So my PCs will be running into Lythea Haarlock's Tomb during their investigations into the twilight cult/Haarlock legacy. (Lythea Haarlock was the keeper of the haarlock's libraries and was killed by Erasmus Haarlock when he induced a "miasmic pox" into the library Ref: RH).
I have come up with some rooms and things that I think should be in the complex but there are not enough. I am open to further suggestions/ideas.
Note: I am running this after the events of tattered fates and as such the library is powered and fully functional if not understaffed badly maintained. Also, servitors here are of the same sort as are in the clockwork court.
Rooms:
1) Entry/guest area: before the sector was fully established, the library was used not only for storage of books but also as a meeting place between rogue traders (it was probably the only established space station in the sub-sector). This entry/guest area contains guest quarters and extensive gardens/meeting rooms. All those entering the tomb must pass through this area to enter the library proper. In order to enter the librarium the PCs must get past an administrative servitor who robotically points out that he (it) cannot allow them inside since they are not on the guest list, but they can ask the master for admittance when he returns. There are several ways of getting past this obstacle:
A) Blast the doors open: if the acolytes have access to heavy explosives, melta gel, or some other way of bypassing one meter thick adamantium doors they can do so. However, this will make the station lock down. All doors will close and require hard (or harder) security tests to open and servitors/automated defenses will treat the PCs as hostile.
B) Deception: If the PCs can somehow present compelling evidence that they are of the Haarlock line or on the roster of guests the doors will open for them. This should require difficult scholastic lore legend tests to figure out who is on the guest list as well as hard deception rolls to convince the servitor that they are of Rouge trader stock or DNA tests to prove lineage. Options: if the PCs present any of the following objects the servitor lets them pass: george vandire's seal from the house of dust and ash, rogue trader contracts that claim that they either are RTs on the guest list or representatives thereof, or the black heart from the Steel Clock.
C) Sneaking: Acolytes can also gain access by sneaking through the vent ducts. These are, however, patrolled by skull servos dedicated to finding people trying to sneak through vent systems. Should they be spotted the servos will brodcast a signal that will raise the alarm. Once on the other side the acolytes can make a routine tech use test to open the doors.
D) Secrete doors: These were intended for the Haarlocks to use. They require a -30 search test to find and a -20 security test to open. They lead into the library.
2) Librarium: the library of the Haarlocks contains many unique and proscribed texts. Research here grants a +30 to common lore tests, +20 to scholastic lore, and +10 to forbidden lore. Depending on the nature of the research acolytes may also gain 1d5 corruption. Vast hallways covered in dust and staffed by semi operating servitors as well as the skeletons of a few dedicated librarians.
3) Orrery: A magnificently complex combination of an Orrery and a planetarium. This room is about the size of a small stadium with a dome like construction and a small blinking console in the the center of the room. Upon activation the room lights up with a plasma ball intended to simulate a sun and the complex clockwork mechanisms drop out of the ceiling to simulate planetary motions around the star. Holo projectors kick in and display the stars as viewed from the planetary system currently displayed. By using the astromacy and tech use skills the user can program the room to simulate any planetary system no matter how complex. Furthermore, an extensive numerology (read: very hard labyrinthine) test can decrypt the cyphers that encode the simulations for planets important to the the Haarlocks. The system is currently set to replicate the Sol system, but changing the system will open inaccessible and secrete areas of the station (that cannot be accessed by any other means). Note: Either the PCs figure this out or they dont, no tests are allowed to give hints. Also, should they try other means of getting in to the hidden areas I will railroad them. This place was designed for security, it shouldnt be easy or obvious.
A) Solomon System: Reveals the Vaults.
B) Quaddis System: Reveals the Prisons.
C) Sinophia System: Reveals the Living quarters of Lythea and provides access to the underworks.
D) Mara System: Reveals a small stasis vault that contains the testament of the Haarlocks.
4) Vaults: This is where many treasures of the Haarlock line are kept. All kinds of forbidden tomes, xenos artifacts, gems, clocks, and other trinkets are here. Suggestions for what might be in the vaults are very welcome ('cause I'm drawing a blank).
5) Prisons: More of a torture complex than a prison. Interrogation tests using the various arcane and terrible tools here gain a +30 bonus. Various cells are occupied with dead humans as well as xenos.
6) Lythea's quarters: An extremely opulent room with one way glass ceiling/walls that provides an outrageously fantastic view of the stars. Lythea's remains are in a moulding chair. Her skeletal hand still holding a glass of long evaporated amsec.
7) Underworks: this is the guts of the space station. Generatorium, air/water recyclers, and other such things exist here.
So, I'm looking to fill out some details here as well as potential plot hooks. What else is in Lytheas Quarters? Who are the dead people/xenos in the prisons? What do the tools in the Prisons look like or do? What are some cool things to put in the Vaults?