I don't know what resources you have access to, but you might consider these published adventures. There may be more, but these are the ones that immediately come to mind:
JTAS #5, Amber Zone - The Werewolf Disease
The PCs are hired by a local government/company rep to capture alive a lab technician infected by an experimental virus. The technician became ill, and broke out of the lab in a rage, after subduing a security guard and taking weapons and armor. The patron will supply non-lethal weapons (gas grenades, tranq rounds, etc.) Unbeknowst to the PCs, the technician has super strength and intelligence (UPP modified to FFFCCA), heightened metabolism (treat as on Slow Drug), and heightened senses (very difficult to surprise). The tech is paranoid, wild, and sees everythin as a threat. The area surrounding the lab is mountainous/forest the tech is agoraphobic and avoids open spaces. You can play up the horror angle by describing the savagery of the attack on the guard, describing the dead animals found while tracking the tech through a dark forest (probably at night), and possibly finding the tech in his lair, possibly a cave. Not a lot of meat on these bones, but depending on your play style might last a few hours.
JTAS #16, Amber Zone - Day of the Glow
After a successful trade deal, the PCs spend an evening on the town and stay in the best hotel in the city. Upon awakening, they find the hotel is completely deserted and hear government announcements on the radio about many deaths and martial law being imposed during the emergency. The radio and power go out before completing the warning. As the PCs make their way out of the hotel floor by floor (elevators are out), they run into victims of a sudden plague outbreak, the symptoms of which are very similar vampirism: exposure to sunlight is painful, lengthened teeth (shrinking gums), dementia, and cannibalism/drinking blood. The PCs may decide to make their way to the spaceport to escape, hide and wait out the epidemic, find the vaccine that is available, join those providing aid using their various skills (medical, weapons, driving, etc.) The JTAS article outlines how to play this out on a week by week basis and provides lots of good adventuring ideas. Think "I Am Legend" meets "World War Z". You can make gameplay last as long or as short as you like by having the government come up with a cure.
The Traveller's Digest #19, The Possession Ball
Your basic haunted house story. The PCs are hired to retrieve a box from the patron's ancestor's estate/home before he sells it. The patron is very old and cannot join the PCs. The house has been abandoned for centuries, is on a remote island, damaged, without power, and dangerous to explore. The house has secret doors and a hidden underground complex. While exploring, the PCs face the dangers of wandering around the decrepit house, and hear disembodied "ghost" voices, incoherent ramblings, laughing, crying, etc. Items move about the house of their own accord, and the ghost may attack the PCs. The PCs eventually are able to communicate with the ghost and find a crystal ball in which it is trapped. The ghost exchanges the location of the box in exchange for the PCs freeing it from the ball. The box contains powerful psi drugs and a notebook of psi drug formulas. The drugs are ancient and probably ineffective, but the formulas are extremely valuable.
Spoiler warning: The estate was once a psionic research facility experimenting with transfering a psion's thought-force into inanimate objects, in this case a crystal ball. The disembodied voices are that of a psion trapped in the crystal ball hundreds of years earlier. The patron takes the box and the crystal ball and tries to weasel out of paying the PCs.