Tuesday, 6 October 2026

Of Vents, Monsters, and Mothership

Wardens! Tired of the same old "they're coming out of the vents!" trope? Or cannot get enough of it? Fear not! Here is a far-from-comprehensive overview of Mothership modules that I've played (I do not have lifespan long enough to cover all >600? modules out there; and have not yet played many classics) in which monsters and vents are features that make for fun RPGing. I'll begin with modules that I see as the most popular, then move into the black sheep. Continuing on to how vents play roles in the TOMBS cycle. Then a finish with thoughts about novel(?) ways for a Warden to use vents.

Yeah, yeah, we know. And we still love it.

Players! Don't read this! From here onwards, it's pure SPOILERS!

And Wardens, feel free to skip to the bottom where I brainstorm ideas for vents.

Another Bug Hunt: OK, to get this done off the bat, I've only played the Greta Base (first) part and impressively, that does not involve vents that the monsters would use. Interesting, since Aliens is a major touchstone here and vents are such a mainstay of xenomorph horror. But the vents are a good alternate route for PCs to use; they "Jacquay up" the "dungeon". I see there are some vents in later parts of ABH but I've not played it with them.

The Horror on Ypsilon-14: This is an interesting one. The monster is invisible, so really it doesn't need the vents to move around unseen. But it uses the vents anyway and the PCs are both rewarded (finding clues) and punished (ambushed from above, etc.) by the vents. So whether PCs go for a harrowing crawl through the vents or not, they are a feature that impacts gameplay and are part of what makes the module great. But here the use of vents is pretty typical. No twists, IMO. The vents can flexibly play many TOMBS roles. Not just the big climactic steps. Finding clues, hearing creepy noises, seeing blood from victims -- or best yet, seeing an invisible thing that eats another person in front of them!

Decagone: Vents do feature here in two ways: First, the Ventablack robot dogs (or whatever the Warden changes them to) use the vents. Once near the start of the time loop, as an Omen (in TOMBS cycle) that leads to Ned's potential death as another step in TOMBS. And again at the climax in the research lab. Second, there is the vent that is one helpful route for PCs across a near-final end of the map; a vent as a puzzle solution. Nice. 

Year of the Rat: A perfect usage of vents. Sinister cat-sized-rats use the vents to add OMENS creepiness. And the Big Bad really needs the vents to avoid it just being cornered and blasted away. Have it drop down, grab a PC and leap back into the vent with the PC screaming as they are ripped apart. Classic moment and time for 1-2 Panic Checks.

The Screaming on the Alexis (Dead Planet): Vents are a moderate feature, with a classic utility in TOMBS for creepy sounds or glimpses, broken vents that give an "oh shit" clue, and a route for pretty much any of the cavalcade of monsters to use. Good enough.

Plant-Based Paranoia: The vents are a vital part of the adventure, ratcheting up the horror and paranoia as The Big Bad grabs PCs and "snatches" them in, then unleashes pod-people copies. Perfect vent usage. If PCs foolishly choose to go into vents, a Warden is excused if they "punish" those PCs brutally. You could call this a module where the vents are (part of) the monster.

Warped Beyond Recognition: The vents here are begging for Wardens to use them. Again here, The Big Bad (Miriam) scuttles in and out of them in a cat-and-mouse game, and the vents do their traditional role of ramping up the horror. Like Year of the Rat and so on.

Akigara: There are loads of vents here, and conveyor belts in vents, that PCs almost must use. They can be a shortcut around real dangers. This is not necessarily a monster-usage vent system; it's there for PCs to use or not. I like that. Some vents are hidden, too. The Warden needs to prep a bit so they understand the vents vs. conveyor belt system, though. Clever usage of vents. Breaks the tropes.

Brackish: I was a little surprised to realize that there are some vents here but they play a small role (some clues etc.) so that's why I didn't think of them at first. Maybe they could be used even more. Cramped vents and flooding sound terrifying!

Iron Coffin: Excellent vent potential here, for a Big Bad (or is it bad?) that enters into the ship's warren of vents and can wander throughout, wreaking havoc, across almost the entire map (just not the Cockpit or Engines). Classic.

The Dose Makes the Poison: This has a nice system of vents to move around mostly the perimeter of the facility, and is both good for PCs to move around and circumvent obstacles, and for monsters to confront them in or use them for ambushes and such. Lots of vents. Nice map. This module stands out as distinct vent-wise. We had a Fool class PC go into one and meet up with The Big Bad and scramble in terror back out, with a frag grenade lobbed in behind them. A cool moment.

Feast: I've professed my love for this module before elsewhere. It's delightfully simple and yet horrific. 9 main rooms, all connected by vents, each room has something usseful for PCs to do, a mystery quickly unfolds and then there is a brutal monster ("Space Wendigo" as one player rightly called it) that links perfectly to the mystery. Anyway (and I just played this, previously at a con but also just last night at my campaign table!) the vents almost inevitably get involved. I've had the monster first heard making noises in the vents, so the PCs know something is there and get scared. Then, my tradition has been to have it lurch out of the vent above a certain destroyed android in a corner, and claw/grab a PC there, next trying to drag them in to appease its hunger. But PCs can go in there too, and woe betide them if they do! Lean and mean scenario. 

I know there are some vents in Gradient Descent but have not played it yet. Give me time..

THE iconic vent moment!. 

That's 12 modules played and some variation in vent-craft. So, what have I learned from this about vents in Mothership modules?

--TOMBS and vents (and Mothership's vibe) go hand-in hand and that's why vents are popular in Mothership modules.

--IMO, vents are over-used for monster features. I still love them, but may lean toward avoiding them in the future. A vent-usage that avoids the trope for monster ambushes would be great. A monster that distracts people with vents but then snags them from elsewhere? Vents that literally ARE the monster somehow? (cybernetic?)

--I also learned through my players recently! In playing Year Eleven, in which vents do not feature, at the finale with the Big Bad a player asked if there was a vent above the airlock in a maintenance tunnel. The map was, as usual, vague. I thought about it and yes, it made sense, and they should be rewarded for creativity! So vents can be improvised in ways that a Warden/module didn't anticipate!

--How have vents not been used? In modules I've played, but also to a degree out of the far too many that I own and have read... Some thoughts on clever uses of vents:

  • Vents tend to have these features that Wardens can manipulate to "vent-up" their "dungeons": 
    • Vents are for jump-scares!
    • Easily overlooked (except for paranoid PCs/players) parts of "dungeon" geometry, ripe for monstery surprises.
    •  An unknown network where entries and exits can be seen but not their routes (i.e., a puzzle).
    • They hide stuff, and that's scary. Monsters first and foremost, but also clues, loot, and even PCs!
    • Vents are a way for monsters to "teleport" around a map in classic slasher and other horror movie fashion. You don't have to track them on a map, calculating movement rates and 10'x10' squares crossed. They get from get to vent when it's realistic and appropriate.
    • A relationship to the machinery of the locale. Too seldom integrated into gameplay. What do the vents DO that is interesting? i.e., why are they there in the game-world? Very often they are just passive spaces.
  • A whole module of vents. PCs crawling single-file through a maze of them. Not for the claustrophobic. Crossroads to enable PCs switching positions, traps, dead-ends, collapsing regions of vents, maybe make it a 3D maze with ladders or lifts or whatnot. Clouds of steam obscuring view down the crawlspace. It writes itself! Indeed it did -- in movies (all of which are good and must-sees for inspiration): try Meandre and Cube. Also, The Descent uses tunnels as if they're vents. You could copy a design here and have a great module.
  • Vents that have associated "environmental hazards" that raise the tension. Arching over dangers-- maybe the floor below the vent literally is lava? The metal shaft system gets dangerously electrified periodically and PCs must crawl through to get to the off switch before being electrocuted? 
  • Or non-environmentally, monsters are visible below vents and PCs must traverse them or else? Maybe the monsters are attacking the vents trying to reach the yummy PCs inside? Reversing the role of vents for PCs vs. monsters! Or NPCs are shooting up at the vents and PCs can only temporarily benefit from cover but must get somewhere?
  • Stuck between a vent and a hard place: Make a simple system of vents that has something crucial inside which PCs know they must reach. But monsters or other hazards make this a tough problem-solving or purely horrific experience. A race with a ticking clock? That could be spectacular. PCs know the vents will be flushed with toxic gas soon?
  • Vent(s) for the grand finale. The PCs don't know exactly what's at the end, but they know they must go through a cramped vent to reach it. The tension will be taut. Escape, reward, or confronting the Big Bad, it could be great.
  • An ever-changing system of vents. An industrial complex (or dynamic spaceship interior? A living AI god?) that keeps shuffling its configuration, for reasons. Maybe a randomizing structure for Wardens to use, in a depth-crawl/point-crawl/hex-crawl kind of thing. Good luck mapping. The vents might become a surprise horror, in that PCs did not expect a dynamic maze.

That's a good start. What else? I'd love to hear your thoughts on venting-up your Mothership game. How have vents been neglected? What other modules use vents well and how so? I'd love to see a trifold-jam with vents as a theme.

Thank you for letting me hyperventilate.


Monday, 5 October 2026

REAPER REPO (module)


 

Adapted directly from CY BORG's free scenario: Adventure by Christian Sahlén; Art and graphic design by Johan Nohr; Editing by Walton Wood.

For Motbership lE.

Here, roughly integrated into Prospero's Dream space station from Tuesday Knight Games' A Pound of Flesh. It would be easy to adapt this for many Dream areas or totally different settlements.

 

Wardens! Not enough cyberpunk in your Mothership? Fear not! Here's a very cyberpunk module. Thanks to CY_BORG creators.


The Job

The Babushka (from the Chop Shop) hires the PCs to steal back a deathmatch VIP’s new plasteel legs. The design was stolen from The Babushka in a break-in 2 weeks back. The offer is 50kcr and 1 cybermod up to 50k value. The legs have to be delivered within 24h. Any damages will result in a pay deduction.

 

The Target

Veteran deathmatch fighter “Steel Jackhammer” recently made the prime-time feeds after his legs were ripped off fighting a horrific thing that emerged from The Veins. He’s now supposed to be resting in his Uptown penthouse after getting state-of-the-art replacements from his The Seraphim Institute sponsor. Find it, find him and the legs, and bring the legs back.

Figuring out this and where he lives is just a Net search away, and a deeper dive (Rimwise, Computers/Hacking, etc.) comes up with an uncut video where a reporter is shown around the flat, giving away its basic layout. Instead of resting, he’s two days deep into a party, during which he slowly moves between (D5): 1: the Master bedroom; 2: the Balcony; 3: the Dining room; 4: the Holo space; 5: the Spa; unless some event or happening calls his attention elsewhere.

 

Steel Jackhammer

C60 I35 Jackhammer Punch 2D10+2 Blunt; on 20+ DMG can attack again vs. any Adjacent target. AP 6 (cyberskin including legs) W3 H20. Typical big dumb, rude bully.

Cyberware: Cyberlegs (leap 30m; Kick 6 DMG Blunt); Spinal rig; Jackhammer Fist; Cyberskin; Scapegoat System (For every 10 DMG user takes, Scapegoat System gains 1 Charge. Charges can be released via touch for 2d10 DMG. Holds 3 charges.).

Carries keys (see below) and 1 Stimpak.

To steal his legs he has to be incapacitated somehow and Intellect:Cybernetics check is required for removing them without causing him 1 Wound (Gore/Explosive). The actions of anyone who notices this is entirely up to how the PCs have acted towards those people during the party, or randomly decided.


D10 VIPs

1. Zenith Poe: C30 I45 Silenced Heavy Pistol (handcannon) 1d10+3 Gunshot; W3 H12 Android (they/them) writer for KILL!KILL!KILL!, a popular deathmatch fan vid-feed. Publishes short, intimate interviews with athletes, often the results of manipulation and guile. Also an amateur horror write, fan of Edgar Alan Poe.

Cyberware: Handcannon; Loudmouth; OGRE; Tattletale; Terminal Jack

Mutation: left arm with handcannon consumed by mod. Misshapen metal mass.

 

2. Ikhon: C50 I55 Stun Baton 1d5+Body save vs. 1 round stun; OR Nano-Death grip: A large black hand of a nanite-cloud emitted from a vent in her chest grabs at the target. Test Speed or be crushed for d5 DMG per round no armour (Blunt); Heavy robes AP2; W2 H14. A Nano-using athlete performing with a mysterious and gloomy warlock persona, but she is mostly a cheerful and friendly character, at least as long as there are drugs available. Keeps 2 Stimpaks handy. 50% chance she is stoned out of her mind on the latest drugs and at [-].

Cyberware: Nanite-vent; Twitch Booster (When activated, the user gains [+] on Speed Checks for 3 rounds and takes 1 DMG as their nerve endings burn.).

 

3. Thugger Minos: C40 I45 Boarding Axe 2d10 Gore/Massive[+] OR Electro-taurs: If given space, Thugger Minos can charge at an opponent—electrified horns first—dealing 3D10 DMG (Blunt) and throwing the victim to the ground if they fail a Body save. Hardened skin AP 3; W3 H17 Cyberspine: Incredibly fast, attacks twice each round. Thugger Minos is a cocky asshole, never missing a chance to mention that few athletes can match a 11-month-long win streak. Day job as a Teamsters Union dockworker doing heavy labour.

Cyberware: Cyberspine; Electro-taurs; Hardened skin.

 

4. Raze: C30 I45 Pulse rifle 3D10 (Gunshot); Filament knife-injector 1D5+1 AA (Bleeding): Auto-injects a dose of nano-chems that (Body save to avoid) floods victim’s vision with advertisements; makes most actions at [-]; W3 H15 Greedy hacker (freelancer) with a deathmatch gambling problem, mainly here to gather gossip that can be used as input into her result-prediction model.

Cyberware: Holoprojector; OGRE; God Mode; Vox Box (mimic voices).

Mutation: Fingers lengthen. Fingernails turn into circuit boards.

 

5. Ric Exxo: C50 I50 Exoloader bash 1 Wound (Blunt); AP 7 Standard Battle Dress; W3 H12 They pilot an exoloader when fighting, and without it, is hardly recognized. This perfectly suits their plan to poison Thugger Minos (because of mixed jealousy and disdain) before their upcoming fight, using a nasty xeno-poison (Body save [-] in 1d5 rounds or 4D10 DMG).

Cyberware: none (disgusted by it)

 

6. Master Crimson: C30 I45 Nanoblade 2D10 (Bleeding) OR Finger-Injectors D10+1 (Bleeding) + Agonising venom (1 round: Body Save or 2D10 DMG); W2 H17 He is a member of Arvtagarna, a small breakout group from the Chop Shop that seeks domination of the Dream’s cyberware industry. A C-list veteran, bored of the entire circus.

Cyberware: Right forearm Nanoblade; Finger-Injectors (left hand’s fingernails); Espernetic Feedback Loop: Psionic attack that overloads targeted electronics (including androids, cybernetics, etc.). Make a Sanity Save [+]. If successful deal DMG equal to the amount rolled. On failure take 1 DMG and gain 1 Stress as per usual; Panic Button (When triggered (on purpose or upon death) violently detonates hidden explosives. Everyone within Close Range must make a Body Save or take 3d10 DMG. If knocked unconscious there is a 5% chance this will trigger automatically.).

 

7. Goliathess: C50 I30 Stonefists 2D10 (Blunt) -- can be fired at a Close target up to 10m away and they are instantly pulled back in again unless they make a Speed check. Berserker circuit: Goes berserk at 1 Wound, attacking twice each round; W2 H20. Up-and-coming athlete; hot-headed (literally!). She is in it for the drama and storylines surrounding the matches rather than the fights, and doesn’t mind engineering some drama just for the views.

Cyberware: Stonefists; Berserker circuit; Spinal Rig; Revenant Protocol (If triggered within 2 rounds of death, allows the user to continue fighting for 2d10 rounds after death. If there are no remaining enemies, user must roll randomly for targets.).

 

8. Jade Boomslang: C30 I45 Cyberfangs 2D10 (Bleeding) +venom (Body save in 2 rounds or fall asleep); AP5 cyberscales; W3 H18 New android talent sponsored by the Vivid Vipers street gang, trying to make a name for himself and not give away that the tattooed reptile scales covering his body are actually a Nanite infestation. Desperately wants to make friends with anyone, really. but their frightening appearance makes that difficult.

Cyberware: Cloakskin [-]; Cyberfangs; Cyberscales; Detoxifiers (Microfibers in fangs give [+] on save to resist poison; 5% chance/use of breakdown).

 

[needs pic]

9. Nikita Alexeyevich Grigorov: C50 I50 Handcannon (Combat Shotgun 4D10 (Gunshot)); AP 7 standard battle dress; W3 H16 Novo-sponsored fighter (gender-fluid), well-backed and crowd favourite because they’re deadly and love to showboat for entertainment, but sometimes are overconfident.

Cyberware: Handcannon; Huntershot (Holds 1 dart which can be fired on command, upon death or unconsciousness. 2d10 DMG); Spider optics (360 deg. view; [+] on checks to spot threats).

Mutation: Mouth splits into impossibly wide smile. Metal throat.

 

[needs pic]

10. Tera Quulan: C50 I50 Vibechete 3D10 AA (Gore/Massive + Bleeding; AP 5 bulletproof vest; W3 H12 Creepy newcomer who is struggling with getting any fame because they are so strange and socially awkward. Secret Hunglung informer. Also works as hired killer, with some business from Solarians that need dirty work done.

            Cyberware: Medusa hair (prehensile cranial tentacles that can extend up to 3m with agility of a hand); OGRE with integrated night vision.

Mutation: Neck vents grow and emit periodic exhaust fumes.

 

Option: Place an important NPC from APoF, or another module, or your campaign, or a new one of note. They may be here to party, or have a secondary motive.


Random Events

Roll every hour in game or IRL, whichever comes first. Each event will only happen once; pick an available event if you roll the same number twice.

1: D5+1 rival dealers storm in, a violent fight ensues. Unless someone interferes, the fight is soon over, the bodies dragged out and the winner happily sets up shop in the hallway. (use droog stats below but no armour)

2: The cats break loose. They attack anyone who panics. Someone will.

3: One of the VIPs invites their fans. Hundreds of holoprojected heads screaming with excitement until someone manages to mute them. They follow anyone famous- looking around, silently watching.

4: A fight breaks out between two VIPs. If no one else interferes, Steel Jackhammer does, taking the side of a non-athlete first, the weaker fighter second.

5: Someone is locked inside the sensory deprivation chamber. This can go unnoticed for hours.

6: Four Novo punks with flying drone suits land on the Balcony, here to kidnap Master Crimson, but aren’t paid well enough to risk death.

Drone-suit Novo droogs: C35 I30 SMG 2D10 (Gunshot) OR Spiked truncheon 1D10+1 (Blunt [+] or Bleeding [+])); AP 3 drone-suit; W2 H15


Thursday, 1 October 2026

Full Throttle Nightmare (module)

 

Full Throttle Nightmare

Wardens! Are your Prospero's Dream train journeys too boring? Fear not! Inject this mini-module!

Adapted from “A_BEAUTIFUL_DAY_FOR_A_METRO_HEIST” by JKW for CY_BORG--https://www.patreon.com/JKWRPG/posts/beautiful-day-cy-78951049 

Brief scenario for Mothership 1E; on Prospero’s Dream station

Edited to add more Prospero’s Dream linkage, and strengthen humorous similarity to a certain 1980s action film (and sequel) about a velocitous vehicle.

I made this more about Caliban, introducing my campaign to his influences more. But anyone could remove that and make it about Hunglungs or renegade teamsters or mad Novos or whatever!

 

Caliban openly exerts its influence on The Dream at an inconvenient time, ideally when PCs are blissfully travelling across the Dream for a mundane reason. It’s only fair though if they are armed, as this is a dangerous event.

 

For players:

The Dreamscape Metro blows past your stop. There is an unpleasant alarm buzz, and then loud clicks as the door locks engage. And next, the train starts accelerating. A radio message is broadcast, all-channels locally and accessible on the tram (not the train intercoms, which are blocked out; but audible to PCs with comms or else heard through a passenger’s radio):

“To residents of The Dream and all aboard, a Dreamscape Metro train has been hijacked and its network connections fried so it is out of control. Stop the train safely, save its passengers, capture or kill the hijackers, and get the reward of a 200kcr bounty. The Dream is on your side. You have about 20 minutes before that train is going so fast it derails.” (Fear save or +1 Stress)

 

Every car a kingdom:

PCs are 6 cars away from the control car. No one knows what’s happening.

The PCs enter each car on the bottom right (see MAP Handout) and leave to the next car at the upper left. When they enter a new car including where they begin, roll 1d6 (sorry, not 1d5 or 1d10) twice for what’s happening. The sixth car is the control car.

 

Inside the car: 1d6

1: A rave in full swing. A mutant Sycorax drug mixture is in the air; 60ish people are hallucinating an unholy and maddening vision of two-headed demons [for humour, I'm showing pics of Demogorgon from D&D]. Body Save or join in, and Sanity Save or +1 Stress from visions; failures continue to reroll both Saves when entering each car (succeed = visions fade).

2: A corporate office party! 40ish people are celebrating Cheryl's special day with cake and ice cream and cake and ice cream schnapps. They insist the PCs sign Cheryl's card to fulfill Superlative Universal Networks corporate camaraderie metrics. Cheryl is wasted. They’re all oblivious to the threat.

3: An anarchist's art gallery. 40ish people are frantically trying to sell their work before the train derails and they're condemned to obscurity forever (because they'll be dead). 1d100x10 credits to easily cross the car.

4: A (nameless) cyberprophet of Caliban (C55 I70 Myriad mechatentacles x1d5 (Blunt) W3 H20) proselytizing to 40ish people. He is offering to upload everyone's consciousness into his personal dataslab, as only Caliban can save them now. Some have already agreed; they're dead on the floor, eyes white and empty. He knows that the train has been hijacked by mad Caliban cultists but his mind is focused on what’s happening in this car. Volunteering to him means death (but mental projection to Caliban); he may be ignored or challenged.

5: A shipment of 80ish sentient animatronic toys have been set free in the train’s cargo car by their weeping, incoherent handler Alex Henson (they/them; Union teamster); it is their first taste of life. They cling and claw to the PCs, begging for help. Sanity save or +1 Stress, keep rolling until succeed and then can make it through the car.

6: A prominent political and corporate figure, Mr. Samuel Rodrigueson from Nakatomi Solutions Inc., with their entourage of 1d5+1 Novo thugs (C30 I25 Unarmed 2 DMG or Combat knife 1d5+1 (Blunt) W2) who have had enough of his shit. The entourage is beating their boss up, but their heart isn’t in it and they could be talked down. The 3d10 other passengers are staying clear. The thugs ignore anyone else unless interrupted; soon is beaten unconscious and the droogs have a good laugh.

 

Random events: 1d6

1: The surfaces of the car sprout many semi-organic tendrils that ineffectually grope at occupants—Sanity save or +1 Stress from the sight, and Body Save or +1 Stress from being groped.

2: Something malfunctions horribly, blowing a hole in the car compartment. Occupants test Body Save or get sucked toward the hole out of the train car. They have 1 round to be saved before they are flung out to their demise. Someone else could roll a Strength or Speed [-] check to save them, and/or they could roll at normal chance.

3: Sparks fly as the lights go out on the entire train (continues into control car). Immediately, 1-in-5 chance a PC is shocked for 2d10 damage (ignoring metal armour); only once.

4: 1d5+1 Street punks (C25 I20 Unarmed 2 DMG or Improvised Club 1d5+1 (Blunt) W2) are currently ripping and robbing everybody in the train car (or fighting the cultists, if present), but resistance will cow them.

5: A swarm of 1d5+2 Oracle news drones enters the car and starts broadcasting the chaos on the news.

6: The train's speed causes its magnetic field to expand, creating an anti-gravity field; everything in this car floats in Zero-G [-].

 

Ajax and 1d5 cultists are in the control car, having killed the teamster driver. If challenged, Ajax tries to break the speed panel entirely. At first it is just stuck on accelerate.

Once it's fixed (Mechanical Repair; Jury-rigging; etc.), the train can be stopped.

Stopping the train: heroes of the day! Personally presented reward by Brunhildh. Get bounty and lifetime Dreamscape Metro card with unlimited rides (limit of 10 per day). (Possible additional rewards/penalties; or enmity; from train occupants)

 

Otherwise, the train CRASHES!

Derailing: Body Save: 1d5 Wounds on fail (5 Wounds on Critical Fail); 3d10 DMG on success (no armour); 1d10 DMG (no armour) if Critical Success.

 

Ajax, Preacher of Caliban’s Nightmare 

Ex-stockbroker. Current Caliban cult leader.

C 65 I 45

2x Flailing cybernetic appendages (Blunt) 3d10 or

all Adjacent: Caustic cyberfluid vomit (Fire/Explosives/chemical) AA 2d10

AP 4 W4 H 20

Mutated cyberware: all 5 from below!

 

Caliban cultist

C 35 I 25 Swords (Bleed) 2d10 W2 H 20

Mutated cyberware (1d5):

1. Flowing flesh, regenerates 1d5 Health/round

2. Its attacks sing eerie static; Sanity save or +1 Stress/round

3. Can marshal energy from surrounding machines and direct it (through weaponry) as electrical burst 2d10 DMG once/minute; in addition to other attack(s)

4. Constantly emits energy field that harmlessly absorbs threats from lasers, electricity and fire

5. Can activate and control obvious cyberware within sight for 1 round every minute

Wednesday, 23 September 2026

Hat shops in Prospero’s Dream

 

Hat shops in Prospero’s Dream

Wardens! At a loss when your players' PCs want to go shopping for hats on Prospero's Dream (or any) station? Fear not! It's a common problem! 

Here I present my simple collaborative framework for designing such niche shops. I give some of the detail, then the players give more. Here, focused on the NPCs to talk to; but my players would probably want to add details about the shop itself and that's a great opportunity for improvisational "Yes and" GMing.

This gives them ownership of what they crave.

(Why are my players and their PCs obsessed with hats, and cats? Long story)


Shop 1:

Headgear for Your Head Here:

In a Spinward Alleys ghetto. Standalone cement bunker with a bullet-proof window crammed witha  display of helmets and hats. Interior is rugged but has a very well organised and portrayed stock of good quality items. Novo operated and has a hidden cellar safehouse. Competitive pricing (~25% markup) for Novos and those vouched for by them. ~50% markup for others.

Owner NAME________ and 3 things about them

1)

2)

3)

Used military and spacer goods; mainly helmets and their accessories. Also lots of faux (and some real) leather goods of all sorts. Insignia design and implementation. Can jury rig small devices; including comms and goggles; to integrate them into headwear. Repairs cost 20% of unit cost per AP repair.


Shop 2:

Le Chapeau Chateau:

In Uptown. Styled like a miniature (1-shop) medieval castle, but run-down now outside and tagged with graffiti. Mannequins crowding the space, used to promote sale items, all have cheesy big smiles and are posed evocatively, garbed in outrageous combinations of outfits that all feature extravagant headwear. Wide range of quality from cheap to top-tier.

Owner NAME________ and 3 things about them

1)

2)

3)

Stocks run from fashionable and once-fashionable hats and similar apparel; some old Coreworlds imports along with more practical Outer Rim wear. Also costuming. Does custom orders and tailoring. Alcove with exotic stock of feathers both natural and synthetic, familiar and xenobiological. Other alcove with sashes, boas, scarves and ties.

Backroom, small simple sign “Nani Nanny”, charge 1cr (credstick scan) for entry, is a combination exhibit and shop for fantasy anime-inspired costumery and accessories, with primitive video game synth music playing. Most goods are plastic and expensive.

Wednesday, 16 September 2026

BOUNTY #25: WALDEK MCCUNE, TEAMSTER

BOUNTY #25: WALDEK MCCUNE, TEAMSTER

A scenario expanded on and moved to Prospero's Dream.

From Wages of Sin; some wording and one map modified from there.

I've not playtested this yet. Eager to, though! If you try it, feedback would be appreciated!


Advert

“Urgent: After the wreck of the Samnite Wedding was discovered in the Rivenveil belt we recovered a single survivor. In the process of gathering their testimony as part of our insurance investigation they fled the Dockside medbay and are now loose in the station, most likely somewhere in the Dockside area. We are offering a reward for his safe return. Acceptance of contract requires NDA signature.”


Target: Waldek McCune
Bounty Level: 3
Crime: Withholding Testimony
Wanted: Alive
Client: FlySafe Insurance Co.   
Reward: 100kcr
Bonus: None
Known Associates: Local Teamster’s Union; no comrades known to be nearby
Point of Collection: Prospero’s Dream Station, Dockside 50.5-A, Office A.
Last Known Location: Prospero’s Dream Station, Dockside 50.5-A, MedBay.

 

Briefing

Waldek McCune worked as a Union teamster aboard the Samnite Wedding (Freighter J1C-II), which was wrecked 10 days ago in the Rivenveil asteroid belt. When collected six days ago and immediately brought here, he was nearly catatonic. Treatment brought him around, but at the mention of the wreck today he fled into the wider station. He has a lead of one hour. Tempest Mercenary Co. has closed exits from that section 50.5-A of Dockside.

On accepting the bounty contract, obtaining the briefing and signing the NDA, the PCs get a picture of McCune, HR record (a handout) and Company psychiatrist interview recording (audio file link provided below; and/or give text of recording from below).

PIC of Waldek McCune (use any wild-eyed man pic you like)


HR Record:

Waldek McCune

Human Resources record, employer: Sebaco Mining Inc.

Copy: Teamsters Union Local 32819L, Prospero’s Dream Station,

White male; he/him.

Age: 29.

Birthplace: Prospero’s Dream.

Relationship status: Single.

Declared sexual orientation: Asexual.

Medical indications: Nearsighted.

Registered cybermods: None.

Health record assessment: Clean.

Reported addictions: None declared.

Allergies: Coriander.

Immunization record: Up to date.

Residence: Spinward Alleys, Teamsters Union Borough, tower 12, flat 13C.

Family: None declared.

Registered cleaner and maintenance worker with Teamsters Union Local 32819L for past 9 years.

Salary grade 4, spine point 21.

Next promotion board: 6 years.

Biannual appraisal record: Good. Manager noted keen attention to detail during work shifts.

Time-clock record: Satisfactory. Median tardiness 2.9 minutes.

Annual leave remaining: 5.2 days.

Mandatory training and career development: Up to date. Monthly fire safety training due in 6 days.

Disciplinary actions: None to date. Manager has made formal note of employee consuming food during one work shift (halted and reported by fellow employee).

Union co-opted debt: 1123 credits. Estimated time until debt resolution: 3.6 years.


Recording of interview by psychiatrist:


Recording (as text):  

Psychiatrist: “Company contracted psychiatrist Dr. Dahlia Morris, station time 08:33. Interview with patient Waldek McCune. Mr. McCune, I am glad you’ve come around. Please tell me what happened.”

McCune: “No. No. Don’t make me. I’m not going back there.”

Psychiatrist: “We’re not making you go anywhere, Mr. McCune. You’re safe here. Please just talk. The Company needs to know more.”

McCune: “Grizzled withered starved.”

Psychiatrist: “What do you mean by that, Mr. McCune?”

McCune: “What? No room, no room! Too full!”

Psychiatrist: “What’s too full, Mr. McCune? Are you saying you can’t eat but someone else is hungry?”

McCune: “AIEEEE!!!”

Psychiatrist: “Patient Waldek McCune has lapsed back into shock. Terminating interview for 15 minutes then will chemically awaken patient to continue.”

 

 

Waldek McCune: Strength 33 Speed 40 Intellect 37 (or just Instinct 37) Combat 32; unarmed; special abilities

AP 1 tattered, filthy, bloody, neon green FlySafe Corp. flight suit

W2(17)  [healed self recently with Stimpak; has no more, or other belongings]

McCune will not fight. He will do anything he can to escape capture. He is out of his mind and won’t consider the consequences of his actions.

Stress 13 (keep track for Panic Checks)

Special abilities:

1)    Traumatic corporeal deformation: Slip through gaps/do other impossible stunts, he takes 1 Stress and 1 DMG (no armour); Sanity save for anyone spotting

2)    Doomed dimensional doorway teleport, Panic Check and 2 DMG for him; Sanity save for anyone spotting

3)    [unaware; only uses if about to be captured or if captured, before attempting escape] Psychic flood = Close people roll Fear save or [-] on next actions (or flee)

Running McCune: He’s in no mood for conversation. If talked to while chased, his initial replies are curt words like “Clean” and “Pure”.

If captured, he babbles and struggles.

Once he switches focus to the wreck, he says things like “[They] Must be alone.” And “Don’t open it” and “For their sake”.

If he’s at the wreck, he psychically wrestles with the Cabin’s influence, sometimes exclaiming about loneliness, hunger, etc. Or “I hear the doorbell again”, “Nothing’s worse than that knocking” and other mad thoughts.

If he’s gone suicidal, he is solemnly, tragically quiet.


Warden Information

Within an impossible cabin discovered aboard the Samnite Wedding, McCune discovered he was the host to other intelligences—not just the 200g of bacteria within his gut, but other spiritual lodgers inhabiting his soul. He is looking for a way to evict them.

Currently McCune is moving through the maintenance corridors in Dockside, acquiring various cleaning chemicals with which to try and purify himself. He will gather such supplies for two hours. If he must, to avoid capture he will throw himself into a Dockside power station’s reactor.

Unless cornered he flees any pursuers. He will throw himself across any distance or squeeze into any gap, heedless of the injuries caused. His body is not his own. Where possible he avoids doorways. If forced to use a door there is a 30% chance he simply disappears through it (uses his teleport ability), reappearing on the other side of a random doorway elsewhere in this Dockside section. When this happens he screams in horror.

If he discovers that the remains of the Samnite Wedding are docked with the station he instead dedicates himself to destroying that. After gaining access he rams the semi-functional hulk directly into the station, killing hundreds in this Dockside area and causing massive explosive decompression that causes emergency sealing of Dockside 50.5-A.

 (Warden interest: https://en.wikipedia.org/wiki/Les_mariages_samnites)


Timeline:

66 days ago: Samnite Wedding excavates chiming crystals from asteroid.

53 days ago: Frank Hamid, then Waldek McCune fall under the sway of Cabin 102-B. Begin odd cleaning logs.

41 days ago: Science officer Dr. Fischer Hamilton inspects Sample 1.02C and logs comments on the manifest.

23 days ago: McCune gets printed hacked report (requested at stop-off station) on Cabin 102-B.

17 days ago: Dr. Fischer Hamilton, growing suspicious and investigating, prints log copy.

11 days ago: Hamid and McCune begin acting crazy and causing trouble on ship. Captain confines them to quarters. Hamid and McCune sneak to Cabin 102-B.

10 days ago: Hamid and McCune leave Cabin 102-B and cause shipwreck.

6 days ago: Wreck retrieved.

1 day ago: Wreck arrives at Dream. McCune awakened.

NOW: 0 hrs McCune escapes, is in maintenance tunnels of Lower Dream (1d10x1d10 random section), Dockside 50.5-A. Crew begin bounty contract, arriving at Dockside 50.5-A.

1:45 hrs “Magenta News” vid broadcast (shown on Dockside screens) describes situation and mentions Samnite Wedding wreck in Dockside 50.5.A.

2 hrs McCune moves up to Dockside ground/upper level, leaping across rooftops etc.

2:15 hrs McCune reaches wreck; attempts to start it and ram it.

2:30 hrs McCune succeeds; massive damage at Dockside 50.5.A.

 

Chase rules:

If McCune is spotted, he is moving in a random direction unless he is headed for the wreck or reactor.

Use Stats checks mini-game; each round, if pursuing McCune:

Any chasers roll Speed (Athletics); possible situational modifiers

McCune rolls Speed (or Instinct)

Success = move 2 squares; Crit success = -1 Stress, move 2 squares and do manouvre (jump well; hide; tackle; etc.)

Fail = move 1 square; Crit fail = fall/collide; move 0 squares and +1 Stress and Panic Check.

May attempt to grab/otherwise physically interact with McCune if start round Adjacent to him

Ranged attacks if line-of-sight exists are at [-] when McCune is running, and McCune may use corporeal deformation special ability to amazingly avoid, if he expects it

Otherwise, improvise. Note that McCune may have Panic Checks as appropriate.

 

Consequences

If McCune is captured, the insurance company successfully pins the wreck on him, avoiding most of the payout for the disaster. McCune’s fate is sealed as confidential Company business, with the Teamsters’ Union cooperating. The Samnite Wedding is investigated, then quietly scrapped. A Cabin 102-B appears in a random Dockside building.

If McCune is killed, the menace ends but there is no payout. The Samnite Wedding is investigated, then refurbished and returned to service.

If not captured but prevented from killing himself, he enters a catatonic state. After four weeks of this a new intelligence awakens within him. It begins calling for a way home. A Cabin 102-B appears in a random Dockside building.

 

Where is McCune/where did he teleport to?

Roll 1d10 (0-9) twice and consult map below.

See timeline above. Until 2 hours, McCune is only in the maintenance tunnels.

Changes location (to adjacent square; no teleporting unless meets PCs) every 5 minutes real time or as appropriate.

Average movement of McCune is 1 square/5 minutes (walking; stopping often).

With 100 spaces across this section, he will cover 24% in his first 2 hours.

If McCune is atop/in/under Workshop A, Galley or Main Dock, he is immediately aware of the wreck and heads there quickly, perhaps desperately teleporting past security.

 

This map is for a complex that has covered corridors and buildings within a much larger exposed space (that has atmosphere, gravity, etc. too). So it is very possible to cross rooftops etc.

Unassisted leaps across rooftops are Speed (Athletics) [-]; fail = stop short costing 1 round and +1 Stress; Crit fail = fall for 1d5 Blunt DMG (no armour) per level and Panic Check; Crit success = -1 Stress and make impressive manouvre or move 1 more square.

Section 50.5-A used to be a small local system station, “Crora”, captured and hauled here 22 years ago and melded with The Dream’s docking area. Old timers still call it “Daughter Crora”, whereas young locals have slang for it (for various reasons) like “Quora”, “Queera”, and “Corpah” (to some, it has a bad rep as a Corpo place).

DOCKSIDE 50.5-A MAP:  (modified from Wages of Sin)

Locations:

NPCs may direct PCs to NPCs/locations such as Medbay and Office A, helping PCs to attain clues.

Medbay: 6 beds, medpod, 1 nurse Trevor Griffin (they/them; in 30s, slicked back black hair in small top-knot; frightened, concerned, helpful) or doctor Cassius Shepard (he/him; in 50s, bald with grey “halo” of hair, cybernetic eyes; distant, uptight, hiding concern; hesitant) present 50% of time, working away with 1d5-1 patient(s). Anyone here can elaborate on McCune’s description—flightsuit, etc.

Doctor can note that, curiously, McCune was in a cryopod when the wreck was found, comatose until stimpak’ed, but the cryopod was unpowered. Puzzling.

Nurse can give firsthand info about McCune. They are a licensed Deep Tissue Nanogel Massager. Tell that the psychiatrist recorded an interview before McCune fled.

Nurse information example:“McCune had many bruises and scrapes across his body when examined. He was very agitated. The circumstances of McCune’s escape are… unusual. I don’t understand what I saw. For his safety, his hands were ziptied and he was locked in the medbay, attended by Company psychiatrist Dahlia Morris and myself. Somehow he slipped his bonds and we both saw him… somehow… pass through that door or its frame, screaming as he went. His… howl… that I heard is going to keep me awake tonight.”

2 first aid kits, 2 stimpaks (reluctant to use unless emergency), stretcher, medscanner,15x automed pills, 15x rad pills.

Medical Office: 1 nurse or doctor present 50% of time (see above), working away on paperwork, routine labwork, etc.

Aeroponics gardens A-C: Long, tall warehouses stuffed with rows of aeroponic gardens, walkways overhead with UV light and watering systems; gentle music playing.

Office A: FlySafe Insurance Co., one junior administrator always present (Tanner Finnick, he/him; 20s, pale, athletic, tousled blonde hair; barely useful, defers to Dr.).

Company psychiatrist Dr. Dahlia Morris present (she/her; curly ginger-haired, in 30s, cyberware evident). Certified Artificial Wellness Counselor. Can discuss the interview recording and other matters. Pensive, prone to linger in deep thought, concerned about Company assets, willing to help to a point. Remaining remarkably calm; stoic.

Psychiatrist's information example: “McCune showed signs of extreme mental trauma. The circumstances of his escape are unnatural. I saw what I saw. For his safety, his hands were ziptied and he was locked in the Medbay, attended by myself and the Medbay nurse on duty. Somehow he slipped his bonds and we both saw him literally pass through the door, or maybe its frame, screaming in abject terror as he went. I am not sure he truly wanted to leave, and yet he did, and yet not by a mundane route. Very curious.”

Office B: Dockside 50.5A Teamsters Union office, 1d5-1 Teamsters present.

Farming Supply: Solarian stockroom and office linked to aeroponics; 1d5 Solarians present. 20% chance of being in prayer.

Water Purification: Plant packed with pipes and tanks and lots of obstacles or places to hide. 1 teamster present 33% of time, working away.

Deactivated turret: Door security locked. Under maintenance; room is crowded with scaffolding etc. Faces into Drydock, but also has door to exit. Door security locked.

Security office: Local security hired by Teamsters. 1d5-1 present. Low motivation. Security camera feed from many rooms and passages; 1 minute to check each. 25% chance of having current information on McCune’s location.

Rec rooms (x2): Tables, chairs. Variety of games and exercise gear. 1d5-1 random locals present.

Bridge & Comms: Door security locked. 1d5+1 Dockside Teamsters and 33% chance of Novo droog inspector present. Can be convinced (bribed 100cr?) to issue temporary security keycards. May have updated information on spotting McCune. 20% chance of having current information on McCune’s location.

Storage: Door security locked. Two levels of rows of shelves. Exoloader. 1 teamster present 33% of time, working away.

Rental rooms A-K: Doors security locked (residents + Dockside security). Cramped. Seen better days.

Living A, B: Spacious but subdivided but heavily used and poorly maintained, with old staircase up to mezzanine overlooking ground floor. Worn/stained sofas, tables, vidscreens, kitchenette, toilets/shower, etc. 1d5+2 random locals present; travellers, teamsters, etc..

Reactor + Atmo: Door security locked. Warning sign outside: Radiation level 1. Small leakage under repair. Door into reactor security locked; needs 2 keycards (but McCune could slip through). 1-2 teamsters present 50% of time, working away.

Atmo subdivision on southeast corner, password-locked (Hacking), can get access to local environment controls (any room: atmosphere, gravity, lights, etc.).

2 Hazard suits in locked case with Geiger counter.

Galley: Grubby mess hall and kitchen with benches and long tables extending length of room. 1d5 staff and 2d10 random people are here.

Workshop A, B: Tall, wide, long teamster facilities. 1d10 Teamsters at work here. Loads of tools and resources. Door from A is airlocked to Main Dock.

Main Dock: All three doors (airlocks) security locked. Teamster-run controls and service station for the small dock here. 2 vacc suits, 4 O2 tanks, 2 rebreathers and 1 mag-boots hanging near airlock door (with signout/signin clipboard), with wall-box holding first aid kit and 2 uses of patching kit.

 

Colourful encounters in Dockside 50.5-A: Sprinkle as needed. Tip: avoid violent encounters. Where possible, nudge the mission to focus on investigation and problem-solving leading to increasingly tense, frantic action. Choose or roll; reroll if rolled twice. (1d10:)

0.   “The Oracle” news reporter, microphone and cassette reporter in hand, asking around about this fleeing teamster from the shipwreck.
1.    Leather-clad Novo droog, Slug drug hawker, brazenly advertising doses and no one is troubling them.
2.    Tempest Co. patrol, 1d5+1 Probies, feeling aggressive, stop and search. Check contraband, O2 debt, etc.
3.    A Gravball match holo-advertisement flickers on a local wall. A few passersby are discussing it.
4.    A group of 1d5+1 women; travellers from another system, just landed and were celebrating in the Galley; are grouped around their girlfriend. She is unresponsive on the ground. They are all drunk.
5.    A group of 1d5+1 stray synth-dogs overturn a trash can and begin to search the contents. Their ears are upright as they search the trash. They are not eating it. They are sorting it for waste processing.
6.    The scent of rich Chinese food (tofu noodle stirfry) wafts from a small stand “Cyberstirred”. The 1d5+1 patrons around them are dressed in corporate style suits; are FlySafe Insurance Co. middle managers.
7.    Two FlySafe Co. security are running. If asked, they are pursuing a lead on McCune’s location and can give a tip if convinced. They will not find him, but their tip would help.
8.    A photosynthetic-tattooed Solarian monk from the Sunlit Path (Bioascetic; Lich aspect) is preaching of the fragility of life and the need for humility in the face of death. Seeking donations for Doptowners’ plight. 10 credits (“one breath”) for a personalised prayer (5 minutes).
9.    People are gathering around a spot on the floor. If inspected, it is a strange, bubbling, grey, oozy, very sticky pool that is seeping up from the ground. Smells of cinnamon. Vile taste. It is organic, of unknown origin. Soon it’s cordoned off by security. (Caliban manifestation) 


1d10 Street level obstacles or scenery for PCs to use or to aid the Warden in immersive environmental descriptions:  (roll when desired)

0. Stinking rubbish pile

1. Nearby fire escape, to top of building (may need Strength check to extend quickly)

2. Chilli-falafel street food stand (2 cr; Body save or -1 Health)

3. Breakdancer with boombox  (or other performer), drawing a crowd

4. Oil slick from dripping pipe (Speed check to move through quickly; flammable)

5. Stack of supply crates, top reaching close to building roof

6. 1d10[+] Union teamsters (or Novo droogs) carousing, slowing foot traffic

7. No lights around street; dark

8. Stack of 1d10[+] empty steel drums

9. Tempest Merc on break, urinating on a wall

 

1d10 roof level obstacles or scenery for PCs to use or to aid the Warden in immersive environmental descriptions:  (roll when desired)

0. Junk pile

1. Nearby fire escape, down from building (may need Strength check to extend quickly)

2. Vent; shaft leads down to next building level below

3. Exhaust pipe spewing noxious gas: Body save or -1 Heath and [-] for 5 minutes

4. Protrusions from roof provide excellent cover

5. Large antenna; obstacle or other usage?

6. Short ladder up to a watchtower/viewing platform with good 360 degrees view 1 building away

7. Slug addict in a daze

8. Fragile roof collapses underfoot (unless seen); Body save or fall into next level, 1d10(half armour) Blunt DMG

9. Foetid pool of wastewater and algae; Speed check to cross quickly or slip/fall

 

Wreck of the Samnite Wedding:

 I just used the Valecore freighter map from the Shipbreaker’s Toolkit. Or make/choose your own.

Ship locations:

1d5 Company security officers around entry areas restrict entry but allow it, under supervision, if contract with Company is demonstrated.

All digital records are corrupted beyond retrieval.

Explosive decompressions (from laser cutter) in 1 cargo bay, life support and command (now patched) vented most contents and 10 crew.

IF CLUES BELOW ARE NOT FOUND BY PCS IN A TIMELY WAY, HAVE NPCS DELIVER THEM, EVEN OVER COMMS.

1.    Airlocks; umbilical. Interior: 3 vacc suits hanging, 4 O2 tanks

2.    Habitat/life support deck: 7 small decks =

1.    Life Support (repaired; fully functional)

2.    Workspace

3.    Galley

4.    Bathing

5.    Quarters (4 crew, 4 small rooms)

                                               i.     Extra room (taped off as “Security Investigation: No Access”): Cabin 102-B: see Unconfirmed Contact Reports pg. 10. Sanity Save each hour spent inside Cabin 102-B. Improvise results if entered (bad!).

6.    Quarters (4 crew, 4 larger rooms (senior crew)

                                               i.     Science officer Dr. Fischer Hamilton (geologist and planetologist): has crew log printout; investigating Cabin. (modified from Unconfirmed Contact Reports)-- see below for handout.

                                              ii.     Frank Hamid (chief engineer) cabin: scrawlings about Cabin 102-B similar to crew log.

                                            iii.     Captain Satai Sorai Mok: functional backup black box here.

7.    Quarters (4 crew, 4 small rooms)

                                               i.     McCune’s cabin: has printed report on Cabin 102-B (secretly requisitioned via CANYONHEAVY.market) (modified from Unconfirmed Contact Reports)-- see below for handout.

3.    Command/Bridge (under repair; semi-functional)

a.    Possible to reconstruct from black box (Hacking, 10 minutes; Computers, 20 minutes; Intellect check w/o skill, 1 hour; halve time and -1 Stress on Critical success; box lockdown on Critical failure and Panic Check;  can slow down and take 2x time to avoid roll): Box includes terminal logs and main rooms’ camera feeds.

                                               i.     Frank Hamid insanely attempted to redirect the jump drive to hurtle the Samnite Wedding into the Setebos sun.

                                              ii.     Failing that (Captain’s override), he put on a vacc suit and mag-boots, took a laser cutter and ran around the ship, moving in impossible ways (Sanity save to watch) blasting holes in the hull (3 locations; as above).

                                            iii.     Frank Hamid then stripped naked, tearing hair and flesh with clothes, and hurled himself into Cabin 102-B (vanished—into another dimension?). (Sanity save to watch)

                                            iv.     Meanwhile, a maddened Waldek McCune struggled with the Captain and Science Officer, then fled to Cryo and tried to freeze himself; Cabin 102-B’s entity preserved him once cryo failed and the ship was wrecked.

                                             v.     The Samnite Wedding impacted with a small asteroid, rendering it adrift. Its black box set off an automated distress signal that soon was discovered and the wreck was hauled to The Dream for investigation. Dock repairs quickly re-established functionality.

4.    Cargo deck (see inset map): main cargo is rare earth minerals from Rivenveil asteroid belt. Manifest notes printout on clipboard: “Sample 1.02C = Chiming crystalline growths from asteroid Jovial-7. McCune calls them “Doorbells”. Access restricted to science officer Dr. Fischer Hamilton. Secure delivery to Sebaco Mining R&D office indicated.”   (sample is now missing; Frank Hamid blasted this cargo pod to vent them)

5.    Cryochamber (destroyed; bulkheads patched; one cryopod was McCune’s; least damaged)

6.    Reactor: damaged but stabilised and operational.


    Handouts from the wreck:

    Log printout from Science Officer's room: (modified from Unconfirmed Contact Reports)


Printed report on Cabin 102-B: (modified from Unconfirmed Contact Reports)





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