# Derelict — ICV Tolliver — room key

ICV Tolliver was carrying something alive in a crate marked as ore. It got out between one watch and the next. The crew sealed the aft sections with some of their own still inside, then the fore sections, then the log stops. The seals are intact. Something is still using the ducts.

Last log entry: Tech Adeyemi. Their trail runs through three rooms.

Hook: The consignment buyer already knows about the open crate and is paying for it to arrive that way.

## Upper deck

**1. Bridge**

Dark. Emergency lighting only. Nav plot frozen on the last fix. Somebody wrote the numbers on the glass.
Hazard: the ventilation grille is off and the duct beyond is scored. Something uses the ducts, and anyone who stands under an open grille is within its reach.

**2. Engineering**

Reactor cold. Tools laid out for a repair nobody finished.

**3. Cargo hold**

Straps cut. Whatever was lashed here left in a hurry.
Log fragment (Deckhand): "Crate was fine at loading. Crate was fine at the jump. Crate is not fine."

**4. Armoury**

Rack half empty. The sign-out sheet stops mid-line.
Salvage: two rifles and a box of flechette rounds, the only thing the log says slowed it down.

**5. Galley**

Something moved in here — recently. Table set for eight. Frost on the plates.
Trail 3/3: The bottom locker, its seal unbroken. Inside: Tech Adeyemi's recorder, with the last day on it, all of it.

**6. Life support**

Water reclaim tank split; the deck is ice.
Hazard: the scrubbers are clogged with something fibrous and pale that grows back overnight. It fouls suit filters: in this room they last minutes.
Trail 1/3: A keycard on a lanyard by the door, Adeyemi's face on it. The door log says it last opened the crew quarters (8, upper deck).

**7. Cargo hold**

Cold. Frost on every surface. Containers cut open, not unlocked.
Hazard: the crate, open from the inside. The interior is wet and there are marks on the lid that were made slowly. It still comes back here to rest: anyone who stays in this room rolls for an encounter.

**8. Crew quarters**

Lockers open. Whatever was worth taking has been taken.
Hazard: the mattresses are stacked against the door, from the inside. Moving them makes enough noise to bring it: roll for an encounter.
Trail 2/3: The card's last door. On the wall in grease pencil, in Adeyemi's hand: "THE GALLEY, BOTTOM LOCKER." That is the galley (5, upper deck).

**9. Hangar**

Shuttle still here, hatch open, seats empty.

**10. Lab**

Sample cases open. The freezer is warm.
Log fragment (Dr.): "It is not hostile. It is curious. I am no longer sure those are different things."
Salvage: the specimen file, biometric-locked to the doctor. The doctor is in the lab. Most of the doctor.

**11. Drive section**

Cold. The torch has not fired in weeks.

Connections:
- Ladder at column 21, row 1 → Lower deck

## Lower deck

**1. Life support**

Scrubbers dead. The air is whatever is left.

**2. Engineering**

Scram lever pulled and wired down so it stays pulled.
Log fragment (Eng.): "It is in the ducts. It likes the warm ones. I have turned the heat off in the ducts. I have turned the heat off everywhere."

**3. Lab**

One sample tray labelled and signed. The rest are blank.
Hazard: a sealed door with the seal on the inside. Whoever sealed it wanted out kept out, and is still here. Breaking the seal opens the one room it has never been into.

**4. Hangar**

Empty cradle. Scorch marks.

**5. Escape pods**

Every pod still docked. Nobody left.

**6. Cargo hold**

Manifest on the wall, half the lines crossed out in marker.

Connections:
- Ladder at column 16, row 2 → Upper deck

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The map for this key, free and CC0 (PNG, and .dd2vtt with walls and doors): https://bulkhead.bananafest-destiny.com/daily/2026-10-11/
Drawn with Bulkhead, a starship deck plan editor, free in the browser: https://bulkhead.bananafest-destiny.com/
