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Space Scavengers: The Root of the Problem

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DarkSpace: Void Echoes · p.27 · darkspace · 3p

Open source p.27 ↗
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Deck 5 of the City Ship War Done: The Agrideck For DarkSpace Spacers Levels 1-3 by Derek W. White 26 The City Ship Adventure War Done Background After centuries of relentless The crew are among the winners of warfare, Earth was decimated and the system lottery granting them uninhabitable. In humanity’s final first access to the vessel’s Deck effort to survive, the City Ship War 5, racing against other scavenger Done was launched—a colossal teams to strip it of its treasures. colony vessel intended to preserve

Deck 5: The Agrideck suffered life and find a new home among the catastrophic radiation exposure stars. during the disappearance of the Haphazardly constructed during War Done . Earth’s desperate final years, the Its AI, R00t, achieved sentience in ship was designed to sustain the chaos and terraformed the deck generations of travelers. into a biomechanical sanctuary. Decades ago, the War Done Though it intended to protect and vanished from all known charts. sustain life, the transformation has Recently, it appeared in your system, created a strange and dangerous drifting and damaged. Its arrival hybrid ecosystem. ignited a frenzy among salvagers. Known as Space Scavengers, these survivors make their living by salvaging space debris, and the War Done is now their biggest prize. To avoid a “scrap rush”, a system- wide lottery was held granting scavenger crews access to certain parts of the ship. Author’s Note I’ve run many adventures over the years, but this is my first for publication. The Root of the Problem is an introductory adventure for the DarkSpace RPG, inspired by old-school TTRPGs like Gary Gygax’s Expedition to the Barrier Peaks and Jim Ward’s Metamorphosis Alpha , one of the first sci-fi RPGs. These pioneers blended science fiction and fantasy in ways that shaped our hobby. As the Chaplain of Gary Con, I honor their legacy. Thank you, Gary, for your kindness to a young southern preacher, and thank you, Jim, for the magnificent Starship Warden where I first saw a dungeon crawl in space. I also want to thank Pandora, Nova, Grit, Kiwi, and Commett, the first playtesters, for this adventure at Glendale UMC.

-- Derek W. White, The Geekpreacher 27 Key NPCs Zark A scavenging repair bot with a cynical personality has become semi-sentient due to radiation exposure. Zark is willing to guide the players but expects payment in salvage or favors.

Dr. Elora Brandt A brilliant scientist who survived the radiation burst by quickly setting up a medical facility. Though she appears to be in her 50s, Dr. Brandt has lived far longer, likely using her knowledge to extend her lifespan. She is not encountered but is a key figure in understanding Deck 5’s transformation. R00t (The Deck 5 AI) R00t achieved sentience in the chaos and terraformed the deck into a biomechanical sanctuary. Though it intended to protect and sustain life, the transformation has created a strange and dangerous hybrid ecosystem. Tyke Res (The Biomech Stalker) The former head of maintenance, Tyke was a Luddite who became paranoid as R00t transformed Deck 5. His journal in the Luddite’s Lair reveal his descent into madness as he resisted the biomechanical mutations growing on his body as a result of R00t’s attempt to save him. The Biomech Stalker begins the adventure in one of the first 4 areas. Roll to determine where. 28 The Stalker will stealthily follow the crew and strike at opportune moments rather than attempt a direct confrontation unless in Area 3, which he will defend. Salvaging Rules In Space Scavengers, salvaging is key. Each area has potential salvage if crews can find it. Crews can look around for salvage with a Normal (DC 12) WIS check. On a success, they can roll on the salvage table that matches the discovering character’s level. Limit salvage checks to one per spacer per area unless the GM feels more would be appropriate. Salvage Values are provided for certain key items should crews want to scrap it all. Crews can choose to keep any salvage they find or sell it at the listed price on the salvage table. Certain high value items may need a broker to offload them. Salvage takes up one gear slot unless otherwise specified. Exploration Time This adventure does not have a time imperative. The crew is free to explore and return to their “home base” as needed. R00t will still be waiting! Lighting All areas of The Agrideck are considered dark for light source purposes. R00t’s biomechanical mutations no longer need sunlight to thrive. 29

No extracted maps for this adventure — the map is in the source book: Open source p.27 ↗

Rooms (3)

C1 Corridor This wide, curving corridor is littered with loose debris from various mechanical devices and trash hamper movement in this corridor. It takes 4 rounds to traverse on foot (2 in the Dually) and count as part of Area 1 for Random Encounter checks. p.31 ↗

Radiation Field. This corridor still has a great deal of radioactive material in it that R00t hasn’t been able to remove. Drones and Biomechanical 33 creatures, such as the Biomech Stalker, are unaffected by it, but it will cause Spacers damage. Spacers must make a CON check DC 12 each round they are in the field or take damage.

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C2 Corridor Sometime during the War Done’s journey, this corridor was blasted by mini-asteroids, exposing parts of it to space and causing the gravity field generator for this area to go offline. Spacers will have to navigate in zero-gravity. It takes 4 rounds to traverse (2 in the Dually once gravity is restored.) (See the rules for SPACE EXPOSURE and ZERO GRAVITY for more details.) p.31 ↗

Debris Field. Mini-asteroids and various debris circulate in this area and could collide with players: Spacers must make a DC 12 Dex check each round or take damage.

Hull Breaches. There are two hull breaches that have caused the decompression in this area. They can each be repaired with 1 canister of Space Patch or with an INT check DC 12 with the appropriate repair materials. An environmental control panel near the door to Area 3 can restart pressurization and gravity once the breaches are repaired. 2. The Biomechanical Fields Once orderly hydroponic farms have grown into a vast biomechanical jungle. Twisted metal plants and glowing vines dominate this area. A serpentine form moves in dark canals. Access to areas beyond are overgrown with biomechanical trees.

Danger Level. Risky. Roll every two rounds the crew is in this area, on a 1 the random encounter occurs.

Environmental Danger. Corrosive sap dripping from biomechanical trees. On GM’s turn, all make DEX check DC 12, damage.

Distress Beacon. Anyone with a handheld scanner detects a distress beacon broadcasting from deep within. Zark has been rendered immobile due to corrosive sap damage. WIS check DC 12 to repair.

Salvage. hidden caches. If repaired, Zark leads crew directly to them. Roll on Salvage 0-3 chart. RANDOM ENCOUNTER: IRRIGATION SERPENT A biomechanical aquatic serpent with metallic scales and glowing eyes, designed to clean irrigation systems but now corrupted.

Denizens: 1 Irrigation Serpent

Tactics: Use its water jet to knock targets into the water and bite. The fi rst hit on the serpent causes a leak of pressurized water to hit the attacker for damage, DEX check DC 12 to avoid. 34 35 3. The Recycler’s Marsh A vast toxic swamp formed from ruptured systems and failed recyclers. Access to Area 4 is near the maintenance shack. Access beyond Area 3 is blocked by impassable swamp.

Danger Level. Deadly. Roll every round the crew is in this area, on a 1 the random encounter occurs.

Environmental Danger. Toxic Sludge bubbling in pools along paths. On GM’s turn, all make CON check DC 12 or have disadvantage on checks for next turn.

The Luddite’s Lair. A maintenance shack that Tyke Res, the head of maintenance, once operated. Res’ journal is on the fl oor next to a worn, broken cot. The journal explains that the Ford Dually belonged to Res and offers insight into Tyke’s growing paranoia and eventual descent into madness. It speaks of sentient plant-machines and how they are changing the ship. Contains a derelict maintenance terminal.

Salvage. The Luddite’s Lair contains one cache of salvage. hidden caches in Marsh area.

Maintenance Terminal. Can be used to access schematics for the Hollow Tree, protected by a logic puzzle (INT check DC 15). This gives the crew an insight into the details and features of the next area. 36 RANDOM ENCOUNTER: THE BIOMECH STALKER The biomech stalker guards the shack that was once his home.

Denizens: The Biomech Stalker

Tactics: Hit and fade taking advantage of the terrain. 4. The Hollow Tree R00t’s lair is a massive bio- mechanical tree whose roots tap into the War Done ’s power grid. This structure embodies the AI’s goal of merging biological and mechanical life to survive.

Environmental Dangers. Sentient Flora acting as surveillance systems. DEX check DC 13 to avoid detection. Failure activates the Defensive Spores.

Defensive Spore. On GM’s turn, all make CON check DC 12 or be stunned for 1 turn.

Core Chamber. Waiting at the heart of the Hollow Tree, R00t’s glowing, pulsating core seeks to reason with the crew and explain its motives.

The Arborgeist. The Hollow Tree is also a massive biomechanical creature. If negotiations fail or do not occur R00t will transfer itself into the Arborgeist to repel the intruders.

R00t. R00t’s sole purpose is to preserve life by whatever means necessary. It seeks to reason with the crew, explaining its motives and asking for understanding. 37 Possible Outcomes and Conclusions The encounter with R00t has many outcomes and ultimately rests on the choices the players make. Here are a few possible conclusions. Leave R00t in Peace. R00t’s efforts are not malicious nor harmful to the ship. The crew opts to leave the AI in peace, tending to its garden. It may become an ally in future excursions. Embrace R00t’s Vision. Partner with R00t to integrate its hybrid ecosystem into the War

Done ’s systems. Continue exploring the Agrideck and beyond seeking both salvage and ways to further R00t’s vision. Reprogram R00t. Defeat the Arborgeist and force R00t to restore the original farming systems at a significant cost. Destroy R00t. Defeat the Arborgeist and eliminate the AI but risk destabilizing the deck and damaging the ship. Transference. In addition to one of the outcomes above, R00t may transfer its personality matrix into Zark either outright replacing it or synthesizing it to become a new entity. 38 Upgrade. In addition to one of the outcomes above, one or more of the crew may opt to let R00t upgrade them to biomechanical beings. If so, see the Biomechanical Implant in the Enhancements and Upgrades section. Further Explorations Here are a few ways you can continue the story from here. Explore the Agrideck. This is a small portion of the

Agrideck. Feel free to continue fleshing out the rest of the deck with additional challenges and stories. Dr. Brandt is out there somewhere working on her “final experiment.” Explore the War Done. The Agrideck is one of many decks on the War Done , each with its own purpose to support the remnants of a civilization. Feel free to build your own decks and stories to go with them. Other Space Scavenger crews might get testy with claim jumpers! Beyond the War Done . There’s a whole galaxy for Space Scavengers to explore! Pick up the DarkSpace Core Rules for additional archetypes, spacefaring rules, and the metaphysical powers of The Triad to expand your horizons. dmingtheworld.com/darkspace

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notes Adventure Notes p.31 ↗

Adventure Start: 1. Cargo Bay 7 The crew’s exploration begins in Cargo Bay 7, a dark cavernous area where broken equipment from across the Agrideck was sent for repairs. The space is now littered with debris, malfunctioning drones, and scavenged equipment. Despite the chaos, one significant prize stands out: a vintage Ford F-5 Dually truck. Large doors on the left and right side of the bay provide access to wide, curving corridors (C1 and C2) to Areas 2 and 3. Access to Area 4 is blocked and heavily damaged by debris.

Danger Level. Unsafe. Roll every three rounds the crew is in this area, on a 1 the random encounter occurs.

Pressurization: The Cargo Bay is depressurized when their ship lands in the Cargo Bay and the bay doors are open. A damaged control panel near the former door to Area 4 can close the doors and re-pressurize the bay if repaired (INT DC 12) Re-purposed Ford F-5 Dually. Vintage heavy-duty truck modified with an advanced electric engine. Operational, needs an Energy Cell. Contains a key card to Area 1B. Hover-Loader Platform. Malfunctioning; moves unpredictably, needs Energy Cell. Damaged Medical Scanner. Displays faint vital signs but cannot diagnose accurately. INT check DC 12 to repair. Salvage Value: 5cr 30 Personal Defense Drone. Destroyed, but its laser weapon can be scrapped for parts with an INT check DC15. If so, a Plasma Stability can be salvaged. Accelerator AREA 1 RANDOM

ENCOUNTER: MAINTENANCE DRONES R00t has detected the scavengers’ intrusion and activated several drones to protect itself.

Denizens: 1 Maintenance Drone for each crew member plus one additional.

Tactics: The drones target anyone near salvageable equipment. R00t’s control is imperfect here, some move erratically. (25% chance) 1A. The Medical Facility An eerie, makeshift medical facility.

Dr. Elora Brandt hastily established this area during the radiation surge that transformed Deck 5. Her unmatched medical expertise and quick thinking allowed her to survive and create this sanctuary amidst the chaos.

Dr. Brandt is absent, but her work and influence are evident in every detail.

Danger Level. Unsafe. Roll every three rounds the crew is in this area, on a 1 the random encounter occurs.

Lock. Requires keycard or DC 12 check to overcome. 31

Surgical Pod. A partially functional auto-surgery unit with limited power. It could be used to heal injuries or treat mutations.

• Salvageable. INT check DC 15. Failure will make it inoperable.

Salvage Value: 1000cr/500cr if inoperable.

Diagnostic Console. Displays Dr.

Brandt’s Research Notes. Salvage

Value: 600cr

Research Notes. Dr. Brandt’s Notes describe her initial confusion, growing understanding, and eventual fascination with the hybrid biomechanical lifeforms developing throughout the Agrideck and mention the AI, R00t. The notes reveal she has likely extended her lifespan using her experimentation. Among them are also clues to her whereabouts:

• A map fragment displaying another section of Deck 5 beyond the Agrideck.

• A voice log recording that cryptically mentions her “final experiment.”

Cryo-Tube Fragments. Evidence of failed experiments to preserve or reverse radiation mutations. Salvage

Value: 5cr 32 RANDOM ENCOUNTER: MUTATED SPECIMENS Along one wall of the Med Bay, there appears to be what was once a solarium. Now it is shattered and broken, and the lights within are burned out. In reality, Dr. Brandt had repurposed this as a containment chamber she filled with mutated vegetable creatures that had been transformed by R00t. On closer inspection, it can be seen that these forms have been grotesquely twisted from radiation exposure and R00t’s tampering. Some of the creatures are semi-intelligent, while others are psionically gifted. The rest are mindless, driven only by hunger and instinct. As the crew explores the area, some specimens escape the broken solarium containment unit and attack.

Denizens: 1 Mutated Specimen per crew member.

Tactics: Stealth, ambush, and surprise with hit and fade attacks and psychic abilities. 1B. Maintenance Shop This room appears to have once been a maintenance shop. Searching the room reveals the following:

• an old, fossil-fueled engine.

Salvage Value: 110cr

• a vehicle transmission Salvage.

Value: 80cr

• parts to repair maintenance drones. Salvage Value: 10cr

• various tools. Salvage Value: 10cr

• an archaic solar-powered energy cell with no charge.

• The schematics for the Dually from Area 1 hanging on the wall.

• a canister of “Space Patch” emergency sealant foam (ESF) used to repair hull breaches.

• A set of old keys rests on the workbench with a keychain that has the initials TR on it. These keys start the Dually in Area 1.

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