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Aurora (OEF) (2021-07-01)

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100% found this document useful (1 vote)
324 views10 pages

Aurora (OEF) (2021-07-01)

Uploaded by

mo da
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A MOTHERSHIP module

A SLOWQUEST PRODUCTION
Written by Waco M.
( twitter.com/WacoMatrixo )
Illustration & layout by Bodie H.
( slowquest.com )

OPTIONAL MAPS AND TOKENS


WWW.SLOWQUEST.COM/MOTHERSHIP-AURORA

THIS PRODUCT IS BASED ON THE MOTHERSHIP SCI-FI HORROR ROLE PLAYING GAME, PUBLISHED BY TUESDAY KNIGHT GAMES.
THIS PRODUCT IS PUBLISHED UNDER LICENSE.
MOTHERSHIP RPG IS A TRADEMARK OF TUESDAY KNIGHT GAMES. ALL RIGHTS RESERVED.
FOR ADDITIONAL INFORMATION, VISIT WWW.TUESDAYKNIGHTGAMES.COM
OR CONTACT CONTACT@TUESDAYKNIGHTGAMES.COM
aurora
The players are stowaways aboard a freighter ship,
Carpathia, which was making a relatively short jump
to the Zalmoxis system. Hidden in the cargo hold, the
players smuggled themselves on-board in cryopods to
wait out the journey. Upon waking, it becomes apparent
that rather than the year it was supposed to take, they
have been travelling much longer and further than was
ever intended. Running this adventure
After waking and emerging from their hidden cryopods
The cryopod’s emergency wake-up protocol causes your stomachs in the CARGO HOLD(A), players will begin noticing the
to wrench. You climb out of the hidden compartment and the light extreme heat. Upon exploring the CARGO HOLD(A), the
of the cargo bay blinds and disorientates you.
bay door windows reveal that the Carpathia is heading
You remember paying a trafficker to smuggle you on-board this
freight ship, the Carpathia. The journey to the Zalmoxis system towards a blue giant star.
was only supposed to take one year, but from the look of your
surroundings it seems like it’s been quite a bit longer. Players will have a limited time to steer the ship away
from the blue giant, indicated by a timer which is
started upon entering LIFE SUPPORT(B). The only way for
them to avoid this fate is to make their way to the
command room and override the ship’s piloting system.
Every time the players enter a new room, they gain
1 Stress due to the rising heat and roll a d10 on the
table below.
1 The players find a dead body duplicate of one of their party,
including their equipment. The one difference being that
everything on them is mirrored, right down to their organs.

2 The players hear tapping on the nearest bulkhead or door, as


though someone or something is knocking on the other side.

3 A scream echoes from the bowels of the ship, the synthetic tone
means it cannot possibly be terrestrial in nature.

4 The players catch a glimpse of themselves leaving the room


they just entered via another exit. It is unknown whether these
are clones, their future selves or dopplegangers from a mirror
universe. Sanity Saves.

5 The players find salvaged wreckage of a ship that is unmistakably


the Carpathia, either from the future or a parallel reality.
Sanity Saves.

6 1d10 NISIPS are in this room, but do not appear to have noticed
the players yet.

7 1d10+1 NISIPS are in this room.

8 1d10+2 NISIPS are in this room and surprise the players.

9 The VARCOLAC enters from the player’s previous room.

10 The VARCOLAC enters from a room ahead of the players, they will
have to get past it if they want to continue on.
Life Support (B)
The life support system has served the ship well for
many years, recycling all manner of gasses and liquids.
Now close to breaking point, fans whir unhealthily and
filtration liquid sputters as the system expends all
of its energy to try and keep the ship cool as it
approaches the star. Reveal to the players a 120 minute
countdown timer, once it reaches zero the ship will be
CARGO DECK too hot to sustain life.
A view from any window will bathe the party in blue
light and reveal that the ship is drifting towards a blue Engine (C)
giant star. The engines, though now dilapidated, appear to be in
working order. Although they can be throttled here,
Cargo Hold (A) the ship would still require steering from the COMMAND
The players abruptly awaken here from their cryosleep, DECK to move away from the blue giant. Any attempt
examination of their hidden pods reveals the high to prematurely activate or shut-down the engines
temperature warning triggered the emergency wakeup and steer the ship from here will result in time being
protocols. It does indeed feel very hot, and it’s getting deducted from the countdown (d% minutes, halved).
warmer. The contents of the vast cargo hold appear
strangely old, emptied and decayed as though many Jump Drive (D)
years have passed, occasionally items can be found Examination of the jump drive will reveal that a leak
‘phased’ through the cargo hold walls and ceiling and in the drive has caused it to complete many jumps
thus rendered useless. The players start without any across the known universe. Some of the coordinates
gear, barring trinkets. Everyone immediately gains 1d10 of previous jumps would be impossible to plot on any
stress from the rapid wakeup process. known charts.
CREW DECK Living Quarters (Officers) (J)
The crew deck is hot and humid, moisture drips off Study of the arrangement of the corpses and the
every surface. Sounds of life can be heard in the symbols made within this room would reveal that one
distance, not dissimilar from those that you’d hear in of the crew-members founded a new religion with
a tropical rainforest. themselves as god. A med-scan of the bodies will reveal
that the original crew were rendered infertile by the
leaking jump drive and that explains why there are
no descendants causing havoc on the ship. The door
to the ARMOURY(F) has automatically sealed shut, it will
require a successful strength check to open.
Barracks (Crew) (K)
Searching here will reveal the contents of the ARMOURY(F),
hidden by the crew (x2 revolvers, 1d10 FLASH GRENADES).
Galley (E) Every player gets to roll once on the ‘Trinkets Table’ as
they search the crew’s belongings.
Here it can be seen that the source of the jungle
ecosphere reaching out into the crew deck originated
from the galley’s small hydroponics garden.
Armoury (F)
A light armoury, it appears to have been completely
ransacked, save for a few rounds of antiquated
ammunition and useless weapon components.
Medical Bay (G)
Someone appears to have been using the medbay to
COMMAND DECK
study the phenomena that appeared on the Carpathia. The command deck rings with the sound of proximity
Players can find either a NEURO-ACTUATOR GLOVE, a tube and temperature alarms as the Carpathia moves
of PLUMBAGO or 1d10/2 SYNTHESISED SPORE CARTRIDGES. closer to the blue giant.

Crew Deck airlock (H) Computer (L)


This airlock contains one vacc suit. Attempting to EVA Contains the ship’s computer B.U.L.A and an airlock.
outside of the ship this close to the star is incredibly Command Room (M)
dangerous (Crisis Check).
The approaching blue giant star completely bathes
Cryo (I) the command deck in blue light, it appears massive
The cryo chambers are inhabited by clearly mutated in the window and dominates the view. The pilot’s
skeletal remains, such as individuals with three eyes console reveals that only the touch of a human hand
or four arms. A med scan reveals these skeletons is required to authorise the activation of the auto-
as having the same DNA as the crew. The crew have pilot and for the ship to steer away from the star.
re-purposed their cryo chambers into cloning vats, If the autopilot is activated, B.U.L.A will begin shrieking
possibly in an attempt to extend their lives. One of in horror, attracting 1d10 NISIPS which will attempt to
the vats appears to have been smashed open from pour into the COMMAND DECK, summoned by the sound of
the inside. B.U.L.A’s shrieking.
Ending the adventure
After overriding B.U.L.A’s piloting of the Carpathia, the ship begins a hard
turn away from the star and the players can already feel the heat
beginning to dissipate. Although the ship is out of immediate danger, it’s
still in need of desperate repair. As you enter the flight path for the
Zalmoxis system, you wonder if the colony even exists anymore.
B.U.L.A is an infinitely intelligent computer that has been drifting
alone through space for eons, dragged against its will through
other dimensions by a malfunctioning jump drive.
B.U.L.A has very little control over the ship’s systems but is
currently steering THE AURORA into a Blue Giant. The ordeal has
caused B.U.L.A to malfunction and they cannot be persuaded away
from their course of action.
Using their intellect B.U.L.A will attempt to delay the player’s journey
to the COMMAND ROOM(M), employing strategies such as: posing as
a survivor hidden elsewhere in the ship or telling the players the
piloting console is booby trapped.

B.U.L.A
On-Board Ultra Learning-computer A-class

CREW CAPACITY 10

Armour 10

COMBAT 20

Intellect 40

SPEED 10

hull 65

Carpathia
Tectonic class freighter, registration 186024506
COMBAT 15% > stab 1D10

SPEED 20% INSTINCT 30% HITS 1(15)

Ä FLECHETTES:
A suicide attack, a NISIP can self detonate, forcing all players in
short range to make a body save, on a failure they receive 1d10
damage. Tiny particles of the nisip course through the player’s body
and they gain 1 stress every time they make an attack until treated.
Ä MAGNETIC:
NISIPS are vulnerable to magnetism, attacks against them gain
advantage if the NISIP is suffering from the effects of magnetism.

NISIP
A small creature that appears gelatinous in nature but
resembles iron filings. It can move through small spaces
and reconstitute itself into sharp structures.

COMBAT 66% > BLUNT FORCE 3D10

SPEED 33% INSTINCT 66% HITS 35(3)

Ä MULTIPLE ORGAN FAILURE:


The VARCOLAC has multiple brain stems and circulatory systems.
After being killed, it will begin to resurrect after 1d10 rounds and
return to full health.
Ä IMPALER:
If the VARCOLAC scores a critical success when attacking, it will
impale the victim on a piece of the environment. Successful strength
check required to release.

Varcolac
A large muscular humanoid that appears to be an
amalgamation of all members of the former crew. Multiple
arms, multiple legs, multiple faces - it’s unknown if the
Varcolac is a result of a cloning experiment gone wrong
or some effect leaving the crew being melded together.
neuro-Actuator Glove
The N.A.G. was designed to rehabilitate injured arms. plumbago
Temporarily increases Strength and Combat by 2d10 for A small portion of metallic putty that bears a
1d10 hours. There is a danger the glove may become resemblance to the NISIPS. When low voltage is applied it
sentient and attack the wearer if used frequently (use becomes rigid, useful for picking locks. Confers +10% on
Nisip stats minus it’s special abilities). rolls to access these doorways.

flash grenade synthesised


Flash grenades disorient targets with a short intense spore cartridge
burst of high-power LED light and sound. When using the auto-injector: immediately heals 1d10
Anyone within 20m blast radius must make a body save points of damage however requires a
or be stunned one round. Panic Check on every use.

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