SEPT 3: Security Checkpoint

This area is directly south of the SEPT 1 area. It is 20 by 10 yards of space. This passageway is dedicated to screening for any intruders or escaped prisoners, making sure they are caught or killed. It has four large machines that seem to include a small metal square archway, directly in the middle of the passage. They function as metal detectors, like the kind modern day players would find at an airport. If an adventurer walks through a metal archway while carrying anything metal, the machine will let out a small but sharp beep, alerting any guards or monsters in the area. Anyone looking at the area’s ceiling will notice 6 metal box-like devices attached to the ceiling that mechanically sweeps from side to side. They are security cameras, but the adventurers may not figure that out. No alarms will be raised right away if a camera spots an adventurer but the GM is free to increase the odds of random encounters by +3 for 5d6 minutes if one does. Smashing them is relatively easy with force (DR 1, HP 5, Homogenous, Machine) but they are hard to hit (SM -7).

A maintenance worker has left 5 circuit boards on the floor by one set of laser emitters, each worth $1000 (and weighing 0.25 lbs) thanks to the precious metals used in making it. Normally, these pieces of internal electronics would be used to configure and program the machines.

Blocking passage halfway through this area is a grid of moving red lasers reaching from one wall to another, east to west. Touching any of the lasers emitted from the wall ports inflicts 3d(5) tight-beam burning damage. The lasers can be bypassed by diving through the gaps in the lasers, this is a roll of Acrobatics-6. Failure or critical failure means the usual damage for touching the lasers. If the wall ports are destroyed (they are SM -9, DR 5 and HP 10) or disabled (requiring a Traps-8 roll to rip out an important power wire without touching the lasers), the lasers will blink out and stop working, allowing passage.

There are multiple ways out of this area, not including the one to the SEPT 1 area described above. One locked doorway is at the east wall in the north half of the passage. Another locked doorway is opposite that one. Past the lasers, there are three more doorways in the south half (all unlocked) – on the east wall, another on the west wall and the last on the south wall.

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