Rouses Point Village Recreation Center

Once a bustling center of activity, the ruined remains of this indoor sports complex now echo with silence and decay. The three ice rinks—Rink 1, Rink 2, and Rink 3—lie beneath cracked ceilings and shattered light fixtures, their surfaces long since reclaimed by dust and creeping vegetation. The bleachers, once filled with cheering spectators, now stand empty and rusted, some sections collapsed into piles of debris. The offices along the left wing are little more than hollowed-out rooms with broken windows and overturned furniture, hinting at a hasty evacuation or looting. A crumbling hallway runs alongside the rinks, leading to a row of decayed locker rooms, their doors either hanging from their hinges or missing entirely, while mold and rot cling to every surface. Near the main entrance, where the information desk once stood, shattered glass and fragments of signage litter the floor. Faint outlines of an old ATM and computer station remain, though they’ve long been scavenged for parts. Outside, the remnants of a public park are barely visible beyond overgrown foliage and twisted metal fencing. The entire facility exudes an eerie stillness, as if holding its breath in anticipation of intruders who dare to disturb its forgotten history.

Location Information

  • Large location
  • Mixed / Custom category
  • Item Categories: Junk orScrap 1, Tools and Kits 1, Utilities 1, One Handed Small Arms 1, Ammunition 1, Melee Weapons 1
  • Heavily Searched DC 20, 2 hours search time
  • Level 1 Location

Entries

There are three entrances into the building (marked on the maps). At the front of the building there is the main entrance (C on the map) and this is the entrance the players are most likely to use. This door is unlocked. From this entrance the players can access the building without difficulties.

Locked Doors

There is an office entrance on the side of the building (A on the map) and a rear entrance at the back of the building (D on the map). These two doors are locked and barred from the inside.

Mechanical Locks

This category includes any mechanical means of forcing a door to remain closed such as a lock or a bar or being welded shut. These items require a Lock Picking check with a difficulty determined by the complexity of the lock. If the lock is damaged, rusted or otherwise in poor condition, the complication range increases. These items can also be by passed with a strength check with a difficulty determined by the composition of the item in question.

Picking Locks

Picking a lock is a Slight of Hand check. Having proficiency in Thieves Tools or Engineering as well as having the appropriate tools available for the task allows the player to add their proficiency bonus to the roll. Using improvised tools (anything other than the Thieves' Tools or Engineering kit) results in disadvantage for the roll. They cannot benefit from the help action while picking a lock. Failure to successfully pick the lock has a 10% chance of damaging the lock (adding an additional +2 to the DC if another attempt is made).

  • Lock Type: Rusted Standard DC16

Successful Check

With a few precise movements and a soft click, the lock gives way, allowing the door to swing open with a faint creak. The path ahead is now clear, revealing what lies beyond the secured entrance.

Failed Check

Despite several attempts, the lock remains stubbornly intact, the tools slipping slightly in the rusted mechanism. The door stands firmly closed, barring any progress without another approach.
Breaking Down a Barrier with Strength

A Strength check can model any attempt to lift, push, pull, or break something, to force their body through a space, or to otherwise apply brute force to a situation. Generally, when by passing a mechanical lock or type of obstacle within this category, have them roll a strength check rather than an athletics check. If the player would like to have athletics apply, they will need to explain what action they are taking that would make athletics apply. The GM determines if this makes sense and if an athletics roll can be used.

  • Strength DC 20

Successful Check

As level 1 characters, it is unlikely that they will be able to force their way through the door.

With a powerful shove, the door groans under the strain before splintering at the frame. The heavy barrier gives way, allowing you to force your way into the building.

Failed Check

You throw your weight against the heavy metal door, but it doesn’t budge. The deafening clang of impact rings out, and despite your efforts, the door remains as solid and unyielding as ever.
Breaking the Door

The players might want to try breaking down the door. They will require some kind of tool to do so. They will then need to attack the door with their chosen tool. Bludgeoning or piercing damage weapons are going to work the best and other damage types are not likely to cause the door damage. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). Thus, a miss translates to striking the door without causing it any visible damage.

  • Door AC19
  • Door hip points 20 4d8

Objects are immune to poison and psychic damage.

Failing to damage the door

You swing at the door with all your force, there is a resounding metal meeting metal sound, but to your frustration, the door barely flinches. You've left nothing more than a faint scratch on the surface, as if mocking your effort.

Causing damage to the door

You swing at the door with powerful strike, sparks fly from the impact, and a jagged crack spreads across the surface, leaving a visible mark of your effort.
Breaking the Lock

These locks are built into the door and cannot be busted off the door to allow for access.

Denizens

Pig
Character | Mar 23, 2024

There is a group of wild pigs in the area and they can be used as an encounter for this location if desired or needed for pacing. A group of 5 pigs is an easy challenge for level 1 characters.

Rat
Character | Mar 22, 2024

The party can encounter a group of rats in the make shift kitchen area in the out post. A group of 10 rats is a medium challenge for level 1 characters.

Hazards & Traps

Collapsed Structure

On the second floor, just past the steps up to that level, the ceiling has collapsed and is impassable, requiring some physical feat to traverse.

Alternate Route

An alternate route is not readily available. They could possibly climb in from the outside through the set of windows that lead into the Bar & Grill area.

  • Athletics check DC10 to climb from the outside
Investigation Check

The players may want to investigate the rubble to try to assess the risk.

  • DC10

Passing the check

As you carefully examine the rubble, you notice deep cracks spidering across the remaining ceiling beams, with loose fragments of stone and plaster precariously clinging above. The slightest disturbance could trigger another collapse, making the entire passage unstable.

Failing the check

The debris appears solid, with no obvious signs of instability. The scattered rubble seems to have settled firmly in place, and the ceiling above looks intact enough to hold.
Forcing Past

Players might try using some brute force to get past the collapsed ceiling. The advantage to this is that it will clear the rubble and allow normal passage through the hallway there after. The disadvantage is that they risk further collapse of the ceiling.

  • Strength check DC10 to push aside the rubble. Failure means that they are unable to move the rubble and thus do not trigger any additional collapse.
  • There is a 50% chance that moving the rubble will cause the ceiling to collapse in further.

Safe Outcome

With a determined effort, the rubble shifts just enough to create a narrow, stable passage, allowing you to squeeze through safely. Dust clouds the air, but the ceiling holds firm, creaking ominously without giving way.

Unsafe Outcome

As you push against the rubble, the weakened ceiling groans and suddenly gives way, sending debris crashing down around you. A thick cloud of dust fills the air, making it difficult to see or breathe as the collapse blocks the way forward entirely.

Any creature in the square of the collapse and the adjacent square must succeed on a DC 15 Dexterity saving throw, taking 5 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

Carefully Transverse

The players might also try carefully traversing the collapse, by finding a stable and safe route through. The advantage to this is that there is no risk the ceiling will collapse further. The disadvantage is that the players will have to make a check each time they want to pass through the area.

  • Acrobatics check DC 10

Passing the check

You carefully navigate the rubble, placing each step with precision and using any stable debris for support. After a few tense moments, you find a safe path through the collapsed section, avoiding further damage to the structure.

Failing the check

As you carefully make your way across the rubble, your footing slips on a loose piece of debris, sending you crashing down onto the jagged remnants below. You take a few bruising hits but manage to scramble through to the other side, shaken but mostly unharmed and without any further collapse.

The player takes 1d4 piercing damage

Alterations

Rink 2

Rink 2, once a frozen arena, had been transformed into a makeshift outpost by the Nightbreakers, a nomadic group seeking shelter and safety in the post-apocalyptic world. The ice was long gone, replaced by a rough wooden floor where the Nightbreakers had built a small living area with crude beds, a fire-blackened kitchen corner, and scattered supplies. A section of the rink had been devoted to research, filled with tables, old machines, and stacks of hand-scrawled notes detailing the group's experiments or observations. Now, the outpost lies in disarray, abandoned and thoroughly looted. Burnt-out lanterns, torn fabric, and broken equipment hint at a hurried departure or perhaps a forced retreat. The scattered remnants of personal belongings and overturned storage bins suggest that others have since ransacked the area, leaving nothing of value behind. Despite its emptiness, a sense of unease lingers in the air, as though the Nightbreakers’ secrets might still haunt the crumbling remains.

You push open the rusted doors of what was once Rink 2, stepping into a cold, hollow space where silence clings like a thick fog. The floor, once covered in pristine ice, is now a patchwork of warped planks, scattered with debris and charred remnants of old fires. In the dim light filtering through cracked windows, you notice the remains of a makeshift outpost—broken cots lie overturned in one corner, while a crude kitchen setup along the far wall has been stripped of anything useful, leaving only dented pots and empty cans. Near the center of the rink, a cluster of overturned tables and shattered glass suggests a research area, now long abandoned, with papers strewn across the floor. Whatever happened here, it ended in haste—whether from a retreat or a raid, you can’t tell. The air feels heavy, thick with the weight of forgotten struggles and vanished life, and though the space appears deserted, you can’t shake the feeling that something unseen still lingers, watching from the darkened corners.
Investigation

If the players explore and search this area, they can find scrap 1d100 .

Searching the research area, the can find the following

Searching the sleeping area, the can find the following

  • DC10: Sleeping Bag x2, clothing, compass, electric torch
  • DC15: Tablet Assistant

Architecture

Note: Each rink is 200 by 85 feet (61.0 by 25.9 m) which is a standard ice hockey rink size.

History

Once a thriving hub of activity for the Nightbreakers, Rink 2 had been transformed into a vital outpost during their efforts to scavenge and explore the surrounding ruins. Makeshift living quarters, a crude kitchen, and a research area once filled with equipment and scattered notes hinted at a place of purpose and urgency. However, something sinister took root in the quiet stillness of the rink. Whispers of strange disturbances began circulating—faint echoes in the dark, unsettling movements in the shadows. Then came the disappearances—silent, unexplained, and final. Fear grew among the Nightbreakers until even their hardened resolve wasn’t enough to keep them here. Now, the outpost stands abandoned, a hollow remnant of their fleeting presence, its cold emptiness marked by the tension of unanswered questions and lingering dread.

Alternative Names
Rouse Outpost
Parent Location
Owning Organization

Junk or Scraps

This is not a table, but rather the player simply rolls 1d100. They find that many credits worth of scrap that would be useful towards making items with a tool that they are proficient with. If they are proficient in more then one tool, they can choose which tool this applies to. They can allocate all or part of the amount found between the tools they are proficient with. If they are not proficient with any tools, they find junk which has minimal value. Roll 1d10 for the credit value of the junk.

History Check

The players can make a history check to see what they know about the area.

DC15: Rouses Point was boating town with a lively tourism market. The lake at Rouses Point has three marinas that were once filled with pleasure craft.


Comments

Author's Notes

Header image from the Rouse Point community center site. Maps created in Adobe Express.


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