The Hepplewhite Crash Site.

The Wrecked Spaceship



A. Entry Lock. The inner hatch is locked. Any tampering will activate a recording that says, "Only authorized Hepplewhite, Inc., employees are allowed past this point. Please enter your security code." The door has a level 1 security lock. It must either be opened by a technician or blown open with explosives.

B. The Cockpit. A short ladder leads up to the cockpit. The body of a human pilot is strapped into the seat. All of the instruments are scorched and ruined, but beneath the pilot's seat is a black box labeled "Flight Record" that seems undamaged. If the characters play the tape, they will hear a yazirian saying, "There's been an explosion! Dierba is dead. I'm sealing off the engine compartment. Has anyone seen Rinny?" There is a fire extinguisher on the wall and an odd, slimy trail on the floor.

C & D. Wrecked Cabins. The room to starboard is caved in and contains nothing of value. A black trail of slime covers the plastic floor in the port side room. There is a child's toy on one of the bunks. The crash weakended the floor, so anyone walking into the room must make a RS check or fall through the floor, taking 1d5+2 points of damage.

E. Storage. All three storage lockers on the right are open and empty. There is a fire extinguisher on the wall and many black slime trails on the floor.

F. Rear Hatch. If the characters open this hatch, they will find dangling wires that are throwing sparks. Touching the wires will cause 2d10 points of damageand stun the characters for 1d10 minutes. To enter this area, characters must use an insulated tool to move the wires out of the way. Two doors leading down to the cargo area are blown open. A ladder leads up to the engine pods, and the hatch is badly scorched. An access panel in the port wall is open. More slime trails criss-cross the floor.

G. Engine Pod. The body of a dead yazirian is slumped in a control chair.  The engines are cracked, and acid and oil are collecting in pools on the floor. There is a 10% chance each minute that a fire will start in this compartment. If a fire starts, characters will realize that the ship will explode in 2 minutes (20 turns). The fire extinguishers in the ship will not stop the fire, but each turn the fire is sprayed delays the explosion for one turn. The characters using the extinguisher takes 1 point of damage per turn.

H. Cargo Hold. Nothing is left here but wreckage and slime on the floor. The slime was left by a small omnivore, a slime bug, that is hiding in the wreckage (Move Slow; IM/RS 6/55; STA 35; ATT 55; Dm 2d10). It looks like a flat bug with razor sharg claws. Characters move at half speed in slime.

Any character with Demolitions skill can find enough evidence in the hold to prove that a bomb was planted in the cargo hold. Otherwise, the players must figure this out themselves.

I. Service Passage. The characters can hear the sound of crying from this passage, but wreckage blocks the the crawlway. A fire extinguisher will cool the wreckage so characters can get past.

J. Wheel Well. A small yazirian child, Rinny, is trapped in this landing wheel well. He is crying and scared, but unhurt.

Q? Q is labeled on the map 3 times in three different locations? Why?