TEXT: THE ALBUQUERQUE STARPORT
  INTRODUCTION
  A GAMMA WORLD™ Mini-Module
  By Paul Reiche III
  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 nev-
  er 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 Albu-
  querque, 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 travel-
  ers saw the thermal flash and watched as the city rose into a
  boiling cloud of glowing radioactive dust. When Albuquerque's
  powerful broadcast power stations disintegrated, the starport
  was plunged into darkness. The few remaining broadcast po-
  wered 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 power-
  less 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 starport 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.
  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 adven-
  tures. This mini-module is suitable for three to eight charac-
  ters, with six being best. If more or fewer characters will be
  playing, the GM will have to alter the encounters to suit the
  strength of the party.
  Although 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 prepara-
  tion 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, Tempesa, 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. Ea-
  ger 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 STARPORT: Although
  there is no power in the starport when the characters first enter
  it, the descriptions of most of the encounter areas are given
  
  with the assumption that the power plant (see 11) has been
  activated. As a result, 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 due to illumination from the many everglow lightstrips
  located throughout the starport.
  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 con-
  soles 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. Hid-
  den behind two large electronics cabinets are two hissers (HD:
  18; hp: 63, 57; AC: 3; MV; 12; AT: by weapon type; MU: sonic
  attack, mass mind or pyrokinesis). 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 mosa-
  ics 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 central
  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 entire solar sys-
  tem. 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 regis-
  ter (located within the maitre d's chest) currently contains 237
  domars. If the characters will not pay for their meals, or other-
  wise 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 sele-
  nium 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.
  2C. LOUNGES. These two areas are virtually identical. Both
  have dozens of comfortable plastic chairs, a display screen
  showing departure and arrival times (none are listed current-
  ly), and a friendly information robot implanted in the wall. This
  helpful machine will gladly answer any questions the charac-
  ters ask about the starport (as it was before the accident), but it
  is programed 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 paperback novels.
  Sitting behind the counter are three cal then (HD: 6; hp:21,17,
  15; AC: 9; MV: 4/12 flying; AT: bite for 10-60 points of 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 dis-
  covered 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 1 m 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 chamber are six half-meter high circular platforms. These
  disks were used as receivers for the starport's mass transmit-
  ters. 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 10 suitcases.
  All are locked, but characters will have little trouble breaking
  them open. Eight of the suitcases are filled with such use less
  things as ancient ragged clothing and toiletries. In one suit-
  case, underneath the deteriorating rags, is an energy cloak
  modified to operate on hydrogen energy cells with 10 hours of
  use remaining. Nothing of value has survived in the last suit-
  case, but if it is forced open it will release a 3-meter-diameter
  cloud of Nervium-12 anti-theft gas. Anyone within 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 to
  both left and right, but about 30 meters out the roof has col-
  lapsed, 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 dom-
  ars, a state of New Mexico vehicle registration, a flashlight
  
  (normal illumination but infinite 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 intelli-
  gence, and symbiotic attachment). This iguana-sized intelli-
  gent 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 con-
  trol. Inside the trunk is the chuckwalla's treasure hoard, con-
  sisting of one book explaining the mysteries of Cerebrospan-
  sial Evolution, 16 dice, three pairs of women's 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 cleans-
  ing have a 20% chance of malfunctioning. The low power
  energy bath will 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 appear-
  ance from the waist up, but its lower body is a box-like hover-
  ing machine. When the power plant is activated, the sani-rob
  will repair the broken window at 9 and clean up the sand which
  has spilled into the room. The robot is preprogramed 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: explo-
  sive seeds, squeeze vines, mobility, and size increase). Origi-
  nally 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 constricting 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 star-
  port 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 forgot-
  ten 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.
  9. EAST TERMINAL. This huge room contains four ticket
  counters, dozens of benches and a central lounge. The east
  wall is a huge window made of transparent plastic. Nothing
  can be seen beyond it but a wall of sand. One section of the
  window has collapsed, allowing sand to pour in. If someone
  approaches within 15 meters of the sand, three seps (HD: 17;
  hp: 60, 40, 30; AC: 5; MV: 10; AT: bite for 9d6, 6d6 and 4d6
  points of damage respectively) will emerge from the sand and
  attack the nearest character. If the seps' carcasses are cut
  open, the characters will find a pair of reflective sunglasses, a
  large sheath knife, a pair of infrared goggles and a mutation
  bomb. Behind each ticket counter is a room containing ticket
  machines and thousands of travel brochures. Each ticket
  counter is equipped with robotic travel agents programed only
  to sell tickets. The robots will charge 1,000-10,000 domars per
  ticket, depending on the distance traveled. Tickets are useless,
  of course, since there are no starships left in orbit. In the center
  of the room is a lounge surrounding a holotank televisor. The
  televisor shows a short documentary on the healthy effects of
  weak delta radiation. Leading out of the terminal are three
  corridors labeled "TO SHUTTLE FOUR," "TO SHUTTLE
  FIVE" and "TO SHUTTLE SIX." Corridors four and six have
  collapsed, but corridor five is in perfect condition. It leads to
  the starport's only operational shuttle.
  10. MANAGEMENT OFFICES. This room was used by the
  starport's management staff. The room contains four desks,
  eight chairs, several filing cabinets, three neurotypers, and a
  computer access console connected to the starport's brain
  room. All of the paper material in the desks has long since
  disintegrated, but the mechanical equipment is in perfect con-
  dition. Attempts to use the computer console will get little
  result since the brain's memory has been removed (see 17).
  The adjoining back room is empty.
  11. THE POWER PLANT. This chamber contains the starport's
  broadcast power receiving station and the emergency fission
  micropile power plant. The emergency power plant is in per-
  fect condition. The small (one meter square) micropile is fea-
  tureless except for a single large red button. If the button is
  pressed, the micropile will surge to life, supplying power to the
  entire starport. Lights will come on, the escalators will begin to
  move, all of the robotic units will energize, and soothing music
  will begin to filter out of hidden speakers. The miniature reac-
  tor will operate the starport for two years. The most important
  device activated when the power plant is turned on is the
  powerful automatic forcebeam projector located on the top of
  the ultra-radar tower. Immediately the device will begin clear-
  ing sand away from the starport and shuttlecraft. Light will
  pour into the main concourse and terminals, and the six cor-
  roded shuttlecraft will become visible several hundred meters
  to the north.
  If the micropile is damaged in any way, there is a 75% chance
  that the device's delicate internal mechanisms will be ruined
  forever. The remainder of the time the micropile will melt down
  into a white-hot puddle of slag and radiate intensity 12 radia-
  tion in a 20-meter radius. Under no circumstances can the
  power plant be used to recharge any device.
  12. WEST TERMINAL. This chamber looks exactly like the
  
  East Terminal, but the west wall is intact. There are two sets of
  double doors in the west wall that open to the outside of the
  starport, but until the power plant is activated they are blocked
  by a wall of sand. Three long corridors lead out of the terminal.
  They are labeled "TO SHUTTLE ONE," "TO SHUTTLE TWO"
  and "TO SHUTTLE THREE." All of the corridors have col-
  lapsed a few meters from their entrances. If the characters
  move down corridor three, they will be attacked by two mutant
  scorpions (HD: 15; hp: 48, 43; AC: 2; MC: 24; AT: two pincers
  for 2d6 each plus one sting for 1d6 plus intensity 14 poison;
  MU: size increase and increased speed).
  13. SECURITY. The walls and ceiling of this room are covered
  with video screens, each displaying a different section of the
  starport. In the center of the room is a security robot (HD: 12;
  hp: 72; AC: 2; MV: 120; AT: two paralysis rods, one slug thrower
  with 10 clips of large caliber ammunition, 10 sleep grenades
  (treat as intensity 15 poison), and 10 tear gas grenades). The
  robot is in the "off" mode, but will be re-energized if its services
  are needed anywhere in the starport (provided the power is
  on). If characters openly carry any kind of weapon, the robot
  will attempt to disarm them, stunning or slaying anyone who
  tries to interfere. If characters try to remove the robot's weap-
  onry after they have defeated it, they have a 40% chance of
  success per weapon.
  14. STORAGE ROOM. This room is filled floor to ceiling with
  boxes and cartons of office supplies, standard tools, emergen-
  cy food rations (enough to feed 100 people for a month), and
  the starport's emergency water supply, a full 20,000 gallon
  tank.
  15. BRAIN ROOM. This room is the nerve center for all of the
  starport's electronic and robotic mechanisms. The outer door
  is locked and will take 30 points of damage before breaking in.
  The walls are covered with control panels, switches, knobs,
  and buttons. From here the lights, power, and robots of each
  area of the starport can be controlled. The main computer also
  is located here, but its memory tapes have been removed. Any
  character with computer skills (and replacement tapes) will be
  able to reprogram this central brain to run all of the robots and
  other mechanisms however desired.
  16. ROBOTICS. In this room are spare parts, tools, and repair
  mechanisms for all of the starport's robotic units. Among the
  racks of tools are two laser torches that can be used as wea-
  pons if turned up to full power. The laser torches have a
  one-meter range, do 5d6 points of damage, and have enough
  energy for 10 minutes of use. Also in the room is the body of a
  malfunctioning general robotoid (HD: 5; hp: 20; AC: 4; MV: 12;
  AT: bash with arms for 3d10 points of damage). It will come to
  life and attack the nearest character if it is moved or its mecha-
  nisms are disturbed. The deranged robot will attack until
  destroyed.
  THE SHUTTLE
  Note: As with the previous descriptions, the following sections
  assume that the starport's power plant has been activated. If it
  has not, the shuttle will still be deep in sand, as well as dark and
  powerless.
  The length of the corridor between the east terminal and the
  shuttle is 100 meters. Through windows in the side of the
  tunnel the characters can see they are approaching a strange
  spaceship. The outside of the ship is badly corroded, but it
  appears more or less intact. In the distance the characters can
  see five other shuttle craft in far worse condition. The corridor
  ends at an open hatchway leading onto DECK 1.
  DECK 1. This brightly lit chamber is empty except for a ring of
  thickly padded chairs (acceleration couches) and a hollow
  plastic jump shaft running from the middle of the floor to the
  ceiling. In front of each acceleration couch is a small porthole.
  The jump shaft is a null-grav tube made to allow passengers to
  move with ease between the shuttle's decks. The padded walls
  are studded with soft handles so passengers may pull them-
  selves along.
  DECK 2. This round chamber is the same as DECK 1, except
  the jump shaft does not continue down. There is instead a
  locked door opening onto a set of stairs leading down to the
  cargo hold. The door will take 20 points of damage before
  breaking open.
  THE CARGO HOLD. This large room is filled with ruined
  boxes, crates, and other containers. Many of the objects look
  slightly burned. Hiding among the containers are 20 mutant
  rats (HD: 1; hp: 4; AC: 7; MV: 6; AT: bite for 1 point of damage;
  MU: light wave manipulation and electric generation). These
  creatures have remained in this cargo hold for centuries, sur-
  viving on the contents of the containers. They will attack the
  characters as soon as the party reaches the hold floor. They
  are cowardly creatures, however, and if more than half their
  number are slain, they will use light wave manipulation to
  become invisible and flee. About three-fourths of the contain-
  ers are completely empty. The rest are filled with useless bits of
  what once was clothing, building materials, electronic devices,
  and food concentrate. The GM may list the contents of several
  boxes, cartons and containers which hold valuable, intriguing
  or dangerous objects.
  COCKTAIL LOUNGE. This room contains a long hardwood
  bar, dozens of bottles of alcoholic beverages, several tables,
  many chairs, a large video screen, and 10 tri-vid amusement
  games.
  COMMAND MODULE. This small room contains four acceler-
  ation couches and is packed with switches, dials, and readout
  screens. The area is illuminated by a myriad of blinking co-
  lored lights. All of the equipment has been disengaged from
  manual control and is now on an automatic countdown se-
  quence. If the characters watch the readouts carefully, they
  will see short reports such as "ATM — OK," "PWR — OK," and
  "ENG — OK" flash across the screens. After a few seconds the
  message "ALL FUNCTIONS GREEN AND GO" will flash on
  and then the screens will read "T MINUS 30 SECONDS... T
  MINUS 29 SECONDS... T MINUS 28 SECONDS," and so on.
  Characters will be unable to reach the outer hatch of the
  shuttle (on DECK 1) in less than 30 seconds. At T minus 20
  seconds the main hatch will close and lock shut. At T minus 15
  seconds the characters will be able to feel vibrations in the
  deck floor and walls. At T minus 10 seconds a wailing siren will
  
  sound and the shuttle's bright lights will be replaced by a
  flashing red warning signal. At T minus 0 seconds the ship's
  thorium fusion engines will ignite; the shuttle will shake vio-
  lently and begin to move upward at an ever-increasing speed.
  The G-force produced by the acceleration will cause 2d6
  points of damage per round to any character not lying down in
  an acceleration couch. After 10 rounds of acceleration the
  shuttle begins to coast, the lighting returns to normal, and the
  ship's internal artificial gravity comes on. If any of the charac-
  ters look out one of the shuttle's portholes they will see the
  Earth receding far below them. The shuttle continues on its
  course for approximately 30 minutes before the warning lights
  and siren come back on. Looking out of the portholes, the
  characters see that the shuttle is rapidly approaching a huge
  ring-like construction — an ancient space station. Several
  sections of the station appear to be badly damaged, but the
  characters can see dim light coming out many small windows.
  THE SPACE STATION
  Note: The GM must remember to announce that the shuttle
  returns to Earth two hours after it arrives (see LEAVING THE
  SPACE STATION).
  A. DOCK-POD. The GM should determine at which of the four
  operational dock-pods the shuttle arrives. After docking, the
  main hatchway swings open. Immediately, air rushes out of the
  ship and into the space station. Since the station has lost some
  of its atmosphere to slow leaks, it has a lower-than-normal air
  pressure. (The outrush of air is caused by the equalization of
  pressure between the station and the shuttle.) This low pres-
  sure will cause some discomfort at first, but characters will be
  able to breathe with little difficulty.
  The dock-pod is sparsely furnished with aging chairs and
  couches. Faded wall posters tell the splendors of the cloud
  cities of Jupiter, the intra-ring pleasure ports of Saturn, and
  many other famous vacation spots around the solar system.
  The floor of the dock-pod is carpeted with a bright shag rug,
  but in some areas the thick pile seems sodden with a dark
  brown, gooey substance.
  B. MATTER TRANSMITTER PADS. This large round room has
  five separate areas, each marked "TO STARSHIP 1," "TO
  STARSHIP 2," and so on up to 5. Each of the triangular rooms
  is totally bare and empty. The floors are transparent and reveal
  a maze of complex circuitry and wiring. These rooms are giant
  matter transmitters which once transported shuttle passengers
  to the large outbound starships located farther out in orbit.
  Age and lack of repair have left all the matter transmitter pads
  inoperable.
  The carpeted floor of the walkway around the transmitter pads
  is coated in a layer of the brown, pudding-like material noticed
  in the dock-pod. All the transporter rooms are empty except
  the one marked with a star (*). In this room the party will see
  what looks like a man standing with his back to the door. The
  figure appears humanoid, but its body quivers and shakes in a
  very inhuman way. It is a plague zombie, a victim of the horrible
  Canopus plague. (HD: 8; hp: 35; AC: 9; MV: 9; AT: see below.) It
  appears to be made of a dark brown, glistening, gelatinous
  substance. The disgusting creature will attack the party by
  bashing characters with its two misshapen fists. Each attack
  does only 1d3 points of damage, but anyone struck will be
  coated with some of the creature's gooey substance. The
  brown material will eat away at the victim's flesh, causing 1d10
  points of damage per round. If the damage taken exceeds the
  victim's total number of hit points, the victim will become a
  plague zombie and attack the rest of the party. The only way to
  stop the plague from taking over a body is to remove the
  affected flesh with a sharp object, causing 1 d6 points of dam-
  age per affected area. Once the plague has taken over a body,
  there is no cure. The plague zombie is clothed in a plain
  jumpsuit and has no other possessions.
  The Canopus plague is an alien disease brought back to Earth
  by long-range scoutships in the early 2300's. It is highly conta-
  gious and causes its victims' flesh to change into a viscous,
  pudding-like material. Once the plague has totally taken over a
  body, the victim becomes a zombie, interested only in seeking
  out healthy humans and infecting them with the foul disease.
  The Canopus Plague never broke out in epidemic proportions
  on Earth, but many space stations such as this were complete-
  ly contaminated. When this station was infected, the survivors
  were lucky enough to escape and leave the plague-zombies
  behind. The space station has remained functioning, but
  plague zombies wander the rooms and halls in an endless
  search for uninfected humans.
  C. DESTROYED DOCK-POD. During the battle between the
  plague zombies and the survivors, a group of zombies tried to
  reach Earth by boarding one of the shuttles. To prevent their
  escape, the station commander blew up the shuttle before it
  could leave the station. The explosion also tore open the dock-
  pod where the shuttle was docked. Pressure-safety doors auto-
  matically sealed off the damaged pod. These doors (and all
  other pressure-safety doors leading to vacuum) will withstand
  up to 200 points of damage before breaking open. If they are
  opened, all the air in this section will rush out into space
  through the shattered dock-pod. Pressure-safety doors im-
  mediately seal off the area to protect the rest of the station, but
  anyone still in the matter transmitter area will be sucked out of
  the station to die in the cold, airless void of space. (If the GM
  feels charitable, he may give the players some warning about
  the dangers beyond the pressure-safety doors, such as flash-
  ing lights, signs on the doors stating "VACUUM," or a noticea-
  ble hissing and outrush of air as the door nears its breaking
  point.)
  D. HAROLD JOHNSON'S FAMILY RESTAURANT. This once-
  fine restaurant is now a total shambles. Many chairs and tables
  have been broken, others were burned. The backroom and
  kitchen are totally demolished. Five corpses lie in the rubble.
  They have not decayed in the station's bacteria-free atmos-
  phere, but have become mummified over the years. If the
  bodies are searched, characters will find 20 domars, one laser
  pistol with two charges remaining, and an energy mace with 30
  seconds of energy remaining (enough for three melee rounds
  of use).
  E. THE MOON SURVIVAL STORE. Before the plague, this
  shop specialized in survival gear for travelers going to the
  moon. Characters can see the ruined remnants of spacesuits,
  radios, food concentrates, and other paraphernalia in the
  shop. Before the party can do a complete investigation, how-
  ever, a plague zombie (see B) (HD: 8; hp: 34; AC: 9; MV: 9; AT:
  two attacks for 1 d3 points of damage each, plus plague) rushes
  out of the back of the room and attacks. If the characters
  search the shop after killing the monster they will find one
  inflatable pressurized four-man tent, one pressure suit with
  enough air for 24 hours, two walkie-talkies with a maximum
  range of 10 miles, and a lunar mini-rover which is about 1.5
  meters wide by 2.5 meters long and can carry two passengers
  and their gear at 20 kilometers per hour over almost any ter-
  rain. The mini-rover is solar powered and will run one hour for
  every two hours of charging in direct sunlight. If characters
  check the back room they will find 10 tanks of pressurized
  oxygen. If any of the tanks are seriously damaged, they will
  explode in a five-meter radius for 10d6 points of damage.
  
  F. PHARMACY. In this drugstore are many containers of drugs
  and medicines. Each container holds 3d10 tablets. The labels
  are either too faded to read or missing entirely. If characters
  swallow any of the drugs, roll percentile dice on the following
  chart to determine the effects.
  Roll 
  Drug
  Effect
  1-15 Analgesic 
  Kills pain for one to four hours
  16-30 Anti-motion sickness Prevents nausea for eight hours
  31-45 Oxy-tab 
  Provides all oxygen necessary
  to survive for four hours.
  46-60 Vita-fed 
  Contains over 100 vitamins,die-
  tary supplements, and other
  healthy agents
  61-75 Aller-tab 
  Stops all allergic reactions for
  four hours
  76-00 Spoiled medicine 
  Poison, intensity 3-18 (roll 3d6)
  G. FASHION OF THE FUTURE. This store would be a yexil's
  dream come true. It contains meter upon meter of rayon, nyl-
  on, dacron, ultron, and other man-made fabrics. Scores of
  fashionable outfits are tastefully displayed on mannequins
  throughout the store. As characters investigate this store they
  will be attacked by two former salesgirls who now are plague
  zombies (see B) (HD: 8; hp: 40,32; AC: 9; MV: 9; AT: two attacks
  for 1d3 points of damage each, plus plague). If the characters
  search the store carefully they will find 300 domars in a con-
  cealed register.
  H. PERSONNEL QUARTERS. These six rooms once housed
  the station's permanent personnel. Each room has several
  beds, closets, chairs, and a washroom. There is a 50% chance
  that each room will contain 1-3 plague zombies (see B). If the
  characters search these rooms, they will find one or two items
  of interest per room. These may be chosen randomly from the
  treasure tables in the GAMMA WORLD rulebook or devised by
  the GM to fit the situation.
  I. COMMUNICATION BOOTHS. This room has 10 booths,
  each containing a telephone-like arrangement with an at-
  tached video screen. Characters may activate the devices by
  entering the booth and closing the door. To determine what
  happens, roll percentile dice on the following chart.
  Roll 
  Effect
  1-20 Nothing happens
  21-40 A woman's face appears and asks the character to de-
  posit 1-100 domars. The image is a recording and will not
  respond to questioning. If the money is deposited, roll
  again. If no money is deposited, the image fades.
  41 -50 A humanoid mutant with the head of a giant fly appears
  on the screen. The creature says something in a
  strange language, gestures wildly, and switches off.
  51-60 The communication gear explodes, inflicting 2d6 points
  of damage on the character inside the booth and burn-
  ing his or her clothing.
  61-75 An image of a woman (a programed operator) appears
  and asks the character to pay 1,000-20,000 domars for
  the call he has been making over the last century (the
  line was left open). If the character refuses to pay, the
  doors will lock shut and the operator will politely berate
  the character for his or her unwillingness to pay up. The
  doors will take 10 points of damage before break-
  ing open.
  76-00 An "out of service" sign appears and the character is
  given a refund, or the GM can create something to fit
  the situation.
  J. DESTROYED SECTIONS. These two areas were severely
  damaged during the station crew's panicked evacuation and
  fight against the plague zombies. They are sealed off from the
  rest of the station by pressure-safety doors, which will with-
  stand up to 200 points of damage before breaking open. If the
  doors are forced open, all the air in the characters' section will
  rush out into space, sweeping the characters along. Pressure-
  safety doors will immediately seal off the area to prevent de-
  compression in other parts of the station.
  K. RANDOM ENCOUNTER. Each time the characters pass an
  area marked K, there is a 40% chance they will encounter 1-3
  plague zombies. If the characters are not surprised, they have
  a 50% chance to avoid the zombies if they wish.
  LEAVING THE SPACE STATION
  The shuttle is pre-programed to return to Albuquerque Star-
  port two hours after arrival. The characters may learn this by
  checking the readout screens in the command module of the
  shuttle, or by hearing the programed intercom messages in the
  space station. These messages begin with "THE SHUTTLE
  BOUND FOR ALBUQUERQUE WILL DEPART IN ONE HOUR
  AND 30 MINUTES" and are repeated at 10-minute intervals.
  Two hours after the shuttle docks it will automatically close its
  main hatchway, ease away from the space station, and head
  back to Earth. Any characters left behind on the station are
  stranded forever.
  When the shuttle is halfway back to Earth, the readout screens
  in the command module begin flashing messages warning of
  an overheating element in the shuttle's thorium fusion en-
  gines. At first the messages are short and not very threatening,
  but as the ship approaches the landing pad they rapidly take
  on emergency proportions. Just as the shuttle touches down
  and connects to the access corridor a whooping emergency
  siren begins to wail and the ship's lights start flashing orange.
  At this point the screens in the command module read
  "MELTDOWN IN SECTION 6 — EXPLOSION IMMINENT —
  EVACUATE SHUTTLE IMMEDIATELY." Assuming the char-
  acters waste no time leaving the shuttle, as soon as they reach
  the end of the tunnel leading to the east concourse the corridor
  will telescope inward and seal its outside exit. A tremendous
  explosion rocks the starport, and the characters see all six
  shuttles disappear in a blinding fireball.
  CREDITS
  Designed and Written by: Paul Reiche III
  Development: Lawrence Schick
  Editing: David Cook, Allen Hammack, Roberta Reilly,
  Edward G. Sollers, Steve Winter
  Art: Erol Otus, Harry Quinn, Jim Roslof, Stephen D. Sullivan
  Typesetting: Roxanne M. Percey
  Keyline: Joyce A. Kress, Mary Hendryx, Laura Roslof
  Photography: Joyce A. Kress, Mary Hendryx
  © 1981 TSR Hobbies, Inc. All Rights Reserved.
  GAMMA WORLD is a trademark owned by TSR Hobbies, Inc.
  ISBN 0-935696-78-4 
  Printed in U.S.A. 
  6501
  
  The Shuttle
  Command Module
  Cocktail Lounge
  Deck One
  Deck Two
  Cargo Hold
  Spiral Stairs
  1 square = 1 meter
  Grav Tube
  Hatch
  Door
  Airlock
  Sealed Area
  Vacuum
  1 square = 6 meters
  
SOURCE: textdata/thevault/Gamma World [multi]/1st Edition/GW1 - Adventure - The Albuquerque Starport {TSR6501b}.pdf