Adrift
Adrift
DRUGS APPENDIX
Elysia
Ingestion Method: Chewing
Appearance: Ttranslucent blue cube 2 cm across. Usually comes in round metal containers
Effect: A mild sedative that provides a warm calm for about 45 minutes. Wide eyes.
Extra: If swallowed instead of spit out intense nausea and paranoia will set in.
Used often by students in universities all over the galaxy it is primarily used to take the
nerve off of things after important tests. Prices tend to go up around finals season. While it
isnʼt chemically addicting you find many frequent users.
Shifts colors as they lose potency from green [active] to yellow [fading] to red [failed].
Once the contact has failed, user has only moments to remove before it dissipates into the
cornea, causing temporary blindness for [1d5] hours.
Adrift
off the Islets of Langerhans:
Puck Sector
Sub-Sector Gloucester
299.1.112
211.221.888
7.310.43 Written by KD
Art and Layout by Kristen
Denner
Editing by
Jarrett Crader
© Disaster Tourism 2022
SMISSION
_______________
The ‘Ilu IX
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
NO COMMUNICATIO
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_______________________ NO COMMUNICATIO
NO COMMUNICATIO
BEGINTRANSMISSION NO COMMUNICATIO
________________________ NO COMMUNICATIO
NO COMMUNICATIO
ENLARGED VIEW
PUCK SECTOR
ALUSZ PHI
PUCK SECTOR
SUB-SECTOR REGULUX
155.579.7 / 8.7.4452 / 561.889.17
'ILU IX
PUCK SECTOR
SUB-SECTOR GLOUCESTER
299.1.112 / 211.221.888 / 7.310.43
//5
TESSELLATIONS
Every few minutes within the confines of the ‘Ilu IX’s hull, the crew
experience mind-bending, reality-shifting, and world-changing events.
These can be as minor as the floor becoming liquid for a brief period of
time, or as intense as shifting the PCs inter-dimensionally to another
planet or another time in space! Brief *quick* Tesselations can be found
on page 13, for fast encounters to throw off the crew, and more
complete and unique Tessellations are extrapolated later, with
encounters, enemies, treasure, clues, and more! Use them however they
fit best at the table, and as often as needed to keep things interesting.
THE 'ILU IX
is a J1C-II employed by DELUGE CORP to transport minerals between
systems. The last communique the 'Ilu IX [EE-loo 9] sent out was an
interval check in, confirming their shipment was scheduled to arrive on
time.
The crew regularly come across rooms that seem impossible, or at the
least unlikely to be within a ship in space.
The PCs, referred to from here on as the crew, have been hired by
DELUGE CORP to board the ship, recover the manifest, ship's log [each
of which are physical documents] and black box, and locate any of 30
listed crew members.
//6
THE SHIP
The 'Ilu IX is made up of crew chambers, a common area, engineering,
medbay, armory, four large cargo holds, the captain's quarters, and the
bridge. However, since the rupture of the Jump drive, the rooms don't
stay where they were put, often disappearing entirely and being
replaced with something else. Use the tables below to discover where
the required items are found.
d% Manifest Location
00-24 Cargo Hold A or B
25-49 Cargo Hold C or D
50-74 Captain's Quarters
75-99 Bridge
The following pages detail each location and what lies within. Locations
are annotated at the bottom of each entry with which other areas are
connected, but for ease of use, the areas are also connected with solid
and dotted lines for quick reference.
//7
The bridge smells mildly of burnt wiring and stale coffee. Following
the scent leads to a welded steel sheet beneath the main command
console.
If the location for the black box is the Bridge then within this sheet is a
disconnected blackbox, wires still live.
If the location for the black box is not the Bridge, the compartment is
empty, the steel sheet recently having been tack-welded on, the wires
singeing bits of plastic beneath the compartment.
Connected to [Common Area] [ Captain's Quarters]
On the bookshelves are various lewd and risque romance novels, just
the type to hold over a crew of loners.There are also several dozen
issues of varying comics: Fyre and Ice: Detectives on Mars, The
Incredible Hartman, Anthead, and others. Neatly stacked in what
seems to be its own corner is 1993’s best seller Dolores Claiborne and
a 70 year old survival manual entitled Camping in Zero-G.
THE SHIP
|3| THE CAPTAIN’S QUARTERS
For a standard freighter, the captain’s quarters appears to have been
inhabited by a person of extreme order, in stark contrast to the mild
disarray of the rest of the crew quarters and common area.
The room is extremely tidy, sheets tightly fitted, and smells faintly of
lavender fresh-spray. A steel desk on the north wall contains an
unloaded but well-lubed FN slug gun, ammo in a box beside it, and a
perfectly stacked pile of [1d10] kcr notes.
|4| MEDBAY
This well-stocked medbay appears mostly untouched save that various
bottles of antiseptic and bandages have been torn from their shelves.
Glass cases line the walls, filled with dozens of small boxes of
medicines, NSAIDs, pain relievers, antacids, and the like.
Two Shades [C:35 I:20 W:3[50]] are present. One is laying on the
surgery bed horizontally, the other leaning over the first. The standing
one is making wild gestures towards the door at first sight, before
bending back over the first.
One case contains a fully stocked, and unused first aid kit. Another
case has [1d5] pair of dextroamphetaminouspolyphosphorescent
contact lenses [Drugs Appendix] in an unmarked box.
A [locked] cabinet to the west wall holds [1d5] stimpaks, [1] bottle of
pain pills, and a cybernetic diagnostic scanner.
In the corner is a stack of eight boxes of rations. Three have had their
seals punctured from blunt strikes and are spoiled, the others can still
be salvaged for [1d10] rations per box. If examined closely, one can
see drying blood spatter on the crates and the wall nearby.
A search of the kitchen yields several more days’ rations, a single one
liter bottle of Iago’s distilled water, or an item from the trinket table.
If the crew take more than an immediate direct route through the
mess, [1d5] Shades [C:35 I:20 W:3[50]] appear, standing around a
nearby table. One seems to be retching, if the crew looks closely.
Each room is simply decorated: two cots, two nightstands, and a small
chair or couch. All furniture is welded to the floor to prevent
movement. Various clothing or trinkets can be found in built in closets.
THE SHIP
|6| CREW QUARTERS CONT.
A search of one [locked] room reveals broken welds beneath one of the
nightstands. Sliding the nightstand away reveals a small compartment
storing three cubes of Elysia [Drugs Appendix] and an old leather
bound journal.The most recent entry, handwritten, describes an
altercation with another crewmate over the validity of biological animal
weaponization. It seems to have ended poorly, as a note mentions
requesting room reassignments and pay docking for a fist fight in the
mess.
A search of another [locked] room yields an item from the trinket table,
several hundred cr, a [Level Delta] access card, or a rebreather, stashed
beneath the cushions of a sofa.
Connected to [The Mess]
Each hold has large access tunnels or lifts to its nearest neighbors as
well: A->B&C, B->A&D, and C->D&A for lite-jacks, or cargo lifts to
move between. All four holds have massive bay doors on the exterior
walls of the ship that open into space.
Hold [D] is in wild disarray. A dozen shelves are knocked loose from
the walls, and crates are strewn across the entirety of the deck.
[1dP] Shades [C:35 I:20 W:3[50]] can be immediately seen standing in
a semicircle, gesticulating at the closest airlock.
Connected to [The Mess] [ A/B to C/D] [Armory] [Docking Bay]
|8| ARMORY
This small and mostly unused armory contains two rows of lockers, one
on each wall. In the center of the room is a long rusting aluminum
bench and a spilled coffee cup rocking back and forth, still dripping
brown liquid on the floor. A thick scent of grease, coffee, oil, and
copper fills the otherwise relatively clean room.
Most of the lockers are open, doors swinging mildly on their hinges.
One locker still [locked] on the left wall, has a massive dent in the
door, but is still latched closed. Inside hangs a red dress, a small
makeup bag, and 122cr.
At the end of the walkway is a [locked] armory cage. Inside are several
weapons: [3] SMGs, a tranq pistol, a pulse rifle, and a slug launcher. All
are fully loaded and hanging on their racks. None appear to have ever
been used.
All shuttles and larger ships dock with the connections at the docking
bay. The exterior wall opens similarly to the cargo bay doors, allowing
small shuttles to land within the bay.
//12
THE SHIP
|9| DOCKING BAY CONT
One such shuttle is set on the left side of the bay, slightly askew from
its rolling tracks, tipped lightly towards the floor.
The door to the shuttle lies open, a cracked window on the inside. A
full bucket of excrement and bodily fluids sits in the center, next to the
remains of what appears to be a human, its flesh milky white, grease-
like, and smeared across the remnants of the bones beneath and the
floor and wall nearby.
The core of the leftmost Jump drive reactor has ruptured, pulsing a
cool, blue color. Explosive damage is evident on the reactor's exterior
housing, though no debris can be found anywhere. Beneath one
unlatched panel housing is a [Level Delta] access card, edged between
the floor and the reactor housing.
If the crew looks deep into the pulsing orb of energy they see the Eye
of Eridu, a vast and eternal window of universal knowledge. Staring too
long will drive one mad, and for every second they gain 1 Stress,
though unknown until they reach 5, at which point a sense of madness
begins to erode them.
TESSELLATIONS
Every 5 minutes on 'Ilu IX, or whenever the players need a little
encouragement to move, the room, hall, or common area the party is in
shifts dimensions. Add a [d5] to the Tessellation dice pool. Once it
reaches 5 dice, roll the pool and count the 1s. Each 1 adds [1] Stress to
each crew member. Then roll on the Tessellation Table. For more
common Tessellations, roll on the Tessellation Table every time a [d5] is
added to the pool.
For faster encounters, or to throw off the crew, use the table below
however they fit best, and as often as needed to keep things interesting.
d% Tessellations
0-16 The Threshold
17-33 The Shattered Ship
34-50 The Abyss
51-66 The Spiraling
67-83 Non-Euclidean Room
TESSELLATIONS
|0-16| THE THRESHOLD
The area begins to stretch—slowly at first, but quickly speeding up—to
a seemingly unimaginable length. Every step the crew takes seems to
stretch it further. The loud irritating hum of fluorescent light fill the
area, and a grim blinking red light in the furthest distance strobes at
unnatural intervals. After passing the halfway point, [1dP] *Shades*
[C:35 I:20 W:3[50]] appear.
Sanity Save for every 10 meters the crew moves through the expanse
or take 3 Stress; Fear Save after passing half of the length of the
expanse. Failure results in an immediate Panic Check.
While the crew is experiencing *The Threshold*, roll [1d10]. If the result
is [1-2], a massive unknown entity of inimitable proportion slams the
wall of the stretched-out room. All crew must make a Body Save or
suffer [1d5] DMG after being thrown to the ground.
After the party moves in a straight line for the Warden's adjudicated
period of time, the Tesselation shifts the area back to normal.
All crew must make a Body Save or suffer [1] Stress each time they
move to a new segment of the shattered room.
While traversing *The Shattered Ship*, roll [1d10]. If the result is [1-2]
an eternally large eye appears in the vast between the shattered shards
of the ship. A faint glow grows brighter, becoming infinitely blinding
before dissipating into instant blackness. The crew must make Fear
Saves or suffer [1] Stress.
Once the crew reaches the door at the end of the shattered expanse
the area is shifted back to normal.
//15
TESSELLATIONS
|34-50| THE ABYSS
The area the crew was in is gone, distant, a memory. Nothing remains
but black space, illuminated by a single star a million billion aeons
away. The faint sound of klaxon, and engine humming can be heard if a
player focuses.
Within *The Empty*, roll [1d10]. If the result is [1-2], a bass, gravelly
scream can be heard within the heads of every crew member. The
voice screams their names repeatedly, echoing, and reverberating until
it is nothing but harsh din. Fear Saves or suffer [1d10] Stress.
All crew must make a Body Save or begin convulsing after a moment,
failure resulting in an immediate Panic Check due to lack of oxygen.
Any crew failing their Panic Check must make a second Body Save/
Panic Check.
After all crew members resolve their Saves/Checks, the area begins to
shift back to normal, oxygen returning to their lungs.
Each of the [3d5] revolutions stretches the area like rubber further and
further, forcing each crew member to make a Sanity Save or suffer [1d5]
Stress. After the revolutions have climaxed the spiraling begins to slow
and eventually settles still.
Within The Spiraling, roll [1d10]. If the result is [1], wispy squamous
limbs encrusted in cilia, of enormous size, stretch and twist their way
throughout the room, reaching towards and grasping at every crew
member. The crew must make Fear Saves or suffer 1 Stress.
//16
TESSELLATIONS
|67-83| Non-Euclidean Room
Without warning, a staircase appears in the floor beneath the crew.
Sanity Saves are required to maintain footing. Failing crew members
tumble down the stairs and slam into the backs of those who succeed.
All crew gain [2] Stress after this resolves.
The area begins to shift like a Rubik's cube as the walls move, spin,
rotate, and shift to every other place. Staircases to nowhere and to
everywhere form and dissipate. The floor beneath the crew constantly
shifts to force them into movement. Eventually nothing will be where it
was, and much will be unrecognizable save for the objects that were,
and still are, in the area when the crew entered.
The crew must search for [1d5] minutes to find the correct exit door,
during which time [1dP] Shades [C:35 I:20 W:3[50]] appear per minute,
reacting more hostile than usual. Once the exit is found, the area
reverts to its original form.
//17
TESSELLATIONS
|84-87| THE QUIET ROOM OF DR. EINARD PORI
An immediate blackness douses all light sources. Just as suddenly, a
single bright white light, buzzing and fluorescent, reveals a large
square concrete room in which the crew are now trapped. An
unpowered droid is braced into a rack in the wall. No doors, windows,
ventilation shafts, or any points of egress are immediately visible.
“It appears I've been given a...gift, yet again, so…lovely to meet you
my pets. Please do...not move, as it may...cause these tests to...take
more...time...Aries, please extract...samples...cough. Oh and please do
not scream.”
TESSELLATIONS
When the crew exit, the gruff voice crackles from a speaker-box in the
hall.
The hall on the left leads down a brightly lit passage, eventually
turning to the right and ending at a steel door. A bright blue keypad
blinks erratically next to the door, awaiting input.
The hall on the right leads down several hundred meters, at which
point returning to the original room is impossible. The hall lights begin
to blink, the crackle of the speaker box now inaudible. A flicker of light
and the crew are shifted back to the ship.
//19
TESSELLATIONS
|88-90| THE FARM
A vast expanse of wheat and cornfields suddenly surround the
crew, as far in every direction one can see—nothing but
farmland. The dusk sky above does not look familiar to any of
the crew; several bright moons illuminate the dusky horizon.
Crew begins in Hex 01.
05
04 02
03 01
//20
TESSELLATIONS
d% Weather Change
0-25 A sudden flash of rain, for the briefest moment,
drenches the crew.
25-60 The sun appears to shift in saturation. The light
in the sky dims significantly for [1d20] minutes.
TESSELLATIONS
THE FARM | KEYED HEXES
03 - Excretion
A sudden shift in the air brings the sweet scent of decaying corn across
the crew. Following the direction of the scent, the crew sees a massive
pile of rotting grain, corn, and other crops before a tall grey tower with a
crop-chute extended from the top, [1d5] other small piles surrounding it.
The tower door is open at the ground floor. Inside is a set of spiral stairs.
The center of the tower is a large augur which begins at a loading pad
on the ground floor and ends at the crop-chute.
05 - The Farmhouse
A brightly painted red farmhouse stands out amongst the green and
gold fields. White trim and blue shutters adorn the exterior of the house,
all of which look immaculate. Black and silver flags with the symbol of
DELUGE CORP hang from a tall flagpole in the front of a neatly kept,
red-grass yard, a cobbled path bisecting the yard toward the crew.
Behind the farmhouse is a large red and white barn with similar red and
white shutters.
A white picket fence surrounds the entirety of the property, all of which
is capped by a gate [locked] topped with a red-ivy trellis. A bright blue
console with a keypad attached sits at the end of the cobbled path.
Investigation quickly reveals the faint flicker of a force field around the
edges of the picket fence, any contact with which requires a Body Save
and results in [1d5] DMG from shock. Failing the Body Save will **yeet**
the offender 10 meters back in the air, resulting in another [1d5] DMG
upon landing.
[Hacking] allows control panel access but risks alarm, while an [Intellect]
Check reveals the code [17433] carved in the fence near the gate.
TESSELLATIONS
Behind the corpses is a [locked] trunk holding several thousand mcr
and 300 hundred rounds of various ammunition.
Exploring the barn yields several pounds of spoiled corn and a freshly
butchered beast that can be harvested if one were so inclined. Slightly
deeper beneath the beast-corpse is the recently deceased body of
Rian Yi, captain of the ‘Ilu IX, still wearing their crew jacket, now
doused in someone else’s blood. Investigation reveals their organs
have all ruptured and collapsed internally, bruising on their torso, and a
slight dried blood dribble coming from their ears.
The crew might get caught up in the mob, after which they are led to a
hidden bunker beneath a nearby building. The laborers arm
themselves and rush back out to the streets, various directionals or
orders disseminated between them. If the crew follows they are swept
up in a mad dash toward a PETRICORP Labor Relations office several
blocks away where [1d10] P/C Guards [C:60 Pulse Rifle 5D10 DMG
I:30] are already firing on [2d10] of the now-titled Ine Revolutionaries
[C:50 I:40].
//23
TESSELLATIONS
The crew might not get caught up with the mob, and after the Ine
Revolutionaries [C:50 I:40] abandon the bunker, [6] P/C Guards [C:60]
carefully work their way in, attempting to quell any more resistance.
Should the crew decide to side with the P/C they are escorted to the
Labor Relations Office, a backwards route avoiding gunfire out front.
Despite what the crew decides, and how they participate, most of
those in the firefight are killed. Eventually a heavy detonation rocks a
second building nearby, killing everyone but the crew, who are
immediately shifted back to the ship.
Aiding the P/C: a random crew member finds a single page from a
brochure tucked in their pack. The brochure is a random page of a tour
for an "Unnaturally Immense and Technological Marvel."
//24
TESSELLATIONS
|94-96| PRMLCOR ZOOLOGICAL
RESEARCH AND CONTAINMENT
The crew are suddenly ejected onto the edge of a small containment
paddock outside a Zoological Research Center called *"PRMLCOR"*.
The exterior of the containment paddock is bordered by a 7 meter
high wall, each segment of which is made of 6m x 7m half-meter thick
glass panels which cause a jolt of 1,000k joules of electricity on touch.
The rings of the well known superplanet Calypsis 1 are visible in the sky
extremely close, and the excessive force of the planet's gravity weighs
heavy on anyone outdoors. Outside the research center buildings, all
crew must make a Body Save for any turn-based actions.
Three small white buildings are on the other edge of the containment
paddock. Several dozen large grey-leafed bushes scatter throughout
the grassy paddock, [1d5] Urzibans [C:60 Smash x 2 2d10 DMG I:10
W:8[100]] roam the area chewing on the grey leaves and occasionally
scratching their asses.
Exploring near the research center risks alarm as several scientists [C:30
I:80] monitor the paddock from a guard pylon atop the building. If
undetected, the crew can enter Research Container 1, the entrance
unlocked.
Navigating the small, three room bunker is not difficult, despite two
scientists hurriedly dissecting the remnants of a dead Urziban. If the
crew is noticed, one of the scientists shouts to the other to raise the
alarm but maintains his focus on the dissection.
TESSELLATIONS
|97-99| THE VOID REACTOR
A blackened glass panel appears before the crew, as they stand in a
viewport suddenly gazing into the cool blue eye of an immeasurably
large engine. A gentle hum, songlike, is audible through the glass as
the eye rotates slowly counter-clockwise, pulsing with the tone.
Deep beneath the engine rooms of the warship Uriel is the Void
Reactor, one of the most powerful engine systems ever developed,
and equally one of the most highly-irradiated mechanisms. Crew
members must make Body Saves or suffer [2d10] radiation damage
and gain [3] Stress immediately.
TESSELLATIONS
The airlock entrance leads to a decontamination shower chamber
before exiting into a common area. A door on the left, a door straight
ahead on the walls, and several small tables with various manuals are
about the small room.
Immediately upon entry to this common area, [1d5] Engineers for the
Uriel [C:10 Tranq Pistol 1DMG I:60 W:1[25]] respond, alerted from the
security system. They enter from the door on the left and are wary but
hostile, aiming their tranquilizer pistols at the crew and demanding to
see identification. It is noticeable that the engineers wear uniforms with
a ***Weird U shape Symbol** symbol on it, one which vaguely
resembles an abandoned logo for DELUGE CORP.
If the crew remain docile, the Engineers push them to their knees
before the naked man. He begins to whisper and dump small bowls of
water over each crew member before slicing open his own throat and
pouring his blood out onto them.
If the crew has encountered the Eldritch Presence of Eridu within The
Threshold, The Shattered Ship, The Empty, The Spiralling, or the Non-
Euclidean Room encounters they recognize the voice immediately and
gain [1d5] Stress. If they have not yet encountered any part of Eridu
they gain [1d10] Stress.
Retreating from the reactor common area through the other door leads
the crew into a long black hallway, illuminated only by floor lights.
Eventually the hallway leads to a room in which are [4] Priests of Eridu
[C:10 I:95 W:1] chanting in pools of blood. A door on the opposite wall
opens to a second hallway which eventually, after several minutes of
running, becomes those of the ships with no noticeable change.
//27
Bile swirls in your throat. Body Your ears ring like your head is
Save or vomit profusely. From in a blender. Sanity Save or
now on, any time a ship Jumps, suffer [1] Stress. From now on,
you must Body Save or vomit firing a gun causes you to
again. suffer [1] Stress.
ENEMIES
Shades C:35 I:20 W:3[50]
[Use PC character stats or this stat line.]
The dimensional shifts within the 'Ilu IX have caused the crew
from various parallel universes to coincide within the same
dimension at singular moments. Shades cannot hear or be
heard, and only appear as smoky visages. The crew appears
exactly the same way to the Shades.
1d5 Reaction
1 Recoils in
terror.
2 Ignores crew
completely.
3-5 Attacks crew
on sight.
//29
ENEMIES
Harvestmen [C:30 Bite 2d10 DMG I:30 W:1[40]]
Harvestmen are large mechanical spiders, originally designed to
crawl above crops, targeting and consuming rotting or diseased
fruits. A short circuit caused them to turn on their operators.
ENEMIES
Priests of Eridu [C:10 I:15 W:1]
Worshippers of the cosmic being called Eridu, of which little is
known. They call themselves the Priests of Eridu but appear to
be prisoners of some form, developing adoration and obsession
for their captors. They are always entirely nude, nearly every inch
of their skin coated in scars, and often have cryptic runes painted
on their skin in bright red paint.
1d5 Reaction
1 Self-immolates with an urn of blood-oil.
2 Self-flagellates and murmurs an incantation over an
11-pointed star painted on the floor in blood.
3 Illuminates their face with a flare, lifts a bag of black
powder, and rushes the crew.
4 Lifts a large brick and hurls it towards the crew.
5 Cuts an 11-pointed star into their chest and slits their own
throat.
AR-1E5 is a repurposed
war-droid, well equipped
for combat. Originally
constructed of ChitiMesh®
Titanium Alloy, it now has
been repaired hundreds of
times over, and the
degradation of its quality is
quite apparent.
Upon resistance
AR-1E5 reveals a
large chainsaw
blade in its chest
and each of its four
WISPER COMPOUND
PUCK SECTOR
SUB-SECTOR QUI
413.87.2 / 11.563.009 / 813.55.657
ALUSZ PHI
PUCK SECTOR
SUB-SECTOR REGULUX
155.579.7 / 8.7.4452 / 561.889.17
'ILU IX
PUCK SECTOR
SUB-SECTOR GLOUCESTER
299.1.112 / 211.221.888 / 7.310.43
// Transmission log: Deluge CORP
Ilu IX: No Communication