Escape from Elysium.pdf

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OPEN GAMING LICENSE
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Dragonstar Copyright 2001, Fantasy Flight, Inc.
2
DRAGONSTAR
The galaxy
...an ocean of stars stretching across the vastness of space,
home to great civilizations built on the twin pillars of magic
and science.
The great war
…a titanic conflict that raged across the stars and devoured
worlds whole as untold legions of dragons battled for suprema-
cy.
The ancient pact
…a truce forged of hope and desperation, giving birth to an
empire ruled in a line of succession by the most powerful
elders of the dragon clans.
The new emperor
…the great red wyrm assumes the Golden Throne after five
millennia of peace.
The future
…a dark and unknown horizon, as unrest grows on a million
worlds and countless races suffer under the tyrannical rule of
the new emperor.
Welcome to Dragonstar, a boundless universe of magic and
machine, science and sorcery. Intrepid adventurers explore the
Outlands in starships powered by fusion fire and arcane rituals.
Dwarven prospectors work veins of pure adamantine in
remote asteroid belts, and elven loremasters conduct secret
experiments in living space stations. Grizzled mercenaries aug-
ment their bodies with bioengineered spellware, and orc raiders
armed with pulse lasers massacre innocents on isolated colony
worlds.
Dragonstar is a unique space-fantasy campaign setting for
the d20 System, coming this fall from Fantasy Flight Games.
Written by veteran designers Matt Forbeck and Greg Benage,
Dragonstar will be released in two hardcover volumes: the
Starfarer's Handbook and the Galaxy Guide. Prepare to take your
adventure to the stars!
This free preview booklet is distributed under the terms of the Open Gaming
License. Material enlcosed in a shaded box is designated as Open Content.
‘d20 System’ and the ‘d20 System logo are Trademarks owned by Wizards of the
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version 1.0. A copy of the license can be found at www.wizards.com.
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a sophisticated and expensive piece of hardware that Lucius
knows the resistance will never be able to produce in quantity:
He simply wanted to be sure that the weapon used to fire the
darkseekers could be ruled out as a possible cause of any defects
or limitations.
The PCs have been assigned to transport the weapon safely
from Lucius' homeworld to a resistance base in the Kadimin
system, hundreds of light-years away. The modular weapon is
disassembled and stored with five 20-round ammunition maga-
zines in an electronically and arcane locked titanium case. The
characters have been instructed not to open the case and have
not been given the keypad combination for the electronic lock.
Opening it requires an Open Lock check (DC 25) by a charac-
ter with the Technical Proficiency feat. All of the PCs in this
adventure are from imperial worlds and have the Technical
Proficiency feat; however, Salassa is the only one with the nec-
essary skill and equipment to open the lock. The arcane lock
can only be opened with a dispel magic or knock spell, as usual.
The characters have booked passage aboard the starliner
Elysium for the long voyage to the Kadimin system. They have
a single cabin with four bunks on the Nebula Deck, which
offers affordable if somewhat confined 10 ft. by 20 ft. berths.
The trip from the inner system to a safe jump point at the
outer edge of the solar system takes several days, and the char-
acters have had plenty of time to get acquainted with the ship.
Escape from Elysium
Escape from Elysium is a short, standalone adventure designed
to introduce players and DMs to the Dragonstar universe.
Included are three pre-generated characters and all the informa-
tion you'll need to run the adventure using the d20 System core
rulebooks. The adventure offers a few peeks into some of the
dark and secret corners of the Dragonstar campaign setting,
so don't read any further unless you're the DM!
3
Adventure Background
Ever since the great red wyrm Mezzenbone assumed the
Golden Throne, a loosely organized resistance movement has
been growing among the oppressed races of the galaxy. Largely
confined to secret bases and covert organizations operating in
the Outlands worlds lightly governed by the benevolent and
freedom-loving brass and copper dragon clans, the resistance
has nevertheless become strong enough to begin actively—if
quietly—opposing the Empire.
The PCs are three such freedom fighters. Drawn to the resis-
tance for different reasons and from different pasts, they are
playing a minor role in one of the first battles of a brewing
covert war.
The resistance can never hope to match the Empire's tech-
nological resources. However, the leaders of the resistance
hope that magic is something of an equalizer. Magic cannot be
mass-produced. Magical research and invention typically
requires a single spellcaster with vision, skill, and persistence
who is willing to sacrifice some measure of his own life force
to his work.
One such individual, a brilliant wizard named Lucius
Deneven, has developed a new weapon that could aid the resis-
tance in some small way in its fight against evil and tyranny.
This weapon is an arcane technological device, a sophisticated
hybrid of magic and machine that Lucius calls a darkseeker.
The darkseeker is a miniature rocket designed to be fired from
a conventional gyrojet weapon. The rocket is driven by a solid
propellant and equipped with an electronic guidance system
and maneuvering fins that allow it to alter course in flight. Due
to a number of design limitations, gyrojet weapons are uncom-
mon in the Empire. The feature that gives the darkseeker its
name, however, makes it a promising development for the
resistance: The darkseeker rocket is enchanted to detect and
home-in on evil targets.
The resistance hopes that enough of the darkseeker rockets can
be produced to provide its covert warriors with some small
advantage in their fight against the daunting forces of the
Empire. Such weapons will make even largely untrained recruits
effective marksmen against the right targets. The lack of popu-
larity of gyrojet weapons will even work in the resistance's
favor, as they will be able to acquire them at very low prices
from eager arms dealers and gunrunners across the Outlands.
With the assistance of a dwarven gunsmith and devoted cler-
ic, Lucius enchanted a military-grade gyrojet rifle to serve as
the test platform for the darkseeker rockets. This holy weapon is
Pirate Attack!
Escape from Elysium is set up as a race against time, a running
battle in which the PCs must make their way across the Nebula
Deck and reach the ship's escape pods before being killed or
captured by the attackers. To begin the adventure, simply read
or paraphrase the following text.
There are three orc mercenaries in the corridor (see stats at
the end of the scenario). They are posing as pirates—and in
truth, they have done some freebooting in their day—and they
have been hired by the Imperial Police to attack the Elysium.
There's no way for the characters to know it, but this whole
crisis centers on them: The Imperial Police have discovered the
existence of the resistance movement and their darkseeker
You are members of a covert resistance cell and you've
been charged with transporting a valuable package to a hid-
den base in the Kadimin system. You weren't told what is in
the electronically and magically locked titanium case, but
you figure it must be pretty important. You've booked pas-
sage on the starliner Elysium for the long voyage.
Interstellar ships like the Elysium jump between the stars
instantaneously using powerful magic, but it takes several
days to travel under conventional acceleration from the
inner planets to a safe jump point at the outer edge of the
star system. During that time, you've had ample opportunity
to get to know the ship. While your cabin on the Nebula
Deck is a far cry from the penthouse suites you read about
on the ship's network, it's still quite comfortable, if a little
confined.
You've been aboard for the better part of two days when
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bybassed the cameras they pass (Technical Proficiency, Disable
Device DC 20).
Assuming the orcs are prepared for the characters, they will
have taken cover behind the large equipment lockers in the
escape pod bay. The lockers count as one-half cover. Knowing
that their lives depend on preventing the characters’ escape, the
orcs will shoot to kill.
trouble arrives. You're relaxing in your cabin, anxiously pass-
ing the time before the jump, when an alarm chime sounds
on the cabin's computer console. The message freezes the
blood in your veins:
Attention all passengers, this is the captain speaking. It is my
unwelcome duty to inform you that the Elysium has come under
attack by an unidentified hostile party. Attempts to hail the attacking
vessels have been unsuccessful. Please stay calm and remain in your
cabins until this crisis has been resolved.
Moments after the message ends, you feel the first explo-
sions shudder through the ship. Somewhere far away, alarm
klaxons begin to sound. The cabin's lights dim and flicker
ominously. After what seems like hours, the explosions stop
and the ship is quiet but for the harsh blaring of the emer-
gency alarms.
Suddenly, the cabin door unlocks and slides open. An
obviously panicked security officer is standing in the door-
way, his laser pistol out of its holster and held at his side.
"He…hello, my name is Officer Ridgewell, with sh…ship
security. I was sent to warn you! Pirates have crippled and
boarded the ship. You have to get to the escape pods!
They've come…"
The young man's warning is cut short as a blaster pulse
tears through his body. Eyes glazing, he crumples to the
ground. Hulking figures are visible in the corridor outside
the cabin.
4
concluding the adventure
If the characters defeat the last group of orc mercenaries,
they will be able to get to the escape pods. Unfortunately, they
will discover that the attackers have locked out the control sys-
tems and they can’t get into the pods, let alone launch them.
There is a network terminal in the bay, but gaining access to
the control systems requires a Use Computer check (DC 20). If
the check is successful, the characters will be able to climb into
one of the miniature four-passenger spacecraft and launch. If
the check fails, the player may try again but each failure will
result in the arrival of three more orcs.
If the PCs manage to launch the emergency pod and escape
from the Elysium, they will eventually be picked up by a free
trader working for the resistance. The free trader transports
them safely and stealthily to the secret resistance base in the
inner system. The characters are debriefed, congratulated
(assuming they did not lose the darkseeker prototype), and given
a few days to relax and recover before beginning their next
mission.
weapon and have attacked the starliner to apprehend the couri-
ers and capture the prototype.
As soon as Officer Ridgewell is shot, have the players make
initiative checks. The orcs have been ordered to capture the
characters alive, and they'll make at least a token effort to do
so. The first will shoulder his way into the door, level his
blaster rifle, and command the characters to surrender. That is,
of course, if he is given the opportunity.
Orcs: CR 3; Medium-size humanoid; HD 1d8; hp 6; Init
+0; Spd 30 ft.; AC 18 (touch 10, flat-footed 18); Atk +3
melee (1d12+2 diamond sword) or +1 ranged (4d10 blaster
rifle); AL LE; SV Fort +2, Ref +1, Will –1; Str 15, Dex 10,
Con 11, Int 9, Wis 8, Cha 8.
Skills and Feats: Listen +2, Spot +2; Alertness.
Possessions: Assault armor, blaster rifle, diamond sword,
personal communicator.
escape!
Once the characters have dealt with the orcs, they will pre-
sumably heed the dead security officer’s advice and make a run
for the escape pods in the aft section of the Nebula Deck.
As the characters make their way to the escape pods, feel
free to throw more squads of orc mercenaries their way, identi-
cal to those in the previous encounter. The characters’ progress
might also be delayed by encounters with wounded crewmen
and hysterical passengers.
When the characters reach the emergency bay holding the
escape pods, 10 more orcs will be waiting for them.
The attackers have taken the Elysium’s bridge and are in con-
trol of the ship’s computer network. Using the security cameras
mounted throughout the corridors in the ship (Spot DC 25,
Search DC 20; cameras are marked with dots on the map), the
orcs have been monitoring the characters’ progress. The merce-
naries will be ready for them unless they have disabled or
+2 Holy Darkseeker Gyrojet Rifle: Gyrojet weapons
fire small, self-guided rockets. Darkseeker rockets are enchant-
ed to detect and home-in on evil targets. Attacks against evil
targets receive a +20 enhancement bonus. In addition, the
attacker is unaffected by the miss chance that applies to
attacks against a concealed target. Damage: 3d6 + 2d6 holy;
Range Increment: 200 ft.; Caster Level: 5th; Prerequisites: Craft
Magic Arms and Armor, detect evil, true strike; Market Price:
34,000 cr; Cost to Create: 17,000 cr + 1,360 XP.
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5
Kael Loston
Male human Ftr3: Medium-size humanoid (human);
HD 3d10+9; hp 50 (30 base plus 20 trauma symbiote); Init
+3; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); Atk +8
ranged (4d10, masterwork blaster rifle) or +5 melee
(1d12+1/19–20, masterwork diamond sword); AL CG;
SV Fort +6, Ref +4, Will +1; Str 13; Dex 16; Con 17;
Int 10; Wis 11; Cha 11.
Skills and Feats: Climb+3, Demolitions +3, Jump+3,
Pilot +4, Spot +1, Swim +3; Point Blank Shot, Precise
Shot, Quick Draw, Rapid Shot, Technical Proficiency,
Weapon Focus (blaster rifle).
Possessions: Masterwork blaster rifle, blaster pistol, mas-
terwork diamond sword, light combat armor, personal
communicator, 2 power cells, 394 cr.
Spellware: Darkvision (60 ft.), trauma symbiote.
new items and equipment
Blaster Rifle: Blasters are energy weapons that fire pulses of
highly ionized particles that pack the punch of a lightning bolt
in a thunderstorm. A standard power cell is good for 20 shots
with the rifle. Cost: 250 cr; Damage: 4d10; Critical: x2; Range
Increment: 200 ft.; Weight: 10 lbs.; Type: Energy (electricity).
Blaster Pistol: This sidearm fires pulses of ionized particles.
It is more powerful but slightly bulkier than a laser pistol. A
standard power cell is good for 30 shots with a blaster pistol.
Cost: 150 cr; Damage: 3d8; Critical: x2; Range Increment: 100 ft.;
Weight: 6 lbs.; Type: Energy (electricity).
Diamond Sword: This longsword is edged with laminated
industrial diamond. Cost: 50 cr; Damage: 1d12; Critical:
19–20/x2; Weight: 2 lbs.; Type: Slashing.
Light combat armor: This common armor is consturcted
from a light ballistic fiber and plasti-ceramic plates. Cost: 200 cr;
Armor Bonus: +6; Max Dex Bonus: +6; Armor Check Penalty: –1;
Arcane Spell Failure: 15%; Speed: 30 ft./20 ft.; Weight: 20 lbs.
spellware
is reduced to –10 hit points, it dies. Symbiotes can be healed
just like any other living being, including magical healing.
Spellware is a form of arcane biomodification. Different
modifications provide a wide range of special and even magical
abilities. Unlike standard magic items, the user the spellware is
implanted in pays the XP cost.
Darkvision: This spellware allows the user to see in the dark
up to 60 feet.
Trauma Symbiote: A living organism implanted in the
user’s abdomen, the trauma symbiote projects its own life force
as a protective field around its host’s body. Damage taken by
the host is applied to the symbiote first. If the symbiote is
reduced to zero hit points, it no longer protects the host. If it
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