10 min read

Dead Malls as Dungeons

Dead Malls as Dungeons
Generated with Dream by Wombo

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:

  1. Avondale
  2. Blue Mountain
  3. Cascade
  4. Coliseum
  5. Desert Plaza
  6. East Lake
  7. Five Points
  8. Forest Fair
  9. Galleria
  10. Heritage Park
  11. Indian Hill
  12. Knollwood
  13. Lake Forest
  14. Ledgewood
  15. Maple Hill
  16. Mayfield
  17. New Harbor
  18. Newmarket
  19. Northridge
  20. Oak Hollow
  21. Omni
  22. Paradise Valley
  23. Plantation Towne
  24. Rainbow Center
  25. Richland
  26. Silver City
  27. Sunrise
  28. Tri-State
  29. Upper Valley
  30. Valley View

Dead Mall Shops Roll Table:

  1. DEB
  2. Waldenbooks
  3. Foot Locker
  4. Hot Topic
  5. KB Weapons Supply
  6. Sharper Image
  7. Radioshack
  8. Gadzooks
  9. Wilsons Leather
  10. Babbage Engines
  11. Electronic Boutique
  12. Wicks n Sticks
  13. Lechters Housewares
  14. Sears
  15. Aladdin's Castle
  16. J.B. Hudson
  17. Cutlery World
  18. Felini’s Basement
  19. The Body Shop
  20. The Nature Company
  21. Sports Authority
  22. Guitar Center
  23. GNC
  24. Brooks Pharmacy
  25. Extreme Lifestyle
  26. Lenscrafters
  27. Pier One Imports
  28. Team Electronics
  29. Circus World
  30. 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:)

  1. B. Dalton Books
  2. Kinney Shoes
  3. Casual Corner
  4. Merry Go Round
  5. Fashion Bug
  6. The Limited
  7. Chess King
  8. Country Seat
  9. Anchor Blue
  10. Wet Seal
  11. Esprit
  12. PacSun
  13. Build a Bear
  14. Zales
  15. Caché
  16. Carlton Cards
  17. Rave
  18. Red Wing Shoes
  19. Victoria’s Secret
  20. Wards
  21. Harrison Fabrics
  22. Lion
  23. Fine’s
  24. United Shirt
  25. Foxmoore
  26. Standard Sportswear
  27. Thornton’s
  28. Woolworth
  29. Richman Brothers
  30. Mervyn’s
  31. The Gap
  32. Bloomingdales
  33. Neimann Marcus
  34. JCPenney
  35. Eddie Bauer
  36. Afterthoughts
  37. Sam Goody
  38. Comp USA
  39. Florsheim Shoes
  40. Linens ‘n Things
  41. Robins May
  42. Hechts
  43. Coconuts
  44. Golfsmith
  45. Burdines
  46. Zany Brainy
  47. Imaginarium
  48. Marshall Fields
  49. Kaufmann’s
  50. Musicland
  51. Levitz Furniture
  52. Tweeter Car Stereo
  53. Circuit City
  54. Steve & Barry’s
  55. Borders
  56. Sport Chalet
  57. The Bon-Ton
  58. Boston Store
  59. Eldritch-Beerman
  60. Younkers
  61. Guns R’ Us
  62. Papyrus
  63. Lord & Taylor
  64. Bed, Bath & Beyond
  65. Bath and Body Works
  66. Blockbuster
  67. Spencer Gifts
  68. Camelot Music
  69. Brookstone
  70. Dayton’s
  71. Smith & Welton
  72. Hudson’s
  73. Grey Drug
  74. Golde’s
  75. Murphy’s Mart
  76. Contempo Casuals
  77. Builders Square
  78. Crazy Eddie
  79. Delia’s
  80. Gottschalks
  81. Payless ShoeSource
  82. Western Auto
  83. Wickes Furniture
  84. Glamour Shots
  85. Hickory Farms
  86. The Athlete’s Foot
  87. Paul Harris
  88. J. Riggings
  89. Diamond Jim’s Arcade
  90. Video Concepts
  91. Suncoast
  92. World Bazaar
  93. Kirkland’s
  94. The Swiss Coloney
  95. Wilson’s
  96. Morrow’s Nut House
  97. Karmel Korn
  98. Lerner
  99. Tape World
  100. Kmart

Dead Mall Food Court Restaurants:

(Unlock 5 to revive the Food Court!)

  1. Orange Julius
  2. Sineθbun
  3. Ollies Subs
  4. Sarku Japan
  5. Hot Sam Pretzels
  6. The Original Cookie Company
  7. Dippin Dots
  8. Hot Dog on a Stick
  9. Kenny Rogers Roasters
  10. Sbarros
  11. Panda Express
  12. Taco Johns
  13. Hot ‘n Now
  14. Sweet Factory
  15. Sizzler
  16. Steak and Ale
  17. Farrell’s Ice Cream Parlor
  18. Bennigans
  19. Showbiz Pizza
  20. Jamba Juice

Dead Mall Hallway Vendors and Sights:

  1. Edge Orbs
  2. Bubble Gum Machine Pyramids
  3. Photo Booths
  4. Heart Rate Monitors
  5. Shades
  6. Inflatables
  7. Carousel
  8. Fountain
  9. Play Zone
  10. Bepis Machines

DeadMall Loot:

  1. Sneakers
  2. Lycra Jerseys
  3. T-Shirts
  4. Quality Leather Goods
  5. Trending Fashions
  6. Jelly Bracelets
  7. Pogs
  8. Tamagotchis
  9. Nerf Guns
  10. Sporting Goods
  11. Power Tools
  12. Snacks!
  13. Bepis Machines
  14. Pool Noodles
  15. Segways
  16. Yoga Pants
  17. Lingerie
  18. Books?
  19. Hardwares
  20. Craftsman Tools
  21. Pesticides
  22. Scented Candles
  23. Moisturizing Lotions
  24. PVC Pipes
  25. Electronics and More!
  26. Comic Books
  27. Arcade Cabinets
  28. In Store Microwave Ovens
  29. Custom Kitchens
  30. Deliveries!
  31. Movies
  32. Refrigerators
  33. Color TVs
  34. OMG Shoes!
  35. Googly Eyes
  36. Grills
  37. Chains
  38. Cubic Zirconia
  39. Luxury Watches
  40. Plushies