need rooms for my ancient alien artifact dungeon crawl party has APL of 3


Advice


so i judt dont know what to put in my underground alien ancient bunker.
going about 4 houre of game time so i have my end fight all figered out so about an hour there so i have an encounter on there way to the bunker so anuther hours say. so i need 2 hours of filler traps and stufe. what do you guys thing?


I assume this is a large complex with living spaces, work areas, command center, storage, maybe a vehicle bay. If actual military bunker an armory and security checkpoints.

Rusted catwalk: the lower level of this room is flooded with a foul smelling liquid. A catwalk runs the length of the room and branches in several points leading to various pieces of equipment and into the liquid. Some of the branch catwalks have collapsed. The room is 80' long and 60' wide with a door at the far end of the catwalk. If more than two people are in any 20' span of catwalk it collapses dumping everybody into the water 30' below. This can be avoided with a DC XX engineering check or DC xx perception check. If they fall they take 2D6 damage, reflex for half. If their armor is not sealed they are nauseated for D10 rounds. The water is about 8' deep, murky with fungal islands floating on it. there are enough pieces of equipment and catwalks that they do not have to make swim checks and the broken catwalk can easily be climbed to get out. Visible only from water level is a viewing window, just above the surface, covered with strands of the fungal growth. A DC 15 search check will reveal a submerged door. Forcing it open leads them up some stairs to the observation room. Inside they find a control panel and a desk with personal belongings. A small artistic statue, a faded family photo/ holo cube and some documents. A sign facing the window has some alien writing on it. The bottom side of the family picture as a shortened version of the same writing plus a second line of text.

Last Stand: A corpse crouched in an open doorway near the end of a hallway. Inside the room are a half dozen smaller corpses slumped over a table or laying on makeshift beds. The corpse in the door is wearing badly damaged light armor and holds a now useless rifle. It appears to be wearing some type of bandoleer and one hand if closed around the end of a decorative chain about it's neck. The had holds two items, a decorative medallion and a primed grenade. There are 6 more functional grenades in the bandoleer and two power cells that look they fit the rifle.

Barracks: This complex of rooms has a couple offices, a recreation room, a dining facility and several large bays with rows of bunks, about 60 beds each. Two of these rooms look like they were burned. The last has the bunks overturned and several corpses behind them. None are wearing armor. Searching the barracks will turn up a dozen bodies, some random personal effects from lockers and a security keycard. In one office is a diagram on the wall. Geometric symbols in several colors are connected by lines. Small tags, about 20 total, are placed on symbols or lines. A DC 20 spot check reveals that three of the tags match a symbol on a hat sitting on a shelf. There are also two unique symbols. If the party spends more than 5 minutes in this area they hear noises coming from the walls and ceiling. About 20 CR 1/4 vermin start coming from floor level vents in several places. Five enter the room with the most party members with one in each other room. Additional vermin enter a random room every 2 rounds until all are in play. Using a flame weapon, a grenade in any of the vents or the entire party entering one of the burned rooms causes all the vermin to flee.

Storeroom: Several storerooms are scattered about the complex. Conditions vary from burned to crates/ boxes torn pen and dumped out to mostly empty except a few open and empty boxes. each room has a hatch in the ceiling that leads to a network of tunnels connecting the storerooms and the main vehicle/ loading bay. Beware, something lives up here.

Barricades: Multiple points have makeshift barriers, furniture, crates from nearby storerooms etc. dot the compound. All show signs of a fight with anywhere from 2 to a dozen armored bodies. many of the troops wear medallions like the one at the last stand.

Power plant: A large armored door blocks the end of this hallway, signs of explosives and cutting torches mar the surface. about 30' away in a branch passage are piles of crates, a sheet of armor plate and a hole in the wall.It appears the place once covered the hole but was recently slid aside. Beyond are an office, a control booth, a tech workshop, an entry way at the large door and the generator room. The generator is running and there are signs of recent activity in the control room. In the workshop are two dozen bodies in armor and a few unarmored. Most appear to have died peacefully.

Offices, Civilian quarters: Hidden in a desk or a private room is a pistol and two power cells. The cells are dead but still good as is the weapon.

Command Center:

More machinery spaces: These areas resemble the rusted catwalk but may not be flooded and are generally safe.

Vehicle/ Loading bay:

Why the bunker is here: This could be anything from a shield generator, an orbital defense weapon, a hangar bay, a research lab or a leaders secret hideout. depending on use it has either been looted or destroyed. there are signs of heavy fighting and plenty of dead bodies.

Armory: Located near the barracks and the command center. Lightly guarded as most of the equipment had already been issued. It has long been emptied of all but a few power cells and random ammunition. There may be some repair parts and a tech workshop for this races technology.

Automated turrets: Often placed leading to key areas these gun emplacements may either be destroyed, operating or operating but with recent repairs and current design weapons.


Here are some things you can use:

This is what I call (in the game I made it for) the Catwalk Map.

Map Link

This is the GM reference of the map:

GM Reference Verion

The set up here is a stratospheric landing platform that leads the PCs to a mining complex in a gas giant. The players land their ship on a platform on the southeastern portion of the map and walk toward the map. The areas have a railing to prevent people from falling off easily. Knocking an opponent off takes a Bull Rush, the Solarian Black Hole is ineffective as the Black Hole will stop working once targets hit the railing.

The player entry point puts them into section A.

Once they reach the center of A a force field (controlled from the room in room F) springs up, cutting the PCs off from their ship. Then, suddenly two men step out of the building in armor (use the appropriate combatant stat block from Alien Archive for your players) and unleash a spray of fire! Roll for initiative!

This draws the attention of 2 combatants from area C, who will take cover near the rails at the side of the C platform linking it to the B catwalk.

They will start pouring in fire as well, catching the PCs in a deadly crossfire.

While there is a bridge linking platform F and A it is controlled by the room on F, but a PC could attempt to theoretically leap the chasm. It is considered a 15 foot leap. Easily doable for the right powers or gear, but if they don't then the only way to reach the F platform is to go around the whole network of platforms and walkways.

Once the combatants on F take over 1/2 of their stamina in damage they will retreat back to the safety of the room, leaving the PCs to deal with only the combatants on the C platform.

There are 2 more combatants on the D platform. They will enter the fray once a PC has reached the halfway point of the B walkway of if a PC manages to make it onto the F platform by jumping the bridge from A to F.

Once the C combatants take HP damage they will also retreat back toward D platform. Once the PCs reach the D platform, or two of the combatants are dead, the combatants in the field not on the F platform will retreat from the D platform across the E walkway to F.

As they do, they will operate the terminal on the F platform that controls the gates around the E walkway.

This is a trap. They are set to come up when a PC starts his turn while standing on the E walkway platform. The PCs will have to make a DC 20 computer skill check in order to disengage the gates, all the while their enemies, retreating to cover, will try to pour fire into them. This can be disengaged with a computer use check preemptively before the trap is triggered as well. Regardless this will delay the PC's advance while they take fire.

Eventually they will reach the F platform and clear out the enemies, where they will get control of the platform and be able to free their ship, as well as gain control of the elevator to the facility.

I'm sure you can adapt this to work for you as well. It is a fun encounter with a lot of interesting points. A PC who fails to make the bridge gap can try to grab onto the edge of the platform with a reflex save, but will be in deep trouble, climbing up will take a climb check (DC 20) and they will get shot the whole way. Falling off the edge, by failing to jump then failing the reflex save, failing the climb check by a result less than 10, or by getting bull rushed off is dead. This is an atmospheric fall, there is no way to survive it.

If you are feeling generous there can be a cell in the facility that the fallen PC winds up in, having been saved by a redundant safety measure, but if you go that route don't let the player know they didn't die, save it for a big reveal.

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