Survival Warrior: Chapter 2: Tower Layout

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Contents

Floor Layout

Layout 1 is for the basement [1].
Layout 2 is for the first floor [2].
Layout 3 is for floors 2, 6, 10, 14, and 18. These floors have cross hallways that connect the two towers. [3].
Layout 4 is for floors 3, 7, 15, and 19 [4].
Layout 5 is for floors 4, 8, 12, 16 and 20 [5].
Layout 6 is for floors 5, 9, 13, and 17 [6].

The original maps for this module can be found here.

Elevators and Stairwells

There are four elevators per tower. They are located in the center of each building in a square pattern. There are four stairwells per tower, one stairwell located in each corner of each building.

Using the elevators to move between floors comes with significant risk. If Thissious can drop a grenade (or two or three) on the elevator car from above, he surely will, blowing the car downward. For blast damage, halve concussion, and add an extra 3 to threshold for fragment damage. Automatic brakes slow the car down such that damage is 2-12 concussion in each of 3 locations. If Thissious runs out of grenades, he'll start dropping furniture, like a desk, onto the car (1-6 points of damage per floor that it is dropped. The ceiling adds 3 to threshold. Soon, PCs may either start taking the stairs or post a guard atop the elevator cab. . .

Building 1 Elevators

General: Floors 4, 7, and 13 cannot summon elevators.
Southeast Elevator (1): Will not go to floors 1-7.
Southwest Elevator (2): Hallway doors don't open. Elevator works fine, but will not operate until after PCs discover Clue #8.
Northeast Elevator (3): Works fine. (The button is broken. It may be repaired. Roll 2d6 to determine the level of Electronic Check needed to fix it and 1d6 for the time it takes.)
Northwest Elevator (4): Works fine.

Building 1 Stairwells

General: All stairs are blocked going into the basement.
Southeast Stairs (1): Some areas will not support a character's weight. Between floors 6 and 8, the stairs will not support more than 700 pounds per floor. Between levels 13 and 19, the stairs will not support more than 2000 pounds per floor.
Southwest Stairs (2): All of the stairs have collapsed. The blockage extends to level 5, and girders and construction debris fill the rest of the stairs. PCs may attempt to climb these blocked stairwells. Climbing difficulty is equivalent to a PC's size class. A check is necessary every two flights above level 5.
Northeast Stairs (3): All of the stairs have collapsed. The blockage extends to level 5, and girders and construction debris fill the rest of the stairs. PCs may attempt to climb these blocked stairwells. Climbing difficulty is equivalent to a PC's size class. A check is necessary every two flights above level 5.
Northwest Stairs (4): All doors are locked. Level 2 mechanical to pick.

Building 2 Elevators

General: Floors 7, 9, 14, 16, and 19 cannot summon elevators.
Southeast Elevator (1): Works fine. Southwest Elevator (2): All buttons for floors have been removed. In their place are electrified metal studs. If anything conductive touches the studs, they shock it for 1 point of damage. The elevator then rises or descends to the floor the metal stud replaced.
Northeast Elevator (3): The motor is partially burned out - it cannot lift more than 200 pounds upwards. The motor whines, but the cab doesn't move.
Northwest Elevator (4): The control box has been gutted for parts. It is a level 5 electrical check to fix.

Building 2 Stairwells

Southeast Stairs (1): All doors are locked (Mechanical level 2).
Southwest Stairs (2): All doors on even numbered floors have been removed. Solid concrete walls have been built in their place and painted to match the stairwell walls.
Northeast Stairs (3): All doors on floors 4, 8, 12, and 15 have been trapped. When a PC opens the door, an M-90 concussion grenade explodes, and the floor drops out from below them. It is a level 2 check to find, level 1 to remove the drop-off, level 3 to disconnect the grenade. On all other floors, the only trap is a “grenade”, filled with red paint (doing no damage), but splattering everyone with fake blood. Northwest Stairs (4): No problems.

Cross Hallways Between Towers

General: Floors 2, 6, 10, 14, and 18 have cross hallways that connect the two towers. All cross hallways extend over the road far below. The walls have windows that extend from the ceiling to within 3 feet of the floor.
Cross hallway: 6th floor: Halfway across the hall, there is a large circular hole in the ceiling. A flex-steel rope dangles through the opening. The hole can accommodate Ram Pythons.
Cross hallway: 10th floor: Halfway across the hall, there is a large circular hole in the floor. A flex-steel rope (well secured) dangles from the ceiling through the hole in the floor.

Common Rooms on Each Floor

Closet: This small area is a closet with empty shelves on the walls. Janitorial supplies and blank forms have been removed. A 20% chance exists for the PCs to find a box wrapped in "Happy Birthday" paper. It contains 1 full spare clip/magazine for all clip/magazine archaic powder weapons carried by the party. The box will only happen once.
Bathroom: Tiles line the floor and walls. A scummy sink and a cracked mirror occupy one wall, a toilet the other. There is toilet paper. A 50% chance exists the sink does not work. A 20% chance exists the PCs find a a brightly wrapped box sitting on a sink. It contains one spare battery for all laser weapons carried by the party. The box will only happen once.

Random Tower Rooms

If characters enter rooms with no description, roll below to determine door type and room contents.

Random Door Table

Die Roll Door Type
1-12 Locked wood doors (Mechanical level 3).
13-27 Locked wood doors (Electrical level 3).
28-40 Unlocked, untrapped wood doors.
41-45 Unlocked wood door. P-4 grenade explodes when opened.
46-48 Unlocked wood door. Stick of dynamite is hidden behind the door and lights when door opens. After five seconds, it explodes. Half damage due to shattering door.
49-65 Locked flex steel doors with wood veneer (Mechanical level 10).
66-89 Locked flex steel doors with wood veneer (Electrical level 10).
90 Unlocked flex steel doors with wood veneer.
91-96 Unlocked glass doors.
97-98 Locked glass doors with fake fingerprint scan. This scan rejects everything. (Real fingerprint scanners are more expensive than White Lion wanted to invest. Swearing and shattering glass are good for the ratings.)
99-00 Locked glass doors (mechanical level 3).

Note: The flex steel doors with wood veneer were for the security-conscious offices. If kicked or punched, roll damage (ignore any skill bonus), divide it in half, and apply it to the part of armor doing the attack.

Random Room Table

Die Roll Room Contents
1-13 Junk Furniture
14-25 Messy Office
26-30 Neat Freaks
31-48 Empty
49-56 Bouncing Betties
57-63 Toxic Waste
64-72 Fake Waste
73-77 Glow in the Dark Figures
78-87 Construction Remnants
88-100 Crashed Space

Contents: Except when noted, all unmarked rooms have a 25% chance for cameras to be present.

Junk Furniture

This room contains an ancient desk, singed by some long-ago fire. A cardboard box rests atop the desk. Four cheap chairs, two missing a leg, two others missing seats, circle the desk.

The company moving out of the office didn't bother with the junk furniture. The box is empty.

Messy Office

Old office memos and forms cover the carpet. You spot a few rubber bands, paper clips, a stapler, a stained coffee mug, and a can of red paint.

The company moving out didn't bother to clean up too well. The stapler is broken. The red paint is 1/4 full.

Neat Freaks

This room is empty. The carpet, although threadbare in places, has been recently vacuumed. The walls are white and clean.

Vacuuming when leaving a condemned building? Neat freaks = target practice!

Empty

This room is dark.

It is empty. The lights don't work.

Bouncing Betties

This room is dark.

This lights don't work. Two cardboard boxes sit in one corner; two more cardboard boxes sit in a different corner. If PCs investigate the boxes, two Bouncing Betty mines lie hidden under the carpet in front of each box. Anyone approaching the boxes sets one off. Confetti fills the boxes, and, upon mine detonation, explodes into the air. There are cameras in this room.

Toxic Waste

This room has a strong chemical odor and is dark.

When PCs find some light, read the following: “Large, rusty metallic drums fill this room. Most are marked ’Toxic’, ‘Dangerous’, ‘Flammable’, ‘Explosive’, ‘Medical Waste’, ‘Poisonous’, or ‘Corrosive’. A few appear to have leaks. There are no cameras in this room. The lights have been deliberately smashed, and the windows are covered.”

The labels are correct. If anyone tampers with these drums without protection, adlib some thoroughly degenerative disease. This room happens once.

Fake Waste

Large, clean metallic drums fill this room. Most are marked "Toxic", "Dangerous", "Flammable", "Explosive", "Medical Waste", or "Poisonous". One is open, showing a bubbling, florescent green goo. An unrealistic haze floats between the drums.

After White Lion Entertainment found the abandoned toxic waste, they wanted to confuse anyone who saw it, and thus built fake abandoned waste rooms. Different unrealistically colored goo fills each drum. The goo is safe unless eaten. Dry ice units hidden in some of the drums creates the unrealistic haze. There are cameras in this room.

Glow in the Dark Figures

This room is dimly lit by glow-in-the-dark figures painted on the walls.

There is one glow in the dark figure for each PC. Low-light cameras monitor the room. The lights don't work.

Construction Remnants

Layers of sawdust and a white powder cover the uncarpeted floor. Numerous items clutter the floor: a few cinder blocks, a few bags of slow-dry cement, half a roll of duct tape, a few scraps of wood, pieces of wire, and a few pieces of angled steel. Wires hang from the ceiling.

Tenants began fixing up this area before the authorities decided to demolish the buildings. The white powder is a mixture of slow-dry cement and gypsum (used in walls). One bag of cement is a third full. A 25% chance of a 4' diameter hole into an adjacent (non-described) room exists.

Crash Space

You open the door to what seems like the set of those "Help the Poor" infomercials. A dozen mattresses litter the floor. Each one has more holes than an Eridani on Phena. A few tattered rags, maybe blankets, lie atop the mattresses. You hear a squeak to your right.

Office workers used to live here cheaply. The squeak is one of many rats. A 20% chance exists PCs find a brightly colored gift-wrapped box. The box contains a plas grenade, and 3 P-4 grenades. This happens once.

Wrong Building

While searching for the correct clue rooms, if PC's proceed to the right room, wrong building (Rooms 201 and 1915 of Building 1 and rooms 406, 803, 1229 and 1520 of Building 2.), roll on the Random Door and Random Room Tables. There is writing on the wall: "Nope. Try other building." The same message appears on the roof of Building 1 in the northwest corner, and in Elevator 2, Building 2.


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Survival Warrior: Chapter 3: Nine Clues to Cash

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Survival Warrior: Chapter 1: Player's Intro

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