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Septic Processing

Room

DCC 87 · p.7

Open source p.7

Area 2-4 – Septic Processing

Beyond the door is a room filled with piping of various diameters; some of the largest pipes have metal wheels extending from their joints. The floor is covered in metal grating, which rattles and echoes with a low vibration, and flickering lights can be seen to the northwest.

The northwestern corner of this room contains the controls for the area’s septic system (show players Handout E). If PCs pull any levers or turn any valves, the effects are as follows:

• Changing the “A” switch to the leftmost setting causes dangerous overpressure, and triggers a release valve. If this happens, the blast door drops from the ceiling to isolate the controls from the rising sewerage and close/ lock the western door. Methane begins to fill the room. The PCs must react quickly to escape before they are overcome by the fumes (Fort save each round, DC 5 + 5 per round). Any open flame or fire-based spell ignites the methane after 2 rounds ( damage per round). Opening one of the doors requires a DC 20 Pick Locks check.

• Changing any of the “B” switches to the “up” position begins one aspect of the facility’s cleaning cycle. Switch 1: The blast door drops. Switch 2: The area outside is flushed with cleaning chemicals “(DC 15 Fort save or blinded until healed). Switch 3: Steam cycle (any PC not shielded by blast door takes 40 damage, DC 25 Fort save for half damage).

• The “C” valves control water or sewage in the Urah stronghold (Area 2-5). Turning them can shut down (clockwise) or activate (counter-clockwise) the system.

The Urah guards in Area 2-5 come to investigate the alarm, and attempt to capture any surviving PCs. The Urah send a runner for reinforcements, if attacked.