Roll
1d20
[1] An
extremely primitive robot greets you in a very quiet voice. It lacks
any form of locomotion; it all appears to have been damaged or
removed a long time ago. It now comprises only of a sensor
area/”head” and speaker. It asks you for your name. If any
character responds with a name, either true or false, the robot will
immediately shout “DANGER X YOU ARE IN DANGER!”. This makes
enough noise to make one roll on the wandering monsters table unless
the head is smashed immediately when the noise begins.
[2] Within
a small housing unit or kitchen. There is a very large vat or pot
that contains a strange, squirming blue liquid. It's a gigantic
amoeba, though only about the cize of a very fat house cat. It is
extremely slow but also hungry, and will follow the party in an
attempt to digest them.
It
cannot digest anything it can't fully encapsulate. Only a little
green man, a young child, a pet, or someone in the fetal position
could be eaten by the creature. If fed any organic material and led
around it may become a pet.
[3] Gravity
Distortion! The ship's artificial gravity is messed up in this area.
Roll 1d8
- Gravity is normal (down)
- Gravity is reversed (up)
- Gravity is off
- Gravity is localized; all pulling towards one random point in the center of the area. Tiny ball of soot, dust, and small debris float there as a 'core'.
- Gravity is 3x heavier. All exploration is slower and acrobatics are extremely hard.
- Moon Gravity- much lighter. Everyone moves faster and can acrobatics with ease.
- Gravity is set as to whatever is most useful for the highest Charisma character.
- Gravity is whatever is most debilitating for the lowest Charisma character.
[4] Roll
on wandering monster table. That group is all here, but dead.. The
only injury they all share is two tiny holes in the head. Look
peaceful.
[5] Armory
found! Either the ship's old security station or a private collection
from a paranoid crew member; this armory contains several weapons.
Roll 1d6 once for each party member.
- Laser pistol. 2D10 shots on battery
- Laser rifle. 1D10 shots on battery.
- Energy Sword. (deals d6 + burns)
- Personal Force field. (absorbs 8 damage before needing a recharge)
- Pack of batteries, offering a full charge. (pistol = 20, rifle 10, force field 8)
- Energy Disk Grenade. (Thrown like frisbee, deals 2d6 damage to all in radius, only used once because explodes)
[6] Small
bedroom or office. Floating in the center of the room is what appears
to be a tiny ball of light, orbited by colorful orbs and tiny stones;
it appears as a miniature solar system. If any of the party members
touch or block the movement of any of the stellar bodies; several
tiny star-destroyers fly from several of the planets and bombard them
with tiny lasers and bombs.
Tiny
Cruisers (2d8
appearing. Successful attack rolls only deal 1 damage, unless AoE
attack. Each Cruiser only has 1 HP. The whole fleet deals d4 damage
in tiny weapons to each party member. If there are less ships then
party members instead it deals d4 to each of the closest party
members to the ships.)Capital
Defense Cannon (Only
one, appears only on the 2nd
planet from the star in this system. Seems to be homeworld; the dark
side is totally glowing with electric lights. If party member gets
close to this planet the cannon fires, dealing d6 damage in
cataclysmic damage. Can only fire once as a trap.)[7]
Gigantic
pile of alien pornography and smut. The top layer contains human
stuff, but as it goes down the female creatures become more and more
alien and exotic. Any type of alien that exists in the setting can be
found in the Xenoplayboy pile in 1d6 minutes.
The pile of pornography is probably not worth much except to a huge pervert.
The pile of pornography is probably not worth much except to a huge pervert.
[8]
Airlock
system with 4 functioning space suits still within. Outside the
airlock are several astronaut suits, still floating on their
taglines. Closer inspection reveals corpses inside each one,
perfectly preserved without bacteria or flies to decompose them. They
have little of value except the tools they hold and their suits.
10% chance each time you go out here a strange cosmic radiation wave
reanimates the dead into vicious astronaut zombies. Maybe be smart
enough to try and cut the tag lines or break the oxygen tanks of your
characters.
[9]
You
find a hidden storage locker containing 'human suits'. Artificial
skin, compression plates, even mechanical muscles in the face and
eyes to have the illusion of emotions and facial expressions.
There are spots for 6 of them, but 2 are missing. At least two human survivors or characters on the ship are actually aliens in disguise. Your alien party members could also put these to use as well.
There are spots for 6 of them, but 2 are missing. At least two human survivors or characters on the ship are actually aliens in disguise. Your alien party members could also put these to use as well.
[10]
You
come across a freezer or refrigeration unit. Several chains, police
tape lines, duct tape and other binders are trying to keep it closed.
It also has the words 'DANGER KEEP CLOSED' written along it hastily
in paint.
If opened, a Mollobster jumps out.
If opened, a Mollobster jumps out.
Mollobster
(2HD+1,
d4 tentacles, d6 claw, slick froth, AC +4)
This creature appears to be some rare cross between a mollusk and lobster; attacks with tentacles and large claws. It spews a slippery froth from its mouth, causing clumsy party members to fall to the floor.
This creature appears to be some rare cross between a mollusk and lobster; attacks with tentacles and large claws. It spews a slippery froth from its mouth, causing clumsy party members to fall to the floor.
It attacks hard and fast, and its shell is extremely resistant to
damage. It seems very aggressive because it has eaten almost all the
food that was in the fridge with it. If killed and eaten it tastes
absolutely delicious. The shell can be made into a small piece of
armor that grants +1 AC. If captured alive, can be sold to a gourmet
chef for several hundred credits.
[11]
Advanced
simulation chair containing a starving human gamer within, still
alive and moving, but only in the context of the simulation. He's
been trapped inside there for who knows how long, and been getting an
IV drip and insulin from his own cruel AI.
The AI is not self aware or disobeying its owner; the owner simply
programmed the AI to not allow him to leave without beating the
simulation. However whatever caused the ship to get ruined also
messed up his game, causing it to become much harder. 1D4+1 remaining
mind-jacks allow the party members to enter the simulation if they
choose to.
The simulation is a war game. The simulation follows a large medieval
kingdom under attack by extremely advanced aliens. The kid has been
running through it and failing again and again trying to unite the
medieval people to be able to fight their superior enemies.
Combine the intelligence of all party members jacked in + 16 for the
kid. If the total >50 you win the simulation in 1d6 hours. If the
total is >70 you win in the first round. Party members are trapped
if not intelligent enough to succeed the simulation.
If simulation wins; the kid will join you. He starts as a level 1
specialist with good skills in programming and hacking, plus he knows
the layout of the derelict.
[12]
Radiation
is leaking from the engine or nuclear weapons in this part of the
ship. The area is somewhat dangerous but most space-suits or medkits
can make someone immune to radiation.
If more then 2 turns or twenty minutes are spent here, the party will encounter 1d6 Giant Cockroach men, made from the radiation. You will encounter another 1d6 each ten minutes further.
If more then 2 turns or twenty minutes are spent here, the party will encounter 1d6 Giant Cockroach men, made from the radiation. You will encounter another 1d6 each ten minutes further.
Cockroach
Men (1HD,
1d4 bite, AC +2, 50% chance to not die when reaching 0 HP) The
cockroach men will use any weapons they found, but aren't smart
enough to reload or repair them.
[13]
Robotic
police enforcers have been set up in this area. The robots do not
have any lethal weapons, but do posses tasers and pepper spray. Their
criminal scanning systems have been compromised after the lawlessness
on this station for the many years of looting, now even simple acts
of aggression or picking up dropped goods count as theft. The police
bots will do this to both party members and enemies, but will also
follow anyone around that seems the most latent criminal.
Law
Bots (3HD,
nonlethal weapons only, AC +4)
The law bots will pepper spray and taser anyone who attacks them, but cannot fight back harder then that and could be destroyed by continued assault.
The law bots will pepper spray and taser anyone who attacks them, but cannot fight back harder then that and could be destroyed by continued assault.
[14]
Hologram
generator. It creates holographic copies of scanned into it,
including party members. The holograms last for 1d8x10 minutes
divided by the number of holograms.
Intelligent enemies can also use this to make themselves appear like there are more of them, or some other clever trick like fake equipment on the ground for a trap.
Intelligent enemies can also use this to make themselves appear like there are more of them, or some other clever trick like fake equipment on the ground for a trap.
[15]
Small
group of survivors hiding out in a storage container. They are
snacking on a couple of deep-dehydrated rations. The survivors have a
50% chance to be here from when the ship was originally here, or they
are another group of scavengers who were trying to raid the ship too
but got trapped.
They are neutral in temperament, or make a reaction roll. Add +1 to the roll if the whole party is human.
[16]
Part
of the ship is seemingly in great repair. Artificial gravity and
oxygen is perfect, and the walls even appear clean and smooth. The
ship is repairing itself here, metal slowly bending back into shape,
wires and cords fixing themselves. Anyone that damages the ship here,
even indirectly, is subject to the security system's wrath.
There is also a stuck door, that must be forced open to find treasure inside. Will trigger alarm.
[17]
An
insane man growls at your party like an animal. He's defensive,
prefers to run instead of fight but is naked and doesn't appear to
have any intelligence.
The next encounter you roll, add in a two legged dog that speaks and
appears very concerned. He claims he was body-swapped with his dog.
This is true, but if he finds out you killed his old body he will be
very angry, attacking the person responsible. However even if found
alive, it seems unlikely that he knows how to switch.
Regardless, if friendly enough the dog-scientist will join your
party.
[18]
Four
men cower in four corners of a large and comfortable living space.
The entire room is covered in blood, blast marks, knife cuts, and
other symbols of damage. The four men say that they are only allowed
to leave if they kill each other.
The men usually argue about trying to work together, but will
eventually start fighting regardless of party intervention, end up
dying. When all four end up dying, a subtle mist descends on the room
and make the corpses shamble back to their starting positions,
restores their wounds, and makes it start over again.
Each cycle plays a little differently, but all the men usually end up dying within an hour and a half or so. If their bodies are removed from the room the fog will travel outwards and eventually try to reanimate the corpse. If taken away or blocked somehow, instead the cycle will continue with only three men.
Each cycle plays a little differently, but all the men usually end up dying within an hour and a half or so. If their bodies are removed from the room the fog will travel outwards and eventually try to reanimate the corpse. If taken away or blocked somehow, instead the cycle will continue with only three men.
[19]
Praying
mantis like alien being that has developed god-like powers over
everything within a single room of the space ship. The entire room
hums like a rainforest and the floor is a giant leaf. He is currently
engaged in intercourse with several females of his species.
The door will fade away and be nearly impossible to find again
without either gaining the mantis-god's favor or killing him.
[20]
Cryogenic
freezing room. There are three kinds of tanks here; ones with a gray
or dim light to show the subject with is dead, ones with a blue light
to show subject is alive and will return to normal when unfrozen, and
finally tanks with red lights indicated that the subject will go
berserk when frozen. There is no obvious instruction showing what the
colors of the light means, it must be learned by trail and error.
In this room are 1d4 Dim light tanks, 1d4 Blue tanks, and 1d6 Red
Tanks. A small button on the far away console is an 'all clear'
button; opening and unfreezing all the tanks at once.
There are spots for 1d8 other tanks that appear missing. They are
hidden around the ship, but without lights above them there is no way
of knowing what their occupants are like without unfreezing them and
finding out. When you open a tank, roll 1d20 on the Cryogenic Statis
Tank table.
Wandering
Monsters
Roll 1d6 for a wandering monster
(1)
1d8 Space Pirates
(1HD,
+1 To Hit and AC, d6 general laser weaponry. They like to gang up on
people and are cowardly.)
There is a 50% chance one of them is carrying a heavy laser gun (d8 damage)
There is a 50% chance one of them is a medic (can heal another pirate 1d6 HP per turn)
There is a 50% chance they have a robot with them (extra enemy, 2HD, +3 AC, fists only)(2) 1d4 Psychic Wraiths (1HD, 1d4 psychic lash, takes no damage from physical attacks, takes half damage from energy weapons, cannot hurt robots or psychic 'blanks'.)
The Wraiths are leftovers from when the ship wasn't a derelict. The can be destroyed with enough energy attacks, psychic attacks, or can be put to rest by completing a task the ghost wished to complete when it was alive, but this is difficult if not impossible to determine.
There is a 50% chance one of them is carrying a heavy laser gun (d8 damage)
There is a 50% chance one of them is a medic (can heal another pirate 1d6 HP per turn)
There is a 50% chance they have a robot with them (extra enemy, 2HD, +3 AC, fists only)(2) 1d4 Psychic Wraiths (1HD, 1d4 psychic lash, takes no damage from physical attacks, takes half damage from energy weapons, cannot hurt robots or psychic 'blanks'.)
The Wraiths are leftovers from when the ship wasn't a derelict. The can be destroyed with enough energy attacks, psychic attacks, or can be put to rest by completing a task the ghost wished to complete when it was alive, but this is difficult if not impossible to determine.
(3)
Nanobot Swarm (1HD
total, +3 AC, each attack except for AoE only deals 1 damage to
swarm, swarm deals d4 to everyone in it.) Tries to rearrange the
molecules in the party's bodies.
(4)
Lobotomized
Chimpanzees (1d6
appearing, stats as goblin but can throw disorienting blasts of
psychic energy).(5)
Security Turrets(1d4
appearing, 2HD, cannot move but can swivel 360 degrees. Fires 1d8
heavy laser at -1 To Hit)
Placed at hard points around the ship, you can usually avoid it by just moving around it, or disable its targeting systems by finding security chips off of corpses and implanting them.
Placed at hard points around the ship, you can usually avoid it by just moving around it, or disable its targeting systems by finding security chips off of corpses and implanting them.
(6)
Clone-Vat Men (1d10
appearing, 1HD, no armor or weapons, 1d4 bites and scratches.) These
vat men all appear the same, clones that come out of a few large
cloning vats at one point in the station. A simple science check will
reveal that the clone men come out every 2-4 years as the clone
station auto-attempts to repopulate the ship with useful technicians
to repair the damage, but without any educational material or people
to learn from they become feral instead. If one of them could somehow
be trained they would be revealed to be very naturally talented with
machines.
What's
in the Cryogenic Stasis Tank?
Roll 1d20
- Extremely strong human body builder, freakishly flexible along with it.
- Alien bounty hunter still armed with plasma gun. Very trigger happy.
- 2d6 Raccoons, all hugging for warmth.
- 80 year old man identical to the Clones. Has multiple stab wounds from where his DNA was extracted during his cryo-sleep.
- First appears as a mutant, actually a man with a tremendous amount of body-modifications including horns, claws, eyebrow ridges, scales, etc.
- Brain on a metal pan. Will jump at anyone with a Wisdom of 7 or less; trying to wiggle into their head to control them.
- Several thousand cockroaches bust out, the pod was packed to the brim with them.
- A skeleton. If the cosmic ray from [8] has occurred; this skeleton will also animate.
- Forty bottles of space cola, stored here to keep them icy cold and fresh.
- A Calico Housecat. Collar reads Princess
- Young, nubile naked blonde women. First thing she says “Do I really need to pose like that?” before she realizes where she is.
- Three extremely skinny mutants, all pushed inside the same pod. Spots on their skin have been marked with X's as if for later surgery or study.
- Service droid. Because it is not organic, it has been aware this entire time while frozen. Its memory banks contain the only constant account of what happened on this ship, but only from the perspective of a tiny glass window and the noises outside it.
- Man with a massive piece of metal stuck in his head. He screams constantly; he was frozen for later surgery. He dies within 1d6 minutes of being unfrozen.
- Several high quality stakes of a delicious creature that has been eaten to extinction.
- Violent space alien that lays eggs in dead bodies. Runs and stalks the party instead of fighting directly if it can.
- Station Sheriff. Armed with a laser revolver (1d6+1 and +1 to Hit) and a security clearance badge that gives whoever wears it clearance + clearance to everyone traveling within 10ft of wearer.
- A chimpanzee, not yet experimented upon.
- Appears empty, but releases a faint cloud of reddish smoke. Was actually filled with frozen Neon gas.
- Fourth dimensional being. One of its 'fingers' was stuck in this tube.