This week, my players want a Halloween run since half the group will be gone the week of. I have an idea, but i'm looking for input from other DMs to make it better, look for holes, etc.
The run will start out with the party street doc (Who's insane) calling one of the party who owes him a favor. He'll summon the party member to his 'clinic' and tell them that one of his suppliers has gone dark and that he wants to find out what happened. He hands the party some coordinates, which end up being a business park towards some outskirts of Seattle.
The location ends up being one of many unmarked buildings, the largest on in fact, and the entire area looks like it's been recently deserted for reasons unknown. The door to the target building is locked with a simple Rating 3 lock. Nothing too special here. As they walk in, the Rigger discovers that the walls of the building are laced with copper mesh my Riggers worst enemy. Simultaneously the two magicians discover an Astral Barrier, and a particularly strong one at that (Probably F8-10). They probably won't be able to sneak through, but forcing their way through won't be a problem as the one making the barrier won't care or won't want to stop them. As the door closes, it automatically locks behind them and it cannot be picked as the electronic lock jams and the all-metal door becomes lethally electrified. It seems as if they've triggered some sort of security measure.
They walk into a lobby and after some looking around at the ransacked-looking mess a man comes in from a side door. With a successful Perception(3) test they notice that he's got a little bit of a twitch in his shoulders, and a Perception(5) success reveals that his eyes are vaguely hexagonal around the edges. The man himself is a Wasp Spirit, the very same one who triggered the aforementioned security measure, who will attack if threatened, or backstab one of them if they leave him alone; They are intelligent after all.
After leaving the lobby, they trigger a loud alarm unless they see the hidden metal detectors (Perception(4)) along the inside of the doors which triggers an ambush of 4-6 HMHVV-infected employees. After the fight, they discover some still-running computers with the keyboards destroyed and curiously missing a Universal Port. These stations will be all along the facility, each one with a typed-out message from one of the employees that reveal more of what's going on.
In a nutshell, here's what's happened and what they discover: This building is an EVO Corporation research building. Roundabout four years ago they picked up a girl working the streets in ganger territory and brought here for testing. They discovered her after one of their employees contracted HMHVV from her while she herself wasn't showing any symptoms. Having concluded that she's a carrier, EVO brought her in for genetic work to find out how she's immune to it in hopes of creating a sort of vaccine. They eventually discovered that she had a vast potential for magic, specifically summoning. They discover that she doesn't have any direct control over her powers, and that she uses it with emotions. They test this theory by giving her differing amounts of different drugs, and the spirits she summons correlate with her emotional state such as summoning a warm, golden glow when under the effects of Heroin, or a rabid dog when affected by Kamikaze. At some point recently, about when the facility went dark, she had an extremely bad episode with a combination of sexual and non-sexual abuse at the hands of some of the scientists and powerful hallucinagenic drugs that propelled her into a downwards spiral of paranoia and fear. Turns out she's deathly afraid of insects, and the new recruit wasn't told that she was a carrier of HMHVV.
As the group make their way downwards in this facility, which seems to be much deeper and expansive than initially thought, they are continuously ambushed by Vampires and Wasps alike, but only one or two at a time and only from dark corners and other hiding spots. Through some one-way observation glass, they can see a very large group of Insects, Vampires, and unholy combinations of the two trapped inside of some rooms. These particular ones take no notice or care of the party until later. They eventually make their way to a locked security door to the girl's testing chambers, which i'll probably have locked with a password of some sort that the party will have to piece together. As the door opens, a very loud siren sounds and the party must sprint their way down a very wide 100 meter hallway chased by the large groups they saw earlier. There are way too many for the party to take on, and the only way out is through the hallway (Which i might have flooded with nerve agent or something of the like).
They eventually find this girl, cowering in the corner of her barren room, swarmed by locusts, wasps, and mosquitoes. The mages recognize that her astral signature is the same as the barrier on the outside, and they also recognize that inside the room are many other spirits of the same type, trying to break through her own personal barrier to take possession of her body. The doors are locked shut, and any attempts at opening them will be met with extreme force by the Wasp queen inside. There's only one way out: They have to flood the room with a lethal gas and kill her along with any insects inside. Without her extreme power to keep the spirits inside her room sustained, they dissipate within a few seconds of her death.