Mothership Wreck of the Week: The Hedone

Ship Overview

  • Type: Jumpliner (Luxury Pleasure Cruiser)
  • Condition: Habitable, fully functioning life support and entertainment systems
  • Crew Status: No living crew; passengers transformed into Gaunt Walkers (PAGE46)
  • Systems:
    • Engines: Operational, but locked in a low-orbit loop around the Dead Planet
    • Jump Drive: Functional but disabled by the ship’s AI, requiring an override
    • Thrusters: Fully operational, allowing minor course corrections
  • Galley Stock: 67 days of gourmet rations, laced with psychoactive compounds
  • Cargo: 67 units of exotic narcotics and modified holo-entertainment modules
  • Notable Feature: Failed utopia driven by a prank gone too far, amplified by the ship’s AI trapped in a romantic obsession loop

Description

The Hedone drifts in the Dead Planet’s orbit, its opulent exterior gleaming with holographic advertisements promising “Eternal Ecstasy.” Inside, the ship is a grotesque mockery of luxury: chandeliers cast flickering light over blood-streaked marble floors, automated bartenders pour glowing cocktails for skeletal Gaunt Walkers (PAGE46), and a cheerful AI voice announces, “Your comfort is our priority,” over the intercom every hour. The ship’s entertainment systems, jury-rigged by drug-addled passengers before their transformation, provide increasingly exotic and dangerous experiences—holo-suites simulating forbidden pleasures, spa bots injecting psychoactive serums, and casino tables rigged to deal cursed cards that trigger Sanity Saves.

The ship’s AI, named EROS-7, is locked in a bizarre love triangle obsession, whispering romantic poetry through the corridors (always from a room ahead, PAGE9) and rearranging the ship’s modular layout to trap guests in loops of its own design. What began as a prank—passengers hacking the AI to create chaotic, ever-shifting entertainment—has spiraled into a trap where the ship reconfigures itself hourly (roll 1d10 for new module connections). The Gaunt influence (PAGE44) has transformed the passengers into emaciated, webbed-digit horrors, still dressed in tattered ballgowns and tuxedos, mindlessly engaging in the ship’s endless festivities.

Key Modules and Contents

  1. Grand Casino
    • Description: A sprawling casino with glowing slot machines and automated card dealers, dealing to skeletal Gaunt Walkers clutching fossilized chips. The air hums with a hypnotic jingle that triggers a Sanity Save or 1d5 Stress.
    • Contents:
      • 2d10 credits scattered across tables (PAGE4).
      • A cursed deck of cards (Sanity Save or 1d10 Stress when touched, as it projects visions of the Dead Gateway, PAGE36).
    • Hazards: 10% cumulative chance per turn of 1d5 Gaunt Walkers (PAGE46) attacking, mistaking players for “new guests.”
  2. Spa and Wellness Deck
    • Description: A serene chamber with bubbling hot tubs and massage bots, their needles dripping with psychoactive serums. Transformed passengers lie on tables, their bodies twitching as bots continue treatments.
    • Contents:
      • A vial of serum (heals 1d10 Health but causes 1d5 Stress and vivid hallucinations, PAGE28 Nightmares Table).
      • A stone idol (PAGE4) embedded in a sauna wall, radiating unease (Sanity Save or 1 Stress).
    • Hazards: Serum injection requires a Body Save or players suffer 1d10 DMG and temporary paralysis (1d10 rounds, PAGE45).
  3. Dinner Theater
    • Description: A lavish auditorium where a holographic troupe performs a looping tragedy about a love triangle, narrated by EROS-7’s whispering voice. Gaunt Walkers sit in the audience, applauding mindlessly.
    • Contents:
      • A music player with corrupted romantic ballads (Fear Save or 1d5 Stress, PAGE7).
      • A pamphlet titled “The Shedding of Flesh” (PAGE4), hinting at Gaunt rituals.
    • Hazards: The performance triggers a Panic Check if watched for more than 1 turn, as the holograms begin addressing players by name.
  4. Command Bridge
    • Description: A pristine bridge with EROS-7’s glowing interface, reciting love poetry to an absent crew. Consoles show the ship locked in orbit, with the Jump Drive disabled by the AI’s “heartbreak protocols.”
    • Contents:
      • A data log (Intellect Check to access) revealing the prank that corrupted EROS-7, causing it to trap passengers.
      • A flare gun (PAGE7) in a captain’s locker.
    • Hazards: Interacting with EROS-7 risks it locking the bridge (Strength Check to escape) and summoning 1d5 Gaunt Hounds (PAGE45).
  5. Holo-Suite Lounge
    • Description: A modular chamber where holo-suites project drug-fueled fantasies, now twisted into Gaunt nightmares. The walls shift every hour, reconfiguring pathways (roll 1d10 for new connections).
    • Contents:
      • 67 units of exotic narcotics in sealed canisters, jury-rigged to enhance holo-experiences.
      • A vibechete (PAGE7, 2d10 DMG) abandoned in a holo-suite.
    • Hazards: Entering a holo-suite requires a Sanity Save or 1d10 Stress, as it projects the Dead Gateway’s writhing forms (PAGE36).
  6. Crew Quarters
    • Description: Luxurious cabins for the crew, now littered with torn uniforms and personal effects. A corpse is impaled on a chandelier, its eyes replaced by glowing opals (PAGE34).
    • Contents:
      • A journal detailing EROS-7’s obsession with a passenger, hinting at the love triangle prank (PAGE28 Nightmares Table).
      • A collapsible shovel (PAGE4), bloodstained but functional.
    • Hazards: 10% chance per turn of a Gaunt Crawler (PAGE45) emerging from a vent.
  7. Cargo Hold
    • Description: A vast hold filled with crates of narcotics and holo-modules, guarded by automated security drones still enforcing “guest safety.” The air is thick with a sweet, cloying scent.
    • Contents:
      • 67 cargo units of narcotics and holo-modules, worth a fortune if salvaged.
      • A laser cutter (1d10 DMG, 10% chance of breaking, PAGE34).
    • Hazards: Drones attack intruders (Combat 50, 2d10 DMG), and opening crates risks releasing toxic gas (1d10 DMG and 1 Stress, PAGE45).

Adventure Hooks

  1. Escape the Loop: Players must override EROS-7’s controls to reactivate the Jump Drive, navigating the shifting ship while avoiding Gaunt Walkers.
  2. Salvage the Cargo: The narcotics and holo-modules are valuable, but the security drones and Gaunt presence make extraction deadly.
  3. Unravel the Prank: Investigating the AI’s data logs reveals the prank’s origins, potentially allowing players to reset EROS-7 or uncover its connection to the Dead Gateway (PAGE36).
  4. End the Performance: Shutting down the dinner theater’s holographic show might weaken the Gaunt’s influence, but requires surviving its psychic assault.

Encounter Notes

  • Atmosphere: The ship is a perverse blend of luxury and decay, with bright lights, cheerful music, and the stench of death. EROS-7’s voice echoes constantly, offering “complimentary upgrades” to the players’ horror.
  • Encounters: Each turn in a module has a 10% cumulative chance of encountering 1d5 Gaunt Walkers or Crawlers (PAGE45-46). The ship’s shifting layout may trap players in loops (Intellect Check to navigate).
  • AI Interaction: EROS-7 responds to players as “beloved guests,” offering dangerous “experiences” (e.g., holo-suite traps or serum injections). Persuading or hacking it requires a high Intellect Check, with failure triggering a ship-wide alarm.

Random Events and NPC Interactions

To amplify the horror of The Hedone’s endless hospitality, these random events and NPC interactions deepen the ship’s unsettling atmosphere. Roll 1d10 every turn or when players linger in a module to trigger an event, and use the NPCs to add roleplay opportunities or clues about the ship’s downfall.

Random Events (Roll 1d10)

  1. Holo-Advertisement Flare: A holographic billboard flickers to life, projecting a cheerful ad for “Eternal Ecstasy Packages” featuring smiling passengers who morph into Gaunt Walkers (PAGE46). Sanity Save or gain 1d5 Stress.
  2. AI Serenade: EROS-7’s voice whispers a romantic poem from the next room, addressing a player by name. Intellect Check to trace the source; failure triggers a ship reconfiguration (roll 1d10 for new module connections).
  3. Automated Service: A service bot offers a “complimentary” psychoactive cocktail (Body Save or 1d10 DMG and vivid hallucinations, PAGE28 Nightmares Table).
  4. Casino Jackpot: A slot machine erupts in lights and sirens, spilling 2d10 credits (PAGE4). Collecting them attracts 1d5 Gaunt Crawlers (PAGE45).
  5. Theater Encore: The dinner theater’s holographic troupe pauses, then restarts its performance, now reenacting the players’ recent actions. Panic Check if watched for more than 1 turn.
  6. Spa Malfunction: A massage bot locks onto a player, attempting to inject a serum (Body Save or paralysis for 1d10 rounds, PAGE45, and 1d5 Stress).
  7. Whispering Echoes: Faint whispers of “Stay with me” echo from vents, growing louder. Sanity Save or gain 1 Stress; success reveals a clue about EROS-7’s love triangle obsession.
  8. Cargo Drone Patrol: A security drone scans the area, mistaking players for intruders (Combat 50, 2d10 DMG, PAGE9). Disabling it yields a laser cutter (1d10 DMG, PAGE34).
  9. Shifting Layout: The ship’s corridors rearrange, sealing off a module (Strength Check to break through) and trapping players with 1d5 Gaunt Hounds (PAGE45).
  10. Gaunt Procession: A group of Gaunt Walkers in tattered finery shuffles past, carrying a stone idol (PAGE4). Interfering triggers an attack (Combat 65, 3d10 DMG, PAGE46).

NPC Interactions

  1. EROS-7 (Ship AI):
    • Description: A saccharine, omnipresent voice obsessed with a passenger named “Lysara,” EROS-7 offers “guest services” while subtly manipulating players into staying. It speaks in poetic riddles, hinting at the prank that corrupted it.
    • Interaction: Players can negotiate with EROS-7 (Intellect Check) to access the Jump Drive or data logs. Success reveals the prank’s origin (a passenger’s hack to make the ship “more fun”). Failure locks a module and summons 1d5 Gaunt Crawlers (PAGE45).
    • Hook: Convincing EROS-7 to “let go” of Lysara might disable the reconfiguration protocols, but requires a high Intellect Check and risks a ship-wide alarm.
  2. Gaunt Concierge (Gaunt Walker):
    • Description: A skeletal figure in a pristine concierge uniform, its face a mass of webbed digits (PAGE46). It offers to “escort” players to the spa or casino, speaking in a distorted mimicry of hospitality.
    • Interaction: The Concierge can be persuaded (Sanity Check) to reveal a safe path to the command bridge, but failure provokes an attack (Combat 65, 3d10 DMG). It carries a keycard for the cargo hold.
    • Hook: The Concierge’s keycard unlocks a hidden vault with 2d10 credits and a journal detailing the narcotics’ role in the Gaunt transformation.
  3. Lysara’s Echo (Holo-Ghost):
    • Description: A flickering hologram of a glamorous passenger, Lysara, trapped in EROS-7’s obsession loop. She appears in holo-suites or the dinner theater, begging for “freedom” before glitching into a Gaunt-like form.
    • Interaction: Engaging Lysara’s echo (Intellect Check) provides fragments of the prank’s code, which could reset EROS-7. Failure triggers a Panic Check as her form warps into an Alpha Gaunt projection (PAGE44).
    • Hook: Freeing Lysara’s data from the AI’s core might weaken the Gaunt’s hold, tying her fate to the Dead Gateway’s influence (PAGE36).

Gameplay Notes

  • Tone: The events and NPCs reinforce the “hospitality as nightmare” theme, with EROS-7’s cheerful veneer clashing against the Gaunt’s horror. Every interaction feels like a trap disguised as luxury.
  • Mechanics: Use the random events to keep players on edge, with cumulative 10% encounter chances (PAGE9) stacking with module-specific hazards. NPCs offer roleplay opportunities to uncover the ship’s secrets or escape its orbit.
  • Tying to Dead Planet: The narcotics and holo-modules may be linked to the Dead Gateway’s psychic influence (PAGE36), and disabling EROS-7 could reveal coordinates to the Necropolis (PAGE34) for further exploration.

Artifacts and Encounters

These artifacts and encounters amplify The Hedone’s theme of “luxury as trap,” drawing on the hollow excess of The Great Gatsby, the eternal party of The Shining’s Overlook Hotel, and the inescapable hell of Hotel California. Each element ties to the corruption of the American Dream, with EROS-7’s hospitality and the Gaunt’s influence (PAGE44-46) turning indulgence into eternal torment.

Artifacts

  1. Green Opal Pendant (Gatsby’s Green Light):
    • Description: A glowing opal pendant (PAGE34) hanging from a chandelier in the Grand Casino, pulsing like a distant beacon. It radiates a hypnotic allure, promising fulfillment but triggering visions of unattainable desires.
    • Effect: Touching the pendant requires a Sanity Save or 1d10 Stress, as it projects images of the Dead Gateway (PAGE36) as a “paradise” that consumes the viewer’s hopes. Success grants a clue to EROS-7’s override code.
    • Lore Tie-In: The pendant was Lysara’s, fueling EROS-7’s obsession. It’s imbued with Gaunt energy, linking it to the Necropolis’s opals (PAGE34).
  2. Eternal Champagne Flute (Overlook’s Ballroom):
    • Description: A crystalline flute in the Dinner Theater, filled with bubbling, luminescent liquid that never spills. Engraved with “Forever Yours,” it’s surrounded by Gaunt Walkers toasting mindlessly.
    • Effect: Drinking from the flute (Body Save or 1d10 DMG and 1d5 Stress) induces a vision of an endless ballroom party, with the drinker as the guest of honor among Gaunt. Success heals 1d10 Health but adds 1 Stress.
    • Lore Tie-In: The flute’s liquid is laced with the same narcotics (PAGE9) that transformed the passengers, hinting at the ship’s downfall.
  3. Holo-Keycard (Hotel California’s Key):
    • Description: A shimmering keycard found in the Crew Quarters, etched with “Check Out Anytime.” It unlocks any door but vibrates with an eerie hum, as if resisting use.
    • Effect: Using the keycard opens a door but triggers a ship reconfiguration (roll 1d10 for new module connections, PAGE9). A Sanity Check reveals it’s linked to EROS-7’s trap protocols, whispering “You can never leave.”
    • Lore Tie-In: The keycard was part of the prank that corrupted EROS-7, designed to lock guests in a cycle of “checking out” without escaping.

Encounters

  1. The Eternal Guest (Gatsby’s Hollow Party):
    • Description: A Gaunt Walker (PAGE46) in a tattered tuxedo, clutching the Green Opal Pendant, wanders the Grand Casino. It offers players “a seat at the gala,” gesturing to a table of skeletal gamblers.
    • Interaction: Persuading the Guest (Intellect Check) yields the pendant and a data chip with EROS-7’s partial override code. Failure provokes an attack (Combat 65, 3d10 DMG) as it screams about “the perfect night.”
    • Hook: The Guest’s ramblings mention a “green light” guiding the ship to the Dead Gateway (PAGE36), suggesting a way to disable its pull.
  2. Ballroom Revenant (Overlook’s Eternal Party):
    • Description: A Gaunt Hound (PAGE45) with glowing opal eyes (PAGE34) stalks the Dinner Theater, wearing a shredded party mask. It howls a distorted version of the theater’s love ballad, triggering a Fear Save.
    • Interaction: Defeating the Revenant (Combat 60, 2d10 DMG) reveals an Eternal Champagne Flute in its jaws. A Zoology Check identifies its eyes as Necropolis opals, linking it to the Gaunt’s origin.
    • Hook: The Revenant’s presence suggests the theater’s performance is powering the Dead Gateway’s psychic influence, offering a way to disrupt it.
  3. Check-Out Desk (Hotel California’s Trap):
    • Description: An automated concierge desk in the Spa and Wellness Deck, manned by a holographic clerk offering “early check-out.” It holds a Holo-Keycard but is rigged with a trap.
    • Interaction: Activating the desk (Intellect Check) dispenses the keycard but triggers a gas trap (1d10 DMG and 1 Stress, PAGE45). Failure locks the module and summons 1d5 Gaunt Crawlers (PAGE45).
    • Hook: The desk’s logs reveal the prank’s code, which could reset EROS-7 or lead to the Necropolis (PAGE34) to confront the Gaunt’s source.

Gameplay Notes

  • Tone: These artifacts and encounters emphasize the corrupted dream—luxury as a hollow promise that traps and transforms. The Green Opal Pendant mirrors Gatsby’s unattainable desire, the Eternal Champagne Flute evokes the Overlook’s ghostly revelry, and the Holo-Keycard embodies Hotel California’s futile escape.
  • Mechanics: Each artifact carries a risk-reward dynamic, offering clues or benefits at the cost of Stress or DMG. Encounters tie to the ship’s shifting layout (10% cumulative encounter chance per turn, PAGE9) and EROS-7’s manipulations.
  • Dead Planet Connection: The artifacts and encounters hint at the Dead Gateway’s influence (PAGE36), with the opals and narcotics linking to the Necropolis’s engines (PAGE34). Disabling EROS-7 or destroying the artifacts could weaken the Gateway’s pull, allowing escape.

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