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Curse of The Flying Dutchman

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100% found this document useful (3 votes)
803 views42 pages

Curse of The Flying Dutchman

Uploaded by

Steven Burgess
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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Curse of the Flying Dutchman 

Deluxe Adventure Module 


Copyright © 2020 Noah Patterson 
ISBN:​ ​ ​9798674841968 
   


 
Find us on DriveThru RPG! 
 
 
 
 
   


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!  
 
   


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 
 
 
   


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.    

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).   


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.   


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. ​ST​rength, 
DE​xterity, ​WI​ts, ​CH​arisma. 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 


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 

Dagger  1  1c  Throwing Star  1  2c 

Short Sword  1D3  2c  Stun Gun  1D3  3c 

Hand Axe  1D3+1  3c  Phaser  1D3+1  5c 

Vibro Sword  1D6  4c  Blaster  1D3+2  6c 

Vibro Axe  1D6+1  5c  Phaser Rifle  1D6  7c 

 
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 

10 
health and will. Below are some basic starter 
items and armors.  
 
Armor  Items 

Triton  +3H  1c  (2) Rations  1D3 H  1g 


Fabric 
Uniform 

Comm Badge  +3W  1c  (3) Dablorian  1D3 W  1g 


Ale 

Cybernetic  +6W  2c  (4) Stim Kit  1D6 H  2g 


Uplink 

Flux Shield  +6H  2c  (5)  1D6 W  2g 


Tranquilizer 

Personal  +6HW  3c  (6) Emergency  FULL  6g 


Force Field  Med Kit  HW 

 
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.  
 

11 
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. 

(4)   Stuck  The player makes a ST 


check to get through. 
Lose 1 WILL to reroll 
and try again. 

(3)  Locked  The player makes a WI 


check to get through. 
Lose 1 WILL to reroll 
and try again. 

(​1-2)   Malfunction  The player makes a WI 


check to fix it. If they 
fail, they take 1D3 
damage but still move 
through. 
 

12 
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 

13 
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.  

14 
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. 
 
15 
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.  

   

16 
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. 

17 
 

18 
 
 
 
 
19 
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.   

20 
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 

21 
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.   

22 
 
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.  
 

23 
Space Travel Table 

2  Attacked by space pirates. One character makes a DE 


check to fly the ship to safety. If they fail, roll 3 
times for damage against the ship. Each player loses 
1 equipped weapon or item. 

3  The engine appears not to have properly been 


serviced and overheats. Mark 1 damage on the Engine.  

4  The food synthesizer appears to not have been 


properly reloaded with the energy particles to make 
food. Mark 1 damage on the Mess. 

5  A weak spot in the outer hull rips open a hole in the 


Med Bay. Luckily no one was in there when it 
happened, but some supplies got sucked out. Mark 1 
damage on the Med Bay 

6  Space Junk hits the ship. Take 1 random damage to the 


ship. 

7  Smooth travel. No encounter today. 

8  Turbulent travels through a nebula to toss the Bunks 


into disarray. Mark 1 damage on the Bunk 

9  A fly seems to have flown into the Replicator and now 


items are coming out with strange fly parts melded 
into them. Mark 1 damage on the Replicator. 

10  Communications seem to be jammed. Mark 1 damage on 


the Cockpit. 

11  An asteroid is headed for the ship. One character 


must make a DE check to fly the ship to safety or the 
ship takes 2 random damage. 

12  A space mechanic is stopped here and offers to fix any 


damage you have for 1 credit per damage.  

 
   
24 
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.  
 
 
 
 
 
 
 
 
 
 
 

25 
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. 
   

26 
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. 

5-6  The Falcon glances off the dutchman and takes 1 


damage. The characters may attempt to dock again. 

 
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. 

3-4  The player takes 1D3 H-DMG but lands 

5-6  The player takes 1D6 H-DMG but lands 

   

27 
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. 
28 
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.    

29 
 
Dutchman Doors 

(5-6)  Unlocked  Move through freely. 

(4)   Stuck  The player makes a ST check to 


get through. Lose 1 WILL to 
reroll and try again. 

(3)  Locked  The player makes a WI check to 


get through. Lose 1 WILL to 
reroll and try again. 

(​1-2)   Malfunction  The player makes a WI check to 


fix it. If they fail, they take 
1D3 damage but still move 
through. 

 
Items 

(2) Headlamp  This headlamp will negate all effects 


of Dark rooms and Flickering Lights. 
After each room you used it, roll 1D6. 
On a roll of 1-2, the battery dies.  

(3) Flash Grenade  This item will blind all enemies in a 


room for 1 round. Attacks against them 
are -1 to roll and +1 to damage. They 
deal 1 less damage to you. 

(4) Vibro Sword  See “Vibro Sword” in Weapons 

(5) Flux Shield  See “Flux Shield” in Armor 

(6) Chainsaw  This melee weapon can tear through 


multiple enemies at once and deals 2D6 
damage. Each time you use it, roll 1D6. 
On a roll of 1, it dies.  

30 
 
Dutchman Room Types 

1  Storage  S  This room holds the old 


stores of the pirates. In 
addition to a normal search 
roll, roll on the special 
items chart. 

2  Corridor  C  This is a normal ship 


corridor. No effect. 

3  Quarters  Q  Some old pirate’s personal 


quarters. +3 Credits are 
found here.  

4  Flickering  F  The old lights in here 


Lights  flicker on and off. The same 
rules as the Docking Bay 
apply here. 

5  Gas  G  This room has a leak of 


poisonous gas. Each round of 
combat, each character makes 
a ST roll or takes 1 H-DMG. 

6  Special  -  Roll on the Special Rooms 


Chart. 
   

31 
 
Dutchman Special Room Types 

1  Captain’s  CQ  You are horrified to see the skeletal 


Quarters  remains of the Captain huddled 
inside the closet of his quarters. 
What was he hiding from? You find 
something clutched in his hand. It is 
a holy symbol of some sort. Wearing 
it will grant -1 to attacks against 
undead and ghosts. 

2  The Bridge  B  The Bridge of the ship is filled with 


dead bodies of men and women all 
still at the stations. Suddenly, the 
bodies get up to attack. 6 zombies 
attack in addition to other enemies.  

3  Nursery  N  Why did they have a nursery on 


board? Was this where they kept the 
girl they kidnapped? Something 
about this place feels off. There is 
blood on all the walls and strange 
writings scribbled everywhere. All 
Bravery rolls are made at +2 in here. 

4  Med Bay  MB  The lights here are Flickering 


(apply the same rules as Flickering 
rooms in this room). When you beat 
the room, you find a Med Kit and Stim 
Kit. 

5  Mess Hall  MH  Tons of body parts are spread all 


over the room. It looks almost as if 
someone has been eating them. 
However, that isn’t the only horror. 
The body parts grow together into a 
flesh mass as if they have a mind of 
their own. This is in addition to 
other monsters in the room. 

32 
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.  

 
33 
 
Dutchman Enemies 

#  Enemy Type  Max  H-DMG  W-DMG  LF 

1  Husk  6  1D2  1D2  5 

2  Zombie  6  1D3  1D2  7 

3  Dancing Orb  6  1  1D6  2 

4  Alien Specter  4  1  2D6  5 

5  Flesh Mass  2  1D6  1D3+1  15 

6  Bloody Woman  1  2D6  2D6  50 

*The Bloody Woman is the boss of the scenario and will 


only appear in the Special Rooms.  
 

34 
Section 9.0 
The Enemies 
HUSK 

 
MAX: ​6  H-DMG:​ Maul  W-DMG: ​1D2  LF: ​5 
1D2 

Husks are empty shells of humans. They are 


undead, somewhere between this world and 
the next. However, unlike some undead 
anomalies, this one still houses part of the 
person inside the brain, screaming, trapped, 
and insane. They often are just skin and 
bones. 
35 
ZOMBIE 

 
MAX: ​6  H-DMG:​ Bite 1D3  W-DMG: ​1D2  LF: ​7 

Some of the people aboard the ship appear to 


have died, and yet their spirits have not 
left the ship. The spirit is forced to return 
to the dead and decaying body where it lives 
out every painful second of decomposition 
and decay. It is clearly the work of some 
otherworldly curse.  
   

36 
DANCING ORB 

 
MAX: ​6  H-DMG:​ Blind 1  W-DMG: ​1D6  LF: ​2 

This strange light is not from this 


dimension. Clearly, it came through some 
sort of temporal rift created in or by the 
Dutchman. It floats around, seeping into 
your mind and psyche, driving you to 
insanity.  

Ability: ​If a character is at 0 Will, any 


W-AMG from this enemy turns into H-DMG. 
   

37 
ALIEN SPECTER 

 
MAX: ​4  H-DMG:​ Touch 1  W-DMG: ​2D6  LF: ​5 

This misshapen figure doesn’t seem quite to 


be quite on your plane of existence, but 
also not on another one. Existing between 
worlds, it flickers in and out driving 
anyone who looks upon it mad. It is almost 
like a soul trying to break free of some 
bond. 

Ability: ​If a character is at 0 Will, any 


W-AMG from this enemy turns into H-DMG. 
   

38 
FLESH MASS 

 
MAX: ​2  H-DMG:​ Absorb  W-DMG:  LF: 
1D6  1D3+1  15 

A meld of rotting body parts, this thing 


seems drawn together by some central 
glowing force. It is like some entity is 
trying to build itself a body but can’t do it 
properly. It won’t hesitate to try and absorb 
you as well. 

Ability: ​Whenever this mass deals damage, it 


heals LF up to half that damage rounded 
down. 
   

39 
BLOODY WOMAN 

 
MAX: ​1  H-DMG:​ Absorb  W-DMG: ​2D6  LF: 
2D6  50 

This woman is what remains of the captive 


girl of the Dutchman from so long ago. 
However, she appears to have drawn some 
strange power to herself. The pentagram 
near her indicates an open gate to another 
parallel dimension or time. She has been 
using it to trap souls to keep her alive and 
strong. She feats on the bodies of the 
long-dead crew. 

Ability: ​Whenever she deals damage, roll 


1D6. On a roll of 1-3, a dancing orb comes 
out of the pentagram. It has LF equal to the 
damage she dealt.  

40 
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.  
 
   

41 
If you like this, check out the original 
Deluxe Core Rulebook! 
 

42 

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