1. Start - the players receive a communication from their ship, a number of void signatures are detected with their arrival being within the next 1d4 hours. 2. Ghost - a lab room that has been converted into a lovers nest. Notes litter the area discussing the Zalyns ability to fight against the plascourdrone. Except their lack of souls makes them not appealing to plascoredrone.  3. Samantha 1 - A zalyn corpse, above the breastplate etched into it by plasma burns is the lettes “SAMANTHA” 4. Mom 6 - Mom and Son are found with a group of soldiers defending a lab 5. Random 1 6. Random 2 7. Ghost - The man's ghost 8. Random 3  9. Rifle - The patrolling zalyn walks in where the rifle sits on a dead sigmarine looking person with three dead zalyn around him. 10. Zalyn 1 - A room with 5 more Zalyns sitting in it, powered down. 11. Ghost - The woman's ghost 12. Ghost - The ritual room where the ghosts were summoned. If the players destroy the altar in the center to the room the ritual is broken and the ghosts are killable. Each time a ghost dies it comes back here. The room also has numerous corpses each stuck at a different “dot” on the pentagram covered floor. EAch time a ghost dies the corpse finally actually dies as well. All the corpses look ancient. 13. Trap 1. The deep parts of the dungeon are filled with natural gas. Colorless, odorless, highly flammable, and poisonous. The lower levels of the dungeon are filled with CO. Open flames near the transition will trigger a huge explosion probably killing or trapping everyone. Breathing CO will cause you to lose consciousness in 1d4+constitution modifier rounds. And kill you if you aren't removed. Attempting to clear the gas out will just mix it with oxygen, making the flammable area deeper. Fire will not burn in a pure CO environment. 15. Puzzle - A shimmering portal that shows a mirror image of this room, except with one extra item in it. The players must find the item and place it in the same position as in the mirror room. The item is a painting that is hidden inside of one of the cabinets in this small chemistry lab. 16. Random 4 17. Samantha 2 - The players enter the room with a ripped apart bolt by bolt by void energy. 18. Puzzle - There is a timer above a door and a button on the panel on the door. The timer is counting down from 30 as soon as the players walk in. If they press the button, the timer resets and the lights change from red to green again. There are also vents on the floor. 19. Zalyn 2 - 1D4 of the zalyn machines come online and attack. 20. Random 5 21. Random 6 22. Trap 1. This one is probably my favourite. It's best to place this late in the dungeon, well after your players are jumping at shadows. It's also incredibly simple. Put a tripwire and maybe a pressure plate in a room or hallway. Add a chest (empty of course) for mimic-related terror, and let the players navigate this treacherous hallway. 2. Investigating reveals… nothing. It's impossible to determine what the tripwires or pressure plates are connected to, or what dangers lurk here, because the room isn't trapped. It would sure as hell slow any looters down though, after all the trouble they'd been through. 24. Ghost - The final battle with all 3 ghosts if any of them are currently alive. 25. Finish/Samantha 3 - Sam in the hybrid room/with the tank that the players need to recover.