Rouses Point Village Recreation Center
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
Failed Check
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.
Failed Check
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
Causing damage to the door
Breaking the Lock
These locks are built into the door and cannot be busted off the door to allow for access.
Denizens
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.
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
Failing the check
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
Unsafe Outcome
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
Failing the check
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.
Investigation
If the players explore and search this area, they can find scrap 1d100 .
Searching the research area, the can find the following
- DC10: Battery Cell B, Digital Audio Recorder with a file saved on the device, Gas Mask
- DC15: Drug kit
Searching the sleeping area, the can find the following
- DC10: Sleeping Bag x2, clothing, compass, electric torch
- DC15: Tablet Assistant
Architecture
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.
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.