20's Technical Portfolio
Technical Skills
10,000+ hours in:
- Video game systems analysis
5,000+ hours in:
- Level design
- Tabletop Session Running & Preparation
- Google Sheets
- Creative writing
2,500+ hours in:
- Dungeondraft
- Wonderdraft
- Blockbench
- Game design study
- Worldbuilding study
1,000+ hours in:
- Writing analysis
- Symbolism Study
750 or less hours in:
- Constructed language creation & study, with two developed languages and a third in progress
- Color and art theory
- Player psychology
Administrative Skills
80+ WPM
MOS Expert certified in:
- Word 2019
- Word Expert 2019
- Excel 2019
- Excel Expert 2019
- PowerPoint 2019
Level Design Samples
The Old Queensguard Hospital
Ground Floor
1. This Place Is Vacant?
"The Old Queensguard Hospital (or Alchemilla Hospital as it has been known in more recent years) looms before you in the night, beams of light leaving it brightly illuminated from the outside. The central court consists of two old oak trees looming over a poorly maintained fountain. Yellow tape is spread across the front doors. An exit stands across the way, untaped and closed."
1.A Crossing the Barrier
"As you step past the police tape, the door closes behind you. The room is still and the air smells of rubbing alcohol and sickness. No receptionist sits behind the desk."
- A Perception check of 15 or higher will note that the room is covered in quite a bit of dust.
- A Perception check of 18 or higher will note that there are bootprints here, and recent.
- A critical success will reveal 3 sets of tracks: one lizardfolk and two bootprints. It could be reasoned that the boots were the police. The tracks continue down the hall.
1.B A Different Route
[See 3-B]
2. Is Anyone Here?
"The building seems vacant, abandoned. No signs of life move, and the air is still and stagnant. A set of double doors lies to your left, and a sign on the wall ahead reads '2F' with an upward arrow."
- A Perception check of 15 or higher will see that the footprints from the prior room head toward the stairs.
3-A. West Wing
"The doors creak open, echoing through the empty halls. A door lies to either side of you, with more ahead."
- Characters with Scent, or those who succeed at a DC 20 Perception check, can smell something foul and rotten down the hallway.
3-A.1 Strange Deliveries
- Sophie feels drawn toward one room (Storage), where the group finds both a haunt and a profane relic of Cthu'ak.
- The sender on the package reads the name "Spiras Zekyrr."
A Recall Knowledge check using Arcana, History, Lore: Elendria, or Lore: Vol Kyre grants knowledge that Spiras is an archmage residing in the city of Arkham. Spiras's spells played a major part in the rebellion's success two years ago, after which he took up residency as the Archmage of Arkham College, the most prestigious academy for magic within Elendria.
3-A.2 Some Concerns to Be Had
"Another empty office, though a light still burns within this room. Some papers flutter on the desk, rippling though no window is opened."
- Picking up the papers finds the note titled: "Some Concerns to Be Had"
"I swear if I take my concerns to the Director again and he just blows me off, I'll quit on the spot. I went into the storage room to put away a small package for him. Turned around right as one of the big crates turned and slammed down on me. I twisted my ankle pretty bad. Worst part is right after, I heard this laughing, and I got the hell out of there.
I wanted the Director to do an investigation and find out who it was that tipped it over, but he just stumbled off in that mindless way he does. I hate the man. He needs me down in the morgue later. We'll see if I'm not busy finding a lawyer."
3-A.3 Medical Storage
"A badly lit room is cluttered with large boxes and crates on one side, and medical IV stands and medical mannequins on the other. The door seems to be locked with two keyholes. Scribbled in red ink on the door reads: 'The paths of Heaven and Hell shall open the way to Purgatory.'"
- A DC 10 Perception check reveals that this door is supernaturally locked.
- A DC 16 Occultism check notices particular runes carved into the door. Succeeding at the check causes the runes to float from the door and rearrange to reveal a poem:
"Where the dead are prepared for their final rest;
Where the living face their hardest test;
From the place that the prisoner calls a home
To the records Uzemis keeps for the throne"
- Each clue leads to:
- The Morgue
- The ICU
- The Prisoner's Room (for the note that gives his name)
- The Patient Records
3-B. A Foul Stench
"As you walk down the hall, a foul stench pierces your nostrils, radiating from somewhere up ahead. A broken radio can be heard, its static scratching a hole in the stagnancy of the hall."
3-B.1 Know Direction?
"The room is marked 'Director's Office' in gold-plated hardwood framing. As you enter, a soft light flickers through the room. The radio is broken. A few wires are loose from the back."
- Make a DC 16 Crafting check to repair the radio.
- On a success (critical or otherwise), a voice plays through the radio, a soft tune playing behind them.
"In the beginning, the four came from one;
They toiled and strived to create life as they once were;
What they wrought would be the bane of life;
Something without a flame, yet still living;
What wretched omens they would unleash."
"The Farthest First, the Closest Next, Remaining Third."
3-B.2 The Descent
"The smell grows stronger as you step closer to the staircase. A chill creeps up your necks as you descend into the dank basement, wood creaking with each step. A mechanical grinding can be heard loudly, its source from below."
3-C. Onward and Upward
"The stairs loom menacingly, light drifting down the far wall."
- Perception 15 to notice the Ghostly Footsteps haunt.
"As you step up the first few stairs you feel a sort of presence, and hear the sound of footsteps rushing behind you. As you turn to inspect it, no figure looms behind you, minus a sense of mild paranoia."
4. Entering Purgatory
- With both keys in hand, the door opens.
"A group of people sit huddled, thin from lack of food. Their eyes rise to the group walking in the door, and one stands, the rest too weak to move. He's a human, tall and gaunt with black, straight hair to his shoulders. Gray flecks can be seen in the thin goatee that wraps his lips. His pale blue eyes watch you wearily, heavy bags under his eyes."
"Are you here to take us too? Or to free us?"
"The Director brought us all in here, said he'd be back later. We've been here for hours. Maybe days. Weeks?"
"We're all grateful. Give me a few days to get my affairs in order. My name is Aleister Blackstone. I'll send out word when I'm ready for you."
- A Society check of 16 (or Lore: Nobility, etc.) would recognize Aleister Blackstone as the current head of the Blackstone family.
- The Blackstones had better standing as far as 10 years back, but their prisons don't make the same money they used to since the fall of the Empire.
5. The Precipice of Paradise
- The records room is cold and quiet. Books and paperwork line the shelves, listed alphabetically.
- Searching through the shelves, the group can find four files missing from the records in separate locations.
- A DC 20 Society check can piece together that the only names not found here are the Four Pillars, each of their records missing from the shelves.
- A single piece of paper lies on the floor, showing a mortician's record.
- Most of the information, including the picture, is redacted, minus:
- Name: Allisae Alchemilla
- Date of Death: Sin'in 12th, 585 A.F.
- Cause of Death: Immolation
- A handwritten note to the side says: "House fire?"
- On the back of the sheet are written the words: "Ask the Sister."
- If anyone can detect magic (or does so naturally), a text is scrawled:
"The First Is Fallen. The Second As Well. The Third Burns in Seven Hells. The Fourth"
Basement
1. A Permeating Stench
1.A Machine Room
"The sound of metal grinding on metal can be heard from behind this door. A turn of the handle reveals large machinery, likely used for heating or power within the building. The sound of the machinery is appalling; something is wrong with this machine."
- A Crafting check of 16 will fix the machine, making the sound cease, finally.
- The thing that was messing up the machine was a tube with two formulae:
- Rhythm Bone
- Corpse Compass
1.B Supplies and Morgue
"The prior stench fades, still lingering within your nostrils. A new sharper scent kicks in; jars of formaldehyde, alcohol, and other supplies for preserving the dead."
- A Perception check of 20 or a Medicine check of 16 or higher can find:
- 1d4 doses of Anti-plague
- 1d6 doses of Alcohol (rubbing)
- 1d2 Wind-Up Carts on a shelf
- These carts are not consumed after one minute and can be reused.
1.C Morgue Records
"These folders are old, stale, and covered in dust. There seems to be no filing system, and the shelves are ancient and narrow. There is a noticeable difference in the age of the files on the shelves, some pages visibly brittle and yellowed, with others being newer and more neatly placed on the shelf."
- A Perception check of 16 or higher reveals three of the most recent entries to the morgue:
- "Thomas Endwood"
- "Amber Hargrave"
- "Maximillian Volhart"
Thomas Endwood
- Volke recognizes the name, as he was a fellow prisoner back in Lesh.
- Cause of death: "Heart Attack?"
- Time of death: Embras 6th, 0206
"Prisoner complained of bad dreams nightly. Frankly, I believe he went insane. Mumblings of nightmares and terrors to come."
Amber Hargrave
- Cause of death: "Heart Attack"
- Time of death: Volis 6th, 0306
Maximillian Volhart
- Cause of death: "Unfortunate fishing accident."
- Mortality Description:
"Max went out to sea recently. Got caught in a storm and caught overboard. Lucky he wound up back on the shore, so we could put him to rest. I'll send him to the Pyres over at the Nest. Seven bless him."
- Time of death: Est. Ertis 1st, 00:00
1.D Carrion My Wayward Son
"The stench assaults you once more as you travel through the door, the smell of death and decay filling your nostrils. A pile of bodies on the ground, all limp and lifeless, lie before you."
- Anyone may inspect the central body in the room.
If Moppet went to the third floor and found the Prisoner's note in Thomas' room, he will also know that Thomas was having nightmares about the sea, and about his flesh forming into some abomination in his nightmares.
- Thomas looks peaceful, though his corpse reeks and is likely the source of the smell of decay.
- A Medicine check of 21 or higher reveals the body has only been dead a day or two at most.
- To let off this kind of stench, the body would have to have been dead for at least a week.
- On a critical success, one could identify the stench as the result of a particularly rare poison called Knaatroot Essence, found only in Xoju.
1.E The Key To Heaven
"Three bodies are each reaching out to the doorknob, just out of reach yet stretching with the most they can."
- If a player tries to open this door, trigger two Perception 15 haunts, one at each doorway.
"Footsteps rush past running from all directions to the center of the room. The flesh begins to crawl toward the Prisoner's body, writhing into a single, central mass. Two huge, gorilla-like arms protrude out of a profane torso, the body of Thomas Endwood extruding from its back. The beast screams, turns aggressively, and begins to charge. I need everyone to roll for Initiative."
- After the beast is dropped, the door clicks open and all bodies in the room decay to ash.
- Inside is a poorly lit desk in an office surrounded with filing cabinets.
- A single key glows on the table.
- A Religion check of 16 could identify this as the Key of Heaven, and it has the inscription of a cloud.
- A Perception check of 20 or a Lore: Legal check of 18 will find the note stashed in the drawer of the desk.
"I have a feeling one of my employees is harboring contraband down here, sir. He's got his locker stuck with a padlock. I know it's against the rules to dig into employee lockers, but I tried getting in and couldn't. When I asked him why and what the code is, he said he didn't have the TIME to explain it to me. I'll be documenting this as well, but I wanted to tell you to look into this, Director.
—Chief Inhumer Mason"
1.F Employee Storage
"The locker room is cold and vacant. One locker in particular has a massive lock with a four-digit code on rusty wheels."
- All lockers are empty except the locked one.
- After putting in each time code once from the three most recent deaths, the lock will click and immediately rust away.
- The locker door opens, and inside the group finds the Director's Note, written in Draconic.
"This is it. I've finally found proof of The Precursor. Its immaculate presence has never been stronger. Thomas Endwood is the living proof I was searching for. Or rather, formerly living. Perfectly convenient timing that his nightmares worsened and he was struck down by a heart attack in his sleep. After I complete his post-mortem operation, he'll be the perfect first experiment.
Well, him. And the nurses. Oh, and the ICU patients. There will be a few stragglers. I've locked them in the operating room. I'll have bigger plans for them, perhaps. Especially since that damn Chitauri agent is slinking about. Maybe I give him a tour of the second floor. The ICU is a great place to take people when they need to find the way to hell."
Second Floor
1 & 2. West Alchemilla Wing & Nurse's Office
"The sound of the footsteps has departed, and the doors to the second floor open with no issue. A light flickers ahead in the window of the Nurse's Office, and the light of a terminal next to the door flickers on and off in a slow, blinking pattern."
- An interaction with the terminal reveals the following message:
"im sorry im sorry im sorry im sorry im sorry im sorry"
"im sorry im sorry im sorry im sorry im sorry im sorry"
"im sorry im sorry im sorry im sorry im sorry im sorry"
"im sorry im sorry im sorry im sorry im sorry im sorry"
"im sorry im sorry im sorry im sorry im sorry im sorry"
"im sorry im sorry im sorry im sorry im sorry im sorry"
- A popup appears:
"do you want to sorry?"
Options:
- "yes im want to sorry"
- "no im wont sorry"
- Any players within 5 feet of the terminal must make a Will save DC 20.
- On a failure, that player instinctively clicks the first option.
- All players within 20 feet then roll a DC 15 Perception check to notice another Ghostly Footsteps haunt, then roll Initiative as the Nurse's Office door opens and four Puppet Nurses twitch and begin to raise their knives.
3. Intensive Encounter, Acrid Flame
"Walking near the door, any player may make a DC 16 Perception check. From the other side of the door, labored breathing can be heard as well as a fleshy thudding. The door remains locked."
- After finding the Prisoner's Note on the 3rd floor, the door will supernaturally unlock.
- As soon as the players open the door, roll Initiative.
- After the fight, one of the ICU machines ahead will have a slot shaped perfectly for the Corrupted Key.
- If a player inserts the key into the slot, the corruption melts off, leaving a red-hot key with a pattern of flames in the handle.
4. Agent's End
"As you near the door to the end of the hallway, a foul stench seeps through the door."
"The door tentatively opens, and on the ground lies the body of a lone lizardfolk, clad in the red and yellow robes of the Chitauri Empire."
- Rifling through his belongings reveals the following note:
"The Chitauri have an interest in the going-ons of the Elendrians. The Director of the Academy, an Igor Alchemilla, has been taking patients at his family's hospital well beyond the anticipated body count for the hospital. We believe he may have uncovered similar revelations as those that had begun Project Leviathan.
You will report to the Director, explain the nature of your mission. Your diplomatic immunity grants access to most of the city. Use it and report back.
—Maltheus"
- In another pocket of his robes lies a key labeled "Elevator Key."
- Inserting this key into the door before you opens the elevator.
- The elevator is stuck halfway between the second and third floors.
- A total of two DC 10 Climb checks allow a player to climb onto the elevator, then onto the roof of the elevator through an open panel to access the third floor.
5. Prep and Operating Room
Prep Room
"Entering the prep room, it seems empty and untouched in some time. Tables and hospital beds litter the room."
Players can find:
- 1d6 bottles of Alcohol (rubbing)
- 1d2 sets of Healer's Tools (Expanded)
- A waterskin
Operating Room
- Entering the Operating Room reveals a single short note. The author is unknown.
"The Four Pillars crumble.
May the gods be ever merciful in their judgement of what we've become and what we've done.
We will not be forgiven."
- A DC 20 Society or DC 16 Lore: Elendria check reveals the Four Pillars as the four families of Elendria, revered for their wealth, political influence, or otherwise important societal status within the Empire:
- The Blackstone Family — Aleister (Construction, Prisons, and Military)
- The Alchemilla Family — Amatha (Science, Medicine, and Food)
- The Brighttower Family — Vladimir (Art, Ships, and Religion)
- The Guldlad Family — Eleanor & Edith (Trade, Diplomacy, and Banking)
Third Floor
1. The Third Floor
"Compared to the other floors, floor three is relatively untouched. No movement lies in the stagnant halls, and dust filters through moonlight."
The Prisoner's Note
Date: Embras 5th, 03:00
"My dreams are much of the same. Terrible twisting visions of flesh and meat and the sea. I saw dark tentacles writhing in mass along a slumbering shore. I see writhing abominations in Heaven tearing apart angels, just to have it ripped away from me in an instant for worse; monsters and fire and smoke and acid in Hell. Future victims hidden behind the path to Purgatory.
I told Director Alchemilla what I dreamed about and he gave me the same grin he always did. Used to find it reassuring, but the man is cold inside. Anyway, he said he was sure it was just my 'guilt manifesting'. I got nothing to be guilty for anymore; I did my time.
A note: After my dreaming, I always find my room has this gods-awful stench. I've asked to have my room changed twice, but no matter where I go I cannot escape the wretched smell."
Date: Volis 5th, 11:00
"I blacked out today. When I came to, I was covered in blood. My door was locked from the outside. Director Alchemilla approached my door. I could hear the grin on his face through the wood and metal. He told me I was on lockdown; that I hurt people.
I asked how bad. I swear I could hear the skin tightening on his face as he grinned on the other side. He didn't tell me how bad, but looking down at myself I could guess.
The Director tells me that whatever condition he's claiming I have is getting worse; after this many people caught in my path, he anticipates this can only go one way. I... fear for what that means."
Date: Volis 5th, 23:00
"Someone slid a picture under the door; no one responded when I called out to find out who it was. Silence. I looked at the photo, though I wished I hadn't.
It was the nurses I hurt. Four of them. Broken necks. Something carved in their forehead; that'd explain the blood. I couldn't tell exactly what. Looked like symbols or crests I'd never seen before. I pity what they will become; they were so kind to me. I'm so sorry. I'm so sorry.
They're taking me to the basement tonight. Some procedure. The Director assures me it will cause my restless dreams to cease. I pray he is right; the noxious smell is more constant. I need not dream to detect it at the corner of my senses. Hopefully whatever Director Alchemilla is doing tonight will fix that, too."