Derelict Ship - A SW5e One-Shot - GM Binder

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Derelict Ship

The matriarch regarded the baby as a blight on her


APPENDIX B: DERELICT SHIP family. Driven near insanity by the months of rituals
and heartache, she murdered the nanny in a fit of rage
You can run Dark Heart of the Sun for 1st-level and took the child to the underdeck's reactor room,
characters with the help of this optional mini- sacrificing him without her husband's knowledge. The
adventure, which is designed to advance characters to dark act attracted the attention of a Dark Cosmic Entity
3rd level. Players creating 1st-level characters can use that placed a curse on the entire ship. The wife and her
the haunted one character background in appendix A, flock were finally granted immortality-by being twisted
or they can pick backgrounds from the Player's into dark side abominations.
Handbook as normal. Mortified at his wife's actions and besieged with
Before the characters can explore the haunted horror at the turn of events, the husband took his own
transport freighter known as the Derelict Ship, you life. With no one left to remember them, the two
need to guide them to the Barridia System. The children slowly starved to death in their quarters.
"Cosmic Fog" adventure hook in chapter 1 works best, However, this last sacrifice did more than simply
as it introduces few distractions. Once the characters curse the family. The sacrificed child was twisted by the
arrive in Strahd's domain, steer them to the planet of dark side-corrupted into an abomination that now
Ravenia II. For the duration of this introductory lurks under the main deck, waiting for any who would
adventure, any attempt by the characters to explore be unfortunate enough to happen upon it.
other locations in Strahd's domain causes the cosmic
fog to block their path. ROSE AND THORN
The characters are pulled into Strahd's domain by the
LEVEL ADVANCEMENT cosmic fog of Ravenia II. Forced to fly a lonely path
In this mini-adventure, the characters gain levels by
through the sector, they eventually arrive in the
accomplishing specific goals, rather than by slaying
monsters. These milestones are as follows:
atmosphere above the planet. Once they reach low
• Characters who gain access to the secret lift in the orbit, read:
Port Bow (area 22) advance to 2nd level. The lift
appears only under certain circumstances. The obscuring clouds open up to a blackened planet,
• Characters advance to 3rd level once they escape its bone-like mountains as dark as tombstones.
from the ship (see the "Endings" section). Nestled among the ranges are a handful of dimly lit
settlements. Even from orbit little light can be found
below. However, what draws your eye is the large
HISTORY transport vessel floating quietly just ahead of you. The
older model ship's thrusters are inactive, and the
Derelict Ship is the name given to an old transport bridge is dark.
vessel floating in orbit above Ravenia II. The ship has A sudden echo draws your eye toward your own
been trapped in the atmosphere for centuries, at times ship's holoterminal, a faint ring cutting through the
seeming to fall in flames to the planet below only to silence as your sensors pick up what seems to be a
rise from the ashes time and again-by its own will or distress signal.
that of Strahd.
The wealthy family that owned the vessel devolved Answering the call reveals two children. The children
into a mad dark side cult. After the patriarch had an are ten-year-old Rosavala ("Rose") and her seven-year-
affair with the nanny that resulted in a pregnancy, his old brother, Thorin ("Thorn"). Thorn is weeping and
wife-spurned and vindictive-turned to the force. She clutching a stuffed doll. Rose is trying to hush the boy.
saw in it a chance to recapture her husbands affection, If the characters wait a moment or call out to them,
though this ultimately proved vain and hopeless. add the following:
Dragging her husband along with her in her rituals,
she gathered a small yet nefarious circle of friends After shushing the boy, the girl turns to you and says,
through a mixture of seduction and indoctrination. "There's a monster on our ship!" She then points behind
Their routine trips through the sector were well known her to something out of sight.
but widely ignored by the people of the Barridia
System. The message is pre-recorded, and continues regardless
The cult tried to summon cosmic entities with no of the character's responses. The GM should try,
success. The cultists also preyed on travelers and however, to attempt to phrase the information given as
sacrificed them in bizarre rituals. Each time they did so, if it is an actual answer to the party's questions, when
they locked their two young children in their quarters possible. Rose will continue after a moment to explain
on the main deck in a strangely honest desire to the following:
protect their innocence. When nothing came of these
ritualized murders, the cultists' activities became thinly The children don't know what the "monster" looks like,
disguised excuses to indulge their lurid fantasies. The but they've heard its terrible howls.
ranks of the cult thinned as members began to lose Their parents (Gaspar and Eliaza Durwin) keep the
interest in the debacle. monster trapped in the reactor room.
Then the child was born. There's a baby (Walder) in the nursery on the upper
deck. (Untrue, but the children believe it.)

2
Rose and Thorn say that they will be hiding in their
DERELICT SHIP'S FEATURES
quarters until they know the monster is gone. Although
Derelict Ship is aware of its surroundings and all
they appear to be flesh-and-blood children, Rose and creatures within it. Its goal is to continue the work of
Thorn are archival footage replayed by the ship to lure the cult by luring visitors to their doom. Various
the characters inside. important features of the ship are summarized here.
The children died of starvation centuries ago after The ship has two decks (including the underdeck
their insane parents locked them in their quarters and and bridge), with one shielded view port on the port
forgot about them. They were too young and innocent bow facing the side of the ship. The ship has paneled
to understand that their parents were guilty of heinous floors throughout, and all windows are hermetically
sealed.
crimes. Their parents told them stories about a
The rooms in the stern of the ship are free of dust
monster in the reactor room to keep the children from and signs of age. The floor panels and wall panels are
going down to the lower deck. The "terrible howls" they well oiled, the paint hasn't faded, and the furniture
heard were actually the screams of the cult's victims. looks new. No effort has been made to preserve the
contents of the bow or the underdeck. These areas
THE MISTS are dusty and drafty, everything within them is old and
Characters who remain outside the ship can see the draped in cobwebs, and the floor panels are cracked
and groan underfoot.
fog close in around them, swallowing up the rest of
Ceilings vary in height by section. The port quarter
their own ship. As more area disappears into the fog, has 10-foot-high ceilings, the starboard quarter has
the characters are left with little choice but to seek 12-foot-high ceilings, the port bow has 8-foot-high
refuge in the derelict vessel. The fog stops short of ceilings, and the starboard bow has 13-foot-high
entering the vessel but engulf anyone outside (see ceilings.
chapter 2, "The World of Ravenia II," for information on None of the rooms in the ship are lit when the
the fog's effect). characters arrive, although most areas contain
working emergency lighting.
AREAS OF THE HOUSE Characters can crash the ship to the ground if they
want, but any destruction to the ship is temporary.
The following areas correspond to labels on the map of After 1d10 days, the ship begins to repair itself. Ashes
the ship on page 216. sweep together to form blackened bars, which then
turn back into a sturdy steel frame around which walls
1. ENTRANCE begin to materialize. Destroyed furnishings are
likewise repaired. It takes 2d6 hours for the ship to
A fractured and torn ramp extends on one side and a complete its resurrection. Items taken from the ship
rusted framework on the other fills the archway of a aren't replaced, nor are creatures that are destroyed.
steel hatch (area lA). The hatch is unsealed, and its
rusty frame shrieks when the hatch is opened. Dim
Two padded chairs draped in animal furs face the
emergency lights droop low over the portway entrance,
hearth, with a dejarik table between them. A glass
flanking the hatch that opens into a narrow threshold
chandelier hangs above a stainless-durasteel table
(area lB). Hanging on the south wall inside is a shield
adjoined by a leather-lined booth.
emblazoned with a coat-of-arms (a stylized golden silo
Two cabinets stand against the wall. The north-most
on a red field), flanked by framed portraits of stony-
cabinet sports a lock that can be picked with a security
faced aristocrats (Long-dead members of the Durwin
family). A plastisteel-framed hatch which leads from kit and a successful DC 15 Dexterity check. It holds a
the small entrance space into the cargo hold (area 2A) heavy pistol, a blaster carbine, a hold-out pistol, and 4
is set with panes of heavy-duty glass. power cells for each weapon. The southern-most
cabinet is unlocked and holds a small box containing a
2. CARGO HOLD deck of pazaak cards and an assortment of wine
glasses.
A wide cargo hold (area 2A) runs the width of the ship
(through area 6), with a black marble holo-fireplace at TRAPDOOR
one end and a large service hatch at the other. A trapdoor is hidden in the southwest corner of the
Mounted on the wall above the fireplace is a floor. It can't be detected or opened until the
vibrosword (unenhanced) with a silo cameo worked characters approach it from the underside (see area
into the hilt. The steel-paneled walls and flooring are 31). Until then, Derelict Ship supernaturally hides the
traced with finely cut grooves and dim lighting that trapdoor.
glows softly around the room.
A cloakroom (area 2B) has several black cloaks 4. KITCHEN AND PANTRY
hanging from hooks on the walls. A conical hat sits on a The kitchen (area 4A) is tidy, with dishware, cookware,
high shelf. and utensils neatly placed on shelves. A worktable has
a cutting board and rolling pin atop it. A steel,
3. DEJARIK DEN domeshaped oven stands near the east wall, a
This plastoid-paneled room looks like a hunter's den. rudimentary plastoid vent hovering overhead. Behind
Mounted above the holo-fireplace is an eopie's head, the stove and to the left is a thin door leading to a
and positioned around the outskirts of the room are wellstocked pantry (area 4B). All the food in the pantry
three stuffed anooba. appears fresh but tastes bland.

3
5. DINING ROOM The bookshelves hold hundreds of tomes covering a
range of topics including history, warfare, and
The centerpiece of this steel-paneled dining room is a medicine. There are also several shelves containing
quaint silver table surrounded by four highbacked first-edition collected works of poetry and fiction. The
chairs with sculpted armrests and cushioned seats. A books rot and fall apart if taken from the house.
crystal chandelier hangs above the table, which is
covered with resplendent silverware and crystalware SECRET HATCH
polished to a dazzling shine. Mounted above the wall- A secret hatch behind one bookshelf can be unlocked
mounted computer terminal is a mahogany-framed and forced open by pulling on a switch disguised to
painting of an alpine vale. A red tapestry hangs over look like a red-covered book with a blank spine. A
the west wall depicting a black silo standing in front of character inspecting the bookshelf spots the fake book
a similarly black crescent moon. with a successful DC 13 Wisdom (Perception) check.
Red energy shields line the north wall intermittently Unless the secret hatch is propped open, springs in the
with the steel paneling, blocking the way towards the hinges cause it to close on its own. Beyond the secret
front of the ship. The computer terminal cannot be door lies area 9.
sliced, and character's that interact with it can discover
with a DC 12 Technology check that it requires a 9. SECRET ROOM
physical pass key to override the security system. This secret room contains bookshelves packed with
The silverware tarnishes, the crystal cracks, the logs describing dark side-summoning rituals and the
portrait fades, and the tapestry rots if removed from necromantic rituals of a cult called the Sorcerers of
the ship. Tund. The rituals are bogus, which any character can
ascertain after studying the books for 1 hour and
6. STARBOARD HOLD succeeding on a DC 12 Intelligence (Lore) check.
Unlit sconces are mounted on the walls of this elegant A heavy steel chest on pointed black legs stands
hall. Hanging above the eastern wall is a black, wood- against the south wall, its lid half-closed. Sticking out of
framed portrait of the Durwin family: Gaspar and Eliaza the chest is a skeleton in combat armor. Close
Durwin with their two smiling children, Rose and inspection reveals that the skeleton belongs to a
Thorn. Cradled in the father's arms is a swaddled baby, human who triggered a poisoned dart trap. Three darts
which the mother regards with a hint of scorn. are stuck in the dead adventurer's armor and ribcage.
Standing suits of armor flank metal hatches in the east The dart-firing mechanism inside the chest no longer
and west walls. Each suit of armor clutches a functions.
vibroblade and has a visored helm shaped like a wolf's Clutched in the skeleton's left hand is a writ bearing
head. Around the corner sits a small grouping of the seal of Strahd van Zarrow, which the adventurer
plastoid crates. Among the crates are a collection of tried to remove from the chest. Written in flowing
fine clothes and wares. Characters that inspect the script, the letter reads as follows:
crates closely can find with a DC 13 Investigation check
a bottle of finely aged Chandrilan Wine nestled at the
bottom of one of them. My most pathetic servant,
I am not a messiah sent to you by the Dark Entities of
7. SERVANTS' CLOSET this galaxy. I have not come to lead you on a path to
immortality. However many souls you have bled on
This small closet houses a number of varying cleaning
supplies as well as servants' uniforms that hang from your hidden altar, however many visitors you have
hooks. tortured in your brig, know that you are not the ones
who brought me to this beautiful world. You are but
8. LIBRARY worms writhing in my earth.
You say that you are cursed, your fortunes spent.
The master of the family used to spend many hours You abandoned love for madness, took solace in the
here before his descent into madness.
bosom of another woman, and sired a bastard son.
Cursed by darkness? Of that I have no doubt. Save you
Red velvet drapes cover the windows of this room. An
from your wretchedness? I think not. I much prefer you
exquisite mahogany desk and a matching high-back
chair face the entrance and the holo-fireplace, above as you are.
which hangs a framed picture of a silo perched atop a
rocky crag. Situated in corners of the room are two
overstuffed chairs. Floor-to-ceiling bookshelves line Your dread lord and master,
the south wall. A hovering metal ladder allows one to Strahd van Zarrow
more easily reach the high shelves.

The desk has several items resting atop it: a glowrod,


datapad, a stylus pen, and datacard bearing the
Durwin family's insignia (a silo). The desk drawer is
empty except for a pass key, which disengages the
energy shield to area 15C if used with the computer
terminal in area 5A.

4
TREASURE The dusty, cobweb-filled hold (area 12A) has broken The c
The chest contains three blank books with black and blackened shutters covering the porthole. The ma
leather covers (worth 250 cr each), one datacron (toxin Furnishings include a matching pair of empty affair, w
purge), one holocron (force body), the transponder wardrobes, a workbench with a marble-framed mirror Walder
codes to the ship, the deed to a silo, and a signed will. and toolbox (see "Treasure"), and a padded chair. As a re
The silo referred to in the deed is situated in the Upturned floor paneling twists longingly towards the entitite
mountains east of Vallak (see chapter 6, "The Old ceiling, which is itself overbearing as large half moon a force
Coven"). The will is signed by Gaspar and Eliaza Durwin hangs an extra foot down over part of the room. A opens
and bequeathes the ship, the silo, and all other family dust-covered portrait of Gaspar and Eliaza Durwin terrifie
property to Rosavala and Thorin Durwin in the event of hangs behind glass shielding on the western wall. A hushed
their parents' deaths. The books, datacron, deed, web-filled parlor in the southwest corner contains a wake t
holocron, and will age markedly if taken from the ship table and two chairs. Resting on the dusty surface is an The
but remain intact. empty porcelain bowl and a matching jug, and an
A door facing the right-most edge of the moon has a the wa
10. CANTINA full-length mirror mounted on it. The door opens to woode
Silvered shutters cover the portholes of this rustic hold, reveal a nearly empty, dust-choked closet aside from a
which has a brass-plated vented hanging from the long half-shorn piece of piping and the scrapped,
ceiling. Upholstered stools clutter the room, and neon- decommissioned head of an astromech droid (area
lit signs along the walls depict various musical 12B). A door in the parlor leads to the bridge (area 21).
instruments. The southern corner leads straight into the starboard
A faded-gray tabletop bar runs through the center of bow passageway (area 16A).
the southern wall. Near the holo-fireplace is a large TREASURE
standing bandfill. Alabaster figurines of dancers of The toolbox on the workbench is made of silver with
various species adorn the mantelpiece. Close gold filigree (worth 750 cr). It contains three gold rings
inspection of them reveals that several are carvings of (worth 250 cr each) and a thin platinum necklace with a
figures that resemble the party. topaz pendant (worth 7500 cr). A datapad contains an
11. VENDING LOUNGE archived message from Eliaza Durwin to an associate:

Characters who pass through the nurse's cabin come My Dear Mrs. Perovana,
to a dusty hold with a suit of black plate armor Your advice on dealing with the unwanted fiend in
standing against one wall, draped in cobwebs. This suit my home is very good advice indeed. Tonight's
is actually a dormant LX Series armored droid (see ceremony will proceed as planned when the stars are
appendix D) which attacks as soon as it takes damage fully aligned - without, of course, the attendance of
or a character approaches within 5 feet of it. It fights Mr. Durwin. I must agree with you that, yes, with such
an innocent sacrifice our proceedings may have better
until destroyed.
results. Although, "innocent" is not quite the term I
Glowrods are mounted on the steel-paneled walls, would use.
which are torn with plasma scarring, dented metal, and My Thanks,
tiny clusters of piercing holes. On the north wall sit two Mrs. Eliaza Durwin
darkened vending machine, way past their last
maintenance. The few snacks that remain inside are
rotted, maggots poring over dried-out husks of food. 13. REFRESHER
This dark room contains a porcelain tub with a nearby
SECRET DOOR attached sonic shower, and a single rusted refresher.
A secret hatch in the west wall appears only when All of them are rotting and putrid to smell, as none of
certain conditions are met; see area 22 for more the plumbing works.
information.
14. STORAGE CLOSET
12. MASTER WORKSHOP
Dusty shelves line the walls of this room. A few of the
The double doors to this cabin have dusty panes of shelves have folded sheets, blankets, and old bars of
stained glass set into them. Designs in the glass soap on them. A cobweb-covered shelf leans against
resemble silos with a crescent moon behind them. the far wall concealing two slumbering mynocks; they
attack any creature approaching within 5 feet of them.

15. NURSEMAID'S CABIN


Dust and cobwebs shroud a modestly appointed cabin
(area 15A) and an adjoining nursery (area 15B). Double
doors set with panes of shattered glass pull open to
reveal a glass-shielded viewing port (area 15C)
connecting to the dining room in the stern of the ship
(area 5).

5
The long, open closet in the north of the room is 18. AUXILIARY CARGO HOLD
barren save for a series of collapsed shelving units. The
walls are slashed and inner-frames exposed. This dusty hold is packed with old furniture (chairs,
Characters that investigate the walls recognize with a coat racks, standing mirrors, dress mannequins, and
successful DC 12 Wisdom (Perception) check that the the like), all draped in dusty white sheets. Near a
damage was called by vibroweapons. durasteel bulkhead, underneath one of the sheets, is
an unlocked metal trunk containing the skeletal
remains of the family's nursemaid, wrapped in a
ROLEPLAYING MARGERA, THE NURSEMAID tattered bedsheet stained with dry blood. A character
The young woman that materializes before the
characters is Margera, a human that served the
inspecting the remains and succeeding on a DC 14
Durwin family in life. She engaged in an affair with her Wisdom (Medicine) check can verify that the woman
employer, Gaspar Durwin, that resulted in an was stabbed to death by multiple knife wounds.
unexpected pregnancy. When Eliaza discovered the The small viewing port to the hold's south is sealed
tryst, she and her cult confronted and murdered the tight, but a glass porthole on the door looks out into a
young servant, stabbing her repeatedly through the destroyed section of the ship exposed to the vacuum
chest and abdomen and locking the body up in the of space. Small shards of glass and bits of metallic
nearby auxiliary cargo hold (area 18).
debris gently float through the aether.
Margera is shy if spoken to, always attempting to
shrink away into the corner of the room. She is also
rather confused, constantly flitting between
19. SPARE CABIN
awareness of her fate and blissful ignorance. When This web-filled cabin contains a slender bed, a
she is aware, she knows something bad happened to nightstand, a rocking chair, an empty wardrobe, and a
her, but doesn't remember dying nor how it small, empty metal chest.
happened.
She speaks fondly of Mr. Durwin, quick to call him a 20. CHILDREN'S CABIN
kindhearted man, but will not admit to their affair out
of propriety. If asked outright about it or Walder's The door to this cabin is locked from the outside (see
parentage, she politely says, "It's not my place to area 16 for details).
speak of such things, I'm very sorry..."
If asked about Walder, Rose, or Thorn, she smiles This cabin contains a plated-up porthole flanked by
beautifully and claims them all to be wonderful two dusty, metal-framed beds sized for children.
children. It is obvious she cares deeply for all of them. Closer to the hatch is a toy chest with moon-
However, when asked about Mrs. Durst, her smile silhouetted silos painted on its sides and a model ship
fades. She will not outright speak ill of Eliaza, but that's a perfect replica of the dreary vessel in which
averts her eyes and attempts to change the subject. you stand. To the north of the room lies an inactive
holoterminal. These furnishings are draped in
cobwebs. Lying in the middle of the floor are two small
The nursery contains a crib covered with a hanging
skeletons wearing tattered but familiar clothing. The
black shroud. When characters part the shroud, they smaller of the two cradles a stuffed doll that you also
see a tightly wrapped, baby-sized bundle lying in the recognize.
crib. Characters who unwrap the blanket find nothing
inside it. If Margera is present, she again requests they
The Durwin children, Rose and Thorn, were neglected
not disturb the baby as she claims he is sleeping. Once
by their parents and locked in this room until they
unwrapped, Margera vanishes.
starved to death. Their small skeletons lie in the middle
16. STARBOARD BOW PASSAGEWAY of the floor, plain as day, wearing tattered clothing that
the characters recognize as belonging to the children.
This bare hall is choked with dust and cobwebs. Thorn's skeleton cradles the boy's stuffed doll.
LOCKED HATCH The toy chest contains an assortment of stuffed
The hatch to area 20 is held shut with an electronic animals and toys. Characters who search the model
lock. Its passkey is kept in the library (area 8, the same ship and succeed on a DC 15 Wisdom (Perception)
key used to access area 15C), but the lock can also be check find all of the house's secret hatches, including
sliced with a slicer's kit and a successful DC 15 one in the port bow that leads to a magnetic lift (a
Technology check. miniature replica of area 22).
ROSE AND THORN
17. SPARE CABIN
If either the model ship or the chest is disturbed, the
This dust-choked cabin contains a slender bed, a holoterminal boots to life as the images of Rose and
nightstand, a writing desk with a stool, an empty Thorn appear in the middle of the room. The children
wardrobe, and an empty wooden crate. A smiling doll speak the following:
in a lacy yellow dress sits in the northern window box,
cobwebs draping it like a wedding veil.

6
7
The secret hatch and shaft don't exist until the ship Five
ROSE: "It's alright Thorn it's alright, just give me a moment reveals them, which can happen in one of two ways: cultists
to record this. moldy
THORN: "But—!" The characters find Strahd's writ in the secret room person
ROSE: "If you're watching this mom and dad, I'm sorry. behind the library (area 9).
We've been waiting so very long and Thorin got scared. I
know the monster is scary and I know you're just protecting UNDERDECK FEATURES
us, but he's... I'm... we're really, really hungry." The underdeck level underneath Derelict Ship is
THORN: "Rose what if it's a stranger?" crafted out of steel, durafiber, and fleximetal. The
ROSE: "Right, if you're a stranger please unlock come unlock passageways are 4 feet wide by 7 feet high with steel
the hatch. Or help our parents kill the monster in the reactor braces at 5-foot intervals. Rooms are 8 feet tall and
room. There's a lift you can take on the other side of this supported by thick metal posts with crossbeams. The
deck. I'm scared something might have happened. Thorn says only exception is area 38, which has a 16-foot-high
his tummy hurts and... Thorn? Thorn are you sleeping already ceiling supported by stone pillars. Characters without
you just took a nap!" darkvision must provide their own light sources, as the
ROSE: "...Thorn?" underdeck is unlit.
As the characters explore the underdeck, they see
centuries-old human footprints scuffed into the worn
When Rose mentions the secret lift, she points to the floor leading every which way.
model ship. Characters who then search the model
ship for secret doors gain advantage on their Wisdom The characters find the replica secret hatch in the port
(Perception) checks to find them. bow of the model ship (area 20).
Characters who inspect the bones of the children
and are force sensitive feel an urge through the force Once the ship wills the secret hatch into existence,
to lay them to rest properly. (This can be done either characters find it automatically if they search the wall
planetside or in the intact coffins in area 24). (no ability check required). Characters who descend
the secret lift end up in area 23.
DEVELOPMENT
If the party lays the children's bones to rest, each 23. UNDERDECK ACCESS
character gains inspiration (see "Inspiration" in chapter
The rickety lift from the port bow ends here. A
4, "Personality and Background," of the Player's
staircase immediately north heads up and around a
Handbook).
corner. Dead ahead of the landing stretches a narrow
21. BRIDGE tunnel, and to the south sits a lonely room lightly filled
with piping and motionless machinery. The fuel tank at
The centerpiece of this large deck is a massive the southernmost point in the room has a large gash
transparisteel viewport that runs the width of the ship cutting through the center of it, its metal lining
in a wide U-shape, sectioned off only by thin beams of protruding outwards. Dark, centuries-old stains on the
durasteel that run from the top to the bottom every floor spill away from it. Characters that inspect the
few feet in diagonal spades. Through the viewport, scene can identify the stain as dried out oil.
fading rays from the sector's distant star shed a dim If the oil is lit on fire, it still catches and burns for one
light on the hollowed-out space. Husks of computer minute or until put out. Creatures that enter the fire or
panels line the perimeter of the room, and in the start their turn in it take 1d6 fire damage.
center lie two large, semi-triangular sublevels with
more computer paneling. Cobwebs and thick clumps of GHOSTLY CHANTING
coat the area. From the moment they arrive in the underdeck, the
Seated at many of the computer screens are the characters can hear an eerie, incessant chant echoing
long-dead skeletons of the former crew, permanently throughout. It's impossible to gauge where the sound
on guard at their stations. The majority wear standard is coming from until the characters reach area 30 or
crew uniforms, though a skeleton collapsed on the 32. They can't discern its words until they reach area
ground near the front of the room wears the tattered 35.
remains of a Captain's uniform. A character that
inspects the corpse can recognize it as such with a DC 24. CULT INITIATES' QUARTERS
12 Investigation check. A large pile of refuse sits at the east end of this room.
A search of the captain's body would also reveal an To the west are four alcoves containing cracked coffins,
Override Pass that can be used to unlock the Secret Lift all of which are empty. Characters that attempt to
to the underdeck (Area 22). search the pile of refuse or walk within 5 feet of it
cause a dianoga, adolescent to burst forth and attack.
22. SECRET LIFT It will not leave the pile and will attempt to retreat
A narrow spiral staircase made of creaky wood is within it if it feels it is in danger.
contained within a 5-foot-wide shaft of mortared stone
that starts in the attic and descends 50 feet to the 25. AIRLOCK AND CULTIST QUARTERS
dungeon level, passing through the lower levels of the A 4-foot-diameter airlock with a 1-foot-high stone lip
house as it makes its descent. Thick cobwebs fill the descends 30 feet to an exhaust port on the outer part
shaft and reduce visibility in the staircase to 5 feet. of the ship.

8
Each chest is secured with a rusty metal padlock that Inside
can be picked with a security kit and a successful DC 15 words
Dexterity check.
29. GH
OPENING THE AIRLOCK
The gh
The vent is sealed tightly, but can be opened with a DC
is notic
16 Athletics check. If opened, characters within 10 feet
more c
of the airlock must make a DC 13 Strength saving
tunnel
throw or be pulled 5 feet towards it. If a character fails
cultists
the saving throw and is within 5 feet of the airlock, they
marked
are pulled into the vent and take 2d4 kinetic damage,
destroy
but their movement is stopped by a sealed hatch at the
bottom. A ladder in the shaft can be used to climb out. 30. DA
TREASURE This ho
In addition to some worthless personal effects, each from ru
chest contains one or more valuable items. the sta
carved
wearin
25A. This cabin's chest contains 170 cr in a pouch resting
made of human skin and a small, black-leather journal In his r
that acts as a log of all the rituals performed; this The
includes a long list of scribbled names, dates going Chanti
back centuries, and occasional details next to certain The s
names such as "struggled profusely" or "no sedatives sacrific
administered this time". darkes
25B. This cabin's chest contains three moss agates statue
(worth 100 cr each) in a folded piece of black cloth. wave o
25C. This cabin's chest contains a black leather shivers
eyepatch with a carnelian (worth 500 cr) sewn into it. Affecte
25D. This cabin's chest contains an ivory hairbrush Constit
with silver bristles (worth 250 cr). damag
25E. This cabin's chest contains a vicious techblade becom
(worth 1100 cr). touche
26. HIDDEN LASER FIELD The s

The ghostly chanting heard throughout the underdeck CONCE


gets discernibly louder as one heads south through Charac
this hold. A successful DC 15 Wisdom (Perception) a conce
check reveals an absence of footprints. Characters a succe
searching the area for traps find a series of small basical
round laser projectors along the wall around the hidden
computer terminal. The first character to step into the reveal
area triggers a series of lasers to fill the area from the (area 3
floor to the ceiling in a 5-foot wide line across. A
TREAS
character takes (2d10) energy damage from the lasers,
The cry
and the floor leading to the busted fuel tank ignites in
flame, dealing 3 (1d6) fire damage to any character that 31. HI
steps into or starts its turn in the flames (see area 23).
This immediately includes the triggering character. The sta
ceiling
27. DINING HALL into it.
This room contains a plain metallic table flanked by can be
small upholsted chairs. Deep gashes mark the cracked DEVEL
floor panels and walls, the Once t
In the middle of the starboard wall is a darkened remain
alcove (area 28). Characters who approach within 5 of the
feet of the alcove provoke the creature that lurks there.
32. TO
28. LARDER
A sputt
This empty alcove contains a small hidden bloodie
compartment in the eastern wall that can be detected screen
with a passive Perception of 13 or higher or a DC 13 the tab
Wisdom (Perception) check. unclam

9
Broken glowrods sit in two corners, their luminous Characters searching the footlocker find an aratech 36. P
glow long since faded away. echo belt, a small metallic coffer (unlocked) containing The cu
four medkits, mesh armor, a mess kit, a vial of basic alcoves
33. HATCHWAY DOWN poison, a glowrod, a security kit, and a datacron with a
litter th
A broken hatch sits half closed, stuck in place, forming blackened crystalline frame containing the following
remain
a tight passageway that is considered difficult terrain tech powers:
for any character attempting to pass through it. 1st level: analyze, holographic disguise, homing
It's obvious to any character standing near this half- rockets
closed hatch that the ghostly chants originate from 2nd level: darkvision, infiltrate, paralyze humanoid
somewhere below. Characters who descend the stairs These items were taken from adventurers who were
and follow the hall beyond arrive in area 35. drawn into Barridia, captured, and killed by the cult.
Additionally, inspecting the hanging body of Gaspar
34. CULT LEADERS' QUARTERS Durwin reveals a faded-but-still-legible note that reads:
This cabin contains a large wood-framed bed with a
rotted feather mattress, a wardrobe containing several My Beloved Children,
old robes, and an open crate containing thirty I wish I could do what all fathers do and tell you that
glowrods in a leather sack. At the foot of the bed is an monsters aren’t real. But it wouldn’t be true.
Life can create things of exquisite beauty. But it can
unlocked metal footlocker containing some gear and
also twist them into hideous beings. Selfish. Violent.
enhanced items (see "Treasure" below). Hanging from Grotesque. Monstrous. It hurts me to say that your
a thick loop of fibercord above the bed is a skeleton in mother has turned into one such monster, inside and
torn black robes (Gaspar Durwin). out. And I’m afraid the disease that afflicted her mind
A sithspawn abomination (Eliaza Durwin) and a has taken hold of me as well.
sithspawn ghoul are hidden in cavities behind a mess It sickens me to think what we’ve put you through.
of wires and exposed tubing in torn-up wall panels, There is no excuse. I only ask of you, though I know I
marked X on the map; Eliaza bursts forth and attack if do not have the right to do so, to try and forgive us. I
despise what your mother has become, but I love and
someone removes one or more items from the
pity her all the same.
footlocker. She wears tattered black robes. Instead of
Rose, I wish I could see you blossom into a strong,
immediately attacking, she will speak to the party. beautiful woman. Thorn, Walder, I wish I could be
there for you. But I can’t. This is the only way.
ROLEPLAYING ELIAZA DURWIN Goodbye.
The disfigured and grotesque humanoid creature that
emerges from a small burrow in the wall is all that
remains of Eliaza Durwin, the matriarch of the Durwin
35. RELIQUARY
family. Wispy strands of bedraggled, greasy gray hair The ghostly chant emanating from area 38 fills this
hang matted in uneven clumps around her head at room. Characters can discern a dozen or so voices
varying lengths. Her face is twisted into an angular saying, over and over, "He is the Ancient. He is the
snarl with yellow, jagged teeth jutting out from rotted
Land."
gums. Her long, spindly limbs and fingers stretch
outward in grasping claws and her tattered robes sag
The cult amassed several "relics" that it used in its
around her gaunt, emaciated form. A foul stench wafts rituals. These worthless items are stored in thirteen
off of her after centuries spent slowly decaying away niches along the walls:
down in this lower deck. Upon emerging from her
hidey hole, the characters note the similarity to the
portraits seen earlier on the ship. • A small, mummified, yellow hand with sharp claws (a
She approaches the party cackling, asking if they've lannik's hand) on a loop of rope
come to supplicate themselves before her. Despite • A knife carved from a human bone
her appearance she is haughty and arrogant, seeing • A vibrodagger with a rat's skull set into the pommel
herself as above all others. She taunts them, but will • An 8-inch-diameter varnished orb made from a
answer any questions the party has. She will explain
dianoga's eye
about the affair, spitting in disgust at the mention of
the nursemaid. If asked what happened to Walder, • An aspergillum carved from bone
she will laugh and exclaim, "Why don't you go down even • A folded cloak made from stitched rakghoul skin
further and see for yourself?" • A desiccated frog lashed to a stick
Eventually she will tell the party to get out of her • A bag full of bat guano
sight, shooing them away. If they refuse, she attacks. • A witch's severed finger
• A 6-inch-tall wooden figurine of a mummy, its arms
If the characters attack Eliaza or she attacks them crossed over its chest
instead, the ghoul behind the other wall emerges to • An iron pendant adorned with a devaronian's face
join the fight. Both sithspawn fight to the death. • The shrunken, shriveled head of a chadra-fan
• A small wooden coffer containing an anooba's
TREASURE withered tongue

The southernmost tunnel slopes down at a 20-degree


angle into murky water and ends at a shimmering
violet energy shield (area 37).

10
SECRET HATCH Characters within 5 feet of a reactor when it is The mo
A secret hatch in the south wall can be found with a destroyed takes 14 (4d6) ion damage or half that baby, W
successful DC 15 Wisdom (Perception) check and slides damage on a failed Dexterity saving throw as the centere
open to reveal area 38 beyond. reactor explodes.
Half embedded in the east wall is a computer
TREASURE console. A character can use an action to access the
Hanging on the back wall of the cell marked X on the console, raising or lowering the nearby energy shield
map is a human skeleton clad in a tattered black robe. (see area 37).
The skeleton belongs to a cult member who The hole in the southern wall leads to a crudely
questioned the cult's decision to sacrifice Walder. constructed alcove. The solemn throne that fills sits
Characters who search the skeleton find a gold ring empty save for a weighed down swath of cloth that
(worth 250 cr) on one of its bony fingers and a small, looks a similar size to the one seen in the Nursemaid's
undelivered note to Margera that reads: suite (area 15c). A sithspawn monstrosity lies in wait
behind the chair; an aberration formed when the Dark
She knows. Protect yourself, take the child, and get Entities cursed the ship and baby Walder. It is asleep
out. I'll try to distra— but awakens if attacked or the characters make a
choice to sacrifice someone to the cult or not (see "One
37. ENERGY SHIELD Must Die!" below). A character standing next to the
This tunnel is blocked by a violet ray shield that softly throne can discern its true nature with a successful DC
hums in the still air. A console on the wall next to it can 15 Intelligence (Nature) check.
be sliced with a successful DC 20 Slicer's Kit Check "ONE MUST DIE!"
(Technology). Otherwise, the shield can be raised or If any character climbs to the top of the dais, read:
lowered by accessing console half-embedded in the
east wall of area 38. (The console is beyond the reach The chanting rises once more as thirteen dark
of someone north of the shield and cannot be sliced apparitions appear on the ledges overlooking the
remotely.) The floor around the shield is covered in 2 room. Each one resembles a black-robed figure
feet of thick, ashen fog. holding a torch, but the torch's fire is black and seems
to draw light into it. Where you'd expect to see faces
38. RITUAL CHAMBER AND REACTOR CORE are voids.
"One must die!" they chant, over and over. "One must
The cult used to perform rituals in this sunken room.
die! One must die!"
The chanting heard throughout the underdeck
originates here, yet when the characters arrive, the
ship falls silent as the chanting mysteriously stops. The apparitions are harmless figments that can't be
damaged or dispelled ..
The chanting stops as you peer into this forty-foot- Characters on the dais when the cultists appear
square room. The smooth masonry walls provide must sacrifice a creature on the altar or face the cult's
excellent acoustics. Featureless steel beams support wrath; characters can ascertain what must be done
the ceiling, and a crudely carved alcove in the with a successful DC 11 Intelligence (Lore) or Wisdom
southern wall leads through a mess of exposed wires (Insight) check. To count as a sacrifice, a creature must
and tubing to a small makeshift throne. Ashen fog
die on the altar. The apparitions don't care what kind
covers most of the floor. Stairs lead up to a fogless
risen platform that overlooks the room a few feet up. of creature is sacrificed, and they aren't fooled by
In the middle of the room, more stairs rise to form an illusions.
octagonal dais that also rises above the fog. On each If the characters make the sacrifice, the cultists chant
side of the platform sits a still-active reactor core, victoriously, "Come, dark lord! We awaken thee!" The
pulsing with ion energy. Rusty chains with shackles fog swirls around the floor as large, dark wisps of it
dangle from the ceiling directly above a stone altar flow from the north of the room to the throne, where a
mounted on the dais. The altar is carved with hideous
hulking monstrosity of shadow and mottled flesh
depictions of grasping figures and is stained with dry
blood.
forms and attacks (see below). Additionally, Strahd is
aware of the sacrifice.
If the characters leave the dais without making the
The fog is 2 feet deep. The ledges and central dais are 5 sacrifice, the cultists' chant changes: "Come, dark lord!
feet high (3 feet higher than the fog's top), and the We awaken thee!" This chant rouses the sithspawn
chamber's ceiling is 16 feet high (11 feet above the dais monstrosity and prompts it to attack. It pursues prey
and ledges). The chains dangling from the ceiling are 8 beyond the room but won't leave the underdeck. It can
feet long; the cultists would shackle prisoners to the
move through passageways without squeezing and
chains, dangle them above the altar, cut them open
completely fills its space. At the start of the
with knives, and allow the altar to be bathed in blood. monstrosity's first turn, the chant changes again: "The
The reactors are functionless despite appearing to end comes! Death, be praised!" If the monstrosity dies,
be on, kept going by the curse placed on the ship. Each the chanting stops and the apparitions vanish forever.
reactor has an AC 10 and has 20 HP. Destroying both
reactors causes the chamber to darken and the Energy THE SITH MONSTROSITY — WALDER
Shield (area 37) to permanently fall.

11
The creature can be killed traditionally or fled from, but
there is an alternative method to destroying it. Nestled
CREATURE STAT BLOCKS
at the heart of its swirling form lies the remains of baby The following stat blocks are custom to this adventure.
Walder, seemingly still alive, attached to the larger Some of the stat blocks listed here can also be found in
body by shadowy bits of sinew. Characters with a Scum and Villainy.
passive Perception of 14 or greater can hear its
muffled cries. Additionally, a character that is engulfed
by the monstrosity, may notice the child's body. DIANOGA, ADOLESCENT
Destroying the body or removing it with a DC 20 Large beast, unaligned
Athletics check causes the monstrosity to collapse and
dissipate. Walder himself follows fades into the force. Armor Class 13 (natural armor)
Hit Points 51
ENDINGS Speed 15 ft., swim 30 ft.
The fog of Ravenia II continues to surround Derelict
Ship until the characters stand atop the dais and either
STR DEX CON INT WIS CHA
appease or defy the cultists. Strahd is satisfied either
way, prompting the fog to recede. 14 (+2) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 5 (-3)

THE CULT IS APPEASED Skills Stealth +3


Derelict Ship harbors no ill will toward a party willing to Senses darkvision 60 ft., passive Perception 11
sacrifice a life to appease the cult. Once the sacrifice is Languages Dianoga
made and the monstrosity destroyed, the characters Challenge 2 (450 XP)
are free to go. Upon emerging from the ship, the
Limited Amphibiousness. The dianoga can breathe air and
characters advance to 3rd level.
water, but it needs to be submerged at least once
every 4 hours to avoid suffocating.
THE CULT IS DENIED
If the characters deny the cult its sacrifice and either ACTIONS
destroy the monstrosity or escape from it, Derelict Ship Multiattack. The dianoga makes two attacks: one with its
attacks them as they try to leave. When they leave the tentacles and one with its bite.
reactor room, they must roll initiative as they discover
several structural changes: Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft.,
All the portholes are sealed up; the sealed portholes one target. Hit: 4 (1d4+2) kinetic damage and the
target is grappled (escape DC 11). Until this grapple
and the outer walls are impervious to the party's
ends, the target is restrained.
weapon attacks and damage-dealing powers.
All the hatches are gone, replaced by pulsing laser Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one
traps. A character must succeed on a DC 15 Dexterity target. Hit: 7 (2d4+2) kinetic damage. If the target is a
(Acrobatics) check to pass through a laser-trapped creature, it must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 minute. Until the
hatchway unscathed. A character who spends 1 minute
poison ends, the target is paralyzed. The target can
studying the lasers in a particular hatchway can try to repeat the saving throw at the end of each of its turns,
take advantage of a momentary gap in their repeating ending the poison on itself on a success.
movements and make a DC 15 Intelligence check
instead. Failing either check, a character takes 2dl0
energy damage but manages to pass through the
hatchway. Any creature pushed through a hatchway
must succeed on a DC 15 Dexterity saving throw or
take the damage. The lasers can't be disarmed.
Every room that contains a holo-fireplace, an oven,
or a stove is filled with poisonous black smoke. The
room is heavily obscured, and any creature that starts
its turn in the smoke must succeed on a DC 10
Constitution saving throw or take ldlO poison damage.
The interior walls become cracked and brittle. Each
5-foot-section has AC 5 and 5 hit points, and can also
be destroyed with a successful DC 10 Strength
(Athletics) check. Each 5-foot section of wall that's
destroyed causes a stintaril swarm to pour out and
attack. The swarm won't leave the ship.
Keep track of initiative as the characters make their
way through the ship. Once they escape, they advance
to 3rd level, and the ship does no more to harm them.

12
MYNOCK
LX SERIES ARMORED DROID Small beast, unaligned
Medium droid, unaligned

Armor Class 14 (natural armor)


Armor Class 18 (armor plating) Hit Points 7 (2d6)
Hit Points 33 (6d8 + 6) Speed 5 ft., fly 40 ft.
Speed 25 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Senses darkvision 60 ft., passive Perception 9
Damage Vulnerabilities ion Languages —
Damage Resistances necrotic, poison, psychic Challenge 1/8 (25 XP)
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, Atmospheric Agnostic. The mynock can survive in any
poisoned type of atmosphere or vacuum.
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6 Battery Drainer. If the mynock attaches itself to a piece of
Languages Binary (understands but cannot speak it) equipment that needs energy to function, that piece
Challenge 1 (200 XP) will stop working until the Mynock is removed.
Pack Tactics. The mynock has advantage on an attack
Circuitry. The droid has disadvantage on saving throws roll against a creature if at least one ally of the mynock
against effects that would deal ion or lightning is within 5 feet of the creature and the ally isn't
damage. incapacitated.
False Appearance. While the armored droid remains ACTIONS
motionless, it is indistinguishable from a normal suit of
Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
armor.
one target. Hit: 5 (1d4+3) kinetic damage and the
ACTIONS mynock attaches to the target. If attached to a droid or
Multiattack. The armored droid makes two melee construct, at the start of each of the mynock's turns,
the target loses 5 (1d4 + 3) hit points due to energy
attacks.
being drained. The mynock can detach itself by
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one spending 5 feet of its Movement. It does so after it
target. Hit: 5 (1d6+2) kinetic damage. drains 10 Hit Points of energy from the target or the
target dies. A creature, including the target, can use its
action to detach the Mynock.

SITHSPAWN ABOMINATION
Medium aberration, chaotic dark

Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic


Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Galactic Basic
Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 ft. of the
abomination must succeed on a DC 10 Constitution
saving throw or be poisoned until the start of its next
turn. On a successful saving throw, the creature is
immune to the abomination's Stench for 24 hours.

ACTIONS
Multiattack. The Creature Name makes Number and type
of attacks
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 12 (2d8+3) kinetic damage.
Cl M l W Att k +5 to hit reach 5 ft one

13
SITHSPAWN GHOUL
Medium aberration, chaotic dark

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Galactic Basic
Challenge 1 (200 XP)

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 9 (2d6+2) kinetic damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (2d4+2) kinetic damage. If the target is a
creature other than a droid or undead, it must succeed
on a DC 10 Constitution saving throw or be paralyzed for
1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.

Slam.
SITHSPAWN MONSTROSITY targe
Large aberration, unaligned can fo
targe
Armor Class 15 (natural armor) Engulf
Hit Points 136 (16d10 + 48) creat
Speed 20 ft., climb 20 ft. restra
on a
each
STR DEX CON INT WIS CHA kinet
targe
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3) one c

Damage Resistances cold, fire


Damage Immunities necrotic
Condition Immunities blinded, deafened,
exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius)
Languages —
Challenge 5 (1,800 XP)

Innocent Heart. Walder's infant corpse lies at the heart of


the Sithspawn Monstrosity, crying and afraid. A
character that is engulfed by the monstrosity rolls a d4
when first engulfed. On a roll of a 2 or 4, the character
can see Walder. Walder has an AC of 10 and 5 HP. If
reduced to 0 HP or removed from the creature with a
DC 20 Athletics check, the monstrosity dissolves and
Walder's body fades away.

ACTIONS
Multiattack. The monstrosity makes one slam attack. If
the attack hits and it chooses to grapple the target, it
can immediately use its Engulf ability.
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