arctic station 2293

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  • Arctic Research Station 2293 - Hegira Platform The adventure Arctic Research Station 2293 is a d20 Future adventure for 3-5 PCs of levels 2-4 (about 12 levels total). The group should contain at least one scientist type. The story takes place at a remote arctic research station, cut off from the world by a powerful storm and a scientists astonishing research. The Progress Level for the world is PL 6. With a little work, the adventure can be set to any campaign.

    Adventure Background Dr. Arkos Blair was a brilliant research scientist a maverick genius in the field of quantum mechanics, with a special talent for dimensional theory. Arkos seemed destined for greatness and academic glory. However, a terrible accident at Cambridge University, mostly covered up, effectively destroyed his burgeoning career. With three people almost killed because of his recklessness, Blair was forced to leave the university in shame. Bitter and disillusioned, Dr. Blair became a scientist for hire, his skills and talents available to clients for the right price. Three years ago Dr. Blair took a job working for the Church, with the focus of his research to discover a means to contact an alternate dimension. The work was dangerous, and for that reason Arkos lab was placed in a remote location above the Arctic Circle. The abandoned Arctic Research Station 2293 was selected and re-christened the Hegira Platform by the Church. Under Blairs direction it was expensively refurbished, and Dr. Blair and his team arrived soon afterward. One year ago, Dr. Blair had a breakthrough, and was briefly able to tear a hole into several dimensions simultaneously. However, he was ill-prepared for the results; these dimensions were dangerous, where creatures both familiar and unknown roamed. The rents in the PCs dimension eventually sealed, unfortunately marooning half of Dr. Blairs research team on another plane. The others were hunted down by the enormous yetis which had likewise become stranded on our world. Answering the frantic radio calls of Dr. Blair, the military at the town of Whitehorse arrived and killed the rampaging creatures. They also confiscated the yeti

    carcasses and the other shocking specimens they found frozen in the snow. Despite the setback, Dr. Blairs employers continued to fund his research. Now with an almost fanatical zeal, Arkos set to work creating a more stable dimensional rift with the machine he dubbed the Ygdrasil Seed. Concealing the evidence of his last disastrous experiment from his new staff, Dr. Blair was unable to provide his employers with more than sketchy details about his experiments; so it was a complete surprise to the Church when he transmitted that he was on the verge of a major advance. That was nine days ago. There has been no contact since. Learning the lesson from the last incident, the Church has decided to send the PCs to reconnoiter the base, and retrieve Dr. Blair, his data, and any other strange creatures they might encounter.

    For the GameMaster The work conducted by Dr. Blair was a success, and nine days ago Arctic Research Station 2293 became a nexus for five separate dimensions. Each of the five alternate realities has its own mechanism for creating the same rift, whether it was other scientists, aliens, or natural anomaly. These are essentially parallel universes to the PCs. The Ygdrasil Seed that created the dimensional shift in the PCs world also formed a barrier in a 625 yard radius from the machine. This quantum field, which appears as a translucent, slightly luminescent blue dome of swirling colors, has effectively isolated the station from the outside world. Only the briefest of radio, light, and radar waves can escape this quantum energy barrier, though physical objects have no problem crossing the field. Inside the ambient blue sphere are five hubs that randomly switch dimensions every 125 minutes (2 hrs 5 min). Each of these hubs has their own environment and fauna. Any creature that is in one of these zones during the time of the switch may find themselves transported to another world and unable to get back to their own until the next random shift. From the perspective of the alternate dimension, a shifted zone disappears behind an impenetrable blue shield. To

  • Arctic Research Station 2293 - Hegira Platform reach their home, a PC would have to be in a zone before it shifted. Lastly and most importantly, the machine, or Ygdrasil Seed, now exists in five separate dimensions. It cannot be shut off until all planes are synchronized. The PCs must discover this fact and find a way either to freeze the planes or wait until they randomly synchronize. Once they are all tuned to the same dimension, the Ygdrasil Seed can be deactivated and the time-space fracture will mend. The five dimensions are briefly described below: Earth One: In this realm, mankind has

    been all but destroyed by the spread of a super plague, streptococcal gangrene. The Dr. Arkos Blair of Earth One succumbed to the assault of the ghouls just as his dimensional machine was activated. Numerous ghouls, most of them lab personnel, now roam about. Earth Two: This reality is more primitive

    than the players own, set at PL 5, and Arctic Station 2293 functions as a military base. This particular Dr. Arkos Blair was a Colonel in the Army, and the station has numerous military personnel attempting to de-activate the machine. Earth Three: This plane saw the rift

    created by a natural anomaly. Here the Arctic Circle is actually verdant and green, similar in many respects to the Pleistocene Epoch. Earth Four: This realm is set at PL 7, but

    the Earth is being invaded by powerful aliens k nown as the Nsss. The strange signals

    created by Blairs research attracted the Nsss who slew most of the staff and inadvertently activated Blairs Ygdrasil Seed while examining it. Earth Five: In this dimension, the world

    is a shrouded in a perpetual nuclear winter. The machinery and base are running automatically, with the mummified skeleton of Dr. Arkos Blair and his staff bearing silent witness.

    The Game Master should try to conceal the nature of the zones and the time intervals between switches for as long as possible. The more mysterious and puzzling the

    events at Hegira Platform, the better. Astute players will eventually solve this mystery, or they can have the answers provided to them after deciphering Dr. Blairs computer files.

    Chapter One: Debriefing and Travel Itinerary Itismosturgentthatyougivemeananswer.Areyourtalentsforhire?Theclergyman,CardinalIsaiah,eyesyouexpectantlyfrombehindhisopulentdesk.JustanhouragoyouwereaboutyourbusinesswhensuddenlyChurchagentsapproachedyou,explainingthatyouwereurgentlyneededattheChapelofSanMareno.Thecardinalsanxiousstoryisasimpleone.AscientistworkingfortheChurchhasgonemissing.YourteamwillbetransportedtotheArcticCircle,whereyouwillimmediatelybeginyoursearchforthisdoctorandrecoverhisresearch.IamaskingthatyoucontactDr.ArkosBlair,amemberofourfaith,atArcticResearchStation2293.Ifyouareunabletoreachhim,thenyoumustretrievealltheinformationyoucanregardingtheYgdrasilSeedproject.Travelarrangementswillbemadeforyou,anditgoeswithoutsayingyouwillhavethegratitudeoftheChurch.Buttimeisoftheessence.Whatisyouranswer? At this point it is up to the PCs to decide if they will accept the mission. Cardinal Isaiah is a kindly middle-aged clergyman who is sincere in his desire to find Dr. Blair and recover his research. Below are some of the possible questions an adventuring group may ask. How long can we wait before giving you an answer? The cardinal will make it clear that they must decide in the next ten minutes. He will lock his workstation and allow the party to discuss the matter in private. Note that though the sound is turned off, the room is still being watched. A Spot DC 8 shows the relatively unobtrusive cameras. Can we requisition materials from the Church? If the PCs agree to take the mission, they can requisition items as described in d20 Modern, page 93. Note however, the Church will not assist in the purchase of Illegal items.

  • Arctic Research Station 2293 - Hegira Platform What is Project Ygdrasil Seed? Cardinal Isaiah explains that it is a secret project of which he knows very little. He does know Dr. Blair has been working on it for three years, and involves advanced physics. How will we get there? The group will be driven to a nearby airfield, where an experimental Boeing X-51 Scramjet will be waiting for them. From there its a two hour flight to travel halfway around the globe to Whitehorse. Can we get paid? If a single PC can make a successful Diplomacy DC 25, Cardinal Isaiah agrees to increase every members wealth by 4 points. Only one check can be made for the entire group. Failure results in him reluctantly offering 2 points of wealth to each PC upon completion of the trip. When do we leave? Praising their initiative, Cardinal Isaiah tells them that preparations are still being made for their departure from San Moreno Chapel. They will have 4 hours to prepare. Experienced players should use this time to purchase/requisition equipment and conduct research. Because the PCs only have 4 hours, they must make their Purchase rolls by 5 or more to get their equipment on time. Also, research takes 1d4 hours, so it is likely only one attempt per PC can be made. Research Dr. Arkos Blair 10 A physicist who graduated from Cambridge 18 years ago. He has not written any major publications. 15 A brilliant physicist who graduated at the top of his class at Cambridge almost 18 years prior. He left the university in storm of controversy 15 years ago, and now works outside academia. 20 One of the brightest minds in physics for his generation, Dr. Blair graduated at the top of his class at Cambridge almost 18 years ago. However, he was responsible for a terrible accident that resulted in three deaths. Forced out of the university, he has since made a living doing research for governments and other agencies. 25 A true genius in quantum physics, Dr. Arkos Blair graduated at the top of his class at Cambridge University almost 18 years prior. However, his reckless disregard for

    safety left three of his classmates comatose after conducting an unknown experiment in sub-atomic observation theory. Arkos was forced out of the university and has since sold his skills to the highest bidder. Dr. Blair has worked for governments and other legitimate and illegitimate organizations. His specialty is dimensional theory. Research Arctic Research Station 2253, Hegira Platform 10 Arctic Research Station 2253 was an abandoned research facility built twelve years. It is located in a remote inland region within the Arctic Circle. 15 The research station was purchased by the Church three years ago, and refurbished at the request of Dr. Arkos Blair. It can house eight to twelve people. 20 The research station was purchased by the Church three years ago and under the direction of Dr. Arkos Blair. The facility has had unprecedented funding. The research is secretive and involves high-level physics. The base holds eight to twelve people, but there was some incident concerning base personnel a year ago. 25 The Hegira platform is a Church facility refurbished three years ago for cutting edge physics research. It has received millions of dollars of funding for research that focuses on dimensional theory. The lead researcher, Dr. Anthony Blair, is considered one of the greatest minds on the subject. The base holds eight to twelve people, but last year the bases personnel, with the sole exception of Dr. Blair, were replaced. There is no trace of the replaced staff members. Knowledge, Physical Science 15 Dr. Arkos Blair is a controversial scientist who specialized in obscure branches of quantum physics. His early publications are highly regarded. Knowledge, Theology and Philosophy 15 The word Hegira is Arabic in origin, and relates to the Prophet Mohammeds emigration to Medina. Personnel Roster for Research Station See Handout #1.

  • Arctic Research Station 2293 - Hegira Platform Youarriveonthetarmacatsunset.Ontherunway,youcanseetheponderousformofaB52Hfuelingupontherunway.Thecraftisilluminatedincoldhalogenspotlights,andtheairreeksofjetfuel.Asyoulookaround,aharriedyoungcorporalrushestowardsyourgroup.Yourealittleearly,Ijustgotnotified.CorporalGereatyourservice!Wellneedtostowyourgearandgetyouintoflightsuits.Behindhim,youheartheloudwhineastheB52seightpowerfuljetenginesbegintowarmup.Prettyimpressive,huh?Shelltakeyouupto20,000feet,andthentherealfunstartsintheX51droneinside.Hemotionsforyoutofollowhimtoanearbyjeep.Asyougetin,helooksatyourequipment.Youdoknowthereisaweightlimit,right? Characters will only be allowed to transport 200 lbs of equipment total. They must remove all weapons and armament in order to wear the flight suit properly. Preparation time will require about an hour, so it will be a night launch. Yourorangeflightsuitsfituncomfortablyasyouaredrivenbacktotherunway.ThemassivebulkoftheebonyB52Hloomsoverheadasyourjeepapproaches.PackedandstoredbehindyouistheequipmentyouhaveselectedforthejourneytotheArctic.Asthevehiclestopsnearthecargoentrance,youspynestledinthebellyofthisbehemothalong,white,cylindricalobjectwithfoldedwings.ItistheX51WaverideryouwillberidingtoWhitehorse. The PCs will be lead into the narrow, windowless fuselage of the Waverider and asked to sit on either of the two small benches that face each other. They will be strapped in while their gear is stowed beneath them. There will be no pilot, since the X-51s computer is designed to pilot the craft. If asked, Corporal Gere will admit that this is the first time humans have actually ridden in this particular drone. ItisdarkandcoldinsidetheX51,withyourteamcrammedinthesmallcargoholdofthescramjet.Yousitonpairofnarrowbenchesfacingeachotheracrossthefuselage,with

    hastilyriggedsecurityharnessesholdingyouinplace.Thefrontofthedronehasasinglecontrolpanelandnoseat.Yourflightwillbecontrolledbyacomputer.Thereisasmallwindowatthefrontofthissimplecockpit.ThetakeoffintheB52waswithoutincident,youhavebeenwaitingforthenextstageofyourjourney.Suddenlyaredlightflashesandyouhearthethunderousroarofair.TheX51slowlyrisesonanarrowrailandisliftedovertheopencargodoors.Abruptlythealarmstopsandyourstomachlurchesintoyourthroatasthescramjetisdroppedfromthebomber.Beforeyoucanevenreact,thescramjetfireswithaforcethatthreatenstosnapthesafetyharnesses.YoustruggletoremainconsciousastheX51continuestoaccelerate,itsjetscreamingwhilethedronestreaksacrossthestratosphere;gatheringspeedtoreachMach15. Optional Encounter: Boeing X-51 Scramjet Emergency Use this encounter if you want to eliminate some of the gear carried by the PCs for this adventure. They will be able to purchase some equipment at Whitehorse. After 20 minutes of flight time the PCs will notice a soft blinking red light on the console. Stepping out of their safety harness, a quick examination of the consoles LEDs will show there is a problem with the course the X-51 WaveRider is taking. Computer Use DC25 1 rd Can take 20 2 min The Waveriders course is incorrect, and needs to be reset. Success allows new path to be entered. Failure means that a new course cannot be entered. Navigate DC 22 (cannot take 20) 1 rd Success means that the Waverider will reach WhiteHorse with ample fuel. Failure means that 30 minutes before landing, the drone will radically alter course and dump the PCs gear as it corrects for the extra distance it must travel.

  • Arctic Research Station 2293 - Hegira Platform Chapter Two: Sojourn at WhiteHorse TheX51Waveridergracefullydescendsintotheinkyblackness;throughthesmallcockpitwindowyoucanseeheavysnowrushingtomeetyou.Youhearthedroneofthelandinggeardescending,andafterafewminoradjustmentsthedronelands.Asanequallythunderoussilenceengulfsyou,yourteamremovestheirrespectivesafetyharnesses.ThenthereistheroarofwindastheWaveRidershatchisopened.Peeringintothefuselage,dressedinaheavyarticcoatandgoggles,isanondescriptsoldier.Comewithme,hesaysinaheavyaccent.TheArcticCatwilltakeusbacktobasewhereyoucantalktoMaj.Taqukaq.Hecanansweranyquestionsyoumighthave.MynameisTocho.WelcometoWhiteHorse. While the PCs are lead to the big Arctic Cat, they will see other parka-clad soldiers unloading their equipment and hooking up the still steaming X-51 for a tow back to the hanger. The drive will take fifteen minutes as the Cat slowly creeps along the snowy, dark tarmac on its creaking treads. It is 7:00am, but the sun will not come up for another two hours. The PCs will be driven to a small dark building with two soldiers stationed outside the door. The flight suits do not insulate well, so the PCs will definitely feel the cold. Entering inside they will see a large bearded man with bronze skin and dark hair. Tocho will introduce them as Major Taqukaq. Soyousurvived,eh?Well,ImsuretheChurchwillbehappytoknowtheirscramjetcandomorethanjusttransportcargo.TheycallmeBeararoundhere.MajorTaqukaqrisestohisfeet,easilyreachingsixandahalffeetinheight.HeextendsanenormoushandtothePCsandthencontinues.WeregettingaKA60WerewolfreadytoflyyououttoHegira.Wellhavetowaituntilsunrise,soyoullbestayingwithusforafewhours.Youcangetsomerestifyouneedit.Oneofmymenwillshowyoutosomeprivatequarters.

    Below are some of the possible questions an adventuring group may ask. When was the last time you heard from anyone at Arctic Station 2293? The men of Hegira routinely radio Whitehorse every two weeks, and a copter visits the base once a month to rotate people and deliver supplies. They missed their last radio call five days ago, and are not due for a drop for another two weeks. Major Taqukaqs men have attempted to contact Hegira but with no success. How long will it take to reach the station The station is a three hour flight by copter. However, there is a storm moving in, so his pilot Arrluk will only be able to drop them off. They can radio Whitehorse when they are ready to be picked up. Are you familiar with Dr. Blair or the research they are conducting? Bear replies that he really doesnt know much about it. However, a successful Sense Motive of 10 or more reveals he is lying. If pressed, he wont talk, but a Diplomacy success of 25 gets him to reveal that he thinks Arkos is involved in bio-weaponry, and that he and his government have the proof. He will say no more on the subject. Can you assign any men or equipment to us? Major Tuqukaq will not provide the PCs with any additional men, and warns them that their pilot can only deliver them to Hegira, he will not stay with them. They can purchase equipment from the Quarter Master if needed, but nothing with a Purchase DC greater than 18 or that requires more than a license. While the PCs are being lead to their quarters at the WhiteHorse base, they will have an opportunity to talk with Private Chogan. The Private questions them about their trip, and upon learning they are going to Hegira, he mentions that there are some strange objects stored in the bases Hanger 13 that are related to Arctic Base 2293. A successful Diplomacy DC 15 will get him to lead a single member to the hanger. The PCs can opt to search for the hanger on their own, through a combination of Gather Information and Move Silently and Hide checks.

  • Arctic Research Station 2293 - Hegira Platform Hanger 13 Arowofdarkhangerssquatgrimlyinthesnowyfieldattheedgeofthebase.Youcanseethateachhasalargehangerdoorandasmallerdoorforpersonnel.However,onlyHanger13hastwoguardsstationedunderthelonelylightabovethedoor. If the PCs are traveling with Chogan, they can attempt to persuade the guards to let them pass. A Diplomacy check DC 25 is required for either guard, but a bribe must be attached. The rules for this are explained on page 58 of d20 Modern. Assuming the PCs remove the guards in some other way, the door is electronically locked with a three digit pass-code needed for each badge. Each guard has a special badge and personal pass-code for entry into the hanger. Steel Door: Disable Device Dc 30, Duration 2d8 rounds. Take 20 16 minutes. Hardness 10, hp 120, Break DC 35 Thehangerisquietanddark.Usingalight,youquicklystartmovingthroughthenumerousdustyshelves,untilyouarriveatanondescriptalcovewithasmallsignthatreadsARS:2293.Dominatingthesmallspace,alargemetallicfreezersits,hummingsoftly.Scrappingawaythedustandfrostonthefreezersglassportal,youstareamazedatthefrozencorpsewithin.Thecreaturemeasuresalmostsevenfeetinlengthandiscoveredwithlong,thickwhitehair.Itbearsmanysimianfeatures,butitclearlymorethanasimplewhiteape. Nearby is a small log book that details this whole specimen was recovered from Hegira station thirteen months ago. Two other similar creatures have been summarily examined and autopsied, with this one being preserved. The report notes that the beasts have prodigious strength, invulnerability to cold, and an intellect possibly equal to that of a human. The freezer is nitrogen cooled, and the yeti is frozen almost solid. If the players (or Chogan if hes there) open the freezer, at the GMs option, this last creature could only be hibernating, and will spring to

    savage life in 1d6 rounds after exposure to the air.

    Yeti: CR 3; Large monstrous humanoid (cold); HD 4d8+4; hp 22; Mas 12; Init +1; Spd 40 ft.; Defense 14, touch 10, flatfooted 13 (1 size, +1 Dex, +4 natural); BAB +4; Grap +12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ cold subtype, constrict, darkvision 60 ft., improved grab; AL none; SV Fort +2, Ref +5, Will +5; AP 0; Rep +0; Str 18, Dex 13, Con 12, Int 9, Wis 12, Cha 11. Skills: Climb +10, Hide +2 (+17 in snowy conditions), Move Silently +6, Speak Giant, Survival +7. Feats: None.

    Chapter Three: Arrival at Hegira The sun does not really rise this far north during winter, but instead rolls dimly along the southern horizon. The PCs will be packed into the KA-60 Werewolf (a unique helicopter equipped with coaxial contra-rotating propellers) and then their friendly pilot, Lieutenant Arrluk, will deftly pilot them northward. As he gets closer to Arctic Research Station 2293, Arrluk points out a coming snow storm on his radar and informs the PCs that he will have just enough time to land at the base and dust off again. YouwatchasArrlukagainrecheckshisscanners.Imstillnotpickingupthestationsbeacon.Butitshouldberightoverthenextridge.Youpeerthroughthecockpitwindow,anxioustoseesomethingelsebesidetheendlessplainsoficeandsnowbelow.Thelieutenantgaspsinamazement.Belowyou,thestationatlastcomesintoview.Butitisnothinglikeyouexpected.Ashimmeringbluedomeencompassesthestationandtheicefieldsurroundingit.FlickeringbeneaththeswirlingbluecolorsyouspyasilentArcticResearchStation2293.Icantgetanyreadingsfrominsidethatbarrier,butitdoesntlooksolid.Hepointstothesnowfallpassingthroughthefield.Italsolookslikethestationstillhaspower.ButImnotgoingtorisklandinginsidethatbluedomething.Icandropyouoffonthatridgeoverthere.Butyouhavetodecidesoon,astormiscomingin.

    No amount of persuasion will make Arrluk land inside the field or remain with the heroes. The ridge he is suggesting is nearly a mile away from the base, so the PCs will

  • Arctic Research Station 2293 - Hegira Platform have to walk. As he departs, he will leave the PCs with several smoke flares and a signaling device that can reach Whitehorse. The time to reach Artic Research Station 2293 is 30-35 minutes, which regardless of the artic clothing worn will require at three Fortitude checks. The GM should stress the bitter cold and desolate isolation of the frozen wasteland around the PCs. Passing through the barrier induces a slight tingling sensation, but beyond its ability to effectively scramble/block most forms of energy wavelengths, there are no harmful effects. Prolonged exposure to cold temperatures can wear down a hero, and hypothermia can prove deadly. Cold deals damage that cannot be recovered until the character counteracts or escapes the inclement temperature. As soon as the character suffers any damage from cold, he is considered fatigued. A character not properly equipped to counteract cold must attempt a Fortitude saving throw each hour (DC 15 +1 for each previous check). Failure means that the character loses 1d4 hit points. Heavy clothing or armor grants a +4 equipment bonus on saves against cold. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the save. Bitter cold (arctic conditions) forces a character to make a Fortitude save every 10 minutes. Failure means that the character loses 1d6 hit points. Appropriate clothing and successful use

    of the Survival skill can modify the save, as noted above.

    Chapter Four: Exploring the station Since the players can travel to any part of the station to start this adventure, the GM will have to be flexible and read this material carefully. It might help to view this scenario as having six unique zones, each area holding one of six different encounters, depending on the time it is visited. GMs are encouraged to create a random table beforehand to help prepare for this adventure. Note that a result of No shift means that this zone is the PCs own world, and is not linked to any alternate reality. Time 1 Time 2 Time 3 Time 4 Time 5 Time 6 Time 7 Time 8 Time 9 Zone 1

    Earth 4

    Earth 4

    No shift

    No shift

    Earth 1

    Earth 5

    Earth 3

    Earth 4

    Earth 5

    Zone 2

    Earth 5

    Earth 3

    Earth 2

    Earth 1

    Earth 3

    Earth 1

    No shift

    Earth 1

    Earth 3

    Zone 3

    Earth 2

    No shift

    Earth 4

    Earth 5

    Earth 2

    Earth 5

    Earth 2

    No shift

    Earth 2

    Zone 4

    Earth 2

    Earth 1

    Earth 2

    Earth 4

    Earth 2

    Earth 2

    Earth 5

    Earth 4

    Earth 1

    Zone 5

    Earth 3

    Earth 5

    Earth 1

    Earth 2

    Earth 5

    Earth 4

    No shift

    Earth 4

    Earth 2

    It is important to keep the location of the zones unclear for as long as possible, as well as the intervals between changes. This creates a great sense of mystery for the players involved.

  • Arctic Research Station 2293 - Hegira Platform

  • Arctic Research Station 2293 - Hegira Platform Arctic Research Station 2293 [Hegira Platform] Located in the Arctic Circle, this research station is designed to house and protect a small number of researchers in the harsh cold of the far north for months at a time. It serves as home, hospital, office, and lab for a crew that may be cut off from civilization for months or years at a time. Though simple in its design, the station is tough enough to withstand sub-zero temperatures, driving winds, thousands of pounds of ice buildup, and the destructive force of weeklong blizzards. Because of its extreme location, the station is often beyond the reach of any transportation or communication for months at a time. Occupants The station can support as many as 12 permanent personnel, though often houses only 8-10. All the personnel must take on double duties, performing both their own scientific research and the daily cooking, cleaning, and maintenance needed for the station to function. Structural Features Here are the typical hardness values, hit points, break DCs, and Disable Device check DCs (where applicable) for typical features within this building. External Door: Hardness 10; hp 120; break DC 30. External Door Lock (high quality): Hardness 10, 120 hp, Break DC 30 External Wall: Hardness 12; hp 180 per 5-foot section; break DC 40. Internal Door: Hardness 5; hp 20; break DC 23. 01 Sheltered Entranceway this area is little more than a bivouac to protect the door from heavy snowfall. The strong plastic/nylon tarp is securely fashioned to storm rods driven deep into the ice. 02 Main Storage Foyer this is the entryway to Arctic Research Station 2293. Two sets of double doors help to insulate the building from the freezing cold. Note that the neither set can be opened at the same time without disabling the doors Disable Device DC 15. 03 Storage Closets the PCs will find various miscellaneous equipment depending on the location: boots, tools, jackets, blankets, cleaning equipment, etc.

    04 Communication Center this room contains the communication and network hardware, as well

    as several girlie pinups. The stations file and mail servers are in a locked in a case here. Additional equipment includes radio receivers, controls for the satellite dish, controls for the PA system, several cameras and projectors, a personal computer, and headphones. This room has a computer with a link to the Internet (long since dead), a satellite phone (likewise useless), and a long-range radio and television transceiver. It also includes a television with playback devices in a wide variety of formats, a video camera, and 10 12-hour tapes. 05 Mess Hall this tight galley is where the research crew would eat. There is a refrigerator, stove and microwave, as well as a sink and pantry. The room is the center for a small dimensional flux.

    No Shift this is how the room normally appears. There are a few religious icons along the walls and what appears to be a half-eaten meal. Zone 1 the walls are splashed with blood and ichor, and there is the sickening / maddening stench that is instantly recognizable as gangrene. Typically there are two ghouls who lurk here. They will leave the room to attack if they hear or see any living creature.

    Ghoul: CR 3; Medium-size undead; HD 2d12; hp 13; Mas ; Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d3+3, claw); Full Atk +4 melee (1d3+3, 2 claws) and +2 melee (1d6+1 plus disease, bite) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ create spawn, darkvision 60 ft., disease, scent, undead; AL chaos, evil; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 16, Dex 14, Con , Int 13, Wis 10, Cha 8. Skills: Intimidate +3, Profession +4, Read/Write English, Repair +2, Speak English, Swim +4. Feats: Brawl, Multiattack.

    Zone 2 the walls have several Army and Navy posters for the United States of America. The stocked food consists primarily of military rations, and the cooking equipment is a bit more primitive. Usually there two soldiers here, drinking some coffee and puzzling over the terrifying events. Because their world has been attacked by ghouls, they are nervous and likely to shoot first before identifying strangers.

    Low-Level Soldier (Strong Ordinary 2): CR 2; Medium-size human; HD 2d8+4 plus 1d10+4; hp 27; Mas 15; Init +1; Spd 30 ft.; Defense 14, touch 13, flat-footed 13 (+1 Dex, +2 class, +1 leather jacket); BAB +2; Grap +4; Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife); Full Atk +4 melee (1d6+2, nonlethal, unarmed strike) or +4 melee (1d4+2/19-20, knife), or +4 ranged (2d6, Glock 20) or +4 ranged (2d6, HK MP5) or +3 ranged (4d6, fragmentation grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL law, neutral; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8. Occupation: Blue-collar (class skills: Drive, Intimidate). Skills: Craft (mechanical) +6, Drive +7, Intimidate +3, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Profession +4, Read/Write English, Repair +2, Speak English, Swim +4.

  • Arctic Research Station 2293 - Hegira Platform Feats: Advanced Firearms Proficiency Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency Zone 3 shifts to this zone are the most obvious, as the cold steel and plastic walls give way to verdant green plants and soft earth. The fauna appears to be similar to that of the Pleistocene Era. After 15 minutes, the plants will all be frozen and covered in snow. Zone 4 all of the equipments within this area has been badly damaged as if by fire. Zone 5 everything in this room appears identical to the No Shift room, with the exception that the food has disintegrated into dust. There is a strange taste to the air as well. Unbeknownst to the PCs, in this area the radiation levels are High, so the DM will need to check to see if any of the PCs succumb to radiation sickness. It is best to roll in secret and then tell the PCs the results after the incubation period has passed. 06 Sample Storage Area & Floor Hatch this room contains some extra laboratory equipment, but some of the shelves hold samples retrieved by Dr. Blair from other dimensions. Two containers are conspicuous, both metallic canisters clearly marked with radiation symbols. Inside one is an iPod, slightly melted, while the other one contains four ratchets with the name Clark scratched into each. There is also in a bottle of formaldehyde a strange looking green and black serpent with a two pairs of wings similar to a dragonfly (Winged Cobra). 07 Receiving Room a large risible metallic door dominates the wall, with a switch to raise or drop it. There is a hydraulic jack here as well. 08 Loading Dock this simple concrete block is covered with ice and snow, but moving it away will reveal the surface is scuffed and worn. There are several powerful lights set in walls above, as well as a camera. 09 South Entrance Foyer this foyer is relatively unremarkable, but the door to the outside has been torn from its hinges. Searching through the accumulating snowdrift inside the station reveals the body of yeti, riddled with bullets. (The creature was shot by US military, where upon it fled here and died). 10 Staff Quarters and Bunk Beds each room can hold four individuals, though it looks like each room only three occupied beds. The scientist quarters are neat and clean, with a white board and several laptops. The security room is a little less organized with a map of the base and a duty roster. The technicians and support personnel bunk in a messy quarter with empty coffee mugs, Styrofoam containers, and posters of pin-up girls.

    Two items of interest are the journal of Laptop Journal of Dr. Norris and Garrys hidden S&W M29 with one clip of ammunition. See Handout #2. 11 Testing Laboratory this room houses test equipment concerned with measuring and other quantitative results. There are numerous chemicals and reagents in this area, enough to make explosives if desired. 12 Auxiliary Laboratory_North this room appears to have been the stage for another battle. Crumpled in the corner is an enormous machine, resembling a large plastcine husk supported by numerous metallic tentacles. The pod has been shattered, and some organic material inside has been strewn about. The lab equipment is also ruined, but the robot or creature still possesses some items. This is a slain Nsss in its science pod, defeated by the Major Palmers from Zone 4. The creatures neural blade and render pistol are still in nearby, as well as a device it had just completed building, a Dimensional Flux Detector. Using the Nsss weapons without penalty requires the Alien Weapons Proficiency. Dimensional Flux Detector This hand-held device has a small screen and several buttons. It can be used to locate dimensional zones, and even identify which parallel universe is manifesting. The range is 30 feet. Using the Dimensional Flux Detector requires Knowledge (Technology) DC 25*. The device has been damaged, so it will require a Repair DC 25 to work**. *You cannot take 20 on Knowledge checks. **Note this repair will take 10 hours. ALIEN WEAPONS PROFICIENCY You are proficient with alien weapons. Benefit: You take no penalty on attack rolls when using any kind of alien weapon. Special: A creature without this feat takes a 4 non-proficient penalty when making attacks with an alien weapon. 12 Auxiliary Laboratory_South fortunately this lab was not damaged at all, and is in perfect working order. Everything the PCs will need to build or test devices are here. 13 Main Research Laboratory read or paraphrase the following: Theroomisdominatedbyalargemachinethatsupportsseveralenormousrotatingringsofdifferentradius.Thesecomplexmetallicringsslowlygyrateandturnaroundashiningcenterofblue/whiteenergy.Ashimmeringblueaura

  • Arctic Research Station 2293 - Hegira Platform surroundsthedevice,andthefieldseemstorandomlyexpandandcontract.Staringatthedeviceplaystricksontheeyeimagesappearsuperimposedoneachotherandcontoursandedgesofthedeviceseemtorunoffatimpossibleangles.Theentireroomislitwithaneerieblueglow.Scatteredaroundthemachinearenumerousshellcasingsaswellasasplinteredaxe.Judgingbythedamagetothesurroundingwalls,itappearsatseveralgrenadesorperhapsamissilewasdetonatedinthisroom.Themachineisundamaged,buttherestoftheequipmentisinruins. This is where Dr. Arkos Blairs Ygdrasil Seed continues to run. Before fleeing the facility, they attempted to destroy the machine to no avail. As long as the nexus is active, the Ygdrasil exists in all five dimensions and cannot even be touched. This field extends all the way to the power generators. The players may be able to salvage some equipment here, and if the GM is kind, at their discretion they may permit a Spot DC 25 to detect subtle fluctuations in the Ygdrasil Seeds aura that signal another dimension shift. 14 Restroom & Shower this is the common restroom and shower for the station. The water still works and hot showers are available. 15 Connecting Passage this hub appears to be the scene of a violent conflict. Bullet holes riddle the area, and there is a great deal of blood. A smell of putrefying flesh emanates from here. Bloody boots and bare feet move in all three directions, but it appears that bloody corpses were dragged west to the observatory. 16 Observatory this large domed room is very bare compared to the rest of the complex. The chamber is cold and its circular shape makes sounds echo loudly. Behind a closed dome, an enormous telescope points to the heavens. This is relic from earlier research; it wasnt used by Dr. Blair. Despite this fact, the observatory is also in dimensional flux, so depending on when the PCs enter, the encounter will be different. No Shift The equipment, while functional, does not appear to have been used for quite some time. The dome is closed. Zone 1 within this room are three dead ghouls dressed in tattered lab coats. They appear to have been dragged here. Despite the chill of this chamber their bodies are rapidly decomposing. There is also another man, a US soldier who

    appears to have taken his own life. He has a badly infected bite on his arm. Zone 2 this room is occupied, and two soldiers will open fire at the first person to come through the door.

    Low-Level Soldier (Strong Ordinary 2/Tough Ordinary 2): CR 2; Medium-size human; HD 2d8+4 plus 1d10+4; hp 27; Mas 15; Init +1; Spd 30 ft.; Defense 14, touch 13, flat-footed 13 (+1 Dex, +2 class, +1 leather jacket); BAB +2; Grap +4; Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife); Full Atk +4 melee (1d6+2, nonlethal, unarmed strike) or +4 melee (1d4+2/19-20, knife), or +4 ranged (2d6, Glock 20) or +4 ranged (2d6, HK MP5) or +3 ranged (4d6, fragmentation grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL law, neutral; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8. Occupation: Blue-collar (class skills: Drive, Intimidate). Skills: Craft (mechanical) +6, Drive +7, Intimidate +3, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Profession +4, Read/Write English, Repair +2, Speak English, Swim +4. Feats: Advanced Firearms Proficiency Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency,

    Zone 3 this zone opens into a cave in the side of a hill and as such is immune to the severe effects of the cold. The powerful stench of this creature is noticeable from Area 15. Any entry into the Observatory reveals a large cave of stone and earth, with roots dangling from the ceiling.

    Mapinguari: CR 5; Large animal; HD 8d8+48; hp 84; Mas 22; Init +0; Spd 30 ft.; Defense 15, touch 9, flat-footed 15 (1 size, +6 natural); BAB +6; Grap +16; Atk +11 melee (1d6+6, slam); Full Atk +11 melee (1d6+6, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision, scent, stench; AL none; SV Fort +12, Ref +2, Will +3; AP 0; Rep +0; Str 23, Dex 11, Con 22, Int 2, Wis 12, Cha 8. Skills: Climb +10, Listen +5. Feats: None. Scent (Ex): This ability allows a mapinguari to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in the d20 Modern Roleplaying Game for details. Stench (Ex): The odor of a mapinguari is overpoweringly offensive. Anyone approaching within 60 feet of the creature must make a successful Fortitude save (DC 18) or become nauseated (see the Character Condition Summary sidebar on page 140 of the d20 Modern Roleplaying Game). The nausea persists for as long as the creature remains in the area and for 1 round thereafter. If a creature leaves and reenters the area, a new save is required.

    Zone 4 all of the equipments within this area has been badly damaged as if by fire. Zone 5 everything in this room appears identical to the No Shift room, with the exception that the dome is open and the room is very cold. Lying on the floor is the mummified corpse of Windows (hes been lying here for 10 years). It is apparent that he slashed his wrists with a knife; there is also an open King James Version Bible, turned to the Book of Revelations, Chapter 6. The radiation levels in this room are High.

  • Arctic Research Station 2293 - Hegira Platform 17 Laundry Room this windowless tiled chamber holds a massive front-loading washer and a industrial clothes drier. There is also another smaller top loading washer and dryer. There are clothes in the hampers, and hidden behind one of the many detergent containers is a small box holding a lighter, rolling paper, roach clip, and a dried organic substance. 18 Parts Storage Room typically this area would contain shelves from floor to ceiling with neatly boxed parts for the various vehicles housed at the station. However, there are obvious signs of a struggle in this room, and the steel shelves with their parts have been scattered. Some of the parts are strangely crushed. 19 Garage this large room typically houses two snow crawlers and three Snow Cats, along with 500 gallons of fuel. It appears that one of Snow Crawlers is missing, though the bay door is closed. The garage has power tools mounted on the wall, a full tool bay and a hydraulic lift. There is even a welding set here. This room also contains a dimensional tear, so it may appear different depending on the time entered. If players think to look, they will find 4 ratchets with the name Clark inscribed on each. They are identical in every way to the tools in the Sample Collection room, except they are not radioactive. No Shift this is how the room normally appears. The chamber is colder than the rest of the complex because the doors are un-insinuated. The equipment has recently been used. Zone 1 within this chamber are two dead ghouls, a dead and partially eaten yeti, and four ghouls very much alive. These ghouls will savagely attack anyone who enters. The dead ghouls were literally torn limb from limb by the vanquished yeti.

    Ghoul: CR 3; Medium-size undead; HD 2d12; hp 13; Mas ; Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d3+3, claw); Full Atk +4 melee (1d3+3, 2 claws) and +2 melee (1d6+1 plus disease, bite) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ create spawn, darkvision 60 ft., disease, scent, undead; AL chaos, evil; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 16, Dex 14, Con , Int 13, Wis 10, Cha 8. Skills: Intimidate +3, Profession +4, Read/Write English, Repair +2, Speak English, Swim +4. Feats: Brawl, Multiattack.

    Zone 2 there are no vehicles in the garage, as well as no occupants. Zone 3 the garage appears to have disappeared, replaced by either a rapidly-freezing green paradise or drifts of snow and snow-covered fern trees of enormous size. The

    remaining two rooms seem to be standing alone. A successful Spot DC 18 reveals a freezing Winged Cobra in the snow. The creature is much more intelligent than a normal cobra, and will not attack its rescuer. At the DMs discretion, it can be trained.

    Snake, Winged Cobra: CR 2; Medium-size animal; HD 3d8; hp 13; Mas 11; Init +3; Spd 20 ft., fly 30 ft. (good); climb 5 ft.; Defense 14, touch 12, flat-footed 11 (1 size, +3 Dex, +2 natural); BAB +2; Grap +2; Atk +5 melee (1d4 plus poison, bite); Full Atk +5 melee (1d4 plus poison, bite); FS 5 ft. by 5 ft. (coiled); Reach 5 ft.; SQ poison (DC 11), poison spray (DC 11; spitting cobra only), scent; AL none; SV Fort +3, Ref +6, Will +2; AP 0; Rep +0; Str 10, Dex 17, Con 11, Int 4, Wis 12, Cha 2. Skills: Climb +11, Hide +10, Listen +9, Move Silently +11, Spot +9. Feats: Weapon Finesse (bite). Bonus Feat: Cobras gain Weapon Finesse (bite) as a bonus feat. Poison (Ex): BiteFortitude negates; save DC 10 + 1/2 the cobras Hit Dice + its Constitution modifier; 1d4 Str, 1d4 Dex/1d4 Str, 1d4 Dex. Poison Spray (Ex): At will as a ranged touch attack, a spitting cobra can spray its venom at a target up to 10 feet away. When used in this manner, the spitting cobras venom acts as a contact poison. The target must succeed on a Fortitude save (DC 10 + 1/2 the cobras Hit Dice + its Constitution modifier) or be blinded and nauseated for 1 minute. A second Fortitude save must be made 1 minute later to negate the venoms secondary damage (same as the initial damage). Eye protection, such as goggles or a full-face visor, negates the blindness effect. Scent (Ex): This ability allows a cobra to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in the d20 Modern Roleplaying Game for details. Skill Bonuses: A cobra receives a +8 species bonus on Move Silently checks and a +4 species bonus on Hide, Listen, and Spot checks. It applies either its Strength or its Dexterity modifier, whichever is higher, to Climb checks.

    Zone 4 this room appears to have also been effected by fire, but not as badly. The vehicles appear to have been cannibalized, but the PCs wont have too much time to investigate as large robot rises from the corner and attacks.

    ArCTOrS ARCTIC COMBAT and TACTICAL OBSERVATION/SENTRY ROBOT (PL 7) This robot is larger than man-size and hovers on two small plumes of high-energy particles. The torso is asymmetrical, with one side bearing a fearsome weapon mount on a 270 degree rotating mount, while the other side has a powerful gripping arm and two smaller delicate limbs. The head has three eyes and an impressive array of sensors. It is designed for both exploration and defense, built to Dr. Arkos' specifications. Purchase DC: 31. Restriction: Military (+3). ArCTOrS Robot: CR 6; Large-size construct; HD 4d10+20; hp 46; Mas ; Init +2; Spd 30 ft. fly(poor) can hover; Defense 17 (-1 Size, +1 Dex, +7 equipment), touch 10, flat-footed 16; BAB +4; Grp +13; Atk +9 melee (1d6+5, claw) or +4 ranged; FS 10 ft. by 10 ft.; Reach 5 ft.; SQ construct traits, critical systems, darkvision 120 ft., scent; AL owner; SV Fort +2, Ref +1, Will +1; AP 0; Rep +0; Str 20, Dex 11, Con , Int 12, Wis 10, Cha 5.

  • Arctic Research Station 2293 - Hegira Platform

    Skills: Bluff +5, Computer Use +4, Diplomacy +5, Disable Device +4, Disguise +5, Drive +4, Gather Information +5, Hide +4, Knowledge (current events) +4, Listen +8, Move Silently +4, Repair +6, Search +4, Sense Motive +4, Sleight of Hand +4, Spot +8, Survival +4.

    Feats: Personal Firearms Proficiency. Equipment: LASER RIFLE This oddly shaped weapon fires a circular ball of red energy. The laser weapon does the following: 3d8 20 Fire 80 feet S, A 50 box Large 8 lb. 19 Res (+2) CONCUSSION RIFLE A concussion rifle fires an artificial gravity pulse at the target with enough force to hurl it through the air (along a path away from the shooter). The discharged gravity pulse is mostly transparent, but bends light around itself, creating a ripple effect along its path. The pulse deals 2d10 points of concussion damage with a successful hit. In addition, the target is thrown back 5 feet for every 5 points of damage dealt by the weapon. The target must also succeed in a Fortitude save (DC = d amage dealt) o r be knocked prone. If the thrown target strikes a wall or other solid surface, it takes damage as though it had fallen from a height equal to the number of feet it was thrown back. The ArCTOrS robot has the following systems and accessories: Frame: Biodroid. Locomotion: Thrusters (2). Manipulators: Claw (1d6+5) and Hands (2). Armor: NeoVulcanium armor. Sensors: Class VIII sensor system. Skill Software: Language chips (English, Greek), Skill net (Bluff 4 ranks, Diplomacy 4 ranks, Disguise 4 ranks, Gather Information 4 ranks), skill net (Computer Use 4 ranks, Disable Device 4 ranks, Knowledge [current events] 4 ranks, Repair), skill net (Drive 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Sleight of Hand 4 ranks), skill net (Listen 4 ranks, Sense Motive 4 ranks, Spot 4 ranks, Survival 4 ranks). Feat Software: Personal Firearms Proficiency progit. Ability Upgrade: Dexterity upgrade (+2), Intelligence upgrade (+2). Accessories: Internal Storage Unit, self-destruct system, self-repair unit, vocalizer. Zone 5 everything in this room appears identical to the No Shift room, except that the missing snow crawler is here. As the PCs look around, they will hear furtive scurrying and glimpse a few rats moving in the shadows. As the PCs explore, the rats will spring the appropriate trap(s) and attack. Thinking Rat Swarm: CR 3; Large animal (swarm); HD 6d8; hp 13; Mas ; Init +2; Spd 15 ft., climb 15 ft.; Defense 11, touch 11, flat-footed 9; BAB +3; Grap ; Atk +6 melee (d6, swarm); Full Atk: +6 melee (d6, swarm); FS 10 ft. by 10 ft.; Reach 0 ft.; SQ distraction, divided physiology, hive mind, resistance to physical attack, scent; SV Fort +4, Ref +6, Will +2; AP 0; Rep +0; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2. Skills: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10. Feats: Alertness, Weapon Finesse (swarm). Advancement: None. This thinking swarm of rats is typical of animal thinking swarms. It has the following additional special qualities.

    Scent (Ex): This ability allows the thinking swarm to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skills: A thinking rat swarm has a +4 species bonus on Hide and Move Silently checks. It uses its Dexterity modifier for Climb checks. Distraction (Ex): Any living creature that begins its turn with a thinking swarm in its space must succeed on a Fortitude save (DC 12) or be nauseated for 1 round. The save DC is Constitution- based. Divided Physiology (Ex): A thinking swarm is immune to all efefcts of massive damage, as well as critical hits. By the same token, a thinking swarm cannot grapple, or be grappled. It is also immune to trip and bull rush attacks, unless such attacks are somehow made with an item that can cover all the spaces the swarm occupies. Hive Mind (Ex): Any thinking swarm with at least 1 hit point per Hit Die forms a hive mind, giving it an Intelligence score of 6. When a thinking swarm is reduced below this hit point threshold, it becomes mindless. Because it only has this Intelligence when in a swarm, its skills are determined as if it had an Intelligence score of 2 (if animal) or (if vermin). Resistance to Physical Attack (Ex): Swarms are extremely difficult to fight with physical attacks (taking half damage, or no damage, depending on the swarm). However, they have a few special vulnerabilities. A lit torch or other fire or electricity source (road flare, live power cables) swung as an improvised weapon deals 1d3 points of fire damage or electricity damage (as appropriate) per hit. Any weapon that deals area damage, such as a flamethrower, affects thinking swarms normally, as do most magical and psionic attacks. Traps: Acetylene Bomb: The swarm will send a single rat to detonate the acetylene tank used for welding. Anyone within a 5 ft. radius of the container receives 3d6 points of fire damage and must make a DC 15 Reflex save to avoid catching on fire. Ball Bearings on Floor: The swarm can cover a 10 ft. by 10 ft. area with ball bearings. Anyone in this area must make a DC 10 Balance check to avoid falling prone. The swarm is immune to this effect. 20 Workshop/Rec Room this room has few scattered tools, but also a comfortable sofa and a large console for game play. There is also a folded ping pong table against the wall. The walls are adorned with pictures of scantily clad women and motivation messages. 21 Exterior Storage Domes one of the doors has been battered and blood smeared. A Search DC 12 reveals under the snow and ice a frozen humanoid suffering from gangrene (ghoul). Judging by his equipment, he apparently was a pilot of some sort. 22 Greenhouse the heavy-duty glass is covered with a thick rime of frost. Sheets of plastic hang over the doors, providing added insulation. Inside, the scientists grew plants mostly for personal use. The heroes will find various fruit and herbs, plus certain plants that could be consider illegal. The plants are well-maintained. The room holds another dimensional

  • Arctic Research Station 2293 - Hegira Platform tear, so the contents could change dramatically depending on when the PCs enter. No Shift there is nothing of interest in this area. Zone 1 the door to the greenhouse has been savagely rent, and there are several large reptilian scales stuck in the glass. By a miraculous circumstance, a trapped deinonychus from Zone 3 managed to survive the cold when its plane shifted, but it stumbled outside the zone before it rematerialized as Zone 1. It detected the warmth to the greenhouse and now resides here, desperately hungry.

    Deinonychus: CR 3; Large animal (swarm); HD 4d8+12; hp 30; Mas 17; Init +2; Spd 60 ft.; Defense 16, touch 11, flat-footed 14; BAB +3; Grap +11; Atk +6 melee (2d6+4, rake); Full Atk: +6 melee (2d6+4, rake), +1 melee (1d3+2, 2 foreclaws), +1 melee (2d4+2, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision, scent; SV Fort +7, Ref +6, Will +2; AP 0; Rep +0; Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Skills: Hide +7, Jump +13, Listen +11, Spot +11, Survival +9. Feats: None.

    Zone 2 one of the glass plates has been shattered, letting the cold air into the greenhouse. Roaming within this zone, eating some of the fruits and roots are two enormous white, hairy yeti. They will attack the PCs in the hopes of adding some fresh meat to their diet.

    Yeti: CR 3; Large monstrous humanoid (cold); HD 4d8+4; hp 22; Mas 12; Init +1; Spd 40 ft.; Defense 14, touch 10, flatfooted 13 (1 size, +1 Dex, +4 natural); BAB +4; Grap +12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ cold subtype, constrict, darkvision 60 ft., improved grab; AL none; SV Fort +2, Ref +5, Will +5; AP 0; Rep +0; Str 18, Dex 13, Con 12, Int 9, Wis 12, Cha 11. Skills: Climb +10, Hide +2 (+17 in snowy conditions), Move Silently +6, Speak Giant, Survival +7. Feats: None.

    Zone 3 the walls and roof of the greenhouse will appear to be missing, and PCs may not initially suspect that a dimensional shift has taken place. A search of the region will show several dead birds of unknown taxonomy, as well as some exotic lizards. Large reptilian tracks in the snow can be seen leaving the area. If PCs arrive in the first 15 minutes, they may be able to rescue these creatures. Zone 4 a Nssian pilot has been sent to this region to support the technician inside the complex, and is currently piloting a powerful mecha or battle suit. Typically it stands outside the greenhouse trying to deduce the cause of the strange readings from its instruments and attempting to contact the other Nssian. It will attack any human.

    Nsss (in attack pod): CR 5; Large aberration; HD 4d8+8; hp 28; Mas 18; Init +1; Spd 50 ft.; Defense 22, touch 10, flatfooted 21 (1 size, +1 Dex, +12 pod); BAB +3; Grap +12; Atk +7 melee (1d8+5 plus stun, neural blade) or +3 ranged (2d10, render rifle); Full Atk +7 melee (1d8+5

    plus stun, neural blade) or +3 ranged (2d10, render rifle) or +3 ranged (4d6, cluster rocket); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ camouflage, damage reduction 10/-, immunities; AL nsss; SV Fort +3, Ref +2, Will +3; AP 0; Rep +0; Str 20, Dex 13, Con 15, Int 12, Wis 11, Cha 9. Skills: Climb +11, Demolitions +3, Disable Device +3, Hide +7, Jump +11, Knowledge (earth and life sciences) +3, Knowledge (physical sciences) +3, Listen +4, Read/Write Nsss, Speak Nsss, Search +5, Spot +4, Survival +4, Swim +9. Feats: Alien Weapons Proficiency, Improved Damage Threshold, Simple Weapons Proficiency. Possessions: Nsss pod, render rifle, cluster rocket, neural blade

    Zone 5 miraculously the plants have managed to survive the long nuclear winter, since the power for lights and water is still being provided by the generator. However, the long exposure to radiation and other mutagens have made the vegetation less than friendly toward humans.

    Assassin Vine: CR 3; Large plant; HD 4d8+12; hp 30; Mas 16; Init +0; Spd 5 ft.; Defense 15, touch 9, flatfooted 15 (1 size, +6 natural); BAB +3; Grap +12; Atk +7 melee (1d6+7, slam); Full Atk +7 melee (1d6+7, slam); FS 10 ft. by 10 ft.; Reach 20 ft.; SQ Blindsight 30 ft., camouflage, constrict 1d6+7, entangle, improved grab, resistance to cold and fire (10); AL none; SV Fort +7, Ref +1, Will +1; AP 0; Rep +0; Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9. Skills: None Feats: None Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Entangle (Su): An assassin vine can animate plants withing 30 feet of itself as a free action (Ref DC 12 partial). The effect last until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th)

    23 Power Station Control Room this room has several consoles and monitors for the power generators outside. There are numerous warning lights flashing, and the air above the panels seems to shimmer strangely. Players may make a Craft Electronic, Knowledge Technology, or Intelligence check DC 15 to discover that the generators cannot be shut down, and that there is a large power drain in the Main Research Lab. 24 Furnace Room the electric furnace is located here, and a complex system of vents and fans distributes the heated air to the research platform. Players can turn off the heat from this room and freeze the station (note that the Ygdrasil Seed will still continue to operate regardless). 25 Fenced High-Voltage Area at the base of the fence is a bright green frozen reptile, apparently electrocuted. It measures almost twelve feet in length, is primarily green in color

  • Arctic Research Station 2293 - Hegira Platform with a soft gray underbelly and orange markings. It would stand on two legs and reach a height of six feet. It has tiny forearms but powerful jaws and legs. It weighs nearly 600 pounds. 26 Water Treatment Room this room is bare with exception of two large water tanks, several pipes and valves, and a small control console. Water gurgles softly in both tanks; removing the covered top reveals one tank of clean water, and another tank full of treated water. No Shift the room is clean and drab. A little mold grows in the darker corners. Zone 1 a bloody trail from the access tunnel leads here. Two ghouls are savagely devouring a human corpse, mutilated beyond any hope or recognition.

    Ghoul: CR 3; Medium-size undead; HD 2d12; hp 13; Mas ; Init +2; Spd 30 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d3+3, claw); Full Atk +4 melee (1d3+3, 2 claws) and +2 melee (1d6+1 plus disease, bite) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ create spawn, darkvision 60 ft., disease, scent, undead; AL chaos, evil; SV Fort +4, Ref +2, Will +0; AP 0; Rep +0; Str 16, Dex 14, Con , Int 13, Wis 10, Cha 8. Skills: Intimidate +3, Profession +4, Read/Write English, Repair +2, Speak English, Swim +4. Feats: Brawl, Multiattack.

    Zone 2 the water tanks gurgle loudly and have duct tape over several cracks. Some bags of rock salt are stashed in one of the corners. The floor is littered with shell casings from an HK MP5. Zone 3 the doors cannot be opened inward, taking them off their hinges reveals solid bedrock. There is no sign of any modern equipment and no way to pass through. Zone 4 the equipment here is in good repair, as the Nssian attack did not reach this area. However, the occupant will immediately attack anyone who enters the room. Any PC who has looked at the personnel roster will recognized the bedraggled individual as Major Palmers, though much more cybernized.

    Mid-Level Mercenary (Strong Ordinary 6): CR 5; Medium-size human; HD 6d8+12; hp 39; Mas 14; Init +2; Spd 25 ft.; Defense 17, touch 15, flat-footed 15 (+2 Dex, +3 class, +2 concealable vest); BAB +7; Grap +9; Atk +9 melee (1d4+3/ 1920, improved unarmed strike) or +4 melee (1d4+3/1920, knife); Full Atk +9/+4 melee (1d4+3/1920, improved unarmed strike) or +9/+4 melee (1d4+3/1920, knife) or +9/+4 ranged (2d6, Glock 20) or +9/+4 ranged (2d6, HK MP5) or +9/+4 ranged (4d6, fragmentation grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +5, Ref +4, Will +3; AP 0; Rep +1; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8. Occupation: Military (bonus class skills: Demolitions, Survival). Skills: Climb +3**, Demolitions +7, Escape Artist +15, Jump +3**, Read/ Write English, Speak English, Survival +8, Swim +4**. Feats: Advanced Firearms Proficiency, Combat Martial Arts, Improved Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency, Strafe.

    Possessions: Glock 20 (10mm autoloader), 50 rounds of 10mm ammunition, HK MP5 (9mm submachine gun), 100 rounds of 9mm ammunition, fragmentation grenade (20 ft. radius, Reflex DC 15 for half), knife, concealable vest, cell phone, various gear and personal possessions. Implants: Artificial muscle fiber (+2), light amplification optics, flexible joint, anti-stun implant.

    * Not proficient in armor. **Includes armor penalty for concealable vest.

    Zone 5 the large tanks here appear strangely distorted, almost bulging in some parts. A strange smell akin to mold comes from the reservoirs. As soon as the first member of the group approaches within 5 feet of a cistern, the creature will explosively attack. The PCs will be surprised, so the monster automatically gets a partial action.

    Sludge: CR 5; Medium-size ooze; HD 4d10+14; hp 36; Mas ; Init +0; Spd 20 ft.; Defense 10, touch 10, flat-footed 10; BAB +3; Grap +4; Atk +4 melee (1d6+1 plus disease, slam); Full Atk +4 melee (1d6+1, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blindsight 30 ft., camouflage, constrict 1d6+1, immunities, improved grab, ooze; AL none; SV Fort +2, Ref +1, Will 4; AP 0; Rep +0; Str 13, Dex 10, Con 13, Int , Wis 1, Cha 1. Skills: None. Feats: None. Weapon and Armor Proficiency: An ooze is proficient only with its natural weapons. It is not proficient with armor. Ability Scores: An ooze has no Intelligence score. It is not capable of rational thought. Blindsight (Ex): Unless otherwise noted, an ooze has blindsight with a range of 60 feet. Immunities (Ex): Oozes are immune to mind-affecting effects, poison, sleep, paralysis, stunning, gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Oozes are not subject to critical hits, flanking, or the effects of massive damage.

    27 Circuit Breaker Room it appears that someone has used an ax on the electronic panels to no avail. Circuits and fuses have been tossed on the floor and smashed, but for unknown reasons the generator continues to provide power. The circuits can be repaired Craft Electronics Dc 25 (24 hours). 28 Access Tunnel empty. 29 Restricted Laboratory this was Dr. Blairs private laboratory. Within his laboratory there are some of his failed experiments as well regular laboratory equipment. A couple of important items in this laboratory are two Quantum Inhibitors built by Arkos. These devices, once placed in a dimensional flux, will stop it from shifting. The heroes can use this device as a prototype for more, or simply use them to increase their odds of synching the five zones. Quantum Inhibitor

  • Arctic Research Station 2293 - Hegira Platform This device resembles a small rod with a sphere on one end. In the vicinity of a dimensional disturbance, it will shimmer softly with a blue light. The range is touch. Craft (electronics) DC 20, time 12 hours.

    30 Administrator's Office this modern office was the private quarters of Dr. Arkos Blair. In addition to many of the mundane files and administrative equipment in his office, Dr. Blairs personal computer is also here, isolated from the network. The data contains many of the research notes as well as Dr. Blairs own journal. To access this data will require a Computer Use DC 25. However, due to the unique nature of Dr. Blairs security (attempts can only be made once every 225 seconds), the time to hack is 30 minutes. Taking 20 will require 10 hours. See Handout #3. 31 Private Restroom the restroom is clean and private and altogether mundane. 32 Supply Closet & Ceiling Hatch the hatch leads to the Auxiliary Lab, the supplies are a mixture of simple lab equipment as well as some office equipment. 33 Emergency Exits an alarm will sound if opened.

    Chapter Five: Conclusion The heroes must essentially deduce that they will need to stop the dimension zones from shifting, and freeze them using the information found in Dr. Blairs notes. Once the five zones are synched, the Ygdrasil Seed can be destroyed and the rift will be closed. If the encounter has been too easy, Game Masters can have a Dimensional Shambler attack the group before help arrives.

    Dimensional Horror: CR 7; Large outsider; HD 6d8+18; hp 45; Mas 16; Init +2; Spd 40 ft.; Defense 18, touch 11, flatfooted 16 (1 size, +2 Dex, +7 natural); BAB +6; Grap +16; Atk +11 melee (1d6+9, claw); Full Atk +11 melee (1d6+6, 2 claws) and +9 melee (1d8+3, 2 bites); FS 10 ft. by 10 ft.; Reach 10 ft; SQ blindsight 30 ft., darkvision 60 ft., improved grab, scent, shift dimension (DC 15); AL none; SV Fort +8, Ref +7, Will +7; AP 0; Rep +0; Str 22, Dex 15, Con 16, Int 9, Wis 15, Cha 14. Skills: Listen +11, Navigate +4, Search +5, Sense Motive +6, Spot +11, Survival +11. Feats: Multiattack, Track.

    The GameMaster can decide to include Dr. Blair, and have him return to this world, or instead simply have him disappear. He

    should not appear until the end of this adventure. Players will have to decide just how much information they return to their employer, and if they are going to keep the future technology. Once the Church learns about their existence, they will definitely want them as well. Also, the fate of Dr. Arkos will be unknown, they may request that the PCs restore the machine and search for him. RADIATION SICKNESS Degree of Exposure

    Fortitude Save DC

    Incubation Period

    Initial and Secondary Damage

    Mild 12 1 day 1d4-2 Con Low 15 4d6 hours 1d6-2 Con Moderation 18 3d6 hours 1d61 Con High 21 1d6 hours 1d6 Con Severe 24 1d6 hours 2d6 Con TREATING RADIATION SICKNESS Radiation sickness is considered a treatable disease that can be cured using the treat disease aspect of the Treat Injury skill. Treating radiation sickness requires a medical kit. Advanced medicine (such as neutrad) and advanced technology (including nanites and cybernetic implants) can also eliminate radiation sickness or obviate its harmful effects

  • Arctic Research Station 2293 - Hegira Platform

    Handout #1 Hegira Platform Personnel Dr. Arkos Blair head research scientist Major Palmer commander of station Childs head of security Dr. Copper medical physician Vance Norris tech, research assistant George Bennings tech, research assistant Clark mechanic, maintenance Garry cook, maintenance Fuchs computer support, maintenance Windows communication expert, IT tech

    Handout #2 Journal of Vance Norris I have found some disturbing information recently regarding Dr. Blairs work. It seems that we are not the first group of scientists to work here. Im not sure what has happened last year, but everyone associated with this project has disappeared. We found some strange things in the snow, and I have heard the rumors from Whitehorse. The strangest thing are the artifacts in the Sample Storage area. I know that the iPod in there is mine! It has the same songs, in the same order, as my current iPod. Where did this radioactive version come from? A parallel universe like Arkos believes? I need to leave the base soon, and try and figure this whole thing out.

    Handout #3 Journal of Arkos Blair The results of my experiment have succeeded my wildest expectations. The rifts are indeed stable, though the inherent uncertainty means that the dimensions randomly phase. The Ygdrasil Seed is capable of creating conduits in the in space time continuum from one alternate reality to the next. Now segments around the base are randomly shifting from one dimension to the next; drawing elements from random worlds into ours. The implications are staggering, in each of these other realities, another scientist, alien, or anomaly has also created their own rift, thus linking their dimension to ours. If we stop each section from leaping, we could then turn off the machine and close the rift. Because the rift exists in five dimensions simultaneously, the machine does also. All five must be the same. I tried to explain this to Palmer and Childs, but they insist on evacuating. I have made some other observations: The five segments all seem to shift exactly every 125 minutes. Each dimension is unique, but somehow parallel to our own. I have devised a way to stop the shift, using my quantum inhibitor. The Ygdrasil Seed can no longer be de-activated; it exists now in multiple dimensions. I fear this will be my last entry, but perhaps it is for the best, my knowledge may be too dangerous for mankind to possess. Some of the other dimensions are radically different from ours, and I fear what will walk into our reality.

  • Arctic Research Station 2293 - Hegira Platform

    Adventure BackgroundFor the GameMasterChapter One: Debriefing and Travel ItineraryChapter Two: Sojourn at WhiteHorseChapter Three: Arrival at HegiraChapter Four: Exploring the stationChapter Five: ConclusionHandout #1 Hegira Platform PersonnelHandout #2 Journal of Vance NorrisHandout #3 Journal of Arkos Blair