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

Committed Hero said:
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.

OK the airlock is the double set of doors leading from the main hangar (difficult to portray an iris from topdown :D

I have added a maintenance pit to the main hangar and the new decon showers, etc.


astr3a.jpg


Which combines with the previous rooms to make:


astr3.jpg


And a pdf version of Room 3 can be found at http://www.uk-gamerz.com/Atr_Rm3.pdf

whilst the revised Rm 1 pdf is at http://www.uk-gamerz.com/Atr_Rm1a.pdf

Keep those rooms coming ;)

Cid
 

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Room #4 - Crossroads

Past the Decontamination Area, The corridor suddenly comes to an intersection. A sign on the wall, now poorly illuminated, welcome visitors and recruits to the station. A smaller sign indicates that the administative area lies to the north, the living area lies to the west, and the operations area lies to the south.

As the PCs enter the Intersection, a hissing noise will alert them to the presence of a Norian owl-cat perched on a light fixture overhead. The cat (a pet of one of the engineers) is wounded and hasn't eaten for several days.

The cat has it's wings extended, showing it's eyespots, and continues hissing in an attempt to drive the party away. If the PCs approach it (and they have to, to continue down the corridor) it will attack. But should the PCs engage it from a safe distance, it will instead fly down the south corridor.

The north, south, and west corridors house safety doors that are designed to seal off breached compartments. The North door is shut, and a status indicator shows that the Administrative compartment has lost it's atmosphere. If the PCs breached the atmospheric integrity of the entrance compartment on their way to the corridor, the South and West doors are shut as well. The doors can be opened for a single round with a DC 30 Computer Use check, or the password of the cheif administrator or the cheif engineer.

NORIAN OWL-CAT (Extraterrestrial Wolverine): CR 4; Medium Animal; HD 3d8+12; hp 18 (down from 25); Mas 19; Init +2; Spd 30 ft., Fly 60 ft. (poor), climb 10 ft.; Defense 17, touch 12, flat-footed 15 (+2 dex, +5 natural); BAB +2; Grap +4; Atk +4 melee (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws), -1 melee (1d6+1+poison, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Rage; SQ Scent; AL none; SV Fort +7, Ref +5, Will +2; AP 0; Rep +0; Str 14, Dex 15, Con 19, Int 1, Wis 12, Cha 10.

Skills: Climb +15, Listen +6, Spot +6.
Feats: --

Poison (Ex): Bite; Fortitude save (DC 15) negates; initial and secondary 1d4 Con.

Rage (Ex): A Norian Owl-Cat that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged Owl-cat gains +4 Strength, +4 Constitution, and -2 Defense. The creature cannot end its rage voluntarily.

notes:
remember, the poison dc is con based, so it increases to 17 during rage.
gunfire, sucessful or otherwise, won't send the owl-cat into rage. It's simply not smart enough to understand gunfire as an attack.
 

arscott said:
Room #4 - Crossroads

Past the Decontamination Area, The corridor suddenly comes to an intersection. A sign on the wall, now poorly illuminated, welcome visitors and recruits to the station. A smaller sign indicates that the administative area lies to the north, the living area lies to the west, and the operations area lies to the south.

This is a small update map wise, but obviously the first combat encounter.


astr4a.jpg


Which combines with the previous rooms to make:


astr4.jpg


And a pdf version of Room 4 can be found at http://www.uk-gamerz.com/Atr_Rm4.pdf

Later

Cid
 

Room #5-Southern Hallway
This hallway extends for approximately 300 feet to the south, and is divided into two levels, a raised walkway on the right hand side approximately 8 feet wide and three feet up.

There is 6 doors on the right hand side, 8 doors on the left, with a large double door at the end of the hallway. Desks and chairs are piled up against the far door, which is also welded shut. There is a single dropped Marktek 13mm pistol on the floor.

Marktek 13mm pistol
Damage: 2d6+2
Range: 40 ft
Magazine: 8 rounds
+2 to attack
Gadjets: Laser sight, mini-mag coils (+2 to damage), recoil compensators.
The pistol is empty.

Room #6-Emergency Medical Bay
This room has the chemical warning flashing above the door, which is the first door on the left. The door is easily forced, revealing 6 med-tables, three dead bodies, and a dropped stack of medical chemicals. The room is roughly 40 by 80, with the six med tables arranged on the right hand side of the room, each med table has a sonic enclosure to keep cross contimination out. Inside each of the med-tables is a deceased human.
The three humans are dressed as nurses, all of them in sterile scrubs with medical diagnostic readers cybernetically embedded in thier palms, cybernetic eyes, and data-chip slots in the right temple. The three bodies have apparently died from decompression, although the room does has atmosphere.


There are enough drugs and tools to create 3 Mastercraft first aid kids, as well as a single hypospray containing 4 doses of Quik-Heal (a shot will inject nanites that will fix 1d4+6 points of damage or restore a single point of ability damage)

Each of the bodies in the med-tables have no apparent cause of death, and appear to have all expired approximately 48 hours ago.
 
Last edited:

I had an idea for this thread but haven't had a chance to stat it up properly. Maybe someone else can run with it.

A small section of the base with an important component (like life support, generators, main computer, etc.) has been breached and has no atmosphere. It's also contaminated with Space-Adapted Mold (SpAM). SpAM is a fungus that grows very rapidly in the warm, moist environments created aboard starships with poor life support systems. It's a terrible nuisance to spacers because it quickly grows to cover every available surface causing widespread equipment failure. The only way to stop it growing is to expose it to vacuum. But this only stops its spread--SpAM exposed to vacuum grows spores which explode (with the release of air trapped in tiny sacs) at the slightest touch. The explosion is too small to cause any real damage, but serves to spread the spores. PCs will probably get these spores on their vac-suits and if they take no precautions will infect their ship on their return. Smart PCs could probably come up with some sort of poison or radiation or some other sci-fi method to destroy the SpAM.
 

Warlord Ralts said:
Room #5-Southern Hallway
This hallway extends for approximately 300 feet to the south, and is divided into two levels, a raised walkway on the right hand side approximately 8 feet wide and three feet up.

There is 6 doors on the right hand side, 8 doors on the left, with a large double door at the end of the hallway. Desks and chairs are piled up against the far door, which is also welded shut. There is a single dropped Marktek 13mm pistol on the floor.

Marktek 13mm pistol
Damage: 2d6+2
Range: 40 ft
Magazine: 8 rounds
+2 to attack
Gadjets: Laser sight, mini-mag coils (+2 to damage), recoil compensators.
The pistol is empty.

Room #6-Emergency Medical Bay
This room has the chemical warning flashing above the door, which is the first door on the left. The door is easily forced, revealing 6 med-tables, three dead bodies, and a dropped stack of medical chemicals. The room is roughly 40 by 80, with the six med tables arranged on the right hand side of the room, each med table has a sonic enclosure to keep cross contimination out. Inside each of the med-tables is a deceased human.
The three humans are dressed as nurses, all of them in sterile scrubs with medical diagnostic readers cybernetically embedded in thier palms, cybernetic eyes, and data-chip slots in the right temple. The three bodies have apparently died from decompression, although the room does has atmosphere.


There are enough drugs and tools to create 3 Mastercraft first aid kids, as well as a single hypospray containing 4 doses of Quik-Heal (a shot will inject nanites that will fix 1d4+6 points of damage or restore a single point of ability damage)

Each of the bodies in the med-tables have no apparent cause of death, and appear to have all expired approximately 48 hours ago.


Hehe Thanks Ralts

You know I am sure that your descriptions are delibrately written to make mapping harder.

*mutters about having to come up with dead cyborg nurse images.

I do think that he southern hallway needs to be 100 feet and not 300 feet, as that pushes the corridor 200 feet past the loading bay doors.

Cid
 



[imager]http://www.uk-gamerz.com/astr5a.jpg[/imager]
Warlord Ralts said:
Room #5-Southern Hallway
This hallway extends for approximately 300 100 feet to the south, and is divided into two levels, a raised sunken walkway on the right left hand side approximately 8 5 feet wide and three feet up down.

There is 6 doors on the right hand side, 8 doors on the left, with a large double door at the end of the hallway. Desks and chairs are piled up against the far door, which is also welded shut. There is a single dropped Marktek 13mm pistol on the floor.

Marktek 13mm pistol
Damage: 2d6+2
Range: 40 ft
Magazine: 8 rounds
+2 to attack
Gadjets: Laser sight, mini-mag coils (+2 to damage), recoil compensators.
The pistol is empty.

Room #6-Emergency Medical Bay
This room has the chemical warning flashing above the door, which is the first door on the left. The door is easily forced, revealing 6 med-tables, three dead bodies, and a dropped stack of medical chemicals. The room is roughly 40 by 80 30 by 20, with the six med tables arranged on the right hand side of the room, each med table has a sonic enclosure to keep cross contimination out. Inside each of the med-tables is a deceased human.
The three humans are dressed as nurses, all of them in sterile scrubs with medical diagnostic readers cybernetically embedded in thier palms, cybernetic eyes, and data-chip slots in the right temple. The three bodies have apparently died from decompression, although the room does has atmosphere.


There are enough drugs and tools to create 3 Mastercraft first aid kids, as well as a single hypospray containing 4 doses of Quik-Heal (a shot will inject nanites that will fix 1d4+6 points of damage or restore a single point of ability damage)

Each of the bodies in the med-tables have no apparent cause of death, and appear to have all expired approximately 48 hours ago.

OK these two are done, I have had to modify some of the dimension and bits but other wise here you got.


astr6a.jpg


Which combines with the previous rooms to make:


astr5.jpg


And a pdf version of Room 5 and 6 can be found at http://www.uk-gamerz.com/Atr_Rm5n6.pdf

Later

Cid
 

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