Dark Facility
Entrance
- With an engineering kit, they can scavenge for scraps. They can find 1d100 scraps in this work area.
- The main entrance is unlocked and there is nothing else of interest here for the party to find.
First Floor
Sterilization Chamber
Without warning, machinery hidden in the walls hums to life. A shrill whir builds in the ceiling above, and red lights snap on, bathing the room in warning tones. A fine mist sprays down from unseen vents, clinging to your clothes and skin with a sterile chill. You stand still, instinctively holding your breath as the chamber fills, then slowly clears.
The lights flicker once, then cut out. A harsh buzzer sounds—short, mechanical, and final. With a groaning shift of gears, the doors in front of you begin to part.
- There is nothing of interest in this room
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d50 credits worth of scraps from this room.
Supply Room
In the corner to your left, just beside the door, a strange mechanical device is mounted on the wall. It emits a soft, rhythmic hum, the kind of sound that vibrates faintly in your chest. Its purpose isn’t immediately clear, but something about it feels deliberately placed—watchful.
- The machine in the corner is for implanting a cybernetic device. If this machine is used, there is one cybernetic available to be implanted into which ever player character is first to put their arm into the machine. They will gain a Knowledge Chip Cybernetic with the Computer Use skill proficiency on it. After the machine is used, it's lights go out and the humming is silenced. Anyone else who tries to use the machine will have no effect.
A small diagram on the front panel catches your eye. It’s simple, clinical—just a line drawing of a person inserting their forearm into the machine. No instructions. No warnings. Just that quiet suggestion, glowing faintly beneath the lights.
Getting the Implant
Suddenly, numbers cascade through your vision—flickering strings of data that make no sense and vanish as quickly as they appeared. You blink, disoriented, the room wavering for just a moment. Then it’s over. The machine releases you with a soft hiss, but something clings to the edges of your thoughts now—an unfamiliar dread, quiet but insistent, like a shadow just out of reach.
Sanity
For any character that doesn't already have a cybernetic implant of some kind, they will need to make a sanity saving throw DC 10. If they fail, they will become inflicted with a long term madness effect.
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d50 credits worth of scraps from this room.
Main Room
To your right, stacks of crates huddle in the shadows. Pipes trace the walls like veins, guiding your eyes toward the far end of the room. There, hulking machinery hums softly—twin pistons rising like towers above spinning wheels and dials, their purpose unknown but ominous. Blinking lights from a control panel flicker in a steady rhythm, like a heartbeat echoing through the quiet tension.
To your left, a metal ladder clings to the wall, leading up to a narrow platform that runs above the room. From there, you’d have a clear path to the hydraulic arm suspended overhead. Just beyond it, through a set of large windows, you can see into an elevated office—papers scattered across the desk, a chair turned slightly askew, like someone left in a hurry.
Control Panel
Using this control panel, the players can turn off the large machine that is in the room. This has no obvious effect. They can also use this panel to unlock the door to the lower levels of the facility. Using the panel requires them to by pass the security which is a Computer Use DC 15. If they have the cybernetic implant from the supply room the DC is reduced to 10.
Office
On the desk in the office, they can find a file folder about LUMA. See side panel for the handout.
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d100 credits worth of scraps from this room.
Chemical Storage
Directly ahead, a narrow table sits beneath a dim overhead light. It's cluttered with stained tools and corroded metal implements, their purposes unclear. Small vials and bottles are scattered across the surface, some empty, others filled with cloudy, unidentifiable liquids. Whatever happened here, it hasn’t been touched in a long time.
History Check
A player can make a history check to see if their character is familiar with the symbols on the barrels. DC 10. Reveals that the symbol means "Serious Health Hazard"
Investigation
An investigation DC 12 will allow the players to find three vials of fluid that are intact and still sealed. These are 3 vials of Dark Brew. An Arcana check DC 15 will allow a player to identify what they are.
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d50 credits worth of scraps from this room.
Second Floor
Second Sterilization Chamber
Without warning, machinery hidden in the walls hums to life. A shrill whir builds in the ceiling above, and red lights snap on, bathing the room in warning tones. A fine mist sprays down from unseen vents, clinging to your clothes and skin with a sterile chill. You stand still, instinctively holding your breath as the chamber fills, then slowly clears.
The lights flicker once, then cut out. A harsh buzzer sounds—short, mechanical, and final. With a groaning shift of gears, the doors in front of you begin to part.
On either side of the room there is a small alcove with a machine on an arm attached to the ceiling. These machines work in the same manner as the previous one, giving one player a cybernetic implant each. But in this case, one machine will implant an Implant Vessel and the other will implant Permatek.
The Machines
A small diagram on the front panel catches your eye. It’s simple, clinical—just a line drawing of a person inserting their forearm into the machine. No instructions. No warnings. Just that quiet suggestion, glowing faintly beneath the lights.
Getting the Implant
Suddenly, symbols cascade through your vision—flickering strings of data that make no sense and vanish as quickly as they appeared. You blink, disoriented, the room wavering for just a moment. Then it’s over. The machine releases you with a soft hiss, but something clings to the edges of your thoughts now—an unfamiliar dread, quiet but insistent, like a shadow just out of reach.
Sanity
For any character that doesn't already have a cybernetic implant of some kind, they will need to make a sanity saving throw DC 10. If they fail, they will become inflicted with a long term madness effect.
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d50 credits worth of scraps from this room.
Green Room
The room opens up into a wide, circular space dominated by a swirling pool of green light in the center. It isn't just glowing—it's alive, churning and writhing like something trapped beneath the surface and desperate to rise. Eight thick conduits arc outward from the perimeter, each ending in a glowing orb encased in mechanical arms that hiss and hum with restrained power. They pulse in rhythm, feeding energy into the storm at the center.
The walls curve around the chamber, reinforced with metal and stone. Narrow walkways and access tunnels ring the outside, and on either side, industrial tanks sit humming like brooding sentinels. A faint green mist clings low to the floor, curling around your boots as you step forward.
This is where a good deal of research once took place. The Others were placed in the center of the circle and their powers were activated. The computers in the other room would then record and analyze the events that occurred in the chamber. Many Others died in this chamber as their powers were coaxed out of them and they lost control of the Dark. Those that survived usually succumbed to insanity, unable to understand the Dark that was unleashed upon their minds.
Standing in the Circle
Any character with a vigor score of 10 or more will activate the chamber's mechanism that currently lies dormant and waiting.
- Roll randomly on the table of Roots for which spell they learn and then immediately cast into the room.
- If they already know the spell that is rolled, they do not learn a new spell. They cast the one that is rolled.
- If they character does not have enough in their vessel to cast the spell, they take a level of exhaustion and cast the spell anyway.
- If the spell requires a target, it is a random legal target in the room.
Note: Learning this spell does not cause them to learn the path that the spell in. Should they want to learn additional spells in the same path, they will have to purchase the path as they normally would before they could purchase other spells. Once they have learned the path of this spell, this spell does count towards the Dark Sequence.
Sanity
If they are forced to learn a spell that is in a path that they do not already know, they must make a sanity saving throw. If they know the synergy path the DC is 10. If they also do not know the synergy path then the DC is 15. If they fail, they will become inflicted with a long term madness effect.
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d50 credits worth of scraps from this room.
Computer Room
To your left, a cluster of chemical vats looms, each one connected by thick, corroded pipes that disappear into the floor. The vats pulse faintly, almost as if breathing, and the pipes seem to twitch now and then with some slow, internal movement. Whatever this place was built for—it’s still doing it.
Computer Use
With a Computer Use DC 15, players can hack into the system. If they have been implanted with the cybernetic from the Supply Room, the DC is decreased to 10. From these control panels, they can:
- power down the green room
- unlock the door to the locker room that leads to the next floor
- activate additional cybernetic implanting stations
- There are 4 additional cybernetic implant stations in the computer room. Once activated, they drop down from compartments in the ceiling on support arms.
- Using these implanting stations will give a character a random cybernetic implant. Use the table to determine which they receive. They must also roll a Sanity saving throw DC 15. If they fail, they will become inflicted with an Indefinite Madness effect. See the Indefinite Madness table in the side bar.
- Release subject 11
- Release subject 12
- Activate the Dark Portal
Salvage
Players can roll a DC 10 Engineering check to slavage engineering parts from this room. A successful roll gives them 1d100 credits worth of engineering parts.
Alternatively, they can use the Engineering kit to collect scraps. Doing so does not require a check if. But they must be proficient with the Engineering kit. They can collect 1d50 credits worth of scraps from this room.
Locker Room
Each locker you pass stands slightly ajar, revealing neatly hung uniforms inside—identical in style, color, and size. The fabric is stiff with disuse, but something about the setup feels recent, as if the people who wore them only just left... or were never meant to return.
There is nothing of interest here.
Third Floor
Containment Room
The wall in front of you is lined with containment pods, each pulsing with an unnatural green glow. Some flicker erratically, as if barely containing whatever energy—or entity—lies within. A faint, web-like pattern of crackling energy dances along the floor and wall near them, reacting subtly to your presence.
If they used the computer to release Sample 11, it will climb out of the bottom left chamber and will be hostile towards the players. Use a werewolf for Sample 11.
Testing Area
To your left, a cold, clinical space opens into what appears to be a sample handling area. Sterile counters and a metal table stand bathed in pale, artificial light, each dish cover gleaming like polished bone. The contrast is jarring—one side a semblance of normalcy, the other a chilling glimpse into experimentation or worse.
If they used the computer to release Sample 12, it will climb out of one of the chambers and will be hostile towards the players. Use a wererat for Sample 12.
Pentagram
Your eyes are drawn to the semicircle of seven colored orbs resting near the southern edge of the circle. Each gleams with its own hue—sapphire, emerald, amethyst, and more—arranged in deliberate symmetry. The air smells faintly of incense and dust, with an undercurrent of something electric, like ozone. This room wasn’t meant for observation—it was built for invocation.
An inscription etched into the floor reads:
“Balance the forces that shape the realms:
Place them true, lest chaos overwhelm.”
Puzzle Objective
Players must align the orbs correctly along the orrery to match an ancient constellation pattern. Once all orbs are in their correct positions, the mechanism will click into place, and a hidden door will open on the northern wall.
Puzzle Clues (found around the room or given by the GM):
- "The flame dances opposite the tide."
→ Fire (Red) and Water (Blue) are on opposite points. - "The breath of sky rises from the soil."
→ Air (Purple) sits above Earth (Green). - "The moon follows the path behind the sun."
→ Moon (White) is counterclockwise from Sun (Yellow). - "At the highest point stands that which binds them all."
→ Spirit (Violet) goes at the top of the pentagram. - "Earth finds rest where shadow lingers most."
→ Earth (Green) is at the lower-left of the star. - "The sun shines upon the burning peak."
→ Sun (Yellow) is above Fire (Red).
Correct Orb Placements (based on pentagram points):
- Top (Spirit) → Violet
- Upper right (Fire) → Red
- Lower right (Air) → Purple
- Lower left (Earth) → Green
- Upper left (Water) → Blue
- Outer left (Moon) → White
- Outer right (Sun) → Yellow
Facility Information
Purpose / Function
This facility was created in the time before in an effort to research and understand the Dark.
Architecture
The facility was built into Helderberg Escarpment with most of the facility in the mountain.
Defenses
- Secrecy: the public was not informed of the facility when it was being built
- It is mostly under ground
- Magical and technological defenses
History
During The Fall it quickly become known that Dark was the source of all the powers that the infected were wielding. The hope was that understanding the Dark would allow them to control it and perhaps even turn it off in those that the virus had activated it in.
Table of Contents
Click on a heading to go to that section
0
Roll 1d10 x10 for duration of infliction.
Serious Health Hazard
Cumulative Sanity
If a player character fails a sanity saving throw, they will become inflicted with a long term madness effect. If they are already inflicted with a long term madness effect they also take a point of Sanity ability damage in addition to becoming inflicted with another long term madness effect.
Bypassing Locked Doors
There are several doors that are locked in this facility. Those can be bypassed with the standard rules with either lock picking of electronic locks or by breaking down metal doors. Those rules can be found in the Scavenging Rules. These can also be used to flesh out the scavenging of the facility.
Comments
Author's Notes
Battle maps created by Tom Cartos