̋̍̄o̴̮̭͎̣̹͝ͅm̷̢͈̰̙͎̟̯͙̱̎̾̇s̶͔̖͚͉̜͙͛͂̓͛̉͊͊̈́̏̍̋̇͑̉͝
These two items have a particular significance. In this liminal space they will reveal the world as it is, and allow characters to see its mysteries in better focus. They can reveal plastic men hiding in the shadows, and with torches, it will frighten them away, as they are vulnerable to fire. However, this liminal space is weirdly lit, which will give parties the perception that they can save their torches. They may never think to wear sunglasses in a dungeon.
Dead Mall Names:
- Avondale
- Blue Mountain
- Cascade
- Coliseum
- Desert Plaza
- East Lake
- Five Points
- Forest Fair
- Galleria
- Heritage Park
- Indian Hill
- Knollwood
- Lake Forest
- Ledgewood
- Maple Hill
- Mayfield
- New Harbor
- Newmarket
- Northridge
- Oak Hollow
- Omni
- Paradise Valley
- Plantation Towne
- Rainbow Center
- Richland
- Silver City
- Sunrise
- Tri-State
- Upper Valley
- Valley View
Dead Mall Shops Roll Table:
- DEB
- Waldenbooks
- Foot Locker
- Hot Topic
- KB Weapons Supply
- Sharper Image
- Radioshack
- Gadzooks
- Wilsons Leather
- Babbage Engines
- Electronic Boutique
- Wicks n Sticks
- Lechters Housewares
- Sears
- Aladdin's Castle
- J.B. Hudson
- Cutlery World
- Felini’s Basement
- The Body Shop
- The Nature Company
- Sports Authority
- Guitar Center
- GNC
- Brooks Pharmacy
- Extreme Lifestyle
- Lenscrafters
- Pier One Imports
- Team Electronics
- Circus World
- Tower Records
Replacement Rooms:
(Once one of the Stores in a Mall is rolled, cross it off and replace it with one of the following:)
- B. Dalton Books
- Kinney Shoes
- Casual Corner
- Merry Go Round
- Fashion Bug
- The Limited
- Chess King
- Country Seat
- Anchor Blue
- Wet Seal
- Esprit
- PacSun
- Build a Bear
- Zales
- Caché
- Carlton Cards
- Rave
- Red Wing Shoes
- Victoria’s Secret
- Wards
- Harrison Fabrics
- Lion
- Fine’s
- United Shirt
- Foxmoore
- Standard Sportswear
- Thornton’s
- Woolworth
- Richman Brothers
- Mervyn’s
- The Gap
- Bloomingdales
- Neimann Marcus
- JCPenney
- Eddie Bauer
- Afterthoughts
- Sam Goody
- Comp USA
- Florsheim Shoes
- Linens ‘n Things
- Robins May
- Hechts
- Coconuts
- Golfsmith
- Burdines
- Zany Brainy
- Imaginarium
- Marshall Fields
- Kaufmann’s
- Musicland
- Levitz Furniture
- Tweeter Car Stereo
- Circuit City
- Steve & Barry’s
- Borders
- Sport Chalet
- The Bon-Ton
- Boston Store
- Eldritch-Beerman
- Younkers
- Guns R’ Us
- Papyrus
- Lord & Taylor
- Bed, Bath & Beyond
- Bath and Body Works
- Blockbuster
- Spencer Gifts
- Camelot Music
- Brookstone
- Dayton’s
- Smith & Welton
- Hudson’s
- Grey Drug
- Golde’s
- Murphy’s Mart
- Contempo Casuals
- Builders Square
- Crazy Eddie
- Delia’s
- Gottschalks
- Payless ShoeSource
- Western Auto
- Wickes Furniture
- Glamour Shots
- Hickory Farms
- The Athlete’s Foot
- Paul Harris
- J. Riggings
- Diamond Jim’s Arcade
- Video Concepts
- Suncoast
- World Bazaar
- Kirkland’s
- The Swiss Coloney
- Wilson’s
- Morrow’s Nut House
- Karmel Korn
- Lerner
- Tape World
- Kmart
Dead Mall Food Court Restaurants:
(Unlock 5 to revive the Food Court!)
- Orange Julius
- Sineθbun
- Ollies Subs
- Sarku Japan
- Hot Sam Pretzels
- The Original Cookie Company
- Dippin Dots
- Hot Dog on a Stick
- Kenny Rogers Roasters
- Sbarros
- Panda Express
- Taco Johns
- Hot ‘n Now
- Sweet Factory
- Sizzler
- Steak and Ale
- Farrell’s Ice Cream Parlor
- Bennigans
- Showbiz Pizza
- Jamba Juice
Dead Mall Hallway Vendors and Sights:
- Edge Orbs
- Bubble Gum Machine Pyramids
- Photo Booths
- Heart Rate Monitors
- Shades
- Inflatables
- Carousel
- Fountain
- Play Zone
- Bepis Machines
DeadMall Loot:
- Sneakers
- Lycra Jerseys
- T-Shirts
- Quality Leather Goods
- Trending Fashions
- Jelly Bracelets
- Pogs
- Tamagotchis
- Nerf Guns
- Sporting Goods
- Power Tools
- Snacks!
- Bepis Machines
- Pool Noodles
- Segways
- Yoga Pants
- Lingerie
- Books?
- Hardwares
- Craftsman Tools
- Pesticides
- Scented Candles
- Moisturizing Lotions
- PVC Pipes
- Electronics and More!
- Comic Books
- Arcade Cabinets
- In Store Microwave Ovens
- Custom Kitchens
- Deliveries!
- Movies
- Refrigerators
- Color TVs
- OMG Shoes!
- Googly Eyes
- Grills
- Chains
- Cubic Zirconia
- Luxury Watches
- Plushies