Geography (Poppy Playtime Supplement)

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locations and rooms[edit]

Chp.1 a tight squeeze locations:[edit]

Main Entrance The starting point of Chapter 1: A Tight Squeeze, including a reception desk (Behind that being a GrabPack-Exclusive Door), alongside with two rooms to the side.

Gift Shop A simple gift-shop simple ship full of Boogie Bot boxes, Candy Cat boxes, and Huggy Wuggy boxes on shelves. Alongside this, a train can be seen going in circles on the ceiling. This train includes the pattern for the Security Office.

Security A security office with multiple chairs on the left, and a desk alongside a bunch of TV's on wall the desks are facing, and a separate TV sitting on a shelf.

The Playtime Area The main lobby of the Playtime Co. Factory visitors including multiple doors that will lead to rooms. (Note almost all of these rooms are unfinished and cannot be accessible at all)

Power Room One of the only accessible rooms in the Playtime Area that is.. A power room that we enter to turn on the Factories power.

Warehouse A warehouse full of toys, boxes, and the Red GrabPack Hand which you must aquire by collecting the Power Circuits

Ventilation System A enclosed system with multiple doors, lights, etc. Sometimes some broken toys will drop down on you. Some of these toys will include Cat-Bee parts, Boogie Bot parts, Bron parts.

Make-A-Friend The Make-A-Friend machines are an old mechanism that was used by Playtime Co. This machine was used for kids and adopted orphans to leave with a toy, for remembrance of the facility and to create a way for visitors to support and increase trust for the factory.

Ventilation Shaft The Ventilation Shaft is a enclosed system route the party takes to escape Huggy Wuggy. It mostly includes the same thing as the Ventilation System with "A enclosed system with multiple doors, lights, etc."

Poppy Room The Poppy Room contains an exterior and an interior. The Exterior is a long catwalk containing multiple pipes and wires. The Interior of the Poppy Room is meant to represent a child's room. Poppy's Room is a room greeted with dim, pink lights alongside multiple colorful pillows on the floor. Poppy will also be in a case which the party must open.

Chp.2 fly in a web locations:[edit]

Secret Door Also known as the door behind the cabinet, the Secret Door connects the Poppy Room to the rest of the facility.

Elliot Ludwig's Office A locked office belonging to Elliot Ludwig that must be opened with a Poppy themed key. This room contains a old-timey wooden room with many references to Playtime Co. and their mascots.

Empty Closet A empty closet which must be located to access Elliot Ludwig's Office by grabbing the Poppy Key.

Backrooms A secret room that can be accessed once pushing a slightly exposed vent door in Elliot Ludwig's Office. The room contains a variety of abandoned utilities that cannot be used.

Navigation Room A room with five large closed doors that lead to different areas of the factory such as the Game Station, Innovation, Playplace, Research, and Production. It is here were Poppy Playtime gets abducted by Mommy Long Legs. To progress, one must jump down into the hole in the center of the room.

Higher-Up Tunnels A strange with five slides which the higher ups use to navigate through the factor. In order, the five employees shown are Eddie M.N. Ritterman, Leith Pierre, Elliot Ludwig, Stella Greyber, and a unknown fifth member who's name has started to decay.

Power Room Another power room similar to Chapter 1's Power Room. Required to open the Game Station Hallway.

Game Station[edit]

GameStation panel The main hub of the chapter that we must visit multiple times to locate Musical Memory, Statues, and Wack-a-Wuggy that are key to escaping the factory with the train.

Molding Room Hand room A manufacturing area dedicated to making a Green GrabPack Hand so they can go through complex puzzles with ease.


Musical Memory One of the puzzles Mommy Long Legs makes us complete to get the Train code. In this puzzle, we must click the right color when it pops up on a TV. Otherwise, Bunzo Bunny will attack. if the party succeeds this, they can skip a bunzo bunny encounter A messy warehouse full of rejected toy concepts, accidental or failed toy creations, and more that is located in order to return to the Game Station

Wack-a-Wuggy Whack puzzle One of the puzzles Mommy Long Legs makes us complete to get the Train code. In this puzzle, you must defeat Huggy's as they slowly crawl through the walls.

GrabPack Storage A storage unit dedicated to housing GrabPacks for the children that need them when playing Wack-a-Wuggy, and is located to the right of it.

Cart Corridors The Cart Corridors are tunnels that we must navigate to push a cart into a boarded wall, allowing us to progress.

Staircases A large, rundown staircase that is red, blue, and yellow in color. It used to navigate back to the Game Station after beating the Huggys.

Statues One of the puzzles Mommy Long Legs makes us complete to get the Train code. In this puzzle, the party must only walk when the lights are off, and stand still similar too a statue when the lights are on. PJ Pug-a-Pillar would pursue them the entire time.

Statues Watchtower The observation room of the Statues minigame. This area is used to escape from PJ Pug-a-Pillar after running into some debris. The area is filled with locked doors and cracked holes, with one of them leading into a vast cave system.

Water Treatment A area the party must navigate to gain access back to obtain the Bunzo toy, and navigate themselfs to the Rundown Chase.

Incinerating Room A large, burning furnace that we use to mold the Gear to progress though the rundown rooms.

Hidden Labyrinth A series of rundown, abandoned rooms, catwalks, and sewage pipes you must rush through to escape and defeat Mommy Long Legs before she tries to kill them. Bay 09 An abandoned, rusted room filled with large pipes, stairs, and wires. It becomes accessible once Mommy Long Legs has been defeated.

The ending of Chapter 2: Fly in a Web. they must take the train, punch in the code, and leave. Will they successfully leave the terror the factory holds, or will something hold them back from doing so?

chp.3 deep sleep locations:[edit]

Trash Compactor Upon navigating through the room, an alarm bell starts blaring as the walls start closing, identifying the room as a trash compactor which was presumably activated by CatNap in an attempt to eliminate the party, and must escape a catacombs to get to the train staion.


Train Station


Elliot's Express


Playcare


Gas Production Zone


Playground


Home Sweet Home


School


Caverns


Playhouse


Counselor's Office


Safe Room


Sealed Lift



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