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Map: North (N) is “up”. One square = 10’. Treasure values: listed in “standard coins” (c).
Vibes: mole people, Escape from New York, Terminator, Planet of the Apes, Fallout 1-2
Entrance: 500’ deep elevator shaft. Architecture:
concrete walls & floors. Doors: Code-locked
sliding metal doors, numerical panel by side (can be hacked, short-circuited;
codes hidden in safe of #7).
Generator in #1 has three modes of operation:
|
Mode |
Light |
Elevator |
Train |
|
OFF |
no |
no |
no |
|
EMERGENCY |
dim red |
no |
yes |
|
FULL |
bright white |
yes |
yes |
Random encounters: 1-in-6 chance every other turn to run into Amyntor. Introduce
wandering vermin or lesser mutants as needed.
Amyntor (Halfling 3): The main
inhabitant of the station. A cyclopic person of short stature in a ragged
vault-suit, exile from a secret high-class bunker (COMPLEX 4000). Has
night-vision goggles (single-eyed, 60’) and a Puppet-Master 3000 device to
control the Mutants in #3 (it glitches out often, so can only issue commands to
2 random mutants out of the 3 in each round). Shy and paranoid, likely to hide
and sneak around (don’t forget to check for surprise and encounter distance –
the result might mean he is around the corner). If in danger, flees and
activates the Mutants.
AREAS:
1. ENTRANCE HALL. Elevator arrives here. Generator in SW corner,
currently OFF.
2. SERVICE HALL. Train car from N tunnel (#3). Three large garage doors,
each one has a Bulbous Mutant (as Troll) behind it: they are linked to
the walls by feeding tubes, only come to life if controlled by Amyntor.
3. TRAIN CAR. All windows spray-painted black or covered with cardboard.
Two rows of seats. Tunnel around car blocked with debris, but there is a small
passage through the blockage on the top of the car.
4. TRAIN TURNTABLE. Domed hall, 70’ high. Locomotive (#5-6) in middle.
a. Towards “NUCLEAR FACILITY” b. Full of graffiti. Secret door to #9 graffiti’d over
c. Towards “EXPERIMENTAL CITY” d. Dead-end
e. Towards “COMPLEX 4000” f. Balcony of control room (#7), 40’ above floor
5. LOCOMOTIVE PILOT CABIN. Trash and a bedroll. Controls functional
(magnet on/off, speed, open/close doors). Constant white noise with granular
speech and music fragments emanates from a small speaker.
6. LOCOMOTIVE MAGNETIC ENGINE. Hermetically sealed door. If open, all
metal objects in the door’s vicinity are attracted to the giant magnetic coil
in the middle.
7. CONTROL ROOM. Control panels to bring the monorail network online.
Computer logs show last activity was “9999 years ago”. Large safe built into
the N wall: holds blueprints, instruction manuals, 6 platinum bars (3000 c
total).
8. LONG CORRIDOR. “Danger” signs at both ends. TRAP: 1-in-8 chance of
collapse into tunnels underneath in the middle section (20’ fall).
9. DANK CAVE. Metal footlocker: spare vault-suit and Pupper-Master 3000
device (fully functional, but with battery drained).
10. STORAGE ROOM. Dozens of crates stacked high: some tools and parts
can be salvaged (500 c total). Sensitive characters feel tentative
probing: one of the crates holds a plastiglass formicarium of psionic ants. The
hive mind is ready to trade services for food.
11. COLLAPSED AREA. Fungal smell from N.
12. SHRINE OF SHROOM CONSCIOUSNESS. Save vs. Poison; on failure, commune
with the the world-encompassing mycorrhizal network) – treat as a Contact
Higher Plains spell, followed by 1d6 days of unconsciousness.

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