THE CRAWLER'S COMPANIONpatch notes for the apocalypse

Banshee Station

also known as Station 116

First seen: Book 3, Chapter 5

The Yellow Line stop where Cornets board, per conductor Vernon's warning. The empty platform the party reaches after fleeing the Employee Break Room fire, watching three boarded Cornets burn as the train pulls away.

Station

Appearance

Off-Platform Tunnels:

Multiple exits lead off the platform into a network of twisting, low, dripping cave tunnels, water-slicked and rocky rather than finished dungeon architecture. Per Katia Grim's map, four larger rooms sit deeper in, plus a pair of bathrooms, odd given the trains have none, and no safe rooms at allB3C6

The Cornets' Dead End:

A separate dark hallway the Cornets stream from, its floor littered with empty vials underfoot and its far wall scorched black as if hit by a fireball. Carl's own theory once the tunnels are cleared: the cornets cycle through here to get high on whatever's in the vials before boarding the trains, then come back once they start coming downB3C6

The Room That Wasn't a Boss Room:

A separate area off the tunnels reached by a single long, unfinished-concrete hallway ending in large metal barn-style doors, the kind built to let something big through. No signage warned what was inside, unusual for a boss room, and none of the usual cues (red dots, boss music, doors slamming shut) fired once the party stepped in. Held a wire cage materials cart and two inactive Dwarven Industrial Light-Duty Automatons, nothing else; Katia Grim later hears from her friend Eva that an identical room, also holding two robots, turned up in another warren entirelyB3C6

History by chapter
Book 3
Chapter 5
  • TAG Station: Station number 116 on the Yellow Line, where Cornets board
Chapter 6
  • PHYSICAL The Cornets' Dead End: A separate dark hallway the Cornets stream from, its floor littered with empty vials underfoot and its far wall scorched black as if hit by a fireball. Carl's own theory once the tunnels are cleared: the cornets cycle through here to get high on whatever's in the vials before boarding the trains, then come back once they start coming down
  • PHYSICAL The Room That Wasn't a Boss Room: A separate area off the tunnels reached by a single long, unfinished-concrete hallway ending in large metal barn-style doors, the kind built to let something big through. No signage warned what was inside, unusual for a boss room, and none of the usual cues (red dots, boss music, doors slamming shut) fired once the party stepped in. Held a wire cage materials cart and two inactive Dwarven Industrial Light-Duty Automatons, nothing else; Katia Grim later hears from her friend Eva that an identical room, also holding two robots, turned up in another warren entirely
  • PHYSICAL Off-Platform Tunnels: Multiple exits lead off the platform into a network of twisting, low, dripping cave tunnels, water-slicked and rocky rather than finished dungeon architecture. Per Katia Grim's map, four larger rooms sit deeper in, plus a pair of bathrooms, odd given the trains have none, and no safe rooms at all