| 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.
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