TEXT: Gonzo Derelict Ship Encounters
  Roll 1d20
  [1] An extremely primitive robot greets you in a 
  very quiet voice. It lacks any form of locomotion; 
  it all appears to have been damaged or removed a 
  long time ago. It now comprises only of a sensor 
  area/”head” and speaker. It asks you for your 
  name. If any character responds with a name, 
  either true or false, the robot will immediately 
  shout “DANGER X YOU ARE IN DANGER!”. 
  This makes enough noise to make one roll on the 
  wandering monsters table unless the head is 
  smashed immediately when the noise begins.
  [2] Within a small housing unit or kitchen. There 
  is a very large vat or pot that contains a strange, 
  squirming blue liquid. It's a gigantic amoeba, 
  though only about the cize of a very fat house cat. 
  It is extremely slow but also hungry, and will 
  follow the party in an attempt to digest them. 
  It cannot digest anything it can't fully encapsulate. 
  Only a little green man, a young child, a pet, or 
  someone in the fetal position could be eaten by the
  creature. If fed any organic material and led 
  around it may become a pet.
  [3] Gravity Distortion! The ship's artificial gravity 
  is messed up in this area. Roll 1d8
  1. Gravity is normal (down)
  2. Gravity is reversed (up)
  3. Gravity is off
  4. Gravity is localized; all pulling towards 
  one random point in the center of the area. 
  Tiny ball of soot, dust, and small debris 
  float there as a 'core'.
  5. Gravity is 3x heavier. All exploration is 
  slower and acrobatics are extremely hard.
  6. Moon Gravity- much lighter. Everyone 
  moves faster and can acrobatics with ease.
  7. Gravity is set as to whatever is most useful 
  for the highest Charisma character.
  8. Gravity is whatever is most debilitating for 
  the lowest Charisma character.
  [4] Roll on wandering monster table. That group is
  all here, but dead.. The only injury they all share is
  two tiny holes in the head. Look peaceful.
  [5] Armory found! Either the ship's old security 
  station or a private collection from a paranoid 
  crew member; this armory contains several 
  weapons. Roll 1d6 once for each party member.
  1. Laser pistol. 2D10 shots on battery
  2. Laser rifle. 1D10 shots on battery.
  3. Energy Sword. (deals d6 + burns)
  4. Personal Force field. (absorbs 8 damage 
  before needing a recharge)
  5. Pack of batteries, offering a full charge. 
  (pistol = 20, rifle 10, force field 8)
  6. Energy Disk Grenade. (Thrown like 
  frisbee, deals 2d6 damage to all in radius, 
  only used once because explodes)
  [6] Small bedroom or office. Floating in the center
  of the room is what appears to be a tiny ball of 
  light, orbited by colorful orbs and tiny stones; it 
  appears as a miniature solar system. If any of the 
  party members touch or block the movement of 
  any of the stellar bodies; several tiny star-
  destroyers fly from several of the planets and 
  bombard them with tiny lasers and bombs.
  Tiny Cruisers (2d8 appearing. Successful attack 
  rolls only deal 1 damage, unless AoE attack. Each 
  Cruiser only has 1 HP. The whole fleet deals d4 
  damage in tiny weapons to each party member. If 
  there are less ships then party members instead it 
  deals d4 to each of the closest party members to 
  the ships.)
  Capital Defense Cannon (Only one, appears only 
  on the 2nd planet from the star in this system. 
  Seems to be homeworld; the dark side is totally 
  glowing with electric lights. If party member gets 
  close to this planet the cannon fires, dealing d6 
  damage in cataclysmic damage. Can only fire once
  as a trap.)
  [7] Gigantic pile of alien pornography and smut. 
  The top layer contains human stuff, but as it goes 
  down the female creatures become more and more 
  alien and exotic. Any type of alien that exists in 
  the setting can be found in the Xenoplayboy pile in
  1d6 minutes.
  The pile of pornography is probably not worth 
  much except to a huge pervert.
  
  [8] Airlock system with 4 functioning space suits 
  still within. Outside the airlock are several 
  astronaut suits, still floating on their taglines. 
  Closer inspection reveals corpses inside each one, 
  perfectly preserved without bacteria or flies to 
  decompose them. They have little of value except 
  the tools they hold and their suits.
  10% chance each time you go out here a strange 
  cosmic radiation wave reanimates the dead into 
  vicious astronaut zombies. Maybe be smart 
  enough to try and cut the tag lines or break the 
  oxygen tanks of your characters.
  [9] You find a hidden storage locker containing 
  'human suits'. Artificial skin, compression plates, 
  even mechanical muscles in the face and eyes to 
  have the illusion of emotions and facial 
  expressions.
  There are spots for 6 of them, but 2 are missing. At
  least two human survivors or characters on the 
  ship are actually aliens in disguise. Your alien 
  party members could also put these to use as well.
  [10] You come across a freezer or refrigeration 
  unit. Several chains, police tape lines, duct tape 
  and other binders are trying to keep it closed. It 
  also has the words 'DANGER KEEP CLOSED' 
  written along it hastily in paint.
  If opened, a Mollobster jumps out.
  Mollobster (2HD+1, d4 tentacles, d6 claw, slick 
  froth, AC +4)
  This creature appears to be some rare cross 
  between a mollusk and lobster; attacks with 
  tentacles and large claws. It spews a slippery froth 
  from its mouth, causing clumsy party members to 
  fall to the floor.
  It attacks hard and fast, and its shell is extremely 
  resistant to damage. It seems very aggressive 
  because it has eaten almost all the food that was in 
  the fridge with it. If killed and eaten it tastes 
  absolutely delicious. The shell can be made into a 
  small piece of armor that grants +1 AC. If captured
  alive, can be sold to a gourmet chef for several 
  hundred credits.
  [11] Advanced simulation chair containing a 
  starving human gamer within, still alive and 
  moving, but only in the context of the simulation. 
  He's been trapped inside there for who knows how
  long, and been getting an IV drip and insulin from 
  his own cruel AI.
  The AI is not self aware or disobeying its owner; 
  the owner simply programmed the AI to not allow 
  him to leave without beating the simulation. 
  However whatever caused the ship to get ruined 
  also messed up his game, causing it to become 
  much harder. 1D4+1 remaining mind-jacks allow 
  the party members to enter the simulation if they 
  choose to.
  The simulation is a war game. The simulation 
  follows a large medieval kingdom under attack by 
  extremely advanced aliens. The kid has been 
  running through it and failing again and again 
  trying to unite the medieval people to be able to 
  fight their superior enemies.
  Combine the intelligence of all party members 
  jacked in + 16 for the kid. If the total >50 you win 
  the simulation in 1d6 hours. If the total is >70 you 
  win in the first round. Party members are trapped 
  if not intelligent enough to succeed the simulation.
  If simulation wins; the kid will join you. He starts 
  as a level 1 specialist with good skills in 
  programming and hacking, plus he knows the 
  layout of the derelict.
  [12] Radiation is leaking from the engine or 
  nuclear weapons in this part of the ship. The area 
  is somewhat dangerous but most space-suits or 
  medkits can make someone immune to radiation.
  If more then 2 turns or twenty minutes are spent 
  here, the party will encounter 1d6 Giant 
  Cockroach men, made from the radiation. You will
  encounter another 1d6 each ten minutes further.
  Cockroach Men (1HD, 1d4 bite, AC +2, 50% 
  chance to not die when reaching 0 HP) The 
  cockroach men will use any weapons they found, 
  but aren't smart enough to reload or repair them.
  
  [13] Robotic police enforcers have been set up in 
  this area. The robots do not have any lethal 
  weapons, but do posses tasers and pepper spray. 
  Their criminal scanning systems have been 
  compromised after the lawlessness on this station 
  for the many years of looting, now even simple 
  acts of aggression or picking up dropped goods 
  count as theft. The police bots will do this to both 
  party members and enemies, but will also follow 
  anyone around that seems the most latent criminal.
  Law Bots (3HD, nonlethal weapons only, AC +4)
  The law bots will pepper spray and taser anyone 
  who attacks them, but cannot fight back harder 
  then that and could be destroyed by continued 
  assault.
  [14] Hologram generator. It creates holographic 
  copies of scanned into it, including party members.
  The holograms last for 1d8x10 minutes divided by
  the number of holograms.
  Intelligent enemies can also use this to make 
  themselves appear like there are more of them, or 
  some other clever trick like fake equipment on the 
  ground for a trap.
  [15] Small group of survivors hiding out in a 
  storage container. They are snacking on a couple 
  of deep-dehydrated rations. The survivors have a 
  50% chance to be here from when the ship was 
  originally here, or they are another group of 
  scavengers who were trying to raid the ship too but
  got trapped.
  They are neutral in temperament, or make a 
  reaction roll. Add +1 to the roll if the whole party 
  is human.
  [16] Part of the ship is seemingly in great repair. 
  Artificial gravity and oxygen is perfect, and the 
  walls even appear clean and smooth. The ship is 
  repairing itself here, metal slowly bending back 
  into shape, wires and cords fixing themselves. 
  Anyone that damages the ship here, even 
  indirectly, is subject to the security system's wrath.
  There is also a stuck door, that must be forced 
  open to find treasure inside. Will trigger alarm.
  [17] An insane man growls at your party like an 
  animal. He's defensive, prefers to run instead of 
  fight but is naked and doesn't appear to have any 
  intelligence.
  The next encounter you roll, add in a two legged 
  dog that speaks and appears very concerned. He 
  claims he was body-swapped with his dog. This is 
  true, but if he finds out you killed his old body he 
  will be very angry, attacking the person 
  responsible. However even if found alive, it seems
  unlikely that he knows how to switch.
  Regardless, if friendly enough the dog-scientist 
  will join your party.
  [18] Four men cower in four corners of a large and
  comfortable living space. The entire room is 
  covered in blood, blast marks, knife cuts, and other
  symbols of damage. The four men say that they 
  are only allowed to leave if they kill each other.
  The men usually argue about trying to work 
  together, but will eventually start fighting 
  regardless of party intervention, end up dying. 
  When all four end up dying, a subtle mist descends
  on the room and make the corpses shamble back to
  their starting positions, restores their wounds, and 
  makes it start over again.
  Each cycle plays a little differently, but all the men
  usually end up dying within an hour and a half or 
  so. If their bodies are removed from the room the 
  fog will travel outwards and eventually try to 
  reanimate the corpse. If taken away or blocked 
  somehow, instead the cycle will continue with 
  only three men.
  [19] Praying mantis like alien being that has 
  developed god-like powers over everything within 
  a single room of the space ship. The entire room 
  hums like a rainforest and the floor is a giant leaf. 
  He is currently engaged in intercourse with several
  females of his species. 
  The door will fade away and be nearly impossible 
  to find again without either gaining the mantis-
  god's favor or killing him. 
   
  
  [20] Cryogenic freezing room. There are three 
  kinds of tanks here; ones with a gray or dim light 
  to show the subject with is dead, ones with a blue 
  light to show subject is alive and will return to 
  normal when unfrozen, and finally tanks with red 
  lights indicated that the subject will go berserk 
  when frozen. There is no obvious instruction 
  showing what the colors of the light means, it must
  be learned  by trail and error.
  In this room are 1d4 Dim light tanks, 1d4 Blue 
  tanks, and 1d6 Red Tanks. A small button on the 
  far away console is an 'all clear' button; opening 
  and unfreezing all the tanks at once.
  There are spots for 1d8 other tanks that appear 
  missing. They are hidden around the ship, but 
  without lights above them there is no way of 
  knowing what their occupants are like without 
  unfreezing them and finding out. When you open a
  tank, roll 1d20 on the Cryogenic Statis Tank table.
  Wandering Monsters
  Roll 1d6 for a wandering monster
  (1) 1d8 Space Pirates (1HD, +1 To Hit and AC, d6
  general laser weaponry. They like to gang up on 
  people and are cowardly.)
  There is a 50% chance one of them is carrying a 
  heavy laser gun (d8 damage)
  There is a 50% chance one of them is a medic (can
  heal another pirate 1d6 HP per turn)
  There is a 50% chance they have a robot with 
  them (extra enemy, 2HD, +3 AC, fists only)
  (2) 1d4 Psychic Wraiths (1HD, 1d4 psychic lash, 
  takes no damage from physical attacks, takes half 
  damage from energy weapons, cannot hurt robots 
  or psychic 'blanks'.)
  The Wraiths are leftovers from when the ship 
  wasn't a derelict. The can be destroyed with 
  enough energy attacks, psychic attacks, or can be 
  put to rest by completing a task the ghost wished 
  to complete when it was alive, but this is difficult 
  if not impossible to determine.
  (3) Nanobot Swarm (1HD total, +3 AC, each 
  attack except for AoE only deals 1 damage to 
  swarm, swarm deals d4 to everyone in it.) Tries to 
  rearrange the molecules in the party's bodies.
  (4) Lobotomized Chimpanzees (1d6 appearing, 
  stats as goblin but can throw disorienting blasts of 
  psychic energy).
  (5) Security Turrets(1d4 appearing, 2HD, cannot 
  move but can swivel 360 degrees. Fires 1d8 heavy 
  laser at -1 To Hit)
  Placed at hard points around the ship, you can 
  usually avoid it by just moving around it, or 
  disable its targeting systems by finding security 
  chips off of corpses and implanting them.
  (6) Clone-Vat Men (1d10 appearing, 1HD, no 
  armor or weapons, 1d4 bites and scratches.) These 
  vat men all appear the same, clones that come out 
  of a few large cloning vats at one point in the 
  station. A simple science check will reveal that the 
  clone men come out every 2-4 years as the clone 
  station auto-attempts to repopulate the ship with 
  useful technicians to repair the damage, but 
  without any educational material or people to learn
  from they become feral instead. If one of them 
  could somehow be trained they would be revealed 
  to be very naturally talented with machines.
  What's in the Cryogenic Stasis Tank?
  Roll 1d20
  1. Extremely strong human body builder, 
  freakishly flexible along with it.
  2. Alien bounty hunter still armed with 
  plasma gun. Very trigger happy.
  3. 2d6 Raccoons, all hugging for warmth.
  4. 80 year old man identical to the Clones. 
  Has multiple stab wounds from where his 
  DNA was extracted during his cryo-sleep.
  5. First appears as a mutant, actually a man 
  with a tremendous amount of body-
  modifications including horns, claws, 
  eyebrow ridges, scales, etc.
  6. Brain on a metal pan. Will jump at anyone 
  with a Wisdom of 7 or less; trying to 
  wiggle into their head to control them.
  7. Several thousand cockroaches bust out, the 
  pod was packed to the brim with them.
  8. A skeleton. If the cosmic ray from [8] has 
  occurred; this skeleton will also animate.
  9. Forty bottles of space cola, stored here to 
  keep them icy cold and fresh.
  10. A Calico Housecat. Collar reads Princess
  
  11. Young, nubile naked blonde women. First 
  thing she says “Do I really need to pose 
  like that?” before she realizes where she is.
  12. Three extremely skinny mutants, all 
  pushed inside the same pod. Spots on their 
  skin have been marked with X's as if for 
  later surgery or study.
  13. Service droid. Because it is not organic, it 
  has been aware this entire time while 
  frozen. Its memory banks contain the only 
  constant account of what happened on this 
  ship, but only from the perspective of a 
  tiny glass window and the noises outside it.
  14. Man with a massive piece of metal stuck in
  his head. He screams constantly; he was 
  frozen for later surgery. He dies within 1d6
  minutes of being unfrozen.
  15. Several high quality stakes of a delicious 
  creature that has been eaten to extinction.
  16. Violent space alien that lays eggs in dead 
  bodies. Runs and stalks the party instead of
  fighting directly if it can.
  17. Station Sheriff. Armed with a laser 
  revolver (1d6+1 and +1 to Hit) and a 
  security clearance badge that gives 
  whoever wears it clearance + clearance to 
  everyone traveling within 10ft of wearer.
  18. A chimpanzee, not yet experimented upon.
  19. Appears empty, but releases a faint cloud 
  of reddish smoke. Was actually filled with 
  frozen Neon gas.
  20. Fourth dimensional being. One of its 
  'fingers' was stuck in this tube.
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Sci-fi/Gonzo_Derelict_Ship_Encounters.pdf