Expedition to the Barrier Peaks: Maintenance Level Map

My reworked map of the 1st Maintenance Level from Expedition to the Barrier Peaks. Like all the other levels, I've had to greatly simplify the maps and encounters simply because I won't have a whole day to run it as a proper tournament style module (I've dumped the second maint-level altogether). This level is an optional bug-hunt where the players will encounter environmental hazards, zombies, malfunctioning security bots. There is also an ancient Intellect Devourer trapped here, eager for fresh brains to feast on.
Key
Hazard Zones                       G-Lift Tubes
Radiation Zones                    E-Open Entrance
Security Bots                        W-Orange Clearence Entrance Only
Space Zombies                     N/S- Closed on this level.
Intellect Devourer
Corridors on Maintenance Level
HAZARD ZONES
If the PCs pass through one of these areas, there is a 1 in 10 chance that the hazard will 'go off'. If the PCs search the area, there is a 25% chance that the hazard will 'go off'.  
Roll d100 to Determine the Hazard 
1-50% Exposed Electrical Hatch
-there is an open panel here, with colourful threads dangling from it. Every now and again, there is a audible snap and a spark jumps from the panel. The air is heavy with the smell of ozone. 
Hazard - Lightning Bolt
A powerful stroke of electrical energy that is 60ft long and 5f wide. It deals 4d6 points of electricity damage to each creature within its area. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Any creature caught in the area of effect receives a saving throw versus spells. A successful save reduces damage by half.

51-60% Exposed Electrical and Puddle
-as above, but with a dripping pipe overhead and a large, stagnant puddle on the floor. 
Hazard - Electrified Floor
As above, but area off effect is now 40' square, and it does 6d6 electrical damage. Save vs spell for half-damage. 

61-80% Open Steam Pipe
-A wide pipe ends here, with a wide opening facing into the corridor. The heavy cover for the opening has broken off its hinges, and is lying on the ground below the opening. The air is muggy, humid and very, very warm. 
Hazard - Steamblast
The pipe erupts,spitting out a cloud of super-heated water 40'long and 20'wide. Does 3d8 water damage to everything in range. Will permanently douse all light sources and flames. Save vs Breath Attack for 1/2 damage.

81-00% Open gas line!
-The corridor looks clear, but there is a stink of rotten eggs in the air. 
This area will 'go off' automatically if the PCs are carrying any torches, candles, lanterns of other open flame or heat source. 
Hazard - Fireball
There is an explosion of flame that detonates with a low roar and deals 5d6 points of fire damage to every creature within a 20ft radius. Sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Save vs Breath Weapon for 1/2 damage. 

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