Half-Life Tabletop RPG
Half-Life Tabletop RPG
TABLETOP RPG
A CAMPAIGN SET IN BLACK MESA
Made by u/Dr_Al_
Contents
Introduction 3 Campaign Pages
Playlength & Canon 4 Act I 15
Character Creation 5 Act II 27
Character Example 6 Act III 50
Music & Ambience 7 Enemy Descriptions 66
Campaign Layout 8 Printouts 71
Maps 9
The G-Man 14
Introduction
• This is a fan-made campaign set in the Half-Life universe. The key focus is
on puzzles & combat, with some lore and a bit of story.
• This file is to be used by Game Masters (GMs) only. It contains all the content
you need to know in order to run the campaign. I encourage you to have a
read of the whole thing before starting.
• This campaign was designed with no particular system/edition in mind. In
combat, all enemies & weapons generally behave as they do in the games.
I’m also assuming that the GM is a Half-Life fan; players don’t need to know
anything, but it helps if the GM is familiar with the *source* material.
• View this file as a rough guideline. Feel free to alter, replace or expand upon
parts of the campaign as much as you please.
Disclaimer: I own none of the images in this file. Credit goes to Valve and Crowbar Collective for the
screenshots of their respective games.
Playlength & Canon
• This campaign will take around 10-14 combined hours to complete. Keep
in mind that this is just me guessing and I really have no idea how long it
will take your group.
• (When I ran this campaign with my group, it took 3 sessions to complete. If you plan on doing the
same, I’d split the campaign into 3 Acts; ending the 1st act after the HECU arrive & the 2nd act after
Dr. Cliff is defeated in the Vault/Carpark. Otherwise, just stop whenever your players get tired.)
• The campaign takes place in Black Mesa on the day of the Resonance
Cascade, over a timespan of 24-48 hours. Players never cross paths with
Gordon, Barney or Adrian, but they do meet Eli & Kleiner, find a HEV suit
and fight a Gonarch in Xen. The Gravity Gun is also available as a
sidequest reward for rescuing Kleiner’s new pet, Lamarr.
Character Creation
• Players are limited to playing Black Mesa personnel but have freedom
to choose their job out of Science Team, Security Force or Maintenance.
• If there are any Portal fans, they may prefer to play as an Aperture
Science employee (either undercover or just visiting Black Mesa).
• The characters have no previous experience with each other, aside
from possibly being co-workers. Players do not start with any items.
• Consider attributing basic ‘specialties’ to each player (i.e. Strength,
Smarts, Stealth, etc.) so as to spice up player interaction and teamwork.
• Each player writes their character’s details on a customized ID badge
which serves as their character sheet.
Character Example Credit to u/bulletspread95 for
inspiration of ID badge design.
• Health is tracked via injuries – lacerations, fractures, burns etc. – which can
be major or minor. Only the GM keeps track of numerical health; players only
see their injury list (This is just my suggestion; homebrew it as you see fit).
• See ‘Printouts’ for blank versions of all 3 badge types.
Music & Ambience
• For that extra layer of immersion, playing atmospheric audio is highly
recommended. You can use whatever tracks you want, but I would
suggest using ambience from the game Black Mesa. Most of it can be
found on YouTube; here’s a compiled playlist:
(https://www.youtube.com/playlist?list=PLjfo0YptMSPGlzZp2fVMv6BJ-FV3TiBH8)
• The following are suggested music tracks to play at certain moments:
• ‘Inbound 1, 2 & 3’, during the beginning train ride & introducing players.
• ‘Tunnel’, when the HECU arrive & when the interrogators are encountered.
• ‘Dark Energy’, when biowaste begins flooding the chamber in Noxious Downpour.
• ‘Forget about Freeman’ (or other high-intensity track), during Electrorail ride.
• ‘Lair’ as Gonarch approaches; ‘The Hunting’ & ‘Internal Conflict’ during final battle.
Campaign Layout
“Rumours of
START HERE Prologue Anomalies Lights Out
Rescue…”
Supercooled
The Arrival Direct Current Mind Your Head Elevator Shaft
Servers
Conference
Brakes Not The Vault / A Fork in the
To Save a Life Office
Included The Carpark Road
Kitchen
Blast
Quantum Research Lobby Door
“Rumours of Rescue…”
Catwalk
Desk
W
START:
Anomalies
MAP 2
Supercooled Servers
The Interrogators
W W
J
à
Automated The Disintegration
Safeguards Stair Chamber
Saferoom Observation Room
well
W
Hatch
Noxious Downpour
Sector C
Electrorail
Station
Vent Hub
Anomalous Materials Vault
Xen-ified Office OR
Topside Multistorey Carpark
à Silent Kitchen
MAP 4
NB – This map is
NOT a map of the
Black Mesa Transit ß End
System (opening
monorail ride), but
rather a map of
tunnels similar to
Half-Life’s chapter
“On a Rail”
Startà
MAP 5
Reunion (Jasperson
OR Kovalski)
A Dark Encounter
Burning
infirmary
(Sidequest)
The Last
Sector E
Stand
Electrorail Station
ß
The G-man
You may wish to include G-man as
a Deus ex Machina; intervening
should the players fail or get
stuck. Otherwise, he will silently
observe the party’s progress at
times (although this is never
pointed out until the end).
You may wish to open up the
possibility of a future campaign by
having the G-man offer the players
a job, but ultimately the ending is
up to you.
Prologue
The campaign begins with a morning train ride through the Black Mesa
Research Facility in New Mexico. Just another day at work.
• Starting at the surface, the train travels deeper into the facility. Each
player separately boards the train at different stations, one after
another, until all players are onboard. This is how each player
character is introduced.
• The train passes many different surroundings (i.e. labs, offices, silos,
tunnels, food courts, etc.) while broadcasting typical transit
announcements.
• Include a description of why each player boards the train. (i.e. late for
work, unscheduled meeting, finished nightshift, detoured, etc.)
Anomalies
The train approaches Sector E. Lights flicker. Briefly halts, then resumes.
As train passes through a narrow underpass, sudden power outage.
• Glowing sign with crowbar: “IN EMERGENCY, BREAK WINDOWS & EXIT”.
• As players move: Distant tremor is felt; it builds, the train shudders… An
abrupt surge of green lightning cascades through underpass, SNAP! The
train falls and lands on a thin metal beam, perpendicular to the front. The
train slowly tips to the side with greater weight.
• Balance puzzle: Players must position themselves to counteract tipping.
• A catwalk attached to the wall of the underpass is accessible by breaking
the middle window and walking across metal beam.
-Side View-
• As time passes: Creaking intensifies.
Front à
Anomalies (cont.)
Once all players step off: Train tips & plummets to the floor far below.
• Players must walk across narrow steel beam to reach catwalk.
• Catwalk is rusty but stable, leads to single maintenance door.
• Tremors continue to be felt & heard from somewhere deep in the
facility. No one knows for certain what is happening.
• ZAP! A random player suddenly vanishes in a flash of green. [Read next
page]. Moments later, they reappear in another flash, unharmed.
• Players reach the maintenance door; it opens with a squeak and leads
into a very dark room.
Anomalies: Through the Portal
NB – Read this ONLY to the one player who got teleported in the previous page.
In a flash of green, you are sent spinning, utterly disoriented.
• Suddenly, you are surrounded by a strange but beautiful landscape.
Before you lies a vast expanse of suspended islands, adrift in a
nebulous void. It makes you feel powerless, like being in the centre
of an endless ocean. You hear the sounds of unknown lifeforms
echoing all around you. You begin to notice that gravity is slightly
lower here, giving you a sense of weightless.
• A creature is scuttling towards you. Before you can react, it leaps at
you – just before another green flash. You are sent spinning again…
until you land back on the catwalk, exactly where you were before.
Lights Out
A small, dark room. Dust and cobwebs. Torch on ground. No obvious way out.
• Using the torch reveals 2 shelves far above & out of reach, with a supply
crate resting on each. A doorway stands on a wood platform just as high up.
• A heavy ladder lies on the floor, requiring 2-3 players to lift. It provides
access to both shelves & the doorway. It falls over if not supported at the
bottom. The torch must be shone while a player climbs the ladder.
• 1st Crate: 2 empty pistols + 1 crowbar.
• 2nd Crate: Pistol rounds + 1 medkit.
• Through doorway: dark corridor leading to single metallic door. Light shines
around the edges. Muffled noises beyond.
• The door is locked from the outside; requires 2-3 players to break through.
“Rumours of Rescue…”
Upon opening door: Alarms, flashing lights, emergency PA messages.
• Wide hallway. Broken lights, shattered glass, papers strewn about.
Overhead monitors displaying errors and warnings.
• 2 talking scientists: One is injured and sitting against wall, being bandaged
by the other. Players can overhear their conversation (Dialogue next page).
• Upon inquiry, the bandager will say: “Head for the lobby! That’s where the
main exit is from here. It’s a few floors above us; the elevators are dead,
but you could try climbing the shaft. The escape exit signs will guide you to
the lobby. Good luck!”. The other scientist interjects: "You'll need it!"
• Escape sign points to damaged & open elevator doors, but no elevator.
“Rumours of Rescue…” (dialogue)
(Starting with the injured scientist)
• “I knew this would happen! It’s those idiots from Anomalous Materials!
They’ve finally gone too far.”
• “Don’t worry, I’m sure we’ll be out of here in no time.”
• “But there’s no way out! Main power’s cut off, the elevators aren’t working,
comms are down- and I doubt anyone even knows we’re down here.”
• “What about the military operation? I’ve heard that soldiers are on their
way to rescue us.”
• “That’s just a rumour. Besides, if they are, I’m not convinced we’ll stay
alive long enough to need rescuing.”
The Elevator Shaft
Inside a creaky elevator shaft, the players must climb up via a ladder.
• Reach the end of ladder; come to small ledge with shut elevator doors. A
panel beside door displays 10 unlit lights, marked A-J, and a message:
“Door Access = BFH”. A wire from the panel trails down and under ledge.
• Junction box with wire connected to panel visible under ledge. Only
accessible by 1 player being held and lowered by another player from ledge.
Inside the box is a row of 10 small unmarked switches (all off). When
switches are flipped, their respective letter lights up on panel above.
• Once the 2nd, 6th and 8th switches are (only) on, doors slide open.
• As players solve the puzzle, twanging cables heard far above.
• Plummeting elevator approaches once door opened; narrow miss.
Mind Your Head
Doors open up to a hallway, similar chaos from before. No one else around.
Exit signs point straight ahead.
• A security guard’s body lies on the floor with a strange organism on his
head. His firearm rests on the floor next to him. 3 other motionless bodies
are slumped against the surrounding walls, with similar organisms.
• If player approaches body, a headcrab lunges from the shadows at him/her.
• Guard’s body slowly gets up on its feet. Then, the 3 slumped zombies
suddenly stand up and begin limping towards players. Fight or flight.
• Further down the hallway is an emergency fire door. Players can activate it
by breaking a glass panel, after which the fire door will slowly close,
sealing the way back (and squashing any zombie that gets caught under).
Exit signs point onwards.
Direct Current
The hallway continues, getting closer to the lobby.
• Players pass an unmanned security desk, behind which is a looted
weapon cabinet. It has one .357 Magnum and some ammo. 2 Medical kits
and a fire lighter can also be found there.
• Exit signs point down a passageway, where a leaky pipe is spilling liquid
onto a box that reads “Danger! High Voltage”. As a result, the
passageway is blocked by a huge puddle of electrified water. There are 3
plastic crates stacked on the side; players can use them to safely cross.
• Once all players cross the puddle, a pair of vortigaunts teleport in: 1
appears in front of the party & 1 appears behind. Combat ensues.
Waiting for the Arrival
• Several halls later, the players find a large lobby, furnished with couches,
pot plants and vending machines. A dozen scientists are waiting around;
some are injured yet all have hopeful expressions.
• A large blast door seals the exit. Malfunctions prevent it from opening.
• Scientists: “You made it!” “You guys came at a good time. The military’s
made contact with us – they should be here any minute now.” (ad lib.)
• While everyone else shows hopefulness, one younger scientist looks
uneasy. “Shouldn’t we go to the saferoom? I know others are heading
there…” This scientist suspects the worst but is ignored by the others.
• From other side of the blast door, a blowtorch begins tracing the edges.
• “Rescue at last!” *cheering* “And about time!” “Won’t take long now.” etc.
The Arrival
• The blowtorch sparks slowly makes their way around the blast door,
giving players some time to react & interact with NPCs.
• The younger scientist reiterates, “Shouldn’t we head to the saferoom?”
• As the blowtorch finishes the circuit, it goes out. A pause, then some
heavy thuds. The door crashes forward, with smoke billowing forth. Out
of the smoke, silhouettes of 5 uniformed Marines with drawn weapons
step forward. The entire room holds its breath. Then they open fire.
• Combat in this section is not advised; players are only meant to escape.
• As the HECU attack, players are hastily guided by the young scientist to a
vending machine. He pushes it aside, revealing a vent entrance. “Follow
this vent – the saferoom is somewhere near the server banks!”
• Failsafe if players take too long: vortigaunt attack distracts Marines
Getaway vent
• As the last player crawls into the vent, the young scientist (whose
name is Kovalski) stays behind & pushes the vending machine in
front of the vent; “There’s no time. I’ll find another way.” The vent is
engulfed in darkness (requires torch).
• Muffled gunshots and shouting heard behind
• After minutes of crawling through the vent, the surfaces start to feel
colder and colder.
• Players reach end of vent; here, a long grate covers the vent floor.
• Once all players are atop of the grate, it creaks, snaps and falls into
the room below.
Supercooled Servers
Players can see a misty vapour with each breath they take.
• Several rows of servers fill up the room, each 10 metres long & 1 metre
wide, covered in shelves of wires & blinking lights.
• A single door marks the only exit. It can’t be opened from this side.
• A large red sign reads “Temperature must remain within parameters at
all times”, next to it is a temperature indicator.
• 2 glowing rods hang from the ceiling on either end of the room. Any heat
applied to rods is depicted on the temperature indicator.
• Room will make itself colder if insufficient heating attempt made.
• Players will start to suffer cold injuries if they take too long.
• Requires heat stimulus on both rods at once: then players hear
“Excessive heat: reboot needed” before door opens & servers turn off.
The Interrogators
Door opens into a hallway that turns right. Cries of pain heard from beyond
the corner, followed by words from a harsh voice. (Dialogue next page).
• Players can stealthily glance around the corner to observe: A duo of
Marines, one carrying a shotgun, one an SMG, interrogate a scientist.
• Players must overpower the Marines using whatever strategy they come
up with, preferably keeping the interrogated scientist alive.
• A small vent can be used sneak around corner unnoticed
• A Junction box can be used to set off an alarm
• Crude hiding places include pot plants, chairs and a water dispenser
The Interrogators (dialogue)
(Starting with one of the Marines)
• “I’ll ask you again. Who was involved with the project?”
• “I swear I’ve told you everything I know!”
• “Don’t give us excuses; I want names.”
• “Please! I don’t know!!”
• “Very well, then. Tell us where your friends are hiding. Maybe they know.”
• “What? No! Leave them out of this!”
• “There’s no point stalling. No one’s coming to save you.”
(…ad lib etc.)
Interrogators defeated
• After dispatching the Marines, the interrogated scientist is grateful, but
already severely beaten and bruised. He tells the players a secret code they
can use on the nearby vending machine to access the saferoom: 1396.**
• **He also mentions it being a universal code that works in other places.
• The interrogated scientist is too weak to help himself, but players can pick
him up and carry him to the saferoom (where other scientists will rush to
his side and take care of him from there).
• Entering the code opens the vending machine to reveal a fortified vault-like
door with a camera/mic input. “Who are you?” emits a panicked voice. After
being identified as personnel, door is slowly unlocked.
Escape Disarray
• Crowded room of survivors – panicking, arguing, or in shock. Fearful
expressions. Some have given up; others are in disbelief. In the corner is
a makeshift triage. Someone lays out out ID badges while sobbing.
• The 2 most vocal scientists in the room are arguing (Dialogue next page)
• Players are given a choice (MUST be unanimous). Either:
- Agree to help Dr. Jasperson obtain resources for a group escape (New Quest =
reach Anomalous Materials Vault & retrieve crystal)
- Join Dr. Cliff and leave the others behind (New Quest = reach Topside Multistorey
Carpark & attempt to escape in a vehicle)
• If Dr. Jasperson is chosen, he stays behind but gives the players a
handheld transceiver which is used to communicate with him.
• If Dr. Cliff is chosen, he joins the party and leads the players onwards.
Escape Disarray (dialogue)
(Blue = Dr. Jasperson, Red = Dr. Cliff) teleportation. It’ll be tricky, but I believe I can rig a
As players enter room: portal relay allowing us to go from Earth to the
Borderworld, then back to Earth, landing us
There’s no time to plan, we need to leave now! outside the facility. However, the teleportation
Just listen to me, please! If we work together, we requires a certain crystal, which I don’t possess.
can all make it out safely! There’s one stored in the Anomalous Materials
Vault, but so far no-one’s volunteered to get it…
We’ve all heard your plan, and it’s crazy.
And why do you think that is, Jasperson? It’s
Perhaps, but it’s feasible! All I need is someone to suicide!
go out, retrieve the crystal, and come back.
Dangerous, yes. But it’s for the benefit of
Oh, and who do you suppose will do it? You?! … I everyone, not just you, Cliff!
say we head to the surface, now! Who’s with me?
To hell with everyone! If you can’t make your own
Upon interaction: way to the surface, then that’s your problem.
Good to see more survivors! We’re all scared, but To players: You guys look like a practical bunch.
please hear me out. There is a way we can get I’m about to head topside, to the carpark. Come
everyone to the surface, safely and all at once. with me and we’ll stand a better chance. Let’s
I used to work in the Lambda Complex, you know, leave these cowards to their wishful thinking.
Key NPC Character Guide
Doctor Eric Jasperson Doctor John Cliff
• Awkward & jittery. Scared but resilient. • Focused and charismatic. Calm but on edge.
• Values cooperation, trust and innovation. Always • Values self-image, action, and results. Would
double checks. rather not waste time.
• Views teleportation as the future. Innovation. • Views teleportation as dangerous. Unnatural.
• Wants as many people as possible to escape – he • Wants to escape no matter the cost – he won’t
hates death and violence. hesitate to use people to reach his goal.
• Sees the best in people - Puts complete trust in • Sees the worst in people - Never trusts anyone.
them No stranger to violence.
• Dr. Jasperson is happy to try help the players • Betrays the players after unlocking the SUV
solve a puzzle if they contact him, but he can only • Dr. Cliff is not great at solving puzzles or
point them in the right direction, not solve it
teamwork in general, but he will reluctantly
entirely. Sometimes won’t be available (i.e. “Can’t
cooperate if he is convinced there isn’t a better
talk now, I’m in the middle of something!”) or
way. He will try to take the best weapons for
sometimes the transceiver goes static. He will not
himself and may behave in a way which subtly
betray the players. foreshadows his betrayal.
Leaving the Saferoom
• The players leave the saferoom and the door is locked. Players now have
a destination: Anomalous Materials Vault (if Jasperson) OR Topside
Multistorey Carpark (if Cliff).
(NB – The path to reach both destinations is technically the same, but for story reasons they must be far apart)
• Cliff / Jasperson tells the players that the quickest way to reach the
destination is through an empty water pipe, accessible from a
maintenance hatch further down the hallway.
• Players pass a HECU supply box. It contains 1 shotgun & 1 SMG, and a belt
of 5 grenades. If Dr. Cliff present, he finds an extra SMG.
• Players find a large maintenance hatch; the entrance to a pipe large
enough to walk in. Players travel through the pipe & time passes. Then, a
bullsquid is encountered. The combat disrupts the pipe & it collapses into
room below: players land on a pile of crates, breaking the fall.
Noxious Downpour
On top of a crate pile in the middle of a roughly Olympic-pool-sized room.
Many similar pipes above. Window into an observation room at the top.
• In one corner is a sealed keypad high up on the wall. In the other corner
stands a hazard-lined door & yellow button next to it. Crates in the middle.
• (Pushing the yellow button results in “ACCESS DENIED” message)
• Time passes, then hazard sirens & lights abruptly burst to life. Above, a
pipe rattles, then green liquid begins pouring out & onto the floor. It will
gradually flood the entire room if not stopped.
• Players must stack & climb crates to reach the keypad, which is enclosed
by a sealed panel. It requires 2 players to hold open while 1 enters code
(1396). Upon entering code: the flooding & sirens stop. The floor drains
most of the waste, with some small puddles left over. The door works.
Automated Safeguards
• The door leads into a stairwell; at the top is a blast door on a T-junction.
• A scientist cowers behind the T-junction. He’s sweating, looks on edge.
He stammers; “Watch out! S-sentry turret. Anything that moves!” (ad lib)
• The blast door leading onwards must be opened. In order to do this, a
roof-mounted sentry gun must be deactivated so that the scared
scientist can use his retinal scan to unlock the observation room, which
contains a button that opens the blast door. (Gun à Scan à Room à Door)
• The sentry gun will fire at any moving object it sees. It can be shot,
distracted or short-circuited with a junction box on other side of T-
junction. Once it’s down, the scientist unlocks room via his retinal scan.
Automated Safeguards (cont.)
• Inside the observation room: Glass panel, looking into the previous
chamber. Ammo restock and armoured vests. If Cliff is present, H.E.V.
suit & tau canon available in a lambda cache; he wants it for himself.
• Large button which reads “Blast Door Access”. The crazed scientist is
overjoyed and hastily presses it. “We did it, we’re free! I can get out of
here!! Finally!! Freedom at last!!!” He dashes out of the room, towards
the slowly-opening blast door. Players can’t stop him.
• Once the door opens enough, the scientist sprints through and straight
into a tripmine, exploding & triggering another blast door further down.
A door to a new observation room is found, and is the only way through.
• As players enter the 2nd observation room, muffled gunshots are heard.
The Disintegration Chamber
• Players encounter 2 hostile zombies as they step into the dark room.
• 2 levers on a console are visible in the otherwise dark room; activating
them simultaneously causes the room & console to light up. Shutters open
up to reveal an oversized laser hanging in a massive test chamber. Within
the chamber, a squad of Marines are shouting & firing at a giant creature.
Clearly outmatched, they fall one by one.
• The chamber is accessible from the control room via a set of stairs. 3 blue
switches are spread out above the chamber’s floor, each with a ladder
leading up to it (fewer switches if <4 players).
• The console in the control room contains: a ‘TEST FIRE’ button (which does
nothing), controls for the laser’s rotation, and toggles for the chamber’s
lights & sirens. A steel plate marked ‘NO ENTRY’ covers chamber’s corner.
The Disintegration Chamber (cont.)
• In order to reach the switches, one player must operate the console,
triggering the lights & sirens as temporary distractions for the Gargantua
while the other players run & climb to each switch.
• The laser only fires when the ‘TEST FIRE’ button & each blue switch are all
simultaneously activated. Once this happens, the laser can be aimed at the
Gargantua (vaporising it) and the steel plate (melting the way through).
• After the steel plate is melted, an old maintenance shaft is exposed.
Cliff/Jasperson indicates that if the players enter it and keep heading in the
same direction, they should end up on top of the destination’s area.
• As players enter the shaft, 3 vortigaunts teleport in and attack.
• At the end of the shaft is a single vent entrance; it is the only way forwards.
A Fork in the Road
• The vent stretches on interminably but eventually leads into a ventilation
hub, with numerous other vent entrances leading into the one space.
• Upon arrival, a lone scientist warns the players: “Shh! Keep quiet! We’re
on top of a war zone; this is my hiding spot.”
• When asked about how to get to Vault/Carpark: “Ah, yes! There are 3 ways
you can get there: Through the conference centre, but the military has
established a fortified outpost; You’d have to sneak behind their barracks.
The office complex is another way, although there’s a putrid stench
drifting from there; like rotting – but worse. You could try the kitchen, but
it’s oddly silent. Every time I hear a noise in there, it’s instantly snuffed out
by… something. Anyway, those are your options.” (each option is a vent)
• Players may split up between the 3 routes (but staying together is advised)
• As players leave: “I advise you stay quiet! And… don’t tell anyone I’m here.”
(NB - Path 1 of 3)
The Fortified Conference
• Players emerge from the vent into an empty conference room. Boxes of
HECU supplies are laid out on the table. Distant gunfire heard.
• Far off, players hear: “Fetch more ammo!” “Yessir!”. Opportunity to hide
under table before a Marine enters the room for ammo, then leaves.
• Next room: Players are behind makeshift barracks formed by trucks,
Jeeps & sandbags. 3 Marines (+1 on mounted gun) stationed, busy fending
off Xen creatures that breach the far wall. All backs are turned to players.
• As players stealth across the room, the turret runs dry. “There’s too many
of em!”, one shouts. The soldiers begin to lose ground – It looks dire.
• A soldier lies on a stretcher; he sees the players, but doesn’t alert anyone.
• The main exit is unguarded, and leads into a green hallway.
(NB - Path 2 of 3)
The Colonised Office
• The vent surface becomes slimier until entrance opens into an alien hive
• Xen wildlife sprouts on walls. Tree-looking things. Spores float in the air.
A barnacle snatches a lunging headcrab. 2 zombies are mutating into
Gonomes. Vortigaunt resting in a glowing pool. None of the aliens take
notice of the players. Exit through door in opposite corner.
• Next room: 3 office islands, covered in Xen flora. 2 pairs of vortigaunts on
the room’s far side are busy summoning Grunts, which march through
gaps in the wall to fight HECU. (Stealth required to reach exit undetected)
• 2 gasoline barrels stand next to the exit door (players can choose to burn
the room, but it will draw the attention of vortigaunts and grunts.)
• Double doors lead into a green hallway…à
(NB - Path 3 of 3)
The Silent Kitchen
• The vent leads into a pitch-black room, eerily quiet. Must use flashlights.
• Long kitchen island (sinks, stoves, tables) split in 3 parts. Room is lined
by fridges, ovens, pantries. Floor is slightly wet. Pots and pans clang.
• 6 barnacles cover the ceiling, hidden until a player looks up. Their
tongues are drawn to noise and move silently. They drop bones on kill.
• The exit is blocked by a ‘curtain’ of barnacles – at least a dozen of them.
Against their sheer numbers, guns are useless; Must kill another way.
• Players can either: Lure tongues away with roast chicken bait, Deter
barnacles by masking own scents with garlic, or Explode them with
propane canister. (Each item can be found somewhere in the kitchen).
• The exit is a dimly lit passageway, which open into a green hallway.
Paths Merge
• A green hallway, right outside the players’ destination. A large door
with a sign displayed over it reads either “Anomalous Materials
Vault” or “Multistorey Topside Carpark” depending on which quest
the players are on.
• If Vault, the entrance door requires a 10-digit combination (which
Jasperson reads out). Jasperson reminds players that the crystal is
essential for the teleportation to succeed. The door opens and
players enter an extensive storage area.
• If Carpark, Cliff sees the door and breathes a sigh of relief. He
gestures to the other players, allowing them to enter first so that he
is last. Through the door, a flight of stairs leads players to a carpark.
(NB - Read only if Dr.
Jasperson was chosen)
The Vault
Rows upon rows of shelves, holding containers of wildly varying size.
• Jasperson informs players of the unit number (B-054) and its case-
sensitive password: “NOCAPITALS2” (have some fun with this).
• The unit clicks open to reveal a bright orange crystal roughly the size
of a melon, secured within a transparent case. It glows with potential.
• A lone figure in a full HEV suit slowly enters the room. He holds a
device (tau canon) and his suit wears traces of blood. He demands to
take the crystal so he can “save Earth”. He does not elaborate if
pressed; he only becomes more aggravated and demanding. Tension
builds until he threatens players with the canon. Combat ensues.
The Vault (cont.)
• During combat, the man’s HEV mask breaks off to reveal… Dr. Cliff. He
spits out: “There’s no way out! All the exits are blocked. We’re sealed
in this facility – like a coffin...” His voice is filled with fear & madness.
“Those crystals are what’s leading them here!! They’ll keep coming
through, so long as one remains intact! Don’t you get it? They must all
be destroyed!” He offers no explanation, only unhinged rage as he tries
to wreck the crystal / kill the players.
• After Cliff is defeated, his HEV suit & tau canon can be looted.
• Jasperson informs players that he & the scientists have relocated to a
test chamber, and the portal relay is being prepared. “Meet us in
Sector E; you can quickly make it here via the Electrorail Network!”
• The roof begins to crumble as air raids commence over the facility.
(NB - Read only if Dr.
Cliff was chosen)
The Carpark
• An indoor carpark, mostly empty except for 1 white SUV. Ramps leading
to the upper levels are blocked by rubble. The exit is down a long tunnel.
• The car is locked, but keys are in the ignition. Cliff looks around and
asks, “Have any of you broken into a car before?”
• As players try breaking in, an electronic voice erupts over the PA
speakers “ALERT: STRATEGIC. AIR STRIKES. INBOUND. SEEK. SHELTER.” Sirens
begin to wail. Cliff begins to lose his cool. “C’mon! Get it open!!”.
• Upon unlocking car: Cliff draws his gun on the nearest player, X.
• “Drop your weapons,” Cliff orders, “and kick them away.” He waits. “If
anyone tries to follow me,” *gestures* “…you know the consequences.”
• Cliff takes X as a hostage, at gunpoint, attempting to drive out of carpark.
The Carpark (cont.)
• Players must incapacitate/defeat Cliff before he escapes the carpark.
(Failsafe: air strikes cause the roof to collapse, blocking the way out.)
• The hostage, X, is rescued & Cliff is defeated. The sirens wail on.
• A wall-mounted Public Phone near the carpark entrance starts ringing.
• When a player picks up: Kovalski (the young scientist who saved the
players’ lives earlier) attempts to reach out to anyone who can hear.
• “I gave those soldiers the slip, but now I’m boxed in by aliens. I’ve been
hiding in an old maintenance shaft for hours. These bright orbs keep
appearing – I think the aliens use them to travel. I have an idea, but more
aliens are coming through – it’s bad! Where are you right now?” … “Ok,
I’m in Sector E; past the warehouse. Use the Electrorail to get here, fast!”
A New Destination
• Players are back in the green hallway. Sporadic tremors of the air raid
are felt, each one causing the lights to flicker briefly and making dust
fall from the ceiling.
• No matter what path players have taken, their new goal is to reach
Sector E by taking the Electrorail (They are currently in Sector C).
• A hallway sign points to the Electrorail Network, down a stairwell.
• The stairwell goes on, deeper and deeper, until all the sounds fade.
• A vast maintenance area packed with crates, pillars and tram tracks.
• Medical station allows all players to gain full health.
• An aged & battered freight tram rests on one of the tracks. It still
looks functional. There are no alternatives.
Brakes Not Included
• Players board the tram and power it on. 1 player controls the speed
while another reads a map displayed on the back (give that player a
physical copy. Only he/she can read it; teamwork required).
• The tram has 3 speeds: Slow, Med & Fast. The brakes do not work.
• The tram starts on a straight path. It passes a level platform with an
RPG Launcher + ammo box on the side. A player must run off to
grab it then jump back on, all while train slowly moves forward.
• The tram passes a sign: “WARNING: STEEP DROP”. It rapidly picks up
speed as it reaches an incline, unable to slow.
• Y-junction swiftly approaches. Sign: “ßStorage || Maintenanceà”
• To steer, levers on the track must be shot at to toggle left or right.
Brakes Not Included (cont.)
• The tram can’t stop. The map-reader
must give directions at each turn.
4
• The tram passes various environments:
• 1-2 à HECU barracks: Sandbags, 3 5b
stretchers & retreating soldiers. 5a
4
• 2-3 à Warzone: HECU on left, Aliens on 2 3
right. A grenade lands in the tram.
1
• 3-4 à Machine gun blockade around 2
corner. Duck for cover. RPG required.
• 4-5a à Zombies on the track; run over.
Then, zombies fall into tram from above.
• 4-5b à A Gargantua chases the tram. RPG required to cause cave-in barrier.
• Tram reaches another steep slope, speeds down & shoots into the station.
To Save a Life
• Players roll off the tram before it crashes in the station. Upstairs, they
are greeted by a pair of scientists: “Great Scott! More survivors!”
• The pair stands outside an entrance marked “INFIRMARY”. A blazing fire
can be heard within as smoke seeps out. (Dialogue next page).
• (If players decline to help, skip to next page.)
• Players enter the burning infirmary. Harmful smoke fills the room. A
broken cabinet obstructs path: 3-4 players must heave it aside. Sounds
guide players into a ward, under a bed. It is a headcrab in a cage.
• Upon return: “Lamarr!!” Isaac is delighted; Eli is even more distressed.
Moments later, a child emerges from the shadows to embrace Eli. He
responds with mixed emotions – confused how she appeared but glad
all the same. Isaac gives players gravity gun, “You have my utmost
gratitude.” The trio leaves; “Come on Alyx. Let’s go find your mother.”
To Save a Life (dialogue)
• “The infirmary was supposed to be evacuated, but something’s wrong.
We heard a faint noise, like screaming, coming from inside. We’re not
entirely sure who or what it is, but something’s definitely in there.”
• “It sounded like my daughter. She went missing hours ago. I’ve tried
all I can to get inside, but the flames were too strong. I can’t bear it…”
• “Yes, well that’s one possible explanation. Let’s not forget that I’ve lost
a highly valuable specimen and I would give anything to have it back-”
• “My daughter could be in there! She’s only 8…” He turns to the players,
distraught. “We understand if you just want to make your way out. But
if my little angel really is in there, I beg of you – please help me.”
• Players accept: “And if it’s my specimen – Please be fragile with it…!”
A Dark Encounter
• Players enter a storage warehouse; shipping containers lie everywhere
• Corpses of both security guards and HECU mysteriously lying around –
all with headshot wounds.
• Faint chatter is overheard: “Have the grunts cleared out yet?” “Most of
em.” “And witnesses?” “By the time the Package is armed, it won’t be
our problem.” “But until then-” They abruptly hush.
• Commence stealth-combat section as blackops try to kill players.
• Black Ops agents use silencers and flashbangs, and can jump ultra-
high. They stay out of sight unless caught off-guard.
• Can use fake noise distractions & decoy grenades to outsmart them
A Dark Encounter - Map
(A printout
of this map
is available
under
‘Printouts’)
(NB - Read only if players
came from Vault) Reunion (Jasperson)
• An immense test chamber, with complex equipment set up.
• The same group of scientists from the saferoom is present, including
an amazed Dr. Jasperson. He takes the crystal, congratulates the
players and then informs them of a new challenge: “The portal relay on
this side is nearly ready. However, the relay device on the other side –
Xen – still needs calibration.” He glances down, sheepishly. “You’ve
done so much already, but you’re still the most capable out of all of us.
I don’t suppose you could do this one last task?”
• New Objective: Players will be teleported alone to rough location of the
relay device, turn it on, wait for it to transmit, then go through.
• All the scientists gaze hopefully as the players are teleported into Xen.
(NB - Read only if players
came from Carpark) Reunion (Kovalski)
• A maintenance shaft, occupied by 4 vortigaunts. Combat required.
• After combat, Kovalski emerges from his hiding spot. “You saved my
life!” Exchange, then he leads players onwards. “You have to see this.”
• A large Xen portal is sustained at the centre of a room, pulsating.
• He holds out a device. “I’ve been picking up a signal coming through
this portal – some kind of teleportation device has already been
established in the Borderworld, targeting Earth’s surface. We should
be able to reach it by jumping through. From there, we can activate
the teleporter and with any luck get out of here. What do you say?”
• Objective: Find teleport outpost in Xen, use it to reach Earth
• Kovalski joins the team. All players jump into the portal.
The Calm
• Players are teleported into a rocky cave. Strange sounds of alien
wildlife is everywhere. Small, skittering bugs of unknown species
scurry along the walls. Luminous substances sprout through gaps.
• Gravity is lighter here, allowing for graceful leaps.
• As players venture through the cave, they pass a glowing turquoise
pool. A bullsquid drinks from the edge, showing no signs of
aggression. Contact with the liquid will slowly heal any injuries.
• Players continue to walk through; the cave walls gradually become
further apart until it opens up to a staggering view.
The Portal Relay Device
• Breathtaking sight of a vast landscape, littered with floating rock islands
and manta-ray-type creatures circling overheard.
• Players explore the island and find an extensive clearing. A section of the
ground is a crystalline surface. In the middle of the clearing stands a
large manmade device. Next to it, a supply box: ammo + 3 bright flares.
• 4 simultaneous levers required to boot up device. A screen flickers to life.
It reads “CO-ORDINATES RECIEVED”, then “STARTING RELAY TRANSMISSION…”.
• The mechanism slowly powers up, emitting a high frequency sound and
causing vibrations in ground. The screen reads “1%...”… … … … … “2%...” …
• Abruptly, all alien life on the island goes quiet.
The Last Stand
• From a cave, the outline of a massive lifeform emerges… a Gonarch.
• It slowly lumbers over to the device. The Gonarch curiously circles it
before suddenly lashing out and ramming into it, shrieking.
• Gonarch will attempt to destroy the device, and attack any player within
range. It has a multitude of attacks, including the ability to birth 2-3
juvenile headcrabs at once & ability to lob acidic balls long distances.
• Objective: protect the device until it reaches 100%, or slay the Gonarch.
• At half health, Gonarch smashes the crystalline floor into a wide ditch.
• When device reaches 100%: “TRANSMISSION COMPLETE”, A bright beam
appears, and players can teleport through.
Xen Island Map
• Gonarch’s carapace is
impervious to bullets & blades.
à
Cave players
• Gonarch’s attacks: emerge from
Crystalline surface –
collapses into a ditch below
• Charge towards player
• Slash with its legs (close range)
• Birth 2-3 baby headcrabs Rocky terrain
The Device
• Spurt acid long distances
• Gonarch can also dig into and Cave Gonarch
re-emerge from the ground. emerges from
à
Smooth terrain
• If players reject offer: “Very well. I suppose you’ve earned your freedom…”
In a flash of green, the players are teleported to the lookout. “Aha! You
made it!” Jasperson/Kovalski exclaims. Several cars parked behind him.
“You’ll need these.” J/K reaches into pocket & tosses car keys. “Oh- and,
Thank You.” Sincerity in his eyes. He turns. There’s an open road ahead of
you. You don’t know what future awaits… all you know is that you’re alive.
THE END
THANK YOU FOR PLAYING
Made by u/Dr_Al_
Enemy Descriptions
• The following pages contain descriptions of various enemies
encountered in the campaign. Whenever a new enemy is
encountered, its description should be read out to players. (i.e.
when the emphasized words ‘headcrab’ & ‘zombie’ are read in ‘Mind
Your Head’, jump forward to the respective description page.)
• You may also wish to show images of each enemy type to the
players as they encounter them. For copyright reasons, I cannot
include those images in this file.
Headcrab – A parasitic lifeform just over half a metre long. It has a rounded
body with 2 clawed legs at the front and 2 stubby legs at the back. A row of what
appears to be mandibles hang at the front of the body, stained in blood. Under its
body is a large, rounded mouth surrounded by mangled flesh with a sharp razor-like
beak. It attacks by lunging at potential hosts, emitting a high-pitched squeal.
Black Ops Agent – A human figure clad in a black uniform and combat
gear. A ski mask and pair of blood red goggles conceal his or her face.
DEPT: DEPT:
SPECIALTY: SPECIALTY:
SECURITY ID SECURITY ID
Identification must
shown when entering and
SCIENCE TEAM
be Identification must
worn when on patrol or
be SECURITY FORCE
exiting high security areas RESEARCH ASSOCIATE stationed at a checkpoint OFFICER
DEPT: DEPT:
SPECIALTY: SPECIALTY:
SECURITY ID Identification must be
SECURITY ID Identification must be
shown when entering and
MAINTENENCE shown when entering and
MAINTENENCE
exiting high security areas JANITOR exiting high security areas ELECTRICIAN