The Modern Dispatch 107 Powderkeg 3


THE MODERN DISPATCH
POWDERKEG #3
BY CHARLES RICE
The year is 2256 and the PCs are about to become
rise of multinational corporations from businesses to
part of history. After discovering coded information
political and military entities in their own right.
in the memory banks of the freighter Sauvegarde, the
PCs decipher it and discover something terrible: war
The Age of Discovery, from 2220 through 2300, sees
is coming. The common folk of the moons must now
mankind recovering from the warfare of the previous
make their stand against the largest and most powerful
age and attempting to rebuild the shattered Earth,
#107
fleet in Earth s history. War is coming.
while the corporations begin to explore the solar
system. This era sees the colonization of the moon,
Welcome to Powderkeg Part 3 the third in
RPGObjects adventure path set in our
CONTENT MANAGERs:
signature sci-fi setting, Prometheus Rising.
CHARLES RICE AND CHRIS DAVIS
ABOUT PROMETHEUS
LAYOUT:
CHRIS DAVIS
RISING
PROOFREADING:
Prometheus Rising is the signature setting
CHRIS DAVIS
of RPGObjects series of Future d20
toolkits, Blood and Space II. In brief the
WWW.RPGOBJECTS.COM
Prometheus Rising setting is a PL 6 setting
technologically and takes place entirely in the
Earth solar system. The Prometheus setting
is broken down into several distinct eras,
Requires the use of the d20 Modern Roleplaying
allowing it to accommodate many different
Game, published by Wizards of the Coast, Inc.
styles of play. The eras of the setting are:
Genetic Age, Age of Discovery, Jovian Wars
d20 Modern and Wizards of the Coast are
and Age of Expansion.
trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used
The Genetic Age encompasses the years
with permission
2000 through 2220, is something of a
cyberpunk/post apocalyptic. In this age
 d20 System and the  d20 System logo are
genetic engineering is discovered, various
trademarks of Wizards of the Coast, Inc. and are
 models of cloned humans are developed
used according to the terms of the d20 System
for warfare, labor and pleasure and society
License version 6.0. A copy of this License can
gradually deteriorates into a state of open
be found at www.wizards.com/d20.
warfare and anarchy. This era also sees the
Powderkeg #3
PAGE 1
THE MODERN DISPATCH
the mining of Earth s asteroid belt and numerous the UEG, the corps and the Jovian colonists, with a
ADVENTURE
exploratory missions to map and explore the planets new round of hostilities possible.
of the solar system.
ENCOUNTERS
Also, advanced ships with faster FTL drives begin
This era also introduces aliens to the setting, with exploring star systems besides the Earth system,
ENCOUNTER 1: INSIDE THE
humans making first contact with The Prime, a encountering more alien ruins and more alien life
telepathic, aquatic race living in oceans of the Jovian forms. This era also sees the formation of the Aegis BLACK BOX
moon Europa, as well as the discovery of numerous Project, a galactic survey arm of the United Earth
ruins suggesting a now extinct alien species had Government dedicated to exploring the cosmos and In Powderkeg Part II the PCs recovered a mysterious
colonized many planets in the Earth system in the making peaceful contact with alien life forms.  black box , handcuffed to the wrist of a space station
distant past. commander. At the end of the adventure, they had not
Despite the strong desire for peace on all sides, this yet been able to open the case. The event that triggers
Finally this era introduces the last of the major era sees first contact with the predatory Fyr Toll the start of this adventure will be when they do in fact
fantastic elements to the setting: artificially intelligent as well, a time traveling race that was attempting get the case open.
robots who are used for work considered too to conquer Earth by the path of least resistance, by
dangerous for human or clone. gaining power over it during it s primitive past. Now If the game master wishes to run this adventure
that humanity has acquired FTL and has begun to without running parts 1 and 2, he could simply design
The Jovian Wars, from 2300 to 2400, this era sees make contact with friendly alien races, the Fyr Toll an adventure (or even a single encounter) in which the
widespread human colonization of the moons of see them as a greater threat and declare war on all case somehow comes into the possession of the PCs
Jupiter, called the  Jovian Moons in the setting. humans. from a UEG operative. Once the PCs investigate a
These colonists, years away from Earth, preyed way to open the case, the adventure begins.
upon by pirates and at the mercy of the megacorps
ADVENTURE
and a distant Earth government, rebel and attempt Captain s Briefing: As you all know, we recovered
to set up their own government, free of Earth and a mysterious case from the UEG space station we
SYNOPSIS/OUTLINE
corporate interference. This war sees the United Earth boarded during our last mission. This case might
Government and all major corporations on one side contain plans for an attack on our loved ones at home
1. Inside the Black Box
and the Jovian colonists, artificially intelligent robots or even plans for a new weapon of some kind. It
1.1 Find of a lifetime
and The Prime on the other. The war ends with the is imperative that we open the case and deliver the
2. The Relic
Jovian Moons attaining independence and establishing contents to our contacts in the resistance.
2.1 Boarding Party
an uneasy truce with Earth.
3. Intercepted
Sensor/Computer Logs: The case is made out an
3.1 Stranded
Finally, during The Age of Expansion, Prometheus alien alloy recovered from the ruins that dot the solar
4. Fantastic Voyage
Rising begins to see many of the elements typical of system. This makes it impervious to scans and likely
4.1 The mad hermit
space opera. With the discovery of barely understood impervious to laser-cutters as well. The analysis
4.2 Antibodies
FTL drives, called  quicksilver drives , humanity s suggests that anything capable of cutting through
4.3 Magic Voice
colonization of the Earth system takes on a much the case (probably a ship s main laser battery) would
5. Expressions of regret
more rapid and intense pace. Jovian moons that were almost certainly destroy the contents inside in the
5.1 Runaway train
years away are now minutes or hours away and the process.
5.2 Control
new frontier becomes the moons of Saturn, Neptune
Denouement
and Uranus. These moons are hotly competed over by
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THE MODERN DISPATCH
computer model of the lock and writing a program
that will test various laser modulations and then
PCS VESSEL: THE HOKUSHIN
pulse combinations until the right combination is
deciphered.
AML Hokushin (Fast Freighter)
The Hokushin, or  North Star has been in the service of the African Mining League since 2286. Currently
To simulate how accurate the program is, have a PC
franchised by Kweku Mutakanyi, Hokushin used to make regular mining runs from Ganymede to the
write the program by making 10 Computer Use skill
asteroid belt and back. Since the blockade, it has been making a different kind of run: evading the blockade
checks (DC 20). For every check made, the PCs will
to pick up medical supplies and foodstuffs from an independent hauler in the belt, then back through the
receive a +1 bonus when they attempt to open the
blockade. The Hokushin is able to slip through easier than independent ships, as long as it maintains the
lock. Opening the lock requires a Disable Device skill
pretense of being a good corporate franchise vessel.
check (DC 30).
Type: Ultralight Size: Colossal ( 8 size)
Subtype: Fast freighter Tactical Speed: 3,500 ft. (7 sq.)
Mission Information: Once the PCs get the case open
Defense: 7 Length: 110 feet
they find something remarkable inside: photographs
Flat-footed Defense: 5 Weight: 450 tons
and computer scan printouts of a completely intact
Autopilot Defense: 5 Targeting System Bonus: +3
alien starship. The design is radically different than
Hardness: 20 Crew: 4 (trained +4)
anything in service with the UEG or rebel forces.
Hit Dice: 16d20 (320 hp) Passenger Capacity: 4
Initiative Modifier: +2 Cargo Capacity: 300 tons (100 tons with mines) As the PCs have doubtless heard tales of the riches
Pilot s Class Bonus: +3 Grapple Modifier: +16
heaped upon the scientists who discovered the
Pilot s Dex Modifier: +2 Base Purchase DC: 52
workings of the quicksilver engine, they will realize
Gunner s Attack Bonus: +2 Restriction: Restricted (+2)
that if this ship can be recovered and studied, they will
all be fabulously wealthy.
Attack: None
Attack of Opportunity: None
1.1 FIND OF A LIFETIME
Standard PL 6 Design Specs
Having realized what a find he has on his hands,
Engines: Ion engine, thrusters
Capt. Mutakanyi puts the ship under radio silence and
Armor: Polymeric
plots an immediate course toward the coordinates in
Defense Systems: Autopilot system, magnetic field, radiation shielding
the asteroid belt where the ship is located. If others
Sensors: Class II sensor array, targeting system
know of the contents of the black box, other UEG or
Communications: Laser transceiver, radio transceiver
corporate vessels (or both) are doubtless on the way
Weapons: Minelayer, 2 Fusion Mines (used in extreme circumstances when being pursued)
and will be much better armed.
Grappling Systems: Grapplers
Equipment Carried on board: 8 Combat Space Suits (Light Duty Vest, Environment Seal): these are
Supplemental Captain s Briefing: Like the hyena,
corporate issued survival suits built with combat in mind and are standard issue on all corporate vessels.
we must be fast and silent to steal the lion s prey. I am
therefore placing the ship under a communications
blackout. No one is to send or receive any messages
The lock is a different matter. Though sophisticated, Computer Use check made for an active scan (DC
without my express permission. I am also ordering
it s nothing more than a cutting edge laser lock, 20) the PCs can determine that the lock is a Nakajima
the navigator to plot a course immediately at our best
opened by the right frequency of low-intensity laser Model 3, which uses a 38-pulse combination. The best
possible speed. Every effort must be undertaken to
pulses fired into the lock in a set frequency. On a method of defeating a laser lock involves creating a
Powderkeg #3
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THE MODERN DISPATCH
move as quickly and quietly as possible and every to kill all the crew after stealing their find. Mills Captain s Briefing: Wow. Even bigger up close isn t
man and woman aboard should direct his energies to believes (with good reason) that if he talks he will be it. Well, no guts no money, we re going to send a
the way to make this happen. Not only could this find spaced. Without drugs or psionics, the PCs will have boarding over to investigate and bring back anything
make us all rich beyond our wildest dreams, there is to succeed in a Diplomacy skill check (DC 30) to of value. I will stay here and begin preparations
also the chance that we will find something to aid us convince Mills his safety will be secured if he talks. for a tow. I think the Hokushin can handle towing
in our current conflict with the government of Earth. something that big, but we ll first need the away
If Mills does confess to bird dogging, Captain team to conduct a structural analysis to see if the
Sensor/Computer Logs: One night during third shift, Mutakanyi will space him. superstructure can handle being pulled off that rock
while a PC is manning the sensor console, secretly it s on.
make a Computer Use skill check for the character. If the PCs are unable to locate the source of the
If this roll beats a DC of 15 or higher, the PC will transmission (or if they fail to detect the transmission) Sensor/Computer Logs: None. The vessel does not
detect an unauthorized transmission being sent from then this supplementary encounter will go unnoticed. show up on sensors. If the PCs had not retrieved the
the Hokushin. If the roll beats a DC of 20 or higher, The PCs will continue to their destination blissfully exact coordinates from the black box they would have
the PC will be able to determine the source of the unaware that a pirate cruiser is also heading to meet flown right by the asteroid the ship rests on without
transmission as coming from the quarters of Devin them there. noticing it was there. Even focused, detailed scans
Mills, a new member of the crew who signed on just show no evidence of a ship even existing in that spot.
before the PCs left for their current mission. If the roll It s a ghost.
ENCOUNTER 2: THE RELIC
beats a DC of 25 or higher the PC will intercept the
message, which reads:  Find of a lifetime, rendezvous Mission Information: The PCs will need to put on
Having made their way to the abandoned ship, the
at following coordinates [the location of the alien atmosphere suits, since there s no way to tell what
PCs (all of them) are assigned to a boarding party to
starship] . sort of atmosphere (if any) is inside the ship without
investigate the hulk. The ship is even more impressive
sensor information. Once the PCs make their way
up close than in the photographs, and is several times
Mission Information: If the PCs were able to detect to the ship, they will need to find a way inside. The
the size of the Hokushin. The ship rests on a large
the source of the transmission, then they will have structure of the ship will likely raise a few eyebrows,
asteroid and seems to blend into the background of
to decide whether to inform Capt. Mutakanyi or since it appears closer to bone close up. With a
rock.
squeeze Devin for blackmail. If the PCs detect the successful Search check (DC 15) the PCs will be
transmission but do not learn its source, they will able to find an access port and make their way inside.
Note for the game master: It is important that all
have to question various crew members to determine Once inside the PCs will find the interior of the ship
the PCs be members of the boarding party, as the
who sent the message (if their intent is blackmail, contains an oxygen-nitrogen atmosphere. Despite how
Hokushin will be destroyed in encounter 3. Try to
this sort of investigation will be very hard to keep unlikely this might seem to the PCs, it should make
express (through Capt. Mutakanyi) that the PCs
from the Captain on a ship with about a dozen crew). their exploration of the ship much easier. Whoever
various specialties are needed for the exploration of
Each stage of the investigation will require Gather said becoming fabulously wealthy would be hard?
the ship. Although most NPCs are likely eager to join
Information skill checks of DC 10, 15 and 20, with
in on a mission that could result in fame and fortune,
each successful check moving the PCs one step closer The PCs will also find that their communications with
if a PC digs his heels in and refuses, you have two
to Mills. the Hokushin are unhindered. How this is possible
basic choices: have the captain order the PC to go or
with the almost complete invisibility to sensors of
have the PC killed in the destruction of the Hokushin.
Once captured, the PCs will likely want to know the ship they do not know. When investigating the
Depending on the nature of your group, decide which
who he contacted and on this point Mills will be very ship, PCs with medical skills are going to be far better
of these solutions (or a third of your own devising)
uncommunicative. He signed on the vessel as a  bird able to identify the ship than those with engineering
will be the better solution.
dog for a pirate cartel. A cartel that surely planned skills. On a Knowledge (earth and life sciences)
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THE MODERN DISPATCH
check (DC 20) the PCs will be able to determine that it s& oh god, the pirate vessel it just, no wait our to subdue him, making them wait before they can get
the ship is composed of organic materials. Although intentions are& AGHHHHHHHH!! answers to their questions.
it is impossible to say with 100% certainty without
scanners, it even appears that the ship is a living Sensor/Computer Logs: None. Other than the What is this thing (DC 15)? A ship. A being. A thing.
organism. captain s message, followed by static, the PCs will Both. Neither. We didn t know. How could we know?
have no way of using sensors to find out exactly what Seemed abandoned. Salvage laws allowed us to
happened to the Hokushin. Fortunately, they won t come on board. How could we know? A living ship?
ENCOUNTER 3:
have much time to grieve, since they will have other Impossible!
INTERCEPTED
concerns.
You re saying this ship is alive (DC 15)? Alive. Yes.
Encounter 3 is where things start to go badly for the
Protected itself from us. You too probably. Felt the
ENCOUNTER 4: FANTASTIC
PCs. Expected or not, the pirate ship contacted by
vibration of the guns. You re trapped here too. Going
Mills arrives and when it powers up its weapons, the VOYAGE
to die. Just like all of them. Me too someday. No. No!
ship the PCs are on wakes up and destroys both the
I m a survivor! I made it this far.
pirate vessel and the Hokushin. Trapped on the vessel, The ship, having eliminated the largest threats to itself
the PCs realize it has not landed again on the asteroid (the enemy warships and its location being known)
You weren t alone? What happened to your friends
but instead is being piloted (or perhaps piloting itself) now takes notice of the smaller threat, the arrival of
(DC 20)? Things. Scrubbers. Scrubbed them right out.
to an unknown location. At this point the PCs will more  parasites inside itself.
Scrubbed them to death. Then carried the bodies away
meet the lone survivor of a previous expedition, now
like garbage. We fought. Till the ammo ran out. They
quite insane, who can give them some information on
4.1 THE MAD HERMIT still fought. Got scrubbed. I ran. Got to keep moving.
their new prison, as well as some possible information
The PCs realize they are not the only such vermin Can t stay in one place. Got to keep moving.
on why the ship reacted as violently as it did to the
inside the ship as well, when they meet the sole
approaching pirate vessel: the corporate explorers who
survivor of the last expedition inside the creature, now Keep moving (DC 20)? Yes! That s right! Got to keep
came before the PCs attempted to  lobotomize the
completely insane. Still, their crazed fellow inmate moving! Can t stay in one place. Get scrubbed. Won t
living ship to control it or possibly dismantle it.
can provide the PCs with valuable information about get scrubbed. Stay moving. I m a survivor. I made it
the ship if they are able to decipher his clues through this far.
3.1 STRANDED the mad gibberish he spouts.
How do you control the ship (DC 15)? Control it?
With the arrival of the pirate vessel, with weapons Mission Information: As the PCs explore the ship We tried. That s what set it off the first time. Three
charged, the ship awakens and (as it sees it) defends (perhaps searching for the crew or a place to gain corporate ships. Gone. Just like that. Can t control
itself, destroying both the pirate vessel and the control of the craft as it moves through space), they it. Main control completely sealed off now. It talks
Mutakanyi with advanced weaponry. The ship then encounter a dirty, wounded Earther with scraggly hair though. I hear it. Or is that someone else? No! No. I
decides that its current location has been compromised and wild eyes. Despite his appearance, this refugee don t believe in him. No fate. Hearing voices. I might
and heads to a new location. is a potential gold-mine of information, if the PCs be losing it. Going to need some therapy if I get out.
handle him  delicately enough. Some potential If? No! When! I m a survivor. I made it this far.
Captain s Briefing: Damn, looks like our  friend questions and answers are listed below, along with the
Mills pirates arrived faster than we d like. Since Diplomacy skill check required to receive coherent Supplemental information: Once the PCs begin their
they can t detect the vessel we re going to move out answers. If the Diplomacy check fails all the PCs get first combat with a group of scrubbers, they will find
of the area until& wait, what s happening, are you is hostile gibberish. They can try again but if a second the hermit has slipped away. He anticipates the same
in engineering? Alien vessel is powering up I repeat check fails the hermit will attack, requiring the PCs fate for the PC as his fellow scavengers.
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THE MODERN DISPATCH
I may kill ships. I may kill non-beings, like you and
4.2 ANTIBODIES 4.3 MAGIC VOICE
the creations of the Fyr Toll.
This encounter could occur any time after
encountering the  mad hermit . Every hour the After the PCs first day on the ship, they will begin
What makes someone a non-being? Non-beings are
ship can produce one of the hermit s  scrubbers , hearing a disembodied voice, speaking English.
created. They do not evolve. They are made. They do
symbiotic life forms that live inside the ship and Perhaps they will doubt their sanity, thinking
not have capacity for growth and change.
repair damage, as well as removing debris, waste and something about the ship or the constant danger drives
parasites. Parasites like the PCs. If the PCs do not men mad as it did the hermit. In fact this is the ship,
We are beings! Preposterous! That would mean I have
kill these creatures as soon as they are produced, they attempting to learn more about these strange creatures
killed beings. This is not permitted.
can combine with each other to become larger and on board. This provides the PCs with their best and
more dangerous (see the new monsters section for most realistic chance of surviving the adventure, so
I have proof! (What is offered as proof can vary
more information). After three scrubbers have been what they say to the ship will be critical. Below are
greatly but some historical text or computer file
produced, the ship will send them looking for the PCs some common questions and answers.
demonstrating mankind s capacity for change would
(for the first three hours they will perform routine
work). No. I have killed beings. This is not permitted.
maintenance). What the hell are you? I am this. I am all there is.
I must be punished. But the sleepers are not awake.
Once we were many, taken from the places where we
But they must punish. I woke early. I am the only
Once the scrubbers begin their search for the PCs, frolicked and taught to resist. Resist the coming storm.
one. I must punish. I must be punished. I must punish.
there is a 1 in 6 chance each other that they will find And we did. With success! The evil was beaten back.
[This conversation will trigger Encounter 5]
them if the PCs keep moving (spending no more than When they left, we remained. Remained until the
an hour in each location). Should the PCs spend more sleepers slumbered. So we slumbered too. Waiting for
Where are these sleepers? The world of Kaneira. It
than an hour in any location, this chance will increase the sleepers to awaken and evil to return.
sleeps. Soon it will wake. And then they will return
to 2 in 6 (after two hours), then 3 in 6 (after three
and the cycle begins again.
hours) and so forth. Contrary to what the hermit tells Wait, there s more than one of you? [Laughter] Oh
the PCs, it is probably in their best interests to seek yes. Thousands. Scattered everywhere. We wait. We
Kaneira? The fourth world in this system. It sleeps.
out the scrubbers and destroy them before they can wait for the sleepers and then the evil.
combine.
It sleeps? The place is a necropolis! It went to sleep
What evil? They called them Fyr Toll. Scourge of
centuries ago. But soon it will awaken and be a jewel
Mission Information: The PCs will encounter galaxies. Slave master to trillions of souls. They
in the sky. You are of Kaneira. But you do not sleep.
scrubbers from this point on in the mission, as the ship are like the storm. They come in waves. Once they
They did not understand.
has become aware of them. It had decided to cease ruled this place but we fought them off. We resisted.
attacks against the hermit (which is why he is still Victory! But they will return. It is like the tide. When
alive, despite what he thinks) and has been talking to the sleepers awaken, they will return.
ENCOUNTER 5:
him to learn more about his species (its feelings on
EXPRESSIONS OF REGRET
humanity are heavily colored by having a rambling Why are you attacking us? You are primitive. Non-
lunatic be the only human it has spoken to). But it beings. Like those who serve the Fyr Toll. The others
Having caused the ship to realize it has taken the
will not brook more of his kind on board, so with the who were here, they tried to injure me. That is not
lives of  beings , the ship becomes despondent and
arrival of the PCs, it will begin producing scrubbers permitted. I must rid myself of you and find a new
resolves to take its own life by flying straight into the
again. place to slumber. Slumber and wait. Wait to defend
sun. Of course the PCs have a vested interest in seeing
beings. The sleepers. Defend them against non-beings.
this doesn t happen, since they re going along for the
See the new monsters section at the end of this
ride.
adventure for more information on the scrubbers. Non-beings? Creatures. Those who are not truly alive.
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THE MODERN DISPATCH
5.1 RUNAWAY TRAIN
CAPTAIN KWEKI MUTAKANYI
Kweki came up through the ranks of the African Mining League slowly, beginning as a surveyor on Earth,
This encounter can be triggered at any time, provided
he specialized in finding fresh veins in mines long considered exhausted. After being promoted to the space
the PCs make the ship realize it has in fact killed
mining division, Kweki made a small fortune mining the asteroid belt and parleyed those commissions
 beings , contrary to the ship s mission.
(through shrewd investing) into enough credits to purchase his own ship franchise. Seeing enormous
opportunities for someone of his skill on the frontier, where big strikes were being made daily it seemed,
Mission Information: Once triggered, all PCs must
Kweki took his ship and moved out to Ganymede. At first the moons were a place of work but in the decade
make a Balance check (DC 20) or be thrown to the
since his arrival, Kweki has come to consider them his home. Now that home is threatened by a government
nearest bulkhead of the ship, suffering 1d6 points of
years away, by politicians who have never been further away from Earth than the Do Gwoon orbital station.
damage. The PCs will immediately realize that the
Although he has always been a man of peace, not even allowing his ship to be armed, Kweki has come to
ship has accelerated rapidly, more rapidly than any
see war as inevitable and is determined to do his best to aid the Jovians despite his peace-loving nature.
Earth vessel could.
With piracy on the rise he s begun carrying mines to deter pursuit and is beginning to seriously consider
arming the ship.
What the heck was that? I have violated my duty. I
Appearance: 6 4 , 224 lbs, brown skin, black hair, green eyes
have taken the lives of beings. My life is now forfeit. I
will fly into the sun before I do any more harm.
Captain Kweki Mutakanyi (Earther Dedicated Hero 3/Explorer 2): CR 5; Medium-size humanoid;
HD 3d6+3 plus 2d8+2; HP 25; Mas 13; Init -1; Spd 30 ft; Defense 15, touch 12, flatfooted 16 (+0 size, -1
5.2 CONTROL
Dex, +3 class, +3 equipment); BAB +3; Grap +3; Atk +3 melee (1d6+0/19-20, Metal Baton), or +2 ranged
(2d8+0, Laser Pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Jovian Rebels; SV Fort +5, Ref +2, Will +6; AP
The PCs (hopefully) gain control of the vessel,
2; Rep +1; Str 10, Dex 8, Con 13, Int 10, Wis 14, Cha 18.
stopping its suicide run.
Occupation: Asteroid Prospector (Pilot, Search)
Skills: Bluff +8, Gather Information +8, Knowledge (Earth and Life Sciences) +6, Knowledge (Physical
Mission Information: There are two basic
Sciences) +4, Listen +8, Pilot +4, Search +10, Sense Motive +8, Spot +10, Survival +8
approaches to this encounter: the PCs can attempt to
Feats: Alertness, Armor Proficiency (light), Miner, Personal Firearms Proficiency, Simple Weapons
force their way into the ship s command center, it s
Proficiency, Starship Operations (Ultralight)
 brain and lobotomize the vessel, rendering it dead
Talents (Dedicated Hero): Skill Emphasis (Search), Aware
in space or they can attempt to reason with the vessel
Talents (Explorer): Explorer Lore, Survivalist, Resolve, Skilled Searcher
and convince it that what it s doing is wrong.
Possessions: Light Combat Armor, Metal Baton, Laser Pistol
Since the megacorp employees have already
attempted to gain control of the ship, it has prepared
Punish yourself all you want, but there s still  beings You can make this right. There s a lot of beings in
for that eventuality. Directly outside the bulkhead of
on board, what about us? You can t kill more beings danger right now that you can save! This is the big
the control center the PCs will encounter two large
in the course of your punishment. This will cause the potential  jackpot of the adventure and will allow the
scrubbers.
ship to detour to the nearest human colony and allow PCs to control the ship (within limits). A ship of this
the PCs to depart the vessel. Depending on whether nature could be of great value to the rebellion even
Should the PCs attempt to reason with the ship, there
the game master would prefer to run an escape though it will not directly engage in combat with other
are a few basic approaches they might try that are
adventure, or get the PCs back into the thick of the beings.
summarized below, with the results of those attempts.
rebellion, he could either have the ship drop them off
at a UEG facility or a rebel colony.
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THE MODERN DISPATCH
(though more advanced) and those who used a bio- Oozes are not subject to critical hits, flanking, or the
CONCLUDING THE
genetic technology similar to that employed by The effects of massive damage, Blindsight; AL none; SV
ADVENTURE
Prime. The fact that these technologies were present in Fort +1, Ref +1, Will +1; AP --; Rep +0; Str 12, Dex
antiquity and are still present today (through humanity 10, Con 10, Int --, Wis 10, Cha 2.
What happens next will depend on how the PCs
and The Prime) has led scholars to the conclusion that Skills: None
got themselves out of the ship. They might be on a
both technological forms are equally viable and are Feats: None (proficient with natural weapons only)
UEG controlled colony or world, on the run from
likely found in equal numbers of alien civilizations. Possessions: None
the authorities and looking for a way to earn some
Advancement: 10 HD (medium), 15 HD (large)
quick cash for a trip home. They might have been
SPECIES TRAITS
returned to the rebels, looking for a way to join up and
Medium scrubber (Medium Ooze): CR 5; medium-
Small scrubbers have the following traits.
continue the fight against the UEG. Or, they might
size ooze; HD 10 plus 10; HP 65; Mas --; Init +0;
Immunities: Scrubbers are immune to mind-
have acquired themselves a unique and powerful
Spd 30 ft.; Defense 10, touch 10, flatfooted 10 (+0
affecting effects, poison, sleep, paralysis, stunning,
vessel (though not one they can fight with).
equipment, +0 size, +0 Dex); BAB +7; Grap +8; Atk
gaze attacks, visual effects, illusions, and other
+8 melee (1d6+1, melee); FS 5 ft by 5 ft; Reach 5
attack forms that rely on sight. Oozes are not subject
MAPS ft; SQ Oozes are immune to mind-affecting effects,
to critical hits, flanking, or the effects of massive
No maps are included in this adventure. The living poison, sleep, paralysis, stunning, gaze attacks, visual
damage.
ship is huge but rather sparse; most of its  equipment effects, illusions, and other attack forms that rely on
Blindsight (Ex): Scrubbers have blindsight with a
consists of nodules of living tissue set into the walls. sight. Oozes are not subject to critical hits, flanking, or
range of 60 feet.
Also, little of the adventure involves combat. If the the effects of massive damage, Blindsight; AL none;
Digestive Enzymes: While not strong enough to
PCs encounter scrubbers, it will either be in a winding SV Fort +3, Ref +3, Will +3; AP --; Rep +0; Str 12,
count as an acid attack, scrubbers possess an acidic
hallway (the ship is organically and irregularly Dex 10, Con 10, Int --, Wis 10, Cha 2.
skin secretion that will eventually break down
shaped) or a large open chamber (something like a Skills: None
anything into particles the ship can absorb through
cave). However there is no furniture or anything to Feats: None (proficient with natural weapons only)
its skin. After encountering any debris (including the
use as cover. Possessions: None
body of something they have killed), the scrubber will
cover it with its body and begin breaking it down.
Large scrubber (Large Ooze): CR 9; large-size
Within 1-6 hours there will be no evidence anything
SMALL SCRUBBER
ooze; HD 15 plus 15; HP 97; Mas --; Init -1; Spd 25
was ever there.
(NEW MONSTER) ft.; Defense 8, touch 8, flatfooted 8 (+0 equipment,
Combine: Smaller scrubbers can combine to form
Scrubbers were used by one of the many long- -1 size, -1 Dex); BAB +11; Grap +19; Atk +15 melee
a larger creature. Four scrubbers can combine to form
vanished alien civilizations that colonized the Sol (1d8+4, slam); FS 5 ft by 5 ft; Reach 5 ft; SQ Oozes
1 medium scrubber, while eight can combine to form
system in antiquity. What they were used for is are immune to mind-affecting effects, poison, sleep,
one large scrubber.
somewhat debated, with some scholars believing paralysis, stunning, gaze attacks, visual effects,
the creatures are a form of defense against intruders illusions, and other attack forms that rely on sight.
Small scrubber (Medium Ooze): CR 2; medium-size
while others think they were a sort of active compost/ Oozes are not subject to critical hits, flanking, or the
ooze; HD 5 plus 10; HP 37; Mas --; Init +0; Spd 40
recycling system. Of course since they serve both effects of massive damage, Blindsight; AL none; SV
ft.; Defense 10, touch 10, flatfooted 10 (+0 equipment,
functions equally well it is likely they were used in Fort +7, Ref +4, Will +5; AP; Rep +0; Str 20, Dex 8,
+0 size, +0 Dex); BAB +3; Grap +4; Atk +4 melee
both roles as circumstances required. There seemed Con 14, Int --, Wis 10, Cha 2.
(1d6+1, slam); FS 5 ft by 5 ft; Reach 5 ft; SQ Oozes
to have been two general types of alien technologies Skills: None
are immune to mind-affecting effects, poison, sleep,
used in the ruins throughout the Sol system, those Feats: None (proficient with natural weapons only)
paralysis, stunning, gaze attacks, visual effects,
who used  hard technologies similar to mankind s Possessions: None
illusions, and other attack forms that rely on sight.
Powderkeg #3
PAGE 8
THE MODERN DISPATCH
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PAGE 9


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