Eye of the Storm
Black edge doors – Open by station crew hand print
Black edge with black dot – Open by key pad
Door with black line through it – Smashed open door
Other colored edges – Open by corresponding color key card
Door Stats: 8 inch thick metal alloy; Break DC 40; hardness 20; hp 240.
Doors with colored edges: 16 inch thick metal alloy; Break DC 80; hardness 40; hp 480.
If any door is attacked or otherwise tampered with it activates a station security system. The walls, ceiling and floor in a ten foot radius from the door becomes electrified for 10d6 shock damage. The surfaces are only electrified for a split second so if the creature can anticipate the jolt they have a chance of avoiding it – Reflex DC 20.
1. Shuttle Bay
This huge room contains six guardian robots (gold) that were left here long ago. They attempted to break into the space station but their weapons were ineffective. They were supposed to be picked up by the ship that dropped them off but it was destroyed by the space station defenses. They will attack the PC’s when they disembark the shuttle.
The door is sealed and can only be opened if the correct six digit code is entered. The key pad looks like a phone key pad (with * being “cancel” and # being “enter”) but it uses the Ordanyan symbols. The correct code spells “chosen” 2 – 4 – 6 – 7 – 3 – 6
This area contains the crew stasis chambers. Unfortunately the all but one of the chambers have been broken into by the mutants. One of them still contains a crewman however he is dead due to the damage the pods sustained when the mutants broke them open. He is wearing a jump suit and has the green keycard.
3. Control Rooms
The doors to these rooms can only be opened by the corresponding color key cards.
These rooms each contain consuls that have a screen, a slot for one of the “chosen one” keys, and a lever. The reactor core has to be active before the switches can be successfully activated.
If the reactor core has not been activated the screen will display the message, “Reactor core inactive. Unable to engage modular circuit.”
reactor core inactive. unable to engage modular circuit.
If the reactor core is active then the screen will display the message, “Modular circuit engaged. Standing by.”
modular circuit engaged standing by
4. Observation Lounge
This room has an expansive window that looks out over Ayrdonya. Against the window is the corpse of another crewman. His right leg is torn off and there is a blood trail leading from the door to where he died. He wears a jump suit and has the blue keycard on a chain around his neck (visible without moving the body). His body is lying on a plasma grenade that will go off if he is moved. The plasma grenade will not only damage those nearby but it causes a tiny breach in the window and the room will begin to decompress.
5. Mutant Encounter
4 Mutants happen to be moving through the corridor here.
6. Mutant Origin
This room contains the hypersleep pods used by the former security force for the station. A magitite radiation leak from the reactor core has caused them to mutate and awaken early. There are weapons lockers on either side of the door that contain 6 laser rifles each of them with a full 50 shot energy cell (without being proficient the PC would need to first succeed on a “use magic device” and then take the penalty for not being proficient). The lockers are opened by hand print of the security crew (need a mutant hand to open). Treat them as standard doors for purposes of breaking open (including security measures).
*Laser Rifle: *damage 3d8 fire; crit 20; range 80 feet; two handed weapon; weight 8lbs.
There is another crewman body here – completely disemboweled – and he has the orange keycard.
7. Reactor Core
25 Mutants are asleep in a radioactive ooze that surrounds the reactor core. The mutants subsist on this ooze and spend the majority of their time here. In order to avoid awaking the mutants the PC’s must maintain a move silently DC 15.
The reactor core has 4 fuel cells on each side – the fuel cells in place have been compromised causing the radiation leak (and subsequent mutations). They need to be replaced with the spare fuel cells in area 9. It is one standard action to remove or install a fuel cell in the reactor. Once all four cells are replaced the reactor will start up automatically.
8. Arcane Ooze
An arcane ooze (a side effect of the magical radiation from the reactor core) has taken up residence in this room.
9. Fuel Cell Storage
This room contains cabinets holding 8 magitite fuel cells. They are 1 foot diameter and 2 feet long. They weigh 25 pounds each and need to be inserted into the reactor core in order to activate it.
This room has some random debris, a dismembered body, and a pile of human bones. Amongst the remains is the yellow keycard.
11. Worm Hole Control Room
When the PC’s enter the room they will surprise the “survivor”. She does not remember her name, she only knows that she awoke a long time ago. Maybe years. And was disoriented for quite some time. She thinks she was a member of the crew but does not know if she is on a space station or a ship. She has been surviving off of preserved food that she found in area 13 and has been thus far successful and avoiding the mutants. She also has the red keycard (hidden in her hideout) but will only give it up if the PC’s agree to take her with them.
Survivor; Human Rog10: CR 10; ECL 10; Size M; HD 10d6+20; hp 61; Init 2; Grapple 4 melee (1d3, Unarmed), 4 melee (1d6/crit 20,Sharpened Railing), AL CN; SV Fort +5, Ref +11, Will +4; Str 11, Dex 18, Con 15, Int 11, Wis 12, Cha 15.
Skills and Feats: Appraise +5, Balance +16, Bluff +6, Climb +14, Disable Device +13, Disguise +7, Escape Artist +18, Forgery +6, Hide +18, Sleight of Hand +6, Knowledge (Local) +4, Listen +8, Move Silently +18, Open Lock +19, Search +3, Sense Motive +2, Tumble +11; Acrobatic, Agile, Alertness, Armor Proficiency (Light), Athletic, Combat Reflexes, Simple Weapon Proficiency, Weapon Finesse.
*Special Abilities: *Evasion, Improved Uncanny Dodge, Sneak Attack, Trap Sense, Trapfinding, Uncanny Dodge.
There is a hidden hatch in the wall that leads to the survivors hideout and to the orange door (search DC 15).
This room contains a huge machine and a separate control panel. This device determines where the worm hole will open. The PC’s will have the opportunity to enter a 10 digit number and then press a large red button. When they do so the large disc on top of the device will move and click into place.
13. Preserved Food and Water
This room has a bank of lockers containing 6 EVA suits and a ramp leading to an airlock. The EVA suits are equipped with magnetic boots. In order to don the EVA suits a PC needs assist from another PC who must succeed on a Disable Device DC 20 to successfully apply the suit (the DM should roll this secretly). If the suit is not properly applied then it will leak air when the switch to decompress in the airlock is thrown. It takes 3 rounds to decompress the airlock, 2 rounds to notice that the suit is leaking, 3 total rounds to be exposed to a vacuum (including the 2 it took to notice it was leaking), and 5 rounds to recompress the airlock).
If the suit is correctly applied the PC will see another airlock about 145 feet away. Movement is hampered to ¼ speed with the magnetic boots and running is impossible.
If the door is left open and if any of the mutants are still alive they will show up and attack during the EVA.
15. Activation Chamber
If the reactor core is on-line and all of the modular circuits are closed then the PC’s simply need to throw a switch to activate the device.