Grove of the Gourd Dwarf

A lost starvessel in the dunes of Gudahuda

Starmap

A spaceship crashlanded long ago in the desert and now it is buried in sand. Only the airlock pokes out just slightly.

Inside, chrome surfaces with ivory frames. The whole place reflective and wonderful. Most doors lift vertically.

Marked doors demand a check to bypass!

The whole ship is dangerous. Test your Luck every turn or lose 1-3 stamina points due to radiation exposure.

1 Airlock and Lobby

An airlock in the tall ceiling meant to be accessed in 0G space travel is the first obstacle on must face when entering the ship. The outer door into the airlock is a circular handle, as is the door on the inside (the airlock is about 8 meters long). The door on the inside is rigged to stay shut as long as the door to the outside is open. The door leading into the Lobby area is 5 meters up above the floor.

The ground is carpeted with a dense red carpet. There are red seats along the walls of the circular room. Four exits. The two on the south wall are blocked with thick tape and the corners are welded.

2 Hallway

2-in-6 chance a ceiling tile drops down or sparks fly out. The door to "3" is marked with a warning, painted in blood. There is a dessicated body of an man beside the door. The doors at either end of the hall have a semi-opaque glass viewport to the next location. The door on the side (with the blood) is wider and slides horizontally.

3 Library

Book shelves on the walls and throughout the room. The door to "9" is black and plastic and opens like a saloon door.

There is a clicking emitting from a Giger Counter on one of the bookshelves. Hiding in the room is a green-eyed Latcher, ready to latch onto anyone who comes near.

4 Enhanced VR room

A spacious room, featureless with grates on the floor.

If the ship is powered on, it will activate a simulation on a 3-in-6 and begin glitching along with the following effect:

1 Crushing Gravity and workout music! Get your pump on.
2 Knee Deep snow + Freezing Gusts
3 Terrifying Nightmare
4 Peaceful Dreamscape
5 Falling Simulation
6 Burning Forest + Hot Blasts

5 Tech Room

A tight corridor occupied by instruments and doodads, monitors etc. When the ship is activated, if someone wants to mess with the settings Test for Luck and roll 1d6

Lucky:

1 Custom Colour - Pick a colour for the walls and everything ivory changes to that selection.
2 Disco Hour - Lights dim and fun music plays for one hour. It sounds like a kid with a cymbal and a pro slide-trumpet player screeching something fierce.
3 Captain Privileges - You are deemed Captain of the ship by its AI and it will switch languages and respond to you, allowing you to set courses and so on.
4 Beds warmed - If you sleep in the beds, you heal 2d6+2 that night.
5 Arms Prize - Maker in "6" begins producing a weapon.
Roll 1d6
1 Sword; 2 Spear; 3 Ax; Mace; 5 Knife; 6 - Silver (Roll again and apply Silver effect. If 6 is rolled twice, Maker produces a Pistolet with 1d6+2 ammunition)
6 Jackpot! - Maker in "6" begins producing gold coins. Roll 1d6, the machine produces as many d6x10 gold pieces as that result shows. Gold is valued 1gp=100$

Unlucky:

1 Automatic Defenses - The auto defenses activate and immediately identify you as baddies. 2-in-6 chance of a room having a turret (St 8 Ab 6 Ini 1 Arm 2 Dmg as Pistolet).
2 Porno Panic - The whole ship starts playing pornographic sounds, loudly. All screens are overtaken with shocking images.
3 Gravity Lifter - The whole ship has lowered gravity in a way that makes it awkward to move and get around!
4 Gravity Booster - The whole ship has gravity boosted up way high. Its hard to do anything.
5 Radiation Overdrive - The ship begins emitting radiation (again)
6 Self-Destruct - Begin Initiative, ship explodes in 1d6 Round Ends.

6 Maker Room

A room with an elaborate 3d Printer from the Future, capable of producing anything inorganic. That's along one wall, the southern one. There's a door on the northern wall and its dented and jammed up. There's a body of a woman on the ground, half flattened some impact. When its powered off it doesnt look like much... Just a big block.
When the power is on and the Maker is operated, one must test their luck in order for it to listen correctly.

What mistake does Maker make?
1 Too many! 1d6*extra
2 Too small...
3 Sounds alike.
4 Too big!
5 Wrong material.
6 What the?

7 Kitchen

An oven with stovetop, a lot of counter space, a fridge, small walk-in freezer, sinks, pantry, a lamp. Pots and pans hang above an island. There is a pile of 2d6 unopened energy drinks present, along with dozens of opened ones in various states of fullness.

This is where a gang of Jackalbog's have made their little hideout. They get hopped up on energy drinks. 1d6-1 are present whenever this room is visited for the first time. If they are aware of the players presence, they may hide ahead of time...

8 Hallway

Claustrophobic in extremis, the space dominated by large windowed seed shaped constructs set into the wall. This Hallway only allows 1 person to pass at a time. This is actually where the escape pods are stored.

9 Sleeping Quarters

Each bed is elevated above the ground and has a bedside table.

1,1 Empty.
1,2 Telescopic Pole under the bed.
1,3 Teddy in the bed
1,4 Flashlight in the bedside table drawer.
1,5 Broken lavalamp (hiding powder drugs in a baggie in the battery compartment) on bedside table.
1,6 Fleshlight in the bedside table drawer.

2,1 A pack of smokes (3+1d6 remain) in bedside table drawer.
2,2 Fusil (1d6 ammunition) under the bed.
2,3 Glasses on bedside table.
2,4 Desert Biter in bedside table drawer (Test for Luck or DIE).\ 2,5 Dozen gold pieces (1200$ value)
2,6 Booster Glove (+2 Dmg Unarmed)

10 Gunnery System

It looks almost like an arcade set up. There is a large screen on the northern wall which has an image projected of whats outside when the ship is powered on. Before the screen is a stand with a plastic brightly coloured corded rifle leaning against it and attached to the floor electric umbilical. It does damage as Dragon-Fire to anything shot by it. The door to the North West is green.

11 The Helm

A lone monitor pulses in the dark on a dying backup battery. Displays a radiation leak and engine failure.

Once powered on the computer already has a destination set and automatically begins to fly there. This can only be interrupted with Captains Privileges.

12 Captains Quarters

He's dead in a chair, hole in his head. Pistolet in hand (5 shots remaining)
The room has a bed and a bedside table. The table has a framed photo of a beautiful woman with black hair. In the bedside table drawer is a journal with notes on several worlds in this system.

1 Dogan is hollowed out and the gravity is low. They mined it too much.
2 Peagal has only one law: There are NO laws! Its a dangerous place.
3 Gran Dressha <3 Wifey Lifey lives here. Our Tropical Home!
4 Talisrasa is on a flat plane.
5 Gorbex is COLD but the people are WARM!
6 Rem is dominated by a rail company.

13 Horsehoe Hallway

EXTREME RADIATION EXPOSURE. Test for Luck or Lose 1 Ability Point for every turn spent here!
Windows on the inner wall reveal the Engine Room.
The outer wall is full of portraits of astronauts, warped by radiation and faded. If the windows are sealed with the anti-rad shades, this room goes down to normal radiation and the rest of the ship is no longer radioactive.

14 Engine Room

EXTREME RADIATION EXPOSURE.
A big green crystal sits on a circular bed, and a bunch of lasers are set up to shoot the tippy top of the thing. One of them is askew and shooting the floor. If it is adjusted the engine activates again. There is a manual hand crank inside the engine room which lowers the anti-rad shades and thus stops the leaking from the engine room.

ENCOUNTERS

Check for an encounter every turn. Give it a 2-in-6 chance of occurring.

1 Rustlover 1d2appearing
2 Latcher
3 Sandlobster
4-5 Jackalgob 1+1d3 appearing
6 Space Beast

Mien:
1 Watchful
2 Secret
3 Angry
4 Hungry
5 Comfy
6 Distracted

RUSTLOVER lusting rusting incubus
St 10 Ab 7 Ini 1 Dmg Modest
Special: Any attack versus Rustlover lowers the effectiveness of that weapon by -1 Ab forever. The metal is eaten.

LATCHER aggressive hairy hanger-on
St 16 Ab 6 Ini 2 Dmg Modest
Special: With a successful attack, the Latcher latches and attacks thereafter with +2 Ab and +3 to the damage roll.

JACKALGOB rascal cynocephali
St 8 Ab 5 Ini 2* Dmg Small
Special: Any round of combat where the Jackalgob's are involved, they are given a free activation at the start of the round before any tokens are drawn.

SANDLOBSTER they can sit still for 100 years
St 14 Ab 8 Ini 1 Arm 2 Dmg Large

SPACE BEAST apex predator
St 22 Ab 9 Ini3 Dmg Large
Special: Acid Blood. When successfully damaging Space Beast Test your Luck or suffer damage as Jolt!