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Prisoners of Aphex
Prisoners of Aphex is a Dragonstar adventure for four
characters of first level. The party should have at least
one character with Open Locks, one with Heal, and one
with the Repair skill will be useful. This adventure
should bring the characters close to 2nd level and help
them establish contacts that will benefit them in the
future.
Unfortunately for the doctor, one of his experiments
went terribly wrong, causing the symbiote on which he
was operating to grow to an unearthly size, trapping he
and a few patients in the medical wing of the prison.
When several of the guards went up to investigate, the
prisoners saw their chance to escape the prison and
began rioting. The battle that followed lasted several
hours. Many of the prisoners simply fled the scene, but
more stayed behind to take over the prison. They used
the prisoner transport elevator to attack the first floor of
the prison, forcing the guards to take positions in the
prison’s core. The communications officer at the prison
sent a short message, but this message was warped as
the prisoners cut power to the building. The party is
being sent to take a dangerous prisoner to the prison,
and investigate any problems that they find.
Unbeknownst to the characters, their prisoner is actual-
ly an agent of the Drak Syllan, sent to check up on the
doctor’s progress. He has no knowledge of the riots or
the mishap in the medical wing.
Adventure Background
It is no secret that many drow despise the Empire and
the subservience that many show toward it. A large
group of these drow have established a base in the out-
lands, where they plot to destroy the credibility of the
ISPD in an attempt to wean their people off their depen-
dence on the Empire. This consortium is known as the
Drak Syllan. They are building huge living spider ships
called araknos to help them police their areas. In reality,
this group is nothing but an organized crime unit utiliz-
ing their contacts, knowledge, and a ream of stolen
equipment to cause trouble in the region. If they manage
to breed the araknos, that may change.
Adventure Synopsis
The characters arrive on Aphex with no clue about the
riots except that there is no comm response from the
prison, and the hangar bay doors do not open to accept
the landing vehicle. After seeing the prisoner transfer
elevator broken halfway up the rails, the characters enter
the building and search through the carnage and wreck-
age of the first floor. They can either convince the holed
up guards to let them in or find the keycard from the
dead comm officer in order to gain admittance to the
upper level of the prison. From there they must subdue
several prisoners and find a way to gain access to the
One of their plots involved a medical doctor who
worked in an outworld prison colony called Aphex. The
doctor had become addicted to a drug that only the Drak
Syllan can supply, and thus was coerced into aiding
them using his knowledge and the unique opportunities
that the backwater prison afforded him. They had him
using prisoners for experiments of all kinds, the most
important being the development of a trauma symbiote
that could be implanted in the araknos, making them
incredibly powerful and resilient.
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medical wing, located high in a tower above the central
building.
campaign, and the clans’ network of informants and
suppliers are an easy way to keep the players going in
the right direction. The characters need not even know
of the clans’ more illicit business dealings, thinking they
are simply in the employ of the largest independent mer-
cenary guild in the Empire.
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After they find a way up, they must confront the doctor
and his creation. They find the monster far too powerful
and must search for a way to destroy it. Finally, they
determine that the creature cannot stand extremes of
heat, so by turning off the prison’s climate controls they
destroy it and perhaps save the doctor. Meanwhile, their
prisoner has escaped and stolen the doctor’s plans, using
a computer in the control tower across the tarmac. The
characters can chase him to the hangar area, where he
powers up a space freighter and makes his escape.
Getting Started
The characters could be a drifter clan merc unit, hired by
the Empire to take Dy’ssyth to Aphex.
The characters could be hitching a ride to another world,
with only a quick stop off at Aphex to “unload some
cargo.”
The characters could be prisoners themselves. If this is
the case, have the inmates shoot the pilot of their ship
before the landing. When they awaken, only they are
alive and they have no clue what is going on. Figuring
to prove their innocence or win a reprieve, they take up
arms against the other inmates and help the guards take
back the prison.
The Drifter Clans
The drifter clans were originally comprised of several
hundred people whose world had been destroyed by an
Imperial excavation. These few had escaped in a stolen
imperial troop transport and wandered the system aim-
lessly for years. As time went by these refugees started
to scatter to planets around the galaxy, keeping in con-
tact via regular communication to the mother ship. The
descendants of these first refugees, led by an incredibly
long-lived elven patriarch, decided to leverage their net-
work by providing mercenary services to the Empire.
Although the Empire usually gave them the worst jobs,
transporting prisoners to outworld prisons or guarding
self-important half dragon bureaucrats, the drifter clans
slowly built up a galactic network of informants, allies,
and suppliers. The fact that most of their missions were
of little importance helps them by ensuring their activi-
ties go unnoticed by their imperial employers.
Introduction
“…transmissions….communications….down….*scree
ch*….broken…patches…recover soon…*screech*”
That is the last communication from the prison on
Aphex, received just over 20 hours ago by most of the
starships in the sector. The operator’s voice did not
sound strained or frightened, so most have dismissed it
as a commlink malfunction that will soon be fixed. In
reality rioting prisoners have shut down the prison, and
the medical wing is under attack by some unknown
organism. The players should not be told this immedi-
ately, only after they find the prison unresponsive
should this be shared. As far as they know they are on a
routine mission to take a prisoner, the dark elf Dy’ssyth,
to the prison. After that they will return to their home
planet to await the next mission from their sifter.
In the present day, the drifter clans provide thousands of
mercenaries to the Empire all over the galaxy. They uti-
lize imperial ships to smuggle goods from planet to
planet, and act as information carriers and brokers to
any that will pay them. Despite this, they are not an evil
organization, only one that cares not for political
intrigue or righteous causes. Their only concern is mak-
ing a living, and if they can do so at the expense of the
Empire that destroyed their planet, so much the better.
The chiefs run the loosely organized operation with
amazing efficiency, mostly due to the loyalty of the
members. This loyalty is especially important to the
sifters, shady middlemen that arrange missions for the
mercs under the clans’ employ.
At their landing, one of the pilots will come back and
tell the party that the prison is not responding, so they
are landing on the helipad next to the guards’ entrance.
When further communication fails, the pilots insist that
the party go in and find out what is wrong, leaving
Dy’ssyth under their watchful eye. At this point the pilot
will hand the PCs the final Aphex transmission.
The drifter clans are an excellent way to introduce your
party to the Dragonstar universe. Their wide variety of
jobs and destinations makes it easy to integrate into your
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dial with the players but it is obvious they don’t care to
talk much on the mission. They will not say anything
about Dy’ssyth except that he is an Imperial prisoner.
They do not know anything about his crime. Salazar
offers a warning that Dy’ssyth has contacts in the ISPD,
and despite his current status, is a very dangerous fel-
low. He advises the party to merely stay away from him
until they reach Aphex. Makillian is also the one that
changes the party’s orders once they arrive on Aphex.
General Prison Features
The prison is shaped like a ziggurat, slightly sloped with
a smaller block placed upon the large ground-level
structure. Barbed wire covers the outside walls making
them impassable except for the external lift, which is
currently stuck about 10 ft. from the top of platform.
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The prison’s primary power source and communications
have been cut. The backup system has come online,
meaning that the red emergency lights that run along the
walls at ceiling level provide the only illumination. The
environmental controls have been stabilized, except
where noted, and the video cameras are all still working
where they are intact.
Dy’ssyth on the other hand talks to any character that
approaches him, but his manner is very terse and almost
mocking. A Sense Motive check (DC 15) reveals that
the dark elf seems to know something the characters do
not. No amount of compulsion will cause the dark elf to
reveal anything else. The dark elf appears to be in phe-
nomenal shape, with a slightly larger frame than most
drow. His eyes are bone white with no visible pupils,
and his white hair is shaved close to his head. He is
restrained by sophisticated electronic handcuffs that
restrict the ability to escape as well as cast spells with
somatic components. The party should feel completely
safe that he will not escape.
None of the prison’s internal communicators are online,
though a Repair check (DC 25) could get them working
again. The only problem is that each terminal would
have to be repaired separately, of which there are nearly
100 in the complex. A similar check could be made to
get any broken system (such as the external elevator to
the cellblock level) working, but only a mechanist may
attempt this without the proper equipment (which can be
found in areas 15-17).
Once the Wingman starcasts into the system, it takes
about 5 hours to reach Aphex. Two hours into the trip
the pilots receive a strange transmission from the plan-
et, but they don’t alert the players at this time. Only after
they get to the planet and find the prison unresponsive
do they give the players the transmission log. It is a two-
day trip to the nearest space station, so the pilots are
loathe to turn around before depositing their cargo. If
need be, they threaten to leave the PCs in this system if
they don’t at least go in to the prison to find out what is
happening. If the DM is using the Drifter Clans hook, he
can point to the clause in the charter that bids their mer-
cenaries gather information when they cannot fulfill
their missions.
The thick outer walls prevent personal communicators
from functioning, as do the thick metal plates in the ceil-
ings and floors of the prison. This means that personal
communication only works between two people on the
same prison level.
Doors all have standard keycard locks, requiring an
Open Locks (DC 30) check to bypass without security
clearance. They are made of steel and have a Hardness
of 25 and 60 hit points. During a power outage, most
doors in the complex may only be opened from the
inside, so the players may have to bypass these locks to
get into places they wish to go.
Outside the Prison
Two prisoners that have yet to escape are fighting on the
platform outside the 2nd level of the prison. When the
PCs arrive they hide until the PCs leave their vehicle, at
which point they start taking potshots at them with the
autopistols they took from a pair of overpowered
guards. At that range the prisoners are unlikely to hit
anything, but it is just the welcome the PCs need to get
them in the mood. Use the average prisoner stats found
at the end of the module for both of these prisoners.
They retreat back into the building if fired upon or
chased.
Hacking into the prison’s central computer is very diffi-
cult, requiring a series of three Use Device checks (DC
30) to access the network. A final check at DC 40 is
required to grant the user admin-level access.
On the Transport Ship
The ship that transports the characters and their prison-
er to Aphex is an Imperial class corvette, the Wingman,
piloted by Captain Jervus Makillian. The co-pilot is a
half-elven recruit named Salazar Blocht. They are cor-
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The prison’s walls are barbed in places, extremely
smooth in others. This makes them nearly impossible to
climb either up or down (Climb DC 35) without suffer-
ing wounds. Any character failing his Climb check suf-
fers 1d8 points of damage and falls to the ground below.
Climbing up where the turbolift negotiates the building
is equally difficult.
The emergency lights have kicked in and give then
entire place an eerie glow. The burnt furniture and over-
turned sculpture complete the effect. Several grenades
set off by rioting prisoners melted the door to the right,
and the door to the left is sealed. It will take an Open
Locks check (DC 30) or the code found in the warden’s
datapad to open.
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Treasure: The holographic sculpture can be taken, and
would fetch 350 cr in the right market.
Prison Administration Complex
(Areas 1-13)
This portion of the prison was partially destroyed by the
rioting prisoners. Some of the more technically profi-
cient prisoners forced access to the communications and
security control room, locking access to the system and
destroying much of the system’s capabilities. Until then
the prison guards had the upper hand in controlling the
riot, but many of them were trapped in rooms 9-13 by
the power outage and the prisoners were able to over-
take those trapped on the outside. The warden was killed
trying to get to the Comm Center, sending out one last
message before slipping into unconsciousness. Those
who received the message mistook his voice, weakened
by the wounds inflicted on him by the rioting inmates,
for calm.
2. WARDEN’S WAITING ROOM
This room has a desk opposite two plush
chairs, a small table covered by a few very
outdated smartpaper ‘zines in between. On
the desk is a computer whose monitor has
been smashed. Another door lies partially
open, blocked by the motionless body of a
human male.
As the warden tried to exit his office two prisoners
accosted him. He shot this one, and chased the other out-
side, where he was killed. The computer in this room
has been smashed beyond repair.
Treasure: A pack of three ration bars sits uneaten in one
of the desk drawers.
The remaining guards have holed themselves up in areas
9-13, and will not open the doors for any reason. One of
them has been trying to restore power and communica-
tions to the prison from within, but so far has been
unsuccessful. Hours of being locked inside their own
prison have frayed the nerves of some of the guards,
leaving them skittish and terrified. That they have seen
the effects of whatever now lives within the medical
wing has not aided in their recovery.
3. WARDEN’S OFFICE
This office is completely blown apart;
scorch marks and blast holes are every-
where. The remains of a desk and computer
system lay smashed on the floor, and sever-
al paintings hang broken on the wall. A
closed door leads out of the room to your
right.
1. ENTRY HALL
This angular room was obviously once a
receiving room, but all the furniture has
either been overturned or incinerated. One
sturdy table remains standing just opposite
the entry doors. A holographic sculpture on
the table has been knocked on its side. Two
doors stand on opposite walls, to the left
and right of you when you enter. The door
to your right is crushed and melted, hanging
open revealing a dark room beyond.
This is the warden’s office, where he was working when
the riot occurred. A half-finished report is still active on
his datapad, which can be found among the rubble
(Search DC 15). Stuck in the datapad is a damaged key-
card, requiring a Repair check (DC 15) to get working.
This is the confiscated keycard from a drunk guard, not
the warden’s personal key. It has enough clearance to
open every door on this level except the door leading to
areas 9-13.
The entire place is lit only by red lights
that run along the walls at ceiling level.
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4. WARDEN’S CLOSET (EL 1/2)
into the communicator or attempt to bypass the secu-
rity door a voice will ring into the comm.
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This closet holds a guard’s uniform, a
pack of gum, several smartpaper maga-
zines, and a cleaning kit for guns. A gun-
rack on the back wall of the closet is empty.
“Ted, is that you?”
This is Arnie, the guard posted to the door at the
moment. He’s not the brightest guard in the building,
and he has been instructed to open the door for no
one. Despite this if one of the characters pretends to
be Ted or can convince him that Ted is hurt, he will
open the door for them. Roll a Bluff check against
Arnie’s Sense Motive (he has +1 to that skill) to
determine success. He will not be very happy at their
deception, but won’t cause them any trouble since
they are not prisoners.
This innocuous-seeming closet actually holds a great
danger for any character doing a thorough search. Any
character spending more than a round in the closet is
subject to attack by a native vermin called a snat. The
snat drops onto the character and uses its chameleon
ability to blend in with the character’s clothing or armor.
If the character has exposed skin, the snat anesthetizes
and begins draining blood from the character. Should it
drop onto a fully armored character, it will ride along
and look for the opportunity to attach to another target.
6. SECRET LOCKER
This area holds an emergency flare gun, two gasmasks,
2 sleep gas grenades, 2 holdout blasters, and a medkit.
5. OFFICES
These offices are all trashed, broken computers and per-
sonal effects scattered everywhere amidst blaster marks
on the walls and floor. Exceptions are noted below.
The guards forgot this emergency locker during the riot,
and the inmates never found it. It requires a Search
check (DC 20) to spot the panel and an Open Lock
check (DC 35) to break through. The medkit is master-
work and contains two dermpatches of cure light
wounds in addition to its normal items.
A: This is the deputy warden’s office. It has been loot-
ed, but a nameplate with his name and title can be
found among the debris.
B: This is the prison records room. This room is mostly
intact, though it contains only cabinet after cabinet
of files. The computer here is working, but it is not
connected to the network. A Research check (DC
20) can turn up any mundane piece of information
about the prison, such as duty rosters, prisoner lists,
supply invoices, etc.
C: Trashed office.
D: Trashed office.
E: A prison guard named Ted left the main control
room (area 10) to help bring the sensors and com-
munication systems back online. Unfortunately he
failed, and on his way back an escaping prisoner
bludgeoned him to death. Now his body lies in the
corner of this trashed office, his head crushed by
some blunt object. Ted had a keycard with clearance
for the door in 5f, but he dropped it in the security
control room (area 7) before retreating here.
F: This is the first intact room the characters have
encountered in the prison. A clean desk covered with
office supplies and a 2-way communicator on the
desk. A very sophisticated security door is on the
opposite wall. The confiscated security pass from the
warden’s office will not open this door, but Ted’s
pass will work if the characters have found it. It
requires an Open Locks check (DC 40) to bypass
without the proper codekey. If the characters speak
7. SECURITY CONTROL ROOM
This room looks like it was locked down
and appears to have escaped the violence
evident in many of the other rooms. A com-
puter flashes a bright red ribbon with the
words “Network lockdown enacted.”
Dozens of security screens here show noth-
ing but static.
This room is intact, having been locked at the first sign
of the riot. The characters cannot bypass the computer
security here, and the cameras are all down until main
power is restored. A Spot check (DC 15) shows some-
thing moving in the medical ward on one screen.
Another screen shows a faint impression of a destroyed
mess hall. If the characters watch for several minutes
they may see a figure flash by momentarily. The moni-
tors are functioning fine, it is the cameras that lack
power. Therefore the characters are not able to get them
working any more than they are.
Treasure: Ted’s security pass may be found here under-
neath a chair (Search DC 10). It gives the PCs access to
any door in the prison, including the secret locker (area
6) assuming they found it.
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