Volume 1: Issue 3: Winter
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MAPS
Each Square on all maps equals 5 feet.  The maps have been color-coded:

White areas of the map are under the control of the A.I.
Yellow areas of the map are controlled by the Specimens.
DESCRIPTION

25. Air Traffic Control Station with elevator:  Contact with the Security Office at # 8 for visitor control can be done here.  Unfortunately, the person requesting clearance must be listed in the station database.  (All of the listed personnel are now dead).  Or, they must possess a Stage III (or higher) ID.

This area contains the personnel elevator to # 7

There are only two buttons in this elevator (1 & 2).

If they cannot get the elevator to grant access, they can force the doors and enter the elevator.  Inside the elevator is a concealed panel in the rear. Once this panel is opened, it will reveal an emergency ladder leading down 30'.

Forcing the doors to the elevator will alert the A.I. to their presence in the complex.

PCs can find up to 3 items using the loot table.

26. Surface Hangar with elevator:  This is a hangar which conceals the main aircraft elevator.  The elevator sits flush with the floor.  A yellow stripe painted on the floor outlines the surface area of the elevator.  The elevator ascends/decends at a rate of six inches per second.  The level below is 30'.  Thus , the elevator takes one minute to complete the journey.  It ends at location # 5.  Located next to the east door is the control panel for the elevator.  It uses a simple "up-down" switch.

Ground Level
Click on the Image for full-size

Parked along the west wall of the hangar, is an ancient internal combustion military cargo truck.  The truck is inoperable, but a little work will get it to run (a couple of days of tinkering).  The fuel was removed, but some can be found in location # 3.

Also inside, is a maintenance robot which maintains the landscape. Another maintenance robot is outside, near the taxiway. ( # 28)

27. Communications / Sensors Tower: This is the broadcast tower which supplies power to all of the robots in the complex.  The communications and sensors no longer function.

28. Taxiway / Runway: This area has been kept in good condition by the station maintenance robots.


Underground Map Click on the image for full-size






DESCRIPTIONS FOR UNDERGROUND MAP

ALL interior walls and the main hallway doors ( # 9) are made of Duralloy.  The main hallway doors are 2 inches thick. 
AREA UNDER AI CONTROL

The area under A.I. control is kept clean.  These areas are maintained by maintenance robots. All lights are functional, but there are also red, rotating lights in every area.  The audio alarm indicating a security breach was turned-off by the A.I. long ago.

1. Flight Operations & Installation Maintenance: This area contains two fork-lifts (operable) and two flit-cars (roll 45% or less to be operable) all are hooked-up to maintenance stations.  Also hooked up to one of the maintenance panels, is a general maintenance robot. 
This area also has a small office and toilet facilities for the persons working in this area.  Laying next to an access terminal on the desk inside the office, is a Stage III security ID.  If the PCs enter the complex using the hangar elevator ( # 5) they can use this ID to clear the security checkpoint at # 7

2. Hangar: Empty

3. Fuel & Ammunition Supply Point: This area supplied the aircraft with fuel and ammunition.  It has three fuel cylinders standing from floor to ceiling and several racks of missiles for the aircraft. There are 1000 gallons (roughly 4000 liters) of gas remaining in the fuel tanks.  GMs may want to have one or two missiles still in the racks.

4. Hangar: Empty

5. Elevator:  This huge platform elevator took the aircraft up to the surface hangar at # 26.

6. Hangar: Empty

7. Security Checkpoint & Personnel Elevator:  This room has two turrets mounted in the North & South walls.  Each turret has 3 Light Machine Guns (LMG) (Slug Thrower B).  The dotted line on the map indicates the "safe zone" for the particular turret.  However, that area IS NOT safe from the opposite turret!
The Security Checkpoint requires a Stage III ID to pass without activating the hallway turrets.  Or, Visitors could be cleared for access through the Security Office at # 8.  Contact can be made from the Air Traffic Control Station at # 25.  To gain access, PCs must insert a Stage III (or higher) ID into the terminal located at # 25

8. Security Office:  This office has two Security Robots ready to respond to emergencies.  All other security robots were destroyed over the years by the Specimens.

9. Hallway: The main doors have been closed to prevent the specimens from getting into the western portion of the complex. The doors will only open one at a time (similar to an airlock). Once the outer door has sealed, Red lights will start flashing, an audio alarm will start, and a female voice will be heard stating, 

"WARNING.... COMPLEX AREA PAST THIS STATION HAS BEEN COMPROMISED... THIS SECTION IS QUARANTINED UNTIL PROTECTIVE MEASURES ARE COMPLETE.....YOU ARE UNDER QUARANTINE"

This will be repeated several times, and then the inner door will open long enough for all party members to leave the airlock. The outer door will not re-open! Once past the inner door, it will not re-open until opened by the A.I., or by using a Stage V Security Override ID (found in room 17). THE PARTY IS NOW IN THE YELLOW AREA! Once the inner door closes, the PCs will see piles of some type of mangled critter all over the floor of the corridor.  The stench of decaying matter is almost unbearable. (see below) The yellow section of the hallway has a turret equipped with a Heavy Machine Gun (HMG) (Slug Thrower C).  If any character moves, the turret opens fire! 

Usually, the PCs will jump into the first door on the left to get out of the line-of-fire of the HMG ( # 17, below).

10. Main Computer Complex (A.I.): This is the room containing the A.I.  If PCs get this far, the A.I. will finally believe that help has arrived.  It will ask the PCs to help destroy the specimen menace.  In return, the PCs may use this complex for a base of operations. It will also stop the turrets from attacking the players. Unfortunately, most of the personal equipment in the complex (laser pistols, rifles, etc..) has been used to fight the specimens or destroyed.

11. Command Center: Consoles, chairs, communications section, etc..


AREA UNDER SPECIMEN CONTROL

This entire area has been ransacked by the Specimens. 

The floor, ceiling and walls have been covered with a dark, resinous substance giving it a "biological" atmosphere.  Only the yellow portion of the main hallway ( # 9 ) is free of this substance.    NOTE: Give this a dark and forboding feel to it. The stench of decaying matter (flesh?) is almost unbearable.  Only the rotating red alarm lights still operate.  This portion of the complex is dark except for the light given off by the red lights.

All PCs must make a saving die roll vs. CON at -2.  Failure to save indicates that the PC becomes sick to his stomach due to the stench and is at -2 to all actions for the next 3 action rounds.  This is only when the PCs first encounter this area.  After being in the area for several action turns, they will become used to the smell.


12. Living Cubicles:  These are very basic, containing a fold-down bed, desk, chair and built-in entertainment system.  30% chance of finding treasure from loot table.  05% chance of finding random Artifact (per cubicle).

13. Galley & Dining Area:  This area has been ransacked by the specimens.  They have figured out how to get food from the automats.

14. Living Cubicles: These are very basic, containing a fold-down bed, desk, chair and built-in entertainment system. 30% chance of finding treasure from loot table.  05% chance of finding random Artifact (per cubicle).

15. Supplies: This area held regular office supplies and general supplies for the complex.  For ideas, see the Alburquerque Starport Mini-Module.

16. Equipment Room & Arms Room: This area was for the soldiers only.  Research personnel were unauthorized.  This area has been totally ransacked due to the heavy fighting. 

17. Gymnasium / Entertainment / Ready Room: This was the "heart" of the complex.  Most of the individual free-time was spent in here.  Now, it is the main room for the specimens.

When the PCs enter this room, they will find 30-40, 1-meter-tall cylindrical objects spaced evenly apart across the floor.  The objects appear to be made of cast iron, but a resinous substance glues them to the floor.  Attached to the walls of the room, they see the dessicated, mummified remains of humans.  Closer inspection reveals that each of these remains has a look of agony/terror on it's face and has a large hole in it's chest.  One of the corpses is the previous station commander ( # 18). Let them look at the bodies, but not enough time to search/loot them.

By this time, the players (but not necessarily the PCs) should have figured-out that they are in BIG TROUBLE! (heh-heh).  Give them a few minutes of babbling terror, then have the PCs notice the movement of multiple critters surrounding them! 

Remember that the Specimens want them for hosts and will not kill them unless absolutely necessary. (All damage done to them is stun damage;  when they reach 0 or less hit points, they are unconcious.)  If they decide to run, remind them of the turret in the hallway! (# 9).  There are 8 specimens remaining. 

If this is too deadly (or not deadly enough), adjust for what is right for your party, or just keep throwing a couple of specimens at them until they get really mauled and the players are fearing for the lives of their PCs.  Then "allow" them meet the A.I. in # 10

ALTERNATE: You could set the scenario to where all of the specimens are dead. Then one of the NPCs (or PC if you're really mean) gets a "Facehugger" from one of the eggs.  (Uh Oh!) THEN the players can panic!  But then, most PCs if they are smart would just waste the poor-hapless NPC, eliminating the problem.  If they do that, then have several of the eggs hatch (at least one per party member) and send face huggers against them! 

18. Commander's Office:  This is where the station commander spent the majority of his time. His corpse is in room 17.  The corpse has a Stage V Security Override ID.  To prevent missuse of this card by the PCs, you could have the card coded only for this complex...  The office has been ransacked.  Nothing of value remains.

19. Latrine/Locker/Showers: For the soldiers.  10% Chance of finding loot; 05% for finding functional artifact weapon.

20. Barracks/Bunkhouse: This is where the soldiers maintained their quarters.  30% chance of finding treasure from loot table.  05% chance of finding random Artifact (per bunk).

21. Living Cubicles: These are very basic, containing a fold-down bed, desk, chair and built-in entertainment system. 30% chance of finding treasure from loot table.  05% chance of finding random Artifact (per cubicle).

22. Privacy/Entertainment Booths: These booths contain individual "holodecks".  The holodecks can be programmed.  These are similar to the "holodecks" from the Star Trek series. These have also been ransacked by the specimens.  Use the "Artifact Condition Chart" for each booth to determine condition. 

23. Laboratory: This is where all of the research for the Specimens were conducted.  If the PCs have the time, it is possible to retrieve the original data for the creature from the database.  Also in the database is information concerning a special virus for destroying these creatures.  Unfortunately, the information was not completed before the Specimens escaped.

24. Specimen Container Room: This is where the original Specimens were developed/stored.  The container units have been destroyed.