SWURPG

The Specimen Hold — Containment Bay

Scene 1.3 — The Specimen Hold

The containment bay, Act I climax. A mobile fight: the twisted vornskr pack opens from the broken cells at the far end and flows past the front line toward the party's Force-user. Rows of containment cells give cover, spilled feed is difficult terrain, and a mid-hold interior blast door can be sealed to split the pack. The party has to screen their Jedi.

Used in
The Sable Wake
Scene
Scene 1.3 — The Specimen Hold
Grid
18×12 cells · 90 ft × 60 ft

The Specimen Hold — Containment Bay

Grid: 5 ft / squareN
Specimen Hold
Terrain Key
Wall
Blast door — Blast door (stuck half-open)
Light source — Flickering emergency strip
Frozen ground (slippery)
Difficult terrain
Hazard — Ruptured coolant line
Control terminal — Containment control
Map Key
  • 1Blast door (stuck half-open)Scored deep along the edge — something was very determined to get OUT.
  • 2Interior blast doorThe party can seal this to split the pack — the tactical out for a party being swarmed.
  • 3Flickering emergency strip
  • 4Flickering emergency strip
  • 5Flickering emergency strip
  • 6Ruptured coolant lineVisible hazard — the party can see it. 1d6 cold to anything ending its turn here.
  • 7Containment controlSeals the interior blast door and any intact cell — Use Computer DC 13.
Legend
W1Breached containment cell
W2Containment cell (dark)
W3Containment cell (dark)
E1Breached containment cell
E2Containment cell (dark)
E3Containment cell (dark)
C4Toppled containment cell
C5Toppled containment cell
GM-only enemy positioning (place the pack on the printed tile at the reveal, opening from the broken cells at the far/north end): 3 twisted vornskrs at roughly [4, 2], [9, 2], [13, 2] (red, TR 2) + 1 alpha at [9, 1] (red, TR 4, relic-touched). Vornskrs PREFERENTIALLY target the strongest Force presence — flow past the front-line fighter to reach the party's Force-user; the party must screen their Jedi (body-block, difficult terrain, seal the interior blast door to split the pack). They open from the broken cells, use the whip-tail to knock a target prone, swarm it, and fight to the death. Alpha snarl (1/fight) forces a Dread save (WIS DC 12) on every PC. Scaling: 2 PCs -> 2 vornskrs, no alpha; 3 PCs -> 3, no alpha; 4 PCs -> 3 + alpha; 5 PCs -> 4 + alpha; 6 PCs -> 5 + alpha. No Force-user: pack fixates on the top damage-dealer, add 1 vornskr. Loot: venom glands (~40 cr each) + the alpha's intact pelt (~300 cr).

How to use this map

The containment bay, Act I climax. A mobile fight: the twisted vornskr pack opens from the broken cells at the far end and flows past the front line toward the party's Force-user. Rows of containment cells give cover, spilled feed is difficult terrain, and a mid-hold interior blast door can be sealed to split the pack. The party has to screen their Jedi.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 1.3 — The Specimen Hold in the The Sable Wake GM document.