DOWN
REPAIR DRONE THE AFTERMATH
C:30 I:30 W:1 (5) The Kronos Tunneler emits a low groan. Deep within its core,
DOWN
THE
Floating, multi-limbed maintenance bot equipped with arc coolant hisses and metal cries out. Then, there’s silence.
welders, servo claws, and optical scanners. Once harmless, its
corrupted logic core now sees all movement as system The ejector capsule blasts away. From above, the moon
THE
contamination. appears unscathed—except for the deep gash left by the
machine. The mining outpost? Intact. But you find yourself
Arc Cutter: 1d10 DMG adrift. No signals reach you. No voices can be heard. Just a
Drag: On a successful grapple (BODY save), the drone blanket of static.
HATCH
attempts to drag the target into a nearby hazard (e.g.,
acid vat, grinder, exposed wiring, etc.). If one survives: They float alone in the void, nursing
Tactics: Prioritizes dragging the wounded or unconscious. injuries and unanswered questions. There’s no direction—
HATCH
Avoids direct fights unless provoked. Will use the only emergency supplies and a failing transponder. They
environment as its primary weapon. face certain death unless someone responds to their
distress.
If multiple survive: Tensions rise. There’s no clear path
ahead. No assurance of being rescued. And someone is
KRONOS TUNNELER already reaching for the emergency sidearm.
If no one survives: The machine continues its relentless
A skyscraper-sized autonomous mining machine, designed to tunneling. It tunnels, inch by inch, until it consumes the
extract ore from planetary crusts with surgical precision. Now mining outpost and eventually the entire moon—drifting
corrupted, its logic core has reinterpreted all organic life as through space, lost along with the memories of Orbis 4. Kronodyne Corp has initiated a crucial mining project
"obstruction." It does not stop. It does not communicate. It on Orbis 4, a distant moon abundant in resources. To
only grinds forward, turning rock, metal, and flesh into slurry.
enhance productivity and minimize risks, they
Tremor Pulse: Every 10 minutes, the Tunneler emits a deep
SYSTEM DEVIATIONS introduced the Kronos Tunneler—an autonomous
seismic vibration. Triggers a System Deviation. mining machine capable of creating 100-foot tunnels
Indestructible: Cannot be destroyed with normal Every 10 minutes of real-time, roll 1d10 for one of the following: and extracting deep-core ore. However, a malfunction
weaponry. Only a manual shutdown of the Engine Core in its logic core has turned it from a mere tool into a
can stop it. 1. AI Broadcast: A voice comes over the intercom. “I know relentless devourer. During a standard operation, the
Environment Weaponry: The machine doesn’t fight where you are. I can feel your heat. You’re a clot in my machine veered off track and consumed the crew,
directly. It kills through movement, heat, crushing gears, throat, and I will grind you to paste.” Gain 1d5 Stress.
resulting in instant death for most, while a few survivors
toxic runoff, and suffocating dust. 2. Reorientation Sequence: The machine flips upside down.
All crew must make a BODY save or 1d5 DMG. Rooms must found themselves trapped in a dark maze filled with
now be navigated inverted for 1d5 minutes. grinding gears, toxic coolant, and rogue repair drones.
3. Coolant Leak: A room fills with choking mist. Anyone not As they struggle to stay alive, the survivors face a dire
wearing a rebreather gains 1 Stress. situation: they must deactivate the machine from the
4. Debris Cycle: Debris comes flying through the room. inside, or it will continue its rampage, endangering the
BODY save or 1d5 DMG. nearby mining outpost and its inhabitants.
Writing & Design: Gabe L.
5. Security Ping: A sensor pings the crew’s location, sending
Find more @ dailyritualpress.itch.io
1d5 repair drones to attack.
Written for the TripTech Game Jam 6. Gravity Spike: All bodies and objects are hurled into the Objective: Navigate the Kronos Tunneler and shut
ceilings and walls. BODY save or 1d5 DMG down the Engine Core before the mining outpost of
This product is based on the Mothership® Sci-Fi Horror 7. Blackout Protocol: Lights fail. Doors lock. It’s impossible Orbis 4 is destroyed.
Role Playing Game, published by Tuesday Knight to see without a light source.
Games. This product is published under license. 8. Purge Cycle: Scalding steam floods a random room.
BODY save or 1d5 DMG.
MOTHERSHIP® is a registered trademark of Tuesday
9. Recursive Lockdown: Doors begin to open and close in a
Knight Games. All rights reserved. For additional
random sequence. SPEED check or 1d5 DMG.
information, visit www.tuesdayknightgames.com or 10. Arcing Skin: The walls crackle with electricity. Anyone Yo u a r e n ot o n t h e sc h e d u l e . . .
contact contact@tuesdayknightgames.com. within 5 ft. of a wall takes 1d10 DMG. Yo u a r e n ot au t h o r i z e d to l i v e . . .
WELCOME TO THE MACHINE 04 SLAG SUMP 05 VOLATILE HOLD
A boiling pool of waste fills the room. A narrow catwalk offers Rows of pressurized tanks—some cracked, hissing faintly. The
the only path across. air stings the lungs. Labels mark hydrogen, methane, water
vapor.
01 INTAKE SHAFT Hazard: The catwalk is slippery and corroded. Falling in
results in 1 Wound per round. Hazard: Any spark causes an explosion (instant death).
The survivors wake in a mound of warm moon dust. The rest of Loot: A mangled corpse clutches an emergency beacon Loot: Two emergency rebreathers (1 hour each).
the crew were crushed or incinerated during intake. A faint and a rusted multi-tool. Clue: Scorch marks suggest this room’s already gone up
vibration builds beneath. The shaft walls are scorched and Clue: Slag levels rising—another cycle starting soon. once.
clawed with gouges. A maintenance ladder leads deeper into
the machine.
Hazard: Another intake cycle is coming—staying too long
06 MAINTENANCE HATCH 07 SLURRY EJECTION TUBE
means being buried under more rubble.
Loot: Flare gun, half-charged datapad with recorded A tight tunnel with pulsing red lights. Drones hang from ceiling, Wind roars through this tunnel. Waste is launched into space in
screams. twitching in sleep mode. The air smells of lubricant and rust. timed bursts. A monitor shows the Tunneler boring straight for
the outpost.
Encounter: 1d5 Repair Drones activate if disturbed or
passed by too loudly. Hazard: Getting too close to the Slurry Ejector requires a
02 REFINERY CHAMBER Loot: Admin Wristband (used in Room 9). Speed check. Failure results in being launched into space
(instant death).
Conveyor belts move underfoot, carrying ore deeper into the Clue: ETA to impact: 47 minutes.
machine. Pipes overhead leak bursts of scalding steam at
irregular intervals. 09 BRIDGE NEXUS
Hazard: Steam vents blast every 30 seconds (BODY save Screens flash red warnings. A torn-apart android slumps in the
08 LIFE SUPPORT BAY
or 1d5 DMG). corner. The AI’s voice is broken and low—whispering names,
taunts, commands. Cramped crew quarters once used by onboard techs.
Everything is smashed or burnt out. Gravity flickers—gear
Obstacle: Must have Key from Room 3 and Wristband floats, then slams down.
03 ORE SEPARATION BAY from Room 6 to access the Engine Core.
AI Broadcast: “I WILL GRIND YOU INTO SIGNALS. I WILL Hazard: Objects slam into walls every round (BODY save
Chunks of rock hover inside electromagnetic fields. A deep WEAR YOUR THOUGHTS LIKE SKIN.” or 1d5 DMG).
hum pulses through your bones. Loot: Patch Kit, flare gun, protein bars, crew logs.
Clue: Logs mention a failed manual override in the control
Hazard: Random magnetic surges every few minutes— room.
metal objects may be pulled towards the EM field.
Loot: Security Key (small fob, clipped to a crushed
technician's harness, goes to room 9).
Clue: Signs hint hazardous areas ahead.
10 ENGINE CORE 11 ESCAPE HATCH
A massive chamber of thrumming turbines and plasma vents. A The walls drip with condensation. At the end: a sealed escape
cracked terminal counts down. Pipes groan as pressure builds. pod, its window fogged. A red lever reads: EMERGENCY
IN D U S T R IA L M IN IN G E Q U IP M E N T EJECT.
Shutdown: Requires key items to access controls
SCORCHBIT PICKAXE (1D10 DMG) (INTELLECT check or gain 1 Stress). Escape Pod: Fits up to 4 comfortably, but can hold more
HIGH-TORQUE WRENCH (1D5 DMG) Hazard: Reactor breach in 2 minutes (room is engulfed in if necessary. Launches into orbit with limited life support
HYDRAULIC JACKHAMMER (2D10 DMG)
white-hot plasma. No save. Instant death). and damaged comms.
MAG GRAPPLER (DISARM)
PLASMA TORCH (1D10 DMG)
ROTARY SAW (3D10 DMG)