Generator Room
2 LINE DEVELOPER Simon Powell WRITING Steven J. Black EDITING Simon Powell LAYOUT Simon PowellINTERIOR AND COVER ARTWORK Simon Powell PRODUCT DIRECTOR Simon Powell ASSISTANT DIRECTOR Steven J. Black COPYRIGHT
All referenced battlemaps are © DramaScape. DramaScape™ is a trademark of Simon Powell. All rights reserved. Copyright © 2013-2021 Simon Powell. No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the written permission of the publishers. Permission to copy is granted for the Map Pages for personal use only.
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Using Generator Room ... 3
Using Generator Room with our other products ... 4
Map Overview ... 6
Map Pages... 7
Generator Room
3
Map Description:
The Generator Room can be entered from a roller shutter garage door along the eastern edge of the map or a double door in the western edge of the map located in between two red pipes with steam valves. The garage door opens up to the ground level and the double door opens up to the above railed walkways. There are four stairs, two on the north and south sides that lead from the ground floor to the above railed walkways. The ground floor is littered with shards of concrete debris and green pools of sludgy appearing water.
There are six steel cables that stretch across the map from the north to south walls above the walkways. The second cable has an attached steel plate that has a crane hook beneath as seen on the cover.
There is a trash bin in the southwest corner under the walkway.
Beneath the crane, there is a yellow diesel or water tank with a ladder that leads to the top. Next to the tank is an elevated wooden walkway with steel railings and steel supports. This can be moved around using the crane hook. There is a taped unopened cardboard box to the south of the tank near the stairs.
In the middle of the map is a gray generator which could be diesel generator or a steam turbine generator. There are a bunch of steel pipes here that look to be connected to the floor, perhaps linked to the tank and generator from below. One of the larger pipes has a steam valve; another is connected to a small tank. There is a pile of unattached smaller straight pipes that have been bundled together. There is also an empty top-opened cardboard box, no top empty wooden crate, a small blue water bottle with a white bottle cap (in between two of the pipes), and a traffic cone (The traffic cone looks like a shooting range target when viewed from above due to its two bands of retroreflective tape and white base).
To the south of the generator and the pipes there are a forklift, pallet jack, and an opened pizza box with two stray cables on the floor extending towards the pipes. There is a construction light with its legs on top of the two cables near the pallet jack.
To the east of the forklift is a storage area with a stepladder, two traffic cones (a variation without the retroreflective tape has a white tip at the top), a fire extinguisher, two piles of bundled pipes, three empty top-opened cardboard boxes, a taped unopened cardboard box, two wooden pallets, and four wooden crates.
Further east there is a white gas, fuel, or water, tank near the stairs. It might be leaky since there is a sludge pool underneath it. Nearby are a couple of opened pizza boxes and a side-opened cardboard box.
North of the white tank is a couple of green barrels and two stacked pallets with a rubber tire on top.
Using Generator Room
For the adventure hook, The Sodality of
Murals, blast shades are immune to elemental
spells, energy weapons, and non-magical weapons. In particular, energy weapons and electrical spells can heal them. They can be harmed by non-elemental magic, magical weapons, and psionic powers. They are deathly afraid of bright flashes of light due to how they were created. Flashbangs or greater explosions of light cause them to panic and run away. They are immune to the damage of nuclear weapons but will run from the light generated by them.
The Sodality of Murals art shaman can bless weapons with his magical art to harm blast shades. This is most effective on melee weapons. A cartridge of ranged ammunition can be blessed but the oils of the paint in the chamber (or perhaps the mix of magic and technology) increase the chance of the gun jamming. This can be simulated by the gun jamming on a failed attack roll or a roll of a 2 instead of just a 1 on their ranged attack rolls.
Blast shades who are defeated return to their blast shadow for one day before reforming. Blast shades cannot be permanently killed unless they are defeated and their shadows are painted over by a Sodality of Murals shaman. This seals the rift keeping their tormented spirits in the physical world.
Generator Room
4 The bodies of the spelunkers are charred husks with no hair or clothing. Their equipment made of cloth, like backpacks and climbing ropes, is ash leaving an imprint of where they were. However, some of their metal climbing gear has survived such as grappling hooks, pitons, spikes, and chains.
Using Generator Room with our other
products
For modern games, Level 1, could be used as the ground floor of the factory. It features a lot of ducts and pipes with a similar minor theme on the
Generator Room map.
https://www.drivethrurpg.com/product/243842/Ab andoned-Factory-Loading-Bay?affiliate_id=12615
For post-apocalyptic games, the free Ruined
Power Plant, could be used as an exterior above
ground map. This could be the location where the blast shades’ shadows are on the outside wall for the adventure hook, The Sodality of Murals.
https://www.drivethrurpg.com/product/124508/Ru ined-Power-Plant
Generator Room
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