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Adrift

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80% found this document useful (5 votes)
2K views36 pages

Adrift

Uploaded by

sikproduction
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KD//Denner//Crader

DRUGS APPENDIX
Elysia
Ingestion Method: Chewing

Stereotypical User: University Students

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.

Over Use Effects: A staining of the teeth blue.

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.

courtesy of Pounds of Nothing

Find more Scifi Drugs for your games on Stella's Blog


[https://poundsofnothing.blogspot.com/2021/01/altered-stars-10-sci-fi-drugs-for-space.
html][https://poundsofnothing.blogspot.com/2021/01/altered-stars-10-sci-fi-drugs-for-
space.html]

Dextroamphetaminouspolyphosphorescent Contact Lenses


Insert contact into eye for an instant +10 to Strength, Speed, and Intellect.

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

This print edition completed


in cooperation with
Space Penguin Ink LLC.

This product is based on the


Mothership Sci-Fi Horror Role
Playing Game, published by
Tuesday Knight Games. This
product is published under
license. Mothership RPG is a
trademark of Tuesday Knight
Games. All rights reserved. For
additional information, visit
www.tuesdayknightgames.com
or contact
contact@tuesdayknightgames.
com.

CW: Fetus Imagery,


Animal Gore, Self-Harm,
Human Gore, Unreality,
Drugs.
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
NO COMMUNICATION
_______________________ NO COMMUNICATION
NO COMMUNICATION
BEGINTRANSMISSION NO COMMUNICATION
________________________ NO COMMUNICATION
NO COMMUNICATION
______________ NO COMMUNICATION
ANSMISSION \ TRANSMISSION LOG: DELUGE CORP
_______________ ‘ILU IX, NO COMMUNICATION. LAST
REPORT – 419 HOURS AGO IN SUB-
SECTOR GLOUCESTER. CAPTAIN RIAN YI
NO COMMUNICATION.
\ TRANSMISSION REPEATED CHECK-
LOG: DELUGECORP
INS UNANSWERED.
‘ILU IX, NO COMMUNICATION. LAST
REPORT – 419 HOURS AGO IN SUB-
RECOVERY CAPTAIN
SECTOR GLOUCESTER. OPERATION
RIAN– INVESTIGATE
YI
NO COMMUNICATION. REPEATED CHECK-
SALVAGE
INS OPERATION – RETRIEVE BLACK
UNANSWERED.
BOX, MANIFEST, CAPTAIN’S LOG,
DOCUMENT –REMAINING
RECOVERY OPERATION DELUGE CORP
INVESTIGATE
CARGO – RECOVER IF POSSIBLE
SALVAGE OPERATION
PAYMENT –UPON
RETRIEVE BLACK
RETURN. DELUGE CORP
BOX, MANIFEST,
THANKS CAPTAIN’S
YOU FOR LOG,
YOUR COOPERATION.
_______________________
DOCUMENT REMAINING DELUGECORP
ENDTRANSMISSION
________________________
PAYMENT UPON RETURN. DELUGE CORP
THANKS YOU FOR YOUR COOPERATION.
______________

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
NO COMMUNICATIO
_______________________ NO COMMUNICATIO
NO COMMUNICATIO
BEGINTRANSMISSION NO COMMUNICATIO
________________________ NO COMMUNICATIO
NO COMMUNICATIO

\ TRANSMISSION LOG: DELUGECORP


‘ILU IX, NO COMMUNICATION. LAST
REPORT – 419 HOURS AGO IN SUB-
SECTOR GLOUCESTER. CAPTAIN RIAN YI
NO COMMUNICATION. REPEATED CHECK-
INS UNANSWERED.
WISPER COMPOUND
PUCK SECTOR
SUB-SECTOR QUI
413.87.2 / 11.563.009 / 813.55.657

ENLARGED VIEW
PUCK SECTOR

ALUSZ PHI
PUCK SECTOR
SUB-SECTOR REGULUX
155.579.7 / 8.7.4452 / 561.889.17

URIEL // CLASS OMEGA WARSHIP


CURRENT LOCATION: PUCK SECTOR
SUB-SECTOR KOLNANI
COORDINATES: UNKNOWN
SECTOR KEY
//5 INTRODUCTION
//6 THE SHIP
//13 TESSELLATIONS
//28 ENEMIES

DELUGE CORP AGRA-MOON


PUCK SECTOR
SUB-SECTOR LOKI
4.277.1 / 99.1.5 / 66.599.114

CALYPSIS 1 // MOON URNAMA


PRMLCOR RESEARCH FACILITY
PUCK SECTOR
SUB-SECTOR IO
64.111.782 / 545.68.9 / 3.225.47

'ILU IX
PUCK SECTOR
SUB-SECTOR GLOUCESTER
299.1.112 / 211.221.888 / 7.310.43
//5

HOW TO USE THIS MODULE


Adrift is a classic fetch quest. The players are sent by DELUGE CORP to
recover several important items and discover the fate of the CORP’s
recent shipment being transported by the ‘Ilu IX. The adventure features
a unique encounter style called Tessellations, where space and time shift
and bend, causing strange things to happen, even shifting the players to
other places and dimensions.

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.

This module is written from a cassette futurism perspective, in that


players might not find fancy or high tech gear aboard the ship. The
manifest and log are both written in physical format, and must be
located where they were last held.

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.

That was four weeks ago.

During transport, the Jump drive ruptured while in use, creating a


miniature black hole inside the confines of the ship, immediately killing
everyone on board. Every room is constantly warping, shifting, and
changing, not only in shape and size, but also inter-dimensionally.

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

d% Ship's Log Location


00-24 Captain's Quarters
25-49 Bridge
50-74 Medbay
75-99 Engineering

d% Black Box Location


00-24 Engineering
25-49 Bridge
50-74 Removed, Hidden in Cargo
Hold A or D

75-99 Removed, Hidden in


Kitchen

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

|1| THE BRIDGE


Upon entering, the crew find the area in somewhat order. Comms
stations and command center are organized in a functional layout, with
a few small hints of disarray in the various stations: a chair behind the
nav-com is tipped over and rocks back and forth with the sway of the
artificial gravity, a walkie-talkie hisses from where it was dropped, faint
static almost mimicking a whisper, a pair of spectacles is on the floor
near the viewport, both lenses crushed, a boot print of glass shards
the only clue as to what happened.

A search of the bridge reveals a survey kit, salvageable long-range


comms, a medscanner, and a first aid kit in their respective storage
locations throughout.

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]

|2| THE COMMON AREA


The common area is what one would expect on a freighter in the Puck
Sector. Yellowed fluorescent tube lights buzz and flicker, several
extremely dim. A poker table with hard-chips strewn across the faded-
paint felt top. Two plasma hockey tables and a tattered couch line the
east wall. A few wooden chairs of varying styles near a coffee table to
the south decorate the anterior of a nook of bookshelves, and there are
storage cabinets in the corner.

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.

Inside the cabinets opposite the coffee table is a compartment with


[1d5] stimpaks and a crowbar.
Connected to [Captain's Quarters] [The Bridge] [Medbay] [The Mess]
//8

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.

The logbook, if found in the Captain’s Quarters, is stored in a drawer


below the desk.

A steel armoire, polished to a mirror finish, stands in the corner. A


sticky-note is hung from the door that reads “We Know.”

Inside the armoire is a pressed chore jacket and a vaccsuit.

A search of the armoire reveals a hidden panel. Inside is a perfectly


pressed and folded militia jacket and a red beret. Beneath the beret is
a black metal keycard with a faintly embossed eye marking. The
keycard is light to the touch, and at times feels non-existent.
Connected to [Common Area] [The Bridge]

|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.

A further search of the medbay reveals a hidden compartment


beneath the surgery bench that hides [1d10] cubes of Elysia [pg. 31]
and 10kcr.
Connected to [Common Area] [The Mess]
//9

|5| THE MESS


The mess is a large cafeteria style room, with six steel tables and
benches, all bolted to the floor. Food trays encrusted with gray sauce,
stinking of mold and chicken, are strewn across several of the tables.
Blackened bananas and bags of green-molded bread are scattered in
the doorway leading to the small kitchen to the north.

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.

Connected to [Medbay] [ Crew Quarters] [Cargo Holds A/B]

|6| CREW QUARTERS


A closed-off section of the ship, each room has its own lockable door.
Three of the sixteen rooms are [locked] upon first discovery.

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.

1d10 Crew Quarters Search Results


1 Chore jacket with the ‘Ilu IX logo on the lapel.
2 Cargo pants, pocket filled with sawdust and cornseed.
3 Worn labor boots, still oddly muddy.
4 A vaccsuit, torn to shreds, neatly hanging on a hanger.
5 Ratty DMK Festival t-shirt, smelling of mildew and booze.
6/7 An item from the trinket table.
8/9 A patch, torn off a missing jacket.
10 5kcr.
//10

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]

|7| CARGO HOLDS


Four large cargo holds make up a large portion of the rear of the ship.
The holds are arranged vertically, 2x2. From the main walkway a
stairwell leads to the left up to Hold [A] and down to Hold [B], and on
the right the stairway leads up to Hold [C] and down to Hold [D].

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 [A] contains the remnants of the shipment DELUGE CORP


requires the crew to salvage. The crates have mostly been looted, but
one still contains a small amount of phosphorescent algae that burns if
touched by bare skin. Returning this algae to the CORP will render the
job completed albeit with prejudice.

Hold [B] appears unused as of recently. A search of the hold reveals a


storage compartment behind a panel in the wall. Within is 1000cr
stashed away and a note reading ‘H says the Reds are on the move.
Take this and get out when you can. Don’t worry about me and S.
We’ll be fine, we can handle ‘im.’

[Continued on next page]


//11

|7| CARGO HOLDS CONT


Hold [C] also appears mostly unused. Various lite-jacks and cargo lifts
are stored here, stacks of empty crates neatly strapped into a storage
rack. A yellow [Level Delta] key card dangles from a hook near one of
the doors.

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.

Shades [C:35 I:20 W:3[50]] are twice as likely to appear here,


attempting to break into the cage with physical attacks or firearms.

Connected to [Cargo Holds C/D] [Docking Bay] [Engineering]

|9| DOCKING BAY


A relatively unassuming and quite standard docking bay, despite the
faint odor of shit and piss coming from an unknown place. Several
panels for controlling the umbilicals and other docking apparatus on
the right wall are coated in a thin slime.

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.

An access panel for opening the bay doors or decoupling a docked


ship requires [Level Delta] clearance and manual control. [Hacking] the
panel for a minimum of 10 minutes allows access to the docking bay
controls, but increases the risk of a Tessellation by 50%.
Connected to [Cargo Holds C/D] [Armory] [Engineering]

|10| ENGINEERING BAY


Surgically lit, with bright white tube lights running the length of the
ceiling in several rows. Walls lined with control panels and consoles
surround a myriad of wiring splayed on the floor. Thousands of meters
of this coiled, Gordian knot fill the center of the engineering bay in
large heaps.

A dual-paneled door leads from the Engineering Bay to the Engine


Room; a steaming heat streams from various ventilation chambers on
the engine blocks themselves.

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.

Standing near the reactor increases a Tessellation chance by 50%, and


Shades [C:35 I:20 W:3[50]] are three times as likely to appear in this
area.
Connected to [Docking Bay] [Armory]
//13

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.

1d5 Quick Tessellations


1 The floor transforms into a wiggling, and wavy
walkway. Body Save or be knocked prone.
2 The lights brighten by orders of magnitude, and
then several burst. Body Save or be temporarily
blinded for 1 minute.
3 The temperature drops considerably for 25
seconds. Body Save or have the wind sucked
from your lungs, gain 1 stress.
4 The walls begin to inhale and exhale like lungs.
Sanity Save or gain 1 Stress.
5 The floor opens beneath the crew, and dumps
them 10 meters, into the same place. Sanity Save
or gain 1 Stress.

d% Tessellations
0-16 The Threshold
17-33 The Shattered Ship
34-50 The Abyss
51-66 The Spiraling
67-83 Non-Euclidean Room

84-87 The Quiet Room of Dr. Einard Pori

88-90 The Farm

91-93 The Great Forest of Ine

94-96 PRMLCOR Zoological Research and


Containment
97-99 Void Reactor
//14

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.

|17-33 THE SHATTERED SHIP


A gentle crack, and then a shattering. The area explodes outward like
super cooled hot glass. Chunks of floor, wall, and ceiling lay scattered
about an expanse around them. [10d5] segments of walkable floor
spread out ahead requiring a leap from each to the next. A single red
light blinks above a barely distinguishable door far ahead of the crew.
[1dP] Shades [C:35 I:20 W:3[50]] appear in various stages of this
encounter.

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.

|51-66| THE SPIRALING


Ever so gently the area begins to stretch and spin. Slowly gaining
speed and size each revolution it makes, with the floor being the only
constant, the area begins to blur. The walls and ceilings separate into
ribbons, opening into deep space, as the objects and furniture in the
area are flung out at high speeds.

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.

Within the Non-Euclidean Room, roll [1d10]. If the result is [1], a


gurgling and groaning laugh is heard throughout the room. Any floor a
crew member is standing on suddenly becomes thick, viscous, and
bubbling. Standing still causes them to sink, and eventually the soles of
their shoes or exterior protective gear begin to melt. Crew thus
stricken must make a Fear Save or suffer [1] Stress.

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.

A gruff, whispering voice crackles through an ancient looking speaker-


box in the ceiling, the only object in the room aside from the droid.

“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.”

AR-1E5 [C:80 Chest Blade 3d10DMG and Vibechete 3d10DMG I:60


W:5[100]], a lithe and extremely tall tarnished android, de-integrates
from a panel in the wall, revealing an access panel previously hidden
behind it. It extends a narrow set of sharp forceps, and in a slight tinny
whisper reveals its intent.

“Extraction of each subject's left eye commencing”

Resistance against AR-1E5 will be met with brutal force. AR-1E5 is a


repurposed war-droid, well equipped for combat. Upon resistance it
reveals a large chainsaw blade in its chest, and each of its four arms
materializes short vibechetes.

“Force is required. Extraction unclean. Noise will commence.’

The console behind AR-1E5's integration panel requires a [Hacking]


Check to access. Upon unlocking, the access panel reveals a control
port to open a door panel in the west wall, leading to a white hallway,
brightly lit by LED tubes in two directions, left and right.

Further searching with a secondary [Hacking] or [Computers] Check


reveals the coordinates of this location and details about the base
construction.
//18

TESSELLATIONS

*Puck Sector // Sub-Sector Qui // 413.87.2


/ 11.563.009 / 813.55Puck Sector // Sub-
Sector Qui // 413.87.2 / 11.563.009 /
813.55.657 - Original Construction: DELUGE
CORP testing facility. Project Title:
WISPER. Project Details: Blackout text plus
meditative psychic projection or something.
Project abandoned 31,192 days ago. Current
Use: Vagrancy. Passcode for Project WISPER
Catacombs: unreadable.657 - Original
Construction: DELUGE CORP testing
facility. Project Title: WISPER. Project
Details: Blackout text plus meditative
psychic projection or something. Project
abandoned 31,192 days ago. Current Use:
Vagrancy. Passcode for Project WISPER
Catacombs: unreadable*

When the crew exit, the gruff voice crackles from a speaker-box in the
hall.

“I don't....appreciate trespassers...please return to the...extraction


room. I would hate to be...forced to harm you further...*Cough*’’

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

THE FARM | RANDOM ENCOUNTERS


1d5 Encounter
1 [1d5] Harvestmen [C:30 Bite 2d10DMG I:30
W:1[40]] crawl from beneath the crops.
2 Upturned or burned out farm vehicle is found.
Flip coin to find [1d5] rations, or an item from
the trinket table.
3 [1d10] Strange sheep [C:30 Headbutt 1d5DMG
I:1] bleat erratically, eyes bloodshot, and mouths
dripping with a thick grey viscous goo OR
[2d10] Sheep [C:10 Headbutt 1DMG, I:1] bleat
quietly and trot away in trepidation.
4 Check-in shack. Storage locker in back with
chest freezer. Contains [1d5] days worth of
frozen meats.
5 A single Harvestman [C:30 Bite 2d10DMG I:30
W:1[40]] buries its long mechanical limbs into
the chest of a recently killed farmhand.

THE FARM ABRUPT WEATHER CHANGES

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.

51-75 A harsh wind picks up and causes a dust-storm


of grain and chaff. Travel becomes difficult for
[1d100] minutes.
76-99 The clouds above part suddenly, and the sun
and moons radiate extreme heat for [1d5]
minutes. Body Save or suffer [1d5] Stress.
//21

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 rot-pile is roughly 10 meters high and 25 meters in diameter, and


any crew stepping within 10 meters of the pile must make a Body Save
or vomit profusely and suffer [1d5] Stress.

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.

Buried beneath a smaller pile of rotting crops are several farmhand


corpses, decaying and torn limb from limb, yet still recognizable as
human. Searching their clothing reveals a [Level Delta] access card and a
DELUGE CORP ID badge.

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.

Exploring the farmhouse reveals a basement in which several bodies are


piled. [1d5] Harvestmen [C:30 Bite 2d10DMG I:30 W:1[40]] feast on the
flesh of a freshly-killed humanoid in denim overalls.

The corpses are piled on a stack of degraded dynamite sticks which


explode if jostled or damaged, causing 2d10 DMG to anyone within 5m.
//22

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.

Too much noise startles a nest of 1d5 Harvestmen [C:30 Bite


2d10DMG, I:30 W:1[40]] from the hay loft.

Upon either detonating dynamite or deactivating the Harvestmen, the


crew are shifted back to the ship.

|91-93| THE GREAT FOREST OF INE


A strange whirring encapsulates the air and the crew are suddenly
sitting in a large postal bunker, surrounded by hundreds of extremely
angry laborers. A woman stands ahead of them on a crate, waving a
black and red square flag emblazoned with an axe, as she spouts
anti-CORP rhetoric.

Listening to the actual speech is difficult as the crowd screams in


support and resonates with what's being said, but an [Intellect] Check
reveals PETRICORP has plans to eliminate the remaining labor force
and enact automated and systematic deforestation of the remainder of
the Forest.

A sudden shriek from outside the window is followed by a massive


explosion. All crew must make Body Saves or take [2d10] DMG,
[4] Stress, and be thrown into disarray and piles of other bodies.

After the dust settles, the 40 or so survivors begin to collect


themselves, and after aiding any living injured collectively, angrily,
surge from the building. A search of the bodies reveals various items
from the trinket table and a few hundred cr.

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 Revolutionaries: a random crew member finds a hastily


scrawled note in their pocket that reads "Come now Hurly, it's going to
be a bloodbath."

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.

Within the corpse of the dissected primate is a rapidly decaying


placenta, within this is a human fetus.

If the alarm is triggered the Urzibans in the paddock scatter in violent


panic to the edges and the scientists attempt to lock down all of the
research containers and detain the crew. After the detention is
resolved, however it resolves, the crew shift back to the ship.

If no alarm is triggered the crew might find several unique hunks of


mutated waste, left over from experimentation, worth a hefty sum to
the right collector, after which they experience a slight dizziness as they
are shifted back to the ship.
//24

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.

The viewport entrance is an airlock, and can be accessed immediately.


However, further investigation of the room reveals a control panel on
the far wall, 9 meters away. Accessing this panel at any time, until the
crew are discovered, reveals the following information.

*//ERIDU: Transmission Commencinggggg..g.g

How far have we come? Our desperate little


things...so proud.

The deluge of dimensions soon will


encompass all. This vessel, my ark. The
Uriel.*

*//Chaplain 191 Jehu: Transmission


Commencing.

Prepare all hands. Prepare the voice to be


heard.*

//Engineers Log 5.2.1-E:

Reactor Failure result of human error. The


error has been disposed of.
//26

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.

The Engineers carefully attempt to apprehend the crew, then escort


them into the Engineering wing, through the door they came.

The Engineering wing is, unexpectedly, very standard. However, on a


wooden table in the center of the room, a nude humanoid, nearly
every inch of skin coated in scars, a large rune painted on their chest
with a bright red paint [Priest of Eridu] [C:10 I:95 W:1] sits cross-legged
with a knife, slowly carving into his skin. Upon entering, the man falls
silent, where an ominous chanting had mewled.

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.

Every crew member begins to hear delicate whispers, a melodic voice


saying “It has been a hundred aeons, and finally you sit before
me…how prismatically delightful."

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

ADDITIONAL PANIC SYMPTOMS


These are some additional Panic Check results caused by the
Tessellations. Substitute any or all of these on the Panic Table [PSG] for
any results. Remember: the Tessellations are wild and unpredictable,
and can very likely have long term effects on a person’s mind.

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.

Knots begin to tie themselves Your head swims in the deepest


behind your eyes, and your ocean. Sanity Save or suffer
head spins. Body Save or fall to 1d10 DMG as you stumble to
the floor, hitting your head for your knees. From now on you
1d10 DMG. Climbing ladders refuse to be anywhere near
causes you to take [1] Stress water.
from now on.
Your eyes are blinded, and the
only thing you can feel is a
whirlwind of nausea. Gain [5]
Stress and make a Fear Save or
suffer a brain hemorrhage and
die instantly.
//28

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.

Shades are the players, and react in differing ways depending on


the circumstances they find themselves in, though fear of the
unknown is a powerful motivator for violence.

Anytime it's needed, roll [1d10] for Shades.


On [1-3], [1dP] Shades appear within 20m of the crew.
[P] is number of players at the table.

Use crew character sheets to stat the Shades or randomly


generate their stats.

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.

P/C Guards [C:60 Pulse Rifle 5D10 DMG I:30]


Corporate fascist armed police. White Kevlar armor.

Ine Revolutionaries [C:50 I:40]


The guerilla forces that spark into action. Clad in mining and
forestry clothes, armed with axes, other large tools, or cheap
ranged weapons.

Urzibans [C:60 Smash x 2 2d10 DMG I:10 W:8[100]]


Urzibans are massive primates, biologically enhanced and
genetically manipulated. They have four powerful arms, two
massive legs, and a long thick tail that can be used as an
additional appendage or to hang from structures. They are
brutally violent, carnivorous, and impossibly irritable and attack
on sight.

PRMLCOR Scientists [C:30 I:80]


Able-bodied but not particularly combat-oriented researchers
clad in white coats and taped glasses. Their primary weapons are
their fists or random hard tools.

Uriel Engineers [C:10 Tranq Pistol 1DMG I:60 W:1[25]]


Clad in yellow jumpsuits, these engineers are among the most
brilliant and most short-lived in the galaxy. They risk their lives’
longevity for a chance to make their mark working with and in
the Void Reactor.
//30

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 [C:80 Chest Blade


3d10 DMG and Vibechete
3d10 DMG I:60 W:5[100]]

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

URIEL // CLASS OMEGA WARSHIP


CURRENT LOCATION: PUCK SECTOR
SUB-SECTOR KOLNANI
COORDINATES: UNKNOWN
ENLARGED VIEW
PUCK SECTOR

DELUGE CORP AGRA-MOON


PUCK SECTOR
SUB-SECTOR LOKI
4.277.1 / 99.1.5 / 66.599.114

CALYPSIS 1 // MOON URNAMA


PRMLCOR RESEARCH FACILITY
PUCK SECTOR
SUB-SECTOR IO
64.111.782 / 545.68.9 / 3.225.47

'ILU IX
PUCK SECTOR
SUB-SECTOR GLOUCESTER
299.1.112 / 211.221.888 / 7.310.43
// Transmission log: Deluge CORP
Ilu IX: No Communication

The Crew is hired to recover the


records from a derelict cargo ship
floating in The Islets of Langerhans,
an asteroid cluster in the Puck Sector.
No communication has been sent or
received by the ship, but its cargo, an
extremely rare phosphorescent algae
that has medicinal and weaponous
effects, is extremely valuable.

However, there’s more to the inside of


this ship that initially meets the eye.

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