Design a Room Challenge - T'Nusis Deep Space Mining Facility

nocanes

First Post
Hey GMs of D20 Future

I am throwing down the gauntlet and challenging you to fill the design of a deep space asteriod mining facility. It is up to you to maintain D20OGL-compliance, so I don't ge this thread pulled by the mods. The rules are to make sure that the idea for the room or hallway or area have not been duplicated 3 or 4 times already. (i.e. I wouldn't mind East and West Air Handling and Control Room, but Privy #143b-1 is pushing the limit. I am hoping to see your creativity here and will start the ball rolling with Room #1 - The Landing Bay. Please remember to make several stats that will allow everyone to have a level-appropriate opposition/challenge.

The scenario will be modified by your ideas, but we'll start with:

The T'Nusis Deep Space Asteroid Mining Facility that hasn't checked in with headquarters for awhile. While this is not rare in and of itself, their transmissions before this time were referencing some crew troubles of a nature that the commander 'could handle'. The Facility harvests a precursor that is vital to the refining of Plasmium, a super reactive fuel that will revolutionize Jumpdrive travel throughout the sector. The PCs are called in investigate the facility, more than a month out of civilized space. Boosters with fuel will be provided for the PCs ship to and from the facility.

The PCs get little from the preliminary scans save for the fact that the facility is not running on high output (its usual operating status)and that there is some damage to the facility that has not been yet repaired.
 
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Mods, please pull this thread if I'm violating OGL

Room #1 - The Landing Bay

Vac suit or vessel required here.

The emergency lights flicker as you make your approach. The bay doors remain open about 90%. This is more than enough to accomodate a tanker, but obviously not closed according to protocol. The ambient radiation from the reactive nature of this asteriod is playing heck with your communications, those outside a vessel will have to maintain a reasonable proximity to stay in clear contact.

There are no vessels currently in the bay, but scrapes on the bay sidewalls betray the myriad ships that have had to mag-brake before hitting the reinforced rear. A patrol bot was on sentry here at sometime, but the floating particles lightly cover the pieces of the bot.

The door that accesses the facility from this side has been welded from the outside and cut again, seemingly allowing entry. Several pieces of equipment are scattered inside that are used mainly in material transfer from the facilities within to a tanker that would be docked here. Several are of the size and shape to be used as a prybar or a blunt object.

A smashed command panel lies near the door at the back of the Bay. It's unknown what did this without further investigation.


Broken Sentry Bot- Needs to be repaired (repair DC= Avg. level *2 plus 15) to use. Programming is currently set to kill anyone approaching by crushing them with the bay door by accessing the command panel's emergency door shut routine. Bot will only be reprogrammed with simple functions if (programming DC= Avg. level *2 plus 15) skill check is successful. No recorder or access record is kept to tell who programmed this bot last or who it has encountered.

Smashed Command Panel- Repair is impossible without extra parts. but rudimentary control may be restored for one or two more commands for those with the Repair and Programming skill and both checks succeeding simultaneously. Otherwise, the panel is useless. (programming DC= Avg. level *2 plus 17) (repair DC= Avg. level *2 plus 16). The panel was destroyed by a blunt object, (search DC = Avg. level *2 plus 15) but was being repaired when it was further damaged by a blaster bolt (search DC = Avg. level *2 plus 20)

Searching (search DC = Avg. level *2 plus 10)- Success here will reveal a portable plasma torch. This will allow an hour of cutting through any wall, door, or hatch (repair DC = Avg. level *2 plus 10) not reinforced. The cutting times are as follows:
Floor = 1 hours
Door = 15 minutes
Hatch = 5 minutes
Wall = 45 minutes
Thin metal (locker or other)= 5 minutes
Additionally, this may be used as a melee weapon (600 charges) for +1 to combat rolls, 1-10 damage.

The door accesses in the interior with a mechanical opening device. The airlock is in the interior. Blood can be seen on the walls inside, but nothing more can be discerned from this area.
 

Room #2 - Traffic Control

A side door just past the main airlock leads to a staricase that doubles back to a room overlooking the Landing Bay. There are several banks of computers here, but they appear to have been inoperative for a long time. A row of chairs and workstations sit directly beneath a corresponding bank of dead screens. Above this is the large window providing a view of the Bay, now open to vacuum.

In order to access the traffic control computers, an external unit needs to be connected to the datacore (Craft[Electronics] DC= Avg. level *2 plus 15). This also demands an external power source if station power has not been restored. If this is successfully installed, the party can access one piece of the following data for each successful Computer Use check (see below for DCs):

-Vessel data for arrivals and departures, inlcluding regularly scheduled traffic (DC15;
-Declared imports and exports to the station (DC15);
-Arrival/Departure information for legal visitors and station personnel (DC20);
-The existence of traffic control beacons seeded throughout the belt (DC20);
-An operator's stash of illegal software (pornography, seditious material, sentient programs, whatever is needed (DC30).

Control Beacons: 1d10 of these are still operable. Each active beacon can be remotely reactivated after a Computer Use check (DC Avg. level *3 plus 10) - upon which the visual data will return to one of the computer screens. Each active beacon grants a +1 (cumulative) Equipment bonus to Pilot checks with ships that can access this data.
 


nocanes said:
Room #1 - The Landing Bay

Hi All

I'm not a huge one for writing, but this thread caught my imagination and I would like to provide tilesets for these rooms (as time permits).

Heres Room 1 a landing bay with capacity for a 100 foot long tanker.

astr1.jpg

And a larger version can be found at http://www.uk-gamerz.com/Atr_Rm1.pdf

Hope you like, and if you want me to continue I'll do the control room next.
 

Nice cartography, and thank you. I see you paid attention to the poor lighting condition. Bonus Points for that. I'm kind've interested to see your take on Committed Hero's Traffic Control Room. If you don't have the necessary tilesets, I'd understand (I don't). Alos, please don't be shy. Take any room you want and let's keep the expansion going.

nocanes
 

nocanes said:
Nice cartography, and thank you. I see you paid attention to the poor lighting condition. Bonus Points for that.

Thanks, glad you liked it. I'm a Babylon 5 school of scifi person in that I like my space facilities gritty and dark, as opposed to the white sparkly startrek stuff.

nocanes said:
I'm kind've interested to see your take on Committed Hero's Traffic Control Room. If you don't have the necessary tilesets, I'd understand (I don't). Alos, please don't be shy. Take any room you want and let's keep the expansion going.

nocanes

Well here it is, as for tilesets, I have a vast array of tiles for these kinda things :D


astr2a.jpg


Which combines with the previous room to make:


astr2.jpg


And a larger version of Room 2 can be found at http://www.uk-gamerz.com/Atr_Rm2.pdf

Keep those rooms coming ;)

Cid
 

That's exactly what I envisioned, except the two-tile wide passage should have an iris or airlock.

Note to self: scan for braintaps.

Cid, could you make a lift region in the bay for a maintenance pit - a sort of recessed area like the Sulaco had in Aliens?
 

Room #3 - Airlock/Decon Chamber

The large passageway off the bay is the main airlock into the rest of the facility. Along the north 15' wall are five hook/velcro arrangements for utility suits. Two are bare, two hold coveralls, and one holds a thin hazmat suit.

There are two recessed doors off the south wall. One is a storage closet for quarantined items awaiting clearance to be brought into the station. The other is a larger room with a combination sonic and chem shower, and radiation chamber for decontamination.



Quarantine Closet - empty unless the GM is devious.

Hazmat Suit - can be used in vacuum for short periods, but does not provide protection against extreme temperatures.

Decon Shower - a character with three or more levels of Field Medic (or ten ranks of Treat Injury) will know that these machines can be used in a pinch as medical equipment. Doing so requires a Repair Check (DC = Avg. level *2 plus 13) and success allows this room to be used as an Advanced Medkit, with a +3 equipment bonus to Treat Injury rolls.
 
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This thread is great. Keep it up. Am borrowing the maps and some descriptive elements for this week's Star Wars game, wherein the heroes infiltrate a (manned) Sith asteroid base...
 

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