Second Floor

Secret Lab

  • Category: Medical
  • Level 3
  • Scale: Average
  • Degree: Mostly Searched
  • Loot Tables: Self Shields 0-2, Tools and Kits 1-2, Utilities 1-2, Clothing 1-2, Cybernetics 1-3, Dark Gear 0-2, Medical Supplies 1-3, Junk or Scraps 1-2 (they get junk if they do not have an appropriate tool to obtain scrap with).
You drag yourself up through the elevator shaft and into a narrow, dust-choked corridor. The silence presses in on you, broken only by the scrape of your boots across the tiled floor. Dust lies thick, but you notice a few footprints disturbing the surface—fresh enough to suggest someone has been here more recently. Ahead, the hall branches into closed rooms, their sealed doors hiding whatever waits inside. The faint smell of old metal and antiseptic lingers in the air, making the abandoned facility feel less like it was forgotten, and more like it was simply left to rot.

This is a section within the Administrative Offices. It is where the players will come up if they take the elevator up from the basement surgical area. There are no monsters here to hurt the players. There are two locked doors. They are both storage closets. The triangle area in the bottom left and the rectangle room in the upper right.

Obstacle: Locked Door

This is an electronic lock. If the players have found any of the staff badges, they can use that badge to open this lock without a roll. Otherwise, they will need to use a TL4 Engineering Kit with a DC 15 to open the lock. Using a kit of lower level applies disadvantage to the roll. Opening the door gives them access to the loot item inside the storage room (1 additional roll on the medical supplies table).

Breaking Open the Door

  • Metal Door AC 19
  • HP 16

An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). When the player rolls their Strength check, they must meet or exceed the AC to cause damage to the door. If they damage the door, they can then roll their damage based upon the weapon they chose to use. If the player is attempting to push through the door, kick down the door or shoulder it open: use an unarmed attack for the a damage; which is bludgeoning damage equal to 1 + your Strength modifier. Once they have managed to reduce the door to 0 HP it is considered sufficiently damaged to bypass.

Note: be sure to track the amount of time that they spend trying to by pass this door. Each lock pick attempt or attack counts as 6 seconds.

Administrative Offices

  • Category: Medical
  • Level 3
  • Scale: Large
  • Degree: Mostly Searched
  • Loot Tables: Self Shields 1-3, Tools and Kits 1-3, Utilities 1-3, Clothing 1-3, Cybernetics 1-3, Dark Gear 1-3, Medical Supplies 1-3, Junk or Scraps 1-3 (they get junk if they do not have an appropriate tool to obtain scrap with).
  • Obstacles and Hazards: Mold, collapsing ceiling

This part of the second floor of the hospital once served as The Ascendant Fold’s administrative hub, where directors, staff, and researchers coordinated both mundane hospital operations and the faction’s secretive transhumanist projects. Now it lies mostly abandoned, with sagging ceilings, mold, and looted desks giving it a suffocating, ruined atmosphere. The Fold’s motto, “The Vessel is eternal. We craft tomorrow from the marrow of today,” flickers on damaged holos, reminding explorers of the building’s darker legacy. Though heavily scavenged, the floor still holds overlooked personal effects, fragments of encrypted Fold records, and a computers that can reveal the existence of a hidden research location where the Anatomy of the Eternal Vessel was created. Hazards come not from monsters but from the unstable structure itself—collapsing ceilings, mold, and blocked passages.

Your boots crunch on a carpet of broken glass and scattered ceiling tiles. The air is damp, heavy with the smell of mildew and old paper, and every step stirs motes of dust that glitter in the beam of your lights. Long corridors stretch ahead, their walls lined with warped office doors hanging off broken hinges, the placards still bearing faded titles like Chief Medical Officer and Director of Research. A cracked holo-display near the entry sputters to life as you pass, looping a message in a sickly blue glow—“The Vessel is eternal. We craft tomorrow from the marrow of today.” The sound echoes too loudly in the hollow space, underscored by the distant drip of water and the occasional groan of the building settling above. Somewhere in the maze of offices, you can see collapsed ceiling panels and the warped shapes of filing cabinets, some overturned, others standing like silent sentinels in the dark.

Ongoing Hazard: Mold

Once the characters begin moving about this space, they stir up the mold. At the end of a search they will need to roll a DC 15 Con saving throw. Every 30 minutes the characters spends in this space they will take 1d6 damage. Passing reduces the damage by half. Read the description as the party enters the space so they have the option to leave the area or to use protective gear. Something like a gas mask will negate this effect. Using a cloth mask will give them advantage when making the saving throw.

As you push deeper into the offices, the damp smell sharpens into something sour and cloying, and your light catches the mottled bloom of mold spreading across the walls and ceiling tiles. It clings in fuzzy, green-black patches, thick enough in places to look like fur, and when you disturb the air a faint, powdery haze drifts loose. The realization sinks in that every breath here carries risk.

Exploration Features

Reception Hall

The entry point to this floor, littered with cracked tile, and toppled waiting chairs. A tarnished Fold emblem is etched into the reception desk which has a broken computer upon it.

Cubicle Farm

Dozens of abandoned desks, many with moldy binders, half-broken terminals, and personal knickknacks. The ceiling here sags dangerously—risk of collapse if heavy movement occurs.

You step into a wide room lined with rows of half-collapsed cubicles, their thin partitions leaning like gravestones in uneven rows. Desks are littered with yellowed memos, cracked monitors, and the occasional personal trinket—family photos warped by water damage, mugs still crusted with dried sludge. The ceiling tiles sag. The silence here feels heavier, as though the lives once crammed into these tiny spaces have seeped into the dust and refuse left behind.
Hazard: Ceiling Collapse

Trigger

If the players choose to enter this area and move around without taking any precautions, the ceiling will collapse. Taking precautions can include declaring that they are going to move through the area carefully or that they are going to attempt to brace the ceiling. Their precautions have a DC 10 to successfully prevent the ceiling collapsing.

Collapse

A DC 15 Dexterity saving throw is required for creatures in the area beneath the collapsing ceiling. On a failed save, a creature takes 2d6 bludgeoning damage; on a successful save, they take half damage.

Aftermath

The area becomes difficult terrain due to the rubble. This is not likely to matter.

Time

Triggering this event adds time to the amount of total time the party spends on this floor. This event adds 10 minutes to their time.

Conference Room

You push open the door to a long, dim conference room, the air stale with dust and mildew. A heavy oak table stretches the length of the space, its surface littered with cracked datapads, a badge and stacks of warped folders. Along one wall, a stained whiteboard still bears the ghost of old writing—faded scrawls of “Resurgens Theta” and “Vessel Protocols” smudged into near-illegibility, as if someone tried to wipe them away in a hurry. The sight leaves the impression of a meeting cut short, the room abandoned in the middle of secrets too important—or too dangerous—to remain.

The badge is for Director Wenona Merricks. They need only declare that they are looting this item to obtain it. This is not part of the scavenging of the location. If they choose not to collect it when they see it on the desk, it is assumed that they still don't collect it when they are searching the area.

Executive Offices

Glass-walled rooms with shredded blinds. Plaques list Fold directors and program heads. One desk still holds a hidden drawer with files.

You enter the executive offices, where wide doors open into large rooms. Heavy desks dominate the space, many still covered with scattered folders and cracked terminals. A few leather chairs sit overturned, and one wall bears a faded Ascendant Fold symbol painted in deep red, its edges flaking with age.
Obstacle: Locked Desk

This is an electronic lock. If the players have found the badge for Director Wenona Merricks, they can use that badge to open this lock without a roll. Otherwise, they will need to use a TL4 Engineering Kit with a DC 15 to open the lock. Using a kit of lower level applies disadvantage to the roll. Opening the drawer gives them access to the lore item inside it. Report: Anatomy of the Eternal Vessel. Note: Finding this lore item requires bypassing the obstacle and is not part of the scavenging check for the location.

Breaking Open the Drawer

  • Wooden Desk AC 15
  • HP 16

An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). When the player rolls their Strength check, they must meet or exceed the AC to cause damage to the drawer. If they damage the drawer, they can then roll their damage based upon the weapon they chose to use. If the player is attempting to force open, kick down the drawer or rip it off the desk, use an unarmed attack for the a damage which is bludgeoning damage equal to 1 + Strength modifier. Once they have managed to reduce the drawer to 0 HP it is considered sufficiently damaged to bypass.

Note: Track the amount of time the party spends trying to get into the desk. Each lock picking attempt or lock breaking attempt takes 6 seconds.

Scavenging The Administrative Offices

  • DC 15
  • Search Time 2 hours (Note: this mean 4d6 of mold damage)
  • Scavenging the floor includes all the areas on this floor except the nested location described below

Scavenging requires an Investigation Skill check, which can be done as an individual or as a group.

If an individual is completing the search, they will roll an investigation Skill Check.

When scavenging as a group, this is resolved as a group test with one PC (typically the one with the best Investigation Skill) making the roll and everyone else assisting with a help action. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

If anyone else within the group then performs an additional search, the same rules apply counting as an additional search of the area requiring the additional time to be spent to complete the search as well as the additional roll. This means that the mold damage would apply again for the additional time spent.

If the check is failed, they find nothing. That doesn't prevent searching again, but each new attempt takes the time listed as well as an additional roll. It would also mean that the mold damage would apply again for the additional time spent.

For every 5 points you have failed by, a complication occurs at the location. See below for the complications.

If this check is successful, then they find the minimum items for this location; each item category found in the location has a minimum and maximum number of rolls on that category's loot table, with a minimum of 0. The minimum number of rolls for each category is provided on a basic success. These numbers are listed above under Loot Tables in the first bullet point list.

For every 5 points they exceed the DC for the Degree, they may make one additional roll on any one loot table for one of the items categories the location contains, up to the maximum for each category.

Complications

Nested Location: Records Vault

A reinforced, card-locked archive room that resisted looters and thus counts as a separate scavenging area.

  • Category: Commerical
  • Level 3
  • Scale: Small
  • Degree: Untouched
  • Loot Tables: Junk or Scraps 8-12 (they get junk if they do not have an appropriate tool to obtain scrap with).
  • Obstacles and Hazards: Mold, Electrical Discharge

Obstacle: Locked Door

This is an electronic lock. If the players have found the Natalia McNiven Tech Badge, they can use this to access this area without any rolls. Otherwise, they must bypass the obstacle to gain access to this room. They will need to use a TL4 Engineering Kit with a DC 15 to open the lock. Using a kit of lower level applies disadvantage to the roll.

Breaking Down the Door

  • Metal Door AC 19
  • HP 16

An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). When the player rolls their Strength check, they must meet or exceed the AC to cause damage to the door. If they damage the door, they can then roll their damage based upon the weapon they chose to use. If the player is attempting to push through the door, kick down the door or shoulder it open use an unarmed attack for the a damage which is bludgeoning damage equal to 1 + your Strength modifier. Once they have managed to reduce the door to 0 HP it is considered sufficiently damaged to bypass.

Note: be sure to track the amount of time that they spend trying to by pass this door. Each lock pick attempt or attack counts as 6 seconds.

Hazard: Arc Blast

You look into the humming chamber filled with rows of servers and data racks. Faint green and amber lights blink intermittently, a steady heartbeat of technology that has somehow survived a century of abandonment. Dust clings to every surface, settling thickly on cables and vents, while patches of corrosion streak the metal like veins of rust. Despite the decay, the servers are alive, their low hum vibrating through the floor and reminding you that whatever secrets this room holds, they are still waiting, intact and quietly defiant against time.

Trigger

Interacting with the servers in any way will trigger an Arc Blast.

Arc Blast

The moment your hands make contact with the terminal, a sudden arc of electricity explodes outward, engulfing the party in a searing burst of blue-white light. The air sears with the acrid sting of ozone, sparks leaping across the floor and wrapping around your limbs like living fire. You are thrown backward by the force, muscles spasming as the blast courses through you, and the hum of the servers shifts into a high-pitched scream that rattles your teeth.

Dex Saving Throw Dc 10. Getting hit with the blast causes 2d6 lightening damage or half with a successful saving throw.

Aftermath

Once the Arc Blast has been triggered, there is no way to collect data from the servers. The players can still scavenge for Junk or Scraps at the listed loot value.

Time

Triggering this even costs 10 minutes of time.

Tracked Time

When tracking the time that the party is spending on this floor, keep note of how much time the spend with each task outside of scavenging. If at any point the total time reaches 30 minutes, have the party roll for the mold effect. Complete this as a separate saving throw and damage roll then the one that is completed after they scavenge. You can give them a warning when they are getting close to the time by having them begin coughing or feeling ill. Just a little narrative description of how the mold is effecting them to warn them that they are being effected by it.


Comments

Author's Notes

Maps created using Inkarnate


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