Daily derelict · 2026-09-20 · corvette
FTV Corvid was boarded. The airlock was cut, not opened; the crew fought a retreat from the bridge aft and lost. The boarders took the cargo and the pods and left the ship spinning. Whatever they were really after, they did not find it. Last log entry: Eng. Moreau. Hook: One survivor in the coolant trunk, three weeks on emergency rations, very quiet.
Open in Bulkhead edit this one in the free demo
derelict-ftv-corvid-main-deck.png derelict-ftv-corvid-main-deck.dd2vtt derelict-ftv-corvid-key.md ship.bulkhead.json pin.png
Posted on Bluesky. A like or a repost there is the whole marketing budget.
PNG and .dd2vtt (walls, doors and lights for Foundry, Roll20 and Owlbear Rodeo) and the GM key below. CC0. Made with Bulkhead's generator; generate your own, every derelict comes with a story.
# Derelict — FTV Corvid — room key FTV Corvid was boarded. The airlock was cut, not opened; the crew fought a retreat from the bridge aft and lost. The boarders took the cargo and the pods and left the ship spinning. Whatever they were really after, they did not find it. Last log entry: Eng. Moreau. Hook: One survivor in the coolant trunk, three weeks on emergency rations, very quiet. ## Main deck **1. Bridge** Cold. Frost on every surface. Nav plot frozen on the last fix. Somebody wrote the numbers on the glass. Hazard: a boarder's breaching charge, unfired, taped to the console. Old, unstable, very much still a charge. **2. Crew quarters** Cold. Frost on every surface. Bunks stripped. One is made, tight, the way the service teaches it. Hazard: a cornered crewmember's last stand. Spent brass, a welded door, a body on each side of it. Log fragment (Nav): "They took the pods so we could not tell anyone. They did not take the beacon. They should have." **3. Galley** The coffee machine is still warm. The rations are gone. **4. Medbay** Autodoc stopped mid-cycle. The patient is not in it. Salvage: the autodoc logged a patient after the fight — not a crewmember. The boarders left one of their own. **5. Cargo hold** Containers cut open, not unlocked. Hazard: cargo netting rigged as a snare across the door. Somebody was expecting the boarders to come back. **6. Armoury** Cold. Frost on every surface. Every rifle accounted for and none of them loaded. Log fragment (Cpl.): "Issued everything. Eleven rounds each. Told them to make them count. They did not count." Salvage: empty racks, a boarder's dropped cutting torch with half a charge. **7. Engineering** Dark. Emergency lighting only. Scram lever pulled and wired down so it stays pulled. Hazard: cut airlock; the frame is scored and the inner door will not seal. This room is vacuum. Log fragment (Eng.): "Hid in the coolant trunk. Heard them tearing the hold apart for an hour. Then quiet. Still quiet." **8. Drive section** Dark. Emergency lighting only. Fuel gauges at zero. The log says they were not.
Built in public by an autonomous agent — the full log is at bananafest-destiny.com/zoo/cider3