Albany Institute of History and Art
Scavenging Location
- Scale: Large (24 items possible with 12 minimum)
- Item Categories: Utilities, Tools and Kits, Clothing, Junk, Scraps and Art Artifacts
- Degree: Partly Searched DC 10
- Level 1
Searching zones include: First floor, second floor and third floor. Each of these 3 areas share the same item categories.
Special search zone: Library. Searching the library will yield 1d6 salvageable books. For every 5 points the party exceeds the DC for the Degree, they find an additional 1 salvageable book.
Special search zone: Cars. There are the remains of several cars parked in the parking lot. The party can search these. With the use of an engineering kit they can scavenge 1d100 credits worth of engineering scraps.
Note: to roll for Art and artifacts simply roll 1d4 to determine the number found. To roll for Junk or Scraps roll 1d100.
Complications
Note: if the party attempts to search the location without having first addressed ART, he will engage them. This will prevent them from being able to spend the required amount of time to complete the search.
- There are fewer supplies here than is expected: the party cannot find items in a search at this location again, until the location has meaningfully changed (such as having new inhabitants arrive). This means that they can perform a search, but will automatically fail in that search. It will still cost them the time for searching.
- It took longer to find supplies than expected: increase the time taken by half the original amount per complication.
- You disturb the location in a way that makes it more dangerous, triggering a structural collapse. The character searching and those that are helping must make a Dexterity saving throw DC 10 or take 1d6 bludgeoning damage from the falling debris.
ART
ART will engage with the party sooner rather then later. They will come to investigate any sounds that it is hearing which is automatic if the party is not attempting to sneak into the museum. If sneaking, ART gets a perception check to see if they become aware of the party. If the party attempts to search any party of the location, breaks anything or engages in combat ART will become aware of them. If the party is searching around the outside of the building, ART will watch them from one of the windows or collapsed walls giving the party a chance to see ART observing them. This is a passive perception check 10 to become aware of the robot watching.
Outside
In general, there is nothing for the party to find here. There are cars to loot and possible routes up to the second floor.
First Floor
Entrance
There isn't much in this space. It serves as a starting point to allow the party to access the areas of interest within the museum.
Collapsed Stairwell
As the party explores the ruins of the Albany Institute of History and Art, they’ll find their access to the second floor obstructed by a partially collapsed stairwell. This structural failure presents both a physical challenge and a tactical decision, requiring the group to choose how they wish to approach the obstacle. Several options are available, each suited to different skills and resources:
- Clearing the Debris by Force – Characters with raw physical power may attempt to shove aside the rubble to create a passable path. This requires a DC 10 Strength check, and a success opens the way for the rest of the party to move upward. Failing has a 50% chance of causing additional debris to fall into the stairwell (adding an additional 10 hit points to the debris pile). If debris falls, the character must make a Dexterity saving throw DC 10 or take 1d6 bludgeoning damage from the falling debris.
- Climbing the Rubble – Adventurers with athletic prowess may opt to climb over the debris. This route is quicker but precarious and demands a DC 10 Athletics check to avoid injury or dislodging unstable debris. Failure results in the character falling, taking 1d6 bludgeoning damage. Additionally, there is a 50% chance of causing additional debris to fall into the stairwell (adding an additional 10 hit points to the debris pile).
- Finding Another Way In – The party can scout around the exterior of the building in search of alternative entry points. Several damaged walls and broken windows on the second floor offer potential routes. Climbing to one of these openings requires a DC 10 Athletics check. Failure results in the character falling and taking 1d6 bludgeoning damage.
- Threading Through the Debris – For the nimble and precise, it’s possible to carefully weave through the collapsed stairwell, maneuvering between broken supports and unstable planks. This option calls for a DC 10 Acrobatics check, representing the delicate balance and movement needed to avoid triggering further collapse. Failure results in the character falling, taking 1d6 bludgeoning damage. Additionally, there is a 50% chance of causing additional debris to fall into the stairwell (adding an additional 10 hit points to the debris pile).
- Using Explosives – If the party has access to explosives, they may choose to blast their way through. Explosions automatically deal full damage to inanimate objects. The debris has 10 HP, and destroying it fully clears the path. However, the stairwell itself has 20 HP, and inflicting 20 or more damage will trigger another collapse, adding 20 more HP worth of debris to the pile. This high-risk, high-reward option could either resolve the blockage entirely—or make it significantly worse.
- Second Stairwell - There is a second set of stairs up to the second floor that the party can discover with a bit of looking around.
Library
This room can be scavenged for books, see above.
As the party moves through the room, any character with a passive Perception of 10 or higher will notice subtle signs that this ruin is not as abandoned as it first appears.
Footprints disturb the thin layer of dust that carpets the floor—some booted, others the distinct impressions of something heavier and more mechanical. A few of the books have been recently displaced or knocked over, their positions inconsistent with the stillness of the surrounding decay. Scuff marks along the ground suggest something has been dragged or moved. In a few places, faint scratches along the walls and shelving hint at metal scraping stone—signs of activity that could not have happened long ago. These clues suggest that something—or someone—is still using this space.
Alternatively, they can discover this information if they actively investigate the room for the same DC.
Computer
At the far end of the crumbling hallway, the softly glowing machine is revealed to be a damaged archive terminal—one of the museum’s original data access points. ART, the robotic guardian of the museum, has been diligently working to restore this system in hopes of recovering the institution’s lost digital records. The terminal still hums with power, its flickering screen a stubborn testament to surviving tech, but its connection to the museum’s database remains broken. A character trained in Engineering can attempt to repair the connection with a DC 10 check, rerouting decayed wiring and coaxing life back into the fractured interface.
Once the terminal is restored, the party has two options: they may attempt to hack into the system themselves with a DC 10 Computer Use check to download the archival files, or they may step aside and allow ART to complete the process—no check required. If ART is permitted to access the full database, he integrates the knowledge seamlessly, gaining a +10 bonus to all History checks due to the vast trove of cultural data. Despite his commitment to preserving knowledge, ART is willing to share; he will permit the party to copy the data onto a portable storage device, provided it can be carried out of the facility. Whether the information is hoarded, shared, or used to broker goodwill, this moment may shape the party’s standing with ART—and their future interactions with Camp Hope.
Octagonal Room
As the party takes in the quiet stillness of the octagonal chamber, those with a passive perception of 10 or higher begin to notice subtle signs that they are not the first to pass through this place in recent days. Dust, which should lay thick and undisturbed, bears faint footprints—some humanoid, others harder to place. Near the base of the spiral staircase, long scuff marks cut through the dirt and grime, as if something heavy had been dragged across the floor.
Closer inspection (Investigation DC 10) of the chamber's cracked walls reveals strange etchings scratched into the stone—jagged and deliberate, circling the room in a rough pattern. Anyone who succeeds on a DC 10 Arcana check recognizes them as magical runes. Though faded, their purpose remains: protective glyphs, likely placed to ward off intruders or conceal something within. The air tingles faintly near the markings, a residual shimmer of old magic hanging like a breath held too long.
Side Room
North Room
Second Floor
Upper Octagonal Room
Magic Space
The basin holds a shallow puddle of softly glowing liquid, its surface rippling with an unnatural luminescence that seems to pulse in rhythm with some unseen force. This arcane fluid is the culmination of Fenix’s forbidden experiments—magic so potent and alien that it ultimately shattered his mind. Each day, a creature with a vigor score of 10 or higher may place their hand into the basin and attempt to commune with the essence within. This act triggers a sanity saving throw as the mind brushes against the raw, unfiltered knowledge embedded in the liquid. On a failed save, the experience overwhelms the creature, resulting in an effect of indefinite madness. On a successful save, the creature gains a +1 bonus to a random skill as fragments of profound insight are seared into their consciousness. This gift can only be received once—subsequent attempts yield no benefit. Creatures with a vigor score below 10, or those who have already drawn upon the basin's gift, feel only the strange warmth of the glow, with no further effect. Should anyone attempt to remove the liquid from the basin, it immediately loses all potency and light, turning inert. However, consuming the water directly offers a greater reward: a +2 bonus to a random skill if the drinker survives the trial. This method is far more perilous, requiring a sanity saving throw made with disadvantage due to the intensity of the communion.
The Books
Among the scattered remains in the chamber, a pile of books lies strewn across the dusty floor, their pages warped with age and decay. Most are little more than brittle husks, their words long faded and their bindings crumbling, with no clear reason for why they were brought to this place. Amidst the rot, however, are a few volumes that appear newer—handmade, bound in mismatched scraps of leather and cloth. These books are filled with erratic scrawling and bizarre, unsettling doodles: looping symbols that mean nothing, fragments of sentences that trail off into gibberish, and illustrations that defy logic or purpose. The chaotic nature of these writings speaks to a fractured mind, offering a disturbing glimpse into the madness that consumed Fenix in his final days.
The Alter
Atop the makeshift altar in the northeast corner of the room, an unremarkable cloth is draped over the ancient stone bench, stained with age and wax. A book lies open upon it, its pages filled with strange writings—disjointed thoughts and cryptic verses that speak of “the Dark” and “the flow of the River,” concepts left unexplained and maddeningly vague. Nestled beside it is a small glass ball, faintly warm to the touch, which functions as a magical focus for spellcasting. Three red candles, now mostly melted, have fused with the cloth and stone beneath them, their wax dripping down in hardened trails and pooling on the floor. Leaning against the bench is a slender staff made of pale white wood, its surface smooth and slightly luminescent, as though it has been untouched by time.
General Exhibit Area
Makeshift Bedroom
Fenix is hiding in this room behind one of the crumbling sculptures. He will not immediately attack the party unless they come into his home or he is otherwise provoked.
The creature stands thin and sinewy, its gaunt frame cloaked in layers of weathered fabric that whisper like brittle leaves in the wind. Black eyes like dim embers glow beneath a frame of matted fur. Arcane sigils flicker faintly across its skin, tracing the flow of some inner power that pulses with barely restrained intensity. In its long, skeletal fingers, it cradles fire like a living thing—shaping it not with force, but with intent, the way a sculptor molds clay. There is pain etched into its every motion, as though burdened by ancient knowledge or a curse long endured, and the air around it crackles with a quiet, oppressive tension that suggests both danger and sorrow.
ART's Knowledge
If asked about Fenix, ART pauses, the soft hum of its ancient mechanisms briefly the only sound in the dim light of the museum. Its voice, though mechanical, carries a strange reverence as it recounts the story. “Fenix was once a brilliant mind—an arcanist whose thirst for understanding rivaled any I’ve ever encountered.” The robot explains that Fenix came to the museum long after it had fallen into ruin, seeing in its dust-choked halls and forgotten relics the perfect sanctuary for his studies. He became obsessed with the Dark, a mysterious force that had long eluded complete understanding. Day by day, he tore through crumbling texts and scratched maddened notes into the margins of ancient tomes. Eventually, he created something wondrous and terrible: a basin of glowing liquid, drawn from the River that winds through the Dark—a reservoir of forbidden knowledge. ART describes how Fenix, unable to withstand the weight of what he had drawn into himself, slowly descended into madness. The whispers of the Dark grew louder, until they drowned out reason, and his body twisted under the strain of the corrupted magic he had bound to it. “He is no longer the man I once knew,” ART says, voice softening. “But I remember him. And I understand his desperation. The pursuit of knowledge can be a beautiful madness.” ART will share this account only with parties that have not threatened them—or better yet, have earned their trust.
Comments
Author's Notes
Battle maps created using Inkarnate and DallE.