Laboratory
Board





Beyond the layers of soured earth lies a nefarious laboratory wherein suffering is coaxed from its studies. A sprawling facility with grim human testing being its focus, there remains plenty of space for complicit office workers for the day-to-day. Chemicals are synthesized, fluids are siphoned, and bodies are harvested and studied in the lower recesses of the laboratory where test subjects are kept in dark quarters more akin to cages than prison cells. Players could potentially start from the elevator to the offices, or be unwilling inhabitants within the bowels of this nightmare factory.
NARRATIVE SUPPLEMENTARY
ATRIUM HALLWAY
A long, wide hallway filled with storage containers of varying nature. The cases and boxes litter the walkway, some stacked so high as to even be able to obscure a person. On one end is a lavatory for employee use, and on the other is tightly packed cubicles for processing transactions, memos, and illicit information and data. At the far side of the hallway is a robust-looking doublewide airlock labeled “MEDICAL”.
MEDICAL BAY
The central chamber seems to be a robotics assisted operating room, replete with blood stains and a thick air of terror. It would seem this particular room was moreso devoted to the death of ‘patients’ rather than their continued survival. A sealed airlock door sits on one side of the room. Beyond the macabre surgery room is a hallway with two wards, both lined with glass for exterior viewing. They are well accomodated with medical technology but nonetheless seem more suited towards hospice than simple injury. Individual office desks sit in both rooms rife with miscellaneous data collected from past experiments. It would seem both terminals located within are capable of paging the other door in the central chamber. A meeting room sits on the right end of the ward hallway, but is of little particular malice minus some scattered notes and bureaucratic memos.
PRISON
The prison level is almost devoid of color; the facility is covered from wall to floor in industrial metal and ramshackle rusted paneling. What little light remains within the halls and cells are dim standing gas lamps and wall lights– enough illumination to just barely keep an eye on where you’re walking. The cells are framed with viewing glass walls, and sealed behind thick doors. The cells seem more akin to cages than dormitories, with barracks style bunk beds with thin soiled mattresses and a drab toilet situated in the corner of each. Spoiled food and old plastic trays litter the floor of the cells, vying for space with stains from bile and blood. This is a sickening place, and a putrid stench weighs heavy in the air.
ISOLATED CELL
There is no light here. The acrid stench seems more distant behind the secure door that blocks off this solitary confinement, but more than a couple chips of bone rest here for eternity. The most lively prisoners seem to pay penance for their vivacity here.
BURN ROOM
The acrid stench grows ever closer! Beyond the warm door that is nestled in the far back of the prison level lies a room brimming with fire and scalded corpses, bones and detritus. A single vent serves to pull the smoke and stink out of the room and does so in a less than performative manner. Staying will serve little good for the health and sanity of those who behold it.
PROCESSING ROOM
Opposite of the prison cells is a room laden with technology surrounding a dark pool of liquid. A large glass mechanism operates in an almost alien fashion, either siphoning or depositing fluids to the pool. The machines accompanying this device, at a glance, could be interpreted as pump monitors and controls, and in the far corner on an elevated platform would be a power source- potentially for the entire complex.
Nice work, I appreciate the room descriptions, thats real helpful. 🙂
Thanks for the support. I have a fondness for battle and exploration maps and I’d love to be able to offer DMs and players alike maps of increasing quality to promote immersion and engagement– and I know from the DM side that it may be easier to handcraft a project than rely on someone else’s blank slate map. Hopefully these submissions offer both a creative edge and a working environment for campaigns! I’d like to one day return to my old builds and fine tune them at some point as the game gets updated so comments and tips for improvement definitely fuel my drive for this. Thanks again for the comment!
Hey just wanted to thank you for this board! It slot perfectly into my campaign and with a bit of tweaking it gave an encounter all my players absolutely loved.