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

Random Encounter #1

Through the hash gushing from your comlinks, the squelched hiss is broken by the *tick-tack* and sudden silence of a transmission.

"I sssee wwwe hhhhave sommmme guestsssssssss," pronounces a strangely accented voice on the other side. It is either some male not accustomed to the language or one not breathing easily. "That'ssss jusssst wwwhat wwwe'vvvve beennn hhhhoping forrrrrrrrr...*tick*"

"*tick-tack* No! Not them! This has nothing to do with them, just leave th...*sssssss*" a panicked female voice desperately cries when it is cut off by hash of interference.

Subsequent attempts to reestablish contact are fruitless. The ship received no transmission. Analysis of the recorded data is less conclusive than the original as the interference seems to be comprimising the PCs equipment's performance. No directional trace could be pinpointed, but a successful check (computer use DC= Avg. level *2 plus 15) determines the transmission as originating on a lower level than the surface. As this facility is asymmetrical, cutting through the floor here is just as likely to breach an elevated floor to the vacuum as it is to reach a pressurized lower level. No other useful information can be determined at this time.
 

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Just a point of note.. has anyone else noticed that this station is wasting a HUGE amount of..well.. space? :) Cid, could you possibly make the corridor leading to the Traffic Control Room an arch instead of an L shape? That'd trim off a little wasted space. In addition, for the next whoever(s) that add some rooms, that looooong corridor Ralts introduced is so far offset from the hangar area, it seems that it needs some rooms between the two just to utilize the negative space.
 

Wolv0rine said:
Just a point of note.. has anyone else noticed that this station is wasting a HUGE amount of..well.. space? :) Cid, could you possibly make the corridor leading to the Traffic Control Room an arch instead of an L shape? That'd trim off a little wasted space. In addition, for the next whoever(s) that add some rooms, that looooong corridor Ralts introduced is so far offset from the hangar area, it seems that it needs some rooms between the two just to utilize the negative space.

Hehe, much of the space is waiting to be populated. For example. those rooms off the right hand side of the corridor. Notice the pipes in the hangar, where do they lead to, probably some kind of ore refinery in one of those room. Still I'm not the one writing this, I just map ;)

Other extra space comes from the natural caverns in the asteriod, so corridors where possible follow these lines :D

Cid
 

ACK! I fess, I'd forgotten that the original post had established this as an asteroid mining facility. I was thinking of it as a space station.

Yeah, that makes a lot more sense.
 

Wolv0rine said:
ACK! I fess, I'd forgotten that the original post had established this as an asteroid mining facility. I was thinking of it as a space station.

Yeah, that makes a lot more sense.

I could understand this as the facility would be modular. That would be much easier to pick up and creep across the asteroid as the resources in one spot are depleted. All this and, not to mention, I never explained the size of the asteroid.

This is a labor of love and imagination, friends, the point is to run with it. I'm loving it, personally. Let's fill in the blank space. Somebody needs to explain that trail of blood that's snaking down the main hall...
 

Privy #143b-1 ;) I couldn't resist

Crew Privy

This privy is a fairly standard unisex room found on almost all large starships and stations
A counter with 3 sinks and 3 waterless cleaning foam dispensors is surmounted by a wall length mirror. The East wall is taken up by 3 standard bathroom stalls made of stainless steel, which lock from the inside (break dc 10) and contain nothing more than a plain toilet and paper dispensor.

Random privy decoration:

1. A fine mist of red droplets covers the mirror and counter. A simple chemical analysis (dc 5) identifies it as human blood.

2. The center stall door is locked. Inside it is completly covering in shredded toilet paper, and a single bloody hand print is smeared down the inside of the door. No other blood or items are found in the stall.

3. The mirror is smashed as if something large and heavy had impacted right in the center of it. Several large shards of glass are completly absent, as is whatever was used to smash the mirror in the first place

4. A single Martekk 13mm pistol like that found in the hallway earlier lays on the floor amide several spent shell casings. The action is jammed on a spent cartridge that has welded itself in place, as if the gun had been fired many times without pause.(dc 10 to clear the jam) 3 rounds remain in the clip, and dried blood covers the handle, but there is none to be found elsewhere in the bathroom. There are also no bullet holes in any of the surfaces.
 


Storage Area 19b
(Mapping: The room is 10' wide, in an U shape, the smaller leg tucking into the empty space to the north, and extending 45 feet back, 10 feet to the North and 15' wide on the eastern leg)

Description said:
The door to this room is discolored around the edges, and has obviously been welded shut from the inside. Small pits from fragmenting projectile rounds pock the passage side of the door, and someone has broken the electronic touchpad next to the door.
The door HAS been welded shut from the inside, and will require either the touchpad be repaired (craft (electronics) DC: 18), the door knocked down (Hardness 10, HP 25), or the welds cut (craft (structural) DC: 10) which will take 30 minutes.

Once the door is dropped:

Description said:
The inside of this room is completely, if dimly, lit by Lite-Goo that is sprayed on every surface inside the room.

The roof is 15 feet high, the shelves have all been torn down and welded flat against the walls in order to provide additional armor plating for the walls. Boxes and crates have been opened and flattened, and used to provide additional armor for the roof and floor. Three armored skinsuits lie against the eastern wall (and a single Martekk PF-37 assault rifle lies on the floor. The room smells heavily of blood, unwashed human bodies and burnt food.

Despite the care that went into armoring the room, there are no bodies, no blood, no trace of anyone once having been alive within room.

The PF-38 has an empty magazine, and the battery charge for the smart-scope and reactive triggers are completely dead. The onboard batteries for the skinsuits are also dead.

No trace of what the room originally held can be found, and although the room was sealed from the inside, there is no hint of what could have been used to weld the door or weld the makeshift armor to the walls, cieling and floor.

Litegoo
An adhesive that glows for roughly 6 months. Each can can cover 600 square feet of any surface.
Wealth DC: 8
Armored Skinsuit
Armored skinsuits are made of thin memory polymer layers that effectively insulate the skin against extremes of temperature from the absolute zero of space to over 1200 F. The suit recycles bodily waste effectively, allowing the wearer to survive on nothing more than thier own waste for up to 90 days. Atmosphere, however, must be provided by tanks or generators which can be attached to the hips or back.

The suit has built in power generators that create power by the polymer flexing as the wearer moves, and the batteries can store up to 24 hours of power in case the wearer is immobilized for any reason. The suits also have an emergency beacon, a medical monitor, a multi-channel radio with several mile range and sat-capability, 2 power cable interfaces, and cybernetic interface.

The armored skinsuits must have the hood pulled up and sealed in order to provide full environmental effects. The armor provides either +5 to AC or DR 3/-

Wealth DC: 8

Martekk PF-38 Assault Rifle
A popular weapon for colonies and low budget security forces, the PF-38 can fire projectiles in a complete vacuum, and his built in gyroscopic stabalizers to counter weapon rise. Using a built-in smart-scope, the weapon is also equipped with a reactive trigger (anything meeting predetermined settings will be fired at by the weapon) to allow security forces to offset hostile aliens or power suits.
Range: 180
Damage: 2d8
Wealth 22
The PF-38 is usually loaded with fragmenting rounds, which will not harm anything with a hardness greater than 3, in order to maintain structural integrity aboard starships, space stations and other pressurized environments.
 
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Micar Sin said:
Crew Privy

This privy is a fairly standard unisex room found on almost all large starships and stations
A counter with 3 sinks and 3 waterless cleaning foam dispensors is surmounted by a wall length mirror. The South wall is taken up by 3 standard bathroom stalls made of stainless steel, which lock from the inside (break dc 10) and contain nothing more than a plain toilet and paper dispensor.

Random privy decoration:

1. A fine mist of red droplets covers the mirror and counter. A simple chemical analysis (dc 5) identifies it as human blood.

2. The center stall door is locked. Inside it is completly covering in shredded toilet paper, and a single bloody hand print is smeared down the inside of the door. No other blood or items are found in the stall.

3. The mirror is smashed as if something large and heavy had impacted right in the center of it. Several large shards of glass are completly absent, as is whatever was used to smash the mirror in the first place

4. A single Martekk 13mm pistol like that found in the hallway earlier lays on the floor amide several spent shell casings. The action is jammed on a spent cartridge that has welded itself in place, as if the gun had been fired many times without pause.(dc 10 to clear the jam) 3 rounds remain in the clip, and dried blood covers the handle, but there is none to be found elsewhere in the bathroom. There are also no bullet holes in any of the surfaces.

Thats the lav's done, had to move the toilets to the south wall :D


astr7a.jpg


Warlord Ralts said:
Storage Area 19b
(Mapping: The room is 10' wide, in an U shape, the smaller leg tucking into the empty space to the north, and extending 45 feet back, 10 feet to the North and 15' wide on the eastern leg)


The door HAS been welded shut from the inside, and will require either the touchpad be repaired (craft (electronics) DC: 18), the door knocked down (Hardness 10, HP 25), or the welds cut (craft (structural) DC: 10) which will take 30 minutes.

Once the door is dropped:



Despite the care that went into armoring the room, there are no bodies, no blood, no trace of anyone once having been alive within room.

The PF-38 has an empty magazine, and the battery charge for the smart-scope and reactive triggers are completely dead. The onboard batteries for the skinsuits are also dead.

No trace of what the room originally held can be found, and although the room was sealed from the inside, there is no hint of what could have been used to weld the door or weld the makeshift armor to the walls, cieling and floor.

Litegoo
An adhesive that glows for roughly 6 months. Each can can cover 600 square feet of any surface.
Wealth DC: 8
Armored Skinsuit
Armored skinsuits are made of thin memory polymer layers that effectively insulate the skin against extremes of temperature from the absolute zero of space to over 1200 F. The suit recycles bodily waste effectively, allowing the wearer to survive on nothing more than thier own waste for up to 90 days. Atmosphere, however, must be provided by tanks or generators which can be attached to the hips or back.

The suit has built in power generators that create power by the polymer flexing as the wearer moves, and the batteries can store up to 24 hours of power in case the wearer is immobilized for any reason. The suits also have an emergency beacon, a medical monitor, a multi-channel radio with several mile range and sat-capability, 2 power cable interfaces, and cybernetic interface.

The armored skinsuits must have the hood pulled up and sealed in order to provide full environmental effects. The armor provides either +5 to AC or DR 3/-

Wealth DC: 8

Martekk PF-38 Assault Rifle
A popular weapon for colonies and low budget security forces, the PF-38 can fire projectiles in a complete vacuum, and his built in gyroscopic stabalizers to counter weapon rise. Using a built-in smart-scope, the weapon is also equipped with a reactive trigger (anything meeting predetermined settings will be fired at by the weapon) to allow security forces to offset hostile aliens or power suits.
Range: 180
Damage: 2d8
Wealth 22
The PF-38 is usually loaded with fragmenting rounds, which will not harm anything with a hardness greater than 3, in order to maintain structural integrity aboard starships, space stations and other pressurized environments.


astr8a.jpg


Which combines with the previous rooms to make:


astr7.jpg


And a pdf version of Room 7 and 8 can be found at http://www.uk-gamerz.com/Atr_Rm7n8.pdf

Later

Cid
 

Room #10 - Refinery Access

Vac suit or vessel required here.

The main lights overwhelm you as you open this unlocked hatch. A coppery-sweet smell hangs in the air that is obviously cleaner than all the rest thus far.

The gore and mystery that surrounded the other areas seems to be missing here. There is a half dozen or so cleaner droids that are fulfilling their purpose. A utility droid turns from the panel on the far side of this gleaming chamber to regard you. It hails you with a stream of different salutations in 8 known languages. It's name is Eager Orange and it returns to it's work as soon as any questions are answered.

From this location there is a spare vac-suit that has been repaired by the bots and is ready for use. There is a hatch that leads directly into a mining shaft that is plainly visible through the Plexitanium at the far side above the control panel. Beyond the ruddy-hued cloud of what you presume to be the precursor, there's a bright pinpoint of light that you assume denotes the progress. Somewhat far down the shaft there is a brightly lit access tunnel perpendicular to the shaft before you.


Automated Refiner Bot- Hard Programmed for Refining Control Operations only. Bot will only be reprogrammed with simple functions if (programming DC= Avg. level *5 plus 20) skill check is successful. No recorder or access record is kept to tell who else it has encountered entering or leaving this room. The bot can recall a special order it was given, if asked, by Staff Manager Kelf Gnahkt that allows the bot to "use its mining concussion tool as a weapon if anybody attempts to shut down mining operations or any bots in this room after being warned twice, then to clean up the remains." Eager Orange, Init: (avg. PC level *3), AC 21 + avg. PC level(P.I.G.-infused durasteel alloy), HP: (avg. PC level *15), Mining Concussion Tool, +avg. PC level *3, Dmg. 1-10 * (avg. PC level +1)

Refinery Command Panel- This panel is willingly surrendered by Eager Orange to any living beings. It merely controls refining operations of what it has labeled Plasmium Inhibitor Gamma and associated bots. From this panel, 56.2302 shipments of P.I.G. are ready for pickup and awaiting transfer orders to the holding tanks in the Landing Bay. Status is to hold any transfers to those tanks by Tech. Repairman O'Neill. Also evident is that that tank is showing 3% full and pressurized to 0.98 ATM. Finally there are 13 bots under the control of Eager Orange; 6 cleaner and maintenance bots, 2 repair bots, 4 miner bots and 1 generator maintenance bot. This bot is currently in stasis mode awaiting difficulties with the autonomous generator that powers this room and the bots under its control with P.I.G. as a rudimentary power fuel. The orders to allow this were given from Staff Manager Kelf Gnahkt. Otherwise, the panel is useless. Reprogramming (Computer Use DC = Avg. level *2 plus 20)the ancillary bots will be an attempt to shut down mining operations.

Searching (search DC = Avg. level *2 plus 10)- Success here will reveal a portable plasma torch. This will allow 15 minutes 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 (150 charges) for +1 to combat rolls, 1-10 damage.

Eager Orange doesn't know much about what the staff has been doing. It records over all data not related to the operation of the mining facility. It does report, however, that operations have fallen rather sharply as of 3 weeks ago. It does not consider the fate of the living staff as a necessary component to its internal operations and is not much of a help. The PCs can, however, convince Eager Orange that safeguarding a decent of this shaft is vital if they insinuate that they are doing so to increase efficiency of mining operations. Any other request is met with a "command code fault disallows fulfillment of that request". Combat with Eager Orange is deadly.
 
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