Gamma World 2e - Adventure GWAC1 - The Albuquerque Starport (comes with Referee's Screen).pdf

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6501 - Gamma World - AC1 Albuquerque Starport
THE ALBUQUERQUE STARPORT
by Paul Reiche III
CREDITS
Designed and written by: Paul Reiche III
Development: Lawrence Schick
Editing: David Cook, Anne C. Gray, Allen Hammack, Roberta Reilly, Edward G. Sollers, Steve Winter
Cover Art: Keith Parkinson
Scanned & OCRed: Patrick Burke
© 1983 TSR, Inc. All Rights Reserved.
GAMMA WORLD is a trademark owned by TSR, Inc.
ISBN 088038-30-6
Printed in U.S.A
On a crisp, clear New Mexico morning in the spring of the year 2261, the great city of
Albuquerque died. The sequence of events which caused the death of five million people began
with the malfunction and failure of a reaction control force-field in the world's largest
megafission reactor. A chain of coincidental failures, which according to all probabilities never
should have happened, did. One by one the safety system's back-up failsafe devices were
engaged, and one by one they fused, short-circuited, and failed. In one searing moment the
homes, businesses, theaters, parks, and inhabitants of Albuquerque, New Mexico, vanished in a
wave of blinding light and furious energy. All that remained was a seething pit of flaming,
molten earth 25 kilometers across.
Many miles away at the city's small starport, a few lucky travelers saw the thermal flash and
watched as the city rose into a boiIing cloud of glowing radioactive dust. When Albuquerque's
powerful broadcast power stations disintegrated, the starport was plunged into darkness. The few
remaining broadcast powered cars, bereft of energy, ground to a halt. Swiftly the back-up power
plant was engaged but, to the survivors' horror, the starport's ultra-radar revealed that the
radioactive cloud was moving quickly toward them. With desperate speed they evacuated the
starport and shut down the emergency power plant, leaving the station's robots and other devices
in powerless immobility. Days later, survivors returned to the starport for the stores of preserved
food and water left there during their panicked evacuation. They found that the radioactivity
remaining in the area was too great, and the starport was abandoned permanently. Eventually
Albuquerque was rebuilt dozens of miles away from its old, poisoned location, but as the
decades passed people forgot about the abandoned starport. Now, more than 200 years later, the
radioactivity is gone and only a barren desert remains. The ever-shifting sands cover the sta rport
in a thick shroud many meters deep. Only the top of the starport's tall radar tower remains above
the surface of the burning desert in the year 2471.
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INTRODUCTION
This GAMMA WORLD mini module is suitable for beginning and intermediate characters. The
Albuquerque Starport has been designed to provide characters with a short exploratory
adventure, and a permanent base of operations for later adventures. This mini module is suitable
for three to eight characters, but six is best. If more or fewer characters will be playing, the GM
will have to alter the encounters to suit the strength of the party.
Althouyh the adventure is set in New Mexico, GMs may change the location to fit their own
campaigns.
HOW TO USE THIS MODULE: It is very important that the GM be familiar with all the
information presented in this module before attempting to run it for players. A thorough
knowledge of the GAMMA WORLD rules is required also. Careful preparation will add much to
the enjoyment of both the players and the GM.
BACKGROUND: This adventure begins in the burning sands of New Mexico nearly 500 years
in our future. The characters are searching the lands northeast of their home, Tempesta, for the
fabled land of Aksarben. They are tired, hungry, and very thirsty. Worse yet, the sun will set
shortly, bringing out the desert's many hungry, nocturnal predators on their nightly hunt.
Suddenly, one of the characters notices glints of light -the setting sun reflecting from something
in the distance. Eager to find shelter, food and drink, the characters make their way toward the
source of the reflections. After traveling a few kilometers, the party crests a tall dune and stands
facing a strange tower protruding nearly 30 meters out of the sand. It obviously is metallic and is
covered with clusters of unknown devices. Its shining surface is totally seamless, except for a
wide band of dark, smoke-colored glass or plastic near the top. On the far side of the tower is
what looks like a way in--a jagged two-meter wide hole in the glassy material. The side of the
tower looks easy to climb, and with night closing in offers much-needed shelter. The adventure
begins here, with the party scaling the side of the tower toward the dark opening.
POWER AND LIGHT WITHIN THE STAR PORT: Although there is no power in the
starport when the characters first enter it, the descriptions of most encounter areas are given with
the assumption that the power plant (see 11) has been activated. As a resuIt, The GM will have to
describe each area as it would look without power until the characters turn on the power plant.
For example, before the power plant is activated, the restaurant (2A) is filled with immobile
robot waiters, frozen at some stage of their normal motions. All viewing screens in the starport
remain dark until the power comes on.
The starport's main lights will not come on until the power plant is activated, but characters will
be able to see fairly well in the dark because of illumination from the manv everglow lightstrips
located throughout the starport.
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THE STARPORT
1 . THE ULTRA-RADAR TOWER. As the characters climb through the gap in the wall they
will notice that this room is filled with all manner of advanced electronic gear. Chair consoles
and display screens line the outer wall. In the center of the ceiling is a large round screen.
Although all the equipment in the room appears undamaged, the screens are dark and none of the
electronic devices appear to be functioning. Hidden behind two large electronic cabinets are two
hissers (HD: 18d4; hp: 63, 57; AC: 3; MV: 6/30/12; AT: 1 bite (1d6 damage); MU : mass mind,
sonic blast, telepathy). One of the hissers is armed with a vibrodagger, the other with a stun
whip. Each device has enough energy left for 14 minutes of use. They will wait until the entire
party is in the room before attacking. On the far wall is an open elevator. Until the power plant is
activated, however, it will not move. On either side of the elevator are doorways opening onto
staircases. Both lead down 60 meters to the main concourse (see 2).
When the power plant is activated, all equipment in the room will light up and begin to function.
If the characters try to operate the various devices, they will discover that all the display screens
show the same message regardless of what they do. The message reads, "NO TARGETS IN
RANGE... NO TARGETS IN RANGE... NO TARGETS IN RANGE."
2. MAIN CONCOURSE. This huge chamber is the central building for the starport. The
concourse's walls and high domed ceiling are decorated with colorful Amerindian mosaics and
painted designs. Located evenly around the outside wall of the concourse are large windows, but
beyond them is nothing but packed sand. To the east and west of the centraI group of rooms are
two wide passages leading to the east and west terminals. To the south are escalators leading
down to the baggage claim area. In the center is a circular area divided into many rooms. Each of
these rooms is detailed below.
2A. THE RESTAURANT. This establishment once served many hungry travelers the finest
food in the solar system. The restaurant is totally automated . Three waiters and the maitre d' are
simple modified general robotoids (HD: 5; hp: 20 each; AC: 4; MV: 12; AT: none). All of the
tables are carefully set, but until the starport's power plant is activated, everything is covered
with a thick layer of dust. If characters peruse the restaurant's menu they will find many archaic
and unknown types of food; however, Mygnyl Chorts are available. The characters may eat here
as often as they wish, but each meal will cost 5-10 domars per person. The restaurant's cash
register (located within the maitre d's chest) currently contains 237 domars . If the characters will
not pay for their meals, or otherwise cause trouble (including robbing the register), the maitre d'
will summon the security robot from 16.
2B. THE KITCHEN. This room is filled with all manner of cooking apparatus, including a
quark-powered cooker, a selenium stove, and a maxi-boron boiler. Large quantities of canned
and freeze-dried foods are stored in a small adjoining room. The restaurant's two cooks (also
general robotoids) will not bother anyone in the kitchen unless they are prevented from
performing their duties.
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2C. LOUNGES. These two areas are virtually identical. Both have dozens of comfortable piastic
chairs, a display screen showing departure and arrival times(none are listed currently), and a
friendly information robot implanted in the wall. This helpful machine will gladly answer any
questions the characters ask about the starport (as it was before the accident), but it is
programmed for nothing else.
2D. GIFT SHOP. This shop contains hundreds of cheap knick-knacks such as imitation
turquoise jewelry, miniature plastic thunderbirds, small drinking glasses, inedible candy, and
piles of flaky dust which once might have been paper-back novels. Sitting behind the counter are
three cal then (HD: 6d8; hp: 21, 17, 15; AC: 9; MV: 0/300/6, 6/600/12 flying; AT: 1 bite (3d6
damage), 2 kicks (2d6 damage))which flew in through the opening in the tower and have been
investigating the starport. If outnumbered, the creatures will not attack unless discovered.
Although the cal then have no valuables, a cash register hidden in the counter will be discovered
if characters spend a few minutes searching for it. Inside the cash register are 750 domars.
2E. RESTROOMS. The east room is for males, the west room is for females. None of the
devices in the rooms are operable, but there is an undamaged 1m x 2m mirror in the east
restroom. It is made of polished crysteel, and is very sturdy.
3. BAGGAGE CLAIM AREA. This large room was used as a combination waiting room and
baggage claim area . Aside from the many chairs and benches, the only other structures in the
charnber are six half-meter high circular platforms. These disks were used as receivers for the
starport's mass transmitters. The luggage and other inanimate objects in each shuttle's hold were
transmitted here. The disks will not function even if the power is on. On the westernmost
platform are 1O suitcases. All are locked, but characters will have little trouble breaking them
open. Eight of the suitcases are filled with such useless things as ancient ragged clothing and
toiletries. In one suitcase, underneath the deteriorating rags, is an energy cloak modified to
operate on hydrogen eneryy cells with 1O hours of use remaining. Nothing of value has survived
in the last suitcase, but if it is forced open it will release a 3-meter-diameter cloud of Nervium-12
anti-theft gas. Anyone with in the cloud will be stunned for 20 minutes minus their constitution
score.
4. THE LOADING ZONE. The party passes through the outer glass doors into an underground
tunnel. The tunnel extends both left and right but about 30 meters out the roof has collapsed,
closing off the passage. In the open section of the tunnel are three passenger vehicles. They are
heavily corroded and will not function. The two cars parked at the curb are empty. Inside the
third car's glove compartment are 350 domars, a state of New Mexico vehicle registraton, a
flashlight (normal illuminaton but infinate life, a radium chronometer (will keep perfect time for
the next 400 years), and the car gun--a stun ray with seven charges remaining. The car's rear
trunk is slightly open. Inside the trunk is a mutated chuckwalla (HD: 12; hp: 43; AC: 5; MV: 18;
AT: bite for 3d6 points of damage plus intensity 7 poison; MU: reflection, heightened
intelligence, and symbiodc attachment. This iguana-sized intelligent reptile will wait until a
character approaches the back of the car before leaping out of the trunk and attacking with
symbiotic attachment After this first attack, the chuckwalla will use its reflection power until its
victim falls under its control. Inside the trunk is the chuckwalla's treasure hoard, consistlng of
one book explalning the mysteries of Cerebrospansial Evolution, 16 dice, three pairs of women's
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stockings, one football helmet, one rubber monster, and one canister of breath freshener
displaying the message, "IT SMELLS RIGHT WITH PYRIDITE!"
5. WASHROOM. This room contains all the equipment one would expect in a 23rd century
restroom, including an egg-shaped sonic fresher and a low-power disinfecting energy bath.
Anyone who enters the fresher clothed or otherwise, will be scrubbed clean with energetic sound
waves. Any electronic devices (ray guns, energy cells, etc.) subjected to this cleanslng have a
20% chance of malfunctioning. The low power energy bath wlll totally disinfect anyone who
stands beneath its circular mechanisms. If a force field enters the energy bath it will cause an
electromagnetic flux, destroying both the force field generator and the energy bath in a shower of
crackling energy and shooting sparks. This is harmless to living things, but will destroy all
electronic equipment within three meters.
6. JANITOR'S ROOM. The door to this room is locked, but the lock is weak and will snap if
given a hard shove. The room is filled with all kinds of cleaning devices and fluids (none are
poisonous). In a corner of the room is a sani-rob (HD: 3; hp: 15; AC: 4; MV: 8; AT: none). This
robot has a humanoid appearance from the waist up, but its lower body is a box-like hovering
machine. When the power plant is activated, the sani-rob wlll repair the broken window at 9 and
clean up the sand which has spilled into the room. The robot is preprogrammed to do its job, and
will not obey verbal commands.
7. THE FLINGING FERN. This chamber is the same as 5, except that in the room is a mutated
houseplant (HD: 20; hp: 70; AC: 6; MV: 6; AT: eight vines can constrict opponents for 3d6
points of damage each up to nine meters away, MU: explosive seeds, squeeze vines, mobility,
and size increase). Originally this creature was a small potted houseplant which was left here by
a frightened tourist during the evacuation of the starport. When the cloud of radioactive dust
swept over the area, it caused the plant to mutate Over the years the plant has kept the starport
pest-free by devouring all intruders. When characters open the door to this room they will be
attacked immediately by the monster's eight constrictins vines. Each limb will take 10 points of
damage before being severed. When four or more vines have been severed, the mutant plant will
start flinging explosive seed pods at the party. Each pod may be thrown up to 20 meters,
exploding on contact for 5d6 points of damage in a two-meter radius. The plant has only 10
pods.
8. PAGING/LOST AND FOUND. This room was used for starport paging, information, and
lost and found. The room is divided in half by a clear plastic wall. The near side of the room is
filled with the remnants of what were once chairs, tables, and couches. Through a door in the
plastic wall are two desks, a control console for intercom paging and several shelves. The desks
are filled with scraps of ancient paper pencils, and other stationery. The shelves contain various
objects left and forgotten by the starport's travelers. Among the items are three leatherette
jackets, two purses, one camera (self-developing, three photos remain), one pair of binoculars
(amplify vision up to 20 times), and three sets of keys (none are useful). If the characters activate
the starport paging system, they will hear their amplified voices booming throughout the starport.
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