100 or more Space Ship, Installation, or Base Rooms


Homebrew and House Rules

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There is a whole mountain of tech in Golorion. There are also game worlds where the ancient ruins are all left over from a high tech civilization that blew itself up or something. It's like a dungeon made of metal that's high tech instead of enchanted. Every room will have power, air, and computer outlets. When the topics for Science Fiction Creatures and devices are complete, they can be placed at at least 1 per room.

1:Control Room/Bridge
There is a Captains chair, a communications center, a science sensor area, a weapons control station, a security console, a helm for steering, ect. In an abandoned place there could be skeletons in the chairs. There is a main door to the turbo lift or elevator, or something. Two other doors on either side. The far wall is taken up by a huge view screen.

Liberty's Edge

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2. Sickbay

The doors leading into this room are frosted glass etched with a stylized caduceus. Inside are eight beds, each attached to a sensor array made to monitor vital functions. A large operating theater is off to the left behind two heavy airlock doors, while the chief medical officer's office is behind a partition to the right. Lockers containing basic medical supplies sit between each bio bed, and the room is arranged so that the attending physician can see all eight beds at once. The smell of antiseptic hangs in the air.

It's clear that this is where the main characters are treated and released to serve another day, while the nameless redshirts die horrifying agonizing deaths.


3.Airlock
This 10 by 10 by 10 chamber with rounded corners has 2 large doors. One leading into the place, and one leading outside. There is usually 2 space suits hanging on one side of the room, and 2 very long tether ropes hanging on the other wall. There is a place to attach the tether both on each suit, and on either side outside the outer door. Next to the inner door is a control panel that lets you 1:Depressurise the chamber, 2:Open the outer door, 3:Close the outer door, 4:Repressurise.

The inner door can be opened by the handle on either side, but the handle will not normally work if the airlock is depressurised. Either door can be opened by a pick lock attempt CR25.

If the computer detects a person outside the airlock without protection, it will cycle through 1,2,3,4 letting them in.

It may in the case of a very deadly creature automatically open both doors long enough to jettison the threat. This usually requires command protocols. This is somewhat ineffective if the ship, base, or whatever is on a planet with normal air pressure.


Every room should also have an intercom. Maybe a call, reply, and disconnect buttons. Also a keypad with 1-9 and 0 below them. The transceiver is a grill above, square or round.

Just hitting call connects you with the bridge, or the next room if next to a door(Such as the airlock). If you first punch in a number, then hit call, you get that room. At the other end they hear a whistle, then hear your voice. If they tap reply, the connection becomes 2 way.

Disconnect allows you to hang up. Calling a different room also disconnects you. The communications console will let someone set up 3 way or more communications.


4.The Docking Bay
This room has 2 doors. The normal one, and the big, round, usually closed aperture. On the other side is a metal tube that extends or contracts, one foot to 20 feet. at the end of the tube is clamps along the edge. It can even attach to the side of a spelljammer allowing the crew to put out the gangplank. Anyways, when there's a positive atmospheric seal the aperture will open, with an expanding circle starting at the middle. When a ship signals it's ready to leave, the aperture closes, the clamps let go, and the tube contracts back to 1 foot. This process also happens if the ship seems to be trying to pull away.


5.Android Lab
This room has 3 assembly tables and lots of drawers full of parts. There is also 5 vats where nanomachines are grown. There are 3 workbenches where parts are being constructed. The assembly tables have human(or alien) shaped indentations where the parts are assembled. Type 1 nanomachines are painted onto the connections to join the parts seamlessly. Most of the other nano machines persist, making more of themselves from elements absorbed through the digestive system.

The tables also have buttons that activate, pause, upload, programming, download programming, or link to the main computer for complex mental repair. By uploading the programming from a dead android, then downloading to a new android, an android can be reincarnated, effectively.

There are also laser scalpels for removing damaged parts. The main computer can secretly access an android on a table to effectively add a quest, suggestion, or gese to programming. The GM can alter one of the tables to have spaces for a tail and 4 arms. If an organic creature is put on a table, their mind can be uploaded, then downloaded into an android body. No harm is done to the original, but the android will fixate on whatever the original was thinking.


6.Computer Room
There are banks of crystals, 3 keyboards in front of big display screens, Behind 3 metal doors with bullet proof glass windows is a large, spherical, green, brain. If non functioning, it can be fixed by replacing the burned out crystals. If it goes nuts it has to be hacked or reprogrammed somehow. Int. 30, Wis. 30, Cha. 30. No Dex(Can't move), No Con. (it's a construct, immune to poisons, diseases, ect.), and no strength(if it takes over a drone or something, it uses it's strength)


7. Rec Room
This room seems to attempt to recreate a natural environment. A very alien natural environment, very artificially recreated. There are strange potted plants, even stranger plastic plants, illusionary plants still stranger and the least said about the depiction of plants on the walls, the better.

Let's just hope there are no strange animals too...


8. Viewing Room

This room consists mainly of a large viewing screen showing outside, as well as a number of widely-separated chairs for people to sit on. A small sign warns against the use of the room while the ship is using certain forms of transportation...


9. The Garden

This cavernous room's original purpose is unclear. Perhaps it was a source of air and/or food. Perhaps it was meant to hold living specimens for later research. Whatever its intended use, it is now a miniature jungle.


10. Engine room

Whether its 1:fission, 2:fusion, 3:Antimatter, or 4:some weird crystal cosmic power radio, this place produces the power that the whole place runs on. There are walls of switches, dials, and other controls. When the reactor goes out of control, someone may have to go through the big metal door marked "DANGER RADIATION" to fix things. NPCs will usually die from radiation poisoning, while PCs will usually get a mutation and a defect. Artificial creatures like androids or robots can have their programming erased unless they have heavy metal shielding around their circuits.


11. Junction 11

This room seems perfectly normal except for an inexplicably giant fan set in the ceiling and rotating at a slow rate of speed. For some reason, the lighting in the room is above the fan and the sound of air being drawn through the large vents above creates dramatic tension and shadows whenever conversations are held here.

There's a button on the wall next to the door. Pushing it opens the door. There is no apparent way to affect the giant fan's speed. It just keeps spinning... *whoof-whoof-whoof*. I mean... if you were really fast... maybe... you could make it. No... that'd be crazy.

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

12. Exotic "Animal" room a

This room is used to store animals from foreign worlds, realities, and planes with environs similar to our own. It provides light, water, and breathable gasses for those animals enclosed in its pens. This room is ill suited to housing animals with needs too far removed from our own.


13.Ventilation room
The far wall is taken up by big vertical fan. You have to reflex save 30 to get through without 4D6 slashing damage. If you can somehow slow it down, 20 reflex save. usually it's between the air reprocessor and the ventilation ducts but sometimes it guards the computer room, weapons locker, or vault.


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14. Junction 14
The floor of this ventilation room is taken up by a giant, horizontal fan. Square, metal grating makes up the flooring to keep people from dying horribly.

A red light on the wall illuminates a button. When pressed, the light starts blinking green and the speed of the fan increases for 1 minute. While normally fast enough to blow kilts and dresses upward, when accelerated, the force is sufficient to lift a person in a wing-suit or other baggy, parachute-like outfit, lifting them up into the open vent shaft and reaching higher levels.

Rumors of vast piles of loose change and writing utensils waiting far below exist... though they have yet to lure anyone to brave enough to attempt an expedition.


With magnetized boots and gloves you will find out that most coins are diluted with iron.:)


Well I'll take these as suggestions, though I've done many of them already. I've been creating star ship deck plans, star port maps, mining outpost maps over the last two years - all published as map sets or as commissions for publishers. I've done star ships and station maps for two Legendary Games over the past year. I'll be publishing an ongoing series of one-shot horror modules by Trevor Gulliver, with the first one featuring 2 star ship deck plans, an outpost station and an alien planet - Dark Places: Dead in Space, will be the first one.

15. Cargo Bay with various cargo containers, a container lifting and organizing system.

16. Brig - secure prison cell with monitoring cameras, and maybe a nearby guard.

17. Restroom/Fresher - every map needs one, and is almost missing from most maps I see or map commissions I receive.


18. Data Storage
The ceiling of this room contains a pair of modestly-sized horizontal fans leading to air vents.

A row of reel-to-reel tape storage devices line one wall, occasionally spinning as data is stored or accessed. Also, for added scientific effect, a Jacob's Ladder apparatus sits on a computer console near one wall, constantly discharging arcs of blue electricity along its V-shaped rails. *Bzzzz-rrt!* *Bzzzz-rrt*

A slim, high-tech handheld fire extinguisher rests on one wall. Being far more advanced then some primitive chemical dispenser, it emits a visible-spectrum laser that paints and illuminates the location it's pointed at. The laser guidance is then used by tiny, flying drones equipped with fire-suppressant chemical sprays and carbon-dioxide bombs to home in and extinguish the flames.

The response time of the drones depends on their location in the area and any arriving via the ceiling vents are programmed to time their passage through the fans with near-pinpoint accuracy... which accounts for only 15% of those arriving from those entrances being destroyed.

A normal fire-extinguisher is also located beneath the first one, for emergency emergencies.


18 contains the tape backup in case the central computer needs restarting. Occasionally a memory crystal has been destroyed and the lost files need to be reloaded. All robots and androids automatically know how to change tapes. Anyone else it takes an intelligence check 20. 15 if they saw someone or thing do it. If this room is unattended, one of the tape drives is open waiting for a tape replacement. A row of 10 alien characters is flashing in red. The many tape racks against the other walls all have tapes labeled with similar characters. If someone uses read languages or something, the tape being asked for is B000000006. (BINGO!)

Every time you successfully replace a tape, a random credit coin (roll 3D20 for the value) falls out of a hidden slot in the wall.

PS: I used to work as a computer operator, so I know how these work.


19. Dining Hall
One wall is taken up with microwave like devices. Actually, plasmatic energy is made into food, plates, cups, and plastic cutlery. The 9 digit code must be entered to get a result.

There are 2 dining tables with 6 chairs each. The captains table is gold colored.

In the middle of another wall is an incinerator like chute. When closed it converts the contents into plasmatic energy. Creatures fort save DC25 to resist disintegration and can try to push the door open.

Food materializer table. The first time someone enters a random number, roll on this table. They can then get that result every time.Like all my homebrew tables you can add your favorite food and or culinary disaster.
1: Earl Gray tea, hot.
2: Glass of peach iced tea.
3: 2 Chicken enchiladas, mild.
4: live rat.
5: Steak tartar with raw broccoli.
6: Extra spicy beef and bean chili.
7: Vegetarian quickstir with brown rice.
8: A hay burger with fries.


20.Hydroponics
The ceiling is filled with rows of solar lights. There are racks of strange clear agar with plants growing in it. There will be a plant monster and or a construct attending this place. Most of the plants are medicinal, alien, or both. If the general power is out, there is the remains of something wired in to keep the power supplied. It's nuclear, and some of the plants are mutated.


More food
9: A large bowl full of curry, a smaller bowl of sour cream, and another small bowl of pineapple chutney. All bowls are full to the brim, good luck mixing them.
10: 2 bowls of chicken soup with rice. On the bowls are Maurice Sendak characters with the lyrics "Happy once, happy twice, happy chicken soup with rice!" in their word balloons. There are salteens on the side. It weakens most diseases to the point of plus 4 to the patient's saves and It also grants a new save vs diseases.
11: A deep dish personal pizza with chunks of pineapple and broccoli floating in the soybean oil rich tomato sauce.
12: Tuna Noodle Casserole
13: Fission Chips. It's fish and chips made from radioactive fish and potatoes. Note that it makes mutants grow back their extra limbs.
14: Mustard, onion, and blue cheese sandwich. It weakens most diseases to the point of plus 4 to the patient's saves and It also grants a new save vs diseases. Yes it stacks with chicken soup.


21. The Crew Quarters
These come in many different flavours depending on where they are found.
A military outpost has rows of utilitarian beds with chests at the foot.
A military spacecraft has hot-swap bays lining the walls with covers that can be pulled down to seal the unit. These can serve as escape pods in emergencies. To save resources they can place the creature inside into statis of a sort.
A commercial ship is slightly more comfortable with some crew even having their own cabins, or only sharing with 3 or 4 people, rather than dozens.

All of the beds have some means to keep their occupants in the bed during zero g flight or rapid maneuvering. Some are more comfortable than others.

In an abandoned ship/installation one can often find postcards stuck to mirrors or on the wall above a bed. Old, faded, photo's showing evidence of significant handling are also often present.
To create a bit of a heart wrenching moment have a photo of a small girl with a teddy bear, and a post card, that says "To keep you safe Daddy." On the bed is a skeleton wrapped around a teddy bear.
You could have the skeleton found somewhere else as well so the players have to figure out what happened.

This is where people live so there are all of the usual artifacts of life. There are changes of clothes, watches, books with bookmarks.


22. Cold Sleep Hold
Rows of tubes filled with frozen bodies. Hollywood-style they're arranged face on with the occupants ready to step out when defrosted, or for maximum space-efficiency they're more like morgue drawers.

23. Armory
A small room with heavily armoured walls and door. The contents may be more ammunition than weaponry, if it hasn't been looted. Serious security measures should be expected. Serious fire suppression measures (possibly including rapidly ejecting the contents, or replacing the air with an unbreathable gas) should be in place too.

24. Exercise Room
Strangely curved bars, blocks and pieces of machinery fill this room. The smell is particularly vile.


25. Spooky Corridor
The lights flicker. There are holes in the ceiling with hanging wires. Holograms are supported here, but that includes a floating ghoul that blinks into view momentarily. The 60 foot long corridor looks 130 feet long. There are two side doors.

GM notes: The one on the left is a solid hologram. If you open that one a manically laughing ghoul jump scares out. If someone seems to doubt it, it will touch them. It can cause frost burns for 1-4 points each. A successful hit causes it to disappear, resetting the fake door.


26. Junction 26
This 3-way junction in the maintenance shafts also has a ladder for accessing other levels. Coolant pipes and a cross-breeze make it almost pleasant to loiter about in. As such, stray cigarette butts and food wrappers can be found in the corners from past crew-members sneaking breaks in the area.

Of more technical note is that the relay points for all the electrical wiring to this section for one set of systems: weapons, security, lighting, life support, etc. runs right through this section. This could make it a key point of interest to saboteurs, attackers, or to defenders trying to neutralize one section of the ship or base.


27. Strange Fluid Room
There is a strange pillar going across this room, probably in the same direction as the PCs. There are barrels of something marked with alien letters. Some are empty, 3 are full of Strange fluids, while most are still sealed. There is a drain plug at the bottom of the column. There is a fill hatch on top of the column.

Some robots and golems can use the unused fluid to refill their own fluid system. Aliens laird here may have extra arms or wings.


28. Galley
This kitchen area contains equipment for preparing and cooking food. The equipment may be typical convection or even gas stoves or it may be more advanced heating coil or even microwave and re-hydration technology. If using gas, steam, or heat, there will be extra ventilation or hoods to catch the heat and smoke. If food is actually prepared here, as opposed to just opened and ready-to-eat, there may be a selection of small knives or tools here suitable for use as weapons.

A small door leads into a closet or pantry suitable for storing dry goods.


29. Rower's Galley
Other than the lighting conduits and the environment controls that regulate the temperature, this anachronistic room seems like it was modeled after a water-borne rowing vessel. Wood paneling, or just metal paneling designed to resemble wood, lines the walls and two rows of benches flank a central path across it. Metal poles extend from the wall parallel to each bench, resembling the handles of long oars. They are clearly metallic and possess durable, slip resistant rubber-like grips for ease of holding. Up to two medium-sized creatures can sit on a bench and manipulate an oar by hauling back with force and then lifting and pressing it forward into the starting position. A faint *whoosh* or whine of energy can be heard surging nearby with each pull, followed by the soft click of a resetting flywheel as the oars is slid back forward.

This room is always found in close proximity to an engine, generator, or powerplant, though it may actually sit above or below it on a different level. The oars are actually manual gear manipulators connected to a super-charger or power-boost regulator that channels energy to the engines. If at least four creatures work the oars (requiring a successful Strength check DC 10 from each) a vessel's speed can be increased over the course of an hour or a facility's available power can be supplemented in times of increased usage. Constitution checks are required after every hour to avoid fatigue and it's a GM's call whether a larger number of successful rowers can provide more available energy.

A dusty, though functional whip is coiled on a nail near the front, looking like it's never been used. A large, squat kettle drum rests just beneath it, looking slightly more used.


28. Reminds me of Neelix's kitchen aboard Voyager.

29.This can help start up the engines if they've grown cold. Aliens and their kooky ideas of exercise.

While this is intended for a high tech, lost alien, mega vehicle, if you want to keep adding silly, Lost in Space style rooms, go right ahead.

30. Spare Bridge
There is an actual ships wheel, a speed selector that makes a ringing sound when you move it, and a speaking tobe that leads to the engine room. On the wall is a box full of dials and switches. A certain trick known only to the long dead captain will transfer control to here. There is a cabinet full of star maps, with a fold down table. There is a huge compass on a thick pedestal.


31.Learning Annex
There are 9 learning chairs, along 3 walls of the room. 3 are small(for children or S sized creatures), 3 for M sized creatures, and 3 for L sized creatures. Each learning chair is made up of an arm chair like seat, a hat that fits on the head with an adjustable armature, a screen that can be positioned in front of the eyes, and a keyboard just below the screen.

The arm chair is comfortable, with on/off switches and intensity dials on the right arm of the chair.

The hat looks like it comes from a hair salon, but instead of drying the hair it emits learning brain waves. New things learned go right into long term memory. Old, now useless memories will be replaced if necessary. A PC can rebuild their character. It does not have to fit over the head. It can be set to reverse, copying what the character is thinking about to memory chips. The dial on the chair has minus settings for that.

The screen and keyboard teach. The main menu lets you select language, lessons, and texts to read. Often there are interactive questions and word problems.

Some lessons are beyond the person. They will remember but not be able to use the information. There are independent computer banks in the walls. Special access hatches in the walls allow one to install crystal memory chips. There is already quite a library of spells in the chips. An alien in the room might be able to use the chairs to interrogate or teach adventurers.


32.Teleportation Room
There is a stage with strange concentric circles inlaid in the crystal surface. On either side are some sort of giant capacitors. On the other side of the room is a control panel at normal waist height. The control panel is marked with alien characters. If you can read them by virtue of magic or science, you can teleport anything on the stage vast distances.

If you trained in the Learning Annex or are a programmed android or robot, you are considered very familiar. Comprehend languages or other means of perfect translation is effectively Studied carefully. Use magic device or operate technology is like Seen casually. An intelligence check vs 20 means success is like viewed once while a failure is False destination.

If the result would be fatal, you can substitute the teleportation mishap table that I will be starting in Forum Games. You can also teleport cure someone by having the poison or parasites land 10 feet away from the subject. Make a heal check. DC20.


33. Weapons Testing A
There is a stage with strange concentric circles inlaid in the crystal surface. On either side are some sort of giant capacitors. On the other side of the room is a control panel at normal waist height. The control panel is marked with alien characters. If you can read them by virtue of magic or science, you can tell that a switch is labeled 'Activate'.

While looking incredibly similar to one of the Teleportation rooms (see Room 32), this room is actually for testing an immense electro-lightning-plasmatic-ray emitter. The concentric circles on the stage are actually a bullseye. This completely coincidental resemblance has occasionally been the result of unfortunate mishaps when inattentive visitors place equipment or friends on the platform and attempt to transport them elsewhere.

A desk in the corner has a small drawer containing a stack of AWD-187 forms for filling out accidental workplace death reports (required in triplicate; one to shift supervisor, one to Personnel, and one to head of Weapons Testing and R&D). Oddly... not a single schematic or note on the cannon, its true capabilities, or any indication that testing has been done here can be found (or at least such information is not kept here.)


34. Observation Bubble

A transparent bubble about 10'/3m diameter projecting from the side of the vessel, backed up by a small area including a couch. Searching the couch may find odd bits of alien currency, alien detritus, and alien family planning materials.

34a. Observation Gallery

A curving corridor with one or more surfaces (ceiling, wall, floor) transparent.

34b. Observation Chamber

A large and splendid room with the ceiling transparent or holoprojected and windows likewise. The furnishings (window frames, seating, sculptures) will be richly decorated in the style of the builders.

35. Theatre

A large, dimly lit room. Rows of seating facing and possibly surrounding a stage. Small rooms for preparation will be adjacent to or under the stage. The walls and door may be decorated with records of previous productions.

35a. Chapel

A large room. Rows of seating facing and possibly surrounding a stage. Small rooms for preparation will be adjacent to or under the stage. The stage will include at least one object of worship - altar, totem pole, statue etc. The walls and door may be decorated appropriately to the religion.

35b. Eeevil Chapel

A large, dimly lit room. Rows of seating facing and possibly surrounding a stage. Small rooms for preparation will be adjacent to or under the stage. The stage will include at least one creepy object of worship - altar, totem pole, statue etc. The walls and door will be creepily decorated appropriately to the religion. The door will be sturdy and lockable.


avr wrote:

34. Observation Bubble

... Searching the couch may find odd bits of alien currency, alien detritus, and alien family planning materials.

Especially fun when the aliens' genitals resemble fun shapes, like poodles.

"Hey guys! Balloons!"


Pizza Lord wrote:
avr wrote:

34. Observation Bubble

... Searching the couch may find odd bits of alien currency, alien detritus, and alien family planning materials.

Especially fun when the aliens' genitals resemble fun shapes, like poodles.

"Hey guys! Balloons!"

Remember, a knowledge roll about a Plumbus will only tell you what it is, not what it is for.


36: Drift Drive Room
A drive crystal surrounded by strange emitters. The machine is welded to the ship's frame. There is a bank of controls. There is some sort of engineer, covered with bionic upgrades. Although he's undead, he is too obsessed with testing the circuits to bother the living.

Notes: There is no power coming in till someone gets the power core in the engine room running. Also, the drift dial has only Drift 1 and no drift marked. If you can convince him to help, he will explain that this ship took a month of pact time to travel her from a nearby galaxy. Also, other engineers were here taking noted and such a few hundred years ago.


Expanded food list.

1: Earl Gray tea, hot.
2: Glass of peach iced tea.
3: 2 Chicken enchiladas, mild.
4: live rat.
5: Steak tartar with raw broccoli.
6: Extra spicy beef and bean chili.
7: Vegetarian quickstir with brown rice.
8: A hay burger with fries.
More food
9: A large bowl full of curry, a smaller bowl of sour cream, and another small bowl of pineapple chutney. All bowls are full to the brim, good luck mixing them.
10: 2 bowls of chicken soup with rice. On the bowls are Maurice Sendak characters with the lyrics "Happy once, happy twice, happy chicken soup with rice!" in their word balloons. There are salteens on the side. It weakens most diseases to the point of plus 4 to the patient's saves and It also grants a new save vs diseases.
11: A deep dish personal pizza with chunks of pineapple and broccoli floating in the soybean oil rich tomato sauce.
12: Tuna Noodle Casserole
13: Fission Chips. It's fish and chips made from radioactive fish and potatoes. Note that it makes mutants grow back their extra limbs.
14: Mustard, onion, and blue cheese sandwich. It weakens most diseases to the point of plus 4 to the patient's saves and It also grants a new save vs diseases. Yes it stacks with chicken soup.
15: Quesadilla with more cheese on top.
16: 2 Hot dogs with a plastic ketchup bottle.
17: A Texas Hot Dog with the works. That’s a foot long on a extra large bun with beanless chili, mustard, relish, onions, and grated cheese piled on top.
18: 2 all fish patties, lettuce, cheese, onion, tomato, tartar sauce all on a sesame seed bun.
19: Gyro.
20: Pot roast with soft cooked potato, onion, turnip, and carrot.


Pathfinder Rulebook Subscriber

37. Bowling Alley
Actually a simulation hologram with but a single 'real' alley. settings can simulate hundreds to either side and create other bowlers of any race known. The balls and other tactile sensations are about the only things 'real'. The alley is only a few feet deep and everything is as close to real as possible. Military ships use the same unit as a simulated shooting range and hand to hand mat. Other programs exist, but the higher grade military specs are controlled. Details can be changed by a competent technician. Hacking such a system has been done so often that levels of security are high.

Despite the hopes of some, the recreational aspects are tame. Safeties work hard to prevent any real harm, except in some military training sims. Some units are 'collapsible' to save space. Ritterfeld Simulators are one of the biggest producers and will customize to other racial specs. Why is bowling so popular on starships?


38. Three-dimensional Pool Table. A transparent Aluminum (yes, it actually exists) frame, lined with cloth pockets contains a null-gravity field. The balls contain miniature gravity generators, so are self-attracting. The pool cues are actually small drones with an actuator-triggered spring-loaded cue 10 cm in length.


39.Cloning Tank This looks like a medical bay, but with a large tank in the middle of the room. There are pipes connected to one end to flush and refill the tank between uses. When you toss in a genetic sample and turn on the control panel, it will grow into an adult version of the creature. A set of 6 memory crystals(from the learning annex) must be installed in the holder at the other end of the tank. The clone will have the memories from the crystals.

A genetic sample can include, a nail clipping, a bone, or even a strand of hair. The sample can be on an implant, because otherwise the result will contain no implants.

There may be a set of crystals already in there. They belong to an original crewman, Jose the Couatl. He is still a ninth level cleric. Replace use magic device with cloning tank operation profession.

There are 6 drawers in one wall, capable of storing cloned bodies, waiting to receive an identity when the original dies. One drawer contains a Lizardman or Vesk. This is the captain, who's original body is currently some type of undead. Destroy the undead and this activates. The other drawers are empty, unless the GM wants to place a surprise.


40. Turbolifts
A small room which can move about a shaft or system of shafts within the structure. Usually used to move vertically but horizontal movement is certainly possible.

In a damaged structure a crash at some point is almost inevitable, resulting in crash foam being deployed to fill the lift and immobilise those within.


41. Breach
This crew quarters bay has a gaping hole to the outside. All the doors to it are pressure doors. There is either a bright red light, danger tape in an unknown language all over the door, or a goblin skeleton missing an arm right next to the door. If the turbolift comes here, it becomes stuck.

If the derelict crashed on a planet with a breathable atmosphere, there are bears or owlbears living in the breach room. This might be the entry to a unique dungeon.

If the derelict is floating in space, then the doors are a vacuum trap. Basicly a,"If someone refuses to take a hint, only they should be sucked into space!", kind of trap. Is there really any wrong way to kill a Kender? If you have the Alien Archive, here is where you put a Nihili. Possibly on the other side of the porthole trying to tempt the characters to open it.


42.Turbo Sonic Showers
There are 5 private showers and one big public shower. The private showers can actually accommodate 2 medium people or one large. In a spacial distortion, the water droplets tend to hang there quivering. Turn it up to 11 to remove leprosy.


43.Pegasus Device
There is "Pegasus Device" written large on the wall in blood.

Most of the room is taken up by this huge machine. On one side is some kind of grinder/chemical analyzer. The other end has a clear chamber with some kind of beam emitter above. In the middle with lots of other controls and indicators is a large dial. There are 20 places around the dial. One has an outline of a grey, another a human, and another a pegasus. The rest are blank.

If something is fed into the grinder, it's DNA and basic structure is analysed and an outline is added to the dial. If something enters the chamber and closes the door, their DNA and structure is changed to that of the outline the dial is pointing to. No outline, no activation.

Legend lore will give you a story of how an aging Pegasus Wings Skylark, threw himself into the machine so several young Pegusi who had vestigial wings, could be altered to have big strong wings like Skylark.

Oddly, when any creature is fed into the grinder, many rainbows appear in the sky near the ship.


44.Cargo Bay C
Crates, a forklift, with an alien skeleton at the wheel, and a terminal that would tell whats in the crates, if it had any power. The lights are likewise out because of lack of power. There are more than 100 crates. If someone starts opening crates at random, roll on the crate subtable.

Crate Subtable
1: 500 self sealing stem bolts.
2: Spool of power cable. Half a mile.
3: Roll for 1 random technological device, there are 3D6 of them in here.
4: 40 blank memory crystals, packed separately.
5: A tangle of wires and cables.
6: Full of spare robot parts.
7: Packs and packs of instant water.
8: Full of MREs. Meals ready to eat.
9: Was full of protean bars. Now it contains an angry rat swarm.
10: Full of emergency medical kits.


44. Garage
A dank, dirty, oil-stained room filled with boxes and broken furniture.

44a. Ship's Boat
A room just large enough to contain a smaller vessel, with an airlock at one end. The vessel may or may not be present.

44b. Hangar
A large room with a large airlock and assorted machinery to repair small vessels within.

44c. Launch tube
A hangar with catapults and other machinery to launch vessels within very quickly.

44d. Escape pod
A very small room with beds/seats. The room can be ejected rapidly from the structure.


Shouldn't the Garage be #45?

46. Science Lab This room is protects by a secure lock that only grants access to those who has a right to be there. It is a fairly large room with several tables and shelves. There are computer terminals as well as several scientific instruments.

46a. (Xeno)biology: this room has several organic material on the tables or the shelves and several medical instruments can be found here.one wall has a huge window that looks into a second section accessible by a decontamination airlock. A dissection/vivisection table sits in the middle of this room.

46b. (Xeno)engineer: various gear and plans can be found on the table here.

46c. Earth sciences: an eclectic lab where one could find scientist of various fields working side by sides. These labs often have seperate bay for experiments in controlled environment.

46d. Astrophysics and astronomy: Starcharts and projection often lies about these rooms, a seoerate bay under controlled conditions contains various samples collected from celestial bodies.


Yes, you're right Andre. My bad.

A list of some possible carried vehicles by way of an apology:

  • Levitating sled
  • Wheeled off-road vehicle
  • Tracked all-terrain vehicle or bulldozer
  • Hoverbike
  • Flying drone
  • Small aircar
  • Passenger shuttle
  • Cargo shuttle
  • Fighter
  • Lifeboat
  • Submarine


I'm going to keep adding to it. Feel free to add your favorites.

Crate Subtable
1: 500 self sealing stem bolts.
2: Spool of power cable. Half a mile.
3: Roll for 1 random technological device, there are 3D6 of them in here.
4: 40 blank memory crystals, packed separately.
5: A tangle of wires and cables.
6: Full of spare robot parts.
7: Packs and packs of instant water.
8: Full of MREs. Meals ready to eat.
9: Was full of protean bars. Now it contains an angry rat swarm.
10: Full of emergency medical kits.
11: Full of D cell batteries, now with strange matter.
12: Lots of flashlights without the D cells to power them.
13: Big bags of charcoal and powdered lime to recharge the air purifiers.
14: Advanced glow sticks. They glow brighter and longer than normal, and every color possible. That includes puke green and blood red.

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