SWURPG

The Crew Deck — Mess, Cabins & the Breach

Scene 2.1 — The Crew Deck

The hazard crawl. A ring of cabins around a central mess, marked by hand — DON'T LISTEN. The party crosses three failing systems (a hull breach with a failing containment field, the medbay's scrubber fire, and a stretch of failing grav-plating) to reach the engineering bulkhead. The first Hollowed rise near the turning deck, where a drifting body opens its eyes.

Used in
The Sable Wake
Scene
Scene 2.1 — The Crew Deck
Grid
20×14 cells · 100 ft × 70 ft

The Crew Deck — Mess, Cabins & the Breach

Grid: 5 ft / squareN
Crew Deck
Terrain Key
Wall
Blast door — To the engineering bulkhead (Scene 2.3)
Door
Hazard — Scrubber fire
Custom feature — "DON'T LISTEN" — scratched by hand
Frozen ground (slippery)
Light source — Flickering emergency strip
Map Key
  • 1To the engineering bulkhead (Scene 2.3)
  • 2From the lower decks (party entry)
  • 3Scrubber fireHazard B. Endurance or a CON save DC 13 to work in the smoke without choking; Mechanics DC 14 vents it.
  • 4Scrubber fire
  • 5"DON'T LISTEN" — scratched by hand
  • 6"DON'T LISTEN" — scratched by hand
  • 7"DON'T LISTEN" — scratched by hand
  • 8Hull breach — failing containment fieldHazard A. Athletics or Acrobatics DC 14 to cross in one field-cycle; on a failure a STR save DC 13 or be dragged toward the black. Mechanics DC 15 stabilises the field and turns the hazard off.
  • 9Hull breach
  • 10Hull breach
  • 11Failing grav-platingHazard C. Acrobatics DC 13 to move through cleanly; a failure is a disorienting tumble, not damage.
  • 12Failing grav-plating
  • 13Failing grav-plating
  • 14Drifting crew bodyIt opens its eyes when the party gets close — the first Hollowed rises HERE. Do not telegraph.
  • 15Drag-marks in the frost
  • 16Flickering emergency strip
  • 17Flickering emergency strip
  • 18Flickering emergency strip
Legend
MTMess table
BTBacta tank
MBMedbay bed
MCMedical supply cabinet
B1Cabin bunk
B2Cabin bunk
B3Cabin bunk
GM-only enemy positioning (place the Hollowed when the drifting body at [10, 9] opens its eyes — near the turning deck, as the party reaches the mess): 3 husks at roughly [10, 9], [8, 7], [12, 8] (red, TR 1; one grips a Blaster Pistol — place that one at range, ~[12, 8]). They shamble, then lunge; the blaster husk fires without aiming. They are relentless near the reliquary (deeper in the ship) and SLOW/STOP if the party retreats toward the airlock — the dead only serve the idol within its reach (a GM lever, not a rule). If the party lingers on the deck more than a few rounds, one MORE rises from a cabin (teach the clock: you can't clear the ship of its dead — reach the source). Scaling: 2-3 PCs -> 2 husks; 4 PCs -> 3 (one with the blaster); 5-6 PCs -> 4 (two with salvaged weapons). Loot: the intact blaster (party-tier), a crew keycard (opens the two marked cabins), and B.T.'s folded note: "...don't take it off the ship." Hazards are environmental, not enemies: Breach (E, Athletics/Acrobatics DC 14; Mechanics DC 15 stabilizes), Medbay scrubber fire (Endurance/CON DC 13; Mechanics DC 14 vents), Turning deck grav (Acrobatics DC 13).

How to use this map

The hazard crawl. A ring of cabins around a central mess, marked by hand — DON'T LISTEN. The party crosses three failing systems (a hull breach with a failing containment field, the medbay's scrubber fire, and a stretch of failing grav-plating) to reach the engineering bulkhead. The first Hollowed rise near the turning deck, where a drifting body opens its eyes.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 2.1 — The Crew Deck in the The Sable Wake GM document.