TEXT: Gonzo Derelict Ship Encounters 
  Roll 1d20 
  [1] An extremely primitive robot greets you in a very 
  quiet voice. It lacks any form of locomotion; it all 
  appears to have been damaged or removed a long 
  time ago. It now comprises only of a sensor 
  area/”head” and speaker. It asks you for your name. 
  If any character responds with a name, either true or 
  false, the robot will immediately shout “DANGER X 
  YOU ARE IN DANGER!”. This makes enough noise to 
  make one roll on the wandering monsters table 
  unless the head is smashed immediately when the 
  noise begins. 
  [2] Within a small housing unit or kitchen. There is a 
  very large vat or pot that contains a strange, 
  squirming blue liquid. It's a gigantic amoeba, though 
  only about the size of a very fat house cat. It is 
  extremely slow but also hungry, and will follow the 
  party in an attempt to digest them. 
  It cannot digest anything it can't fully encapsulate. 
  Only a little green man, a young child, a pet, or 
  someone in the fetal position could be eaten by the 
  creature. If fed any organic material and led around 
  it may become a pet. 
  [3] Gravity Distortion! The ship's artificial gravity is 
  messed up in this area. Roll 1d8 
  1.  Gravity is normal (down) 
  2.  Gravity is reversed (up) 
  3.  Gravity is off 
  4.  Gravity is localized; all pulling towards one 
  random point in the center of the area. Tiny ball 
  of soot, dust, and small debris float there as a 
  'core'. 
  5.  Gravity is 3x heavier. All exploration is slower 
  and acrobatics are extremely hard. 
  6.  Moon Gravity- much lighter. Everyone moves 
  faster and can acrobatics with ease. 
  7.  Gravity is set as to whatever is most useful for 
  the highest Charisma character. 
  8.  Gravity is whatever is most debilitating for the 
  lowest Charisma character. 
  [4] Roll on wandering monster table. That group is 
  all here, but dead... The only injury they all share is 
  two tiny holes in the head. Look peaceful. 
  [5] Armory found! Either the ship's old security 
  station or a private collection from a paranoid crew 
  member; this armory contains several weapons. Roll 
  1d6 once for each party member.  
  1.  Laser pistol. 2D10 shots on battery 
  2.  Laser rifle. 1D10 shots on battery. 
  3.  Energy Sword. (deals d6 + burns) 
  4.  Personal Force field. (absorbs 8 damage 
  before needing a recharge) 
  5.  Pack of batteries, offering a full charge. (pistol 
  = 20, rifle 10, force field 8) 
  6.  Energy Disk Grenade. (thrown like frisbee, 
  deals 2d6 damage to all in radius, only used once 
  because explodes) 
  [6] Small bedroom or office. Floating in the center of 
  the room is what appears to be a tiny ball of light, 
  orbited by colorful orbs and tiny stones; it appears 
  as a miniature solar system. If any of the party 
  members touch or block the movement of any of the 
  stellar bodies; several tiny stardestroyers fly from 
  several of the planets and bombard them with tiny 
  lasers and bombs. 
  Tiny Cruisers (2d8 appearing. Successful attack rolls 
  only deal 1 damage, unless AoE attack. Each Cruiser 
  only has 1 HP. The whole fleet deals d4 damage in 
  tiny weapons to each party member. If there are less 
  ships then party members instead it deals d4 to each 
  of the closest party members to the ships.) 
  Capital Defense Cannon (Only one, appears only on 
  the 2nd planet from the star in this system. Seems to 
  be homeworld; the dark side is totally glowing with 
  electric lights. If party member gets close to this 
  planet the cannon fires, dealing d6 damage in 
  cataclysmic damage. Can only fire once as a trap.) 
  [7] Gigantic pile of alien pornography and smut. The 
  top layer contains human stuff, but as it goes down 
  the female creatures become more and more alien 
  and exotic. Any type of alien that exists in the setting 
  can be found in the Xenoplayboy pile in 1d6 
  minutes. 
  The pile of pornography is probably not worth much 
  except to a huge pervert. 
  [8] Airlock system with 4 functioning space suits still 
  within. Outside the airlock are several astronaut 
  suits, still floating on their taglines. Closer inspection 
  reveals corpses inside each one, perfectly preserved 
  without bacteria or flies to decompose them. They 
  have little of value except the tools they hold and 
  their suits. 
  10% chance each time you go out here a strange 
  cosmic radiation wave reanimates the dead into 
  
  vicious astronaut zombies. Maybe be smart enough 
  to try and cut the tag lines or break the oxygen tanks 
  of your characters. 
  [9] You find a hidden storage locker containing 
  'human suits'. Artificial skin, compression plates, 
  even mechanical muscles in the face and eyes to 
  have the illusion of emotions and facial expressions. 
  There are spots for 6 of them, but 2 are missing. At 
  least two human survivors or characters on the ship 
  are actually aliens in disguise. Your alien party 
  members could also put these to use as well. 
  [10] You come across a freezer or refrigeration unit. 
  Several chains, police tape lines, duct tape and other 
  binders are trying to keep it closed. It also has the 
  words 'DANGER KEEP CLOSED' written along it 
  hastily in paint. 
  If opened, a Mollobster jumps out. 
  Mollobster (2HD+1, d4 tentacles, d6 claw, slick froth, 
  AC +4) This creature appears to be some rare cross 
  between a mollusk and lobster; attacks with 
  tentacles and large claws. It spews a slippery froth 
  from its mouth, causing clumsy party members to 
  fall to the floor. 
  It attacks hard and fast, and its shell is extremely 
  resistant to damage. It seems very aggressive 
  because it has eaten almost all the food that was in 
  the fridge with it. If killed and eaten it tastes 
  absolutely delicious. The shell can be made into a 
  small piece of armor that grants +1 AC. If captured 
  alive, can be sold to a gourmet chef for several 
  hundred credits. 
  [11] Advanced simulation chair containing a starving 
  human gamer within, still alive and moving, but only 
  in the context of the simulation. He's been trapped 
  inside there for who knows how long, and been 
  getting an IV drip and insulin from his own cruel AI. 
  The AI is not self-aware or disobeying its owner; the 
  owner simply programmed the AI to not allow him 
  to leave without beating the simulation. However 
  whatever caused the ship to get ruined also messed 
  up his game, causing it to become much harder. 
  1D4+1 remaining mind-jacks allow the party 
  members to enter the simulation if they choose to. 
  The simulation is a war game. The simulation follows 
  a large medieval kingdom under attack by extremely 
  advanced aliens. The kid has been running through it 
  and failing again and again trying to unite the 
  medieval people to be able to fight their superior 
  enemies. 
  Combine the intelligence of all party members 
  jacked in + 16 for the kid. If the total >50 you win the 
  simulation in 1d6 hours. If the total is >70 you win in 
  the first round. Party members are trapped if not 
  intelligent enough to succeed the simulation. 
  If simulation wins; the kid will join you. He starts as a 
  level 1 specialist with good skills in programming and 
  hacking, plus he knows the layout of the derelict. 
  [12] Radiation is leaking from the engine or nuclear 
  weapons in this part of the ship. The area is 
  somewhat dangerous but most space-suits or 
  medkits can make someone immune to radiation. 
  If more than 2 turns or twenty minutes are spent 
  here, the party will encounter 1d6 Giant Cockroach 
  men, made from the radiation. You will encounter 
  another 1d6 each ten minutes further. 
  Cockroach Men (1HD, 1d4 bite, AC +2, 50% chance 
  to not die when reaching 0 HP) The cockroach men 
  will use any weapons they found, but aren't smart 
  enough to reload or repair them. 
  [13] Robotic police enforcers have been set up in 
  this area. The robots do not have any lethal 
  weapons, but do possess tasers and pepper spray. 
  Their criminal scanning systems have been 
  compromised after the lawlessness on this station 
  for the many years of looting, now even simple acts 
  of aggression or picking up dropped goods count as 
  theft. The police bots will do this to both party 
  members and enemies, but will also follow anyone 
  around that seems the most latent criminal. 
  Law Bots (3HD, nonlethal weapons only, AC +4) The 
  law bots will pepper spray and taser anyone who 
  attacks them, but cannot fight back harder than that 
  and could be destroyed by continued assault. 
  [14] Hologram generator. It creates holographic 
  copies of scanned into it, including party members. 
  The holograms last for 1d8x10 minutes divided by 
  the number of holograms. 
  Intelligent enemies can also use this to make 
  themselves appear like there are more of them, or 
  some other clever trick like fake equipment on the 
  ground for a trap. 
  
  [15] Small group of survivors hiding out in a storage 
  container. They are snacking on a couple of deep-
  dehydrated rations. The survivors have a 50% 
  chance to be here from when the ship was originally 
  here, or they are another group of scavengers who 
  were trying to raid the ship too but got trapped. 
  They are neutral in temperament, or make a 
  reaction roll. Add +1 to the roll if the whole party is 
  human. 
  [16] Part of the ship is seemingly in great repair. 
  Artificial gravity and oxygen is perfect, and the walls 
  even appear clean and smooth. The ship is repairing 
  itself here, metal slowly bending back into shape, 
  wires and cords fixing themselves. Anyone that 
  damages the ship here, even indirectly, is subject to 
  the security system's wrath. 
  There is also a stuck door, which must be forced 
  open to find treasure inside. Will trigger alarm. 
  [17] An insane man growls at your party like an 
  animal. He's defensive, prefers to run instead of fight 
  but is naked and doesn't appear to have any 
  intelligence. 
  The next encounter you roll, add in a two legged dog 
  that speaks and appears very concerned. He claims 
  he was body-swapped with his dog. This is true, but 
  if he finds out you killed his old body he will be very 
  angry, attacking the person responsible. However 
  even if found alive, it seems unlikely that he knows 
  how to switch. 
  Regardless, if friendly enough the dog-scientist will 
  join your party. 
  [18] Four men cower in four corners of a large and 
  comfortable living space. The entire room is covered 
  in blood, blast marks, knife cuts, and other symbols 
  of damage. The four men say that they are only 
  allowed to leave if they kill each other. 
  The men usually argue about trying to work 
  together, but will eventually start fighting regardless 
  of party intervention, end up dying. When all four 
  end up dying, a subtle mist descends on the room 
  and make the corpses shamble back to their starting 
  positions, restores their wounds, and makes it start 
  over again. 
  Each cycle plays a little differently, but all the men 
  usually end up dying within an hour and a half or so. 
  If their bodies are removed from the room the fog 
  will travel outwards and eventually try to reanimate 
  the corpse. If taken away or blocked somehow, 
  instead the cycle will continue with only three men. 
  [19] Praying mantis like alien being that has 
  developed god-like powers over everything within a 
  single room of the space ship. The entire room hums 
  like a rainforest and the floor is a giant leaf. He is 
  currently engaged in intercourse with several 
  females of his species. 
  The door will fade away and be nearly impossible to 
  find again without either gaining the mantisgod's 
  favor or killing him. 
  [20] Cryogenic freezing room. There are three kinds 
  of tanks here; ones with a gray or dim light to show 
  the subject with is dead, ones with a blue light to 
  show subject is alive and will return to normal when 
  unfrozen, and finally tanks with red lights indicated 
  that the subject will go berserk when frozen. There is 
  no obvious instruction showing what the colors of 
  the light means, it must be learned by trial and error. 
  In this room are 1d4 Dim light tanks, 1d4 Blue tanks, 
  and 1d6 Red Tanks. A small button on the far away 
  console is an 'all clear' button; opening and 
  unfreezing all the tanks at once. 
  There are spots for 1d8 other tanks that appear 
  missing. They are hidden around the ship, but 
  without lights above them there is no way of 
  knowing what their occupants are like without 
  unfreezing them and finding out. When you open a 
  tank, roll 1d20 on the Cryogenic Stasis Tank table.  
  Wandering Monsters 
  Roll 1d6 for a wandering monster 
  (1) 1d8 Space Pirates (1HD, +1 To Hit and AC, d6 
  general laser weaponry. They like to gang up on 
  people and are cowardly.) 
  There is a 50% chance one of them is carrying a 
  heavy laser gun (d8 damage) 
  There is a 50% chance one of them is a medic 
  (can heal another pirate 1d6 HP per turn) 
  There is a 50% chance they have a robot with 
  them (extra enemy, 2HD, +3 AC, fists only) 
  (2) 1d4 Psychic Wraiths (1HD, 1d4 psychic lash, 
  takes no damage from physical attacks, takes half 
  damage from energy weapons, cannot hurt 
  robots or psychic 'blanks'.) 
  
  The Wraiths are leftovers from when the ship 
  wasn't a derelict. The can be destroyed with 
  enough energy attacks, psychic attacks, or can be 
  put to rest by completing a task the ghost wished 
  to complete when it was alive, but this is difficult 
  if not impossible to determine. 
  (3) Nanobot Swarm (1HD total, +3 AC, each 
  attack except for AoE only deals 1 damage to 
  swarm, swarm deals d4 to everyone in it.) Tries to 
  rearrange the molecules in the party's bodies. 
  (4) Lobotomized Chimpanzees (1d6 appearing, 
  stats as goblin but can throw disorienting blasts 
  of psychic energy). 
  (5) Security Turrets (1d4 appearing, 2HD, cannot 
  move but can swivel 360 degrees. Fires 1d8 heavy 
  laser at -1 To Hit) 
  Placed at hard points around the ship, you can 
  usually avoid it by just moving around it, or 
  disable its targeting systems by finding security 
  chips off of corpses and implanting them. 
  (6) Clone-Vat Men (1d10 appearing, 1HD, no 
  armor or weapons, 1d4 bites and scratches.) 
  These vat men all appear the same, clones that 
  come out of a few large cloning vats at one point 
  in the station. A simple science check will reveal 
  that the clone men come out every 2-4 years as 
  the clone station auto-attempts to repopulate 
  the ship with useful technicians to repair the 
  damage, but without any educational material or 
  people to learn from they become feral instead. If 
  one of them could somehow be trained they 
  would be revealed to be very naturally talented 
  with machines. 
  What's in the Cryogenic Stasis Tank? 
  Roll 1d20 
  1. Extremely strong human body builder, 
  freakishly flexible along with it. 
  2. Alien bounty hunter still armed with plasma 
  gun. Very trigger happy. 
  3. 2d6 Raccoons, all hugging for warmth. 
  4. 80 year old man identical to the Clones. Has 
  multiple stab wounds from where his DNA was 
  extracted during his cryo-sleep. 
  5. First appears as a mutant, actually a man with 
  a tremendous amount of body modifications 
  including horns, claws, eyebrow ridges, scales, 
  etc. 
  6. Brain on a metal pan. Will jump at anyone with 
  a Wisdom of 7 or less; trying to wiggle into their 
  head to control them. 
  7. Several thousand cockroaches bust out, the 
  pod was packed to the brim with them. 
  8. A skeleton. If the cosmic ray from [8] has 
  occurred; this skeleton will also animate. 
  9. Forty bottles of space cola, stored here to keep 
  them icy cold and fresh. 
  10. A Calico Housecat. Collar reads Princess 
  11. Young, nubile naked blonde women. First 
  thing she says “Do I really need to pose like 
  that?” before she realizes where she is. 
  12. Three extremely skinny mutants, all pushed 
  inside the same pod. Spots on their skin have 
  been marked with X's as if for later surgery or 
  study. 
  13. Service droid. Because it is not organic, it has 
  been aware this entire time while frozen. Its 
  memory banks contain the only constant account 
  of what happened on this ship, but only from the 
  perspective of a tiny glass window and the noises 
  outside it. 
  14. Man with a massive piece of metal stuck in 
  his head. He screams constantly; he was frozen 
  for later surgery. He dies within 1d6 minutes of 
  being unfrozen. 
  15. Several high quality stakes of a delicious 
  creature that has been eaten to extinction. 
  16. Violent space alien that lays eggs in dead 
  bodies. Runs and stalks the party instead of 
  fighting directly if it can. 
  17. Station Sheriff. Armed with a laser revolver 
  (1d6+1 and +1 to Hit) and a security clearance 
  badge that gives whoever wears it clearance + 
  clearance to everyone traveling within 10ft of 
  wearer. 
  18. A chimpanzee, not yet experimented upon. 
  19. Appears empty, but releases a faint cloud of 
  reddish smoke. Was actually filled with frozen 
  Neon gas. 
  20. Fourth dimensional being. One of its 'fingers' 
  was stuck in this tube. 
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SW - Gonzo Derelict Ship Encounters.pdf