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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 rechristened 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,eyesyouexpectantlyfrom
behindhisopulentdesk.Justanhouragoyou
wereaboutyourbusinesswhensuddenly
Churchagentsapproachedyou,explainingthat
youwereurgentlyneededattheChapelofSan
Mareno.Thecardinalsanxiousstoryisasimple
one.AscientistworkingfortheChurchhas
gonemissing.Yourteamwillbetransportedto
theArcticCircle,whereyouwillimmediately
beginyoursearchforthisdoctorandrecoverhis
research.
IamaskingthatyoucontactDr.ArkosBlair,a
memberofourfaith,atArcticResearchStation
2293.Ifyouareunabletoreachhim,thenyou
mustretrievealltheinformationyoucan
regardingtheYgdrasilSeedproject.Travel
arrangementswillbemadeforyou,anditgoes
withoutsayingyouwillhavethegratitudeofthe
Church.Buttimeisoftheessence.Whatis
youranswer?
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.Onthe
runway,youcanseetheponderousformofaB
52Hfuelingupontherunway.Thecraftis
illuminatedincoldhalogenspotlights,andthe
airreeksofjetfuel.Asyoulookaround,a
harriedyoungcorporalrushestowardsyour
group.
Yourealittleearly,Ijustgotnotified.Corporal
Gereatyourservice!Wellneedtostowyour
gearandgetyouintoflightsuits.
Behindhim,youheartheloudwhineastheB
52seightpowerfuljetenginesbegintowarm
up.
Prettyimpressive,huh?Shelltakeyouupto
20,000feet,andthentherealfunstartsinthe
X51droneinside.
Hemotionsforyoutofollowhimtoanearby
jeep.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.
Yourorangeflightsuitsfituncomfortablyasyou
aredrivenbacktotherunway.Themassive
bulkoftheebonyB52Hloomsoverheadasyour
jeepapproaches.Packedandstoredbehindyou
istheequipmentyouhaveselectedforthe
journeytotheArctic.Asthevehiclestopsnear
thecargoentrance,youspynestledinthebelly
ofthisbehemothalong,white,cylindrical
objectwithfoldedwings.ItistheX51
WaverideryouwillberidingtoWhitehorse.
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,withyour
teamcrammedinthesmallcargoholdofthe
scramjet.Yousitonpairofnarrowbenches
facingeachotheracrossthefuselage,with

hastilyriggedsecurityharnessesholdingyouin
place.Thefrontofthedronehasasingle
controlpanelandnoseat.Yourflightwillbe
controlledbyacomputer.Thereisasmall
windowatthefrontofthissimplecockpit.
ThetakeoffintheB52waswithoutincident,
youhavebeenwaitingforthenextstageofyour
journey.
Suddenlyaredlightflashesandyouhearthe
thunderousroarofair.TheX51slowlyriseson
anarrowrailandisliftedovertheopencargo
doors.Abruptlythealarmstopsandyour
stomachlurchesintoyourthroatasthescramjet
isdroppedfromthebomber.Beforeyoucan
evenreact,thescramjetfireswithaforcethat
threatenstosnapthesafetyharnesses.You
struggletoremainconsciousastheX51
continuestoaccelerate,itsjetscreamingwhile
thedronestreaksacrossthestratosphere;
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

Below are some of the possible questions


an adventuring group may ask.

TheX51Waveridergracefullydescendsintothe
inkyblackness;throughthesmallcockpit
windowyoucanseeheavysnowrushingto
meetyou.Youhearthedroneofthelanding
geardescending,andafterafewminor
adjustmentsthedronelands.
Asanequallythunderoussilenceengulfsyou,
yourteamremovestheirrespectivesafety
harnesses.Thenthereistheroarofwindasthe
WaveRidershatchisopened.Peeringintothe
fuselage,dressedinaheavyarticcoatand
goggles,isanondescriptsoldier.
Comewithme,hesaysinaheavyaccent.
TheArcticCatwilltakeusbacktobasewhere
youcantalktoMaj.Taqukaq.Hecananswer
anyquestionsyoumighthave.
MynameisTocho.WelcometoWhiteHorse.

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 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,ImsuretheChurch
willbehappytoknowtheirscramjetcando
morethanjusttransportcargo.Theycallme
Beararoundhere.
MajorTaqukaqrisestohisfeet,easilyreaching
sixandahalffeetinheight.Heextendsan
enormoushandtothePCsandthencontinues.
WeregettingaKA60Werewolfreadytofly
yououttoHegira.Wellhavetowaituntilsun
rise,soyoullbestayingwithusforafewhours.
Youcangetsomerestifyouneedit.Oneofmy
menwillshowyoutosomeprivatequarters.

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
Arowofdarkhangerssquatgrimlyinthesnowy
fieldattheedgeofthebase.Youcanseethat
eachhasalargehangerdoorandasmallerdoor
forpersonnel.However,onlyHanger13hastwo
guardsstationedunderthelonelylightabove
thedoor.
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,you
quicklystartmovingthroughthenumerous
dustyshelves,untilyouarriveatanondescript
alcovewithasmallsignthatreadsARS:2293.
Dominatingthesmallspace,alargemetallic
freezersits,hummingsoftly.Scrappingaway
thedustandfrostonthefreezersglassportal,
youstareamazedatthefrozencorpsewithin.
Thecreaturemeasuresalmostsevenfeetin
lengthandiscoveredwithlong,thickwhitehair.
Itbearsmanysimianfeatures,butitclearly
morethanasimplewhiteape.
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 contrarotating 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,anxious
toseesomethingelsebesidetheendlessplains
oficeandsnowbelow.
Thelieutenantgaspsinamazement.
Belowyou,thestationatlastcomesintoview.
Butitisnothinglikeyouexpected.A
shimmeringbluedomeencompassesthestation
andtheicefieldsurroundingit.Flickering
beneaththeswirlingbluecolorsyouspyasilent
ArcticResearchStation2293.
Icantgetanyreadingsfrominsidethatbarrier,
butitdoesntlooksolid.
Hepointstothesnowfallpassingthroughthe
field.
Italsolookslikethestationstillhaspower.But
Imnotgoingtorisklandinginsidethatblue
domething.Icandropyouoffonthatridge
overthere.Butyouhavetodecidesoon,a
stormiscomingin.
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.
Zone
1
Zone
2
Zone
3
Zone
4
Zone
5

Time
1
Earth
4
Earth
5
Earth
2
Earth
2
Earth
3

Time
2
Earth
4
Earth
3
No
shift
Earth
1
Earth
5

Time
3
No
shift
Earth
2
Earth
4
Earth
2
Earth
1

Time
4
No
shift
Earth
1
Earth
5
Earth
4
Earth
2

Time
5
Earth
1
Earth
3
Earth
2
Earth
2
Earth
5

Time
6
Earth
5
Earth
1
Earth
5
Earth
2
Earth
4

Time
7
Earth
3
No
shift
Earth
2
Earth
5
No
shift

Time
8
Earth
4
Earth
1
No
shift
Earth
4
Earth
4

Time
9
Earth
5
Earth
3
Earth
2
Earth
1
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:

Theroomisdominatedbyalargemachinethat
supportsseveralenormousrotatingringsof
differentradius.Thesecomplexmetallicrings
slowlygyrateandturnaroundashiningcenter
ofblue/whiteenergy.Ashimmeringblueaura

Arctic Research Station 2293 - Hegira Platform


surroundsthedevice,andthefieldseemsto
randomlyexpandandcontract.Staringatthe
deviceplaystricksontheeyeimagesappear
superimposedoneachotherandcontoursand
edgesofthedeviceseemtorunoffat
impossibleangles.Theentireroomislitwithan
eerieblueglow.
Scatteredaroundthemachinearenumerous
shellcasingsaswellasasplinteredaxe.Judging
bythedamagetothesurroundingwalls,it
appearsatseveralgrenadesorperhapsamissile
wasdetonatedinthisroom.Themachineis
undamaged,buttherestoftheequipmentisin
ruins.
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 snowcovered 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 fullface 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 wellmaintained. 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
Fortitude
Exposure
Save DC

Incubation
Period

Mild
Low
Moderation
High
Severe

1 day
4d6 hours
3d6 hours
1d6 hours
1d6 hours

12
15
18
21
24

Initial and
Secondary
Damage
1d4-2 Con
1d6-2 Con
1d61 Con
1d6 Con
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

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