Curse of The Flying Dutchman
Curse of The Flying Dutchman
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STOP!
DON’T BUY THIS BOOK!
At least, not yet.
The basic rules for the Micro Chapbook RPG
system found in this book can be downloaded
for FREE through DriveThruRPG.com in any of
the individual Micro Chapbooks. Give the
system a try before you buy.
Additionally, this adventure module is
specifically designed for use with the Micro
Chapbook Sci-Fi RPG for the system but is
compatible with ANY Micro Chapbook product.
With that in mind, this Deluxe Adventure
Module includes the basics of the rules to get
you started.
You don’t need any other book to experience
the game!
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Contents
1.0: What is Curse of the Flying
Dutchman?
2.0: What You Need
3.0: Basic Rules
4.0: Adventure Background
5.0: Your Ship Assignment
6.0: The Approach
7.0: Boarding Party
8.0: The Flying Dutchman
9.0: The Enemies
10.0: Ending the Adventure
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Section 1.0
What is Curse of the Flying Dutchman?
Curse of the Flying Dutchman is a stand-alone
short adventure module for the Micro
Chapbook Sci-Fi RPG. This adventure can be
played on its own or as part of any current
adventure or campaign. This book includes
the rules basics, which may have some
differences from the full rules in the core
rulebook. The adventure contained herein
takes the player and an away team to the outer
reaches of space where an old ghost ship,
thought long dead, has shown up.
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Section 2.0
What Do You Need?
To play this adventure you will need:
● A Pencil and Eraser
● A Sheet of Graph Paper
● A Character Sheet
● 2 Six-Sided Dice
● The Micro Chapbook Sci-Fi RPG Core
Rulebook (Optional).
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Section 3.0
Rules Basics
The Micro Chapbook Sci-Fi RPG system is an
ultra-simple roleplaying game that can be
played solo (or with a traditional GM if you
so wish). In the next few pages, you will find
the basic rules for the game system (as found
in each of the individual free Micro
Chapbooks). You don't need anything else to
play. However, if you want to get the most out
of this Adventure Module, I recommend
picking up the Micro Chapbook Sci-Fi RPG
core rulebook. Some of the basic rules are
simpler than the full rules and are therefore
slightly different.
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Overview: During play, players always roll
1D6, trying to score equal to or lower than
their stat score. If they are proficient, they
roll 2 dice and take the better result of the 2.
1 always succeeds. 6 always fails. (NOTE: When
you see 1D3 it means you roll a die and half
the result rounding up. 1D2 means roll 1D6.
Evens = 2. Odds = 1)
Characters: To create a character, do the
following:
1. STATS: You have 4 statistics. STrength,
DExterity, WIts, CHarisma. You have 7
points to assign between them as you see
fit (9 for an easier game). No stat can
have a score lower than 1 or higher than
4 at this point.
2. CLASS: Choose a class. There are 4 to
choose from. Each one will make you
proficient in one area. Soldier:
Proficient in ST Ranger: Proficient in
DE Tech: Proficient in WI Diplomat:
Proficient in CH
3. RANK: Choose a Rank. Ranks grant you a
+1 bonus to one stat. Security: +1 ST
Engineering: +1 DE Science: +1 WI
Command: +1 CH
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4. HEALTH and WILL: Your health is your
ST+DE+20 (+10 for a challenge). Your will
is your WI+CH+20 (+10 for a challenge).
Weapons: Roll 2D6 to determine your starting
credits. You may buy equipment now. Weapons
have a damage rating and a cost in credits (c).
Below are some basic starter weapons, both
ranged and melee.
Melee Weapons Ranged Weapons
Dual Wielding: You may wield up to 2 melee
weapons and 1 ranged weapon. When using 2
melee weapons you may attack twice on the
melee turn, but have two chances of taking
damage. You may not use a shield if doing
this.
Armor and Items: Armor grants the wearer a
boost to their health, will, or both. Other
items such as food can be used to restore lost
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health and will. Below are some basic starter
items and armors.
Armor Items
Generating Areas: The player begins by
choosing a random square on the graph paper
and generating the first area. To generate an
area, roll 2D6. The number rolled is the
number of squares in the area. These can be
drawn in any way, shape, or form so long as
they are orthogonally connected. Next, roll
1D3 (1D6 divided by 2 rounded up). This is the
number of NEW exits in the area. Draw small
rectangles to represent the exits along any
single square’s edge to designate this.
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Area Type: Each newly generated area has a
type. Roll 1D6 on the scenario Area/Room
Chart to determine the type. Note this in the
area with the type’s letter code as listed on
the chart.
Exits: Next, you will choose one exit to move
through into the next area. Roll 1D6 to
determine the exit type. After moving,
generate the new area.
(5-6) Unlocked Move through freely.
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Enemies/Aliens: After Entering any area. Roll
to generate enemies in the area. Roll once for
the enemy type (on the scenario Enemy/Alien
Chart) and a second time for the number of
that enemy. Each enemy has a Max number of
that type that can appear in a room, a Health
Damage, a Will Damage, and a Life Force.
Fighting: To fight the enemies in your room,
follow these steps in order:
1. Bravery: The player makes a CH check. If
you pass, gain 1 Will. If you fail, you
lose Will according to the enemy’s
W-DMG. If your Will is ever 0, all rolls
take a +1 modifier. (A roll of 1 STILL
always succeeds)
2. Ranged Attack: IF the room is 4 squares
or larger the player may make a ranged
attack. Roll a DE check. If you succeed,
apply weapon damage to the enemy’s LF.
3. Melee Attack: The player MUST now make
a melee attack using a ST check. If you
succeed, apply the weapon’s damage to
the enemy’s LF. If you fail, roll the
H-DMG for one enemy and apply it to
your health.
4. Repeat: Repeat this entire process until
either you are killed or you’ve killed
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all the enemies in the room. Run away
with a successful CH roll.
Search: Roll 1D6. If you get 1 through 5 you
earn that many credits. If you roll a six, roll
on the Items table included in this section.
If you roll a 1 on the items chart you find
nothing.
The Boss: The boss of the scenario will not
appear until the following conditions are
met:
● Keep track of each enemy you kill
during the scenario. After each battle
is won, roll 2D6. If the roll is LOWER
than the number of enemies killed
during the scenario, the boss can now
have a chance of appearing.
● The boss will only appear in specific
areas, as designated by the scenario
rules. If you roll the boss when it can’t
appear, reroll. Once the boss is
defeated, the game ends.
Leveling Up: In between games you may also
spend 100 credits to add +1 to one stat (or 50
for an easier game). No stat can be higher than
5. You may also buy new equipment.
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Section 4.0
Adventure Background
Twenty years ago, a pirate ship named The
Flying Dutchman terrorized deep space
travel routes. It would attack and board
freighter and passenger ships to rob them of
their goods. For months, the Galactic
Government attempted to catch the ship and
bring them to justice. However, they were
never successful. Then, something strange
happened. The Dutchman went too far. They
kidnapped a noble diplomat's daughter to
hold her for ransom. Once the money was
paid, however, they killed the girl anyway.
After that, the ship mysteriously
disappeared forever near a black hole. No
one has seen it since . . . until now.
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A derelict ship identified as The Flying
Dutchman was seen on the outer reaches of
the Dadinack System. The Galactic
Government has put in a mission request
with the Star Adventurer's Guild to check it
out.
You and a crew of two other adventurers
have been assigned the mission. Taking the
guild ship Falcon Model, you take off from
Earth to explore the Dadinack System.
Curse of the Flying Dutchman is a game
intended for an away team of 3 adventurers.
Make 3 different characters to go on this
mission. Designate one as the Party Leader.
This is your main character. The other two
are considered companions. If you already
have a character, create 2 more to accompany
the Party Leader.
You can also play the adventure multiplayer
with up to three players controlling the 3
heroes.
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Section 5.0
Your Ship Assignment
Your team is assigned to a Star Adventurer's
Guild standard Falcon Model ship for the
mission. Most missions from the Star Guild
are assigned a ship for use during the
mission.
You and your team are expected to return the
ship in pristine and working order. If there
is damage to the ship, you are expected to pay
for repairs yourself. Alternatively, you can
purchase insurance for 10 credits before
leaving to waive payment of any damage done.
The Falcon model is broken down into 6
sections, each offers you a specific boon.
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Each of the numbered areas in the ship shown
on the previous page offers you boons and
bonuses. They work as follows:
1. COCKPIT: While at the cockpit, you may
contact the Star Guild. It is then you
can report on completed missions and
earn credits. You may also spend credits
to level up while in the cockpit.
2. MESS HALL: The Mess Hall allows you to
synthesize foodstuffs and other similar
items. While here you can pay credits
into the machine to receive Rations or
Deblorian Ale.
3. BUNK: This is where the crew will sleep
while on their journey. You can sleep to
recover ALL Health and Willpower lost.
4. MED BAY: This is where you can pay
credits into the machine for healing
items. This includes Stim Kits,
Tranquilizers, and Emergency Med Kits.
5. REPLICATOR: This room contains a
high-level replicator. You can pay
credits to buy new weapons and armor.
6. ENGINE: The final room is the Engine.
While you don’t earn any specific boons
here, it is required for space travel. If
it is ever destroyed, you are sent adrift
to await rescue.
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This model of ship doesn’t have any onboard
weaponry. It is purely a transport ship. The
guild doesn’t assign weaponized ships unless
they know for sure that the guild members
will be entering battle-worn territories.
There have been too many instances in the
past of reckless guild members destroying
public property or natural landmarks when
given powerful weapons.
However, that doesn’t mean you won’t
encounter trouble out in space. Whenever you
are forced to take damage, roll a die.
Whatever the result is pertains to one
section of the ship. Mark off one box in the
area to show damage. If an area has all 3 boxes
checked off, it can’t be used and you may not
use its benefits.
If the engine is marked on all 3 boxes, the
ship shuts down and is adrift. You will need
to await a rescue party. If the guild has to
rescue you, you must pay 15 credits for the
tow back to the nearest spaceport. This cost is
waived if the away team purchased insurance.
After an encounter or space battle, each guild
member aboard has a chance to make a WI check
to try and repair damage to each room. If they
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fail, they can’t try again. If they pass, they
may erase 1 damage from the room. They may
then make additional WI checks for any
remaining damage in the room. As soon as they
fail, they have to stop.
Any remaining damage on the ship AFTER all
members aboard have attempted repairs will
have to be paid for by the group. Each damage
costs 3 credits to fix.
If you don’t have enough credits, you are
considered “in debt” to the Star Guild and
therefore must work to pay off the debt before
you are allowed to spend credits on anything
else (leveling up, weapons, armor, etc.) The
only exception is in purchasing medical
items prior to a mission. You may have one of
each medical item before leaving.
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Section 6.0
The Approach
Before arriving at the Dutchman’s location,
you will need to travel through space. Space
travel is always a risky and dangerous
business.
As such, you will be required to roll on the
chart on the next page to see what happens to
you, if anything. The trip will take about 3
days and therefore you should roll 3 times on
the chart.
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Space Travel Table
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If at any point you worry that you are dire
straits, you can turn around and head back to
earth. However, you will have to still travel
back as far as you’ve come in days. So if you
traveled two days out, you will have to travel
two days back (two rolls on the event chart).
For purposes of combining this adventure
with a preexisting one from the core
rulebook, you can add this ship and its rules
to the book. Each mission can be one day apart
and thus you roll once on the chart.
However, remember that for each day you are
out, you have to travel that many days back to
earth to get the ship fixed or touched up if
needs be.
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Section 7.0
Boarding Party
Upon arriving in the sector where The Flying
Dutchman is located, you noticed the old
derelict is spinning in a circle. You have two
options in trying to board the ship.
1. Try to fly the ship and carefully dock
it with the Dutchman.
2. Don space suits and everyone can fly
(spacewalk) out to the Dutchman,
attempting to land on it.
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DOCKING: If you choose to try and dock, one
character will need to make a DE roll to fly
in and safely dock. If you fail, roll on the
chart below.
1-2 The spinning Dutchman whacks the side of the
Falcon, sending you flying off into space. The
Falcon takes 3 random damage and the pilot must
make a DE check to correct and save the ship from
flying out of control. Each failure adds 1 damage to
the ship. Once the ship is under control, the
characters may again attempt to dock.
3-4 The pilot comes in too fast and rams into the side
of the dutchman. The Falcon takes 3 random damage
and is fused to the side of the Dutchman. You can
now board freely but will need a rescue party to
help salvage the ship. Either that or a player can
attempt a WI check to unfuse the ships later. Each
time this fails it deals 1 more damage to the ship.
SPACE WALK: Each player will need to make a
DE roll to spacewalk from the Falcon to the
Dutchman. If someone fails, roll on the table.
1-2 The player misses, shooting out into space. They
must make a DE check to correct. If they fail, they
fly off eternally into space unless the other
characters can get back to the Falcon (DE check if
they are on the Dutchman) and make a DE check to fly
and save them.
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Section 8.0
The Flying Dutchman
Stepping onto the Dutchman and into the
docking bay is very odd. The whole place is
silent . . . a ghost of what it once was. You
half expect to see dead bodies, but there are
none. Where did the crew of pirates go?
There still seems to be emergency power, but
just barely. Old yellow running lights
flicker on and off, giving an eerie strobe
effect to the bay. Did you just see something
moving in the light? It is hard to tell. Then
it moves again, something shuffling from
behind old shipping crates.
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DOCKING BAY: The first room in this scenario
is the Docking Bay. It is a 6x6 square room
filled with crates and boxes and with
flickering low lighting. The room has 3
doors, 1 on each side of the room that isn’t the
docking side. From behind the crate comes 1D6
husks. These horrific monsters charge toward
you, hungry for battle.
Prior to each round of combat roll 1D6. On a
roll of 1-3, the lights flicker out and you are
forced to fight in the dark. All attacks take a
+1 modifier and all damage to monsters takes
-1 to a minimum of 1. Meanwhile, monster
damage increases by +1. If you roll a 4-6, the
lights stay on for the round and you fight as
normal. After the fight, you may begin moving
as normal.
SPECIAL ROOMS and ITEMS: This adventure
includes a second chart of special rooms and a
second chart of special items. When you roll
the Special Room result on the Room Types
chart, roll for a special room. Special Rooms
can only be found once per game. When you roll
a 1 on the items chart, you may then roll on
the Special Items chart. Special Items can
only be found once each.
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Dutchman Doors
Items
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Dutchman Room Types
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Dutchman Special Room Types
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6 Pentagram P This room has a strange white
pentagram in the center of it.
Sitting in the pentagram is a woman
dressed in rags. It seems to be the
girl who was kidnapped all those
years ago. Turning toward you, she
has blood on her mouth. This leads
you to believe she ATE the crew.
Clearly, there is something demonic
going on with this girl. Fight the
BOSS now.
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Dutchman Enemies
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Section 9.0
The Enemies
HUSK
MAX: 6 H-DMG: Maul W-DMG: 1D2 LF: 5
1D2
MAX: 6 H-DMG: Bite 1D3 W-DMG: 1D2 LF: 7
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DANCING ORB
MAX: 6 H-DMG: Blind 1 W-DMG: 1D6 LF: 2
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ALIEN SPECTER
MAX: 4 H-DMG: Touch 1 W-DMG: 2D6 LF: 5
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FLESH MASS
MAX: 2 H-DMG: Absorb W-DMG: LF:
1D6 1D3+1 15
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BLOODY WOMAN
MAX: 1 H-DMG: Absorb W-DMG: 2D6 LF:
2D6 50
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Section 10.0
Ending the Adventure
As soon as the Bloody Woman dies, the
pentagram she created shakes and quakes.
Items begin to be sucked into the void.
Rushing to get out, you barely make it back to
the ship in time. You watch in horror as the
whole thing implodes on itself and vanishes
from existence. You call into the Guild to
report and they transfer your reward of 2D6x6
credits. They tell you to report back to Earth
as soon as possible. You must now make the
3-day return journey.
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If you like this, check out the original
Deluxe Core Rulebook!
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