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Design a Room Challenge - T'Nusis Deep Space Mining Facility
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<blockquote data-quote="arscott" data-source="post: 2605454" data-attributes="member: 17969"><p><strong>Room #4 - Crossroads</strong></p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Skills: Climb +15, Listen +6, Spot +6.</p><p>Feats: --</p><p></p><p>Poison (Ex): Bite; Fortitude save (DC 15) negates; initial and secondary 1d4 Con.</p><p></p><p>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.</p><p></p><p>notes:</p><p>remember, the poison dc is con based, so it increases to 17 during rage.</p><p>gunfire, sucessful or otherwise, won't send the owl-cat into rage. It's simply not smart enough to understand gunfire as an attack.</p></blockquote><p></p>
[QUOTE="arscott, post: 2605454, member: 17969"] [B]Room #4 - Crossroads[/B] [I]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.[/I] 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. [/QUOTE]
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