Random Dungeon: Techbase (5e Environment)

Techbase Dungeons

A techbase is the generic name for human-built facilities in futuristic campaigns. They are operated by corporations or military organizations and include connected power stations, refineries, laboratories, firebases, hangars, living quarters and command rooms.

Examples from fiction include the UAC Phobos and Deimos bases in Doom; the LV-426 colony in Aliens; and the moonbase in Rebelstar.

Chamber Purpose

Use this section in conjunction with DMG Appendix A (Random Dungeons)

You can start with any one of the following three tables.

Chamber Purpose (Command Centre)
d20 Purpose
1Barracks for security team.
2-3Office.
3Bedroom for an officer.
4Dormitory.
5Medical bay with beds, cryosleep tubes, blood bank and surgery robot.
6-8Command room with banks of computer terminals and an overview of another area of the techbase.
9Rec room with bar, pool table and arcade machines.
10Central computer room, with mainframes and pools and tubes of coolant.
11Conference room, with a big table and holographic screen
12Mess hall, with plenty of seating and an autochef droid.
13-14Storage room, with lots of shelving and crates.
15Shuttle hangar, with either an adjacent landing pad, or a roof that opens.
16Armoury
17Robot center with recharge points, repair bay and reprogramming suite for storing security robots.
18Backup generator.
19Roll on, and switch to, the Refinery table.
20Roll on, and switch to, the Laboratory table.
The terraforming facility in Aliens (© 20th Century Fox)
Chamber Purpose (Refinery)
d20 Purpose
1Field equipment room.
2-3Processing substation, with any or all of conveyor belts, gantries, crushers, grinders, vats and pipes.
3Electronics switchroom.
4Central control, with banks of computer terminals.
5Administration.
6-8Toxic vats.
9Warehouse.
10Workshop.
11-12Wastewater treatment.
13Pressure control.
14Storage room, with lots of shelving and crates.
15Garage with adjacent driveway.
16Incinerator.
17Molten materials substation, with pools, channels and buckets of hot gloop (or cooled-down slag).
18Backup generator.
19Roll on, and switch to, the Command Centre table.
20Roll on, and switch to, the Laboratory table.
Chamber Purpose (Laboratory)
d20 Purpose
1Medlab, with cryosleep tanks, surgery droid, medical scanners.
2-3Volatile chemicals storage.
3Power conduits.
4Particle accelerator.
5Administration.
6-8Test chamber, with any or all of blast plates; dummies; vacuum, temperature and gravity controls; large centrifuges and deep pools.
9Computer and robotics workshop.
10Materials manufactory, with equipment for printing, weaving, spooling, pressurizing and heating; and vats of acids, metals, polymers and other chemicals.
11Lounge and cafeteria.
12-13Storage room for scientific equipment.
14Decontamination chamber.
15Exotic physics laboratory, may include teleporters, portals, shrink rays, digitizers or hypercubes.
16Lecture hall.
17Microscope room.
18Data banks, with terminals.
19Roll on, and switch to, the Command Centre table.
20Roll on, and switch to, the Refinery table.

General Rooms

If the chamber purpose rolled doesn't quite fit, or if you feel like it, roll on this table instead.

d20 Purpose
1-2Maintenance room with access to ducts, fuses and pipes.
3-4Seating area with coffee machine and soothing moving images on the walls.
5-6Toilet.
7Reception.
8Storage room for cleaning supplies.
9-10Computer room.
11Kiosk for selling magazines, snacks, power cells.
12Chapel.
13-14Security checkpoint, with guard booth and scanner.
15Locker room.
16Hydroponic garden.
17-8Office.
19Technician's den, usually hidden behind pipes.
20Observation room that overlooks an adjacent chamber.

Dungeon Hazards

When you roll a dungeon hazard on the Dungeon Chamber Contents table (DMG p. 296), roll on the following table.

d20 Purpose
1-4Busted steam pipe
5-7Faulty electrics
8-9Anomalous gravity
10-12Toxic spill
13-15Irradiated zone
16Vacuum
17-18Overzealous security
19-20Defective lasers

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